E&E v2.0
Proposed by Jono Bean for wider playtest and discussion (Spring 2011). Changes do NOT have to all be playtested at the same time, but common sense should of course be used.
14 The College of Ensorcelments and Enchantments (v2.0)
14.3 Talents
Prepare Cast Action (T2 B)
Experience Multiple: 150
Effects: An E+E mage can prepare a number of spells in advance using ritual spell preparation. These spells can be later cast with a single fire action (instead of prepare and cast). The number of prepared spells is equal to the mages free MA + 1 / 4 ranks. No pre-prepared spell may be of a rank higher than the ritual. At rank 20, additional spells can be pre-prepared at a cost of 20,000 xp per spell.
For more information on Ritual Spell Preparation please see DQ Rules, Section 10.3 General Knowledge Rituals, Ritual Spell Preparation. Often this will be found on page 28.
14.4 General Knowledge Spells
Enchanted Sleep (G-3) A
Range: 15 feet + 15 / Rank
Duration: 1 hour + 1 / Rank & Special
Experience Multiple: 250
Base Chance: 15%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: The Adept is able to cast on a single entity. If that entity is able to sleep then;
If the target fails to resist the spell then they will fall into an enchanted sleep for the duration, or until awoken (by being shaken, etc) by another entity as long as the spell is below rank 10. If shaken awake while their is still duration left on the spell, then they will wake up drowsy (see below), for 1 pulse per rank.
If the target resists the spell then they will become drowsy for or 1 pulse per rank. The targets Base Chance & Strike Chance will become hindered by adding 1 per 4 full ranks to their dice roll when making those checks (BC & SC & Perception but not stat checks).
The target may not be wakened if the spell is Rank 10 or higher, but must continue to sleep until the spell wears off. If a General Knowledge counter-spell of this college is cast upon an affected target by any Adept then the spell will immediately dissipate and the target can then be woken normally.
Evil Eye (G-9) A
Range: Self
Duration: 1 day + 1 / Rank
Experience Multiple: 300
Base Chance: 30%
Resist: None
Storage: Potion, Magical Trap, Investment
Target: Entity
Effects: When the adept casts Evil Eye on themselves, a third eye grows from the forehead, which is normally invisible but is able to be seen by Witch-sight and similar effects. When the adept is under the effect of the Evil Eye all spells they cast on others are resisted at a penalty of rank unless the target is wearing an Amulet of Elder Flowers.
14.6 Special Knowledge Spells
Bolt of Energy (S-2) A
Range: 15 feet + 15 / Rank
Duration: Immediate
Experience Multiple: 200
Base Chance: 50%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity or object
Effects: The Adept may cast a bolt of energy that inflicts [D - 5] (+ 1 per Rank) damage on the first entity or object that it encounters (resist for half damage). An additional bolt is gained at ranks 10, 16, and 20. Each bolt must be cast at a different target.
Slowness (S-11) A
Range: 15 feet + 15 / Rank
Duration: 10 seconds + [D - 5] + [Rank]
Experience Multiple: 400
Base Chance: 20%
Resist: Active, Passive
Storage: Potion, Investment, Ward, Magical Trap
Target: Entity
Effects: The spell affects 1 + (1 / 2 or fraction ranks) targets . For each 3 full ranks the target looses 2 TMR (resist for half effect). The minimum TMR the target can be reduced to is determined by rank as follows: ranks 1-11 TMR 3, ranks 12-15 TMR 2, ranks 16-19 TMR 1, and rank 20 TMR 0. The target will also lose Initiative Value is of 5 per 4 full ranks (resist for half effect).
Quickness (S-12) A
Range: 15 feet + 15 / Rank
Duration: 15 mins +5 per rank
Experience Multiple: 300
Base Chance: 20%
Resist: Active, Passive
Storage: Potion, Investment, Ward
Target: Entity
Effects: The spell affects 1 (+ 1 / 3 or fraction ranks) targets. Each target's Initiative Value is increased by 5 per 4 full ranks and their TMR is increased by 1 + (1 per 4 full ranks). At rank 18+ the targets also gain one non-magical pass action per pulse for the duration.