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 Point (MP).
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, MPs are 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 Point (MP) cost of
17. This 17 MP 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 MP each. The average MP 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 MP
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 Point (MP) 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 MPs 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
- Magic Item Use skill
- Elemental Mana Control skill
- Major Elemental spells known
- Being in a workshop
FAILURE FACTORS
- Spell level being charged
- Wizard's knowledge of the spell
- Number of charges already in the item
Extraordinary failure has been known to result in loss of
Mana Points (MPs), 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.
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