Enchant An Item
(Conjuration/Summoning)
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Effect: This is a
spell which must be used by a magic-user planning to create a magic item.
The enchant an item spell
prepares the obiect to accept the magic to be placed upon or within it.
DMG: Formulae for
magic items are suggested under FABRICATION OF MAGIC
ITEMS (q.v.).
A: Make
The item to be magicked must
meet the following tests:
1) it
must be in sound and undamaged condition;
2) the
item must be the finest possible, considering its nature,
i.e. crafted of the highest quality material and with the finest workmanship;
3) its
cost or value must reflect the second test,
and in most cases the item must have a raw materials cost in excess of
100 g.p.
With respect to requirement 3), it is not possible to apply this test to
items
such as ropes, leather goods, cloth,
and pottery not normally embroidered, bejeweled
tooled, carved, and/or engraved;
however, if such work or materials can be added to an item without weakening
or harming its normal functions,
these are required for the item to be magicked.
B: Enchant
Range: The item to
be prepared must be touched manually by the spell caster.
This touching must be constant
and continual during the casting time.
(During
rest periods the item being enchanted must never be more than 1’ distant
from the spell caster)
Casting
Time: This touching must be constant and continual during the casting
time
which is a base 16 hours
plus an additional 8-64 hours
(as the
magic-user may never work over 8 hours per day,
and haste
or any other spells will not alter time required in any way,
this
effectively means that casting time for this spell is 2
days + 1-8 days).
All work must be uninterrupted,
and during rest periods
the item being enchanted must never be more than 1’ distant from the spell
caster,
for if it is, the whole
spell is spoiled and must be begun again.
(Note
that during rest periods absolutely no other form of magic may be performed,
and the
magic-user must remain quiet and in isolation.)
Saving Throw: At the
end of the [casting time], the caster will “know” that
the item is ready for the final test.
He or she will then pronounce
the final magical syllable, and if the item makes a saving throw
(which is exactly the same
as that of the magic-user who magicked it) versus magic,
the spell is completed.
(Note that the spell caster’s
saving throw bonuses also apply to the item, up to but not exceeding +3.)
A result of 1 on the die
(d20) always results in failure, regardless of modifications.
Effect.exception:
Scrolls or magic devices can never be used to enchant an item (B) or
cast magic upon an object
(C, D) so prepared.
C: IMBUE
Once the spell is finished,
the magic-user may begin
to place the desired dweomer upon the item,
and the spell he or she
plans to place on or within the item must be cast within 24 hours or
the preparatory spell [ie.
the Enchant An Item, which must be successfully cast, to get to step C]
fades,
and the item must again
be enchanted.
Each spell subsequently cast
upon an object bearing an enchant an item spell requires
4 hours + 4-8 additional
hours per spell level of the magic being cast.
Again, during casting the
item must be touched by the magic-user,
and during rest periods
it must always be within 1’ of his or her person.
This procedure holds true
for any additional spells placed upon the item,
and each successive dweomer
must be begun within 24 hours of the last,
even if any prior spell
failed.
Saving Throw: It is
also necessary to point out that while it is possible to tell when the
basic
(enchant an item) spell
succeeds, it is not possible to tell if successive castings actually take,
for each must make the same
sort of saving throw as the item itself made.
Effect.exception:
Scrolls or magic devices can never be used to enchant an item (B) or
cast magic upon an object
(C, D) so prepared.
D: BIND
No magic placed on or into
an item is permanent unless a permanency
spell is used as a finishing
touch, and this always runs a risk of draining a
point of constitution from
the magic-user casting the spell.
Naturally, items that are
charged
-- rods, staves, wands,
javelins of lightning, ring of wishes, etc. --
can never be made permanent.
DMG: When casting
the permanency spell on on item,
the magic-user need only
roll 2 or better with d20 to avoid loss of a constitution point.
Effect.exception:
Scrolls or magic devices can never be used to enchant an item (B) or
cast magic upon an object
(C, D) so prepared.
** ** ** ** **
MC: The material component(s)
for this spell vary according to both the nature
of the item being magicked
and successive magicks to be cast upon it.
MC.example: For example,
a cloak of displacement
might require the hides of 1 or more displacer beasts,
a sword meant to slay dragons
could require the blood and some other part of the type(s) of dragon(s)
it will be effective against,
and a ring
of shooting stars might require pieces of meteorites and the horn of
a ki-rin.
These specifics, as well
as other information pertaining to this spell, are known by your Dungeon
Master.
Wu
Jen: This spell is used by the wu jen to prepare an item for enchantment
and to effect that enchantment.
An item that is to be made
magical must be sound and undamaged, and must be of the highest quality
materials, costing not less than 20 ch'ien.
The enchanting wu jen must
work on this item alone for 2 + 1 d8 days, working eight hour days, to
become familiar with the object.
No other spell casting may
be done during this period, and the item may not be more than one foot
from the wu jen during the period.
At the end of this time,
a saving throw is made for the wu jen, with success indicating that the
item is ready to receive the magics cast upon it, which must be cast within
the next 24 hours.
The subsequent spells require
4 + 4-8 hours per spell level, and each additional enchantment must follow
within 24 hours of the last.
These additional magics
are not permanent unless a permanency spell
is also cast, though items with charges may never be made permanent.
MC.Wu Jen: The material
component varies according to the item being affected.