Enchantment Magic

Alarm

  • Level: Target 6
  • Range: 5 meters
  • Duration: 1 day
  • Casting Time: 3 turns

  • This spell will enchant an area so that any intruders will cause a form of alarm to go off. The type of alarm is up to the caster. It can be loud bells, notifying everything within earshot, or it could be a silent alarm that only the caster can hear.

    Animate

  • Level: Target 7
  • Range: Touch
  • Duration: 10 turns
  • Casting Time: 2 turns

  • This spell will animate mundane objects for a short period of time. Unlike enchanted being, this spell affects only small objects, such as boxes, stones, and other like items. These items are controlled solely by the caster and are not capable of independent actions. The caster must concentrate to move the objects about.

    Binding

  • Level: Target 6
  • Range: 1 meter
  • Duration: Permanent
  • Casting Time: 2 turns

  • This spell will bind another spell effect to an area or object. The tricky part is finishing the spell at the same time as the target spell.

    Create Magic Focus

  • Level: Target 6
  • Range: Touch
  • Duration: Permanent
  • Casting Time: 2 hours

  • This spell allows the caster to imbue an item with raw magic that will add to a caster's magical skill rolls. The bonus to skill rolls is equal to the level of raw magic summoned.

    Enchant Weapon

  • Level: Target 9
  • Range: Touch
  • Duration: Permanent
  • Casting Time: 6 hours

  • With this spell, the caster can magically enhance a weapon. For every success point summoned into the weapon, the wielder gains a plus one on their attack rolls.

    Enchanted Being

  • Level: Target 12
  • Range: Touch
  • Duration: Permanent
  • Casting Time: 1 day

  • This powerful spell will animate an automaton, or golem, under the casters control. The more skillfully the golem is made and the more spell preparation the caster performs, the more the creation will be able to learn. The caster must take time after the spell is cast to train the golem in its duties.

    Invisibility

  • Level: Target 8
  • Range: Touch
  • Duration: 4 turns
  • Casting Time: 2 turns

  • This spell will turn the target invisible to all forms of vision, even infra-red. This spell, however, does not mask sounds or scents.

    Permanence

  • Level: Target 9
  • Range: Touch
  • Duration: Permanent
  • Casting Time: 15 turns

  • This spell is required in conjunction with most other enchantment spells to permanently lock the magical effects into place. Without this spell there is a chance that the magical power will fade.

    Portable Hole

  • Level: Target 7
  • Range: 1 meter
  • Duration: Permanent
  • Casting Time: 6 turns

  • This spell creates a small, 2 meter square, hole in front of the caster. The caster can use this hole as a storage space or even a cell. The hole opens and closes at the casters command.

    Strength

  • Level: Target 6
  • Range: Touch
  • Duration: 2 turns
  • Casting Time: 1 turn

  • This spell will increase the targets strength by 1 per success point. This is a magical effect that wears off quickly so haste is needed. The recipient of the spell must rest for 1 turn per point of strength gained after the spell expires or suffer a die penalty to all skill rolls equal to the number of strength points gained.


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