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Difficult to Enchant (*)

 

Rules: Most spells cast on the hero suffer a penalty of 1. This includes all spells and magical effects with the properties Clairvoyance, Healing, Influence, and Transformation, as well as spells modified by Spirit or Toughness. The penalty applies even if the hero wants the magic to take effect.

Prerequisites: Race, culture, or profession must have Difficult to Enchant as an automatic or suggested advantage.

AP Value: 15 adventure points

 

Publication: Core Rules page 164