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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
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