Art of Enchantment

When performing enchantments the “disposable” reagents other Arts require are replaced with the object to be enchanted which must generally be of an appropriate Resource value, although they may be someone else’s craft work. When enchanting an object he personally crafted the enchanter gains a bonus die for the roll. Enchantment tools and processes vary incredibly, from the intricate and specialized instruments of Lookshy’s sorcerer-assistants to the talismans of wood, bone, shell, feathers and animal sinew crafted by barbarian shamans.

The long casting times of these rituals can be interrupted by the enchanter only for sleep and meals.

Enchantment Procedures

Apprentice Level Procedure Attribute Difficulty Casting Time
Analyze Talisman Perception 1 five minutes
        Reveals whether an object is enchanted; at least three successes reveals some basic idea about the enchanted object’s nature, while five successes pinpoint its purpose
Fading Color Treatment Intelligence 2 five minutes
        Alters an object’s surface to give it a particular color in a desired pattern for a length of time specified at the time of the ritual. After that time the altered portion changes to a dull gray hue.
Ghost-Smiting Salt Weapon Intelligence 1 five minutes
        Imbues a weapon with the ability to strike a dematerialized ghost as though they were material. It requires salt as an additional reagent which can cause metal weapons to corrode.
Initiate Level Procedure Attribute Difficulty Casting Time
(Least Wonder) Intelligence 3 fifty hours
        This enchantment makes the target object exceptional in quality for a number of decades equal to the margin of success on the roll. Each combination of object and result is its own procedure.
Least Warding Talisman Intelligence 3 fifty hours
        Creates a talisman that levies a -1 die penalty against a certain type of creature (animals, ghosts, spirits, etc.) that tries to affect the wearer. Certain types of talismans may require additional training in other Arts, such as Geomancy or Warding and Exorcism. Talismans against the Wyld provide an equal bonus to rolls against mutation and Wyld addiction as well as rolls for any sort of Vision-Questing (see pp. 139-141 of The Compass of Celestial Directions: The Wyld for details). Each type of talisman is a separate procedure.
Least Wyld Watch Intelligence 3 fifty hours
        Creates an object that gives visible and/or audible warnings when the Wyld comes within 100 yards.
Strengthen Ironwood Intelligence 2 three hours
        Enhances the strength and durability of Ironwood.
Adept Level Procedure Attribute Difficulty Casting Time
Alloy Soulsteel Manipulation 3 one day
        Allows the alchemist to refine Soulsteel for crafting. This procedure requires a ghost as a reagent and Craft (Fire) at a minimum Ability rating of 4.
        (In the RAW this was only for the Art of Alchemy but I decided it belongs in this art also.)
Distill Orichalcum Stamina 3 one week
        Allows the alchemist to refine Orichalcum for crafting. This procedure requires Craft (Fire) at a minimum Ability rating of 4.
        (In the RAW this was only for the Art of Alchemy but I decided it belongs in this art also.)
Enchant Lucky Rock Intelligence 3 twenty-five hours
        Transfers the abilities of a Lucky Rock to a weapon. Requires a lucky rock as a reagent that is powdered and consumed in the process of performing the ritual.
Lesser Wonder Intelligence 4 one hundred hours
        This enchantment makes the target object, which must already be of exceptional quality, perfect in quality for a number of decades equal to the margin of success on the roll. Each combination of object and result is its own procedure.
Lesser Warding Talisman Intelligence 4 one hundred hours
        Creates a talisman that levies a -2 die penalty against a certain type of creature (animals, ghosts, spirits, etc.) that tries to affect the wearer. Certain types of talismans may require additional training in other Arts, such as Geomancy or Warding and Exorcism. Talismans against the Wyld provide an equal bonus to rolls against mutation and Wyld addiction as well as rolls for any sort of Vision-Questing (see pp. 139-141 of The Compass of Celestial Directions: The Wyld for details). Each type of talisman is a separate procedure.
Lesser Wyld Watch Intelligence 3 fifty hours
        Creates an object that gives visible and/or audible warnings when the Wyld comes within half a mile.
(Material) Refinement Procedure Intelligence 4 fifty hours
        Clears the material of impurities, turning it into exceptional quality material and raising its Resource value by one. This requires what ever Craft Ability is appropriate for the material in question and each material is a separate formula. (This was fan created but I have accepted it into my game.)
Process Steelsilk Intelligence 3 twenty-five hours
        This process, which must be learned from Western thaumaturges (it is typically impossible to find an instructor outside of the West or, rarely, in metropolises like Nexus), allows the enchanter to create and work with Steelsilk.
Stabilize Moonsilver Perception 3 one hour
        This ritual allows the thaumaturge to refine Moonsilver for crafting. This procedure requires Craft (Fire) at a minimum Ability rating of 4 and any level of Performance. The enchanter’s Performance Ability limits his Occult for the purpose of the pool for this formula.
        (In the RAW this was only for the Art of Alchemy but I decided it belongs in this art also.)
Smelt Starmetal Wits 3 one day
        This ritual allows the alchemist to refine Starmetal for crafting. This procedure requires Craft (Fire) at a minimum Ability rating of 4.
        (In the RAW this was only for the Art of Alchemy but I decided it belongs in this art also.)
Master Level Procedure Attribute Difficulty Casting Time
Aegis-Inset Amulets Intelligence 5 two hundred hours
        Creates a set of Aegis-Inset Amulets.
Demon-Scorching Celestial Weapon Intelligence 3 five minutes
        Endows a gold or silver plated weapon with the ability to cause aggravated damage to demons. It is considered a heretical ritual by the Immaculate Order.
Elemental (Aspect) Empowerment Intelligence 5 two hundred hours
        Creates a minor artifact similar to those created by the Sorcery spell Ritual of Elemental Empowerment which is a Terrestrial Circle spell, see pp. 57-58 of The White and Black Treaties for details on it.
        (This procedure was fan created but I have decided to adopt it in my game as it seems thematically appropriate.)
Ghost-Cleaving Salt Weapon Intelligence 3 ten minutes
        Imbues a weapon with the ability to strike a dematerialized ghost as though they were material like Ghost-Smiting Salt Weapon (see above), but unlike the lesser ritual this ritual also allows. It requires salt as an additional reagent which can cause metal weapons to corrode.
Golden Flame Talisman Intelligence 5 a hundred and fifty hours
        Creates a Golden Flame talisman which requires a small quantity of Orichalcum.
        (This was created by a fan, but it seems thematically appropriate to me and so has been adopted.)
House of Refuge Intelligence 5 one week
        Enchants a building so that it protects its occupants from the effects of the Wyld – completely blocking the effects of the Middlemarches and reduce Deep Wyld exposure to Bordermarches level effects. The building cannot exceed (creator’s permanent Essence × 100) square feet.
Talisman Intelligence 5 two hundred hours
        Creates a minor artifact powered by the effects of the ritual for a decade per success.
Ward Against the Wyld Intelligence 5 a hundred and fifty hours
        Creates a talisman that provides immunity from mutation and Wyld Addiction except in the case of botches. This immunity only applies in the Bordermarches.
Warding Talisman Intelligence 5 one hundred and fifty hours
        Creates a talisman that levies a -3 die penalty against a certain type of creature (animals, ghosts, spirits, etc.) that tries to affect the wearer. Certain types of talismans may require additional training in other Arts, such as Geomancy or Warding and Exorcism. Talismans against the Wyld provide an equal bonus to rolls against mutation and Wyld addiction as well as rolls for any sort of Vision-Questing (see pp. 139-141 of The Compass of Celestial Directions: The Wyld for details). Each type of talisman is a separate procedure.
Wyld Watch Intelligence 5 two hundred hours
        Creates an object that gives visible and/or audible warnings when the Wyld comes within six miles.

Art of Enchantment

Creation Et All Nerdvana