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[[cote:spellbook:enchant_fire]]

Trace: quake_earth guard_water temper_fire enchant_air ignite_fire banish_fire twister_air scorn_water rumble_earth enchant_fire

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Enchant Fire

ENCHANT (Fire)
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: Fire
Caster Level: 4
Spell Point Cost: 25
Spell Energy: Fire
Spell Component: sulfur

Restrictions

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

Example
Evia casts enchant on Sharda.

Failure

Success
Evia spends 25 spell points to cast the spell.
Evia sees: Palming a piece of sulfur, you perform the ritual of Fire enchantment on the item.
Others see: Chanting in low tones, Evia takes a piece of sulfur and crumbles it over something in Sharda inventory, infusing it with the power of Fire.

Magic Number: 18