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Art Of Enchantment: A Guide to the Magic of All Enchanters

 
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Danton



Joined: 08 May 2008
Posts: 68
Location: Where ever my whims may lead me.

PostPosted: Sat Apr 04, 2009 10:43 pm    Post subject: Art Of Enchantment: A Guide to the Magic of All Enchanters Reply with quote

For an Enchanter, their weapon is in their knowledge as much as in their ability.  Any spell they are familiar with can be put into an item, the power dependent only on the soul gems they carry with them(usually many, for this very reason).  Therefore, most reasonable enchanters learn as many spells as possible, but master none.  They can, therefore, technically perform almost any spell at any time, but it will be laughable at best.  For the sake of this guide, we will assume that the enchanter is familiar with all the common spells of Cyrodiil and Vvardenfell, but cannot effectively use them to the full extent of the spell's potential.  All family, race, or person specific spells are assumed to be unknown unless specifically mentioned in that person's description.  Similarly, all spells in which one has a proficiency must be mentioned.  All enchanters, by nature of the class, though, must be skilled at trapping souls, and the following spell:

Enchant:
Spell Element: Any/All
Class of character allowed to use it: Enchanter
Number of Uses: 5 times per page, depending on the enchantment (be reasonable)
Effects: Endows an item with certain magical properties, depending on the whim of the enchanter, the commission of the customer, or the necessity of the situation.  Enchantment is limited to spells that are know to the enchanter, but not to the ability with which he performs them.  Any spell that can be performed can be placed into an item, though many enchantments must be recharged with the soul of a fallen creature.(WC:71)
History of how it came to be: For a history of enchantment, see Danton's Exhausting Guide to Enchanters



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