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WizardSpells

Enchanting

 

To temper an item, the wizard should pour potion on<item>. Tempering can take time, and different potions will cure at different rates. The time required for the tempering process to complete, will become clear at the time that the potion is applied. Once tempered, an Enchant Item spell should be cast directly at the item to be enchanted. Casting of the spell should not be delayed too long after the tempering has cured, otherwise there may be unexpected results.

 

Tempered items undergo extreme changes to their structure, and cannot be used in combat while they are in this state, lest they shatter. Armor too will become very stiff and brittle while tempered, and will not be wearable.

 

Enchanting is an intricate process requiring great involvement on the part of the wizard. A wizard must always do the tempering for him or herself. One wizard cannot enchant an item which has been tempered by another wizard, without re-tempering it first.

 

Most armor and weapons can be enchanted, even if they already have some magical ability from another source. Such previous magical items, however, will prove to be more difficult to temper, and some items will not be enchantable. Similarly, it will be somewhat more difficult for one wizard to temper an item ch has been worked on by another wizard. For best results, an item should be enchanted by one wizard only.

 

The chances of enchantment are directly related to the wizard's own level, along with the current bonus of the item being enchanted, and the quality of its tempering. A failure of this spell can result in the destruction of the item, so it should not be attempted in crowded areas, lest injuries to local bystanders be a result.

 

The wizard must decide how far they are willing to push their luck when trying to get an item to a very high bonus. Each tempering and enchantment cycle incurs time, expense and a certain amount of risk. As a wizard grows in level, his or her ability to enchant to higher levels "safely" will also increase. A wizard can make certain trade-offs on tempering time (which can vary from pretty short to REALLY long) and risks, by choosing a potion that best fits his or her requirements. Learning how potions affect the enchantment process will make a big difference in the wizard's ultimate success.

 

The maximum bonus attainable by this spell is +50.

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