Enchantment

Due to enchantment's finicky and difficult nature, its study is only suitable for bards versed in High Magic, or those who have learned Cosmic magic or Elementalism. The most basic skills in enchantment involve imbuing jewellery with charges of a spell that the wearer can subsequently release: either by pointing the item of jewellery at someone (targeting others) or rubbing it (in order to target himself or where no target is required). The number of charges which can be imbued on an item depend on the type of jewellery. In addition, enchanters can create sigils, metal items with enduring magical properties. Enchanting can only be done in ritual chambers that have a special pentagram inscribed on the floor.
Upon mastering enchantment, practitioners of Cosmic or Elemental magicks may choose to specialise further in the subtle arts of Spellcraft. The mind of a bard is ill-conditioned to higher level enchantment: instead, Bards may learn the gnomish science of Tinkering.
See ENCHANTMENT ITEMS for details on the items and spells created with Enchantment.
Ability Name 	Short Desc.
Fist 	The fist sigil.
Rings 	Enchanted rings hold up to 10 charges.
Pentagram 	Protect yourself from attacks.
Void 	Destroy magical shields.
Flame 	The flame sigil.
Kingdom 	This special ray of Malkuth clots blood in the body.
Bracelets 	Enchanted bracelets hold up to 20 charges.
Beauty 	This special ray of Netzach regenerates the ego.
Key 	The key sigil.
Necklaces 	Enchanted necklaces hold up to 30 charges.
Scrolls 	Enchant magic scrolls specially written by scribes.
Teardrop 	The teardrop sigil.
Greatrobes 	Great robes may be enchanted for protection.
DimensionPockets	Create mini rifts from ordinary items.
Palm 	The palm sigil.
Eye 	The eye sigil.
Heirloom 	Enchanted heirlooms hold up to 40 charges.
Curse 	Cursed items cannot be removed.
Monolith 	The monolith sigil.
Master 	Move on to a master specialization.
Category:Trade Skills
Category:Skills