Enchanter

Enchanter (3 CP) (MANY thanks to Bill Tobin and WAR Accelerant for the ideas that shaped this system) The Enchanter is deeply in touch with magic and is capable of storing the magic in powerful objects. While the Enchanter can create many wondrous items, they are most known for creating Wands and Scrolls. NOTE: Spells DO NOT count as Enchanter skills. FREE SKILL Apprentice Enchanter (0 CP) You can create up to 3 Enchanter items for which you have the spell in between events, per the Enchanter Item creation rules below. Your base maximum Quintessence is 20, but can be modified by skills below. You can Enchant items with spells of level 1-2. ENCHANTER SKILLS Journeyman Enchanter (5 CP) Requires Apprentice Enchanter, Tier 2. You can use spells of level 3-4 for enchantment. Your base maximum Quintessence increases to 35. Master Enchanter (5 CP) Requires Journeyman Enchanter, Tier 3. You can enchant with spells of level 5+. Your maximum base Quintessence increases to 55. Overload Wand (4 CP; 1 Stamina; Personal) Requires 4 skills from this header. When using a wand, you may call “Imbue by Enchantment,” for “Double...” before 1 attack call. This has no effect on an item that already has the Double or Triple modifier. Drain Wand (3, 4, 5 CP; Event) Once per event, the Enchanter can drain a Wand in order to refill their own magic reserves. After completing a 5 minute ritual, an enchanter can call “With Magic, Refresh X Stamina to Self,” where X is the number of charges remaining in the wand. This counts as a use of a Wand with regards to requiring Rest.” 2nd Purchase: Usable 1/day 3rd Purchase: Usable 1/watch Efficient Enchantment (3, 3, 5, 5 CP) The Enchanter is capable of making items faster than normal. The Enchanter can now make up to 6 items per game day. 2nd Purchase: Requires Journeyman Enchanter. You can create up to 9 items per day. 3rd Purchase: You can create up to 12 items per day. 4th Purchase: Requires Master Enchanter. You can create up to 15 items per day. Potent Recipe (3, 3, 3… CP) Choose 1 spell in your spellbook you can use. The duration of an Enchanter Item using this spell is increased by +1 event permanently. Quintessence Reservoir (3, 3, 3, 3, 3, 3 CP) You have reinforced your Enchantment Circle so it can hold more Quintessence. Each time you buy this skill, your maximum Quintessence increases by 10. Wand Mastery (4, 4, 4 CP) You are adept at using the magic within wands. You can use two charges from a wand, or 1 charge from two different wands, before requiring rest. 2nd Purchase: Requires Journeyman Enchanter. You can use 3 charges before requiring rest. 3rd Purchase: Requires Master Enchanter. You can use 4 charges before requiring rest. Stockpiled Materials (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The number of charges available for that recipe increases by 1 permanently. Knowing Another’s Art (1, 1, 1... CP) The Enchanter can craft Wands or Scrolls for a Spell they do not know. When purchased, the Enchanter may choose 1 spell from a spell list their Source has access to. They then write that spell in their spellbook as a RECIPE ONLY and can create Enchanter Items from it as if they knew that spell normally. The Enchanter may now create one Wand or Scroll of that Spell per day. Spells added to your book in this manner must come from the Spell Lists ONLY- you cannot choose a skill with the Spell keyword from a class skill list. You CAN, however, make a scroll or wand from a skill with the Spell keyword from your own class list, if applicable. Just like the regular Spellcasting rules, buying a higher-powered Level of a spell requires buying all the previous levels of that spell. So in order to make a Wand of Cause Fear Lvl 4, an enchanter without that spell must buy this skill 4 times-- one for each level of that spell. If an Enchanter with this skill ever gains the ability to cast a spell normally that they have purchased this skill for, they get the CP spent on this skill back for that spell. This skill may be purchased multiple times, each time granting access to a different spell, or granting the ability to create an additional Wand/Scroll of a known spell per day. CREATING ENCHANTER ITEMS An Apprentice Enchanter is able to create 3 Enchanter Items each day total, in whatever combination of Wands and Scrolls they choose. To create an Enchanter Item, you must have the Enchanter skill and you must be able to cast the spell for that item. You are responsible for creating props representing your creations. Spells used for crafting have charges, and each Item made from a recipe will use a charge from a recipe. Once a recipe is out of charges, it cannot be used to create Items that day. This represents the Enchanter having limited physical components on hand to create with. A spell has 1 charge for each time it has been purchased. Example: A caster with the Chains of the Underworld spell at Level 3 has 3 charges for that spell, because he has purchased it 3 times. A caster with the Doom spell at Level 3, however, only has 1 charge. Enchanter Items take a lot of time to prepare and must be made before the event. In order to create Enchanter Items, a character is required to submit an Enchantment sheet during check in or check out, or by contacting logistics between events, and must pay the cost of the Enchanter Items. Unless otherwise noted, Enchanter Items will last for three events before their potency fades. Anyone is capable of using a Enchanter Item. Enchantment Circles An Enchanter uses an Enchantment Circle to perform actions in-game. The Enchantment Circle is represented by a table or stand covered in magical symbols and equipment. This area should be about 3’ x 3’, about the size of a standard card table. More then one Enchanter may use the same Enchantment Circle. Due to the nature of the Circle, once placed it cannot be moved. Each Enchantment Circle holds Quintessence-- collectively the raw materials needed to create Enchanter items. At check in, the Enchanter may refill his Circle at a cost of 1g per 10 Quintessence, up to the maximum of 20. The Enchanter will receive a tag with check-boxes for each Quintessence she has purchased. Each time a point is used, simply mark it on the tag. Each Enchanter has an independent store of Quintessence and no other character may use this Quintessence. The most common types of Enchanter Items are Wands (multi-use spell items) and Scrolls (single-use spell items). In a Nutshell: Determine how much Quintessence you have available Determine how many items you can craft per day/check in with. Choose what item you want to make Choose what spell you want to enchant into the item Determine how many charges that spell has available Spend the Quintessence and write the tags for the items Mark off used Quintessence on your tag. PLAY! Wands Wands are implements that can be infused with magical spells. It is common to see these carried by spell casters, but it is not unheard of for anyone to carry them around. Wands begin with 3 charges, and last for 3 events. Thus, a wand created at the April event (assuming you come to June, August, and October events) would expire at the end of the August event, even if it has charges remaining. NOTE: Item duration is determined by events ATTENDED, not by calendar. All Crafted items must be presented with their tags at check in. If you give an item to another character, THEY must present it at check in. If you or someone you gave the item to doesn't attend an event, that item does not suffer duration penalty. Wands cost 5 Quintessence per level of the Spell put into them. for example, a wand of 1st Level Flare Spell would cost 5 Quintessence to create; a wand of 4th level Flare Spell would cost 20 Quintessence. Each Wand will have a single spell that it is attuned to and will be able to replicate. The Wand will have a number of charges, which represents the number of times a spell can be cast before the magic on the Wand fades. The call phrase for casting from a Wand is “With Magic, (Spell incant), (Spell Effect).” In order to use a wand, you must be touching or holding a wand with an empty hand (this does not count as an item in hand with regard to spellcasting rules.) Casting a spell from a Wand will use up one charge on the Wand, but will not require that any Attributes (Stamina, Energy, etc) be spent by the character using the wand. If there are no more charges on the Wand, the tag is destroyed. Example: Sorah is a Wizard, and has the spell Arms of Clay (Lvl 1) from the Earth spell list. Her incantation for that spell is, "I bind you with arms of clay!" In order to make a wand with that spell, she spends 5 Quintessence and writes out the item tag for the wand, including the date created and incantation for the wand, which becomes, "With Magic, I bind you with arms of Clay! Short Weakness by Earth!" The spell incant for an item must be identical to the one written in the Enchanter’s spell book. Using a Wand is taxing for people who are unfamiliar with the process. For that reason, characters can only utilize a single charge from any Wand before their mind is exhausted, and must Rest for 5 minutes before they can use ANY Wand again. Some Enchanters have become accustomed to casting from Wands, and may be able to utilize multiple charges before they need to Rest by purchasing the Wand Mastery skill. In order to create a Wand, an Enchanter must know the spell that is being put into the Wand. In order to broaden the number of Wands that can be created, an Enchanter must learn more spells. On rare occasion, an Enchanter might find a recipe that permits them to create a Wand for a spell they do not know. These recipes are highly sought after, so finding them might be difficult. Wands are represented by sticks or rods that are 6” to 20” in length. These can be made out of wood or metal, as long as there are no sharp parts that could cause a safety hazard. Infusers are encouraged to decorate the Wand to reflect the spell being stored. A Wand with a flame spell may be made out of metal and painted red with flicks of yellow, while a Wand with necromancy may be made of withered wood painted black. Scrolls Scrolls are pieces of paper that hold a single charge of a magic spell— they are less expensive to make than wands, but are consumed upon casting. Scrolls are also more fragile, and expire 1 event after they are created. So if an Enchanter creates a scroll in April, and attends events in May, June, and July, the scroll will expire at the end of the May event. NOTE: Item duration is determined by events ATTENDED, not by calendar. All Crafted items must be presented with their tags at check in. If you give an item to another character, THEY must present it at check in. If you or someone you gave the item to doesn't attend an event, that item does not suffer duration penalty. Scrolls cost 3 Quintessence per level of the Spell put into them. for example, a scroll of 1st Level Flare Spell would cost 3 Quintessence to create; a scroll of 4th level Flare Spell would cost 12 Quintessence. Each Scroll will have a single spell that it is attuned to and will be able to replicate. The call phrase for casting from a Scroll is “With Magic, (Spell incant), (Spell Effect).” (see above example) In order to use a scroll, you must be touching or holding the scroll with an empty hand (this does not count as an item in hand with regard to spellcasting rules.) Casting a spell from a Scroll will use up the magic in it, but will not require that any Attributes (Stamina, Energy, etc) be spent by the character using the scroll. When the incantation is finished, tear the scroll in half and dispose of it in a trash receptacle. The spell incant for an item must be identical to the one written in the Enchanter’s spell book. In order to create a Scroll, an Enchanter must know the spell that is being put into the Scroll. In order to broaden the number of Scrolls that can be created, an Enchanter must learn more spells. On rare occasion, an Enchanter might find a recipe that permits them to create a Scroll for a spell they do not know. These recipes are highly sought after, so finding them might be difficult. Scrolls are represented by an 8.5 x 11” sheet of paper that can be gotten from Logistics during check-in, check-out, or at other designated times in-game. In order to get the scroll paper you must turn in the required resources to Logistics and exchange them for the scroll paper— or get the paper at check in for your starting scrolls. All scrolls created during an event must be scribed in-game at an Enchantment Circle.