Prepare Enchantment (Wizard Spell)

This spell enchants an item by forcing the al­teration of its “true name.” The caster must know the “true name” of the item to be created, which varies in complexity according to the complexity of the item.
Immediately before casting the spell, the caster purifies himself by fasting. The cere­mony takes six days to prepare and one to per­form. The resultant drain on the caster prevents any other spell casting for the following 1d100 days, and mental damage is possible. The base chance of success is 60%, modified as noted in the table. The maximum possible chance is 85%.
After casting the spell, the caster must save vs. spell (at a +3 bonus if the ceremony was suc­cessful) or be feebleminded as the 6th-level wizard spell. A caster who saves against the feeblemind effect is magically drained for 1d100 days despite whether the spell was successful or not. No activities involving magic can be pur­sued, including spellcasting, magical item use, the study of magical texts, spell research, item fabrication, and so forth.
The material components vary according to the item to be enchanted. These are revealed to the caster as part of the “true name” of the item. They must be of at least 5,000 gp value; more valuable components enhance the chance of success. These materials are expended regard­less of the outcome.
The reverse, destroy enchantment, is used to unmake an item created by this spell. A wizard can always unmake his own work. Otherwise, destroy enchantment is exactly like prepare en­chantment, except that no modifier for the type of material applies and that the level of the orig­inal creator is a negative modifier. A failure means the wizard cannot again try to destroy the enchantment again until gaining at least more experience level.
Notes: Very rare spell. (Updated from Imag­ine Magazine.)
Modifiers for True Name” Magic 	
Per pound of natural material (wood, learner)	-1%
Per pound of other non-ferrous material 	-3%
Per pound of ferrous material* 	-10%
Per caster level 	+1%
Per day additional fasting 	+1%
Per +1,000 gp extra material component value 	+1%
:* Includes iron, steel, and all magical metals (such as “meteor metal,” mithral, adamantite, cinnabryl, and any other magical metal not specifically excluded).
:Note: The chance for success of this method cannot be brought above 85% by any means.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells