Enchantment Spells
Enchantment Spell Features
Prolong
Each spell's maw has a lifespan which depicts how long the maw will stay open. Prolongation is the pure purpose of enchantment, allowing a spell to continuously affect its surroundings after cast.
Muse I (10X PP)
- The spell remains active for X turns after this one, requiring focus.
Muse II (20X PP)
- The spell remains active for X minutes after this one, requiring focus.
Muse III (50X PP)
- The spell remains active for X hours after this turn, requiring focus.
Muse IV (110X PP)
- The spell remains active for X days after this turn, requiring focus.
Continuum I (40X PP)
- The spell remains active for X turns after this one or until you spend 1 turn action or 1 interrupt action to dispel it.
Continuum II (80X PP)
- The spell remains active for X minutes after this turn or until you spend 1 turn action or 1 interrupt action to dispel it.
Continuum III (200X PP)
- The spell remains active for X hours after this turn or until you spend 1 turn action or 1 interrupt action to dispel it.
Continuum IV (440X PP)
- The spell remains active for X days after this turn or until you spend 1 turn action or 1 interrupt action to dispel it.
Continuum V (1,000X PP)
- The spell remains active for X months after this turn or until you spend 1 turn action or 1 interrupt action to dispel it.
Continuum VI (1,900X PP)
- The spell remains active for X years after this turn or until you spend 1 turn action or 1 interrupt action to dispel it.
Modification
Much as how the art can make spells stay, the Art of Enchantment shows how to take them away. This feature is the only independent use of enchantment without any other arts.
Delay (10X PP)
- All other effects from the spell do not immediately activate. Rather, the caster chooses a trigger within the spell's effect such as a code word or a creature touching the affected entity. The spell activates upon the trigger happening, dispelling itself after X hours. If this spell affects an object or creature that was already subject to the spell using this feature, the previous effect is removed.
Permanency
Spells simply stay as long as the caster can keep the maw open. Permanency acts like a stint that props it open until somebody removes it.
Perpetual (100 PP)
- The spell remains active indefinitely, or until all targets become invalid. Spells cast this way must be paid with DHP instead of stamina. Alternative costs cannot be used for spells using this feature and it cannot be discounted in any way. Upon casting a spell using this feature, the caster gains a 1 point of Fatigue. Up to 1 point can be removed by completing a rest. Spells cast this way cannot force a creature to regain SHP or DHP.
Disenchant (50X PP)
- All effects from spells that have been active for X hours or less are dispelled on each affected object and creature. If a creature is concentrating or focusing on a spell affected this way, it may make a Will contest against the caster, keeping the spell effects active upon succeeding.