The power of an enchantment determines how significant an effect the enchantment will have on those people or objects affected by the enchantment. The precise effect will vary depending on the nature of the enchantment (e.g. a Power 5 healing spell will have a different effect from a Power 5 attack spell).
The minimum value that can be given to the Power of an enchantment is 1.
In broad terms, the following meanings can be attributed to Power levels of magic:
Power | Meaning | Examples |
1 - 2 | Weak | Flimsy attack that is unlikely to cause any damage, cleaning a wound, lifting a pen with telekinesis, shrinking to the size of a child, tunnelling through the earth, boosting a characteristic score by 1 point, etc. |
3 - 4 | Reasonably powerful | Minor attack that might cause a Light wound, treating weak poisons or diseases, lifting a dog with telekinesis, shrinking to the size of a cat, tunnelling through sandstone, etc. |
5 - 6 | Powerful | Ordinary attack that might cause a Medium wound, treating infection or normal poisons or diseases. lifting a man with telekinesis, shrinking to the size of a mouse, tunnelling through granite, etc. |
7 - 8 | Very powerful | Serious attack that might cause a Serious wound, treating virulent diseases or poisons, lifting a donkey with telekinesis, shrinking to the size of a grasshopper, tunnelling through steel, etc. |
9 - 10 | Extremely powerful | Lethal attack that might cause a Fatal wound, mending broken limbs, lifting a warhorse with telekinesis, shrinking to the size of an ant, tunnelling through mithril, etc. |