4.2.19 Change environment enchantments

Enchantment nature: Change environment

Magical skill used: Air, Darkness, Earth, Fire, Light, Water; Air magic is best.

Characteristic used: WP

Description: A change environment enchantment is one that allows the caster to change the state of the environment (e.g. making it hotter, colder, brighter, darker, etc. ) for the duration of the enchantment.

Power: The power of a change environment enchantment determines how significant a change the caster can make to the area of effect of the enchantment. There are seven aspects that define the environment. To change one of these aspects costs two points of Power per level of change. The caster can modify more than one aspect, in which case the total Power of the enchantment is increased by one point per level of change in other aspects (i.e. total Power is two times the change in the most changed aspect plus one times all other changes). The seven aspects are as follows:

Level Wind strength Water current strength Light levels Temperature Humidity Earth tremors Intensity of fires
0 Total calm, no breath of wind Still water - No current Total magical darkness Ultra-cold, well below freezing point Arid Steady/stable Out - no fire
1 Gentle breeze (e.g. 20 kilometres per hour) Very slow current (e.g. 2 kilometres per hour) Moonless night Icy - around freezing point Dry Gentle trembling Smouldering
2 Windy (e.g. 40 kilometres per hour) Slow current (e.g. 5 kilometres per hour) Moonlit night/ shadows Cold (e.g. 10 degrees centigrade) Humid Noticeable shaking Small flames (e.g. torch, lantern)
3 Strong winds (e.g. 70 kilometres per hour) Normal river (e.g. 10 kilometres per hour) Torchlight/ twilight Temperate (e.g. 20 degrees centigrade) Misty Strong tremors Normal fire (e.g. fireplace, camp fire)
4 Gale force winds (e.g. 100 kilometres per hour) Fast river (e.g. 15 kilometres per hour) Overcast day Hot (e.g. 30 degrees centigrade) Gentle rain/ drizzle Rockfalls, landslides Strong fire (e.g. house fire)
5 Storm force winds (e.g. 140 kilometres per hour) Fast stream (e.g. 25 kilometres per hour) Bright sunlight Very hot (e.g. 40 degrees centigrade) Strong rain Cracks appearing in rocks Very strong fire (e.g. forest fire)
6 Hurricane force winds (e.g. 180 kilometres per hour) Mountain torrent (e.g. 40 kilometres per hour) Intense magical light Intense heat (e.g. over 50 degrees centigrade) Downpour Chasms opening, buildings collapsing Raging inferno

For example, it is an overcast temperate windy day with slight drizzle. To change the conditions to overcast and cold with hurricane force winds and strong rain would require a power of 8 (to raise wind strength from windy to hurricane) + 1 (to lower temperature from temperate to cold) +1 (to increase humidity from drizzle to strong rain) = 10.

The minimum Power of a change environment enchantment is 1.

Finesse: The Finesse of a change environment enchantment determines how much control the caster has over the environment. Finesse 0 implies that the winds, fires or water currents conjured are out of his/her control. Each point of Finesse allows the caster to make a one-off change to the initial direction of the winds, fires or water currents by 20 degrees (e.g. to reverse the winds would take Finesse 9); this change in direction will then last for as long as the duration of the enchantment. If the caster wants to be able to change the direction later during the duration of the enchantment (within the allowed bounds from the original direction), there is a +1 modifier to the Finesse of the enchantment.

Limitations: The magical skill used limits the effects of the environmental change the caster can perform. The referee should apply discretion, but the following list may help.

Skill Change environment restrictions:
Air Weather control. The caster can increase or decrease wind strength and direction, temperature and/or humidity. He/she can also change light levels from bright sunlight to overcast day or vice versa. Cannot be done in environments where there is no air (e.g. underwater, in vacuum, etc.)
Darkness Darkness. The caster can only reduce lighting levels.
Earth Earthquake. The caster can increase or decrease the level of earth tremors.
Fire Fire control. The caster can increase temperature and/or reduce humidity. He/she can also change the intensity of fires and the direction in which they burn. Finally, he/she can increase lighting levels up to torchlight levels (flame lighting).
Light Light. The caster can only increase lighting levels.
Water Water control. The caster can decrease temperature and/or increase humidity. He/she can also change the strength and direction of water currents.

Examples:

Erik Shadow-walker has a Darkness magic skill score of 8 with no specialism in changing the environment and a WP of +3. It is an overcast day, and Erik is about to attack a castle; he wants to create confusion in the gatehouse, by creating a field of magical darkness through which no-one will be able to see and into which he can teleport. Erik chooses an enchantment with Power 8 (enough to reduce the lighting by 4 levels from overcast day to total darkness), Finesse 0 (he does not need to be able to control the darkness field), Range Long (i.e. 5), Concealment 0 (very obvious to onlookers), Duration 1 minute (i.e. 2), Area of effect 7 metre diameter (i.e. 3), Investment 0 = Difficulty 18 in total. His basic value is 8 +3 = 11. He uses hand gestures and words and spends a minute preparing when casting to give a modifier of +4, plus he is standing in his own field of magical darkness which the referee rules gives him a +3 modifier to the use of Darkness magic. This gives him an overall basic value of 18, enough to guarantee success. Suddenly, a magical field of darkness appears around and within the gatehouse.

Jan Stormchild has an Air magic skill score of 5 with a +1 specialism in weather control, a talent for Air magic (+2 bonus) and a WP of +2. It is an overcast humid day with a gentle breeze. A group of archers about 25 metres away is about to fire at Jan and his friends, who are flying by. Jan decides to frustrate them by making the conditions unsuitable for archery. Jan chooses an enchantment with Power 9 (enough to increase the wind levels by 3 levels from gentle breeze to gale force winds and the humidity by 3 levels from humid to strong rain), Finesse 0 (he does not want to be able to control the wind direction), Range Medium (i.e. 4), Concealment 0 (very obvious to onlookers), Duration 1 minute (i.e. 2), Area of effect 7 metre diameter (i.e. 3), Investment 0 = Difficulty 18 in total. His basic value is 5 +1 +2 +2 = 10. He uses hand gestures and words when casting to give a modifier of +2, plus he is flying which the referee rules gives him a +3 modifier to the use of Air magic. This gives him an overall basic value of 15. He decides to risk 12 points, giving him a dice roll of 4D+3. In the event, he rolls a 2, 4, 5 and 6, making a dice roll result of 20, a success. As the winds and rain strike the archers, shooting at Jan and his friends is no longer top on their priority list.

Jan is attending the wedding of his friend. The conditions are not looking good, it is a cold overcast windy day with intermittant drizzle. As the guests start to gather, an hour before the ceremony, Jan decides to improve the conditions. Jan chooses an enchantment with Power 8 (enough to derease the wind levels by 2 levels from windy to calm, decrease the humidity by 2 levels from drizzle to dry, improve the lighting by one level from overcast to sunny, and increase the temperature by one level from cold to temperate), Finesse 0 (he does not want to be able to control the wind direction), Range centred on the altar, which Jan touches (i.e. 1), Concealment 3 (not obvious to onlookers that the weather has been magicked), Duration 1 day (i.e. 4), Area of effect 100 metre diameter (i.e. 6), Investment 0 = Difficulty 22 in total. His basic value is 5 +1 +2 +2 = 10. He spends 10 minutes preparing the enchantment and uses hand gestures and words when casting to give a modifier of +5, plus he casts the magic while flying which the referee rules gives him a +3 modifier to the use of Air magic. This gives him an overall basic value of 18. He decides to risk 15 points, giving him a dice roll of 5D+3 (meaning that he doesn't quite risk a backfire, since his worst possible result is 8, a failure by 14 points). In the event, he rolls a 2, 4, 3, 1 and 5, making a dice roll result of 18, a failure by 4 points. Given how important this will be to his friend, he decides that the enchantment should manifest as planned and loses two tiredness levels and incurs a Scratch wound. At the wedding party, a few guests notice that Jan looks a bit the worse for wear, but everyone comments on how fortunate the couple have been with the weather.