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Beginner's Guidebook

This introductory guide will familiarize you with the Enchanted Hills at a brief glance. If you have no idea where to begin, then this is your answer.

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Spells hit very hard, and more often than not taking on a mage can be intimidating to someone who is not equipped for it. There are a few ways to augment protection from the arcane arts.

Resisting Spells

Most spells can be resisted by their target, negating some or all of the effect. Each character has an innate Spell Resistance and Spell Potency that is equal to 10% of their character level. This grows as the character begins to experience magic and become more adept at it.

When a spell is cast against a target, and it is successful in hitting them, they may cite a chance to resist it. This is done with using a roll of 1d20, and then adding the character's innate resist to the outcome. If the resist equals or outweighs the caster's potency, then it is successful.

Evading Spells

Many spells require a “hit” component in order to connect with their target. This plays into the favor of characters who have elected to take a fleet footed approach to their progression by taking the talent Evasion.

If a player wishes, they may use their evasion talent (once per battle, per the talent rules) against either the Spell Effect or the Spell Hit. This means that they may force a spell to miss, entirely, if they can reduce the “hit” to a number that would fail.