Enchant An Item
(Conjuration/Summoning)

L^: mu6, wj6
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R#: T
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D^: S
C^: v.s.m
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CT: S
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S^: Neg.
A^: One item
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MP: 18, 28

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.