Charge
Item Guide
Process
In order to begin the charge item process, a Wizard
must acquire a gem with “orb gem” properties and then proceed to treat the gem
with a grot t’kel potion. The Wizard
must then cast Charge Item at the gem.
This process turns the gem into a pulsating orb. Once the Wizard has created a pulsating orb,
he must cast the Charge Item spell at the orb repeatedly, until it is ready to
handle charging. Each additional cast of
Charge Item at the orb is at the cost of one mana.
After the pulsating orb has been properly prepared to
handle charging, the Wizard must hold the item to be charged in the right hand
and RUB the pulsating orb. Each time the
Wizard RUBs the pulsating orb, mana is drained in order to channel the charge
into the item being charged.
Questions and Answers
Q. Where do I
get a gem with “orb gem” properties?
A. A gem with
“orb gem” properties, or orb gem, could be any gem commonly found on a critter
with a value over approximately 1000 silvers.
The difference is that an orb gem has special properties to aid in the
Charge Item process. One of the best
ways to tell if you have an orb gem is to have a Bard sing to your gems. When a Bard sings to a gem with “orb gem”
properties, they receive applicable messaging.
Q. How do I
treat my orb gem once I find one?
A. You must
purchase a grot t’kel potion from the local alchemist shop and POUR POTION ON
MY <gem>. If the treatment was
successful, you will see the appropriate messaging.
Q. I poured the
grot t’kel potion on my gem and it evaporated.
What gives?
A. It is not an
orb gem. If the gem you found were an
orb gem, pouring the grot t’kel potion on it in order to treat it will work
every time. If it is not an orb gem, it
will not work.
Q. How much mana
does it cost to create a pulsating orb that is ready to handle charging?
A. The first
cast at the gem has a mana cost of 17.
This 17 mana cost turns the orb gem into a pulsating orb. Once the gem is a pulsating orb, the Wizard
must continue casting Charge Item at the pulsating orb until he receives
messaging that the orb is ready to handle charging. Each additional cast is at the cost of one
mana each. The average mana cost to
create a pulsating orb that is ready for charging is approximately 25.
Q. When I cast
Charge Item at my pulsating orb, sometimes it grows and sometimes it
shrinks. What’s the difference?
A. If it grows,
you are making progress towards reaching the level where it is ready to handle
charging. If it shrinks, you just took a
step backward. If it shrinks too many
times, it will disappear.
Q. How long does
the pulsating orb last?
A. A pulsating orb
can last up to 15 minutes, if properly maintained. Casting Charge Item at the orb when it
shrinks helps maintain the pulsating orb for a longer period of time. In fact, if it shrinks just once from the
“ready” state, the Wizard will have to cast Charge Item again (at the one mana
cost) in order to keep charging. If he
does not, the pulsating orb will keep shrinking until it disappears.
Q. How is it
determined how much mana is needed for charging when I rub my pulsating orb?
A. The mana cost
for charging spells is dependent on the Wizard’s knowledge of the spell. Spells in unknown magic spheres can cost up
to three times as much mana to charge as they would cost to cast. A Wizard can reduce the cost of each charge
with exceptional training in the Elemental Mana Control skill.
Q. What types of
items can be charged?
A. Blue
crystals, ruby amulets, and wands that are commonly found in the treasure
system can all be charged using the Charge Item spell. There are also existing items as well as new
items (found in the treasure system or sold by merchants) that have the charge
properties. Ask a Bard to sing to your
item to see if it is chargeable.
Additionally, any orb gem that is treated with grot t’kel potion becomes
imbeddable (see Magic Item Creation 420).
There is a small chance that those treated gems could potentially be
chargeable. Again, ask the help of a
Bard to determine the properties of your items.
Success Factors
1.
Magic Item Use
skill
2.
Elemental Mana
Control skill
3.
Major Elemental
spells known
4.
Being in a
workshop
Failure Factors
1.
Spell level being
charged
2.
Wizard’s
knowledge of the spell
3.
Number of charges
already in the item
Extraordinary failure has been known to result in loss
of mana, injury, and even possibly the destruction of the item. Use Charge Item at your own risk.
Notes
The quality (value) of the orb gem will only influence
the maximum number of charges that can be placed in an item. The Wizard should be aware that, since the
number of charges in an item is a factor in making it more difficult to charge,
using expensive orb gems often result in little benefit. Put another way, using an expensive orb gem
is not a factor in success.