Slow and Sure Enchantment

Basic Set: Campaigns · p.481

Open source p.481

Use
this
method
when
the
enchanter wants to be sure it’s done
right. It takes one “mage-day” per
point of energy required. A mage-day
represents a full eight-hour workday
for one mage. For instance, an item
that requires 100 energy points would
take one mage 100 days, two mages 50
days, and so on. A mage may work on
only one enchantment at a time; he
may not “work two shifts,” either on
the same or different items.
All of the caster’s assistants must be
present every day. If a day’s work is
skipped or interrupted, it takes two
days to make it up. Loss of a mage
ends the project!
Make the success roll at the end
of the last day. There is no FP or HP
cost to the enchanters – they invested
the energy gradually as the spell
progressed.
On a failure, the enchantment did-
n’t work. The time was wasted, and
any materials used in the spell are lost.
(Exception: If the enchanters were
adding a spell to an already-enchanted
item, it is unharmed, though extra
materials are lost.)