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 enchant directly magical item, 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.
  Enchant :
  • The effect of an Enchant is chosen by the enchanter and approved by the GM, based on the nature of the expended Creature essence.
    (Example: an essence from an Acid Spider may enable an acid-based enchantment.)
  • Stronger essence sources allow for more potent or complex enchantment effects.
 

Enchantment Gem

Enchantment Gems are 'Valuable gem' charged with Psy, acting as a vessels to channel 'Creature essence' magic. They are made by Crafting disciplines (Enchanting).  

Spell scroll

Spell scroll are paper that contain an existing spell from one of the Magic School.  
  • 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 Magic School.
  There's 4 type of Spell scroll:
  • Spell scroll (Rank 0) : Contain a Novice spell.
  • Spell scroll (Rank 1) : Contain a Standard spell.
  • Spell scroll (Rank 2) : Contain a Advanced spell.
  • Spell scroll (Rank 3) : Contain a Master spell.
 
  • Value: Defined by spell Rank (Rank 0 = 50 golds) (Rank 1 = 75 golds) (Rank 2 = 150 golds)
    (Rank 3 = 300 golds, but rarely sold)
  • Inventory Slots: 0.1.
 

Creature essence

Essence is a form of magical energy found in certain creatures. The stronger the creature, the more potent its essence. This energy is required to Enchant Enchantment Gem and magical item, and can be usefull to refill their Charge created through Crafting disciplines (Enchanting). When a creature dies, its essence becomes unbound from its body and can be extracted from the corpse within a short time.   Extracting it :
  • Extraction must be performed within 2 Turns of the creature’s death.
  • To extract essence, roll using your highest Aptitude.
    • Success: The essence is harvested.
    • Failure: The essence is destroyed.
  • The difficulty of extraction increases with the creature’s power.
  • Other characters may assist the extraction, as with an Attack Assist.
  Usage :
Essence serves as a key material for Enchanting and recharging Artifact.
  • Enchanting : Used in the Crafting disciplines (Enchanting) to empower items. When used to create an Artifact, the essence grants Charges equal to its Harvest Difficulty.
  • Recharging Artifacts : Artifact can absorb essence to restore Charges, regaining the same amount as the essence’s Harvest Difficulty. Any excess energy is lost once the item is fully recharged.
  • Merging Essences : One essence can be absorbed by another to strengthen it. The absorbed essence is consumed, increasing the remaining one’s power.
  • Study : A harvested essence may be studied to learn more about the creature it came from.
  Value :
  • Lvl 1, 2, 3, 4 :
    50 Gp (Harvest difficulty: 0).
  • Lvl 5, 6 :
    100 Gp (Harvest difficulty: 1).
  • Lvl 7, 8 :
    200 Gp (Harvest difficulty: 2).
  • Lvl 9, 10 :
    500 Gp (Harvest difficulty: 3).
  • Lvl 11, 12 :
    1000 Gp (Harvest difficulty: 4).
  • Lvl 13, 14 :
    1500 Gp (Harvest difficulty: 5).
  • Lvl 15, 16, 17 :
    2000 Gp (Harvest difficulty: 6).
  • Lvl 18, 19, 20 :
    5000 Gp (Harvest difficulty: 7).
  • Lvl 21+ :
    10000 Gp (Harvest difficulty: 8).
     
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