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Enchanter

Enchanter is a form of magic that casts enchantments that either grant advantage or disadvantage to its targets. Some spells boost the Caster or Caster’s allies or weakens her enemies. As an Enchanter your spells consist in the field of Supportive Magic which Aids those around you and yourself. Some see the Enchanter as a weak form of magic but do not be fooled by its simplicity. If one is given time to bolster themselves they can be a match if not equal to any combatant with this form of Magic. Those that seek the Enchanter path will find much time in books and learning of how the Faye use enchantments in dazzling their foes and friends.

Enchantments: These spells enhance or grant an advantage for the caster or her allies.

 

Name of Spell

Effect of Spell

Exp Requirements

Spell Difficulty

Dazzle

Up to 2 targets

10 Exp

SCD> 3

Description: Targets weaker than the caster are automatically affected by this spell and those stronger than the caster in Mind make an Ethereal Resistance Check Difficulty 14. The spell calls for the caster to hold her hands up in front of the target and the targets eyes are open. With this quick incantation she can shoot off an array spectacle that flashes brightly in colors shapes and multi-colored stars. The target is not only blind but confused as well as their eyes are momentarily damaged for 2#d4 Rnds unable to make and action till the affect is over. One dice is for Blind Rnds and the other for Rnds Confused.

 

 

Charmed

Target is Ally

20 Exp

SCD> 6

Description: Causes the target to make an Ethereal Resistance Difficulty 16 if failed the target becomes the friend of the Caster for d4 Rnds + Caster's CR Bonus. As the friend of the Caster they would go to any length in protecting, assisting, aiding, healing, and supporting the Caster. However the target is very friendly and tends to behave like an obsessed friend.

 

 

Slumber

Affects d6 Targets

20 Exp

SCD> 6

Description: This particular spell causes a target to fall asleep in a deep tired slumber. The spell can prove effective against those whom are not nocturnal since most creature sleep at night. The spell however cannot be used against those stronger than the caster in Mind.  Those equal or under the Caster’s Mind can be affected by the spell. Most targets that are advance than the caster are more likely immune to sleep due to vigorous training or merely tougher than the normal in Mind. Sleep affects a radius of 20ft from the central target but only can affect a certain amount of targets. This will not affect friendly targets however and once a target is hit they reawaken. Targets with a Mind lower than the Caster automatically fall asleep. Those with a mind Higher than the Caster make a Resist Check Difficulty 16 since sleep is a Natural Effect although a spell.

 

Steel Strike

Adds +1 ATR Temp.

20 Exp

SCD> 6

Description: A spell favored by fighters this is a good support spell for Casters who wish to aid their friends in combat. This increases a single target's Hit an additional +1 to their attack. Though this can be very useful the +1 can be cast equal to the amount of levels the caster has and lasts till the end of battle.

 

Swiftness

Adds +1 Dodge Temp

20 Exp

SCD> 6

Description: Like Steel Strike this temporarily causes a target to increase an additional +1 Dodge for battle. This is useful for almost any one who wishes a higher Dodge Rate. However like Steel Strike it can only be cast up to the Caster's level and lasts only till the end of battle.

 

True Resistance

Adds +1 to Resisting

20 Exp

SCD> 6

Description: This adds an additional +1 to Resistance and Ethereal Resistance. But like the rest it can be cast up to the amount of Caster's level for the bonus and only lasts till the end of battle.

 

Cerulean Armor

-4 to any Damage

30 Exp

SCD> 9

Description: Magical armor that decreases damage to whomever has been bestowed this gift. This is a useful spell mainly for mages since wearing heavier armor that is not crafted for mages is hard to purchase and difficult to find. This offers a single target a damage reduction of -4 and lasts for 2 Rnds x the Caster's CR Bonus. Cerulean Armor is said to be a magical armor created by a forgotten race that has long passed their legacy into this spell.

 

Junia's Binds

Holds target helpless

30 Exp

SCD> 9

Description:  Astral Rings and Shackles hold a target in place but are unseen by the naked eye Unless by the ability or Spell True Seeing. Only a Dispel or Decast Spell can stop this spell. Though Astral weapons can break the binds it is dangerous because Astral weaponry can slash through the binds and the person. Since it is an unseen attack unless with True Seeing or Sight of Astral Attacks it is an automatic effect. Yet the spell can only hold a single target for the equivalent amount of Rnds equal to the Caster's CR Bonus.

 

Mind Control

Single Target

40 Exp

SCD> 12

Description: The spell forces a target to perform a suggestion that does not endanger their life. Suggestions as holding in place drop your weapons, or leave the party are good examples. Harmful suggestions would break the spell such as making the person vulnerable to personal harm such as killing themselves, allowing themselves to be taken, or any type of physical, mental, spiritual, or verbal harm causes them to be free from the control. Mind is required to avoid this effect and careful suggestions should be made. The Effect only lasts 2d4 Rnds so appropriate commands are required to be given quickly less the spell ends sooner than one thinks. The Target must make a Mind Check at a Difficulty 16 to be immune to the spell for a day.

 

Translucent

Target is see through

40 Exp

SCD> 12

Description: This spell is useful in making a target translucent in the material world. It offers a ghostly visage that causes them to intermix on the material and astral plain. Targets attacking the creature make any attack form on the one with this spell to cause the spell effect. The target that dawns this spell makes a d20 roll when they are hit. 1-10 the target is materialized on the material plain and will suffer damage. If the person scores through 11-20 they are in their ghostly visage and suffer no damage. However magical attacks ignore this effect as well as Astral and spectral creatures plus Dmg by them is dealt with no Armor reducing it The Effect lasts for 2d4 rounds.

 

Invisibility

Single target

50 Exp

SCD> 15

Description: Temporarily invisible the target can maneuver around the area unseen however they are still able to be detected by sound and seen with imprints of movement. When the character strikes they deal 2d6 more damage than the regular damage for a surprise attack however are visible once an attack is made. This only effects a single target at a time and only Astral and invisible targets can see another.

 

Dispel

Cancels spell cast

50 Exp

SCD> 15

Description: Dispel works as an interrupt spell that cancels a spell that was just cast. The spell can only be dispelled bas on the levels of the Caster. As long as the caster is of higher level of the spell cast the spell can be cancelled automatically if successful. Though this spell can be used numerous times to interrupt and cancel a spell if used often it quickly consumes the spells per day for a caster. However dispel cannot cancel the casting of Ritual Spells or God Spells.

 

Magical Gift

Grants an ability

50 Exp

SCD> 15

Description: Magical Gift is a enchantment that grants a target a unique ability such as Wings for flight, Gills for Water breathing, Extra Arms to hold two more items, Telepathic, Ghostly image to pass through walls, or Planar Walk allowing to cross certain surfaces with out harm or difficulty. Magical gift allows 1 target one of these abilities for the rest of the day allowing them opportunity to experience the magical gift for quite some time. However when the effect is over they return to normal. The Caster is the only one who can dispel the effect or another caster can dispel the effect.

 

Speed Up

allows an extra action

60 Exp

SCD> 18

Description: The target with this spell is twice as fast as normal thus gains an extra action on their turn and a +2 to any action they do while this spell is in effect. It lasts only for 2d6 rnds allowing a character enough time to take advantage of this gift of enchantment.

 

Tempered Skin

Temp. phys. immune

60 Exp

SCD> 18

Description: Targets that have this spell cast on them are temporarily immune to physical attacks for 2d6 hits. Though its short lived the ability is useful to by time to avoid death or taking immense physical actions. However the downside to temper skin and Reflex or movement action made is at -2 when performing it. Casters tend to take this spell to avoid being slain by fighters or physically adept opponents.

 

Spell Wisp

d4 Allies

70 Exp

SCD> 21

Description: Intriguing spell calls out a portion of your soul to come out to assist you in casting spells. The small wisps only have a 25% of your health and know all the spells you know. They cast spells just like you and cast spells with your command requiring your voice to guide them. They cannot attack and cannot evade. They stay by you circling you awaiting your commands.

 

Prismatic Gift

+1 to all actions

80 Exp

SCD> 24

Description: Any actions made by the target that has this spell gains +1 to any and all actions they make. This is very useful for those whom wish to avoid failures in all regions and have a slight chance at success in all their actions.

 

Forged Mind

Temp. Magic Immune

90 Exp

SCD> 27

Description: For 2d6 hits the target is immune from magical spells with out problem. However this does not prevent God Spells or Rituals from affecting them. This is good to avoid disastrous spells of higher or low power but not that of superior spell casting. The downside that any physical action is at a -2 when performed. This spell cannot be combined, fused, or cast with Tempered Skin.

 

Fusion

Combine spells

90 Exp

SCD> 27

Description: This allows a caster to fuse one spell with another to create an extreme powerful spell. Yet by itself it does nothing unless the second and third spell cast is made. A Caster may cast this spell and another Caster during the time period can cast his or her spells to the fusion spell to begin the process. If the Fusion spell (a great grey sphere) does not have a spell with in it at the end of the round it fizzles out. Once the spell is in the sphere another spell must be cast into it before the end of the round or the spell will fizzle out as well. Once all three are cast it immediately fires off the spell as an instant action.

 

Magnify

Enhance Spell

90 Exp

SCD> 27

Description: Prior to any spell cast Magnify increases the range, duration, and damage of a spell two fold. Giving the spell double the effect makes it even far more deadly than before. However God Spells, Rituals, and Summoning are not affected by this spell enhancement.

 

All Creation

Invincibility

100 Exp

SCD> 30

Description: One of many low levels God Spells All Creation creates a invincible mobile sphere for a single target that lasts a day. The spell can be cast once at a single spell but each additional cast costs 5 Spells to recast upon another target. Decast and Dispel does not work on this spell yet another God Spell can cancel out this spheres ability. Only the Effect of Junia's breath can cancel another God Spell including this one.

 

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