HGd10PHB - Spell - Imprint

Imprint is a powerful spell used to permanently enchant items with magical properties. There are a number of steps needed to properly imprint an item.


 * 1) The item forged must be of a quality greater than 30 to hold any spells - see crafting check.
 * 2) The spell or spells imprinted can total no more than the crafting check used to make the item in Effective Spell Cost (ESC).
 * 3) All component costs must be met and are consumed during the process, even if the imprint fails.
 * 4) The spell to be imprinted is cast on the item giving it a base bonus to the effect - see below.
 * 5) The imprint spell is then layered over the spell to seal it to the item.
 * 6) 1 BP per 20 ESC is expended as part of the cost of making the item.  (E.g. a spell with an ESC of 23 would cost 2 BP to imprint)
 * 7) The process takes 1 hour per 10 ESC to imprint.

Once a spell is imprinted on an item, that item has the capacity to perform certain effects. Oft times, the item requires MYR to activate and will draw such from the wielder, even if they do not use magic themselves. If no MYR is available, then the effect will not work. Other items have a charge limit which may be a finite number of charges, charges per day, charges per week, and so on. These charges are part of the ESC of the base spell and figured in to the crafting process.

When imprinted, the spell is not set at the power of the spell cast but is based on the wielder's connection to that spectrum (purpose is not used to activate a stored spell). However, at imprint time, a bonus is applied based on the caster's original roll. For every 10 rolled to cast the primary spell, a +1 is added to the item for that effect.

''For example, Amirith enchants a sword with Fire - Enchant to give it a flaming property. He rolls a fifty three. The sword does +5 (or 1d10) fire property when activated.''

''For example, Doogan enchants a staff with Air - Attack to give it the ability to attack with a compressed ball of air ten times per day. He rolls a forty eight giving the staff a +4 air property. He then later uses the staff to attack using his connection to Air. Normally his Air is a 31, granting him a maximum of 6d10+1. However, with the +4 air property, he is using a +35 to attack and thus gets 7d10.''