Enchant: Trade-Skill

To enchant an object with a Trade-Skill, you must be trained in that Trade-Skill up to maximum efficiency (or Mastery).

 

 

Enchant (Trade-Skill) (Adventurer Spells and Abilities (levels 6+) Return to top

 

Enchant an item with a Trade-Skill.

 

Modification-Point Cost (M.P.C.): 100

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

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One single item.

 

Note:

A single item consists of a solid object, or an object that is not meant to come apart.

 

See: "Explanation" for further explanation.

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:

10 turns (50 seconds).

Damage:

None.

Duration:

For the one using this item, the duration of the Trade-Skill used by means of this enchanted item will be based on the actual listed Trade-Skill.

 

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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).

 

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Usable:                         Personal cost for # of uses:

1 time per year -------- : 1 year of your life drained (willingly and

                                        permanently given).

 

1 time per moon ------ : 2 years of your life drained (willingly and

                                       permanently given).

 

1 time per fortnight -- : 3 years of your life drained (willingly and

                                       permanently given).

 

1 time per week ------ : 4 years of your life drained (willingly and

                                       permanently given).

 

1 time per 3 days ----- : 5 years of your life drained (willingly and

                                       permanently given).

 

1 time per 2 days ----- : 6 years of your life drained (willingly and

                                       permanently given).

 

1 time per 1 day ------ : 7 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 +6 times per day week, fortnight, moon, or year.

Effect Time:

3 hours.

Explanation:

Return to top

To enchant an object with a Trade-Skill, you must possess the ability you wish to house within an item.  If another has the skill to share a Trade-Skill 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 Trade-Skill 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.

 

You may enchant an item with any Trade-Skill you know, but once you do so, you must make a second avoidance-roll, this time vs. "Enchantment", or the Trade-Skill you place into the item will be permanently drained from you (of course, you may learn that ability again).  Luck may be used to succeed, but if you use luck, you will be permanently drained of 1-D4 points of luck.

 

There will be one more thing the caster must do, to finish the enchanted item.  The caster must choose if the Trade-Skill to use will be temporary charges, or usable a certain number of times per certain time period.  See "Duration" for details on this ruling.

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:

24 hours.

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.

Ability Augmented: Ability 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:

50

Susceptibilities:

None.

Value:

100,000 white-gold