School of Magic - Enchanting: Difference between revisions

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[[Category:Schools of Magic]]
{{CategorySchools}}
[[Category:Gameplay]]
{{CategoryGameplay}}

Latest revision as of 00:36, 30 March 2024

The School of Enchanting focuses on enhancing the potential of your party's armory.

List of Spells

Grade Name Description Casting time Range Duration Focus Voice Meditate Focusing Heavy
1 Arcane staff Imbues your weapon with arcane energy, allowing you to add your Magic Modifier to your next next attack with that weapon. Instantly gain an Attack-Action after using this spell. Damage dealt with this weapon will be of the Arcane type, unless the weapon is already imbued by another element. Spell-Action Self 1 Turn Yes Yes No No No
2 Imbue Elements Temporarily imbues a weapon with either Ice, Fire or Electric Damage. The weapons damage will be converted to this type of Damage. Spell-Action 20 Meter 1 Minute Yes Yes No No No
2 Drain Elements When attacked with a non Physical Attack, reduce the Damage by 50% and imbue a weapon of your choice with the element drained. Preparation Self 1 Minute Yes No No No No
4 Enhance Weapon Enchant a Weapon or Armor permanently with a +1 enchantment. Requires a small amount of Taelit. Only one such enhancement can be present on any weapon or armor. 1 Hour Touch Permanent Yes Yes No No No
5 Enchant Weapon Enchant a Weapon permanently to add 1d4 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon.
  • Nachkraut: Necrotic Damage
  • Crimson Butterfly wings: Fire Damage
  • Winterpine resin: Ice Damage
  • Propellertoad tongue: Wind Damage
  • Electric Eel slime: Electric Damage
  • Pure Water: Water Damage
  • Scarlet Water: Psychic Damage
  • Lunar Stone: Lunar Damage
  • Solar Stone: Solar Damage
1 Hoour Touch Permanent Yes Yes No No No
6 Enhance Weapon + Enchant a Weapon or Armor permanently with a +2 enchantment. Requires a good amount of Taelit. Only one such enhancement can be present on any weapon or armor. 1 Hoour Touch Permanent Yes Yes No No No
7 Enchant Weapon + Enchant a Weapon permanently to add 1d8 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon.
  • Nachkraut: Necrotic Damage
  • Crimson Butterfly wings: Fire Damage
  • Winterpine resin: Ice Damage
  • Propellertoad tongue: Wind Damage
  • Electric Eel slime: Electric Damage
  • Pure Water: Water Damage
  • Scarlet Water: Psychic Damage
  • Lunar Stone: Lunar Damage
  • Solar Stone: Solar Damage
1 Hoour Touch Permanent Yes Yes No No No