Lore - Enchantment

Aspects

Stamina 1
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

Stamina 2
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.

Stamina 3
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.

Stamina 4
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

Stamina 5
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

Stamina 6
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

Stamina 7
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.

Stamina 8
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

Stamina 9
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.

Stamina 10
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

Stamina 11
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

Stamina 12
36-40-Improved Power-cast any enchantment at these levels as they are gained

Enchanted Items Examples




1-Trickster's Ring: 

2-Drowsy Mint: 

3-Healing Scroll: 

4-Blind Man's Bracelet: 

5-Ring of Stamina: 

6-Sword of Haste: 

7-Lightning Arrows: 

8-Blanket of Protection: 

9-Magic Rope: 

10-Pouch of Wealth: 

11-Amulet of Regeneration: 

12-Earring of Greatness: 

13-Ring of Recall: 

14-Charm of Luck: 

15-Ring of Might: 

16-Magic Quiver: 

17-Armor of Resistance: 

18-Shield of Protection Scroll: 

19-Cloak of Concealment: 

20-Elemental Sword: 

21-Thieves' Bane Pendant: 

22-Quick Fire Scroll: 

23-Resurrection Scroll: 

24-Talisman of Strength: 

25-Ring of Fortitude: 

26-Guardian Trees: 

27-Sword of Valor: 

28-Castle Glyph Ward: 

29-Staff of Protection: 

30-Black Staff: 

31-Blood Ring: 

32-Ring of Health: 

Special Skills