1-Enchant Item-enchant an item with a tapped elemental or command effect
2-Create Scroll-enchant a scroll with a single spell. Scroll's power is spent when power has been used once
3-Disenchant-Enchanter can remove any enchantment from any item, object or creature they have enchanted, or remove another mage's enchantment with a higher roll than power of target's enchantment
4-Rune Craft-enchant an item or object permanently with runes or hieroglyphs which seal a command inside.
5-Strengthen-enchant an item with strength to give the item itself greater strength, +1 strength per success.
6-Glyph Ward-enchant an object or item permanently with a glyph that is sealed with a command which can effect an area of up to a 25 yard radius per success rolled.
7-Designate Power-set the power level of an item or object at a fixed level equal to total roll.
8-Fork Enchantment-enchantment effects +1 multiple targets per ace rolled
9-Transmit Spirit-enchant an item or object with an ability or trait of a specified spirit, such as the strength of a troll, the prowess of a knight, or the stamina of a creature, etc. This power adds to checks or stats temporarily at MA Level Used unless made permanent.
10-Enchant Spirit-enchant a creature or spirit with a single magic ability.
11-Boost Power-improve level of an enchanted item, object, or creature by +1-Level per Ace (6) rolled. if boosting the power of an item made by someone else, the Enchanter must know what enchantments they are improving.
12-Elemental Enchantment-enchant an item or object with an elemental effect
12-Shadow Enchantment-enchant an item or object with a shadow spell
13-Wizard's Enchantment-enchant an item or object with a wizard's spell
14-Sorcerer's Enchantment-enchant an item or object with an arcane spell
15-Conjurer's Enchantment-enchant an item or object with a single conjuration. Conjure Water, Conjure Torch, Conjure Broadsword, Conjure Apple, Conjure Flame, etc
16-Necromantic Enchantment-enchant an item or object with a necromantic effect
17-Visionary Enchantment-enchant an item or object to show a past, future, or present relevant event. Those who use the item gain one advantage in knowledge such as recognizing someone as an enemy, gaining init when seeing an enemy coming, finding an important item or a treasure trove, etc.
18-Chronomancer's Enchantment-enchant an item or object with a single time effect
19-Enchanter's Seal-seals the power of enchantment within an item, power, or creature and protects power from disenchantments or negation of any kind by power of seal. Seal must be broken before enchantment can be destroyed
20-Layer Enchantments-enchant an item with up to 1 additional enchantment per success
21-Arcane Staff-create a magic staff using layer enchantments. Staff resists breaking by Total MA roll=Strength. Staff must be broken to disenchant it.
22-Cycling Enchantment-causes power of an enchantment to loop and makes it very hard to break as power keeps revitalizing itself. Special enchantment required to break a power loop (shatter enchantment)
23-Spirit Plants-enchant plants with a living spirit to create elementals which respond to commands by specific triggers
24-Spirit Stone-enchant rocks with a living spirit to create elementals which respond to commands by specific triggers
25-Strengthen-strengthen an enchanted item or object by +Total MA Roll. This cannot be used on creatures. Transmit Spirit can be used to Strengthen Creatures.
26-Haste-enchant an object, item, or creature by Total Roll=Movement
27-Arch Enchanter-Enchanter can detect and identify enchantments and spells, marks and seals and destroy or boost the enchantments of others. if an enchantment is concealed or protected they must get a higher roll to see past or destroy an enchantment.
28-Area Enchantment-enchant an area of up to 25 foot radius per success with a power or layered powers which act on fixed triggers or words of command
29-Conceal Enchantment-hide enchantments from identification spells, magic sense, and magic sight
30-Melee Companion-enchant a melee weapon to follow its wielder and fight for them of its own accord. Weapon is telekinetic and lasts +1-AR per ace. Costs 2 stamina to trigger its power
31-Power of Chaos-create an enchanted item, object, area, or creature with any chosen effect from any path of power
32-Grant Sentience: give an item intelligence, a will and a spirit of its own by fusing an item with a called spirit. Item will become an artifact and shall have one called penalty or consequence for use of item.
33-35-Improved Power-cast any enchantment at these levels as they are gained
36-40-Improved Power-cast any enchantment at these levels as they are gained
Enchanted Items Examples
Listed at Levels of Power
1-Trickster's Ring: Ring causes 1-2 targeted foes to trip, nullifying balance skills when ring is twisted one full turn. Enchantments: Trip, fork effect, ring strength 18. Value: 50 Gold.
2-Drowsy Mint: Bag of mint enchanted to cause sleep when drunk as tea. sleep lasts 2 d6 hours. Makes 8 cups. Activated when steeped in water. Enchantments: Deep sleep. Value: 100 Gold.
3-Healing Scroll: Scroll Heals +15 HP. Word of Power: beith dior mhaer (heal this friend). Value: 150 Gold.
4-Blind Man's Bracelet: See in dark places as though daylight, and allows the blind to see. Word of Power: olan mi roet (now I see). Value: 200 Gold.
5-Ring of Stamina: Stamina improved by +5 while ring is worn. Value: 250 Gold
6-Sword of Haste: Movement improved by +6 while wielding sword. Value: 300 Gold.
7-Lightning Arrows: Arrows imbued with the power of lightning with +10 damage. Value: 350 Gold.
8-Blanket of Protection: Protection against harm while sleeping as the one wearing the blanket goes unnoticed. Blanket could also heal and revitalize with added enchantments. Value: 400 Gold.
9-Magic Rope: Rope can reach any length at +5 feet each time its holder speaks the word sioniel (lengthen). Value: 450 Gold.
10-Pouch of Wealth: 10 d6 gold coins appear in the pouch every day. Value: 500 Gold.
11-Amulet of Regeneration: Person wearing the amulet regenerates 11 d6 HP when amulet is activated, -1-AR to use. Word of Power: Mhaer mi (heal me). Value: 550 Gold.
12-Earring of Greatness: Person wearing earring gets +1, +1-HB in choice skill per ace while earring is worn. Value: 600 Gold.
13-Ring of Recall: One wearing this ring can recall any object or weapon they own to themselves at any time. Value: 650 Gold.
14-Charm of Luck: Succeed automatically once a day (no kills) as long as this charm is on the person using it. Word of Power: miar mi methlah (wish me luck). Value: 700 Gold.
15-Ring of Might: Adds 15 d6 damage to a hit when activated by the words tirannor es immagra (temple of might) during an attack. Value: 750 Gold.
16-Magic Quiver: Never runs out of arrows. Value: 800 Gold.
17-Armor of Resistance: Resist magic by 50% while wearing armor. Value: 850 Gold.
18-Shield of Protection Scroll: Shields person from attacks until shielded person attacks. Value: 900 Gold.
19-Cloak of Concealment: Conceals person wearing it when activated. Word of Power: Shadows cover me. Value: 950 Gold.
20-Elemental Sword: Level-20. Fire, Lightning, and Ice broadsword+35 with +20 d6 damage when a power is activated. Ice Slows movement on a hit by -1 per success. Lightning Stuns for -1 AR per ace. Aggravated Damage lasts +1-AR per ace. Words of Power: Fire, Ice, Lightning. Value: 1020 Gold.
21-Thieves' Bane Pendant: Shields pendant holder and party from attacks by thieves in a radius of up to 25 feet. Thieves are also revealed by the activation of the shield. Value: 1050 Gold.
22-Quick Fire Scroll: Quick fire is released when word of power is spoken. Incinerates everything with an enclosed area. Affects area of 25 feet radius per success when released outdoors. Value: 2000 Gold.
23-Resurrection Scroll: Resurrects one target when word of power is spoken. Value: 2500 Gold.
24-Talisman of Strength: Strength+24 while talisman is worn. Value: 3000 Gold.
25-Ring of Fortitude: Protects from damage with +24-AC. Value: 3050 Gold.
26-Guardian Trees: A ward of up to 1 living tree per success around a home which protect the grounds and home. Trees do 26 d6 damage each. Value: 3150 Gold.
27-Sword of Valor: Sword increases Willpower, Health, and Stamina by +27 while wielded. Sword also gives wielder +6 HP sword combat. Value: 3350 Gold.
28-Castle Glyph Ward: A castle is protected from all magic and elemental effects. Value: 6500 Gold.
29-Staff of Protection: Level 29. Staff has the power to Heal, Protect from evil and necromancy, can reveal things or creatures hidden in shadows, and can produce star light which repels and damages creatures with sun bane, and which damages and repels wraiths and other undead creatures. Value: 6080 Gold.
30-Black Staff: Staff can channel any curse in Dark Invocation spell book from level 1-30. Value: 6400 Gold.
31-Blood Ring: Protects from blood drains and blood loss by regenerating blood as it is lost. Value: 1550 Gold.
32-Ring of Health: Improves health of one wearing the ring by +100 HP. Value: 5000 gold
Enchanters must have these abilities to use their power:
Use Magic Items: use of enchanted scrolls, items, and objects.
Path Aspects: knowledge of how to Tap and Channel an Aspect. Tap an elemental, spirit, or path of power and channel it into a target item, creature, or object.
Arcane Cryptology: knowledge of magic runes, glyphs, hieroglyphs, and their meanings.
Create Runes: creation of runic languages.
Arcane Knowledge: knowledge of magic and the history of magic.
Arcane Mineralogy: knowledge of what minerals retain magic and which do not
Arcane Biology: knowledge of what plant materials and creatures can retain magic and which do not.
Chaos Lore: Understanding of chaos and how it relates and interacts with all things. Understanding how to tap and apply the power of chaos.