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[[cote:spellbook:enchant_air]]

Trace: goodbye_air disarm_fire wither_fire whisper_air favor_water flood_water quake_earth guard_water temper_fire enchant_air

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Enchant Air

ENCHANT (Air)
You find exactly what you need in a volume dedicated to the process of imbuing items with spell energy. All elements possess the power to enchant an item, or imbue it with the raw force of that element, although many items will not be receptive to the energies. Usually performed on a weapon or armor, the process lends unusual qualities to the material. Swords and axes of the normal variety are listed as the most powerful, but no reasons are cited. Of armor, elements seem able to bind to leather best, but, again, no reasons are listed. One example points out that a sword so enchanted by Fire will from then on burn with magical flames. The text goes on into a detailed explanation of the altered damages involved in cross-elemental combat and the effect of enchanted weapons upon it. This spell requires a material component from the element of the caster, and although the texts do not list them all, they note that elemental protection spells use the same ones. The text also mentions that the material component is consumed, even if the spell fails to enchant the item.

Requirements
Caster Realm: Air
Caster Level: 7
Spell Point Cost: 25
Spell Energy: Air
Spell Component: harpy feather

Restrictions

Casting
Enchant
Secret Number 1: 0
Secret Number 2: 0

Example
Ione casts enchant on Evia.

Failure

Success
Ione spends 25 spell points to cast the spell.
Ione sees: A faint breeze passes over your target, enchanting it!
Others see: Ione enchants something in Evia inventory.

Magic Number: 30