A lot of things can be done to make your weapons and lives simpler. But everything comes at it's price, what are you willing to pay?— Human Enchanter of the InBetween Realm
As part of Divination knowledge, enchantment requires a connection to Ajatara, Realm of the Eidolons, or part of yourself to power the runes. As both provide a connection to Ajatara, they do come with perks and drawbacks. Each must be weighed and counted by the enchanter.
Ajatara Enchantment
The only way to enchant through Ajatara is through Enchantment Ink or
Ajatara Ink. As the school of Divination governs your ability to enchant things with a certain amount of charges. As your mastery grows so does your ability to give an item more charges. See the chart below for mastery level and spell charge multipliers.
While knowledge of the spell and school you wish to enchant give you more charges, it isn't needed to Enchant. Enchanter's Tomes are something that can be used to enchant items with spells or schools the enchanter does not know.
Divination Mastery Level |
Spell Charge Multiplier |
Novice |
20% |
Apprentice |
40% |
Adept |
60% |
Expert |
80% |
Master |
100% |
Enchanter's Tomes
Allow you to not need to know the spell/magic school in which you are enchanting, but as such you only get the base daily uses. While cutting out the need to know more magical schools and spells it does come with the cost of charges you can give it.
Most tomes are created by enchanters and passed down to their apprentices or someone taking the time to learn from other enchanters how to enchant said spell.
Blood Enchantment
As a master level in Divination, you can create
Blood Ink. This form of enchantment is highly potent on charges and while tempting one must look at the cost. Only the person's whose blood was used may use the enchantment. Meaning if Person A's blood is used to enchant a sword with flames, it will not be more than just a sword in Person's B hands.
Blood Ink
While you must be a master level to create it, it doesn't require a master to use it in enchantment as if you know how to use Ajatara Ink, you can use Blood Ink. May as well get the most bang for your buck as they say, since Blood Ink is more potent than Ajatara Ink.
Divination Mastery Level |
Spell Charge Multiplier |
Novice |
40% |
Apprentice |
80% |
Adept |
120% |
Expert |
160% |
Master |
200% |
Item Recharging
Like a person, items need to recharge or well rest. With the two ways to enchant there are two ways to recharge your item.
Resting
As a person needs sleep or rest to get back daily uses on their spells, so do items. It requires the same 8 hours that a person needs. Meaning while you sleep and recharge so dose your item.
Enchantment Ink Dip
Ajatara items only. This is simple and provides instantaneous recharge the first time. The second time 4 hours of rest is needed. Dipping it for a third can break the item's enchantment. This only applies to back to back dipping. If you are allowing your item to recharge through resting then you can dip it as if it has never been dipped before.
Breaking an Enchantment
Like anything, it can be broken. Whether from too much use, not enough rest time or over dipping. Even an Eidolon has the power to snap an Ajatara Enchantment.
When an enchantment is broken the item is called Spellblighted. Spellblighted, often shortened to Blighted, while not impossible to reenchant makes it harder. If often leads to mishaps, there is a very low chance of the item taking a new or even the same enchantment. Most of the time an enchanter won't attempt as the horror stories outweigh any coin one could get from it.
Breaking a Blood Ink Enchantment the person whose blood was used must be killed. While this does create a Spellblighted item it is often seen as worse as the chance for it working out fine is even lower than the Ajatara Ink.
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