Unless otherwise stated, targets of Enchantment spells must be in line of sight within Charisma x 10 yards.
First Circle Enchantment Spells
Amplify: This spell greatly augments the volume of a target for an hour per success and can be cast on a person or a musical instrument.
Stamina
Charm Person: Humanoid target becomes caster’s friend, resisted with Willpower.
Appearance
Compulsion: Target has compulsion to take an action that does not cause direct harm such as dropping what they are carrying, or bursting into laughter. Resisted with Willpower, difficulty 7.
Manipulation
Daze^: Target loses next action. Resisted with Willpower. Extra successes do not increase effect.
Wits
Hypnotism: Fascinates one target per success, resisted with Willpower. Attacking the target breaks the spell.
Manipulation
Iron Fist: Humanoid subject can inflict lethal damage with their punches and kicks for one scene. Subject may block weapons with unarmed at no penalty. If the subject has the
Living Weapon Merit, they gain +1 dice on all brawl rolls for the spells duration. Up to one person per success.
Stamina
Merciful Weapon: Touch enchantment makes a normally lethal weapon inflict bashing damage, if the wielder consents to this.
Manipulation
Simple Magic Amor: Mundane armor does one extra soak die of damage for one scene.
Stamina
Simple Magic Weapon: Mundane weapon does one extra die of damage for one scene.
Dexterity
Sleep: Target falls asleep. Resisted with target’s Willpower + Stamina.
Manipulation
Second Circle Enchantment Spells
Biting Magic Weapon (Merciful Weapon, Simple Magic Weapon): Mundane weapon has -1 to damage rolls for every two successes rolled, rounded up, maximum -3.
Strength
Complex Magic Amor (simple magic armor): Mundane armor has reduced soak difficulty, -1 per two successes rounded up, max -3.
Stamina
Despair (Compulsion): Cone attack inflicts one die penalty on several targets, resisted by Willpower.
Manipulation
Heroism (Iron Fist): One target per two successes (round up) gains one temporary die of all non-magical abilities per scene.
Charisma
Hold (Daze): Humanoid target is paralyzed for two turns per net success. Resisted by Willpower.
Manipulation
Suggestion (Compulsion, Hypnotism) : Suggestion implants an idea in the subject's mind, resisted with Willpower difficulty 4-9 based on how plausible the suggested thought is
"These aren't the droids you are looking for" would be difficulty 7" to resist, the statement sounds reasonable but it does counteract the Stormtrooper's direct orders to search all droids).
While less powerful than Charm or Dominate, Suggestion has the advantage of the suggestion having more staying power after the spell is completed and being far less likely to tip off the target that their mind was bended.
Wits
Rage (Iron Fist): One target per two successes rounded up. Subjects half wound penalties, gains a die of Strength, and a bonus die of Willpower (for rolls no points). Dodges and parries are +1 difficulties.
Manipulation
Third Circle Enchantment Spells
Complex Magic Weapon (Simple Magic Weapon, Biting Magic Weapon, Merciful Weapon): Mundane weapon has -1 difficulty to attack and parry with for every two successes rolled, rounded up max -3. Alternatively, this spell can grant different traits such as enhanced dueling, shield breaking, flaming attacks, whatever sounds cool and makes sense, metaphysically speaking.
Dexterity
Dominate (Charm, Suggestion): This only works on humanoids. Resisted by Willpower. Subject is telepathically controlled by caster for one day per net success. Performing an action utterly against the subject’s nature will prompt a new Willpower roll at -1 difficulty).
Manipulation
Geas (Compulsion): Target is compelled to undertake an action or refrain from an action as long as it’s not suicidal. Effect persists for three days per net success. Resisted by Willpower.
Charisma
Improved Charm (Charm): Like Charm Person but it works on non-humanoids. If used on a humanoid the caster gets a bonus die on the casting roll.
Appearance
Improved Sleep (Sleep): One target per success falls asleep. Resisted with target’s Willpower + Stamina.
Manipulation
Social Augmentation: Target gains one dot of a social attribute of the caster’s choice per success, lasting 15 minutes per success. You can take it all in one attribute or spread the successes out. Clothing actually changes slightly with the target. Raising Manipulations tends to make clothes more ordinary seem nonthreatening and raising Appearance tends to make clothing more luxurious and flattering.
Maximum is the target’s normal trait maximum plus two. Raising an attribute above the maximum usually makes the target stand out as being obviously magically enhanced.
Any social attribute
Touch of Idiocy (Compulsion, Suggestion): Touch attack inflicts one level of mental attribute damage per success rolled resisted by Willpower (difficulty 7).
Manipulation
Fourth Circle Enchantment Spells
Command Beasts (Geas, Dominate, Speak to Animals, Animal Ken 3+): Caster can command non-sapient animals, resisted by Willpower at difficulty 7. (Charisma)
Greater Despair (Despair): Cone attack inflicts two die penalty on several targets, resisted by Willpower. A successful Willpower roll only halves the effect.
Manipulation
Improved Heroism (Heroism): Like Heroism, but the bonuses are doubled.
Charisma
Improved Hold (Hold): As Hold but it works on non-humanoid targets. Humanoid target’s resist with Willpower at +1 difficulty.
Manipulation
Mental Enfeeblement (Despair, Touch of Idiocy): Like touch of Idiocy but it doesn’t require a touch attack and inflicts two levels of attribute damage per success rolled.
Manipulation
Power Word Stun^ (Hold, Daze): Creature is stunned for two rounds. If they fail a resisted Willpower roll, they are stunned for four rounds. If they fail a resisted Willpower + Stamina roll they are stunned for six rounds (roll together, add Stamina if first roll is failed).
Wits
Fifth Circle Enchantment Spells
Confusion (Compulsion, Touch of Idiocy, Suggestion): Target becomes confused causing them to act randomly. Resisted with Willpower at +1 difficulty.
Manipulation
Mass Charm (Charm, Improved Charm): As Charm but with ten times the range. Affect three humanoids per success rolled. Target’s resist with Willpower at +1 difficulty.
Appearance
Mass Sleep (Sleep): As sleep but it effects three humanoid targets or one nonhumanoid target per success.
Manipulation
Mass Social Augmentation (Social Augmentation): As social augmentation but it affects two targets per success.
Any social attribute
Power Word Blind^ (per dot of Necromancy and/or Transmutation): Creature is blinded for three rounds. If they fail a resisted Willpower roll, they are stunned for six rounds. If they fail a resisted Willpower + Stamina roll they are blinded for a month, add Stamina if first roll is failed).
Wits
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