This spell allows you to create a magical item of your choice, be it an already present magical item (in which case the DM determines which spells are required to replicate its effects) or simply an item that will replicate the casting of a spell (the DM ultimately determines properties such as if the item requires charges, how many charges the object can hold, and when these charges are regained). The object in question must satisfy a few conditions; it must be in sound and undamaged condition, the finest possible in regards to its nature (crafted of the highest quality and with the finest workmanship etc.), and as such its cost or value must reflect this aptly which usually is a raw-materials cost in excess of 100 gp.
You must have access to a workshop or laboratory, properly equipped and able to keep any contaminating magic out of the area. Any magical item not related to the fabrication process within 30 feet of the materials is a source of contaminating magic and will spoil the process.
You must touch the item to be prepared. This touch must be constant and continual during the casting time, which is 8d8+16 hours, though as you are unable to work more than eight hours per day this is effectively equivalent to a casting time of 1d8+2 days of work. All work must be uninterrupted, and during rest period the item being enchanted must never be more than 1 foot away from you; if it is, the whole spell is spoiled and must be started over. During rest periods you can perform no other type of magic, and you must remain quiet and in isolation or the enchanting is ruined.
At the end of the spell, you will know that the item is ready for the final test. You will then pronounce the final magical syllable, and you must make an Intelligence saving throw of DC 15. On a failure or on a 1 regardless of the final sum, the spell fails and the object remains unchanged. However, on a success, you can begin to place desired spells within 24 of the final casting of the spell, or this initial spell fails and must be cast on the item again.
After the first spell is applied to the item following this initial casting, each additional item requires 2d4 hours per spell level of the magic being cast. During casting of these spells, you must touch the object at all times and it must not be any further than 1 foot from you during rest periods. These castings also require the same Intelligence saving throw as the initial casting of enchant an item. Each spell extends the 24 hour limit of enchant an item by a further 24 hours, even if you fail to satisfy all of the conditions of casting the prior spell and it fails.
No magic placed upon an item is permanent unless a permanency spell is used as a finishing touch, otherwise the DM determines how long the magic can last. This always runs a 5% risk of permanently draining 1 point of Constitution from you. While it is possible to tell when enchant an item succeeds, it is not possible to tell if successive castings actually work. Magical devices cannot be used to enchant an item or cast magic upon an object, however scrolls can be used for this purpose.
* - (specific materials that would be required to make the desired magic item, such as a longsword, the blood and other parts of dragons for a [magicItem]dragon slayer longsword[/magicItem], though all of these materials are up to the DM's discretion and must be discovered or researched in play)
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