Enchanter

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Chronicle Enchanter
Master of Enchantment

While trying to find a way to fashion new runestones, mighty spell-users discovered that certain materials could store arcane energies if constructed and treated properly. Sorcerers draw and enchant sigils, magical signs that serve as temporary traps of magical power, turning mundane objects into magical items. The Sorcerer's art is an arduous one: there are thousands of seals, each with its own magical affinity, and a Sorcerer must also know what form and materials best suit a given spell effect. Items of power often require rare or expensive materials, and demand the finest workmanship. For those who have the skill and the patience, the rewards are great. While some purists still scoff at Sorcery, dismissing it as a Lesser Art, few can deny its potential, or the effect it has had upon the World.

Discipline Information

Enchanter Rune

Available Races and Classes


Discipline Effects
  • Grants Powers
Discipline Dropper
Trainer Locations
Discipline Powers

Infuse with Power
Infuse with Power's Power Cameo "Temporary Jewelry Enchantment"

Granted: Level 20
Focus Skill: None
Mana Cost: 35 to 56 (at power ranks 0 to 20)
Casting Time: 7 Seconds
Recycle Time: 600 Seconds
Requires Hit Roll: No
Target and Range: Jewelry (Inventory Items)
Effect(s):

  • Enchantment
    • Strength Adjustment: +2 (from power rank 0 to 4)
    • Constitution Adjustment: +2 (from power rank 5 to 9)
    • Dexterity Adjustment: +2 (from power rank 10 to 14)
    • Spirit Adjustment: +2 (from power rank 15 to 19)
    • Intelligence Adjustment: +2 (At power rank 20)
    • Duration: 1800 seconds