Enchanter
Contents
The Enchanter
Master of Enchantment
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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.
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Discipline Effects
Grants: Powers
Discipline Locations
Discipline Droppers
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Disciplines Trainers
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Discipline Powers
Infuse with Power (20)
Temporary Jewelry Enchantment
Granted: Rank 0 at Level 20
Teachers: Master Enchanter (20)
Focus Skill: None
Mana Cost: 35 to 56 (at power ranks 0 to 20)
Casting Time: 7 Seconds
Recycle Time: 600 Seconds
Generates Hate: No
Power User Requirements: Player must not be moving when activating this power
Mode Required: Either Combat or Non-Combat Mode
Requires Hit Roll: No
Target and Range: Jewelry (Inventory Items)
Effects: (From power ranks 0 to 4)
- Duration: 1800 seconds
- Stackability: Can be stacked with any spell other than itself
- Strength Adjustment: +2
Effects: (From power ranks 5 to 9)
- Duration: 1800 seconds
- Stackability: Can be stacked with any spell other than itself
- Strength Adjustment: +2
- Constitution Adjustment: +2
Effects: (From power ranks 10 to 14)
- Duration: 1800 seconds
- Stackability: Can be stacked with any spell other than itself
- Strength Adjustment: +2
- Constitution Adjustment: +2
- Dexterity Adjustment: +2
Effects: (From power ranks 15 to 19)
- Duration: 1800 seconds
- Stackability: Can be stacked with any spell other than itself
- Strength Adjustment: +2
- Constitution Adjustment: +2
- Dexterity Adjustment: +2
- Spirit Adjustment: +2
Effects: ( At power ranks 20)
- Duration: 1800 seconds
- Stackability: Can be stacked with any spell other than itself
- Strength Adjustment: +2
- Constitution Adjustment: +2
- Dexterity Adjustment: +2
- Spirit Adjustment: +2
- Intelligence Adjustment: +2