Magics of Ereth

Enchanting:


Enchanting is the skill that governs creating magical items. It has a focus just like normal spellcasting, and it will almost always be the same as your focus for spellcasting. You should also have some explanation for what you do to enchant an item, much like a casting method (I.E. you chant over the itme, or draw funny pictures on it, or sing to it, etc.), but it doesn't come up much since enchanting is something only done between games.

Most enchanted objects are charged, meaning they can only be used a certain number of times before the magic used up. It is possible to make items with permanent enchantments or enchantments they continually renew themselves, but it takes a very long time and great expenditure of energy. Enchanting can also be used to create potions, salves, powders, and similar items, consider the number of charges the number of drinks (or whatever) a potion is good for.

Enchanting does require some materials, and usually these aren't terribly expensive or hard to find, but at times it may difficult, expensive, or even impossible to perform certain enchantments due to problems with magical supplies. Some special materials may also be able to reduce the time required to enchant an item, but these are typically very rare and/or expensive.

Every particular enchantment that you can perform is a distinct thing, much like a spell for casting, it will have an enchanting level just as a spell has a casting level. Usually the level of a spell will be the same for casting or enchanting, but there may be some exceptions. Each enchantment will be for a specific sort of object, in other words just because you can enchant a wand of fireball doesn't mean you can create a sword of fireball.


System:

Basicly, enchanting uses up your magical endurance. In general it will take at least one month(the period between two games, not nessesarily exactly a month) to enchant anything. As a reminder if your primary aptitude is magic you have a magic endurance of three, if its your secondary aptitude its two, if you have no aptitude its one, and you take your drain off your magic endurance before you actually start taking damage from spellcasting.

Just like casting the level of your enchanting skill determines the highest level effects you can enchant into an object. At higher levels it is also easier to create simple items (I.E. a master enchanter can make an apprentice level item more easily then an apprentice enchanter).

Your channeling skill is relevant to enchanting. You must be able to use your channeling skill while you are actively enchanting, in other words if you have to be in contact with the ground to cast a spell you have to be in contact with the ground to enchant. If your enchanting something at a higher level then your channeling it takes twice as long, or if you prefer has half as many charges.

If you are enchanting something at the highest level you are able you must spend one month using one point of magical endurance everyday for the entire month to give the item one charge. For a character with magic as their primary aptitude that would mean you could give up to three charges to an item in a single month.

For every level lower than enchanting skill a particular enchantment is it gets one more charge for every point endurance you spend, and no you can't spend frations of a point of magical endurance. If your a master enchanter and you want to enchant a journeyman level fireball enchantment you will get two charges for every point of magic endurance you use, an apprentice enchantment would get three charges for one magic endurance, and a novice enchantment would get four charges for one magic endurance.

It takes the same length of time to recharge an item. Any caster with a compatible focus can recharge an item, even if they don't know how to create the item from scratch.

Any magic endurance used in this way will still be gone at the next game. Yeah, I know you could not enchant the day of the game, but the whole point is to make there be some negative side effects of enchanting things so it doesn't work that way.

It is possible to create a permanent enchantment, but it takes the equivalent of thrity-six charges to do so, yes that means about year at the highest level of enchanting you're capable of, six months for one level lower, four months for two levels lower, and about two months and three weeks for four levels lower. The length of time is the same for reusable items, as in something that would work once a day (say a wand of fireball), or something that comes back everyday (say an amulet of magical armor that regenerates once everyday).

Activating a magic item can be accomplished in many ways, and every enchantment will include a particular form of activation. Usally it will have a command word, if it targets someone other then its owner (whoever is holding it or has it pinned to there clothes, or shoved in there belt) then it will generally require a gesture to target it (you need to be able to throw a spell pack). For potions the activation would be drinking the potion. It is possible to put almost any method of activation on an enchanted object, but a particularly complex condition for activation make require longer to enchant, exactly how long is at the pooh-bahs discretion.

If you want to create an effect that would normally be sustained, it can generally last no more the twenty-four hours. In some cases it may not even be able to last that long, and very rarely it may be able to last longer. Instant effects work normally in enchanted items. Ranges are similar to those of spells, but a spell that would have a personal range will effect the wielder/wearer of the enchanted item, a touch range spell would become an item that must touch its' target, and proxy based spells would require a gesture (throwing a spell proxy) to target. Enchantments also have an activation method, most often this is either command words, or drinking in the case of potions.


Example Enchantments:


Protection-

Amulet of Protection (apprentice). Each charge prevents the wearer from taking one wound. Activated by someone hitting its' wearer in combat (this means that if the wearer is hit in combat the amulet automatically protects the wearer from that hit).

Amulet of Protection (journeyman). One charge puts a magical armor effect on the wearer, protecting him/her from two wounds. This lasts for twenty four hours or until used up (wearer is hit twice). Activated by command words.

Holy Symbol of Demon Repulsion (master). Prevents any demons from coming within ten feet of wielder. One charge can last up to twenty four hours. Activated by command words (probably a prayer of some sort).


Healing-

Healing Potion (apprentice). Drinking this potion heals one wound. If created with more then one charge then it has enough potion for multiple drinks.

Antidote Potion (journeyman). Drinking this potion removes all non-magical poisons from the drinker, but does not heal damage all ready done by the poisons. If created with more then one charge then it has enough potion for multiple drinks.

Disease Curing Potion (master). Cures drinker of any non-magical diseases. If created with more then one charge then it has enough potion for multiple drinks.


Elemental-

Wand of Extinguish Fire (apprentice). One charge puts out a fire of up to campfire size, does not require spell proxy, any appropriate sized flame that is pointed at will be put out. Activated by command words.

Wand of Fireball (journeyman). One charge allows wielder to fling a ball of fire. Causes a wound on whoever is hit with a spell proxy. Activated by command words and gesture (throwing spell proxy).

Wand of Fireball (master). One charge allows wielder to fling an exploding ball of fire. Everyone within five feet of where the spell proxy hits takes one wound. Activated by command words and gesture (throwing spell proxy).


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