Guide: Enchantment

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Guides: Enchantment

How DO it work??


A Player's Guide to the Enchantment Numina

When it comes to Sorcerer/Psychic concepts, there's a few Numina in particular that tend to stand out more than others. There is, of course, a reason for this! Enchantment can be a fairly powerful Numina when utilized correctly, from such simple concepts as creating objects allowing -2 to Melee rolls all the way up to creating animated creatures. What goes hand in hand with powerful things in most situations? Complexity. We all know White Wolf can be vague and confusing in their texts, and Sorcerer Revised is no exception. Below I'll attempt to break the Enchantment Numina down into bite-sized parts that you can use to fully understand the complexity of White Wolf's, and City of Hope's, rulings on the usage of the Numina itself.

Enchantment Basics

The actual mechanics of Enchantment are covered on the Enchantment page. As this guide is written to explain practical uses and how Enchantment works with CoH House Rules, please refer to the Enchantment page for any game mechanic inquiries.

Enchantment itself, as intended by the Sorcerer Revised book, is meant to be a Path that can encompass any number of custom magical effects into its usage. In a MU environment, however, such a thing is fairly difficult to accomplish. As this is the case at City of Hope, you may be wondering how a Path that's meant to have such a wide range can work if fully custom effects aren't allowed. The answer, to provide the widest range of customization while ensuring its compatibility with a MU environment, lies in the House Rule uses of Lores, which will be covered later in this guide. Enchantment levels will be laid out in two brackets below, explaining what can be done with each bracket and how.