Enchant (Power):
A Power is something you find, gifted to you, earned of the Jahthas, etc. It is not a spell, nor a class ability. If you have a power which you can currently use, you can enchant that power into an item.
Enchant (Power) (Adventurer Spells and Abilities (levels 6+)
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Enchant an item with a power you can use.
Modification-Point Cost (M.P.C.): 500 Prerequisites --------------------------- : Enchanter |
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Ability-points to invoke: | None (this is an enchanter spell). |
Area of Effect: | 1 item. |
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: | 72 hours. |
Damage: | None. |
Duration: | For the one using this item, the duration of the Power used by means of this enchanted item will be based on the actual listed Power.
Enchanting an item with a Power: This depends upon the Power you know and can use, for you must be able to use the power you wish to enchant an item with.
Once enchanted into an item, the power can be used according to the way you have enchanted it (i.e., one time use, 1 or more charges, once per day, week, or month -- even multiple times per day, week, or month, etc.). All this is strictly up to the enchanter who creates the item housing the power (or powers).
------------------------------------------------------------------------------------------ The following charts will be the rulings on certain aspects of the item enchanted:
Charges: Personal cost for Charges set: 1 ----------------- : 1 D.P. drained from one area of your body (willingly and permanently given). Random area.
1-D4 +1 -------- : 1-D4 +1 D.Ps. drained from one random area of your body (willingly and permanently given).
1-D6 +5 -------- : 1-D6 +5 D.Ps. drained from one random area of your body (willingly and permanently given).
1-D8 +9 -------- : 1-D8 +9 D.Ps. drained from one random area of your body (willingly and permanently given).
1-D10 +13 ------ : 1-D10 +13 D.Ps. drained from one random area of your body (willingly and permanently given).
1-D12 +17 ------ : 1-D12 +17 D.Ps. drained from one random area of your body (willingly and permanently given).
1-D20 +21 ------ : 1-D20 +21 D.Ps. drained from one random area of your body (willingly and permanently given).
1-D100 +25 ---- : 1-D100 +25 D.Ps. drained from one random area of your body (willingly and permanently given).
1-D100 +29 x2 : 1-D100 +29 D.Ps. drained from one random area of your body (willingly and permanently given).
1-D100 +33 x2 : 1-D100 +33 D.Ps. drained from one random area of your body (willingly and permanently given). ------------------------------------------------------------------------------------------ Usable: Personal cost for # of uses: 1 time per year -------- : 2 years of your life drained (willingly and permanently given).
1 time per moon ------ : 4 years of your life drained (willingly and permanently given).
1 time per fortnight -- : 6 years of your life drained (willingly and permanently given).
1 time per week ------ : 8 years of your life drained (willingly and permanently given).
1 time per 3 days ----- : 10 years of your life drained (willingly and permanently given).
1 time per 2 days ----- : 12 years of your life drained (willingly and permanently given).
1 time per 1 day ------ : 14 years of your life drained (willingly and permanently given). Note: By doubling the "Personal cost for the # of uses", you can use the item +1 times per day. This can be done up to +100 times per day week, fortnight, moon, or year, if you are willing to sacrifice your life to do it. |
Effect Time: | 3 turns (15 seconds). |
Explanation: |
To enchant an object with a Power, you must know the Power, and be able to use it, if you wish to house it within an item. If another has the ability to share a Power with you, you may use him or her to enchant an object (but the other must make the same avoidance-rolls as you).
Once you have decided on the Power to house into an item, cast the spell while holding or touching it. After the spell is cast, you must remain in contact with the item until the "Effect Time" takes place.
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. |
Hand Movement: | None. |
Healing: | None. |
Immunities: | You cannot add an enchantment to an item that is already enchanted (this spell is not strong enough to do this). |
Maximum Adjustment: | N/A |
Notes: | None. |
Range: | Touch. |
Resting Time: | 720 turns (1 hour). |
Special: | Exceptional Enchantment: 1 in 20 enchantings will become exceptional. When this occurs, no one, including the caster, will know (until the item is used). The exceptional enchantment will be strictly up to the discretion of the G.M.
Example of an exceptional enchantment: Increased duration, Area of Effect, Range, Etc. Spell Augmented: Power increased in power (more healing, more damage, more power vs. certain foes, Etc.). |
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: | 250 |
Susceptibilities: | None. |
Value: | 500,000 white-gold |