Mystic (Legend Track)

Summary::Supporting and somewhat defensive track with a number of long range enchantments.

Mystic
These wielders of mysterious power might not kill everyone you desire to see dead but they sure are handy to have when you want to see yourself and your comrades alive at the end of the day. Just make sure you plan ahead and don't allow your enemies to benefit as well, as this power is not always able to tell the difference between a friend and a foe.

Enchantments
With about 10 minutes you can place an enchantment that is centered on a point in space within [Medium] range. Enchantments have a range of [Extreme] (or lower if you so desire) and cannot be dispelled. Mundane matter is incapable of blocking an enchantment, but magical barriers might be able to do so. You can cancel enchantments with 10 minutes of concentration and they are canceled automatically if you are dead for more than a week unless you have made special preparations to make them permanent (i.e. ask your DM). In addition a Hallow spell can be cast to temporary suppress one enchantment for the [Scene] within its area instead of spell's normal effect. Hallow casted in such a way can still be dispelled.

Enchantments are learned at appropriate circles (all of them) and are usable at will but you cannot have more active enchantments than your KOM. Multiple instances of the same enchantment do not stack although they do stack with anything else if applicable.