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Tier III - Enchantment - Spell

The Enchanted Item causes the wearer or target to temporarily become larger once activated.

Spell Tier III
Action Type Action
Mana Cost 3
Range Touch
Requirements One Free Hand, Unenchanted Item
Sustain No
Spell Traits Audible, Visible

Wearable: Once activated using a motion, the item increases the wearer’s size by 2 size categories. While in this enlarged state they are considered to gain the increased size, movement speed and reach associated with being a larger creature but they do not have their HP adjusted in any way. Larger creatures are easier for smaller creatures to hit with targeted attacks, have a longer reach and can move further per stride. The Effect lasts for 1 + caster’s spellcasting Modifier Minutes. Non-Permanent Enchantments always dissipate in a number of hours equal to the caster’s spellcasting Modifier when left unactivated.

Weapon: Once activated via a Melee, Ranged, Thrown or Spell Attack Action, the item causes the creature hit to  increase the target’s size by 2 size categories. While in this enlarged state they are considered to gain the increased size, movement speed and reach associated with being a larger creature but they do not have their HP adjusted in any way. Larger creatures are easier for smaller creatures to hit with targeted attacks, have a longer reach and can move further per stride. The Effect lasts for 1 Minute(6 Rounds). At the end of each of their turns the enchanted creature can Roll a WIS Saving, with a DC equal to the caster’s Spell Save DC. If they Succeed they revert to their original size and end all effects of this spell. Non-Permanent Enchantments always dissipate in a number of hours equal to the caster’s spellcasting Modifier when left unactivated.

Overpower: The caster can spend 1 additional Mana to grant the enlarged creature 1d10 Armor Points,

Or spend 2 additional mana to allow the wearer to grow 1 additional size category larger.

Permanency: Casting this spell on the same Item 30 times in 30 days or less allows the enchantment to become permanent. If the enchanter wants to overpower an item permanently they must pay the spell cost plus the overpower cost 30 times in 30 days or less.

Contains 1 Charge of the Spell, Recharges a new charge in 6 hours once empty.