Prepare Enchantment (Reversible)
- SchoolEnchantment, Song
- ComponentsV, S, M
- RangeTouch
- Area1 item
- Casting timeSpecial
- DurationSpecial
- SaveSpecial
This spell enchants an item by forcing the alteration of its “true name.” The caster must know the “true name” of the item to be created, which varies in complexity according to the complexity of the item.
Immediately before casting the spell, the caster purifies himself by fasting. The ceremony takes six days to prepare and one to perform. The resultant drain on the caster prevents any other spell casting for the following 1d100 days, and mental damage is possible. The base chance of success is 60%, modified as noted in the table. The maximum possible chance is 85%.
After casting the spell, the caster must save vs. spell (at a +3 bonus if the ceremony was successful) or be feebleminded as the 6th-level wizard spell. A caster who saves against the feeblemind effect is magically drained for 1d100 days despite whether the spell was successful or not. No activities involving magic can be pursued, including spellcasting, magical item use, the study of magical texts, spell research, item fabrication, and so forth.
The material components vary according to the item to be enchanted. These are revealed to the caster as part of the “true name” of the item. They must be of at least 5,000 gp value; more valuable components enhance the chance of success. These materials are expended regardless of the outcome.
The reverse, destroy enchantment, is used to unmake an item created by this spell. A wizard can always unmake his own work. Otherwise, destroy enchantment is exactly like prepare enchantment, except that no modifier for the type of material applies and that the level of the original creator is a negative modifier. A failure means the wizard cannot again try to destroy the enchantment again until gaining at least more experience level.
Notes: Very rare spell. (Updated from Imagine Magazine.)
Sources: Wizard's Spell Compendium