The Enchanter:     *

Psychics deal strictly with the mental aspects of magic. their dealings within the realms of the conscious and subconscious mind make them formidable opponents not to be taken lightly. The binding of magics and enchantments into items is the power of this class. The enchanter is a valuable asset to an adventuring company, or any kingdom. They are highly sought after.

 

Enchanter Prerequisites

 

%Roll:  Abilities and Spells: 48     MPC = Modification-Point Cost.

01-04:   Blade-Weave (Spell) 2 identical blades become one blade (MPC 60)

05-09:   Brilliance        (Spell) Temp characteristic to a non-magical item (MPC 16)

10-19:   Enchant %Roll: Enchant Powers:

                             01-15:  Enchant                          (Spell) Enchant an item (MPC 30-800)

                             16-20:  Bind Enchantment         (Spell) Place a spell into jewelry (MPC 100)

                             21-25:  Destroy Enchantment   (Spell) Destroy an enchantment (MPC 160)

                             26-35:  Detect Enchanted Gem (Spell) Detect if a gem is magical (MPC 14)

                             36-45:  Detect Magic Gem        (Spell) Detect if a gem is magical (MPC 6)

                             46-50:  Disenchantment             (Spell) Temp. nullify enchant (MPC 120)

                             51-60:  Enchanted                      (Spell) Animates a household item (MPC 2)

                             61-65:  Enchanted Aura             (Spell) Detects warding spells (MPC 14)

                             66-70:  Enchantment Detection (Spell) Detect item's enchantment (MPC 6)

                             71-80:  Magic Detection            (Spell) Detect an item's magic (MPC 4)

                             81-90:  Restore Enchantment    (Spell) Restores enchantment (MPC 200)

                             91-95:  Temporary Disenchantment (Spell) Temp. nullify enchant (MPC 40)

                             96-00:  Transfer Enchantment   (Spell) Transfer enchantment (MPC 100)

 

20-21:   Evokened        (Spell) Gives aid to another during their trial or test (MPC 200)

22-25:   Exception        (Spell) Allow spells to be cast wearing armor (M.P.C.: 2)

26-29:   Expunge          (Spell) Item enchanted with one spell to be used one time (MPC 100)

30-33:   Fools Gold       (Abilitiy) Cause the appearance of treasure (M.P.C.: 2)

34-37:   Man-At-Arms (Spell) (Endows a weapon to cause additional damage) (MPC 20)

38-41:   Mana               (Spell) (Caster's spell-points regenerate at 1-D6 per turn) (MPC 12)

42-45:   Mind-Leech    (Spell) Cast symbols on the ground to give allies bonuses (MPC 20)

46-49:   Moon`Glyph    (Spell) Cast symbols upon the ground to give allies bonuses (MPC 18)

50-63:   Moon`Letters: %Roll: Moon`Letters Power:

                                       01-20:  Enchanted Portcullis (Spell) Portcullis will vanish (MPC 12)

                                       21-50:  Mystic Writ               (Spell) Cast secret message (MPC 6)

                                       51-80:  Shrouded Path           (Spell) Cover footprints (MPC 16)

                                       81-00:  Starr Glyph                (Spell) Make a keyhole vanish (MPC 8)

 

 

54-68:   Passage            (Spell) Pass through a warding spell-trap without triggering it (MPC 18)

69-72:   Quicken            (Spell) Targeted regenerates spell-points at a faster rate (MPC 30)

73-75:   Restore Magic (Spell) Restore lost magic to an area, item, or creature (MPC 100)

76-85:   Reveal: %Roll: Reveal Spells:

                            01-10:   Reveal Blessing         (Spell) Reveals an item's blessing (MPC 200)

                            11-20:   Reveal Cursing          (Spell) Reveals an item's cursing (MPC 200)

                            21-40:   Reveal Enchantment (Spell) Reveal items magic properties (MPC 8)

                            41-00:   Reveal Magic            (Spell) Reveal magic spells in the area (MPC 60)

 

86-88:   Rune-Weave      (Spell) Set a spell-rune into an object to be set off later (MPC 16)

76-80:   Split Resistance (Spell) Lowers the resistances of the targeted creature (MPC 80)

81-85:   Transfer Magic  (Spell) Transfer magical properties to another magic item (MPC 60)

86-90:   Transference      (Spell) Transfer spell-points to another stores spell-points. (MPC 20)

91-95:   Transpose           (Spell) The spell that activates a created item to life (MPC 20)

96-00:   Unravel               (Spell) Spell-Runes and wards placed to conter intruders (MPC 18)