Enchanter

(RJ Lambert)

Though Sorcerers* or even Warlocks* might be called ‘enchanters’ at times, there exist those for whom this way of manipulating the senses is their supernatural gift. Whilst some magicians might become great and regionally renowned through sleights of hand and optical illusion, the truly great – and the more malevolent secret masters of illusion – wield the powers of an enchanter. Initial stats:

ATTACK 11
DEFENCE 5
MAGICAL ATTACK 14
MAGICAL DEFENE 5
EVASION 3

Health Points: 1d6+5

STEALTH 13
PERCEPTION 5

Magic Points: 4

Initial equipment: Shortsword, Bow, 6 arrows, Backpack, Flint & Tinder, Lantern

Non-Humans who may become Enchanters.

None, it seems to be a perculiarly human tendency; though Elvish* Sorcerers* are quite free to develop their own spells which mimic those of Enchanters.
As always Dwarves* and Halflings* do not possess the mystical spark to use magic.

Recovering Magic Points:

Magic Points are recovered via a ritual which differs from enchanter to enchanter. The ritual may only be performed once a day. So, in theory, an enchantress could use all of her MP, perform her ritual and recover it all – but then can not recover MP for another 24 hours. The GM may specify which ritual it is, otherwise the PC rolls on d6:

  1. Bathing (any water will do, though magical pools might not suffice – GM discretion).
  2. Looking into a mirror.
  3. Sleeping without any form of padding on the floor.
  4. Seeing the sun rise or set over the horizon.
  5. Dining on a specific dish or meal (eg bread baked without yeast).
  6. Sitting for 10 minutes in a special position remaining silent and still. An Enchanter does not recover Magic Points, as a Sorcerer* would, for cancelling enchantments.

The Enchanter can, at no MP cost, Dispel* his own enchantments. Ratings increase with rank:

  • 2nd rank ATT. 11; DEF. 5; MAG.ATT 15; MAG. DEF 6; EVA: 3; MP: 8 STH: 13; PER: 6;
  • 3rd rank ATT. 11; DEF. 5; MAG. ATT 16; MAG DEF 7; EVA: 3; MP: 12 STH: 13; PER: 7;
  • 4th rank ATT: 11; DEF: 5; MAG. ATT 17; MAG DEF 8; EVA 3; MP: 16 STH: 14; PER: 8;
  • 5th rank ATT: 12; DEF: 6; MAG.ATT. 19; MAG DEF 9; EVA 4; MP: 20 STH: 14; PER: 9;
  • 6th rank ATT: 12; DEF: 6; MAG. ATT. 20; MAG DEF: 10; EVA 4; MP: 24 STH: 14; PER: 10;
  • 7th rank ATT: 12; DEF: 6; MAG ATT: 21; MAG DEF: 11; EVA 4; MP: 28 STH: 14; PER 10;
  • 8th rank ATT: 12; DEF: 6; MAG ATT: 22; MAG DEF: 12; EVA: 4; MP:32; STH: 15; PER 10;
  • 9th rank: ATT; 13; DEF: 7; MAG ATT: 23; MAG DEF; 14; EVA: 5; MP: 36; STH: 15; PER: 10;
  • 10th rank: ATT: 13; DEF: 7; MAG ATT: 24; MAG DEF: 15; EVA: 5; MP: 40; STH: 15; PER: 10.

SPELLS (“Enchantments”)

Enchantments are cast at will and do not require questions or utterances to occur – in that sense an Enchanter is like a Mystic*, but with Magic Points instead of Psychic Fatigue.

LEVEL 1
FRUIT OF THE VINE
FARSIGHT
REVERIE
INTIMIDATE
LEVEL 2
SEE ENCHANTMENT
POULTICE
BREAK BONDS
DEATH COIL
LEVEL 3
DARKEN
CO-OPT CREATURE
RAISE JUNGLE
DETECT ENCHANTMENT
LEVEL 4
TERMINATE ENCHANTMENT
GRAND ILLUSION
FATAL ALLURE
DISFIGURE
LEVEL 5
ENCHANT
CONFUSION
EMBED ENCHANTMENT
MIST
REVITALISE
LEVEL 6
AWESTRIKE
SURVIVE ORDEAL
MAGIC ROPE COMPULSION
LEVEL 7
DREAMWEAVE
IMPOSE DEATH COIL
DISAPPEAR
DOMESTICATE
LEVEL 8
IMPOSSIBLE PATH
QUEST
OBLITERATE
INTELLIGENCE
LEVEL 9
FRIGHT ATTACK
STAGECOACH
FLIGHT
CONCEALMENT
BEASTMASTER
LEVEL 10
RESTORE LIFE
ENSLAVE
MIRACLE ROUTE
INCITE MOB
LEVEL 11
UNNATURAL DISASTER


Level 1


1.1 Fruit of the Vine (Spell Expiry Roll applies)
The Enchanter approaches any tree or bush and may cause it to bear fruit or vegetables, even if it is not a fruit-bearing tree. The tree will flourish as much as the caster requires (eg to feed the whole party). If the enchantment is terminated, the fruit and additional growth thereto withers and dies, dropping away on to the ground then disintegrating into dust, returning the plant to its pre-enchantment state as if nothing happened.

1.2 Farsight (Duration: 5 minutes)
The Enchanter is enabled to see over vast distances with the naked eye. He can see double the normal distance for beings of his particular race.

1.3 Reverie
The Enchanter can speak forth to the target a vision or dream to occur immediately or within 12 hours, which will give the recipient pleasant or happy thoughts. It might be a dream of a walk in a meadow with a deceased loved one or the restoration of what it once felt like to be in love for the first time. There are two schools of thought on use of this enchantment. The first school of Enchanters find this enchantment tedious and use it only in compassionate circumstances. The lesser numbered second school use the enchantment ad nauseum as a means of generating revenue or favour and, for that and the consequent requests that arise for them when people hear a person is an Enchanter, the first loathe the second for doing so.

1.4 Intimidate
The Enchanter lays an enchantment upon themselves or another to cause them to appear larger or more intimidating to an opponent. This enables a +1 to any roll made by the person benefiting from the enchantment – be it in combat, argument or otherwise.

Level 2

2.1 See Enchantment (Range: 15m)
Enables the Enchanter to see through any illusions present within 15 metres, as well as detect the present of anything concealed or magical within the room – even if hidden within a chest etc. However, if enchantments are in place from another higher-ranked Enchanter, the PC Enchanter must roll on d20 under 15 minus the difference in their ranks to see the enchantment. Hence, a 1st rank Enchanter will only have a 20% chance of seeing through the Enchantment of a 12th rank Enchanter (roll = 15-11 = 4 on d20)

2.2 Poultice
By applying either food, ointment or lotion to the body of the recipient, the recipient recovers d6 Health Points. The applied substance gains the enchantment so if nothing is applied to body or stomach, no healing is gained. This spell will not stop the spread of poison, however.

2.3 Break Bonds
The Enchanter can break any bonds of cloth or rope tying his hands, arms or feet together. For wooden or non-iron shackles, 2 extra MP are required to break the bond, whilst iron or stone bonds cost 4 extra MP to break. If the bonds are magically sealed, a Terminate Enchantment spell will be required before a Break Bonds spell.

2.4 Death Coil
The Enchanter appears dead, akin to the Assassin’s* Darkness Trance* and, in turn, the Mystic’s* Suspended Animation* spell. He can appear dead for up to the number of months equivalent to his Rank to be dead and ESP will detect no signs of life.

Level 3

3.1 Darken (2d6 Spell Expiry roll applies)
This enchantment enables the Enchanter to cause darkness to appear to fall upon victims within an enclosed space. The Enchanter can not snuff out lights, but cause the area to darken sufficiently for the victims so that they have difficulty seeing (up to -4 to PERCEPTION) or fighting (up to -3 to ATTACK and -6 to DEFENCE. The Enchanter may choose to leave unaffected by this as many people as equate to his rank, not including himself.

3.2 Co-opt creature (2d6 Spell Expiry Roll applies)
The Enchanter speaks in his own tongue to a creature no larger than an average sized dog and the creature will do his bidding for as long as the spell lasts. It might be to nibble at cords holding a ship at its moorings, or to rush through a mouse hole and deliver a report on what is on the other side. The animal concerned will make noises common to such an animal, but they will be understood as speech only to the Enchanter.

3.3 Raise Jungle (Duration: lasts until destroyed)
In any place in the open air, including a place with manufactured floors (eg a cobblestone road), the Enchanter can cause to rise at a radius of 3m around him (and others) a jungle of thick bush and small trees to a height of 5 metres. A canopy extends across the top also, letting minimal light through. The Jungle can be hacked through in 2 CR with an edged weapon or claws, or 4 CR with any other weapon or bare hands. This applies to those inside, as well as outside. The jungle will always appear non-indigenous to local forest so as to make it obvious it is magically summoned. The jungle is, unfortunately, also flammable and hence very dangerous to be inside of when facing foes armed with fire – or bearing torches. The jungle so raised must be summoned in a circle and can not be made, for instance, a line instead. Tactically, Raise Jungle serves best as a means of buying time when confronted with an enemy – it creates some impediment, otherwise, to the group advancing from its position.

3.4 Detect Enchantment
Unlike See Enchantment, this spell enables the Enchanter to detect whether any persons within 10 metres are labouring under the enchantments of another Enchanter. This is the means by which an Enchanter might be able to root out – and Terminate – any Enchantments of people who are Enslaved, on a Quest etc.

Level 4

4.1 Terminate Enchantment
This enchantment works precisely like a Dispel Magic* spell, and can have extra MP added to strengthen the Termination.

4.2 Grand Illusion (Range: 20m; Effect Range: Rank x 5m; Duration: Spell Expiry roll 2d6 applies)
This enchantment causes an illusion of no greater than (Rank) sq metres to appear before the eyes of intended targets only – not to all and sundry. There can be as many intended targets as desired, but if they are more than 20m from the illusion they can not see it. Master Enchanters might use this illusion to create the image of a ship sailing into dock astonishing all who see it. The Illusion can be dispelled and will be seen through by an Enchanter of greater rank (but not equal rank). The Illusion will smell, sound and look real to the intended audience.

4.3 Fatal Allure (Indirect Attack: SPEED 12 vs. EVASION halved (rounded down))
Tendrils of pink smoke issue from the Enchanter’s fingers and waft towards d4 targets. The smoke is, in fact, poisonous but allures the recipients, thus halving their evasion scores. If they can not summon their willpower to avoid the smoke where it drifts, they are poisoned by the smoke suffering d6 + the Enchanter’s Rank in damage (one damage roll applies for each). The Enchantment does not kill but renders the victims unconscious at -2 HP (if the roll would have taken their HP below zero) – they can of course be slain at that point, otherwise they will revive as per normal recovery from unconsciousness. If they are so revived, they will suffer nausea for 1 day resulting in -1 ATTACK and DEFENCE and also reek of the odour, effectively -3 Looks.

4.4 Disfigure (Direct Attack: MAGICAL ATTACK vs. MAGICAL DEFENCE; Duration: until Dispelled)
The Enchanter targets one individual (willing or not) who, if affected, loses 2d6 looks (to a minimum of 3) until the enchantment is Terminated or otherwise Dispelled*, or the Enchanter dies. Enchanters are, at times, called upon to cast this ‘hex’ upon women who have taken husbands in adultery, to which Enchanters often tell the wives to find a witch, not an Enchanter! For double the MP value, the Enchanter can beautify another. For this reason Enchanters are often seen with beautiful women who were once, in fact, quite ugly – and once no longer a love interest, return to being such!

Level 5

5.1 Enchant (Duration: lasts until Dispelled*)
Perhaps the ‘trade mark’ spell for the Enchanter, this spell enables the Enchanter to enchant a number of humanoid beings (i.e. includes Elves*, Dwarves*) totalling his rank minus 4. So, when first gaining the ability to Enchant, only 1 person can be enchanted. That is not to say that, in successive Combat Rounds the Enchanter can not Enchant another, but that comes at a further 5 MP cost. The Enchantment does not take total control of the victim, but only implants into their head a conviction that can not be refuted unless Dispelled*. It might be undying love for another (or the Enchanter), belief in the truthfulness (or falsehood) of an individual, group or institution or a desire for vengeance against a given individual, group or institution. Other scenarios are at the GM’s discretion. The trouble with this spell is that a musical instrument of some type is required to perform the spell. The Enchanter does not begin with an instrument but must acquire one. Furthermore, they must be able to play a musical tune of some sort – so, upon attaining rank (or in preparation before) the Enchanter must learn for a month then try to roll under their Intelligence on d20 to have learned to play the instrument, before being able to use this spell. Suffice it to say, if they lose the instrument, they can not cast the spell. Voice is considered an instrument for this purpose, but singing sufficient for the spell must again be learned as if it were an instrument. The benefit is that no instrument must be carried, but if the Enchanter loses his voice of course Enchanting can not occur.

5.2 Confusion (Duration: 2d6 Spell Expiry Roll)
Befuddlement is thrown into the minds of 2d4 targets selected by the Enchanter, causing them to be confused. The confusion ultimately protects the Enchanter and her companions from being attacked, but might result in the enemies arguing amongst themselves, being unable to see or find the PCs, or simply standing there dumbfounded. If any one victim is attacked, the Confused enemy’s spell will snap, as will all others also be freed from the Enchanter’s grasp.

5.3 Embed Enchantment
This enchantment enables the Enchanter to embed any other enchantment he can cast in a certain place or object, to be performed whenever that object is touched or used in a way specified by the Enchanter. The Enchanter must invest MP in the not only the embedding spell, but in the number of instances for the embedded spell to work. This may be performed over a number of days to invest more than the Enchanter’s daily maximum MP. It is, therefore, more common for this enchantment to be established in a break in adventuring, when the Enchanter can embed multiple instances of an enchantment in an object. There can not be more than one type of spell so embedded, and no object within 5 metres can also be the subject of an Embed Enchantment. If 2 such objects are placed near each other, roll d6 to determine what happens:
  1. Both enchantments are immediately set off;
  2. The first object’s enchantment is cancelled, the second is unaffected;
  3. The second object’s enchantment is cancelled, the first is unaffected;
  4. Both objects are reduced to just 1 embedded enchantment
  5. Both enchantments and their embedding spells are permanently cancelled;
  6. Both objects burst into flame and lose their enchantments.

5.4 Mist (Range: 20m; Effect Range: Rank x 20 metres)
The Enchanter summons a thick mist which may appear in or out of open air, whether in a dungeon or outdoors and regardless of weather conditions. The Mist blinds all but the Enchanter, who must lead any comrades through it by staying close by. The Mist can be targeted at an area up to 20m away to avoid inconvenience to the Enchanter and his party.

5.5 Revitalise
The Enchanter performs his replenishment ritual for Magic Points but, at the same time, also gains restoration to full health.

Level 6

6.1 Awestrike (Direct Attack: MAGICAL ATTACK vs. Victims’ MAGICAL DEFENCE; Duration: 2d6 Spell Expiry Roll)
The Enchanter strikes terror into the hearts of d10 victims, causing them to be awestruck and wilt in battle against he and his companions. The victims’ ATTACK and DEFENCE scores are reduced by 6 for the duration of the Enchantment.

6.2 Survive Ordeal
The Enchanter gains the ability to survive a considerable ordeal of imprisonment. He can go without food for up to 7 days, water up to 3 days and oxygen for up to 5 hours. The feat is only possible if the Enchanter is in fact imprisoned either against his will or at his command. He is free to move about and do other things whilst undergoing the ordeal.

6.3 Magic Rope (Duration: lasts until Dispelled, or Enchanter dies)
This enchantment enables any length of rope to mystically be extended upwards into the air, and be magically stretched for as long as it needs to go to get to the destination above. This enchantment can not be performed unless the Enchanter’s instrument is used (see Enchant enchantment, 5.1 above). The rope stands rigid for whoever is climbing and makes climbing so easy as to provide a -4 on the Difficulty Factor for the climb up (or down). The rope extends at a rate of 10m per CR. If the Enchanter leaves the rope there, it remains rigid for all comers to use. A rope can be Embedded as a Magic Rope, as we see in Tolkien’s The Return of the King.

6.4 Compulsion (Direct Attack: MAGICAL ATTACK vs. MAGICAL DEFENCE; Duration: lasts until Dispelled, or a year-and-a- day)
The Enchanter commands the victim to perform a specific task against their will. If the victim speaks forth their refusal to perform the task, they will be immediately struck unconscious (0 HP). If they resist the task, they will lose 1 HP off their maximum HP for every month they decline to perform the task. In other words, they begin to waste away as a curse for their refusal. If the victim survives for a year-and-a-day from when the original Compulsion was laid upon them, the enchantment expires

Level 7

7.1 Dreamweave (Duration: lasts until Dispelled*)
In this enchantment, the Enchanter implants a memorable dream into in the dreams of any person whom they have met before – if they have not met, a roll under the Enchanter’s rank on 2d10 is required with difficulty factor reduced (by additions to the roll target) if the Enchanter has a trinket or description of the person. A failed roll results in some random person being enchanted instead with some nightmare or indeed the intended Dreamweave, but the wrong person – which might be comical if, for instance, the roll was close and it was the target’s wife! This enchantment might be used to call for aid, to haunt another or as a scenario thread for a clever GM.

7.2 Impose Death Coil (Direct Attack: MAGICAL ATTACK vs MAGICAL DEFENCE; Duration: see below)
This is a stronger version of the Death Coil enchantment, however may be targeted at others. Illusory bolts of lightning shoot forth from the Enchanter at the victim. The victim (who may be willing, but still must make the Direct Attack rolls) appears to be struck dead, akin to the Assassin’s* Darkness Trance* and, in turn, the Mystic’s* Suspended Animation* spell. The duration of the enchantment is at the will of the Enchanter to a maximum of the number of months equivalent to the Enchanter’s rank. To colleagues it will appear as though the Enchanter has struck their colleague dead and none but another magic user (i.e. Sorcerer*, Mystic*, Warlock* or Elementalist*) of over 7th rank – or any Enchanter - will know what has occurred. The Enchantment can not be dispelled in any shape or form.

7.3 Domesticate (Direct Attack: MAGICAL ATTACK vs. creatures MAGICAL DEFENCE; Duration: as below)
This enchantment enables the Enchanter to take any wild creature and tame it to do his bidding. The creature will understand complex instructions as if it were an average human, even if the creature does not seem to possess the intellect to do so. If the creature is large enough to be ridden (e.g. a Horse*) it will permit the Enchanter to do so. The Undead* and Humans* are not considered ‘creatures’ for this purpose. The duration of this enchantment can be volatile and must be rolled on d6 upon casting, known only to the GM:


Roll Effect
1
Lasts d10 Combat Rounds, then creature leaves quietly;
2
Lasts d10 Combat Rounds, then creature restores hostility if it was so captured;
3
Lasts d10 Combat Rounds, then attacks the Enchanter;
4-10
Lasts d20 days, then leaves quietly;
11-15
Lasts d20 weeks, then leaves quietly;
16-19
Lasts 2d20 weeks, then leaves quietly;
20
Lasts 3d20 weeks, but then attacks its master and will fight to the death


It is common knowledge amongst Enchanters that Henrique the Great, an Enchanter from Algandy* of 12th rank, that he was so ambitious as to Domesticate a Dragon*, succeeded in doing so but then died when, after 1 calendar year, it attacked him viciously as he rode it in much pomp into a city to demonstrate his magical prowess. The Dragon* proceeded to burn down the town and, for that reason alone, Enchanters are unwelcome and even feared in parts of Algandy* where the tale is known (in varying levels of accuracy!). One thing that an Enchanter can safely assume from this tale that no creature is too large and magical creatures can be so Domesticated.

7.4 Disappear
The Enchanter disappears before people’s eyes! He is not in fact invisible, but hidden from the sight of others – if they concentrate they can see him moving (for game purposes, the Enchanter gains +6 to STEALTH for the spell). The Enchanter therefore continues to make footsteps and breathing noises.

Level 8

8.1 Impossible Path (Duration: 2d6 Spell Expiry Roll)
The Enchanter walks (not runs) along a path that would otherwise seem improbable. It may be across a tightrope, or no rope at all – or across fire, or water. The Enchanter can continue walking so aided until the enchantment expires, at which point of course he is subject to whatever perils arise from being in that place subject to the force of gravity.

8.2 Quest (Direct Attack: MAGICAL ATTACK vs MAGICAL DEFENCE; Duration: lasts until Dispelled*)
The Enchanter uses this enchantment to send one individual on a quest, with or against their will. Unlike Dreamweave which creates a strong impression, this enchantment sets the victim on the quest with a passion as if it is his life’s calling. Whilst Dreamweave is a persuasive vision or dream, Quest instils a commitment to a full quest. The victim will act within reason on their Quest, but never question – and even defend – the merit of the Quest. Furthermore, the victim will – upon having succeeded, or being thwarted in their Quest – with the same vigour travel to report the result to the Enchanter. This is one reason why many Enchanters do not send people on Quests willy-nilly, for fear of being pursued by the myriad of people wishing to report dutifully on the outcome of their Quest. Quests last even if an Enchanter dies, unlike other enchantments.

8.3 Obliterate (Indirect Attack: SPEED of 17 vs EVASION; Duration: lasts until Dispelled*, or Enchanter dies)
Beams of light shoot forth from the Enchanter’s hands and strike all who fail to evade it. They lose no HP, but rather lose their physical presence in the real world. The victims can not speak, be felt or occupy space – however, they continue, like Ghosts*, unseen and unheard moving about the world. Those who are Obliterated are, on their obliteration, transported to the place of birth of the Enchanter. They can only be ‘brought back’ by finding the Enchanter, at which point they materialise and may attack him. They do not recover their full form until they slay the Enchanter. Their approach within 1km will be sensed by the Enchanter. The victims may use their abilities, including spells, to travel to the Enchanter and must ride on physical objects, such as ships or coaches (but not steeds) to get to the Enchanter. Once they find the Enchanter, they are in effect in an ethereal battle with him to the death. In this battle they can use all of their abilities etc as if they were in the physical plane, and use all the possessions they had when slain – but can not manipulate or touch people or objects in the physical realm until they slay the Enchanter, or are slain themselves. An Enchanter so pursued can call upon others by their free will – and those Enslaved, who have no choice – to enter the battle with them. They too, upon their consent, likewise lose physical form but their fate rests with the Enchanter. If he dies, so do they. Enchanters, due to the drawback of being hunted for using the spell, use this spell with great reluctance and, when they have, gird themselves with all manner of magical protection for the inevitable battle.

8.4 Intelligence (Direct Attack: MAGICAL ATTACK vs. MAGICAL DEFENCE)
This spell enables the Enchanter to glean from the unknowing target any secrets that they harbour, including plots against the Enchanter or others. The victim does not know the Enchanter has done so - however, no Enchanter may cast this spell against another Enchanter, and any Enchanter or other magic user will be aware that somebody has read the thoughts of another in the area, but no more than that.

Level 9

9.1 Fright Attack
This enchantment replicates the effect that Ghosts* have upon their victims. In other words, the Enchanter creates a fearsome apparition (overlaying himself, or a separate apparition) that subjects those who see it to a fright attack. The GM rolls 2d6 and subtracts the victim’s rank. The victims then must roll under that number on 2d10 to survive the fright attack. Characters of 12th rank and above characters are immune, as are any Enchanters of 9th rank or above. If the victim fails the roll, they die from fright. This spell can not be used more than once every 6 months on the same victim and undead creatures are immune from it.

9.2 Stagecoach (Duration: lasts until reaching its destination, or disembarking)
The Enchanter takes several creatures and enchants them such that they become steeds and coachmen – yes, this sounds a lot like a fairy godmother in Cinderella! – and an opulent-looking coach materialises amongst them. Only those who the Enchanter permits may ride in the ethereal coach, which will then convey them at twice the normal speed for a horse-drawn carriage non-stop until arriving at their destination. The stagecoach can not cross the sea – though it is said that 12th rank Enchanters have found a way to do so, or to summon a Galley instead of a Stagecoach. If the Enchanter himself alights from the stagecoach, it will disappear and the creatures return to their original form. Any other passengers who alight will not be able to find the stagecoach again, and will be stranded wherever they alit. The stagecoach also can not be stopped by anyone other than another Enchanter casting a Terminate Enchantment spell, Warlock* casting the same or a Sorcerer* casting Dispel Magic*. The stagecoach is visible to others as a wispy shadow and makes the noise of a stagecoach, but the passengers become ethereal until reaching their destination. A Stagecoach can be Embedded, as was the case in a scenario in Book 3. The destination, however, is pre-determined – whether it now exists or not.

9.3 Flight (Duration: Spell Expiry Roll applies (2d6)
The Enchanter imbues an inanimate object, such as a carpet or broomstick, with the ability to fly. The Enchanter alone can ride on it, but long distance travel is not encouraged due to the Spell Expiry – with the resultant fall doing the normal damage.

9.4 Concealment (Duration: lasts until Dispelled*, or death of the Enchanter)
This enchantment enables an area as large as the Enchanter’s Rank x d100 to be concealed from discovery. It is by this means that cities become hidden, or the Elves* conceal their treetop homes from discovery, using powerful enchantments. If any person emerges from something Concealed, the enchantment is broken – unless 50 MP has been embedded in the Concealment (see below). For each 50 MP embedded into the Concealment, one man-sized opening in the Concealment is created. Concealment can be Embedded but not on a trigger- rather, it is in a way embedded with the place so concealed. Layer upon layer of MP can be laid into a Concealment to strengthen it, such that elven villages have so much MP laid into them as a daily ritual that they will never be discovered without the help of an Enchanter – or being led there by one of their own. Such villages have many ‘entrances’ to prevent the concealment being lost. It should be noted, in regard to Elven* villages, that Elves* have a 50% chance (roll 1-3 on a d6) of seeing through any such Concealment. Note also that the sense of smell is not fooled by concealment.

9.5 Beastmaster (Duration: Spell Expiry Roll 2d6 applies)
This enchantment summons to the caster 2d6 beasts indigenous to the nearby area – for instance wolves, bears, tigers, crocodiles – who then obey their master’s bidding, including attacking enemies. Humanoids, magical beasts and the Undead* are not summoned. Upon conclusion of the enchantment, the surviving beasts disperse quietly back to whence they came and if encountered again will not attack the Enchanter or his comrades.

Level 10

10.1 Restore Life (Duration: see below)
This miraculous spell enables the Enchanter to restore life to one who has been dead no longer than 3 days. The person so restored comes back at -2 to all of their Strength, Reflexes, Intelligence, Psychic Talent, Looks and Health Points with all the consequences that come with that (down to a minimum of 3 for any given Stat). As this is an enchantment, it is not full healing and unbeknownst to the person so restored, their lifespan is only extended as follows on a d6.
  1. d20 hours
  2. d20 days
  3. 2d20 days
  4. 2d10 months
  5. 5d20 months
  6. 2d20 years

The workings of this enchantment are such that if the Enchanter (or any other Enchanter) tells or otherwise indicates to the recipient that they will certainly die, the recipient dies by wasting away at 1HP per CR. Nothing can be done to save them.

10.2 Enslave (Direct attack – MAGICAL ATTACK vs target’s MAGICAL DEFENCE; Duration: lasts until dispelled)
This powerful spell causes one individual to be enslaved for life, sworn to the Enchanter’s service. Even if the Enchanter dies, the person so enslaved will see to their funeral weeping bitterly, continue to do their master’s bidding and observe their honour. Curiously, only another Enchanter (not a Sorcerer*) can Terminate Enchantment to free the Enchanter of their slave – it is assumed the mystical pioneers of Enchanting did so to ensure the spell is not used lightly, as one Enslaved will not leave their master – so if they become tiresome, they can not be dispatched easily!) It is rumoured also amongst Enchanters that should they be so callous as to kill one so enslaved (or send them to their death) the one Enslaved will return to haunt them as if they were still alive, begging for their love / service etc.

10.3 Miracle Route (Duration: Rank x d10 minutes)
An improvement upon the Impossible Path spell, the Enchanter causes matter to form to enable he and any other being to use that Path. The Path can not be through inanimate objects such as walls, but might enable the crossing of a chasm, a river, lava flow or a stairway to heaven! In all instances the Path is not invisible, but forms using the GM’s imagination- for instance, weeds might grow forth in a stream to form a path across, or logs arrive then miraculously suspend in line across the river; small clouds might form appearing to be a stairway up into the sky; swarms of moths may appear and form improbable stepping stones across a chasm. The Route can not be dispelled and, therefore, if foes are following, they too can use the Route. No reflexes roll is required to cross the Route unless the enemy concerned is of double, or half, the size of the Enchanter. Creatures 4x smaller or larger can not use the Route.

10.4 Incite Mob (Duration: Rank x d6 minutes, or as below; Range: Rank x d10 metres)
The Enchanter speaks publicly and his voice is supernaturally carried to those who are magically drawn to listen. He then speaks convincingly of the need to rally to his cause, and here the true enchantment begins. A mob is stirred up such that all who listen (unless they are PCs, in which case MAGICAL ATTACK vs. MAGICAL DEFENCE applies) are persuaded to do whatever violence the Enchanter asks of them. All within the Range are affected. The Mob will then rampage to wherever they are sent, or attack whomever they are incited to attack (for instance, a group of PCs). They can not be stopped by any magical means, however they will begin to break up into disarray if over 20% of the mob are slain – some will stay and fight, others will break out of the spell’s effect.

Level 11

11.1 Unnatural Disaster (Duration: Rank x d6 minutes; Range: 10d100 metres)
The Enchanter summons a whirlwind, earthquake or whatever the GM considers appropriate for that moment with great destructive force. The Enchanter himself is not immune from its ravages, but with spells like Miracle Route and Improbable Path probably has the means to escape its wrath. Those who do not escape the disaster in such a way face the following (each victim in the vicinity must roll on d100:

Roll

00-15
Immediate Death
16-55
Critical Injury – rendered unconscious
56-80
Serious Injury – HP reduced by 2 thirds
81-90
Major Injury – HP reduced by half
91-99
Minor Injury – d6 HP wound

Skills of the Mighty


1. Imbuing From 8th rank, an Enchanter can Imbue an instrument as a Sorcerer* creates a Wand. The time period is the same (3 months), and the effect upon the Enchanter’s Magic Points (ie 1 ½ MP in the instrument for each 1MP permanently sacrificed by the Enchanter). The number of types of enchantments that can be imbued is equal to the Enchanter’s Rank halved (rounded down) – so for instance 9th rank Enchanter, Matilda the Great, might imbue her magic flute with 4 enchantments, say Reverie, Impossible Path, Mist and Beastmaster. If found by a person other than the Enchanter, the imbued instrument can be used (whether the Enchanter is still alive or not) for as many ‘charges’ as equated to the Enchanter’s daily MP limit at the later of the present time & the time of his death. If used, and the Enchanter is still alive, he will know not only that it has been used but also the precise location where it has been used.

2. AlchemyEnchanters have limited alchemical abilities, being able to make, all at 8th rank: Amianthus Dust*, Potion of Night Vision*, Evaporating Potion*, Vial of Smoke*, Potion of Dreams*, Love Philtre*.

Comparisons with other Game Systems

  • RJ Lambert had no intention whatsoever for this profession to mirror the Enchanter profession in the Bloodsword multiplayer gamebooks set in the Lands of Legend* by Oliver Johnson and Dave Morris. That being said, there is some parallel in the magic-dependency of the two eponymous versions.

Famous / Infamous NPCs / PCs


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