Enchantment

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If you are looking for Changeling Enchantment - please click here.


See Guide: Enchantment for a more conversational version. (In case of contradiction, this page takes precedence, but please inform staff so we can fix things to be consistent.)

Basics

Successes Days to create
(N = ritual level)
1 3*N
2 2.5*N
3 2*N
4 1.5*N
5+ N
  • Enchantment by itself doesn't do anything, only its rituals do.
  • Roll: Intelligence + (Occult or Science) vs (3 + level)
  • Modifiers: -1 difficulty for Enchantments that have been mastered (we interpret this as "paid the ritual's freebie or XP cost a second time")
  • Duration of casting: 1-3 days per level of the Enchantment (we base this on number of successes), plus the time to craft the item
    • '+rules magical items' also limits how many items you can create per month
    • Extended rolls not allowed
  • Duration of effect: Varies by item
  • Rituals (besides creating items): Eldritch Mark (1), Enhance Craftsmanship (2)


Naming Formats

As of September 2021, we are changing the names of some of the Enchantment Rites to a standard format. It makes it easier for you and for staff as a whole.

All enchantments will be called Charms

Name What it does
Wisdom - Diff
Boon + Dice
Bane - dice for opponent
Fools + diff for opponent
  • The name of the stat affected by the enchantment will be in the name of the rite.
  • The level at which you have purchased the rite will not change.
    • Example: Occult Wisdom Charm will be minus diff to the Occult ability.
  • If there are special circumstances surrounding your rite, it will be a +note on you
    • Example: Lower level because it can only be used by a certain person.
If you have any questions, feel free to ask. This is in process and will continue (slowly) over the next few weeks while we get things shuffled over.

Aspects

Instead of aspects, this Path gives access to certain types of rituals at each level.


Ritual level
Type of effect Limits 1 2 3 4 5 6
Emulate a supernatural power See below n/a n/a 1 2 3 4
Emulate a background or merit or negate a flaw Staff discretion 1 2 3 4 5 6
Improve Item Staff discretion 1 2 3 4 5 6
Add dice to an ability +1 +2 +3 +4 +5 +6
Add dice to an attribute All uses n/a n/a +1 +2 +3 +4
Slightly limited (e.g. soak rolls) n/a +1 +2 +3 +4 +5
Significantly limited (e.g. non-soak Stamina rolls) +1 +2 +3 +4 +5 +6
Lower difficulty of an ability n/a -1 -2 n/a n/a n/a
Lower difficulty of an attribute All uses n/a n/a n/a -1 -2 n/a
Slightly limited n/a n/a -1 -2 n/a n/a
Significantly limited n/a -1 -2 n/a n/a n/a
Subtract dice from someone else's ability -1 -2 -3 -4 -5 -6
Subtract dice from someone else's attribute All uses n/a n/a -1 -2 -3 -4
Slightly limited n/a -1 -2 -3 -4 -5
Significantly limited -1 -2 -3 -4 -5 -6
Raise difficulty of someone else's ability n/a +1 +2 n/a n/a n/a
Raise difficulty of someone else's attribute All uses n/a n/a n/a +1 +2 n/a
Slightly limited n/a n/a +1 +2 n/a n/a
Significantly limited n/a +1 +2 n/a n/a n/a
  • Emulating the powers of other supernaturals:
    • Requires sufficient Lore for the relevant type of supernatural (at least 3 dots).
    • Cannot emulate mage powers, they're too broad and often require the mage to get multiple successes.
    • Emulating powers that themselves create magic items is limited at staff discretion.
    • For '+rules magical items' purposes, an item's level is 2 less than the level of the Enchantment ritual that created it (minimum 1).
  • Penalizing someone else's roll:'
    • Only affects one target per turn.
    • They must be targeting you with the attribute or ability in question.
    • You must be able to perceive them.
  • Things that will reduce required ritual level by 1 (may include more than one per ritual, but level can't go below 1):
    • Limited to benefiting a subset of rolls (e.g. one numina, one type of ritual, level 1-2 rituals, one specific weapon; staff discretion whether a specific limit is significant enough to warrant a reduction)
    • Requires spending a Willpower per use
    • Limited to one scene per day
    • Limited to one user (can be someone else)
  • Tattoos increase the required ritual level by 1 (the item can't be grabbed/shot out of the user's hand, etc.).
  • Note that using a magical item does trigger Awareness checks.
  • Ability Aptitude Merit (1pt): This is no longer allowed to be emulated as the Sorcerer book does have rules for lowering the difficulty for abilities with enchantment. Any items previously allowed will be grandfathered in, but nothing new will be allowed to be made using this merit.


Enchantment
Dot-filled.png Minor items that have a very limited utility and very limited effects that will never be seen as magical by any who don't know what to look for. They might add one (or, less frequently, two) dots to an Attribute or Ability, grant a bonus to an attack or skill (never more than a +1) or some other boon.
  • Item giving +2 Arcane while in a crowd.
  • Gun giving -1 diff to all aimed shots with it (or alternatively all unaimed shots with it).
  • Item giving restful sleep regardless of state of mind or intoxication (counteracts Nightmares flaw).
  • Item giving +2 Perception (one scene per day) for seeing distant things or noticing movement.

 


 

Dot-filled.pngDot-filled.png A more powerful version of a Talisman that could be previously made (adding +2 to an Ability or Attribute or +2 to some task), or a Talisman capable of changing reality in some subtle but more noticeable or magical fashion.
  • Item giving +3 soak (once) vs lethal damage from a bullet.
  • Bullets (1 per success on the ritual) giving +2 damage.
  • Item giving +2 Dancing while worn visibly.

 


 

Dot-filled.pngDot-filled.pngDot-filled.png These items perform functions that are obviously magical to those looking for such things and that will be considered very weird by those who aren't.
  • Item doubling running speed while evading pursuit.

 


 

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Talismans of this power can defy reality to a large degree, as long as they work within certain restrictions. They can increase Attributes and Abilities past normal human maximums, duplicate low-level supernatural abilities (no more than the second dot of Disciplines, Gifts, etc.) and otherwise work wonders.
  • Item countering other sorcery (three times per day, each success on the ritual counters one die).
  • Weapon doing aggravated damage to Risen wraiths and lethal to others (if wielder can see them).

 


 

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Items made with this level of skill are almost mythic; their powers are sometimes subtle, sometimes blatant and always unpredictable. When they work, they can perform minor miracles.
  • Weapon always aiming for target's heart (Strength + 5 lethal, can be thrown) when used in anger.
  • Item giving Strength 5 (always) and bonuses equivalent to Potence 3 (once per day per success on the ritual).
  • Item allowing user to consult with a long-dead wizard (only during new moon, costs a pint of blood, increasingly difficult Willpower roll to prevent it from crumbling).
  • Armor converting 4 dice of lethal per turn to bashing (eventually falls apart).

 


 

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Talismans of this potency are more rumor and myth than they are quantifiable fact. If items of this power still exist or anyone can still make them, they would be capable of feats that would be impressive even to the most powerful sorcerer.