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Difficult to Enchant

Nobody knows why, but the hero is particularly resistant to magic. This advantage is especially common with dwarves, who are reputed to be uniquely steeled against magic.
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

Example: Arbosh the dwarf has the advantage Difficult to Enchant. Spells that use his Toughness or Spirit as a modifier suffer an additional penalty of 1 when cast on him. The same holds true for spells that have the properties Clairvoyance, Healing, Influence, or Transformation. Yes, this means that it is more difficult for someone to help him with healing spells (like Balsam) and certain other spells with desirable effects.