Enchantment

Enchant Skill

Use the Magic book to find a spell and all the same details
Every Spell in GURPS Magic is an Average Technique with the penalty listed. The Technique cannot go above Enchant+5. You may add your Incantation Gift or Power Investiture for the appropriate celestial assuming you have the necessary Path skill or necessary Power Investiture level to your Enchant skill.

You must have a 15 in the Enchantment Technique before you can even attempt an enchantment. If successful, the enchanted weapon's Power is equal to the Enchantment Technique.

Every day, you may attempt to spend 8 hours to put a maximum of 25 points.
Roll vs the Enchantment Technique for the spell, if you succeed, you put 25 points in. If you critically succeed, you can put 50 points in. If you fail, you don't put in any points for that 8 hours. If you critically fail, the entire item is destroyed.
You may attempt a second "shift" of enchanting per day, but the enchant roll is at -5 per attempt (does not affect Power of enchanted item) in the last 24 hours and incures 1 point of long term fatigue damage.

If buying, the prices are (price of the item enchanted + (5 x energy cost) + any other listed enchantment cost.


ACTIVE: This acts as a "focus" and allows you to cast a spell without actually being trained in the spell. You must remain awake for these enchantments to remain active.
PASSIVE: These are usually utility items that don't need to stay on a person to be useful. They may be an affect that you can toggle on or off with a Concentrate Maneuver
AURA BOUND: These enchantments are casting their spells on you. you can only have a certain amount of these affecting you at any time.
MODIFIER: These are used to modify the enchantment added.




Powered
Requirements: Weaver 1/2/3/4 or unmodified Path of Arcanum (IQ-2/+0/+4/+8)
Skill Roll: Enchant-2
Material Costs: none
Energy Costs: 500/1,000/2,000/4,000
Usage: MODIFIER
Reduces the FP cost to use or maintain the Active enchanted item this is attached to by 1/2/3/4. If it reduces the FP cost for maintenance to 0, you can count this enchantment as Always On as long as you are awake. The Power value is halved (round down) for use in Low Mana levels and double the Power value if in High or Very High Mana levels,


Speed
Requirements: Weaver or Traveler 1/2/3/4 or unmodified Path of Arcanum (IQ-2/+0/+4/+8)
Skill Roll: Enchant-2
Material Costs: none
Energy Costs: 500/1,000/2,000/4,000
Usage: MODIFIER
Reduce the time required to use the ACTIVE enchanted item this is attached to by x1/2, x1/4, x1/6, or x1/8 depending on the level chosen. If the casting time is reduced to below 1 second, you may use the item without a Concentration Maneuver.



Weapon Enhancements

These enchantments are almost always Passive, but there are some exceptions. These are ways to make your weapon much better or modify the way weapon affects its targets.


Loyal Weapon
Requirements: Weaver 2 or unmodified Path of Elementalism (IQ+0)
Skill Roll: Enchant-2
Material Costs: must be a weapon worth $750 or more
Energy Costs: 750 per pound of weapon
Usage: AURA BOUND
The weapon enchanted with this can be willed by the owner to come straight to their hand. They can use this as a free Fast-Draw skill, or to retrieve a weapon that has been disarmed or thrown. The weapon can move at a Basic Speed of 12 avoiding any obsticals in between.


Dancing Weapon
Requirements: Ferryman or Weaver 3 or unmodified Path of Elementalism (IQ+4)
Skill Roll: Enchant-2
Material Costs: must be a weapon worth $1,000 or more
Energy Costs: 1,000 per pound of weapon's weight
Usage: AURA BOUND
This weapon can be commanded as a free action to hang in the air and do as the owner wishes. The weapon is able to Move, Attack, Move and Attack, Ready (to recover from an attack that unreadys only), or Do Nothing. You may also order it to take
It has a skill of 15, Basic Speed of 5, and ST equal to the creater's Enchant skill (modified for Mana Level). This does not work on missile weapons. You may double the energy cost to either increase Basic Speed to 6 or increase skill to 18. Quadruple the cost to do both.
It fights until either, loses all HP, it critically fails, an enemy critically succeeds in hitting it, it enters a No Mana level, the owner dies, or the owner wishes it to stop. If the owner is knocked unconcious, the weapon will continue fighting the closest foe. The weapon can be targeted at -4 (for polearm), -5 (for a sword or axe), or -6 (for a dagger), has HP equal to the effective skill of the enchanter at time of enchanting and has a DR of 2. Weapons are not effected by wounding modifiers.


Defending Weapon
Requirements: Weaver 2/3/4 or Path of Protection (IQ+0/+4/+8)
Skill Roll: Enchant-2
Material Costs: must be a weapon worth $500/$1,000/$2,000 or more
Energy Costs: 500/1,000/2,000
Usage: AURA BOUND
A weapon enchanted with this gives a +1/+2/+3 to parry skills. If combined with Dancing Weapon, the weapon will attempt to parry blows made at the owner if the weapon is able to intercept. This can only be cast on a balanced weapon that can normally parry.


Ghost Weapon
Requirements: Ferryman or Trials of Man 2 or Path of Necromancy (IQ+0)
Skill Roll: Enchant-2
Material Costs: must be a weapon worth $250 or more
Energy Costs: 250 per pound of weight
Usage: PASSIVE
Allows the enchanted weapon to affect Insubstantial enemies as if they were substantial.


Puissance
Requirements: Weaver 2/3/4 or Path of Elementalism (IQ+0/+4+/8)
Skill Roll: Enchant-6
Material Costs: must be a weapon worth $250/$1,000/$5,000 or more
Energy Costs: 250/1,000/5,000
Usage: PASSIVE
This adds to basic damage of a weapon.


Accuracy
Requirements: Weaver 2/3/4 or Path of Elementalism (IQ+0/+4+/8)
Skill Roll: Enchant-6
Material Costs: must be a weapon worth $250/$1,000/$5,000 or more
Energy Costs: 250/1,000/5,000
Usage: PASSIVE
Add the Accuracy level to your effective skill level.


Armor Enchantments

The Energy Cost of the Enchantment is affected by Armor Coverage Percent.


Fortify
Requirements: Earth Shaper, Weaver, or Bastion 1/1/2/3/4 or unmodified Path of Elementalism or Protection (IQ-2/-2/+0/+4/+8)
Skill Roll: Enchant-1
Material Costs: must be a piece of armor worth $50/$200/$800/$3,000/$8,000 or more modified by Armor Coverage Percent
Energy Costs: 50/200/800/3,000/8,000
Usage: PASSIVE
You can increase the DR of a piece of armor by +1/+2/+3/+4/+5. If an attack deals more damage to this armor than the Fortify level, reduce the Fortify level by 1. This recovers at a rate of 1 Fortify level per day or it can be repaired with the Repair spell.


Deflect
Requirements: Bastion 2/3/4 or unmodified Path of Protection (IQ+0/+4/+8)
Skill Roll: Enchant-2
Material Costs: must be on a shield worth $500/$1,000/$2,000 or more
Energy Costs: 500/1,000/2,000
Usage: AURA BOUND
When a shield is enchanted with this, it adds +1/+2/+3 to the DB of the shield.


Dancing Shield
Requirements: Ferryman or Bastion 3 or unmodified Path of Protection (IQ+4)
Skill Roll: Enchant-2
Material Costs: must be on a shield worth $250 or more
Energy Costs: 250 per pound of equipment
Usage: AURA BOUND
This Shield can be commanded as a free action to hang in the air and do as the owner wishes. The shield is able to Move, Attack, Move and Attack, Defend, or Do Nothing. It will attempt to Block any attacks to the person the owner commands it to defend. The shield will attempt to stick to that person. If it hasn't moved yet when the defended person moves, it will hold its Move action to follow the person.
It has a skill of 16 (Block: 11+DB), Basic Speed of 5, and ST equal to the creater's Enchant skill (modified for Mana Level). You may double the energy cost to either increase Basic Speed to 6 or increase skill to 18 (Block: 12+DB). Quadruple the cost to do both.
The shield can Block two different attacks per turn, regardless of its owner's actions. If the Shield is ordered to Bash, the shield forfeits the ability to Block until the owner tells it to defend again.
It fights until either, loses all HP, it critically fails, an enemy critically succeeds in hitting it, it enters a No Mana level, the owner dies, or the owner wishes it to stop. If the owner is knocked unconcious, the weapon will continue fighting the closest foe. The shield can be targeted at DB-4 and has HP equal to the effective skill of the enchanter at time of enchanting. It will fall to the ground and must be repaired before it can be used again. Shields are not effected by wounding modifiers.


Lighten
Requirements: Weaver or Bastion 2/3 or unmodified Path of Elementalism or Protection (IQ+0/+4)
Skill Roll: Enchant-1
Material Costs: none
Energy Costs: 100/500
Usage: PASSIVE
This enchantment makes the armor or shield 25%/50% lighter.


Magical Tools

These are tools that a mage or priest can make to aid them in the usage of their spells.


Staff
Requirements: Weaver 1 or unmodified Path of Arcanum (IQ-2)
Skill Roll: Enchant-1
Material Costs: must be on a wood or ironwood rod up to 6 feet long
Energy Costs: 30
Usage: PASSIVE
These staves are great for using spells at a safe distance. Any range spells cast through the Staff has their Range Penalties reduced by the length of the staff. Melee spells may also be applied though striking the target with your Staff (an attack roll using the Staff skill). Staves are frequently used as enchanting targets for combat spells, but this enchantment is not required for those enchantments to be usable.


Powerstone
Requirements: Weaver 1/2/2/3/4 or unmodified Path of Arcanum (IQ-2/+0/+0/+4/+8)
Skill Roll: Enchant-1
Material Costs: a jewel worth $100/$200/$300/$400/$500 or any kind of item that has a jewel of the same value embedded in it
Energy Costs: 100/200/300/400/500
Usage: AURA BOUND
When you are bound to this enchanted item, you have an Energy Reserve of 5/10/15/20/25 that you may draw upon for any enchanted item or spell casting. The Energy Reserve pool is restored only as long as you are bound to it for the full time and are in at least Low Mana or Low Sanctity from any celestial except Trials of Man. It will refill in Low levels at 1 point per week, Normal levels at 1 point per day, High levels at 1 point per 12 hours, and Very High levels at 1 point per 6 hours.


Soul Jar
Requirements: Ferryman 3 or unmodified Path of Necromancy (IQ+4)
Skill Roll: Enchant-7
Material Costs: a jar of any kind
Energy Costs: 8
Usage: AURA BOUND
You may attach your soul to an empty jar. Nothing happens until your body is killed. Instead of dying, your soul will be pulled into the jar. You may percieve your environment from the jar and have any FP or ER your body had as well as being able to cast any celestial spells you have at 20+ or mental advantages you have purchased.
If you have any kind of telepathy skills, you may communicate with people. If you have the ability to possess others, you may attempt to take the body of someone who is nearby. If the jar is destroyed while you are bound to it, you will die whether or not your body sustains any injury.
You cannot be bound to a Homunculus and Soul Jar at the same time.


Homunculus
Requirements: Invalid 3 or unmodified Path of Necromancy (IQ+4)
Skill Roll: Enchant-3
Material Costs: a small bottle and some flesh of your lineage
Energy Costs: 800
Usage: AURA BOUND
You may create a miniture version of yourself inside a bottle. This creature requires 1 HP of blood from a person per day in order to keep it alive. If the bottle breaks for any reason, the homonculus dies.
You may move your conciousness to this creature at any time from any distance. If your conciousness is in the creature, you may cast spells from it (spells that deal damage will likely break the bottle and kill the homonculus). Any spells cast on the homonculus while your conciousness is in the homonculus are counted as cast directly on you.
You cannot be bound to a Homunculus and Soul Jar at the same time.


Attribute Improvements

These are tools to improve your body or mind.


Might
Requirements: Weaver or Bastion 2/2/3/3/4 or unmodified Path of Transfiguration (IQ+0/+0/+4/+4/+8)
Skill Roll: Enchant-1
Material Costs: any wearable item
Energy Costs: 1,500/3,000/4,500/6,000/7,500
Usage: AURA BOUND
When bound to this item, increase your ST by +1/+2/+3/+4/+5. This affects damage, Basic Lift, and HP. This doesn't heal lost HP but adds them on top of your current HP. If removing the item would drop your current HP to below -1xHP, you must make an HT roll to not die.


Vigor
Requirements: Weaver or Bastion 2/2/3/3/4 or unmodified Path of Transfiguration (IQ+0/+0/+4/+4/+8)
Skill Roll: Enchant-2
Material Costs: any wearable item
Energy Costs: 1,500/3,000/4,500/6,000/7,500
Usage: AURA BOUND
When bound to this item, increase your HT by +1/+2/+3/+4/+5. This affects abilities that use your HT, Basic Speed, FP, and the ability to resist trauma disease and poison. If removing the item would drop your current FP to below 0, take HP damage equal to the amount of FP you would drop after 0.


Wisdom
Requirements: Weaver or Scribe 2/2/3/3/4 or unmodified Path of Mesmerism (IQ+0/+0/+4/+4/+8)
Skill Roll: Enchant-6
Material Costs: any wearable item
Energy Costs: 2,000/4,000/6,000/8,000/10,000
Usage: AURA BOUND
When bound to this item, increase your IQ by +1/+2/+3/+4/+5. This affects abilities that use your IQ and IQ-based skills, but doesn't affect Will, Perception, or spells.


Grace
Requirements: Weaver or Gala 2/2/3/3/4 or unmodified Path of Transfiguration (IQ+0/+0/+4/+4/+8)
Skill Roll: Enchant-1
Material Costs: any wearable item
Energy Costs: 2,000/4,000/6,000/8,000/10,000
Usage: AURA BOUND
When bound to this item, increase your DX by +1/+2/+3/+4/+5. This affects Basic Speed and DX-based skills.


Strengthen Will
Requirements: Weaver or Ferryman 2/2/3/3/4 or unmodified Path of Mesmerism (IQ+0/+0/+4/+4/+8)
Skill Roll: Enchant-7
Material Costs: any wearable item
Energy Costs: 2,000/4,000/6,000/8,000/10,000
Usage: AURA BOUND
When bound to this item, increase your Will by +1/+2/+3/+4/+5. This affects abilities that use your Will and Will-based skills.


Alertness
Requirements: Weaver or Bastion 1/2/2/3/4 or unmodified Path of Mesmerism (IQ-2/+0/+0/+4/+8)
Skill Roll: Enchant-2
Material Costs: must be clothing or jewelry
Energy Costs: 300/600/1,200/1,500/1,800
Usage: AURA BOUND
You may spend 2/4/6/8/10 FP to increase all of your Sense rolls by +1/+2/+3/+4/+5 for 10 minutes (half FP cost to maintain). You may activate the enchantment at a lower level than your enchanted level if you wish.


Food and Beverages

These are tools to make food and drink much more effective and efficient.


Season
Requirements: Gala 1
Skill Roll: Enchant-1
Material Costs: must be as spoon
Energy Costs: 50
Usage: PASSIVE
When this spoon is stirred through any food or drink for 10 seconds, it is flavored and spiced to the users preference. A successful Cooking skill roll may be used to attempt to flavor any food or drink to be pleasing to someone else. This only changes the taste and does nothing for the nutrition of the meal or drink.


Mature
Requirements: Gala or Traveler 2
Skill Roll: Enchant-2
Material Costs: must be a keg that can hold 1 gallon
Energy Costs: 50
Usage: PASSIVE
Any foodstuff that is placed in this keg will age and mature much quicker than normal. If the aging process normally takes days or weeks (beer, wine, aged cheese, pickles, dry-aged meats) take only an hour. A process that normally takes hours (bread dough, yogurt, fresh cheese) only take a minute. Processes that take years (vintage wines, thousand-year eggs) accelerate a year for every day they spend in the keg. The keg can only be used to mature something once per day.


Preserve Food
Requirements: Gala or Traveler 2
Skill Roll: Enchant-1
Material Costs: must be a chest or sack
Energy Costs: 100
Usage: PASSIVE
Anything placed in the chest or sack will never dry out or spoil. The item can only preserve up to 5 pounds of food at a time.


Monk's Banquet
Requirements: Gala 3
Skill Roll: Enchant-2
Material Costs: must be clothing or jewelry
Energy Costs: 1,000
Usage: AURA BOUND
If the wearer of this item has at least Power Investiture 3 for the Weaver, Gala, Bastion, Scribe, or Ferryman, they will not need to eat or drink at all while they are wearing it. Taking it off does not incure any penalties other than you must begin eating and drinking again for sustenance. This will lower your Cost of Living by up to 30% (does not stack with any other racial or magical effects that reduce your food consumption and consequently your Cost of Living).


Recovery

People sometimes get hurt and these tools can help them survive the more dangerous attacks.


Minor Healing
Requirements: Gala, Bastion, Ferryman, Scribe, or Weaver 1
Skill Roll: Enchant-1
Material Costs: must be a wand or staff decorated in a snake pattern
Energy Costs: 600
Usage: AURA BOUND
You may touch the enchanted item to the target and spend 1 to 3 FP to restore the same amount of HP to the target. Every successive attempt to heal the same target within 24 hours incures a cumulative -3 penalty to the roll to use this item (this keeps the same penalty if you cast Minor Healing without the enchantment).


Major Healing
Requirements: Gala 2
Skill Roll: Enchant-2
Material Costs: must be a wand or staff decorated in a snake pattern
Energy Costs: 1,500
Usage: AURA BOUND
You may touch the enchanted item to the target and spend 1 to 4 FP to restore twice the amount of HP to the target. Every successive attempt to heal the same target within 24 hours incures a cumulative -3 penalty to the roll to use this item (this keeps the same penalty if you cast Major Healing without the enchantment).


Great Healing
Requirements: Gala 3
Skill Roll: Enchant-4
Material Costs: must be a wand or staff decorated in a snake pattern
Energy Costs: 4,000
Usage: AURA BOUND
You may touch the subject and spend 20 FP to restore all of the subject's missing HP. It doesn't restore any crippled limbs or missing body parts but it can heal HP lost due to these circumstances. The subject may only benefit from this spell once per day from any source.


Restoration
Requirements: Gala 3
Skill Roll: Enchant-3
Material Costs: must be a wand or staff decorated in a snake pattern
Energy Costs: 2,000
Usage: AURA BOUND
If the target has a crippled limb, damaged eye, lost the ability to see, hear, smell, etc. you may spend 15 FP and attempt to heal the damage. If the limb has been amputated, but is still intact, you may attempt to reattach it if it was removed within an hour of the attempt.
The process takes 1 month to complete, but the part being healed cannot be used at all.


Resist Poison
Requirements: Bastion or Gala 3 or unmodified Path of Protection (IQ+4)
Skill Roll: Enchant-1
Material Costs: must be jewelry and bear a picture of a unicorn
Energy Costs: 4,000
Usage: AURA BOUND
The subject becomes immune to all poisons as long as they wear the enchanted item. This does not neutralize any poison already affecting the wearer.


Resist Disease
Requirements: Untamed Wilds or Gala 3 or unmodified Path of Protection (IQ+4)
Skill Roll: Enchant-2
Material Costs: must be jewelry and bear a picture of a unicorn
Energy Costs: 250 or 2,500
Usage: AURA BOUND
For the 250 point version, it keeps the wearer from spreading any diseases they may have. The 2,500 point version makes the wearer completely immune catching any diseases. This does not affect any diseases already affecting the wearer.


Flame Enchantments

If fire is what you wish, this is the section you are looking for.


Ignite Fire
Requirements: Eternal Flame 1 or unmodified Path of Elementalism (IQ-2)
Skill Roll: Enchant
Material Costs: must be staff, wand, or jewelry with a $50 Ruby
Energy Costs: 100
Usage: ACTIVE
You may attempt to start a fire at a distance. The cost is per second. This has multiple tiers of usefulness:
  • 1 FP- As though a match had been held to the subject. Lights a candle, pipe, or tinder in 1 second.
  • 2 FP- As though a torch had been held to the subject. Lights paper or loose cloth in 1 second, ordinary clothes being worn in 4 seconds.
  • 3 FP- As though a blowtorch had been held to the subject. Ignites dry firewood or clothes being worn in 1 second, and heavy wood in 6 seconds.
  • 4 FP- As though ignited phosphorus had been held to the subject. Ignites coal in 1 second, or heavy wood in 2 seconds.


Extinguish Fire
Requirements: Eternal Flame 1 or unmodified Path of Elementalism (IQ-2)
Skill Roll: Enchant-1
Material Costs: must be staff, wand, or jewelry with a $300 Ruby and a $100 Black Onyx
Energy Costs: 400
Usage: ACTIVE
You may pay 3 FP (modified by desired Area coverage). This will fully extinguish any ordinary and magical fires in an area. Does not affect superheated materials like molten metal, lava, etc.


Fireball
Requirements: Eternal Flame 2 or unmodified Path of Elementalism (IQ+0)
Skill Roll: Enchant-3
Material Costs: must be Staff or Wand with a $400 Ruby
Energy Costs: 800
Usage: AURA BOUND
This item can only be used by someone with levels in Incantation Gift or Power Investiture (Eternal Flame). You may fire the fireball from the end of the staff or wand. The attack hits with the Innate Attack skill, has 1/2D 25, Max 50, and Acc 1. You may spend 1 FP up to your Incantation Gift or Power Investiture (Eternal Flame) level per second for 3 seconds (any cost reduction is applied to the final cost). The fireball deals 1d burn damage per point of FP spent on it before any cost reductions.


Explosive Fireball
Requirements: Eternal Flame 3 or unmodified Path of Elementalism (IQ+4)
Skill Roll: Enchant-4
Material Costs: must be Staff or Wand with a $500 Ruby
Energy Costs: 1,200
Usage: AURA BOUND
This item can only be used by someone with levels in Incantation Gift or Power Investiture (Eternal Flame). You may fire the fireball from the end of the staff or wand. The attack hits with the Innate Attack skill, has 1/2D 25, Max 50, and Acc 1. This can be thrown at a wall, floor, etc. for an additional +4 to hit. You may spend 2 FP up to two times your Incantation Gift or Power Investiture (Eternal Flame) level per second for 3 seconds (any cost reduction is applied to the final cost). The fireball deals 1d burn explosive damage per point of FP spent on it before any cost reductions. Explosive damage applies the damage to everyone within X yards but deals 1/(3 * distance from center in yards) damage to the target.


Resist Fire
Requirements: Eternal Flame 2 or unmodified Path of Elementalism or Protection (IQ+0)
Skill Roll: Enchant-1
Material Costs: must be staff, wand, or jewelry with a $500 Ruby and a $200 Black Onyx
Energy Costs: 800
Usage: AURA BOUND
You may spend 2 FP at will to attempt to activate the effects for a minute and 1 FP per minute to continue the effects afterwards. The user is completely immune to the effects of any hot burn damage from combat spells or any other kind of fire or heat. You may double the energy costs to resist blast furnace or volcano levels of heat. Triple the energy cost to resist the heat of a star.


Flaming Armor
Requirements: Eternal Flame 3 or unmodified Path of Elementalism (IQ+4)
Skill Roll: Enchant-3
Material Costs: must be a) staff or jewelry with $300 worth of Rubies or b) cape or armor
Energy Costs: 600 for Staff or Jewelry, 700 for Cape, and 1,000 for Armor (modified by Armor Coverage cost like the Armor Enchantments above)
Usage: AURA BOUND
This has multiple effects depending on the item enchanted. All items can be activated with an FP cost of 6 for the first minute and 3 for any following minute it is maintainted. When activated, the protected area is sheathed in flames without any discomfort and the subject is also protected as if under the effects of Resist Fire above.
The subject's melee attacks deal an extra point of burn damage assuming the protected area is somewhat close to the attack (arms for normal melee attacks, legs for kicking attacks, helmet for biting attacks, etc.). Any melee attacks that strike the protected area triggers a 1d Flame Jet backlash that automatically strikes the hand (or whatever body part is striking) of the attacker as long as the weapon is Reach 1 or less. If the protected area is grappled, the foe takes 3d burning damage but the spell immediately dissipates and must be reactivated.
If the item is a staff or jewelry, this can apply the effect to either yourself or a willing target. If the item is armor, it will only have the same coverage as the armor. If the item is a cape, it will protect everything coming from behind or the sides as well as from the front only if wielded as a light cloak.


Flaming Weapon
Requirements: Eternal Flame 2 or unmodified Path of Elementalism (IQ+0)
Skill Roll: Enchant-3
Material Costs: must be a weapon worth $750 or more (including Ruby cost) with a $400 Ruby
Energy Costs: 750
Usage: PASSIVE
The weapon can be sheathed in flames or extinguished as a free action. This has no FP cost to the wielder. When this is activated, the weapon deals an additional +2 burning follow-up damage. The weapon also acts as a torch while ignited.


Flaming Missiles
Requirements: Eternal Flame 2 or unmodified Path of Elementalism (IQ+0)
Skill Roll: Enchant-3
Material Costs: must be a weapon worth $1,000 or more (including Ruby cost) with a $500 Ruby
Energy Costs: 1,000
Usage: PASSIVE
This effect can be activated or deactivated as a free action. When active, the weapon will have a faint fiery shimmer and if the ammunition will be ignited (this will not destroy the ammunition nor set off any firearms early) unless the ammunition is Ethereal Silver. Every shot with this weapon will deal an additional +2 burning follow-up damage. The ammunition will always be impossible to recover as it will have been incinerated.


Water and Ice Enchantments

These tools allow you to manipulate water, ice, or anything cold and/or acidic.


Resist Cold
Requirements: Eternal Flame 2 or unmodified Path of Elementalism or Protection (IQ-0)
Skill Roll: Enchant-1
Material Costs: must be staff, wand, or jewelry with a $500 Emerald and a $200 Black Onyx
Energy Costs: 800
Usage: AURA BOUND
You may spend 2 FP at will to attempt to activate the effects for a minute and 1 FP per minute to continue the effects afterwards. The user is completely immune to the effects of any cold burn damage from combat spells or any other kind of low tempurature or frostbite. You may double the energy costs to resist anything lower than -40 degrees. Triple the energy cost to resist anything down to absolute zero.


Enchantment
Requirements:
Skill Roll: Enchant-2
Material Costs:
Energy Costs:
Usage:








Enchantment
Requirements:
Skill Roll: Enchant-2
Material Costs:
Energy Costs:
Usage:


Enchantment
Requirements:
Skill Roll: Enchant-2
Material Costs:
Energy Costs:
Usage:


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