Enchantments are mystical properties bound to an item, written in runes or suffused into places of power.
Identifying an Enchantment
To identify the nature of an enchantment make an Attunement Test against difficulty 10. Identifying an enchantment takes Significant Time.
Binding an Enchantment
When Adventurers come across an enchantment they may attempt to bind it into an item or other medium, scroll, tattoos, wine etc. Magic of the enchantment is then moved to a new vessel.
Binding an Enchantment is an Arduous Challenge with each Step taking a Significant Time. Difficulty of each Step is 10 + 5 for each enchantment the new vessel already has.
• Identify the enchantment
• Intellect. Complete the enchantment and prepare its new vessel, by carving runes, tying charms, tattooing or other method
• Attunement. Bind the enchantment to its new vessel
If a Step fails gain one Burden. If the Challenge fails make a Burden Test for a Mystical Affliction.
Binding an enchantment directly to a being, by tattooing, imbibing alchemicals or other methods, comes with an additional cost of 1 Persistent Burden for each enchantment.
List of Enchantments
| Enchantments | |||
|---|---|---|---|
| 1 | Beast Charm | 11 | Magic Source |
| 2 | Beasthide | 12 | Mind ward |
| 3 | Chalice of Power | 13 | Omenbringer |
| 4 | Darkeye | 14 | Otherwordly |
| 5 | Devourer | 15 | Seerstone |
| 6 | Farsight | 16 | Shadowmantle |
| 7 | Flesh ward | 17 | Soul Ward |
| 8 | Focus | 18 | Spiritstep |
| 9 | Heartseeker | 19 | Thunderclap |
| 10 | Lifebringer | 20 | Watcher |
Beast Charm
During rest call for a beast by performing a following rite. Rite is and Arduous Challenge with three Steps.
Attunement. Project your mind (D10)
Intellect. Name the beast (D10) or describe its form (D15)
Presence. Commune (D10)
On success a beast arrives and acts as your follower until released or the ritual is performed again. Beasts Prowess is increased by one for each successful Step.
Gain 1 Burden for each failed Step.
This Enchantment does not affect Great Adversaries.
Beasthide
Mantle made from skin of a beast. As an Action [Exhaust] to take a form of a beast the mantle is made of.
While you are in the beast form you retain your mental abilities, Hit-points and Wounds. You gain natural abilities and Skills of the beast. Your Prowess in this form is 3 + half your Level.
To end the effect make a Will Burden Test. On failure gain one Burden and maintain the form.
Chalice of Power
Enchantment holds Power that can be given to magic.
Fleeting: 1D6 Power. Once spent the enchantment dissipates.
Fed: 5 Power. Enchantment regains Power when brushed with a mages blood, 1D6 damage / Power.
Darkeye
[Exhaust] to gain the ability to see in complete darkness up to Close until Significant Time passes.
Devourer
Succeeding in a damaging attack deals +1D6 damage and recovers Hit-points by extra damage + Vigor. Failing in damaging attack deals 1D6 damage, there is no resistance against this damage.
Farsight
[Exhaust] to gain ability to see clearly to a great distance or ignore a Disadvantage due to range on an attack.
Focus
Increase one Prowess or Defense by +1.
- Increase Strength.
- Increase Awareness.
- Increase Attunement.
- Increase Intellect.
- Increase Presence.
- Increase Reflex.
- Increase Vigor.
- Increase Will.
Flesh Ward
Enchantment protects the wielder from physical harm.
Weak: Increase Armor Resistance by +1.
Potent: Increase Armor Resistance by +2.
Strong: Increase Armor Resistance by +3.
Heartseeker
When you [Exhaust] to gain a bonus on a Test to make a damaging attack, the bonus is either your Awareness or +2 whichever is higher. Add bonus to damage.
Lifebringer
Consume this enchantment to heal a Wound or Affliction on a being.
Magic Source
Enchantment grants a Magic Gift.
Single use: Gift can be used once and then the enchantment loses power.
Vessel: Gift can be used while possessing the enchantment.
Study: Gift can be gained by studying the enchantment. Studying the enchantment is a three Step Arduous Challenge made with Intellect. Each Step takes a Significant Time to complete and has Difficulty 15.
On success gain the Magic Gift and the enchantment loses power.
On failure gain a Mystical Affliction.
Mind Ward
Enchantment protects the wielders mind from harm.
Weak: Increase Mental Resistance by +1.
Potent: Increase Mental Resistance by +2.
Strong: Increase Mental Resistance by +3.
Omenbringer
Enchantment holds one type of Omen. [Exhaust] to use the Omen as a Response.
Ill Omen: Impose Disadvantage on a beings Test or have them Test for something they should not need to. Difficulty is 10 + half your Level.
Fortune Omen: Grant Advantage on a beings Test or increase their Degree by one.
Otherwordly
Enchanted item fully affects Incorporeal and Otherwordly beings. Rope is able to bind, food is able to nourish, weapon is able to deal damage and armors Resistance cannot be bypassed.
Seerstone
As an Action taking Significant Time name a being you have met or have a connection to, lock of hair, personal possession etc. Make an Attunement Test against Difficulty 10. On success gain 1 + Degree pieces of information on what they are currently up to. Then make a Will Burden Test for a Mystical Affliction.
Shadowmantle
[Exhaust] to become Invisible for one Round, [Exhaust] at the end to maintain invisibility. While Invisible, you are Hidden and your actions are Surprise actions. Sunlight ends the enchantment.
Soul Ward
You have an Advantage on Deaths Door Tests.
Spiritstep
[Exhaust] on movement to become Hidden immediately after. This lasts until you take an Action or Response.
Thunderclap
Your Strength attack is followed by a thundering sound. On success add Strength to damage and remove Response from the target.
Watcher
You cannot be surprised. You have Advantage on Awareness Tests when you take watch.
Artefacts
Artefacts are legendary enchanted implements, whose power threatens to take over the wielder.
• Artefacts are Guides. Waking their true potential requires performing a set of tasks and dedicating a Guide to them
• When artefacts power wakes it can replace any Guide other than Artefact
• Awake artefact grants a Boon for each Guide dedicated to it
• When an artefact is removed Guides associated with it are left blank
• In its inert state artefact grants an enchantment. Enchantments cannot be transferred off of an Artefact.
Crown of Whispers
Inert
Increase Attunement by +1.
As a Downtime Action listen carefully to the crowns whispers, attempting to unlock its secrets.
• This is an Arduous Challenge with three steps and Difficulty 20 for each step. Tests can be made with Attunement or Intellect
• On success gain a Magic Gift and dedicate a Guide to the Crown of Whispers
• Increase Burden by +1 for each failed Step. If the Challenge fails make a Burden Test against a Mystical Affliction
Awake
Crown of Whispers is a Cursed Artefact slowly altering mind of its wielder. [Stir] every Downtime.
Increase Attunement by +1 for each Guide dedicated to the artefact.
Boons
Whisper Through Void: You can speak into minds of beings you have met or have a connection to, lock of hair, drop of blood, treasured possession etc. You are able to channel Will affecting magic on these beings. Your recipient may refuse the connection by making a Will Test against your Attunement.
Whispers of Power: Give magic Power up to your Attunement. Stir if the result of the Channeling Test is lower than 10 + Power.
Whispered Secrets: Test Attunement against a beings Will. On success you learn a secret about them or what they are hiding from you. Being will not notice anything whether you succeed or not.
Gifts
Gifts of Magic: Choose a Gift from Magic Guide.
Outer Eyes: You are able to see clearly in darkness and Invisible beings are not Hidden to you. In bright light you can see up to Close.
Outer Tongue: You can use Attunement as Prowess on Tests to socially influence and gain insight on beings.
Seeping Magic: Gain two Magic Gifts.
Oathblade
Inert
Oathblade has damage and Qualities of a bladed weapon.
Otherwordly enchantment.
Burden: 5.
1D6 Cracks. If the blade ever has 10 Cracks it will break.
As an Action taking Significant Time swear an Oath to the blade and dedicate a Guide to it.
– I will not make a false oath
– I will never strike in hatred
– I will bring lies to light
Awake
Remove Burden Quality. If you fail your oath to the blade, it gains Burden: 5 Quality and a Crack.
Otherwordly enchantment.
Increase damage die of the weapon by a die type.
Increase Awareness by +1 for each Guide dedicated to the Oathblade.
Perform a just deed to remove Burden Quality from the blade or dedicate an additional Guide to it.
Boons
Seek the False: [Exhaust] to Test Awareness against a beings Will. On success detect whether the being has lied to you or broken an oath in the past. If they have, your succesful attacks against them have +1 Degree.
Protectors Blade: You and Allies within Close Add +1 to their Defenses for each Guide dedicated to the Oathblade.
Blade Vow: When a vow is sworn while touching the blade, all involved increase their Hit-point maximum by +1 for each Guide dedicated to the Oathblade. If the vow is broken all who swore it know the it is broken and who was the breaker. Hit-point increase from multiple vows does not stack.
Gifts
Avenger: Your succesful attacks against known liars and oathbreakers have +1 Degree.
Gifts of Oath: Choose a Gift from Oath Guide.
Vow: As a part of an action make a vow to gain a bonus on the Test. Weak vow gives a +1 bonus and a strong vow gives a +1D4 bonus. Other players decide whether vow was weak or strong. You cannot make the same vow twice.