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Enchantment

The Mage is able to invest a target with Magical Power. The target must be a non-sentient being or even nonliving matter. The Mage is able to turn the Enchanted item into a battery that can harmlessly store Magic. Any spell stored within the item can be retained indefinitely in a state of readiness until the spell is somehow released. The Mage can store any spell he already possesses with the sole exception of this Power; a Mage cannot Enchant something that will then Enchant something else later on. If the Mage is working in conjunction with another being who possesses other Magic or Powers, these can be stored away as well by incorporating them into the spell.

Enchantment can store any number of spells, within the limit imposed by Enchantment's rank number. The total rank numbers of any.spells that are Enchanted into a target cannot exceed Enchantment's own rank number.

For example, Fb Enchantment can only store a single Fb spell; Mn(75) Enchantment can store 1 Am(50) and 1 Ex(20) spell, 7 Gd(10) spells, 37 Fb(2) spells, or any combination.

The Mage is not required to cram everything he has into every Enchantment he makes.

The Mage must make contact with the item in order to fully Enchant it. If he does not make physical contact, the rank of any spells he is storing decreases -1CS for each 10' that separates the Mage and the item. For example, a Mn Enchantment could only place Ty spells in a target 60' away.

Enchantment is disrupted by the presence of a Psyche in the target. This is why only non-sentient or nonliving items can be used. While sentient Robots and Computers cannot be Enchanted, mindless servomechanisms can be. The mechanical components of a Cyborg may fall into this category; the Judge is free to decide on an individual basis. If he decides so, the Enchantment does not directly affect the living sections of the Cyborg.
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Enchantment can be prevented by a variety of factors. Interrupting the Mechanism that creates this Effect will prevent Enchantment from occurring at all. Removing the target causes the Mage to Enchant the now-empty air; if the interloper substitutes another item before the Mechanism is complete, then that item will get Enchanted instead. A would-be target can be protected from unwanted Enchantment by Force Field vs. Magic, Resistance to Magic, Magic Control, Magic Domination, or a previously created Ward.

When the Mage Enchants the item, he must specify the stimulus that will release the Magic. This can be a specific time, event, condition, intended target, or have a controlled release at the will of whoever is in possession of the Enchanted item. This last example includes such things as magical amulets, swords, wands, and the rest of the exotic paraphernalia that clutters the Sword-and-Sorcery genre.

Such an item reverts to normal when all the spells have been released. Some spells are permanent modifications. These are spells that only directly affect the item itself and not a second, external target later on. The innate Powers of a permanently Enchanted item can be resisted or even negated by such Powers as Force Field vs. Magic, Resistance to Magic, Iron Will, Magic Control, or Magic Domination.

Optional Powers include Elemental Conversion, Molecular Conversion, and Molding.

Nemeses include Force Field vs. Magic, Resistance to Magic, Magic Control, or Magic Domination.

Range: See above.