Enchanting

**The character must keep the scrolls for the staff to reference when using this skill.**

The Enchanting skill allows a character to imbue items with an array of offensive and defensive effects.
There is one ritual for each of the various effects that can be generated and there is another scroll for each of the durations. An Enchanter of
the appropriate level can learn these rituals from magical scrolls. Once a scroll is used it disintegrates but the character has the ritual memorized forever.

Only items made of Silver, Gold, Mithril or Adamite can be Enchanted and each enchantment takes up one of the metal's enhancement limits.

Each of the effect rituals will have a list of the mineral components that must be used to create the product. The rituals for durations augment the effect rituals by a designated modifier.

**For example:** The ritual to Enchant a weapon with a Disarm calls for 3 Sardonyx.

The ritual for making it last one event requires x1 the original ritual so it would take 3 Sardonyx to allow a weapon's user to Disarm an opponent once every recuperation for a single event. The enchanter would also need to have memorized the Disarm Scroll and the One Event Scroll.

The ritual for making it last two events requires the listed component +2 so it would take 5 Sardonyx to allow a weapon's user to use a Disarm effect once every recuperation for two full events. The enchanter would also need to have memorized the Disarm Scroll and the Two Events Scroll.

***Only five of the same enchantment can be used from any sources between recuperations.***

No one may blindly activate an enchantment in any vessel. Any character with the Enchanting skill can determine whether an item carries the magic of their given skill by examining an item for ten seconds. The character must be holding the item and cannot move, speak, activate a feat with a type other than "Negate" or sustain any hit point damage during the examination or he/she must begin again. The character cannot determine the specific enchantment within an item except through the appropriate identification ritual.

Enchantment effects can be delivered differently depending on the vessel that is enchanted. See all the details here.

 Apprentice
 Journeyman
 Master
 Grand Master

## Novice

### **One Event**

This ritual aspect can be combined with any enchantment effect ritual to create an enchantment that will last for the rest of the current event. Regardless of whether an event is a day event or full event and regardless of when the ritual is cast during the event, when the event ends, the enchantment is dispelled. Every time the wielder of the enchanted item recuperates, the enchantment effect is refreshed as well. If the enchanted vessel is shattered, the enchantment is unusable. Mending the item allows the use of the enchantment again as long as the enchantment has not expired.

### **Disarm**

This ritual allows the vessel to be enchanted with a Disarm effect. If the enchanted vessel is a ring, the effect must be delivered through an unarmed attack. If the vessel is a melee weapon, the effect must be delivered through a melee attack. If the vessel is a ranged ammunition container or weapon, the effect can be applied to one ranged attack using an arrow, dart, or thrown weapon from that container or weapon. If the vessel is a piece of jewelry other than a ring, the effect is delivered by a packet. When the wielder activates the enchantment, he/she must call the tagline "Activate Disarm." A melee or unarmed attack will cause the character to drop whatever item is struck. A ranged or packet attack will cause the character to drop whatever item is in his/her dominant hand, unless that hand is empty, in which case it would affect the other hand. The target may not touch the dropped item for five seconds, however he or she can hold any other item and anyone else can retrieve the dropped item before the five seconds have passed. Physical shields may not be the target of this effect.

### **Push 10**

This ritual allows the vessel to be enchanted with a Push 10 effect. If the enchanted vessel is a ring, the effect must be delivered through an unarmed attack. If the vessel is a melee weapon, the effect must be delivered through a melee attack. If the vessel is a ranged ammunition container or weapon, the effect can be applied to one ranged attack using an arrow, dart, or thrown weapon from that container or weapon. If the vessel is a piece of jewelry other than a ring, the effect is delivered by a packet. When the wielder activates the enchantment, he/she must call the tagline "Activate Push 10." The attack only needs to make contact with a target to be effective. The target must immediately take ten steps in exactly the opposite direction unless he/she encounters a solid object like a large tree, wall, or railing. The target may not be affected by or make attacks while flying through the air.

### **Identify Enchantment**

An Identify Enchantment ritual can be cast on a item if the enchanter knows or believes there may be an enchantment present in a vessel. The enchanter must touch the vessel within five seconds of the completion of the ritual. Generally, this ritual will allow the caster to discern the nature and duration of each enchantment contained in a single vessel but alterations to the ritual may cause the caster to learn more or less than that. No one may blindly activate an enchantment in any vessel.

## Apprentice

### **Two Events**

This ritual aspect can be combined with any enchantment effect ritual to create an enchantment that will last for the rest of the current event and the complete event directly after. Regardless of whether an event is a day event or full event and regardless of when the ritual is cast during the event, when the second event ends, the enchantment is dispelled. The number of events is also not subject to the vessel’s presence at an event. Every time the wielder of the enchanted item recuperates, the enchantment effect is refreshed as well. If the enchanted vessel is shattered, the enchantment is unusable. Mending the item allows the use of the enchantment again as long as the enchantment has not expired.

### **Negate Confining**

This ritual allows the vessel to be enchanted with a Negate Confining effect. A wielder may use this effect to defend against any effect one confining effect. Confining effects include Snare, Gag, or Bind. When the wielder activates the enchantment, he/she must call the tagline "Activate Negate Confining."

### **Stun**

This ritual allows the vessel to be enchanted with a Stun effect. If the enchanted vessel is a ring, the effect must be delivered through an unarmed attack. If the vessel is a melee weapon, the effect must be delivered through a melee attack. If the vessel is a ranged ammunition container or weapon, the effect can be applied to one ranged attack using an arrow, dart, or thrown weapon from that container or weapon. If the vessel is a piece of jewelry other than a ring, the effect is delivered by a packet. When the wielder activates the enchantment, he/she must call the tagline "Activate Stun." If the attack is successful, the effect will cause the target to freeze for ten seconds. A stunned creature cannot attack, block, activate feats, use items or move but is conscious of his/her surroundings for the duration of the effect.

## Journeyman

### **Three Events**

This ritual aspect can be combined with any enchantment effect ritual to create an enchantment that will last for the rest of the current event and the two complete events directly after. Regardless of whether an event is a day event or full event and regardless of when the ritual is cast during the event, when the third event ends, the enchantment is dispelled. The number of events is also not subject to the vessel’s presence at an event. Every time the wielder of the enchanted item recuperates, the enchantment effect is refreshed as well. If the enchanted vessel is shattered, the enchantment is unusable. Mending the item allows the use of the enchantment again as long as the enchantment has not expired.

### **Mutilate**

This ritual allows the vessel to be enchanted with a Mutilate effect. If the enchanted vessel is a ring, the effect must be delivered through an unarmed attack. If the vessel is a melee weapon, the effect must be delivered through a melee attack. If the vessel is a ranged ammunition container or weapon, the effect can be applied to one ranged attack using an arrow, dart, or thrown weapon from that container or weapon. If the vessel is a piece of jewelry other than a ring, the effect is delivered by a packet. When the wielder activates the enchantment, he/she must call the tagline "Activate Mutilate" or "Activate Mutilate X" depending on how the attack is made. Melee and unarmed attacks affect the limb that is struck so it does not need to be defined in the tagline. The limb affected must be called specifically for ranged or packet attacks. In these attacks, allowable substitutions for X are right arm, left arm, right leg and left leg. If the attack is successful, the effect will cause the target limb to become useless until repaired. If the mutilated limb is an arm, the target does not have to drop what he/she is holding but can not use the item. If the mutilated limb is a leg, the target cannot run. A target with all of its legs mutilated cannot move from its location at all.

### **Negate Force**

This ritual allows the vessel to be enchanted with a Negate Force effect. A wielder may diffuse one force effect that should have affected him/her. The tagline "Negate Force" must be called clearly when a relevant attack makes contact with the character. Force effects include any effect with the tagline "Push," "Disarm," "Mutilate," "Shatter," or "Shatter Armor."

## Master

### **Four Events**

This ritual aspect can be combined with any enchantment effect ritual to create an enchantment that will last for the rest of the current event and the three complete events directly after. Regardless of whether an event is a day event or full event and regardless of when the ritual is cast during the event, when the fourth event ends, the enchantment is dispelled. The number of events is also not subject to the vessel’s presence at an event. Every time the wielder of the enchanted item recuperates, the enchantment effect is refreshed as well. If the enchanted vessel is shattered, the enchantment is unusable. Mending the item allows the use of the enchantment again as long as the enchantment has not expired.

### **Disrupt**

This ritual allows the vessel to be enchanted with a Disrupt effect. If the enchanted vessel is a ring, the effect must be delivered through an unarmed attack. If the vessel is a melee weapon, the effect must be delivered through a melee attack. If the vessel is a ranged ammunition container or weapon, the effect can be applied to one ranged attack using an arrow, dart, or thrown weapon from that container or weapon. If the vessel is a piece of jewelry other than a ring, the effect is delivered by a packet. When the wielder activates the enchantment, he/she must call the tagline "Activate Disrupt." If the attack is successful, the effect will end all ongoing beneficial feats on a target and prevent the target from activating any other feat for ten seconds. Ongoing beneficial feats include feats with the "Transform," "Hide" or "Invisibility" taglines or any feat with a "Concentration" or "Performance" duration.

### **Slay**

This ritual allows the vessel to be enchanted with a Slay effect. If the enchanted vessel is a ring, the effect must be delivered through an unarmed attack. If the vessel is a melee weapon, the effect must be delivered through a melee attack. If the vessel is a ranged ammunition container or weapon, the effect can be applied to one ranged attack using an arrow, dart, or thrown weapon from that container or weapon. If the vessel is a piece of jewelry other than a ring, the effect is delivered by a packet. When the wielder activates the enchantment, he/she must call the tagline "Activate Slay." If the attack is successful, the effect will drop an opponent to dying status. Some creatures are too large or too tough for a Slay to truly affect them and will instead take one hundred damage from this effect.

## Grand Master

### **Enchanting Scroll Making**

A Grand Master of Enchanting has thoroughly learned the craft to the point where he/she can scribe the magic scrolls that are imbued with rituals other enchanters need to memorize to create enchanted magical items. Scribing scrolls requires a great deal of concentration from the enchanter, the willpower to imbue the scroll with magic and a certain combination of components capable of holding the magic. A Grand Master can create a scroll for any ritual he/she knows from levels one or two but may not create scrolls for unique rituals he/she may have developed. For information on component requirements, see the Scroll Scribing page.

### **Enchanting Research**

A Grand Master has moved beyond what he/she can learn from others but can now begin to create rare or even potentially unique enchantments. Generating these proprietary enchantments takes a period of research and experimentation. If the enchantments a character is attempting is fairly common and easy to generate, it may not take very long to perfect the ritual. However if he/she is trying to generate a high level effect or something beyond the range of typical magical practices, it may take a lot of time to create something stable and effective. It should also be noted that some things simply cannot be created do to lack of a component that generates the necessary magic or because it is simply beyond the boundaries of magical law. You can learn more about the specifics of the process on the Research page.