Difference between revisions of "Enchantment"

From City of Hope MUSH
Jump to navigation Jump to search
imported>WhoopingCrane
imported>WhoopingCrane
Line 22: Line 22:
  
 
Similarly, for '+rules magical items' purposes, an item's level is 2 less than the level of the Enchantment ritual that created it (minimum 1).
 
Similarly, for '+rules magical items' purposes, an item's level is 2 less than the level of the Enchantment ritual that created it (minimum 1).
 +
 +
Note that using a magical item ''does'' trigger [[House Rules/Awareness | Awareness]] checks.
  
 
{{ :Template:StatChart6
 
{{ :Template:StatChart6

Revision as of 15:18, 13 July 2018


Basics

  • 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
  • Duration of effect: Varies by item
  • Rituals (besides creating items): Eldritch Mark (1), Enhance Craftsmanship (2)

Aspects

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

Emulating the powers of other supernaturals:

  • We interpret that level 3 Enchantment rituals can emulate level 1 powers, 4 can emulate 2 (as in canon), 5 can emulate 3, 6 can emulate 4.
  • Requires sufficient Lore for the relevant type of supernatural.
  • Cannot emulate mage powers, they're too broad and often require the mage to get multiple successes.

Similarly, for '+rules magical items' purposes, an item's level is 2 less than the level of the Enchantment ritual that created it (minimum 1).

Note that using a magical item does trigger Awareness checks.

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 3 auto-successes on Strength rolls (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.