Due to enchantment's finicky and difficult nature, its study is only suitable for bards versed in High Magic, or those who have learned Cosmic magic or Elementalism. The most basic skills in enchantment involve imbuing jewellery with charges of a spell that the wearer can subsequently release: either by pointing the item of jewellery at someone (targeting others) or rubbing it (in order to target himself or where no target is required). The number of charges which can be imbued on an item depend on the type of jewellery. In addition, enchanters can create sigils, metal items with enduring magical properties. Enchanting can only be done in ritual chambers that have a special pentagram inscribed on the floor.
Upon mastering enchantment, practitioners of Cosmic or Elemental magicks may choose to specialise further in the subtle arts of Spellcraft. The mind of a bard is ill-conditioned to higher level enchantment: instead, Bards may learn the gnomish science of Tinkering. See HELP ENCHANTMENT ITEMS for details on the items and spells created with Enchantment. |
Skill | Learned At | Description |
---|---|---|
AetherSphere | Inept+0% | Enchanting spheres with aethergoop to trap beasts. |
Fist | Inept+0% | The fist sigil. |
Rings | Inept+25% | Enchanted rings hold up to 10 charges. |
Pentagram | Inept+50% | Protect yourself from attacks. |
Void | Inept+75% | Destroy magical shields. |
Flame | Novice+0% | The flame sigil. |
Kingdom | Novice+25% | This special ray of Malkuth clots blood in the body. |
Bracelets | Novice+50% | Enchanted bracelets hold up to 20 charges. |
Beauty | Novice+75% | This special ray of Netzach regenerates the ego. |
Key | Apprentice+0% | The key sigil. |
Necklaces | Apprentice+25% | Enchanted necklaces hold up to 30 charges. |
Focus | Apprentice+50% | This special ray of Hod focuses the mind. |
Scrolls | Apprentice+75% | Enchant magic scrolls specially written by scribes. |
Perfection | Capable+0% | This special ray of Tipheret regenerates mana. |
Teardrop | Capable+20% | The teardrop sigil. |
Greatrobes | Capable+40% | Great robes may be enchanted for protection. |
Mercy | Capable+60% | This special ray of Gedulah regenerates health. |
DimensionPockets | Capable+80% | Create mini rifts from ordinary items. |
Palm | Adept+0% | The palm sigil. |
Eye | Adept+20% | The eye sigil. |
Heirloom | Adept+40% | Enchanted heirlooms hold up to 40 charges. |
Curse | Adept+60% | Cursed items cannot be removed. |
Monolith | Adept+80% | The monolith sigil. |
Miniatures | Adept+90% | Enchant finished miniatures to wage battles. |
Master | Master+0% | Move on to a master specialization. |
AetherSphere
Syntax |
AETHERGOOP ENCHANT SPHERE CHARGES <1-100> |
Cost of 1 sphere: marble 100 aethergoop 1000 gold 10000 |
Aetherspheres are one time use only. Upon throwing a sphere at a beast, that beast will be held indefinitely within the sphere. You may only trap beasts that are loyal to you. You cannot trap collared or custom beasts. The loyalty of the beast will change to whoever throws the sphere at the ground to release the beast.
Breaking aetherspheres cost 1 mercury per sphere and will return values worth 1/4 aethergoop and 1/10 gold of the cost of creating them. You cannot break a sphere holding a beast.
NOTE: When a beast is trapped in an aethersphere, the sphere's appearance will change based on the feeds and training of the aetherbeast. You will also be able to see what the released beast will look like in the sphere's extended description.
Fist
Syntax |
ENCHANT SIGIL FIST - to create. ATTACH <fist sigil> TO <item> - to use. |
Ingredients: iron 2 |
At a mystic pentagram you can create fist sigils at a small cost of power reserves. The fist sigil makes it more difficult to remove items from your inventory that have it attached.
Syntax |
DISENCHANT SIGIL FIST |
Power: 2 (any) |
You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts.
NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant.
Additional Notes: |
Power can instead come from powerstones if wielded; this applies to all enchantments. Most charges cost 1% of a powerstone.
It takes ten seconds at ground level, plus two seconds for each level below ground, to disenchant sigils. |
Rings
Syntax |
ENCHANT <spell> ON <ring> DISENCHANT <ring> |
To begin, you must place the ring on a mystic pentagram, and then enchant a spell onto it (one charge per enchant). Each such enchantment will drain your power reserves, unless you are lucky enough to be wielding a powerstone, in which case the power for the enchantment will be drained from the powerstone instead. If you want to change the spell that a ring is already charged with, you must DISENCHANT the ring first. Rings can hold up to 10 charges.
As your skill in enchantment progresses, you will be able to enchant rings with certain spells that you have already learned. To use an enchanted ring, you must first be wearing it. Also, it will need to be accessible (for instance, wearing gloves may prevent you from using a ring on your finger). As a general rule, depending on the spell, you must RUB the ring if you are targetting yourself or no target is required. Otherwise, POINT the ring at your target.
Pentagram
If you have the skill of Pentagram in High Magic, you may now enchant the spell of Pentagram as you would any other spell.
Activating the Pentagram spell will shield you against most attacks against your person.
Void
If you have the skill of Void in High Magic, you may now enchant the spell of Void as you would any other spell.
Activating the Void spell will destroy protective pentagrams or magic circles.
Flame
Syntax |
ENCHANT SIGIL FLAME - to create ATTACH <flame sigil> TO <item> - to use |
silver 2 |
At a mystic pentagram you can create flame sigils at a small cost of power reserves. When attached to an item, the flame sigil will prevent anyone from picking it up.
Syntax |
DISENCHANT SIGIL FLAME |
Power: 2 (any) |
You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts.
Syntax |
DISENCHANT FLAME ON <object> |
Power: 3 (any) |
You can also disenchant flame sigils that have been directly attached to another object.
Kingdom
If you have the skill of Malkuth in High Magic, you may now enchant the spell of the Kingdom upon jewellery as you would any other spell.
Activating the Kingdom spell will provide automatic clotting of bleeding wounds.
Bracelets
You can now charge bracelets, which can hold 20 charges.
See AB ENCHANTMENT RINGS.
Beauty
If you have the skill of Netzach in High Magic, you may now enchant the spell of Beauty upon jewellery as you would any other spell. Activating the Beauty spell will provide 1/2 ego regeneration.
Key
Syntax |
ENCHANT SIGIL KEY - to create DROP SIGIL - to use |
ingredients gold 2 |
At a mystic pentagram you can create key sigils at a small cost of power reserves. The key sigil works to automatically lock all doors in the room when anyone exits it.
Syntax |
DISENCHANT SIGIL KEY |
Power: 2 (any) |
You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts.
NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant.
Necklaces
You can now charge necklaces, which can hold 30 charges.
See AB ENCHANTMENT RINGS.
Focus
If you know the spell of Hod in High Magic, you are able to enchant the spell of 'focus' or the Powerful Mind. This enchantment works differently from other enchants in that you may only enchant it on baubles. Also, using the enchantment does not use charges; rather, charges decrement at the rate of one per Lusternian month. Baubles with such enchantment can hold a maximum of 10 charges.
The Powerful Mind clears away any dramatic blocks to debates.
Scrolls
Syntax |
ENCHANT <scroll> ENCHANT <spell> ON <magictome> |
You may enchant the magical script upon scrolls, which can hold up to 50 charges. If the item enchanted is a magic tome, you must specify which script is being charged.
Perfection
If you have the skill of Tipheret in High Magic, you may now enchant the spell of Perfection upon jewellery as you would any other spell. Activating the Perfection spell will provide 1/2 mana regeneration.
Teardrop
Syntax |
ENCHANT SIGIL TEARDROP - to create ATTACH <teardrop sigil> TO <vial/bottle> - to use |
Ingredients: gold 1, silver 1 |
The teardrop sigil is enchanted with the ability to draw liquid from the ether. If attached to a fluid container, it will allow one to drink straight from the rift.
Syntax |
DISENCHANT SIGIL TEARDROP |
Power: 2 (any) |
You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts.
Greatrobes
Syntax |
ENHANCEMENT ADD <robes> <enhancement> [<type>] ENHANCEMENT REMOVE <robes> <enhancement> [<type>] |
Power: 10% reserves |
Enchanters are able to enhance greatrobes (and splendour robes) with a variety of additional capabilities, ranging from weather resistance to increased influence ability. Each enhancement has its own materials requirement, as listed below. Additionally, some enhancements have specific types that must be selected; these enhancements can be used multiple times, so long as they are of different types. Robes must be worn for the enhancements to take effect.
Charm: Typed according to damage type. Requires one tailoring knot of the appropriate type. Provides 1/6 resistance of the selected damage type.
Influence: Types according to influence type. Requires one tailoring knot of the appropriate type. Provides 1/6 buff to selected influence type.
Quickening: Requires 5 wood and 5 silk. Increased celerity/movement speed.
Mass: Requires 10 steel. Increased rooting/summoning resistances.
Prestige: Requires 3 gold, 3 silver, 3 platinum, 1 silk. Increased prestige.
Weatherproofing: Requires 10 cloth. Increased resistance to weather effects.
Mercy
If you have the skill of Gedulah in High Magic, you may now enchant the spell of the Merciful Hand upon jewellery as you would any other spell. Activating the Mercy spell will provide 1/2 health regeneration.
DimensionPockets
Syntax |
ENCHANT DECK ENCHANT BAG |
Power: 25% Reserves (any) |
As an enchanter with the skill of Rift in Planar, you can create dimensional pockets in ordinary items, turning card decks into magical tarot card decks or ordinary silk bags into magical rune bags. You may also create a dreamcatcher out of 3 rope and 3 silver commodities. The item(s) must be placed in an inscribed enchanter's circle.
Palm
Syntax |
ENCHANT SIGIL PALM - to create Put it on the ground - to use |
Ingredients: silver 2 platinum 1 |
At a mystic pentagram you can create palm sigils at a small cost of power reserves. The palm sigil will prevent the Acquisitio ritual from picking up items in a location.
Syntax |
DISENCHANT SIGIL PALM |
Power: 2 (any) |
You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts.
NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant.
Eye
Syntax |
ENCHANT SIGIL EYE |
Ingredients: platinum 2 |
At a mystic pentagram you can create eye sigils at a small cost of power reserves. The eye sigil will, when placed on the ground, stop souls from entering the room. Additionally, Dreamweavers moving about in dream form will be slowed when attempting to move.
Syntax |
DISENCHANT SIGIL EYE |
Power: 2 (any) |
You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts.
NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant.
Heirloom
You can now charge heirlooms, which can hold 40 charges.
See AB ENCHANTMENT RINGS.
Curse
Syntax |
ENCHANT CURSE ON <item> |
You may curse armour, jewellery and clothing, rendering it impossible to remove those items once worn. The enchanted curse will fade after about one Lusternian year.
Monolith
Syntax |
ENCHANT SIGIL MONOLITH To Use: Put it on the ground |
Ingredients: gold 1 silver 1 platinum 1 iron 1 |
At a mystic pentagram you can create monolith sigils at a small cost of power reserves. The monolith sigil will prevent most forms of magical instant travel into the room.
Syntax |
DISENCHANT SIGIL MONOLITH |
Power: 2 (any) |
You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts.
NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant.
Miniatures
You now have the ability to activate battle figurines. See HELP MINIATURE BATTLES.
Additional Notes: |
Jewelers make blank figurines, artists sculpt them and influencers load them with esteem. |
Master
At this point in your training of Enchantment, you have progressed where you must specialize in an aspect of this skill to continue learning. If you have not yet selected a specialization, see SKILLCHOICE LIST to see what is available. There may be a choice between two or more specializations.