Magical workshop: Difference between revisions
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Revision as of 16:46, 11 October 2016
Magical workshops, formerly known as enchanting workshops, give a significant bonus to the outcome of several powerful spells. These include:
- Charge Item (517)
- Enchant Item (925)
- Ensorcell (735)
- Scroll Infusion (714)
- Magic Item Creation (420)
Sorcerers and Wizards can use the SENSE verb to detect whether they are in a magical workshop or not.
Workshops come in three different strengths, the most powerful being a private workshop. Private workshops are rare and are attuned to the owner. If the workshop located in a private property is not attuned to a specific wizard, it will have the enchanting bonus of a public workshop.
The next most powerful are workshops found in CHE Houses (e.g., White Haven, Twilight Hall) and Wizard and Sorcerer Guilds. Every Wizard Guild has a workshop, while every Sorcerer Guild except Zul Logoth and Ta'Vaalor has one.
Finally, the least powerful workshops are open to the public. These are found throughout the lands in places such as the Abandoned Inn.
Note: The magical workshop bonus to Ensorcell (735) success is unaffected by the type of workshop. All workshops (private, che/guild, or public) provide the same bonus.