Rule: Enchantment
Most enchanters rely on enchantment gems to focus the flow of Psy energy.
These gems can store magical effects and spells, which are then embedded into weapons, armor, or shields. Skilled enchanters can even transfer an enchantment directly from a gem into the item itself, allowing multiple enchantments to be combined on a single piece of gear. How to create, Enchant and insert/remove an Enchantment Gem is described in the Crafting disciplines (Enchanting). Limitation :
These gems can store magical effects and spells, which are then embedded into weapons, armor, or shields. Skilled enchanters can even transfer an enchantment directly from a gem into the item itself, allowing multiple enchantments to be combined on a single piece of gear. How to create, Enchant and insert/remove an Enchantment Gem is described in the Crafting disciplines (Enchanting). Limitation :
- Only 1 Enchantment Gem can be applyed per Combat gear (Weapon, Armor or Shield).
- A Magical gear can have an Enchant directly applyed to it, but is limited to 1 Enchant directly applyed. This can combine with an Enchantment Gem inserted into it.
- An Enchant give the object 2 Psy reserve.
- If the object has 2 Enchant, the object then has 4 Psy reserve.
For exemple, a Magical weapon with Enchantment Gem + an Enchant directly on it.
- If the object has 2 Enchant, the object then has 4 Psy reserve.
- If the Enchant is a spell, the spell must use the Psy from the object itself.
- After each sleep, you may refill 1 Psy on one Enchanted item of your choice.
This refill is independent of any Psy you recover for yourself during sleep.
Enchantment Gem
Enchantment Gems are pure crystalized Psy acting as a vessels to channel and contain Psy-infused magic.- Value: 250 golds (25 for a '(1/10) Enchantment Gem').
- Inventory Slots: 1 (0.1 for a '(1/10) Enchantment Gem').
Spell scroll
Spell scroll are paper that contain an existing spell from one of the School of magic.- Spell scrolls are expended after one usage, and dosn't require Psy when used.
- The spell of a Spell scroll alway cast succesfuly (dosn't require a roll).
- Spell scroll can be Enchanted only with an existing spell from one of the School of magic.
- Spell scroll (Rank 0) : Contain a Starting spell that cost 1 Psy.
- Spell scroll (Rank 1) : Contain a Standard spell that cost 1 Psy.
- Spell scroll (Rank 2) : Contain a Advanced spell that cost 2 Psy.
- Value: Defined by spell Rank (Rank 0 = 50 golds) (Rank 1 = 75 golds) (Rank 2 = 150 golds)
- Inventory Slots: 0.1.
List of applicable Enchant.
You may ask your GM for a custom effect.
Generic :
- Once a day enables to nullify a successful Attack that stikes you or another person in a 15 feets radius from you.
- When worn or held, Increase the Speed by 1 step.
- Increase your Defense Rating by 1.
- Increase your lowest Aptitude by +2.
- (Choose an Aptitude) Increase it by +1.
- Emit light constently in 15 feets radius to avoid the (Area condition (Obscured)) around.
- When worn, adds +1 to your Hearts Total.
- When worn, once a day enables a re-roll on the Injury Table (or Elemental Injury Table), you can then choose the most beneficial result.
- When worn, if you roll an Armor Crash Injury from the table, you can remove 1 Psy from the object instead of lowering the Defense Rating.
- (Choose an Elemental Damage) When worn, grant Resistant to it.
- When worn, provide you with with a thematic boosts to you appearance (flaming hair, frost-covered skin, etc) that grant you a Minor Bonus (+2) to your Aura rolls.
- When worn, change slightly you appearance to look younger or older then you are.
- Do an extra Hearts of Damage, but you get a Minor Penalty (-2) to the Attack roll with it.
- (Choose an Elemental Damage) The target roll on the Elemental Injury Table if it's not Resistant or Immune to it.
- Once a day, enables you to apply the Ailments (Disoriented) to the target.
- Once a day, enables you to apply the Ailments (Fatigued) to the target.
- Reduce by 1 the Hearts of Damage, but steal 1 Psy.
- Killing someone with it refill 1 Heart.
- Do 2 extra Hearts of Damage, but you roll on the Injury Table.
- Reduce by 2 your Defense Rating, but you get a Minor Bonus (+2) to the Attack roll with it.
- You can use Psy from this Shield to Parry instead of its Resistance.
