Enchantment

Overview
Enchantment is the Art of making magical items, be they Talismans, Devices, or other types of Wonders.

The Enchanter
The Enchanter is first and foremost a craftsperson. He or she must usually hand-make the item that will be granted magical ability. As this is the case, most uses of this art will begin with an appropriate Crafts roll. Occasionally an item of already great importance to the Sorcerer or their client may be used as well. Most Enchanters specialize in a certain field or type of object, wether that be weapons, jewelry, etc... Since the practitioner must also survive, they may make mundane items for sale when not crafting their wonders. Others may learn enough craftsmen ship to make articles that will serve but look for their skill in magic to make up for their lack in craftsmanship. The average Enchanter spend many hours or days in a workshop looking for occult knowledge, special materials, dealing with mistakes or fires, researching new projects and effects, and refining their abilities.

After the making of the object comes the actual enchantment as t he Enchanter imbues a bit of her or his own essence into the object. This takes time depending on the level of power of the object.

System
Roll (For the actual enchantment, not the crafting): Cost: 1 Willpower
 * 1) Intelligence + Occult (Mystical practitioners)
 * 2) Intelligence + Science (Advanced scientists)

Modifiers: -1 Difficulty for previously mastered Enchantments

Time: 1-3 days per Enchantment level plus crafting time

Duration: Varies

Ability Levels and Possibilities
Note: All uses of this Art are Rituals
 * 1) Minor items with limited use and limited effects that are not obviously magical. They may add a point to an Attribute or Ability without raising it to superhuman levels, grant a bonus modifier to a skill, or some other minor help.
 * 2) A more powerful version of what was possible at Level 1, perhaps adding 2 points to an Attribute, Ability, (again within human norms) or +2 to some skill check. A Wonder capable of altering reality in a subtle but more noticeable or magical way.
 * 3) An item that does something obviously magical to those who can notice such things and will at least be seen as odd or strange by those who don't.
 * 4) This level of Wonder can go against what reality knows to be true as long as it works within certain parameters. Attributes or Abilities can move beyond human limits, copy low-level supernatural abilities (no more than the second level of a Discipline, Gift, Arcanos, Cantrip, etc...) and otherwise work wondrous things.
 * 5) An almost mythic object. They may be subtle, blatant, and usually unpredictable. When they function it is on par with a minor miracle.
 * 6) Wonders of this level are mostly rumor, myth, and story. If anything this level were makable or even existed, they would be impressive even to the most powerful of magic-users.

Rituals
"Eldritch Mark" (Level 1) The Enchanter may place a "maker's mark" on an object or person. Anyone knowing how to look will recognize it and have a chance to know who made the mark, providing they know the symbol and who's it is.

"Enhance Craftsmanship" (Level 2) The Sorcerer can simply create an object of superior quality with no other magical ability. In fact it cannot be enchanted further.

Price of Failure
At best a failure means the Enchanter has wasted time, effort, and possibility materials. More likely is the possibility of a cursed object, one with a negative side effect not foreseen, an accident that destroys the shop, or something worse. Botching is never a good thing. Some poor Sorcerers have disappeared from reality along with their laboratory.