Charge Item (517)

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Charge Item allows a properly trained Wizard to place more charges into a magical item.


The Process

In order to charge a magical item you need an orb gem, a grot'kiel potion and a magical item that can be charged. This includes common items such as blue crystals, small statues, ruby amulets, and nearly every wand.

To begin, you pour the grot'kiel potion on the orb gem, causing it to become an orb. Next, cast Charge Item (517) at the orb, and continue casting it 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 mana, while any subsequent cast only costs a single mana point. Now, while holding the magic item in your right hand, rub the orb. Sometimes the orb will shrink, in which case you'll need to cast Charge Item (517) at it a few more times. Note that the more charges you try to add into an item, the more dificult it will be to succeed, and the greater the failures will become. The maximum number of charges any item can hold is 40.

The mana cost for charging a spell varies based on the type of spell and ranks in Elemental Mana Control. With twenty-four ranks in EMC, charging a spell from 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.

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, and therefore preventing it from ever being charged.

Training

There are three skills that directly aid your casting of Charge Item (517). These are, in order of importance: Ranks in the Major Elemental 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, and having a friend or two help you out.

These two factors directly affect the success of casting the spell, as well as the severity of a failure.
Though not a direct influence on the success rate, EMC determines the mana cost for charging a spell. For example, a Wizard with 200 ranks of EMC can charge spiritual spells as though they were a known spell, for only one times the mana cost of the spell. 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.
  • Value of the Gem
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.
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.
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.
Both of these societal abilities provide you with more mana.
  • 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.