History
At third circle an Enchanter can create spell matrix objects and weave
true elements into objects. At fifth circle, an Enchanter can summon spirits
(elemental and ally), collect true elements by hand, and bind spirits by
half-magic, like an Elementalist or Nethermancer. At ninth circle, they
may create orichalcum as Elementalists.
Knacks may be gained with any talent listed below, if multiple ranks are
given, use the higher rank.
The enchanter must hold the orichalcum coin and imagine all the work and magic required to create and enchant it, then all the forms this enchantment might take over time to come. When the enchanter has suggested a power or means of enchant unheard of before, the ghost master appears (very good for role-playing!)
Important attributes: Charisma, Perception, Willpower
Racial restrictions: None
Karma Ritual: The enchanter must hold an object, and imagines the powers he wishes it to possess. She must then mimic the steps necessary for the creation of these powers in the item. At the end, she Names the item, if it is already named, she reNames it, then casts it aside.
Artisan Skills: Embroidery (most also use carving skills as well)
FIRST CIRCLE
Talents
Karma Ritual
Read and Write Magic (D)
Spell Casting (D)
Spell Matrix
Thread Weaving (Enchanting) (D)*
Weapon History
SECOND CIRCLE
Talents
Durability(4/3)
Forge Blade (D)
Item History
THIRD CIRCLE
Talents
Read and Write Language
Speak Language
FOURTH CIRCLE
Create Orichalcum: Using blood magic and the proper mix of the
five elements - air, earth, fire, water, and wood - an Enchanter may create
orichalcum. Each attempt costs 1 point of permanent damage. The combined
value of the elements must equal or exceed the worth of the orichalcum to
be created. The difficulty for creating orichalcum is 15 + (the value of
the orichalcum in thousands of silver pieces). The Enchanter uses Forge
Blade to create the magic metal.
Talents
Elemental Tongues (D)
Willforce
FIFTH CIRCLE
Recovery Tests: The Enchanter gains one additional Recovery Test
per day.
Talents
Spirit Hold (D)
Abate Curse
SIXTH CIRCLE
Recovery Tests: The Enchanter gains one additional Recovery Test
per day.
Talents
Lip Reading
Spirit Talk
SEVENTH CIRCLE
Evaluate Weapon: The Enchanter makes a Forge Blade Test against
the Spell Defense of the weapon. A successful test reveals the approximate
worth of the weapon and how well it is made.
Talents
Book Memory
Book Recall
EIGHTH CIRCLE
Social Defense: +1 to the Enchanter's Social Defense
Talents
Animate Object
Haggle
NINTH CIRCLE
Otherworldly Control: For the cost of 1 point of strain,
the Enchanter may make additional tests when resisting fear or other magic
which causes her to lose control of her emotions. If the Enchanter cannot
normally resist the effect, this ability does not work. Otherworldly Control
allows additional attempts to resist but does not create them where no opportunity
exits. Otherworldly Control may be used a maximum of twice per round.
Talents
Create Fetish
Enduring Art
Spirit Strike
TENTH CIRCLE
Social Defense: +2 to the Enchanter's Social Defense
Talents
Summon (D)
Summoning Circle (D)
ELEVENTH CIRCLE
Karma: The Enchanter may use Karma to augment any Willpower or
Charisma-based test.
Talents
Bargain with Summoned Creature (D)
Forge Armor (D)
TWELFTH CIRCLE
Karma: Increase the Enchanter's Maximum Karma by 25.
Physical Defense: +1 to the Enchanter's Physical Defense
Talents
Astral Sight
Netherwalk
THIRTEENTH CIRCLE
Blood Edge: For a permanent cost of 2 Damage Points, the Enchanter
uses blood magic to put a Blood Edge on a weapon. Blood Edge increases the
Damage step of the weapon by 2 steps, or 3 steps if the weapon is used to
attack an opponent in astral space.
Talents
Improve Armor
Improve Blade
FOURTEENTH CIRCLE
Talents
Elemental Hold
Ethereal Weapon
FIFTEENTH CIRCLE
Karma: The Enchanter may spend a Karma point on a Recovery Test.
Talents
Blood Guilt Weapon
First Ring of Perfection
*Indicates a new talent, described below.
Threadweaving (Enchanting) and Spellcasting
Enchanter adepts can learn all spells (even multi-discipline spells), weave threads and attune them using their Thread Weaving talent, but all such spells must be immediately Named and made permanent (i.e. for the purpose of enchanting) or when using the Anchored Spell knack.
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