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.
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.
Imbue Power. You may use an Enchantment Slot to grant one of the following effects:
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.
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:
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:
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.
|
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:
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.
Rune Options:
|
Starting Equipment
If Enchanter is your Major Class, you get the following equipment at level 1.
Armor & Clothing:
|
Adventuring Gear & Currency:
|
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:
Choose one:
Choose one:
Choose one
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:
Choose one:
Choose one:
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:
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:
Choose one:
Choose one:
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:
Choose one:
Grandmaster.
Level 19 Choose two:
Choose two. You may select the same option twice:
|