Magical Item Crafting

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## Introduction

This is a short guide that’s meant to cover the basics of how magic items work on Ashborn Legacy. The channels below offer more information on the various details involved in the magic item creation. Unlike rituals and spells magic items do not take time to cast, as the magic works upon its use. However, they do take time to be created, often requiring exotic ingredients, intense concentration, and specialized items. They also require magic in order to power up and make them usable in the future. Unlike rituals or the spells, a magic item can be carried around and used for delayed effects and for some magic items they can be used multiple times as well. All magic items require ingredients, which must be obtained in game and also crafted at an alchemy table. Please go through the entire dialogue and wait. Some magic items also require scrolls to help power the items which can be purchased somewhere in the world. Magic items can only be made by those who wield magic. Players can only possess one magical item at a time or else the magical items will nullify each other. Potions, sigils, and consumables do not count against this, however, they do not stack, and you only receive the benefits of the last potion/consumable you took. Every magic item must be submitted via ticket for admin approval. If a magic item is given to someone else than the one who created it, this also needs to be told to the admin team via ticket as well. **All magic rituals start a 24-hour cooldown timer unless preparatory rituals that are approved by admin.**

For ingredients on crafts, please see Ingredients.

For more information, please see the Creations FAQ.

## Potions

### Potion of Stolen Image

A potion that allows you to take on the shape of another player for a short amount of time (6 IRL hours). However, the potion only changes your appearance close to the other one (hair, skin, eye color) but does not grant you abilities of the race of the person you stole the image from. When using the potion, you must open a ticket to state your intentions of creating and using the potion to get temporary items like ears, tails, eyes, wings etc. However they are an illusion so not functional. Must open a ticket with admins for when in use.

* **Required Ingredients:** Hair from the person whose image you wish to copy, Scroll of Illusion, Glass Flask, The blood of the person who wishes to steal the image.
* **Gem Cost:** 1 Chunk(s) of Amber, 1 Chunk(s) of Amethyst, 1 Chunk(s) of Aquamarine, 1 Chunk(s) of Carnelian, 1 Chunk(s) of Diamond, 1 Chunk(s) of Emerald, 1 Chunk(s) of Jasper, 1 Chunk(s) of Sapphire, 1 Chunk(s) of Ruby, 1 Chunk(s) of Onyx, 1 Chunk(s) of Moonstone, 1 Chunk(s) of Topaz
* **Procedure:** Grind up the arcane gems and hair in a mortar and pestle till they become a fine powder. Pour the powder onto the scroll of illusion, using the blood of the person who wishes to steal the image to further grind up the powder, mixing it into a paste on the scroll of illusion before pouring it in a bottle and capping it.

### Potion of Stalled Death

A potion that when consumed will stall one's death from taking effect. Your character enters a deathless state for the next six hours. If your character suffers a mortal wound while deathless, the potion's magic will delay their death for an hour. However, the effects of it do not work if the user loses their head. Players are still under the effects of the injury timer and will be unable to engage in PVP until they have been healed. Must open a ticket when using the potion.

* **Required Ingredients:** Necromancy Scroll, Frost Lotus, Glass Flask
* **Gem Cost:** 3 Chunk(s) of Ruby, 3 Chunk(s) of Onyx, Chunk(s) of Moonstone
* **Procedure:** Grind the gems together with the frost lotus before pouring on top of a scroll of necromancy. Using the wielders magic to imbue the concoction with the power from the scroll before adding it to any liquid inside a vial.

### **Potion of Curse Removal**

A strange concoction that when consumed will induce vomiting, but will cause any curse on a player to be removed.  Will place the user in an injury timer as the process is taxing on the body.

* **Required Ingredients:** Scroll of Abjuration, Pure Aloe Concentrate, Dead Woman's Hair, Outer Void Vapor, Glass Flask
* **Gem Cost:** 2 Chunk(s) of Moonstone, 10 Chunk(s) of Amethyst
* **Procedure:** Grind up all of the ingredients over a Scroll of Abjuration and pour into a potion bottle. Chant the name of the curse placed upon you three times while holding the hair before adding to the potion. Swallowing all of it will cause the person to vomit up a cursed hairball that should be burned to fully get rid of the curse.

### Potion of Negation

A potion that when poured over a magical item negates its effects. The swirling combined magics overwhelm magical items and dispel them permanently. A ticket must be opened upon it's use.

* **Required Ingredients:** Atropa Belladonna, Outer Void Vapor, Glass Flask, Tomb Dust, Scroll of Enchantment
* **Gem Cost:** 1 Chunk(s) of Amber, 1 Chunk(s) of Amethyst, 1 Chunk(s) of Aquamarine, 1 Chunk(s) of Carnelian, 1 Chunk(s) of Diamond, 1 Chunk(s) of Emerald, 1 Chunk(s) of Jasper, 1 Chunk(s) of Sapphire, 1 Chunk(s) of Ruby, 1 Chunk(s) of Onyx, 1 Chunk(s) of Moonstone, 1 Chunk(s) of Topaz
* **Procedure:** All of the gems must be ground up together and placed in the Outer Void Vapor bottle along with ground up Tomb Dust and Atropa Belladonna over a Scroll of Enchantment.

## Sigils & Runes (Does not count against magic item limit)

### Nature Sigil (Healing Rune)

A sigil that enhances Nature Magic’s healing properties, allowing a Nature Mage to restore lost limbs or body parts at the cost of all the caster’s mana. If the Nature Mage does not have maximum mana available to them, then the caster’s attempt at healing will fail. Curses that are cast on an individual within this sigil will occur twice as fast.

* **Required Ingredients:** Scroll of Enchantment, Blood of a Nature Sphere user (puts them in injured status), 100 Salt
* **Gem Cost:** 30 Chunk(s) of Emerald, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems and mix with the blood of the sphere user. Pour the mixture over the Scroll of Enchantment and imbue them with the power from the scroll. Then add the enchanted mixture into a bag of salt, mixing well before pouring into the symbol to create the rune.

### Pyromancy Sigil (Warming Rune)

When placed inside of a room this sigil will become warmer. Depending on the intentions when creating the sigil the room can be comfortably warm or blazing hot. Pyromancy Rituals conducted while standing inside of the sigil have their cost reduced by half. Does not stack with any other discounts, and restores the mana of the ritualist to full when a ritual is completed.

* **Required Ingredients:** Scroll of Enchantment, Blood of a Pyromancy Sphere user (puts them in injured status), 100 salt
* **Gem Cost:** 15 Chunk(s) of Ruby, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems and mix with the blood of the sphere user. Pour the mixture over the Scroll of Enchantment and imbue them with the power from the scroll. Then add the enchanted mixture into a bag of salt, mixing well before pouring into the symbol to create the rune.

### Hydromancy Sigil (Cooling Rune)

When placed inside of a room this sigil will make the room cooler. Depending on the intentions when creating the sigil the room can be cool and refreshing, or freezing. Cryomancy Rituals conducted while standing inside of the sigil have their cost reduced by half. Does not stack with any other discounts, and restores the mana of the ritualist to full when a ritual is completed.

* **Required Ingredients:** Scroll of Enchantment, Blood of a Hydromancy Sphere user (puts them in injured status), 100 salt
* **Gem Cost:** 10 Chunk(s) of Sapphire, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems and mix with the blood of the sphere user. Pour the mixture over the Scroll of Enchantment and imbue them with the power from the scroll. Then add the enchanted mixture into a bag of salt, mixing well before pouring into the symbol to create the rune.

### Wind Sigil (Rune of Secrets)

When standing upon this sigil you can not be heard by anyone outside of the sigil, though people can still your body movements. Wind Rituals conducted while standing inside of the sigil have their cost reduced by half. Does not stack with any other discounts, and restores the mana of the ritualist to full when a ritual is completed.

* **Required Ingredients:** Scroll of Enchantment, Blood of a Wind Sphere user (puts them in injured status), 100 salt
* **Gem Cost:** 2 Chunk(s) of Sapphire, 3 Chunk(s) of Topaz, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems and mix with the blood of the sphere user. Pour the mixture over the Scroll of Enchantment and imbue them with the power from the scroll. Then add the enchanted mixture into a bag of salt, mixing well before pouring into the symbol to create the rune.

### Holy Sigil (Dark Banishing)

A sigil imbued with holy energy. Evil beings (demons, cambions, vampires etc) and wielders of dark sphere’s of magic can not pass over. Holy Rituals conducted while standing inside of the sigil have their cost reduced by half. Does not stack with any other discounts, and restores the mana of the ritualist to full when a ritual is completed.

* **Required Ingredients:** Scroll of Enchantment, Blood of a Holy Sphere user (puts them in injured status), 100 salt
* **Gem Cost:** 4 Chunk(s) of Diamond, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems and mix with the blood of the sphere user. Pour the mixture over the Scroll of Enchantment and imbue them with the power from the scroll. Then add the enchanted mixture into a bag of salt, mixing well before pouring into the symbol to create the rune.

### Dark Sigil (Holy Banishing)

A sigil imbued with dark energy. Holy beings, light elementals, and wielders of holy sphere’s of magic can not pass over. Dark Rituals conducted while standing inside of the sigil have their cost reduced by half. Does not stack with any other discounts and restores the mana of the ritualist to full when a ritual is completed.

* **Required Ingredients:** Scroll of Enchantment, Blood of a Dark Sphere user (puts them injured status), 100 salt
* **Gem Cost:** 6 Chunk(s) of Onyx, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems and mix with the blood of the sphere user. Pour the mixture over the Scroll of Enchantment and imbue them with the power from the scroll. Then add the enchanted mixture into a bag of salt, mixing well before pouring into the symbol to create the rune.

### Blood Sigil (Unhealing Rune)

Those who are inside the ritual find the pain from their wounds increased. Curses that are cast on an individual within this sigil will occur twice as fast.

* **Required Ingredients:** Scroll of Enchantment, Blood of a Blood Sphere user (will put in injured status), 100 salt
* **Gem Cost:** 5 Chunk(s) of Amber, 3 Chunk(s) Onyx, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems and mix with the blood of the sphere user. Pour the mixture over the Scroll of Enchantment and imbue them with the power from the scroll. Then add the enchanted mixture into a bag of salt, mixing well before pouring into the symbol to create the rune.

### Mental Sigil (Truth Rune)

All who stand inside of the sigil are forced to tell the truth for five questions. After which the same sigil will not work on them. Mental Rituals conducted while standing inside of the sigil have their cost reduced by half. Does not stack with any other discounts and restores the mana of the ritualist to full when a ritual is completed.

* **Required Ingredients:** Scroll of Enchantment, Blood of a Mental Sphere user (will put them in injured status), 100 salt
* **Gem Cost:** 2 Chunk(s) of Topaz, 7 Chunk(s) of Amethyst, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems and mix with the blood of the sphere user. Pour the mixture over the Scroll of Enchantment and imbue them with the power from the scroll. Then add the enchanted mixture into a bag of salt, mixing well before pouring into the symbol to create the rune.

## Accessories

### Ring of Minor Illusion

This item can be used to create minor illusions, such as ghostly sounds, lights, or small creatures or small objects appearing for a limited time. These items can be used as distractions, or for entertainment value as well. It can be used to create illusions that change physical appearance i.e. eye color or hair color.

* **Required ingredients:** Scroll of Illusion
* **Gem Cost:** 6 Chunk(s) of Amethyst, 1 Chunk(s) of Moonstone
* **Procedure:** Roll the scroll out and place the ring to be imbued in the center of the scroll. Place the gems around the ring on the scroll and use the power of the gems to help inscribe the Scroll of Illusions power onto the ring.

### Ring of Water breathing (Ring of Nenya)

Wearing this ring will imbue the wearer of water breathing. It’s not some wearable potion of water breathing where you grow gills and still need to get some air. This ring will let you breathe underwater for an unlimited amount of time. Can’t be used in PvP or used to make an underwater base.

* **Required ingredients:** Scroll of Enchantment, Pufferfish Concentrate
* **Gem Costs:** 3 Chunk(s) of Sapphire, 2 Chunk(s) of Topaz, 1 Chunk(s) of Moonstone
* **Procedure:** Grind the gems together along with the Pufferfish Concentrate then inscribe the ring with the combined mixture. Once inscribed, place the ring into a water filled silver wine glass and place it on top of the Scroll of Enchantment to enchant the ring.

### Iron Gut Necklace

This item protects the character from many common poisons. This does not confer protection from poisons in PvP. It also renders the character very difficult to inebriate with alcohol and most intoxicating substances.

* **Required ingredients:** Scroll of Enchantment, Outer Void Vapor, Pufferfish Concentrate, Atropa Belladonna
* **Gem Cost:** 12 Chunk(s) of Emerald, 1 Chunk(s) of Topaz, 1 Chunk(s) of Moonstone
* **Procedure:** All of the gems are ground up together and fused together in a forge with glass. The Scroll of Enchantment is then used to imbue the necklace with the power of protection from poisons.

### Sphere Warding Necklace

Magic wielders can enchant a necklace to block the sphere of magic they have. For example, if they have Nature magic, it will block nature magic when worn. Only one sphere of magic can be blocked, and only one negation necklace can be worn at a time as multiple necklaces will end up canceling each other out. Can be given to others to wear. The necklace adds 8 to magic resistance. Wearing it makes the effects of sigils of the same sphere Null. This item shifts with shifters.

* **Required ingredients:** Scroll of Abjuration, Blood of a Sphere Wielder you wish to be protected from. (I.e. the Blood of a Wind Mage to be protected from Wind Magic)
* **Gem Cost:** 3 Chunk(s) of Onyx, 3 Chunk(s) of Topaz, 3 Chunk(s) of Emerald, 3 Chunk(s) of Sapphire, 3 Chunk(s) of Ruby, 1 Chunk(s) of Amethyst
* **Procedure:** The one making the necklace must grind up the gems and mix in with their blood until it becomes a paste. Forming the pendant for the necklace on the scroll they imbue the necklace with their sphere of magic in order to create a negation effect. The scroll and pendant are then cooked in a hot fire until the parchment has burned up and the paste hardens into a pendant that can be worn.

### Mesmerizing Talisman

This usually hidden item allows the character to momentarily entrance another character upon its reveal, potentially serving as a potent distraction. It mesmerizes the victim making them more susceptible to suggestions.  A character so affected finds themselves temporarily unable to initiate PvP. Using this item is an RP-attempt, and success is not guaranteed. Can not be used to force or force the player to do something they are not okay with OOCly.

* **Required ingredients:** Scroll of Illusion, Phosphorus, Ghoul Saliva
* **Gem Costs:** 3 Chunk(s) of Topaz, 3 Chunk(s) of Amethyst, 1 Chunk(s) of Moonstone
* **Procedure:** The gems are ground up and mixed with blood and the ghoul saliva then placed upon the Scroll of Illusion. The paste that is formed from the mixture is then formed into the object of the creator's choice (either a necklace, earrings, or ring). It is then coated in phosphorus and baked in a fire till the scroll burns and the mixture hardens into the desired accessory.

### Belt of Giants

This item greatly enhances the strength of a character who wears it, allowing them to perform feats of strength normally outside the bounds of their race. Gain a permanent bonus of +3 Strength while wearing the item. This item shifts with shifters.

* **Required Ingredients:** Scroll of Enchantment, Concentrated Demon Blood
* **Gem Cost:** 6 Chunk(s) of Ruby, 5 Chunk(s) of Topaz, 1 Chunk(s) of Moonstone
* **Procedure:** Inlay three red gems and three white gems into a broad belt. Place the belt on the Scroll of Enchantment and place the remaining gems surrounding the belt, touching the scroll. The enchantment scroll will ignite and infuse the belt with the magic of the gems.

### Collar of Binding

This item allows one character to be bound to another, forcing them to obey that character’s commands so long as it is worn. OOC consent is required for this item to be placed upon another character. This item can only be removed by the person to have placed it, or by ritual, unless the character who placed it dies. If the person who creates the item dies, it ceases to function, breaking and falling apart. Further, this item attunes to the first person it is placed upon and will only ever work on that individual. This item shifts with shifters.

* **Required Ingredients:** Scroll of Enchantment, Concentrated Demon Blood, Corrupted Essence
* **Gem Cost:** 15 Arcane Chunk(s) of any type
* **Procedure:** The blood of the one who is binding another is mixed in with the demon blood and corrupted essence with crushed up gems. The gem encrusted bloody mixture is used to transcribe the enchantment upon it. The dark spell takes hold and the next person who finds the collar round their neck will feel the dark magic activate, binding their fate for as long as it is worn.

### Collar of Nullification

A collar that has been imbued with dark elf nullification magic. When placed upon a magic user they are rendered unable to use any magic until the collar is removed. Must require OOC Consent. Requires a Dark Elf to power the collar through RP, as well as blood of the victim to be spread upon the gems to activate it. This item can only be removed by the person to have placed it, or by ritual, unless the character who placed it dies. Further, this item attunes to the first person it is placed upon and will only ever work on that individual.

* **Required Ingredients:** A dark elf to imbue the gems with nullification magic, Scroll of Enchantment, Outer Void Essence
* **Gem Cost:** 10 Arcane Chunk(s) of any type, 2 Chunk(s) of Onyx
* **Procedure:** Blood of the victim and outer void essence is mixed with the crushed-up gems. The mixture is then used to transcribe the enchantment onto the collar with the enchantment scroll. Once that is done, a Dark Elf must imbue it with their magic.

### Pipe of Smoke Illusion

The one who is in possession of this pipe can create minor and major illusions with the smoke that is burned from it. The illusions are limited to the size of a small room. Creating objects and even images in a smoky haze. The illusions cannot interact and must stay in the same room as the one who is smoking the pipe. If the pipe is put out the illusion will fade.

* **Required Ingredients:** Yafaem Wildgrass, Scroll of Illusion
* **Gem Costs:** 4 Chunk(s) of Emerald, 4 Chunk(s) of Amethyst, 1 Chunk(s) of Moonstone
* **Procedure:** The gems are crushed up and mixed with ink to inscribe the spell upon the pipe during its creation. The leftover ink is poured onto the scroll and burned with Yaferm Wildgrass in order to activate the spell.

### Ring of Magical Focus

A magic focus to increase the power of any arcane wielder. Grants a plus 8 bonus to wielding magic. Must be worn at all times for the benefit.  The ring can either enhance the wearers support, offensive, or assistive magic.

* **Required Ingredients:** Scroll of Enchantment
* **Gem Cost:** 2 Chunk(s) of Moonstone, 1 Chunk(s) of Amethyst, 1 Chunk(s) of Topaz
* **Procedure:** A focus is important to the character, so they are made in various different ways. Still one gem must be used to inscribe the enchantment, and another used to anchor and power the artifact.

### Instrument of Enchanting Melodies

An instrument enchanted to always give off a powerful, entrancing melody that anyone can play, yet it's true potential is revealed in the hands of a true virtuoso. As an RP attempt the user can play the flute and target a maximum of 3 individuals. Make a Perform vs Willpower RP check. Those who fail will be heavily inclined to follow the sound of the flute up to two map squares away from their current positions, completely captivated by the music. The flute must constantly be played to maintain the effect, and any kind of hostile action from the wearer ends the effect immediately.

* **Required Ingredients:** A Silver Bar, 10 Insulated Wood, Scroll of Enchantment
* **Gem Cost:** 2 Chunk(s) of Moonstone, 2 Chunk(s) of Aquamarine, 2 Chunk(s) of Diamond
* **Procedure:** A instrument is created over a Scroll of Enchantment and adorned with the gems to create the magical effect.

## Magical Gear

### Charlatan’s Gloves

This item can be used to manipulate via telepathy  small objects such as coins, dice, and pebbles. They are a favorite of thieves, gamblers, and pretend magicians with no true power of their own. Can not be used to change dice rolls via RP mod, only affects small items in game.

* **Required Ingredients:** Scroll of Evocation
* **Gem Cost:** 8 Arcane Chunk(s) of any type
* **Procedure:** Crushing up the gems into a pigment with oils and using the magical paint to trace over the text on the scroll. The text is then transferred to the leather of the gloves in order to grant them their power.

**Diadem of Clarity**

A piece of ornate jewelry inlaid with enchanted chunk stones that rest around the forehead and protect the wearer’s thoughts and state of mind from invasion and coercion or intimidation. Any attempts to sway the wearer’s mind whether through persuasion or intimidation must succeed twice in order to be successful, as do all mental magic spells and abilities used on them. (Siren, Avihn ect).

* **Required Ingredients:** Scroll of Enchantment, a non-magical headpiece
* **Gem Cost:** 10 Chunk(s) of Amethyst
* **Procedure:** The player crafts and creates a piece of headgear using amethyst crystals over a Scroll of Enchantment.

### Mantle of the Beast

This item allows the character to take the form of a specific animal, determined at the time of the item’s creation. However the wearer must follow the same rules as described in shapeshifting under Shifters. They can not wear clothes and armor as their body is physically transformed into the beast, and if joining a pvp intent they must transform back naked. (Can only be EE shapeshifts - shapeshift forms found on the Shifter section)

* **Required Ingredients:** 2 Quarts of Fresh Shifter Blood (will put them in injured state for 4 hours), Scroll of Transmutation, Skin of the Beast you want to turn into, Blood of the Beast you want to turn into
* **Gem Cost:** 6 Chunk(s) of Emerald, 6 Chunk(s) of Topaz, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems to mix into a bowl with the shifter and beast blood combined. The magical blood pigment is then used to copy over the transmutation onto the tanned hide of the animal skin.

### Magic Broom

A broom enchanted with magical energies that allow it to fly in the air. Created by the use of wind mages, with the ride the wind ability, blood to imbue the broom with the Ride the Wind ritual. Will exhaust the broom’s creator's magic for 24 hours. Does not count against magical items.

* **Required Ingredients:** Blood of a Wind Sphere user who has completed the Ride the Wind ritual, Broom, Scroll of Enchantment
* **Gem Cost:** 4 Chunk(s) of Topaz, 4 Chunk(s) of Sapphire, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems into a fine powder before mixing it with the blood of a sphere user who has the ride the wind ability. Paint the shimmering blood mixture over the broom and set it on the Scroll of Enchantment. Pouring their energy into the broom until it begins to levitate and can be used to fly.

### Magic Carpet

A carpet enchanted with magical energies that allow it to fly in the air. Created by the use of wind mages blood with ride the wind ability. Will exhaust the carpet creator's magic for 24 hours. Does not count against magical items.

* **Required Ingredients:** Blood of a Wind Sphere user who has completed the Ride the Wind Ritual, a Carpet, Scroll of Enchantment
* **Gem Cost:** 4 Chunk(s) of Topaz, 4 Chunk(s) of Sapphire, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems into a fine powder before mixing it with the blood of a sphere user who has the ride the wind ability. Paint the shimmering blood mixture over the carpet and set it on the Scroll of Enchantment. Pouring their energy into the carpet until it begins to levitate and can be used to fly.

**Cloak of Flying**

A cloak enchanted with magical energies that allow it to fly in the air. Created by the use of wind mages blood with ride the wind ability. Will exhaust the cloaks creator's magic for 24 hours. Does not count against magical items.

* **Required Ingredients:** Blood of a Wind Sphere user who has completed the Ride the Wind Ritual, a Cloak, Scroll of Enchantment
* **Gem Cost:** 4 Chunk(s) of Topaz, 4 Chunk(s) of Sapphire, 1 Chunk(s) of Moonstone
* **Procedure:** Grind up the gems into a fine powder before mixing it with the blood of a sphere user who has the ride the wind ability. Paint the shimmering blood mixture over the cloak and set it on the Scroll of Enchantment. Pouring their energy into the cloak until it begins to levitate and can be used to fly.

## Artifacts

### Lunar Chalice

An item of divination usually in the form of an ornate chalice, this item can be used to scry the general location of a known individual. The user must be familiar with the target of the scrying, either knowing their appearance well or knowing their true name. (The location of the target is revealed to be one grid square, and they must be online.)

The chalice can only be used once a month (once every 7 days).

* **Required Ingredients:** Scroll of Divination, Concentrated Demon Blood, Outer Void Vapor, Ghoul Saliva, Dead Woman's Hair, 5 Silver Bars, Blood of a Hydromancer
* **Gem Cost:** 12 Chunk(s) of Topaz, 12 Chunk(s) of Sapphire
* **Procedure:** A mold and chalice must be created during this, requiring someone with the knowledge of at least blacksmithing. The silver is melted down and into the molten metal the Saliva, demon blood, outer void vapor, blood, and dead woman's hair are mixed in. During the chalices creation the gems must carefully be affixed into the chalice. Once it has cooled enough to work with, the enchantment spell must be inscribed into the metal.