The Enchanter

by Ancient History


History

Originally, Enchanters were specialized Magicians and Weaponsmiths that joined together to make powerful items for their masters. During the Age of Dragons, many a wyrm kept a small group together to study or amplify the powers of magical objects within it's hoard. It was during this time the Discipline first emerged as such, with enslaved adepts taught naught more than the abilities deemed necessary to enchant objects. During the following ages, Enchanters kept to small, confined spots of relative safety such as major cities or libraries.

Every Journeyman, as part of a tradition stretching back before the Scourge, must leave the clustered buildings he or she has practiced their discipline in, and head out into the "real" world to build up on practical experience and collect a few things the Enchanter might need later on; such as an orichalcum laced net for mining elements.

On Those who are Enchanters

Enchanters are magician adepts that focus on creating, researching, finding, selling and destroying items. They serve as excellent sages, merchants, enemies, supporters, patrons, treasure finders and PCs. They are very focused in the various means of enchanting, to the exclusion of other abilities, although they may be multi-disciplined.

Enchanters make excellent NPCs. They can hire adventurers to look for ingredients for enchantments, ancient magical objects, True Elements, people who didn't pay for an item, etc. They may also help a group create, find, destroy or learn about an item or how to make an item. Many a legendary hero's method of enchanting a weapon can be recalled by an Enchanter.

Also, evil enchanters may make items for Therans or Horrors. Some use their profits to help others, and some grow fat and cruel on their profits. Although rare, some enchanters become Questors, usually for Upandal or Florannus. Young enchanters may join adventuring parties or support them to find ancient enchantments and valuable spell ingredients.


Notes:

Half-Magic:

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.

Talent Knacks:

Knacks may be gained with any talent listed below, if multiple ranks are given, use the higher rank.

Ritual of the Ghost Master

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!)


The Enchanter

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.


New or Modified Talents:

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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