The art of making magical items. All fear the enchanter with enough time to prepare.
NOTE: MAGIC ITEMS CREATED BY ENCHANTMENT MAY COST MEGACREDITS TO REGISTER WITH THE PROPER AUTHORITIES, BASED ON THEIR POWER LEVEL. CHARACTERS MAY ONLY MAKE USE OF ONE ENCHANTED ITEM AT ANY GIVEN TIME, UNLESS OTHERWISE SPECIFIED. ENCHANTERS MAY SUBMIT ONE TICKET PER MONTH FOR NEW ENCHANTMENT EFFECTS, THOUGH THEY MAY ONLY DO SO UP TO THEIR CURRENT ENCHANTMENT LEVEL.
Primary Focus: Utility
Secondary Focus: Combat Utility
- Improvise (Touch, Ritual)
Enchanters may now imbue items with temporary magical energy. They function as improvised melee weapons that deal magical Light damage. This effect lasts until the end of the scene.
- Necessity (Self)
Create a temporary handheld item out of aether. This item must be simple, and cannot contain any moving parts. The item lasts until the end of the scene, or until it leaves the caster’s hand.
- Imbue (Touch, Ritual)
The caster imbues aetheric power into an object, giving it a single Enchantment Effect. While imbuing power into an item, the caster may freely flavor the item with any magic that a networked caster knows. The effect lasts for either a scene, or two full days before dissipating. Once dissipated, the enchantment is fully gone and the item is once more mundane, just as it was before enchantment. If the effect lasts longer than a scene, the caster must submit a Ticket to track it.
- Major Effect - Expertise (Passive)
The enchanted item provides a one rank equipment bonus to all skill checks of a chosen skill, but only outside of combat. The skill must be one that one of the networked casters is Specialized in.
- Minor Effect - Paranoia (Passive)
The enchanted item aggressively vibrates when it is viewed by the effects of a Scrying spell. This requires a networked Scryer of at least level 2.
- Minor Effect - Worthy (Passive)
The enchanted item resists the touch of any but its owner. The owner may pick it up and use it without issue, but anyone else finds it impossibly heavy and completely immovable. This requires a networked Terramancer of at least level 2.
- Recharge (Touch, Ritual)
Enchanters may recharge enchanted items with the Enduring effect, resetting their duration. The owner of the item must submit a Ticket.
- Greater Improvise (Passive)
The weapons created by Improvise may now deal Medium damage instead.
- Greater Imbue (Passive)
The caster may now enchant up to two effects onto an item, but only one of them can be a Major Effect. Additionally, enchanted items now last for one week before losing their charge.
- Major Effect - Retention (Passive)
While enchanting the item, one of the networked casters may cast one additional level 1 or 2 spell. That spell is absorbed by the item, and the user of the item may cast that spell once per scene without knowing the spell, but maintaining the same timing and Source cost restrictions.
- Major Effect - Golem (Passive)
The enchanted item, taking the form of a statue or figurine, is imbued with anima. It has 5 Body and may perform basic tasks, but cannot make attacks.
- Minor Effect - Pockets (Passive)
If the enchanted item has any storage capacity, the internal dimensions of the storage area expands tenfold, and things carried within it only weigh a tenth of their true weight. This requires a networked Portalcrafter of at least level 2.
- Minor Effect - Enduring (Passive)
The enchanted item never loses the last spark of its magic, and can be recharged indefinitely, even once it has lost power. Additionally, it lasts for a full month before recharging is necessary. To own an Enduring item requires spending MC depending on its effects. Major Effects cost 8 MC, and Minor Effects (including Enduring) cost 4 MC. An item with a Major Effect and two Minor Effects (including Enduring) would cost 16 MC.
- Disenchant (Touch, Ritual)
The caster drives all the aetheric energy from an item, stripping away enchantment and leaving the item as a mundane shell. This removes the power even from Enduring items, and prevents them from being recharged.
- Artisan’s Attunement (Passive)
The caster may now use up to two enchanted items at once.
- Empowered Necessity (Passive)
Necessity now costs 0 Source.
- Empowered Imbue (Passive)
The caster may now enchant up to three effects onto an item, but only one of them can be a Major effect.
- Major Effect - Temper (Passive)
The enchanted item must be a weapon, and is empowered by one type of magic, giving the user a one rank equipment bonus to all attacks with that weapon. The type of magic must be one that one of the networked casters has at level 3, and it must not be Enchantment.
- Major Effect - Perfected Golem (Passive)
The enchanted item, taking the form of a statue or figurine, is imbued with anima. It has 12 Body and may perform complex tasks, but cannot make attacks. The Golem is Trained in two skills, Specialized in one skill, and Capable in all other skills. This requires a networked Technomancer or Naturalist of any level.
- Minor Effect - Invulnerability (Passive)
The enchanted item is immune to damage, both magical and mundane. It can weather any storm, face any obstacle, and it will be fine. The owner, maybe not. This requires a networked Warder of at least level 2.
- Minor Effect - Returning (Passive)
The enchanted item flies to the owner’s hand when they will it. This effect works at Limitless range, but is Direct. This requires a networked Aeromancer of at least level 2.
By enchanting the very muscles of their body (and disabling several very important safety protocols), when the caster attacks they may roll twice and pick the result to keep. This effect lasts three rounds, and the caster takes Heavy damage once the effect ends.