Difference between revisions of "Enchant Weapon"

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[[Category: Skills And Spells]]
 
[[Category: Skills And Spells]]
[[Category: Lowmort Cleric Skills]]
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[[Category: Archer Hero Skills And Spells]]
[[Category: Lowmort Mage Skills]]
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[[Category: Assassin Hero Skills And Spells]]
[[Category: Lowmort Wizard Skills]]
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[[Category: Black Circle Initiate Hero Skills And Spells]]
[[Category: Hero Archer Skills]]
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[[Category: Cleric Lowmort Skills And Spells]]
[[Category: Hero Assassin Skills]]
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[[Category: Druid Lowmort Skills And Spells]]
[[Category: Hero Black Circle Initiate Skills]]
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[[Category: Mage Lowmort Skills And Spells]]
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[[Category: Mindbender Hero Skills And Spells]]
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[[Category: Monk Hero Skills And Spells]]
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[[Category: Paladin Hero Skills And Spells]]
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[[Category: Psionicist Hero Skills And Spells]]
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[[Category: Skills That Enhance Gear]]
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[[Category: Skills And Spells That Enhance Gear]]

Revision as of 16:47, 13 January 2006

This spell magically enchants a weapon, increasing its hitroll and damroll bonuses. This spell causes the weapon's alignment to become the alignment of the caster, although it does not remove an existing alignment. Enchanting also causes the weapon to be increased in level. There are several results that can happen when this spell is cast. The weapon can be successfully enchanted normally, or brilliantly, which means the enchantment bonus is greater. The weapon can also fade, which removes all existing enchants as well as item flags. Worst of all, the item has a chance to explode and be lost forever.

Prerequisiste(s): none.

Syntax: cast 'enchant weapon' <meleeweapon>.

Spellcasters may find this skill very useful, as all characters benefit from wielding enchanted weapons. See also Enchanting.