Temporary Disenchanted:
Temporary Disenchantment
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Causes an item's enchantment to fade away for a time.
Modification-Point Cost (M.P.C.) : 40 Prerequisites --------------------------- : Enchanter |
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| Ability-points to invoke: | None (this is an enchanter spell). |
| Area of Effect: | One item or object. |
| Avoidance-Roll: | Yes: Pit Mental-Strength vs. the Mental-Strength, RACE TO 7.
See: "Explanation" and "Special". |
| Casting Time: | 3 turns (15 seconds). |
| Damage: | None. |
| Duration: | 1 turn (+1 turn per 10 levels advanced). |
| Effect Time: | Instant. |
Explanation: |
An enchanted object are the following:
1. Enchanted Items 2. Enchanted Weapons 3. Oracles 4. Relics 5. Artifacts
Anything item spellbound with an ability, as does a wand, is considered as enchanted.
Game Master: If it is not enchantment within an item, this spell will not work. It will be up to you to decide every item of enchantment.
The Enchanter will gain a +1 (+1 per 5 levels advanced) added to his or her % roll so succeed.
------------------------------ See the list below: Types of Items: Item's Mental-Strength: Armor, Enchanted: 70 Armor, Magical: Immune. This spell does not effect the Class of armor, or the Grade of a shield (it only effects enchantment abilities spellbound in the armor).
Artifact: 100 Enchanted Item: 40 Gem (enchanted): 50 Oracle: 110 Potion: 30 Relic: 120 Weapon, Enchanted: 70 Weapon, Magical: Immune. This spell does not effect the Rank of weapons (it only effects enchantment abilities spellbound in weapons).
Game Master: You can assign a Mental-Strength to an item as you wish. The above chart is merely a guideline.
See "Special". |
| Hand Movement: | Two hands. |
| Healing: | None. |
| Immunities: | The Class, Grade and Rank of armors and weapons are not effected by this spell. |
| Maximum Adjustment: | None. |
| Notes: | None. |
| Range: | 3 spaces (15') |
| Resting Time: | None. |
| Special: | If you fail the "Avoidance-Roll, you may yet choose a risky path to success. The Enchanter will have two choices. Each choice comes with a risk as follows:
1. Sacrificial Intelligence: You can risk permanently sacrificing from 1 to 6 points of intelligence (caster's choice) to gain another chance to succeed.
For every point of Intelligence you are willing to risk, you will gain a +10 added to your % roll, and the race to 7 will be re-rolled.
Success: If you succeed in disenchanting the item, nothing will happen (you will keep your Intelligence points you risked).
Failure: If you fail to disenchant the item, you will lose the number of Intelligence points you risked (1 to 6). You will also be exhausted, as if resting from the draining effects of a spell for 24 hours.
2. Suspended Intelligence: You can risk temporarily sacrificing from 1 to 6 points of intelligence (caster's choice) to gain another chance to succeed.
For every point of Intelligence you are willing to risk, you will gain a +2 added to your % roll, and the race to 7 will be re-rolled.
Success: If you succeed in disenchanting the item, nothing will happen (you will keep your Intelligence points you risked).
Failure: If you fail to disenchant the item, you will lose the number of Intelligence points you risked (1 to 6) for 1 Moon (30 days). You will also be exhausted, as if resting from the draining effects of a spell for 12 hours. |
| Spell Preparation: | None. |
| Spell-points to cast: | 20 |
| Susceptibilities: | None. |
| Value: | 12 Electrum |
