I marked all spells and enchantments on people I consider to have permanent effects with (P) prefix. Glass, keep in mind your omnilingual enchantment is not permanent and it ended as soon as you went looking for weapons.
Ao, what would be considered an "enchantment"?
Almost everything that doesn't end instantly after casting as long as target is a living being. For example your spell "Target cannot sleep unless naked" gives target simple enchantment.
As for enchanting items, well, once again almost everything. All spells can be imbued into items with suitable spell, though how the enchantment actually works depends on wording of the said spell. You can either make it so that if "Target becomes a cat" is imbued into a ring, then anyone wearing the ring is considered as target and thus transformed when it is worn, or you can store the spell into the ring and use it later as if it were your normal spell. In both cases enchanted object stops being enchanted object, but that can be avoided with the keyword "pemanent". Permanently stored spells are subject to normal spell recharge rates.
It's a little bit open how I handle it, but probably will be decided when you actually start enchanting stuff.
The short duration is almost certainly due to "touched named target". It's a pretty specific requirement. Saying "touched named human target" might get you multiple times per room.
Yes and no. I probably have to check my charts for that loophole.
Also the discussion about language is interesting. Maybe spells are in some bizarre otherworldly language that everyone can comprehend? Like, the brain translates automatically somehow? Dunno. Maybe players just can't speak it normally. In fact, we have yet to see a spell that requires you to speak it out loud.
I think that it wasn't something planned till we start talking about languages, now or the Ao will just accept this as truth, or never tell to make people curious :v
Now i am trying to imagine people doing this magic system in different languages
I kinda thinks spells as some sort of mental electric circuit that's waiting for enough juice and someone to press the button.
Also, I won't work with languages other than english. Or finnish, if you know it.
Octavian starts babbling in various languages, some dead, some not spoken by humans, until he eventually hears one of the people speaking at which point his brain locks into the language. He inquires name of the language, to which only the child responds inquiring about his ancient attire. Octavian still remembers how basically every adult seemed to be very old from viewpoint of child, but to be considered as "ancient"... He's certain his clothes are not that much unfashionable, albeit these other people certainly have very different fashion sense. Ultimately nobody directly answers to his question, but the child does so indirectly by asking requests for his future spells. Apparently the language is called "english", which sounds similar to the language used in British islands.
Having his question answered Octavian goes around looking for weapons and he finds a decent knife in mess hall. It's not really combat worthy, but he thinks he can stab someone at least once with it and places it under his belt. And while he's constructing new spell he once again faces a problem. This time it comes down to lack of power. He simply doesn't have enough ability to channel the powers required to make someone become a demigod. No matter how long he could wait, he would never be able to cast it. His spell formula collapses, rapidly devolving into a form that could permanently collapse the moment it is powered or altered, but one he actually can cast. The way to divinity is long and painful, but the way to greater power is clearly within his hands.
Jeremiah carefully moves into position where he can open a door, constantly panting and feeling like having run a half marathon despite lack of sweating. Once in suitable sideway position he pulls the door open. The room behind is smaller than the treasure room. Walls and ceiling are plastered with white mortar. On the back wall where treasure room lights barely reach is a wooden crucifix and a small altar. Walls on side have numerous alcoves, each featuring a human skull and other larger bones. Not very promising start.
Walter takes a step into larder while keeping eyes on ceiling. After waiting a minute and nothing happening (beyond his eyes adapting to darkness) he takes one heavy box from closest shelve he can reach. That done he keeps observing ceiling and darkness beyond. He isn't quite certain, but thinks he can see few very dim lights in distance. It's probably safe, Walter reasons, unless those lights belong to some interdimensional horror, much like deep sea fishes lure the prey with their lights. He uses the box he took to keep the door open.
Little Finger goes to the cistern room and inspects it in case of traps. After checking muddy floor, walls, pipes and the large vat he is certain it is free of traps, but the pipes are steadily leaking water. Some hot, some cold. It doesn't look like pipes will burst any time soon, but who knows really. He ain't a plumber. But the leaking pipes provide drinkable water if someone were to put a buckets there. It can be left open for now, but when better (and faster) water source is found it may be good idea to close it.
The chests in barracks do not contain kid sized armor. Perhaps if he were to use his shrinking spell on armor it could fit him better. Or it could become too small. It's impossible to tell without trying first. There are four leather armors left in open chests and other six chests are locked so it's probably a safe test. The locks in chests seem rather simple, really old fashioned types. He doesn't have any tools to break chests or pick locks so there's nothing he can do about it. A spell to open locks would be nice...
Rosie feels magic symbols are a bit too sinister for her tastes, so he tries again. This time the door opens into a large hall, a tad religious one. Though one that's clearly abandonded. Pretty much like this:
Shannon grants himself permanent regeneration, recharges the spell quickly in the chantry Rosie opened and uses it again on Jeremiah in Treasure room.
1 burning torches
Walls: rough stone blocks
Floor: stomped dirt
4 crude benches
6 simple wooden doors on wall
Door 1: Treasure room, lifted off
Door 2: Courtroom, lifted off
Door 3: Classroom, lifted off
Door 4: Morgue
Door 5: Audience hall, lifted off
Door 6: Mess Hall, lifted off
2 simple doors on ends
Door 7:
Door 8:
People here:
No lights
10 Wooden caskets
8 Animated poor stone statues with real swords
2 simple wooden doors
Door 1: Hall
Door 1: Larder, propped open with a heavy box
People here:
Walter
2 doors
Door 1: Hall
Door 2: Crypt
Jewelry and gold coins.
People present:
Jeremiah
Shannon
4 doors
Door 1: Hall, lifted off
1 double door
Bright ambient light
2 doors
Door 1: Hall, lifted off
Door 2: Chantry
Sand floor
Wooden cutlery, metal knives
Food stuff: Beer, Fruits, Salted meat, Salted fish, Rye bread
People present:
Rosie
Octavian
2 doors
Door 1: Hall, lifted off
Plants growing in strange formation
2 doors
Door 1: Barracks, lifted off
Door 2: Hall, lifted off
3 double doors
Stalagmites
3 doors
Door 2: Audience Hall, lifted off
Door 1: Cistern Room
Beds and chests
Leather armors (x+4)
Angled floor
People present:
Little finger
1 door
Door 1: Barracks
Angled walls
Tanks and pipes
1 door
Door 1: Morgue, propped open with a heavy box
Boxes, barrels, and bottles
1 door
Door 1: Treasure room
Human skulls and bones, crucifix, altar
2 simple doors
Door 1: Mess Hall
1 double door
Name: Shannon Webb
Appearance: Human, feminine but male. With some work can pass off as either. Blond hair, green eyes and fair skin.
Enchantments:
* Regeneration (P)
Inventory (3/9):
* Lit Torch (L)
Spells:
1 - "Touched target doesn't appear attractive to opposite sex", 1/2, 1
2 - "Touched target doesn't appear visible to the opposite sex", 1/3, 1
3 - "Touched target doesn't appear visible to the opposite person", 8/1, 8
4 - "Touched target doesn't appear visible to any person", 1/3, 1
5 - "Touched target doesn't appear understandable to any person", 1/4, 1
6 - "Touched target does appear understandable to any person", 1/3, 1
7 - "Touched target does appear understandable", 1/3, 1
8 - "Target does appear understandable", 1/6 , 1
9 - "Touched target becomes understandable", 1/5, 1
10 - (P) "Touched target becomes understandable permanently", 1/10, -2
11 - (P) "Touched named target becomes understandable permanently", 1/5, 1
12 - (P) "Touched named target gains regeneration permanently", 1/1, -1
13 - (P) "Touched named target gains the ability of regeneration permanently", 1/1, 1
Name: Octavian Grey
Appearance: He's a bit taller than the average person, with well-toned muscles and tanned skin due to his training and habit of hunting.
Worn:
* Leather armor
Inventory (8/9):
* Lit Torch (L)
* Scissors
* Knife
* Harp (L)
Spells:
1 - "Caster's clothing smells like a skunk died in it", 7/1, 7
2 - "Caster's clothing smells like a skunk", 7/1, 7
3 - "Caster's clothing acts like a skunk", 1/3, 1
4 - "Caster's clothing acts like armor", 1/5, 1
5 - (P) "Caster's clothing becomes armor", 1/11, 1
6 - (P) "Target becomes armor", 1/12, 1
7 - "Target becomes omnilingual", 1/2, -2
8 - "Target becomes obedient", 1/5, 1
9 - (P) "Target becomes return portal", 1/10, -4
10 - "Target door becomes return portal", 1/4, 1
11 - "Target becomes safe", 1/8, -2
12 - "Target room becomes safe", 1/108, -102
13 - "Caster becomes a Wizard of Second Circle", -20
Name: Jeremiah Swift
Appearance: Jeremiah is a tall, gaunt man, initially clad in a quiet blue suit. His skin is a rich light brown, and his fingers are well manicured. His shoes are brown leather, well-polished and slightly too elegant for the trousers. His black wool socks bear a green diamond pattern.
His clothes have many cuts. He has massive and heavy bat wings on his back. He has bone plates on his back.
Health: Out of breath.
Enchantments:
* Regeneration (P)
Inventory (3/9):
* Torch (L)
Spells:
1 - "Moss and fungus grows on named target's back", 2/1, 2
2 - "Moss and fungus grows on named target's brain", 1/5, 1
3 - "Moss and fungus grow on pointed target's brain", 1/8, 1
4 - (P) "Moss and wings grow on named target's back", 1/1, 1
5 - (P) "Plate and wings grow on named targets back", 1/2, -2
6 - "Fire and fungus grow on pointed target's brain", 1/7, 1
7 - "Moss and fungus grow on pointed target", 1/4, 1
8 - "Moss and fungus occur on named target's back", 2/1, 2
9 - "Moss and healing occur on named target's back", 1/6, 1
10 - "Moss and Healing occur on named target", 1/4, -4
11 - "Moss and Fungus explode on pointed target", 1/7, -7
Name: "Compass" Rosie H. Peall
Appearance: Red moderately-long hair, fair skin, green eyes, green scarf, red T-shirt, jeans, red sneakers. Has a tattoo of compass rose on the back of her hand.
Spells:
1 - "Caster cannot sleep unless naked", 13/1, 13
2 - "Target cannot sleep unless naked", 12/1, 12
3 - "Target immediately sleeps unless naked", 5/1, 3
4 - "Target immediately runs unless naked", 8/1, 8
5 - "Target immediately runs into room unless naked", 8/1, 6
6 - (P) "Target immediately transforms into room unless naked", 1/99, -47
7 - (P) "Target immediately transforms into cat unless naked", 1/5, -4
8 - (P) "Target becomes a cat unless naked", 1/4, -3
9 - "Target becomes a merchant unless naked", 3/1, 3
10 - (P) "Target becomes a backpack unless naked", 1/9, -8
11 - (P) "Target becomes a cat", 1/8, -7
12 - (P) "Target room becomes cat", 1/108, -108
13 - (P) "Target room becomes lavatory", 1/101, -101
Name: "Little finger"
Appearance: Small, dark hair and dirty looks full of energy as any teenager
Inventory (3/9):
* Bnech leg club (L)
Spells:
1 - "Pointed target thinks he has only 20 minutes to live", 3/1, 3
2 - "Looked target thinks he has only 20 minutes to live", 1/1, 1
3 - "Pointed target thinks he has only 20 minutes to kill", 1/1, 1
4 - "Pointed target has only 20 minutes to live", 1/5, 1
5 - "Looked target thinks he has 20 minutes to live", 1/1, 1
6 - "Looked target thinks", 1/10, -3
7 - (P) "Looked target is healed", 1/14, -8
8 - (P) "Target is healed", 1/6, 1
9 - (P) "Touched target is healed", 1/3, 1
10 - (P) "Caster is healed", 1/8, -2
11 - "Pointed target thinks live", -/-, -
12 - "Pointed target knows live", -/-, -
13 - "Touched target is smaller", 1/1, 1
Name: Walter
Appearance: An ordinary twenty-something, for the most part. He's a little thinner than is strictly healthy.
Spells:
1 - (P) "The forearms of 1 random male nearby double in length", 9/1, 9
2 - (P) "The forearms of 1 targeted male nearby double in length", 3/1, 3
3 - (P) "The forearms of 1 targeted male nearby double in size", 1/2, 1
4 - (P) "1 targeted male nearby doubles in size", 1/4, -3