'enchant weapon' 'enchant armor'
Enchanting a weapon or piece of armor permanently adds additional magical
properties to the item. Such enchantments require expensive material components
which are consumed during the enchantment process.
There is a chance however that an enchantment attempt fails, depending on the
level of the caster, the level of the item, and the enchantments already
present on the item being enchanted. While failure may simply mean that nothing
happens, in the worst case it means that all previous enchantments made to the
item are removed again.
Without any additional arguments, a random enchantment is added. Alternatively
the caster may specify 'physical' or 'mental', resulting in enchantments more
likely to be useful to physically or mentally oriented characters.
Instead of enchanting an item, the spells can also be used to disenchant one on
purpose, or analyze the current enchantments.
Syntax: c 'enchant armor' <item> [analyze/disenchant/mental/physical]
Once enchantments have been added, the item will gain excude a magical aura,
depending on the number of enchantments on it:
(Magical) = 1 - 4 enchantments
(Brilliant) = 5 - 8 enchantments
(Epic) = 9 - 12 enchantments
(Mythical) = 13+ enchantments
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