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Enchanter

At a glance:
Imbue mundane items with wonderous power.
Type: Mage
​​Primary Stat: Knowledge
​Secondary Stat: Cleverness
Casting Method: Focus
Toughness Rating: 3
Picture

A Practical Sort of Magic

For all the magical power wielded by the great mages of the multiverse, many are shackled by a fundamental limitation: the need to use themselves as the conduit for their workings. 
Enchanters take a different route, mastering the art of turning mundane, ordinary objects into vessels of etheric power. A skilled Enchanter is an invaluable asset for governments, organizations, and their fellow mages—but even an Enchanter of modest ability will rarely go long without finding their services in demand. 
At Level 1, gain the following features:
​

Enchant Item. 
You can add magical effects to items with your Imbue Power and Imbue Spell abilities, described below. This uses Enchantment Slots.
  • You have a number of Enchantment Slots equal to 1+(1/2 Character Level). 
  • It takes 1 minute per slot used to apply an enchantment to an item you can touch. Alternatively, you may instantly apply this ability to items you create with a Conjuration-tagged spell.
  • You may dismiss an Enchantment as a Free Action, freeing up the slot. Otherwise, the effect remains active until you are killed, moved to different plane of existence than the item, the item is destroyed (including used ammunition), or the imbued spell is discharged.
  • You may apply a number of Enchantment Slots to a single item equal to your Character Level. You may apply the same effect multiple times.
  • Enchantment Slot costs are NOT increased due to Enchanter being your Minor or Influence Class.

Imbue Power. You may use an ​​Enchantment Slot to grant one of the following effects:
  • (Weapons and ammunition only): +1 to Attack Rolls
  • (Weapons and ammunition only): +1 to Damage
  • (Armor & Clothing only): +1 Armor (maximum +6)
  • (Armor & Clothing only): +1 to Hide Checks
  • The item emits bright light in the color of your choice in a 30ft. radius, and dim light for an additional 60ft. You decide if it is a steady light, or it if blinks in a pattern of your choice up to 1 minute long.
  • The item emits a noise or message of your choice. It may be as quiet as a whisper, or loud enough to be audible up to 300ft. away. You decide if it emits a constant tone, or repeats at regular intervals up to 1 minute apart. 

Imbue Spell. You may use ​​Enchantment Slots to bind a spell to an item. Doing so requires that you spend the Mana required to Activate the spell during the entire time it takes to use this ability, as if you were Sustaining it. This takes 1 minute per slot, or is instant for Conjured items.
The spell you imbue is cast from the item at a later time. You set a condition or trigger for when the spell is cast, such as: after an amount of time has passed, by an activation word, when the object is touched or strikes something, and so on. Further, you decide if the spell will target the item itself, its wielder, or (if applicable) the thing that triggered the casting. 
  • If you can cast the spell yourself, Imbuing it into an item costs 1 Enchantment Slot per 4 Mana used to Activate it, rounded up (a 5 Mana spell would cost 2 Enchantment Slots). 
  • You may Imbue a spell that another creature can cast. They must remain within touching distance of the item and spend the requisite Mana during the Imbuing process. You must spend twice as much Mana as they do, and 1 Enchantment Slot per 3 Mana you spend that way. You cannot use this effect on Conjured items.

Enchanter Spells


Conjure Weapon (1+/1+)
Range: Self
Use: Action
Activation Cost: 1+ Mana
Sustaining Cost: 1+ Mana
Tags: Conjuration, Weapon
You create a simulacrum of any Melee or Ranged weapon you choose. Its stats are identical to a mundane version of it (including any Training requirements). Ranged weapons created with this spell do not need to Reload, but come with 1 piece of ammunition that regenerates during your Recovery Step, and cannot use non-conjured ammunition. Conjured weapons disintegrate if they leave your person for more than 1 Round.
​
The Mana required to conjure & sustain a weapon is based on its size:
  • Small Weapons: 1 Mana
  • Medium Weapons: 2 Mana
  • Large Weapons: 3 Mana
  • Giant Weapons: 4 Mana

Conjure Armor (2+/2+)
Range: Self
Use: Two Actions, Reaction (shield only).
Activation Cost: 2+ Mana
Sustaining Cost: 2+ Mana
Tags: Conjuration, Armor
You create a shimmering shell of magical armor around yourself. If your Conjured Armor would be destroyed, the spell ends. Conjured armor disintegrates and ends the spell if it leaves your person.
​
This spell may conjure & sustain armor with the following stats:
  • Light Conjured Armor: 2 Mana, +1 Armor, Absorb 1. Your Speed increases by +10ft.
  • Medium Conjured Armor: 4 Mana, +4 Armor, Absorb 2. 
  • Heavy Conjured Armor: 6 Mana, +6 Armor, Absorb 3. Your Speed decreases by -5ft.
  • Conjured Shield: 2 Mana, +1 Armor. Requires 1 hand free. May be Conjured as a Reaction when an attack roll is about to be made against you.

Conjure Item (1+/1+)
Range: Self
Use: Action
Activation Cost: 1+ Mana
Sustaining Cost: 1+ Mana
Tags: Conjuration, Utility
You create a small mundane item, no more than 3x3x3" in dimension and weighing no more than 1lb (~7.5cm^3, ~0.5kg), and made of a single contiguous material with no moving parts. If it leaves your possession, it disintegrates after 1 Round.

This ability can create generic items, such as a lockpick, but cannot duplicate unique items (like a key) unless the original is present for you to inspect as you cast it. 

Upcast: Every time you double the Activation and Sustaining Cost, you may double the maximum size and weight of the object, as well as the duration it lasts once it leaves your possession. 

​Create Ward (DT, Gold)
Use: Downtime
Tags: Ward, Utility
You craft a Ward item over the course of a Rest, a simple magical charm that is destroyed when activated. You can create one Ward and still benefit from a Rest. 
At level 1, you know how to craft a, Ether Ward, Luck Ward, and Kinetic Ward. You can learn how to craft other types of Wards by disassembling one over the course of a Rest. This process consumes that Ward. 

Component Cost. Creating a Ward requires material components, represented by a gold cost. This cost increases based on the rarity of the Ward. 
  • Mundane 8GP 
  • Unusual  35+1d12GP
  • Rare 160+3d20GP 
  • Very Rare 6,500+10d100GP 
  • Legendary 60,000GP 
  • Mythic 1,000,000GP
​If you begin crafting a Ward you cannot afford, the attempt fails and the time is wasted, but you do not lose any currency.
  • You may designate any number of creatures as immune to this effect, or amend that list of creatures at any time as an Action.
  • You may designate any number of creatures as immune to this effect, or amend that list of creatures at any time as an Action.
Minor Enchantment (1+)
Range: Touch
Use: Action
Activation Cost: 1+ Mana
Tags: Enchantment, Utility
You bestow a small enchantment on an object or surface you can touch without using an Enchantment Slot. This effect is limited to 1 square foot of surface area, and lasts until the end of your next Turn. 
You may apply one of the following effects:
  • Heat or cool the target. This effect can heat an object up to 100°F/37°C, or cool it down to 33°F/0.5°C.
  • Apply a near-frictionless coating to the target, or make it as sticky as tree sap.
  • Make the target an extremely good or extremely poor insulator, regardless of its material. 
  • Make the target baffle to a whisper, or amplify to a shout, all sounds passing through it.
  • Turn the target into a mirrorlike surface, or darken it to absorb nearly all light that strikes it.
  • Cause the target to emit a strong odor of your choice.
    ​
Upcast: You may spend additional Mana to cast this spell in increments of 2. Each time you do, the effect lasts an additional Round. 

Scribe Rune (1+, Enchantment Slots)
Range: Touch
Use: 1 Minute Per Enchantment Slot
Activation Cost: 1+ Mana, 1+ Enchantment Slots
Sustaining Cost: 1+ Mana
Tags: Enchantment, Rune, Permanent
You inscribe a surface with a magical Rune that perpetuates an effect. This rune glows very faintly, and requires 1 square foot of area per Enchantment Slot used. Uneven or rough surfaces (like a rock wall) are fine, but broken surfaces are not suitable. Two Runes of the same type cannot be placed within 10ft. of one another, or both are immediately destroyed.
  • The target of this spell must be an inanimate, stationary object, or the spell fails. If an affected object is later moved more than 6 inches in any direction, the Rune is dispelled.
  • This spell may be used to create any of the Runes below. You must spend and Sustain the Mana required by your choice for the duration of the scribing process.
  • You may enchant a simple item, like a coin or stone, to allow creatures that hold them to pass by your Runes with no effect. It takes 1 minute to create one of these tokens.​
  • Once cast, the Rune will remain active for 24 hours. Alternatively, you can continue to Sustain the Mana cost for 24 hours per Enchantment Slot used. If completed, the Rune remains active indefinitely, and your Enchantment Slot is restored. Sleeping normally does not prevent you from Sustaining this cost.
  • Runes have 1 Armor, 10 x your CL Health, and are immune to all damage types except Ether, Infernal, and Ardent. Runes that are engulfed by an anti-magic effect have 1 Health and no immunities.

Rune Options:
  • Alarm Rune. (1 Mana, 1 Enchantment Slot.) This Rune sends you a telepathic alert when activated.
    • You may set this rune to activate when something moves within its line of sight (up to 60ft. away), or when something crosses a specific threshold you designate within that line of sight. 
    • You may also choose to have the Rune emit a loud noise, bright flash of light, or both when activated. 
  • Trigger Rune (2 Mana, 1 Enchantment Slots.) This Rune can be used to link multiple Runes together. When you create it, you may designate any other Alarm, Purgation, or Trigger Runes within 100ft. that you have also created. When one of those Runes is activated, all other Runes linked in this way also activate.​ 
  • Warding Rune. (2 Mana, 1 Enchantment Slot.)  Designate a line up to 15ft. in length and 5ft. wide, starting from this Rune. Creatures that attempt to cross that line must make a Willpower Check against your Spell Check Target (Knowledge + Cleverness + 1/2CL), or become overcome with the urge to turn back and not cross that threshold. 
  • Denial Rune. (3 Mana, 2 Enchantment Slots.)  Designate a line up to 25ft. in length and 5ft. wide, starting from this Rune. This Rune projects a 25ft. tall wall of force along that line, preventing passage. Creatures must make a Might Check against your Spell Check Target (Knowledge + Cleverness  + 1/2CL) to pass through the wall, suffering 1d4 Kinetic Damage x your CL if they do.
  • Abjuration Rune (3 Mana, 2 Enchantment Slots.) This Rune creates a 10ft. radius spehere around itself. Creatures with the Aberration, Celestial, Fae/Fey, Fiend, or Undead creature type have their speed halved within the sphere, cannot use magical abilities, cannot use Reactions, and must make a Might Check against twice your Spell Check Target (Knowledge + Cleverness + 1/2CL) in order to enter or leave the sphere.
  • Purgation Rune (5 Mana, 3 Enchantment Slots.) Choose an Elemental Damage type. When touched, this Rune explodes, dealing 1d6 x your CL points of that damage type to everything within 10ft. of this Rune. The Rune is destroyed in this process.​​

​Starting Equipment

If Enchanter is your Major Class, you get the following equipment at level 1.
Armor & Clothing:
  • A spare set of Commoner Clothing. ​
  • A set of Leather Armor.
Melee Weapons:
  • A Hammer with the Exquisite modification.
  • One unmodified Melee weapon of your choice.
Ranged Weapons:
  • An unmodified Ranged weapon of your choice, and 20 pieces of appropriate ammunition.
  • An additional 5 pieces of ammunition with the Accurate modification.
Adventuring Gear & Currency:
  • A pack and sleeping roll.
  • 5 torches.
  • A fire starting kit.
  • 5 days of rations appropriate for the region.
  • 50ft. of rope.
  • 10GP, 40SP, and 300CP.

Specializations

If Enchanter is your Major Class, gain the features below as you reach the indicated levels.

Level 1
Enchanter Spellcraft. You learn the Clean, Magelight, and Repair Generic Spell Perks. 
Mark of Craft. You gain +1 Enchantment Slot.
​
Level 2
Choose one:
  • Increase Mana Regeneration by 1.
  • ​Choose a Perk.
Level 3
Choose one:
  • Bind Objects. As an Action, you may touch two objects, or one object and a spot on the ground. Those objects now exhibit a slight attraction toward one another, enough so that one will indicate the direction of the other if allowed to hang from a string, float in a liquid, or similar. Objects remain bound in this way until you use an Action to break the connection. 
  • Sympathetic Resonance. As an Action, you imbue an object with a mote of magic that will vibrate, hum, or glow in increasing intensity as it nears like objects. You may choose to for the reaction to be attuned to the material (a nugget of gold would vibrate as you neared a gold ore, or gold jewelry), or for it to be in tune with a specific form (a gold chain would vibrate as you neared other chains, regardless of material, but most strongly if they were of similar size and weight). The enchanted object begins to react perceptibly up to 100ft. away from a suitable trigger. This effect lasts for 1 hour.
Level 4
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • ​Choose a Perk.
Level 5
Choose one
  • Increase your Knowledge and Cleverness by 1.
  • Increase your Mana Capacity by 2.
Level 6
​Enchanter's Trade. You gain +1 Enchantment Slot.
Create Charm. When a Ward you created is triggered for the first time, roll 1d12. On a 4 or higher, it is not destroyed.
Then, choose one:
  • Ethershock Conjurations. Weapons you Conjure deal +1d4 Ether Damage.
  • Fractal Conjurations. Armor you Conjure has +1 Armor.
  • Rune Weaver. The range of your Trigger Runes increases to 200ft, and you may place Runes as close as 5ft. to one another (instead of 10).  
​Level 7
Choose one:
  • Increase the Core Stat of your choice by 1.
  • ​Choose a Perk.
Level 8
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Pick any unchosen specialization option from Levels 2, 4, 5, or 7.
Level 9
Forceful Purgation. When you create a Purgation Rune, you may choose to have it deal Kinetic or Sonic Damage instead of Elemental Damage. 
Enchanter's Expertise. As an Action, you can examine an object you can touch with your metaphysical senses. You learn all of its magical properties, including any temporary effects caused by spells that are currently affecting it.
Level 10 
​​Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.​
Level 11 
  • Pick any two unchosen specialization options from Levels 2, 4, 5, 7, 8, or 10.
Level 12
Master ​Enchanter. You gain +1 Enchantment Slot.
​Explosive Purgation. You may choose Explosive Damage as the damage type for your Purgation Runes.
Then, choose one:
  • Deadly Enchantments. When you use Imbue Power to enchant a weapon, the first Slot you use on it grants +1 to Attacks and Damage, (instead of just one).
  • Resolute Enchantments. When you use Imbue Power to enchant a armor or clothing, the first Slot you use on it grants +1 to Armor and Hide Checks, (instead of just one).
  • Witchlock Enchantments. When you use Imbue Spell, the Mana cost is reduced by 5, to a minimum of 1.
​Level 13 
Choose one:
  • Increase the Core Stat of your choice by 2, or any two stats by 1.
  • ​Choose a Perk.
Level 14 
Choose one:
  • Increase your Mana Regeneration by 2.
  • ​Increase your Stamina Regeneration by 2.
  • Choose a Perk.
Level 15 
​Esoteric Purgation. Choose two Esoteric Damage types. They are valid options for your Purgation Runes.
Ether Attuned Senses. You always know if you are within 15ft. of a magical item, enchanted object, or active spell.

Level 16
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
  • Choose a Perk.
Level 17 
Choose one:
  • Increase your Mana Capacity by 3.
  • Choose a Perk.
Level 18 
​Grandmaster. 
  • You gain +3 Enchantment Slots.
  • The component costs of Create Ward are quartered.
  • Whenever you would use an Enchantment Slot, roll 1d12. On a 12, you do not use that Slot. 
  • Weapons you Conjure deal +3d6 Ether Damage.
  • Armor you Conjure gains +2 Armor.

Level 19 
Choose two:
  • Increase your Knowledge ​by 3.
  • Increase your Cleverness ​by 2.
  • Choose a Perk.
Level 20 
​Choose two. You may select the same option twice:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Choose a Perk.
  • Increase the Core Stat of your choice by 1.
  • Pick any unchosen specialization option from Levels 2, 4, 5, 7, 8, 10, 13, 14 16, 17, or 19.
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