Path of the Enchanter

The Path of the Enchanter teaches you to infuse magic into objects.

**Requirements:** Emulate Spell (Universalist Arcana)

**Path Completion Bonus**: +1 Spirit

**Detect Enchantment**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 3 / 6 ]

**Activation**: 12 Actions

**Range**: [ 1 / 6 / 12 ] meters

You attempt to discern nearby enchantments. After 1 Round, you identify all enchantments within range. After 2 Rounds, you identify the Spellpower of each enchantment. If the Spellpower of an enchantment is greater than your own, you know only that it exceeds your Spellpower. After 3 Rounds, you can determine the arcana of the enchantment. After 1 minute, if your Spellpower exceeds the Spellpower of the enchantment, you understand the nature of the spell enchanted to some extent, depending on your familiarity with the arcana and the popularity of the spell.

**Create Token**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: [ 12 / 12 / 2 ] Actions

**Range**: Touch

You conjure a small wafer with one of the listed effects. This token degrades at [ the end of the Encounter / the end of the Encounter / the next Rest ].

**Air Token**: When this wafer is held in one's mouth, it dissolves slowly, providing [ 5 minutes / 30 minutes / 6 hours ] of fresh air.

**Divination Token**: This transparent token lets the user see through magical illusions of Spellpower lesser than or equal to the Spellpower of the cast that made this token.

**Charm Token**: This wafer, when consumed, grants [ +3 / +6 / +9 ] Charisma until the end of the Encounter.

**Earth Token**: This token, when thrown, becomes a [ 1 / 5 / 100 ] pound rock upon impact, dealing [ 1d6 / 2d6 / 5d6 ] damage.

**Fate Token**: This token, when worn as a charm, grants [ +1 / +2 / +4 ] *Luck*.

**Fire Token**: This token, when smashed, deals [ 1d6 / 2d6 / 4d6 ] **burn** damage as it ignites, then provides a campfire's worth of heat until it degrades.

**Healing Token**: This token provides [ 1d6 / 2d6 / 4d6 ] + SPI HP when consumed.

**Heroic Token**: Whoever holds or wears this token is immune to fear effects and gains [ +1 / +2 / +3 ] Wisdom.

**Illusion Token**: Wearing this token provides a [ +2 / +4 / +6 ] bonus to checks made to disguise yourself.

**Lightning Token**: When thrown as a Thrown Weapon, this token explodes to deal [ 1d6 / 2d6 / 4d6 ] damage ignoring Armor.

**Necromancy Token**: If this token is in possession of someone when they die, they will rise as a sentient undead being, in control of their own willpower, for [ 6 / 24 / 72 ] hours. During this time, resurrection is still possible.

**Raw Token**: Consuming this wafer provides [ 1d6 / 2d6 / 4d6 ] Vim.

**Shadow Token**: Wearing this token provides a [ +2 / +4 / +6 ] bonus to checks made to remain unseen.

**Transmutation Token**: Wearing this token increases your Strength by [ 2 / 4 / 6 ] and decreases your Intelligence by [ 1 / 2 / 3 ].

**Water Token**: When this wafer is squeezed, it will release up to [ 2 / 10 / 100 ] gallons of water.

**Wood Token**: When planted, this token will grow into a tree in [ 1d6 days / 24 hours / 5 minutes ].

**Disenchant**

**Prerequisite**: **Detect Enchantment**

**Cost**: 600 XP

**Expedited for**: Magic

**Activation**: 12 Actions

**Range**: Touch

You attempt to disenchant a magical item and absorb its power. Make a Spellpower check vs. the Spellpower of the cast which infused the item originally. If you succeed, you gain the MP infused in the spell as max MP (see **Infuse**) and you may gain insight into the usage of that spell as if you were familiar with casting it. If you fail, either the magic is lost forever from the enchanted item or the enchantment remains (GM's choice). If you fail spectacularly, wild magic may occur. You can cast this spell using a passive check.

**Infuse**

**Prerequisite**: **Disenchant**

**Cost**: 700 XP

**Expedited for**: Magic

**Activation**: Spec.

**Range**: Touch

You attempt to permanently infuse an object or creature with a spell. You must know the spell being infused to infuse a spell. The MP cost to infuse the object is three times the cost to cast the spell. If the object is usually unable to hold such a magic charge, there may be one or several material components necessary for the object to be able to be infused. The casting time is proportional to the MP cost to cast the spell and the complexity of the spell: this can take anywhere between minutes and days. This time can be split up among all casters who can cast both Infuse and the spell being infused. There are additional casting needs for more interesting infusions:

* If the infused object only casts the spell once (e.g. upon trigger), no additional effort is needed.
* If the infused object can cast the spell at will (e.g. an orb of scrying), the casters must spend their max MP to pay for the base MP cost of the spell. *Example: two casters are infusing a spell that usually costs 4MP to cast; they each give up 2MP from their max MP to create the magical object. Once created, a magical item can be broken down to regain those MP (see **Disenchant**).*
* If the spell is for a summon or construct, or if the object is meant to be worn for the spell’s effect, treat this as the object being able to cast the spell at will.
* If the infused object can cast the spell more than once but not permanently (e.g. a wand), every infusion will give the object one charge of the spell. Most simple objects are unable to hold more than one kind of spell unless there are particular components designed for this purpose. Every object has a maximum capacity of charges, often rolled in d6s. For example, wands are typically up to 4d6, mundane objects are 1d3, and rods can be up to 6d6. If an object is infused past its maximum capacity, it bursts open with variable effects (roll d6), such as dealing magical damage in a burst (1-2, deals 6d6 within 2 meters and 3d6 from 3-6 meters away), casting wild magic (3-5, GM's discretion), or creating an anti-magic field (6). Every time an object is given a charge, it has a small chance of breaking or weakening (less than a 5 on 3d6 it breaks, on 6 or 7 it reduces its maximum capacity by one charge).

*Note: These rules are for campaign settings in which magical items are rare. GMs should feel free to adjust these rules to their campaign setting.*