Conjuration/Summoning
Level Magic-user 6
Components V, S, M
Casting Time See description
Range Touch
Area of Effect One item
Duration Instantaneous
Save See description
This spell will prepare a specially crafted item to accept spells that will transform it into a magic item.
The object that is to be made into a magic item must:
Be whole and not damaged in any way.
Be finely crafted by a master artisan.
Be made using the finest or precious materials.
Incorporate or used-in-crafting - materials suitable to the magic being placed upon it. For example, a dragon-slaying sword will be quenched in dragon's blood and incorporate dragon hide into the pommel, etc. The more powerful the item, the rarer and more precious the required materials.
Once the item is ready (fully crafted) and all additional materials are on hand, the process of preparing the item to take an enchantment takes 2 days plus 1d8 days. During this time, the caster must dedicate all their time to working with the item or resting. Any interruption or extraneous activity will spoil the process.
Once the process (and the enchant an item spell) is complete, the caster completes the crafting process by making a save vs Spell. Assuming the caster has adjustments to their saves, the maximum adjustment for this save is +3 no matter how high the adjustment is normally. If the save is failed, the magic fails.
Assuming success, for each spell cast into the item (powering it), the creation time is extends for another 2 days. At the end of this time, another save as above must be made or that particular dweomer fails to be added to the item (this will only become apparent once the crafting process is ended). This will create an item containing a single use of the dweomer (or if multiple spells are used, an item with "charges").
To create an item with a permanent effect or uses per day, a permanency spell must be cast on the item within 24 hours of it's creation (this can be cast from a spell scroll or by another caster).
Based on the type of dweomer, the spell to be cast may require being cast from a higher level spell slot. e.g. Enchanted weapon cast normally will allow a weapon to be enchanted to +1 while an enchanted weapon cast from a 6th level slot will allow a +2 (and so on: 7th: +3, 8th: +4, and 9th: +5).
Rest. Once the item has been created, the caster must then rest for one day per 500 points of XP reward given for the possession of the magic item. ie. an item that grants 2,000 XP will require 4 days of complete rest (no spells can be cast during this time and the caster is considered exhausted).
Costs. Material and fabrication costs are typically a minimum of double the XP award for the item in gold piece expense. Most rare or exotic materials must be gathered by the caster directly.
Recharging an Item. The enchant an item spell can be used to prepare an existing charged magic item to accept a spell in order to add charges back to the item. In this case, the casting of the enchant an item spell takes only 10 minutes (but the caster must still make the saving throw as per above). Each spell cast into the item providing a charge also requires a successful save. See also Recharging Magic Items.
Limitations
The caster must be the one casting all spells (incantations) into the item. The caster cannot direct spells cast from scrolls, spells cast by others, or those invoked from magic items to power the new item.
As it pertains to ammunition, the number affected is as per the enchanted weapon spell (in this case the dweomer is not considered permanent and won't require a permanency spell).
Material Components. The item to be enchanted. See above.