Subject: Magical Enchantments

From: appel@chaosium.com (Shannon Appel)

System: Elric!

Chaosium's newest game of the Young Kingdoms, Elric!, offers an
impressive magic system which allows characters to cast many of the
small spells seen in the Elric novels.  Although I was originally
somewhat leery of the idea, I think the result is a good one.  There
are sufficient detriments to spell casting, that parties of
adventurers are unlikely to wander about the Young Kingdoms, Hell's
Razor constantly upon their blades.

However, even with the minor magics of Elric!, the system still seems
somewhat incomplete.  I first hit upon this problem when designing the
Melnibonean Spell, The Runesleep [see V3.4].  The normal procedures
for spellcasting, which allow for short-lived spells which may be cast
very quickly, seemed inappropriate.  Since then, I've considered the
problem a bit more, and I now offer, as a solution, a new manner of
spells: Enchantments.

The Elric! rules touch briefly upon Enchantments, saying that they
are: "a form of magic which imbued objects and places with one or more
qualities that permanently changed its characteristics or behavior"
(Elric! rules, page 107).  I would suggest that that is only one
aspect of Enchantments.  More completely, an enchantment is any spell
that has some type of permanent effect upon the world.  These might be
the Armoring, Binding and Matrix Enchantments of RuneQuest, or the
ancient enchantments alluded to in Elric! or modern rituals, known by
the most powerful of sorcerers.

All enchantments have three defining characteristics:

* LENGTH OF CASTING - Enchantments take an extended amount of time to
cast.  Most modern enchantments will take 1D8 hours to cast.  More
powerful enchantments, such as the ones described on page 108 of the
Elric! book could take considerably longer.

* DURATION OF SPELL - Universally, enchantments are of a permanent
duration, although some of them (such as The Runesleep and The Hidden
Soul) may be broken under certain conditions.

* EXPENDITURE OF POWER - Due to their strength, Enchantments take
something out of their caster.  The weakest ones, such as the examples
given below, drain but one POW.  Greater ones might require the
sacrifices of entire villages.

As examplse of enchantments, I would first offer two extant spells,
Brazier of Power (Elric! pg 77) and The Runesleep (vol.3.4).  Clearly,
they meet two of the criteria of enchantments already, for they each
require a point of POW to be spent and they both have permanent
effects upon the world.  By naming them enchantments, we also extend
their casting time to 1D8 hours.  In both cases, it seems appropriate.

Finally, I offer one new enchantment, a spell of the East, drawn from
the Elric books:

The Hidden Soul (4)  	   [Spells of the Unseen World]

"He had put his soul into the body of a cat so that no rival sorcerer
might steal it when he slept."
	-The Bane of the Black Sword III, 1

Enchantment.  Cost is 1 POW.  Range is touch.  Chaotic.  With this
spell, the sorcerer is able to put his soul into the body of an
animal, protecting himself from certain foul enchantmants (notable
among them, the soul stealing abilities of Stormbringer).  However, in
turn, the sorcerer also increases his vulnerability.  If the animal
which holds the sorcerer's soul should die, so shall he.  This
enchantment may be brought to an end if the sorcerer and the animal
exchange blood.  Knowledge of this enchantment is limited to the
unknown kingdoms of the east.  However, it might be known by
travellers to the Young Kingdoms who originated in those far away
lands.
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