First up for today, it’s Masterclass Enchantments- the grand spells available to full master mages in Champions (and in the Emergence campaign setting in particular). These spells are built on totals of up to 90 active points, and hence are available either through ritual magic or by direct spellcasting if you happen to be powerful enough. They also serve as a demonstration that you shouldn’t normally need more than 90 active points to produce virtually any effect in one way or another.
Filed under: Background, Game Rules Tagged: | Champions, Role Playing Game, RPG