Enchant: Class

Enchant a Ring, or Armor, with Class-1 to Class-30.

 

 

Enchant (Class) (Adventurer Spells and Abilities (levels 6+) Return to top

 

Enchant a Ring or Armor (Barding, Humanoid Armor, Wardog Armor) with Class-1 to Class 30.

 

Modification-Point Cost (M.P.C.): 80

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One: Ring

One set of armor: Barding, Humanoid Armor, Wardog Armor).

Avoidance-Roll:

Yes.  Upon casting this spell, the enchanter must make a successful avoidance-roll vs. "Magic" (caster's intelligence x 2 = % chance).

Casting Time:

20 turns (100 seconds).

Damage:

None.

Duration:

Permanent.

 

------------------------------------------------------------------------------------------

This spell will enchant a set of armor, or a ring, to be Class=1.  There is no reagent to do this.  Any Class above C-1 will take a reagent as follows:

 

Class:                 Reagents needed:  Reagents used will dissolve.

1 ----------------- : None.

2 ----------------- : 4 karat diamond of no less than 80% purity.

3 ----------------- : 6 karat diamond of no less than 80% purity.

4 ----------------- : 8 karat diamond of no less than 80% purity.

5 ----------------- : 10 karat diamond of no less than 80% purity.

6 ----------------- : 12 karat diamond of no less than 80% purity.

7 ----------------- : 14 karat diamond of no less than 80% purity.

8 ----------------- : 16 karat diamond of no less than 80% purity.

9 ----------------- : 18 karat diamond of no less than 80% purity.

10 --------------- : 20 karat diamond of no less than 90% purity.

11 --------------- : 22 karat diamond of no less than 90% purity.

12 --------------- : 24 karat diamond of no less than 90% purity.

13 --------------- : 26 karat diamond of no less than 90% purity.

14 --------------- : 28 karat diamond of no less than 90% purity.

15 --------------- : 30 karat diamond of no less than 90% purity.

16 --------------- : 32 karat diamond of no less than 90% purity.

17 --------------- : 34 karat diamond of no less than 90% purity.

18 --------------- : 36 karat diamond of no less than 90% purity.

19 --------------- : 38 karat diamond of no less than 90% purity.

20 --------------- : 40 karat diamond of no less than 97% purity.

21 --------------- : 42 karat diamond of no less than 97% purity.

22 --------------- : 44 karat diamond of no less than 97% purity.

23 --------------- : 46 karat diamond of no less than 97% purity.

24 --------------- : 48 karat diamond of no less than 97% purity.

25 --------------- : 50 karat diamond of no less than 97% purity.

26 --------------- : 52 karat diamond of no less than 97% purity.

27 --------------- : 54 karat diamond of no less than 97% purity.

28 --------------- : 56 karat diamond of no less than 98% purity.

29 --------------- : 58 karat diamond of no less than 99% purity.

30 --------------- : 60 karat diamond, of no less than 100% purity.

 

Question: Say I wanted to create a Class-20 set of armor.  Can I use a gem that is over 40 karats, instead of the 40 karat diamond?

 

Answer: No.  You must use the exact size gem, or it will not work.

Effect Time:

1 turn (5 seconds).

Explanation:

Return to top

To enchant an object with Class means you will make it magical.  This is not enchanted armor, but magical only.

 

You must have a set of armor to cast this spell on.  Place the reagent on the armor, then merely cast the spell upon it.

 

Important:

If you are disturbed physically, mentally, or spiritually during the casting, you can continue casting if you make a successful avoidance-roll vs. "Mental-Attack".  If you are wounded physically, mentally, or spiritually, you must make the same avoidance 3 times in a row to continue casting.

 

See: "Shields, Magic" in the S Section of the Basic Rules Book for the benefits of a magic shield.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

N/A

Notes:

None.

Range:

Touch.

Resting Time:

12 turns (1 minute) x the Class of the armor.

Special:

None.

Spell Preparation:

Caster must hold the item to be enchanted in hand.  If the item is too large to carry, this spell will not work on it.

Spell-points to cast:

40

Susceptibilities:

None.

Value:

30,000 white-gold