Recent Articles
- Art
- Articles
- Devil's List
- Economics
- Feedback
- Good Words
- Inventory
- Lady C-3PO
- Location
- Mail Harry
- Pataphor
- Petty Justified
- Retro Christmas
- Tech Fads
- Test
- The Book of Pointless
- The Story in Your Head
- The Third Millennium
- Three Oofs To A Gyaaah
- Tipping
- Toothpaste
- Tootsie Roll Pops
- Troubleshooting
- World Famous Greenbelt Utility Pole
![]() |
This website and its contents are licensed under a Creative Commons Attribution-ShareAlike 4.0 International License |
Enchantment
Enchantments are a method of allowing Artifice use without the direct intervention of a channeler. Enchantments are usually applied to a physical object and provide a pattern that Artifice can be directed through to produce a predetermined result. These patterns can be temporary or semi-permanent, and the Artifice provided can be included within the object or sourced from outside the object.
Semi-Permanent Enchantments
Semi-Permanent enchantments are so called because the Artiphysical pattern applied to the object persists as long as it remains within an Artifice field above background levels. Great skill is required to produce a pattern this efficient, so semi-permanent enchantments are exceedingly rare. Given their nature, Semi-permanent enchantments usually rely on an Artifice user to channel Artifice through them to produce the desired effect, and often require greater skill on the part of the user. The most common form of semi-permanent enchantments are ones applied to staffs, rods, or other channeling foci? that reinforce or enhance the channeling of the user.
It is thought that the "attunement" reported from consistent use of a channeling focus is a form of semi-permanent enchantment, though studies have shown it to not be the same effect. Likewise, the impermeability of Alchemist Leathers? are thought to be at least partially the result of Semi-permanent enchantments but Alchemists refuse to allow anyone outside the guild to study them.
Semi-permanent enchantments can only be removed by careful reverse-engineering of the pattern or by being placed in a zero-Artifice environment.
Temporary Enchantments
Temporary Enchantments are much more common and come in two varieties, pre-charged or reusable.
Pre-charged enchantments carry a supply of Artifice inside them. This requires greater effort at time of enchantment in exchange of ease of use after. Many common objects used in Estavelle carry this sort of enchantment, which also has the advantage of not requiring any Artiphysical skill on the part of the end user. Common examples are potions and wands?.
Reusable enchantments are much like semi-permanent enchantments, but are not designed to persist in a low Artifice environment. Instead, they are designed for ease of use and designed to produce specific effects. Common examples are protective amulets? and rings?.
Non-Artiphysical Enchantments
Some elements such as iron and lead are known to interact directly with Artifice. It is theorized that these elements could be used to direct Artifice into a pattern without the intervention of an Artifice user. Combined with Artifice condensed by an Artifice Condenser? this would provide anyone the ability to produce Artiphysical effects at will.