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'''Charge Item''' allows a properly trained [[wizard]] to place more [[charges]] into appropriate magical items, and to [[recharge]] those items. It can also be used to detect the status of an item and how difficult that item would be to recharge, if applicable (this does not work on [[gem]]s).
Experience is gained at 10 xp per charge restored, with a 500 xp cap per hour.


The three skills that directly aid in success are, in order of importance: ranks in the [[Major Elemental]] [[spell circle]], [[Magic Item Use]], and [[Elemental Mana Control]] (EMC). Being in a [[magical workshop]] will also add a bonus to success. Other factors, skills, and societal powers that do not directly influence the success of the spell, but may be useful otherwise, include the value of the gem, [[Harness Power]], [[Spiritual Mana Control]], [[Sign of Wracking]], [[Symbol of Mana]], and [[Sigil of Power]]. Charge Item is recommended to be a group activity as a lot of mana is required.
'''Charge Item''' is a spell from the [[Major Elemental]] [[spell circle]]. It allows a properly trained [[Wizard]] to place more charges into a magical item.


The more an item is charged, the more difficult it is to further add charges, and the more severe the failures will be. The maximum number of charges any non-empowered item can hold is forty (40). Items that are empowered ([[Charge_Item_(517)/saved_posts|officially]] referred to as mage empowered) can hold more than forty charges, up to the empowered value of the item. Mage empowerables also use a less restrictive spell list than traditional rechargeables. In addition, higher level and non-elemental spells are more difficult to charge. Failures with the spell vary. The most extreme failure results in "greening" the item, preventing it from ever being charged again. Other failures include loss of mana points or injury to the caster. Catastrophic failure, resulting in complete destruction of the item, is no longer possible.


'''Channeling''' this spell at a rechargeable item will instantly green the item, but give the mage a chance to instantly add up to 5 charges to that item. This is intended to allow a little extra utility from this spell while in the field without the full commitment of a charging session. This ability may require more mana than traditional charging.
== The Process ==


In order to charge a magical item you'll need an [[orb gem]], a [[grot t'kel potion]] and a magical item that can be charged. This includes some common items such as small statues (older statues may have to be used once first), heavy quartz orbs, blue crystals, ruby amulets, and nearly every wand. Note that white crystals and black crystals are not chargeable in their natural state. (The difference being that some of these items are generated at their capacity while others are not.)


== Mana Cost (Mana Control Benefit) ==
To begin, you pour the [[grot t'kel potion]] on the [[orb gem]]. Cast Charge Item (517) on the gem, causing it to become an orb (if the potion evaporates, the gem is NOT an [[orb gem]].) If the orb grows, you're making progress, whereas if the orb shrinks you've gone backwards. Either way, continue casting until the orb "flickers with tones of enchantment." That means it's ready to be used for charging the item. Also, note that the initial cast of the spell costs the full seventeen (17) mana, while any subsequent cast costs only a single mana point. Now, while holding the magic item in your right hand, rub the orb. This will drain some mana from you and add a charge to the item. Sometimes the orb will shrink after you rub it, in which case you'll need to cast Charge Item (517) at it a few more times.
The mana cost for charging a spell varies based on the type of spell and ranks in Elemental Mana Control. With twenty-four (24) ranks in EMC, charging a spell from within an Elemental [[sphere]] will cost the same as the spell. A Spiritual or Mental spell will cost three times as much as the spell, and a [[Sorcerer Base]] spell will cost twice as much. For example, when charging a blue crystal ([[Spirit Strike (117)]]). This spell costs 17 mana to cast and is a spiritual spell. Thus, it would require {{mono|17 &times; 3 <nowiki>=</nowiki> 51}} mana to increase the charge on the blue crystal by one. Further training in Elemental Mana Control will reduce this cost by 1 point per 5 ranks in Elemental Mana Control.


e.g. With 100 ranks in Elemental Mana Control, the cost to increase the charge on the blue crystal will be {{mono|(17 &times; 3) - (100 &divide; 5) <nowiki>=</nowiki> 31}}. To reduce the cost to charge the crystal to the base cost of 17, 170 ranks of Elemental Mana Control are needed.
The mana cost for charging a spell varies based on the type of spell and ranks in [[Elemental Mana Control]]. With twenty-four (24) ranks in EMC, charging a spell from within your [[sphere]] will cost the same as the spell. A Spiritual or Mental spell will cost three times as much as the spell, and a [[Sorcerer Base]] spell will cost twice as much. So, say for example, you are charging a blue crystal ([[Spirit Strike]]). This spell costs 17 mana to cast and is a spiritual spell. Thus, it would require 17*3 = 51 mana to increase the charge on the blue crystal by one. Ranks in Elemental Mana Control, however, will reduce this cost by 1 point per 5 ranks in Elemental Mana Control.


In the case of a ruby amulet ([[Wall of Force (140)]]), {{mono|40 &times; 3 <nowiki>=</nowiki> 120}} mana is required to increase its charge by one. However, using the equation {{mono|(40 &times; 3) - (X &divide; 5) <nowiki>=</nowiki> 40}}, where X is the amount of EMC ranks needed to reduce the mana cost, X is 400. However, since the maximum amount of EMC ranks is 303, the fully-trained cost is 60 mana. The absolute minimum cost for Wall of Force would be 50 mana if the wizard is wearing enough [[enhancives]] to reach 350 ranks of EMC, and 40 mana if the wizard has enough enhancives and [[Ascension]] ranks to reach 400 total ranks.
e.g. If you have 100 ranks in Elemental Mana Control, the cost to increase the charge on the blue crystal will be 17*3 - 100/5 = 31. To reduce the cost to charge the crystal to the base cost of 17, 170 ranks of Elemental Mana Control are needed.


== Components and Valid Items ==
In the case of a ruby amulet ([[Wall of Force]]), 40*3 = 120 mana is required to increase its charge by one. However, using the equation 40*3 - x/5 = 40, where x is the amount of ranks needed to reduce the mana cost, x turns out to be 400! This means you would need 400 ranks of Elemental Mana Control to reduce the cost to its minimum. However, since you can at maximum only have 200 ranks, the minimum cost is 80 mana. The absolute minimum cost for Wall of Force would be 70 mana if you had an additional 50 ranks of EMC from enhancives, putting you at 252 max ranks of EMC.


An [[orb gem]] worth at least 1000 silver, a [[grot t'kel potion]], and a magical item that can be charged are all required to use this spell. Chargeable items include some common items such as [[small statue]]s (older statues may have to be used once first), [[heavy quartz orb]]s, [[heavy moonstone cube]]s, [[dull gold coin]]s, [[blue crystal]]s, [[ruby amulet]]s, and nearly every [[wand]]. Note that [[white crystal]]s and [[black crystal]]s are not chargeable in their natural state. (The difference being that some of these items are generated at their capacity while others are not.)
Note that the more charges you try to add into an item, the more difficult it will be to succeed, and the more severe the failures will be. The maximum number of charges any item can hold is forty (40). In addition, higher level spells and spells from outside your [[sphere]] are also more difficult to charge. Failures with the spell vary. The most extreme failure is complete destruction of the item, though a more common failure results in "greening" the item, preventing it from ever being charged. Other failures include loss of mana points or injury to the caster.


Casting [[Elemental Detection]] at an item will indicate the current number of charges, validity of the item for charging, the maximum amount of charges, and the item's durability.
== Training ==


==Other Helpful Factors==
There are three skills that directly aid your casting of Charge Item (517). These are, in order of importance: Ranks in the [[Major Elemental]] [[spell circle]], [[Magic Item Use]], and [[Elemental Mana Control]]. Other factors that do not directly influence the success of the spell, but may be useful otherwise include the value of the gem, [[Harness Power]], [[Spiritual Mana Control]], [[Sign of Wracking]], [[Symbol of Mana]], [[Sigil of Power]] and having a friend or two help you out.


*'''Value of the Orb Gem
;*[[Major Elemental]] Ranks and [[Magic Item Use]]
:Though not a determinant to success, more valuable gems will last longer as orbs, allowing more charges to be placed in an item if desired. The value and/or quality may also limit the amount of charges that can be added to a single item.
:These two factors directly affect the success of casting the spell, as well as the severity of a failure.


*'''Harness Power
;*[[Elemental Mana Control]]
:By increasing the wizard's mana capacity, more charges may be placed into an item before the orb explodes.
:Of the three primary skills, EMC plays the smallest role in success. However, EMC determines the mana cost for charging a spell. For example, with 200 ranks of EMC can charge spiritual spells as though they were within your [[sphere]]. At minimum, you should have twenty-four ranks so that you can charge spells from within your [[sphere]] for the same amount of mana as the spell normally costs.


*'''Spiritual Mana Control (SMC)
;*Value of the Gem
:This allows the charging wizard to receive mana from classes that employ Spiritual Mana, such as clerics and empaths.
:Though not a determinant in your success, more valuable gems will last longer as orbs, allowing you the chance to place more charges in an item if you so choose.


*'''Sign of Wracking, Symbol of Mana, and Sigil of Power
;*[[Harness Power]]
:These [[Society|societal powers]] provide the wizard with more mana.
:By increasing the amount of mana you can hold, training in HP will allow you to place more charges into an item before the orb fades.


== Process and Messaging ==
;*[[Spiritual Mana Control]]
:Though not a direct influence in the casting of Charge Item (517), SMC will allow you to receive mana from classes that employ Spiritual Mana, such as Clerics and Empaths.


The stages of charges are outlined below.
;*[[Sign of Wracking]], [[Symbol of Mana]] and [[Sigil of Power]]
:These [[Society|societal abilities]] provide you with more mana.


=== Shards ===
;*Workshop
“a pure grot t'kel shard“ is available in the wizard guild shops. This item acts like a low-quality prepared gem and will work for charging items in a charge session. This item does not carry the pure gem bonus for reducing mana costs in charging and carries an additional penalty to the charging process. An additional penalty of 1% chance to green per orb per item will be applied when using this item to add charges. These items are intended to allow adding charges to low value items, but not intended to completely replace pure gems in the charging process. They are not recommended for use with highly prized rechargeable items.
:Being in a workshop increases chance of success.


=== Gem Preparation ===
;*Friends
:Aside from sending you mana for the casting of Charge Item (517), friends are also good for conversation and lending you money. They also make excellent scape goats, if the situation calls for it.


To begin, pour the [[grot t'kel potion]] on the [[orb gem]], then {{mono|CAST 517}} at the gem. After casting the spell, the gem will be replaced with a '''pulsating orb''' which appears on the ground. It can not be retrieved. If the potion evaporates, the gem is ''not'' an orb gem.
== Related Articles ==
<pre{{log2}}>
* [[Charge Item (guide)]]
>pour my potion on my ruby
* [[Workshops (saved post)]]
You pour your potion on the ruby.
You carefully work the liquid in until it is all absorbed.
You have 4 doses left.


>prep 517
== External Links ==
You recite a series of mystical phrases while raising your hands, invoking Charge Item...
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#517 Major Elemental Spell Circle: Charge Item], on Play.net
Your spell is ready.
>cast my ruby
You gesture at a star ruby.
<b>The star ruby quickly expands into a blue pulsating orb!</b>
Cast Roundtime 3 Seconds.
</pre>

<pre{{log2}}>
>look
[Wizard Guild, Workshop]
You notice <b>a pulsating orb</b> and a sleek wood owl.
Obvious exits: northeast, southeast

>take orb
You can't pick that up!
</pre>

=== Orb Preparation ===
In order to prepare the pulsating orb for charging, the charger must {{mono|CAST 517}} at the orb repeatedly until it begins "'''flickering in color and humming tones of enchantment.'''" If the orb continues to grow in size, it is approaching preparedness. The successive casts of Charge Item only cost 1 mana point each, as opposed to the full 17 of the initial cast.

'''Only the original caster may maintain or use the orb for recharging, another wizard may NOT interact with the orb.'''

<pre{{log2}}>
>prep 517
You recite a series of mystical phrases while raising your hands, invoking Charge Item...
Your spell is ready.
>cast pulsating orb
You gesture at a pulsating orb.
You gesture over the pulsating orb while muttering a few arcane phrases.
'''The orb resonates in response to each of your gestures and words.'''
'''It grows in size!'''
</pre>
<pre{{log2}}>
>prep 517
You recite a series of mystical phrases while raising your hands, invoking Charge Item...
Your spell is ready.
>cast pulsating orb
You gesture at a pulsating orb.
You gesture over the pulsating orb while muttering a few arcane phrases.
The orb resonates in response to each of your gestures and words.
'''It shines brightly for a moment, flickering in color and humming tones of enchantment!'''
</pre>

The following message indicates that the pulsating orb was already sufficiently prepared for charging:

<pre{{log2}}>
>prep 517
You recite a series of mystical phrases while raising your hands, invoking Charge Item...
Your spell is ready.
>cast pulsating orb
You gesture at a pulsating orb.
'''The orb is already prepared for charging.'''
</pre>

Each cast of Charge Item has a chance of failure and may reduce the size of the pulsating orb. Additional casts of Charge Item will be required in order to prepare the pulsating orb for charging:

<pre{{log2}}>
>prep 517
You recite a series of mystical phrases while raising your hands, invoking Charge Item...
Your spell is ready.
>cast orb
>You gesture at a pulsating orb.
You gesture over the pulsating orb while muttering a few arcane phrases.
'''You are unable to concentrate completely.'''
'''The pulsating orb shrinks somewhat.'''
</pre>



=== Item Charging ===
Once the pulsating orb is sufficiently prepared for charging, the pulsating orb must be rubbed with the item to be charged in the wizard's right hand.

==== Success ====
When charges are successfully added to the item, mana will be drained from the wizard. The following messaging indicates that charges have been successfully added to the item:

<pre{{log2}}>
>glance
You glance down to see a '''blue crystal in your right hand''' and nothing in your left hand.

>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
'''The blue crystal glows with a bright hue as the fingers of essence caress it.'''
</pre>


==== Minor Failures ====
If the wizard does not have sufficient mana to place a charge into the item, the following message will be received (no mana will be drained from the wizard in this case):

<pre{{log2}}>
>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
'''You do not have enough mana.'''
Nothing else seems to happen.
</pre>


If the orb is not valuable enough or the item cannot hold more charges, the following message will be received (no mana will be drained from the wizard in this case):

<pre{{log2}}>
>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
'''You are unable to add any more charges.'''
Nothing else seems to happen.
</pre>

If the pulsating orb is not sufficiently prepared for charging, the following message will be received (no mana will be drained from the wizard in this case)::

<pre{{log2}}>
>rub orb
'''The orb isn't properly prepared for recharging.'''
</pre>

Additional minor failures to charge are evident by the following messaging:

<pre{{log2}}>
>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
'''You are unable to properly channel the flows.'''

</pre>


==== Major Failure ("Greening") ====
Attempting to recharge an item may also result in a major failure. This type of failure will cause the wizard to lose all of their mana and the item to become unrechargable. Due to the failure message, this is commonly referred to as "'''greening'''" an item:

:<!-- Change info --><small>Some old materials may refer to a major failure causing the item to lose all of its charge and become unsellable. As of 9/12/2018, these extra penalties were removed.</small>

<pre{{log2}}>
>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
'''It flares a sickening green and then goes dim.'''
</pre>

==== Catastrophic Failure ====
<!-- Change info -->Catastrophic failures '''{{red|are (reportedly) no longer possible}}''' as of September 2018. This used to cause the wizard to lose all of their items entirely and if it is a container, everything in it as well:

<pre{{log2}}>
>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
'''It begins to shake violently and then suddenly disintegrates!'''
</pre>

=== Orb Maintenance ===
During the charging process, the pulsating orb will reduce in size and require further preparation for charging. The wizard must monitor the ambient messaging of the pulsating orb in order to properly maintain it for use (the shrinkage messaging is ambient, rather than triggered by any direct character action). When this occurs, the wizard should return to the [[#Orb_Preparation|orb preparation]] stage of charging, casting 517 at the pulsating orb repeatedly until it is once again ready for charging. The same failure messaging, success messaging, and mana point cost applies. A shrinking orb is evident by the following:

<pre{{log2}}>
The pulsating orb shrinks somewhat.
</pre>

Eventually, the pulsating orb will expire. Pulsating orbs have a finite lifespan and the eventual expiration of pulsating orbs is natural. The pulsating orb will also expire in the same manner if it was never sufficiently prepared for charging.

<pre{{log2}}>
The pulsating orb suddenly implodes into nothing but some lingering smoke!
</pre>

{{AR}}
{{#section:Rodyn potion|description}}
{{#section:Rodyn potion|recipe}}
== Resources ==
* [[/saved posts|Saved posts]]
* [[Charge Item (guide)]]
* [[Magical workshop]]
* [[Recharging crystals]]
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#517 Major Elemental Spell Circle: Charge Item], on Play.net
* [http://www.play.net/gs4/info/spells/charge-item.asp Charge Item Guide on Play.Net]
* [http://www.play.net/gs4/info/spells/charge-item.asp Charge Item Guide on Play.Net]


{{Wizard}}
{{Wizard}}
[[Category:Major Elemental Spells]]

Latest revision as of 07:49, 5 March 2024

Charge Item (517)
Mnemonic [CHARGEITEM]
Duration Variable
Utility Magic  
Subtype {{{subtype}}} 
Components Special 
Availability Caster only 
Major Elemental Spells
Sleep (501) Attack
Chromatic Circle (502) Attack
Thurfel's Ward (503) Defensive
Slow (504) Attack
Hand of Tonis (505) Attack
Celerity (506) Utility
Elemental Deflection (507) Defensive
Elemental Bias (508) Defensive
Strength (509) Offensive
Hurl Boulder (510) Attack
Floating Disk (511) Utility
Cold Snap (512) Attack
Elemental Focus (513) Offensive
Stone Fist (514) Attack
Rapid Fire (515) Utility
Mana Leech (516) Utility
Charge Item (517) Utility
Cone of Elements (518) Attack
Immolation (519) Attack
Mage Armor (520) Defensive
Meteor Swarm (525) Attack
Elemental Disjunction (530) Attack
Haste (535) Utility
Temporal Reversion (540) Defensive
Time Stop (550) Utility

Charge Item allows a properly trained wizard to place more charges into appropriate magical items, and to recharge those items. It can also be used to detect the status of an item and how difficult that item would be to recharge, if applicable (this does not work on gems). Experience is gained at 10 xp per charge restored, with a 500 xp cap per hour.

The three skills that directly aid in success are, in order of importance: ranks in the Major Elemental spell circle, Magic Item Use, and Elemental Mana Control (EMC). Being in a magical workshop will also add a bonus to success. Other factors, skills, and societal powers that do not directly influence the success of the spell, but may be useful otherwise, include the value of the gem, Harness Power, Spiritual Mana Control, Sign of Wracking, Symbol of Mana, and Sigil of Power. Charge Item is recommended to be a group activity as a lot of mana is required.

The more an item is charged, the more difficult it is to further add charges, and the more severe the failures will be. The maximum number of charges any non-empowered item can hold is forty (40). Items that are empowered (officially referred to as mage empowered) can hold more than forty charges, up to the empowered value of the item. Mage empowerables also use a less restrictive spell list than traditional rechargeables. In addition, higher level and non-elemental spells are more difficult to charge. Failures with the spell vary. The most extreme failure results in "greening" the item, preventing it from ever being charged again. Other failures include loss of mana points or injury to the caster. Catastrophic failure, resulting in complete destruction of the item, is no longer possible.

Channeling this spell at a rechargeable item will instantly green the item, but give the mage a chance to instantly add up to 5 charges to that item. This is intended to allow a little extra utility from this spell while in the field without the full commitment of a charging session. This ability may require more mana than traditional charging.


Mana Cost (Mana Control Benefit)

The mana cost for charging a spell varies based on the type of spell and ranks in Elemental Mana Control. With twenty-four (24) ranks in EMC, charging a spell from within an Elemental sphere will cost the same as the spell. A Spiritual or Mental spell will cost three times as much as the spell, and a Sorcerer Base spell will cost twice as much. For example, when charging a blue crystal (Spirit Strike (117)). This spell costs 17 mana to cast and is a spiritual spell. Thus, it would require 17 × 3 = 51 mana to increase the charge on the blue crystal by one. Further training in Elemental Mana Control will reduce this cost by 1 point per 5 ranks in Elemental Mana Control.

e.g. With 100 ranks in Elemental Mana Control, the cost to increase the charge on the blue crystal will be (17 × 3) - (100 ÷ 5) = 31. To reduce the cost to charge the crystal to the base cost of 17, 170 ranks of Elemental Mana Control are needed.

In the case of a ruby amulet (Wall of Force (140)), 40 × 3 = 120 mana is required to increase its charge by one. However, using the equation (40 × 3) - (X ÷ 5) = 40, where X is the amount of EMC ranks needed to reduce the mana cost, X is 400. However, since the maximum amount of EMC ranks is 303, the fully-trained cost is 60 mana. The absolute minimum cost for Wall of Force would be 50 mana if the wizard is wearing enough enhancives to reach 350 ranks of EMC, and 40 mana if the wizard has enough enhancives and Ascension ranks to reach 400 total ranks.

Components and Valid Items

An orb gem worth at least 1000 silver, a grot t'kel potion, and a magical item that can be charged are all required to use this spell. Chargeable items include some common items such as small statues (older statues may have to be used once first), heavy quartz orbs, heavy moonstone cubes, dull gold coins, blue crystals, ruby amulets, and nearly every wand. Note that white crystals and black crystals are not chargeable in their natural state. (The difference being that some of these items are generated at their capacity while others are not.)

Casting Elemental Detection at an item will indicate the current number of charges, validity of the item for charging, the maximum amount of charges, and the item's durability.

Other Helpful Factors

  • Value of the Orb Gem
Though not a determinant to success, more valuable gems will last longer as orbs, allowing more charges to be placed in an item if desired. The value and/or quality may also limit the amount of charges that can be added to a single item.
  • Harness Power
By increasing the wizard's mana capacity, more charges may be placed into an item before the orb explodes.
  • Spiritual Mana Control (SMC)
This allows the charging wizard to receive mana from classes that employ Spiritual Mana, such as clerics and empaths.
  • Sign of Wracking, Symbol of Mana, and Sigil of Power
These societal powers provide the wizard with more mana.

Process and Messaging

The stages of charges are outlined below.

Shards

“a pure grot t'kel shard“ is available in the wizard guild shops. This item acts like a low-quality prepared gem and will work for charging items in a charge session. This item does not carry the pure gem bonus for reducing mana costs in charging and carries an additional penalty to the charging process. An additional penalty of 1% chance to green per orb per item will be applied when using this item to add charges. These items are intended to allow adding charges to low value items, but not intended to completely replace pure gems in the charging process. They are not recommended for use with highly prized rechargeable items.

Gem Preparation

To begin, pour the grot t'kel potion on the orb gem, then CAST 517 at the gem. After casting the spell, the gem will be replaced with a pulsating orb which appears on the ground. It can not be retrieved. If the potion evaporates, the gem is not an orb gem.

>pour my potion on my ruby
You pour your potion on the ruby.
You carefully work the liquid in until it is all absorbed.
You have 4 doses left.

>prep 517
You recite a series of mystical phrases while raising your hands, invoking Charge Item...
Your spell is ready.
>cast my ruby
You gesture at a star ruby.
The star ruby quickly expands into a blue pulsating orb!
Cast Roundtime 3 Seconds.
>look
[Wizard Guild, Workshop]
You notice a pulsating orb and a sleek wood owl.
Obvious exits: northeast, southeast

>take orb
You can't pick that up!

Orb Preparation

In order to prepare the pulsating orb for charging, the charger must CAST 517 at the orb repeatedly until it begins "flickering in color and humming tones of enchantment." If the orb continues to grow in size, it is approaching preparedness. The successive casts of Charge Item only cost 1 mana point each, as opposed to the full 17 of the initial cast.

Only the original caster may maintain or use the orb for recharging, another wizard may NOT interact with the orb.

>prep 517
You recite a series of mystical phrases while raising your hands, invoking Charge Item...
Your spell is ready.
>cast pulsating orb
You gesture at a pulsating orb.
You gesture over the pulsating orb while muttering a few arcane phrases.
The orb resonates in response to each of your gestures and words.
It grows in size!
>prep 517
You recite a series of mystical phrases while raising your hands, invoking Charge Item...
Your spell is ready.
>cast pulsating orb
You gesture at a pulsating orb.
You gesture over the pulsating orb while muttering a few arcane phrases.
The orb resonates in response to each of your gestures and words.
It shines brightly for a moment, flickering in color and humming tones of enchantment!

The following message indicates that the pulsating orb was already sufficiently prepared for charging:

>prep 517
You recite a series of mystical phrases while raising your hands, invoking Charge Item...
Your spell is ready.
>cast pulsating orb
You gesture at a pulsating orb.
The orb is already prepared for charging.

Each cast of Charge Item has a chance of failure and may reduce the size of the pulsating orb. Additional casts of Charge Item will be required in order to prepare the pulsating orb for charging:

>prep 517
You recite a series of mystical phrases while raising your hands, invoking Charge Item...
Your spell is ready.
>cast orb
>You gesture at a pulsating orb.
You gesture over the pulsating orb while muttering a few arcane phrases.
You are unable to concentrate completely.
The pulsating orb shrinks somewhat.


Item Charging

Once the pulsating orb is sufficiently prepared for charging, the pulsating orb must be rubbed with the item to be charged in the wizard's right hand.

Success

When charges are successfully added to the item, mana will be drained from the wizard. The following messaging indicates that charges have been successfully added to the item:

>glance
You glance down to see a blue crystal in your right hand and nothing in your left hand.

>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
The blue crystal glows with a bright hue as the fingers of essence caress it.


Minor Failures

If the wizard does not have sufficient mana to place a charge into the item, the following message will be received (no mana will be drained from the wizard in this case):

>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
You do not have enough mana.
Nothing else seems to happen.


If the orb is not valuable enough or the item cannot hold more charges, the following message will be received (no mana will be drained from the wizard in this case):

>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
You are unable to add any more charges.
Nothing else seems to happen.

If the pulsating orb is not sufficiently prepared for charging, the following message will be received (no mana will be drained from the wizard in this case)::

>rub orb
The orb isn't properly prepared for recharging.

Additional minor failures to charge are evident by the following messaging:

>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
You are unable to properly channel the flows.


Major Failure ("Greening")

Attempting to recharge an item may also result in a major failure. This type of failure will cause the wizard to lose all of their mana and the item to become unrechargable. Due to the failure message, this is commonly referred to as "greening" an item:

Some old materials may refer to a major failure causing the item to lose all of its charge and become unsellable. As of 9/12/2018, these extra penalties were removed.
>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
It flares a sickening green and then goes dim.

Catastrophic Failure

Catastrophic failures are (reportedly) no longer possible as of September 2018. This used to cause the wizard to lose all of their items entirely and if it is a container, everything in it as well:

>rub orb
You gesture over the pulsating orb while holding a blue crystal near it.
A strand of pure essence leaps from the orb and onto the crystal!
It begins to shake violently and then suddenly disintegrates!

Orb Maintenance

During the charging process, the pulsating orb will reduce in size and require further preparation for charging. The wizard must monitor the ambient messaging of the pulsating orb in order to properly maintain it for use (the shrinkage messaging is ambient, rather than triggered by any direct character action). When this occurs, the wizard should return to the orb preparation stage of charging, casting 517 at the pulsating orb repeatedly until it is once again ready for charging. The same failure messaging, success messaging, and mana point cost applies. A shrinking orb is evident by the following:

The pulsating orb shrinks somewhat.

Eventually, the pulsating orb will expire. Pulsating orbs have a finite lifespan and the eventual expiration of pulsating orbs is natural. The pulsating orb will also expire in the same manner if it was never sufficiently prepared for charging.

The pulsating orb suddenly implodes into nothing but some lingering smoke!

Alchemy Recipe

Rodyn potions will convert any magic item into mage rechargeable items for 60 seconds. During this time a wizard may use an orb prepared with Charge Item (517) to charge the item with no chance of failure (assuming the item hasn't deteriorated to the point of not being chargeable--verifiable via merchant messaging on Elemental Detection (405)) and much lower mana costs (1 mana per charge) than traditional mage charging. A single potion will allow the addition of upwards of 200 charges to a single non-rechargeable item at nominal risk. This potion can only be made by masters of wizard potions.

A rodyn potion
  1. Add water
  2. Add 2 doses of ground ayana leaf
  3. Add 2 doses of essence of water
  4. Chant Charge Item (517)
  5. Add faintly shimmering dust
  6. Infuse mana
  7. Add iridescent glowing core
  8. Boil

Faintly shimmering dust=extracted n'ayanad crystals
Ayana leaf on Roomdata

Resources

Wizard Profession - edit
Spell Circles: Wizard Base Spells | Major Elemental Spells | Minor Elemental Spells
Professional Highlights: Bolt spells | Call Familiar | Enchanting | Charge Item
Popular Archetypes: Pure Mage | War Mage | Enchanter