Disenchanted:

 

 

Disenchantment

 

Causes an item's enchantment to permanently fade away.

 

Modification-Point Cost (M.P.C.) : 120

Prerequisites --------------------------- : Temporary Disenchantment.

Ability-points to invoke:

None (this is a 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:

120

Susceptibilities:

None.

Value:

1 Yellow-Gold.