Enchantment
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==Overview== | ==Overview== | ||
An enchantment is a persistent, beneficial magical effect, usually produced by a [[rituals|ritual]]. | An enchantment is a persistent, beneficial magical effect, usually produced by a [[rituals|ritual]], or less commonly by an Eternal. | ||
Any given target may only be under a single enchantment. If a new enchantment is created on a target, it completely removes the earlier enchantment. | ==Targeting== | ||
*'''Formulaic rituals that create enchantments must be cast on a target''' | |||
*'''A target can only ever be under a single enchantment at once'' | |||
Any given target may only be under a single enchantment. If a new enchantment is created on a target, it completely removes the earlier enchantment. Most rituals can only be cast on one type of target; this will be specified in the ritual description. | |||
A ritual enchantment commonly targets: | A ritual enchantment commonly targets: | ||
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* '''An item''' Very few rituals directly target items, Enchantments that target items are almost exclusively the preserve of the realm of Night, and are used to conceal information about an object or it's bonds (such as [[Masque of the Blinded Weaver]]). The practice of giving magical properties to objects is largely the preserve of the [[Crafting skills#Artificer|artificer]] rather than the ritualist. | * '''An item''' Very few rituals directly target items, Enchantments that target items are almost exclusively the preserve of the realm of Night, and are used to conceal information about an object or it's bonds (such as [[Masque of the Blinded Weaver]]). The practice of giving magical properties to objects is largely the preserve of the [[Crafting skills#Artificer|artificer]] rather than the ritualist. | ||
* '''A territory or empire''' Some powerful rituals, such as [[Drawing the Penumbral Veil]] or [[Hallow of the Green World]], target everything in a very large area. Such enchantments are usually indiscriminate - ''hallow the Green World'' targets every [[herb garden]] in the Empire regardless of who owns it | * '''A region, territory, or empire''' Some powerful rituals, such as [[Drawing the Penumbral Veil]] or [[Hallow of the Green World]], target everything in a very large area. Such enchantments are usually indiscriminate - ''hallow the Green World'' targets every [[herb garden]] in the Empire regardless of who owns it. | ||
== | It is possible for someone to benefit from multiple enchantments, even though they can only be targeted by one. For example, if Hallow of the Green World is cast then it targets the Empire - and the Empire can only be the target of one enchantment at once. But the effect benefits every herb garden in the Empire - a herb garden that is currently targetted by it's own enchantment then it will gain the benefits of both enchantments. | ||
==Duration== | |||
The majority of enchantments are either 'encounter' - a duration that lasts for a single quest, skirmish or battle or 'season' - expiring at the start of the next Empire event that Profound Decisions runs. | The majority of enchantments are either 'encounter' - a duration that lasts for a single quest, skirmish or battle or 'season' - expiring at the start of the next Empire event that Profound Decisions runs. | ||
* '''Encounter''' Rituals that last for an encounter expire after the end of the next quest, skirmish, or battle the character goes on | * '''Encounter''' Rituals that last for an encounter expire after the end of the next quest, skirmish, or battle the character goes on. They automatically expire at the end of the current event if they have not been used beforehand. Occasionally a quest may not involve any combat and our team will specify that the quest has not expended the use of any encounter enchantments. If a ref informs you that a quest did not expend your encounter duration rituals, (and only if directly informed by a referee), then they were not expended, even if used during that quest. | ||
* '''Season''' Rituals that last for a season expires immediately ''before'' the start of the next Empire event run by Profound Decisions. | * '''Season''' Rituals that last for a season expires immediately ''before'' the start of the next Empire event run by Profound Decisions. This means that the target could also be benefit at any sanctioned events that take place before the next event, if the event organizers allowed. Any season or encounter rituals that are cast at player events will end before the start of the next Profound Decisions Empire event. | ||
It is | It is possible to [[Ilium#Using_Ilium_in_Ritualsmake an enchantment permanent]] through the use of [[ilium]]. | ||
==Identifying Enchantments== | ==Identifying Enchantments== | ||
The [[Spell list#Detect Magic|detect magic]] incantation will tell the caster | The [[Spell list#Detect Magic|detect magic]] incantation will tell the caster if a target is under an enchantment; the [[realm]] that enchantment comes from; and the magnitude of the enchantment. Further information requires deduction or the use of more powerful divination rituals. | ||
==Removing Enchantments== | ==Removing Enchantments== | ||
*'''A new enchantment replaces any existing enchantment''' | |||
*'''A permanent enchantment cannot be replaced''' | |||
The most recent enchantment is the only one that applies to a target. A magnitude 50 enchantment affecting a target is removed by a magnitude 2 enchantment that affects the same target. The only exception to this rule is that an enchantment that has been made permanent with ilium is not replaced by a new enchantment. The new enchantment fails, regardless of it's magnitude. | |||
{{Magic Links}} | |||
[[Category:Rituals]] | [[Category:Rituals]] | ||
[[Category:Rules]] | [[Category:Rules]] |
Revision as of 14:53, 21 January 2015
Overview
An enchantment is a persistent, beneficial magical effect, usually produced by a ritual, or less commonly by an Eternal.
Targeting
- Formulaic rituals that create enchantments must be cast on a target
- 'A target can only ever be under a single enchantment at once
Any given target may only be under a single enchantment. If a new enchantment is created on a target, it completely removes the earlier enchantment. Most rituals can only be cast on one type of target; this will be specified in the ritual description.
A ritual enchantment commonly targets:
- A character These are among the most common sorts of enchantments. Splendid Panoply of Knighthood and Fan the Flame of New Life are both enchantments that affect a character.
- A resource These rituals usually enhance a personal resource owned by a character who is present when the ritual is performed. Examples include Rampant Growth and Streams of Silver are both enchantments that affect a resource.
- An item Very few rituals directly target items, Enchantments that target items are almost exclusively the preserve of the realm of Night, and are used to conceal information about an object or it's bonds (such as Masque of the Blinded Weaver). The practice of giving magical properties to objects is largely the preserve of the artificer rather than the ritualist.
- A region, territory, or empire Some powerful rituals, such as Drawing the Penumbral Veil or Hallow of the Green World, target everything in a very large area. Such enchantments are usually indiscriminate - hallow the Green World targets every herb garden in the Empire regardless of who owns it.
It is possible for someone to benefit from multiple enchantments, even though they can only be targeted by one. For example, if Hallow of the Green World is cast then it targets the Empire - and the Empire can only be the target of one enchantment at once. But the effect benefits every herb garden in the Empire - a herb garden that is currently targetted by it's own enchantment then it will gain the benefits of both enchantments.
Duration
The majority of enchantments are either 'encounter' - a duration that lasts for a single quest, skirmish or battle or 'season' - expiring at the start of the next Empire event that Profound Decisions runs.
- Encounter Rituals that last for an encounter expire after the end of the next quest, skirmish, or battle the character goes on. They automatically expire at the end of the current event if they have not been used beforehand. Occasionally a quest may not involve any combat and our team will specify that the quest has not expended the use of any encounter enchantments. If a ref informs you that a quest did not expend your encounter duration rituals, (and only if directly informed by a referee), then they were not expended, even if used during that quest.
- Season Rituals that last for a season expires immediately before the start of the next Empire event run by Profound Decisions. This means that the target could also be benefit at any sanctioned events that take place before the next event, if the event organizers allowed. Any season or encounter rituals that are cast at player events will end before the start of the next Profound Decisions Empire event.
It is possible to Ilium#Using_Ilium_in_Ritualsmake an enchantment permanent through the use of ilium.
Identifying Enchantments
The detect magic incantation will tell the caster if a target is under an enchantment; the realm that enchantment comes from; and the magnitude of the enchantment. Further information requires deduction or the use of more powerful divination rituals.
Removing Enchantments
- A new enchantment replaces any existing enchantment
- A permanent enchantment cannot be replaced
The most recent enchantment is the only one that applies to a target. A magnitude 50 enchantment affecting a target is removed by a magnitude 2 enchantment that affects the same target. The only exception to this rule is that an enchantment that has been made permanent with ilium is not replaced by a new enchantment. The new enchantment fails, regardless of it's magnitude.