One of the priveleges of the students elemental magic (wizardry, bardic magic and sorcery) is the spell (420) Magic Item Creation -- which inducts the student into the mysteries of mana and materials, as they attempt to imbed their spells within the very
material of an object, to be set free at an appropriate moment.
The process can be quite costly in terms of mana, and occasionally hazardous. The student of imbedding should optimally seek out a workshop where the forces in such places conspire with the mage to force the material to accept the desired magic.
Elemental Detection:
To ascertain whether an object is imbeddable or not, the spell (405) Elemental Detection is the informed witch's best choice. One simply prepares (405) and casts it at the item, and notes the results.
Grot t'kel potions are an imbedder's best friend. They are available at the Alchemist's in Wehnimer's.
One imbeds by casting (420) Magic Item Creation, and casts at the item. A thread of magic of some color will appear if the attempt is successful. The spell will misfire if the object is not imbeddable, or not properly prepared.
After a successful cast, the enchantress quickly types the following command:
Imbed (spell /) in (object -- note: MY will not work) using (rub/wave) for (/ of charges) charges. Note that higher spells are more difficult to imbed than lower spells. Note also that each time you imbed, you run the risk of destroying the object. Fu
rther note that each object has unique properties, including how it is activated [rub/wave (at)], how much mana it will hold, and whether it is reimbeddable.
If you are successful you will gain experience points equal to the amount of imbedded mana.
Objects divide into two main categories - those which are rubbed to activate them, and those which must be waved to trigger the spells locked within.
A second distinction can be made about whether an imbeddable is crumbly (disintegrates on its last use), or reimbeddable (when empty, requires a grot t'kel potion to prepare it for reimbedding). This will be addressed in more depth in a moment.
Rubbables require no magic item skill on the part of the user. Wavables require magic use skill to activate the spell, and, if the spell is targeted, rely on the skill of the waver to target.
Wavables include rods and wands.
Rubbables include rings, amulets, figurines, charms, certain gems, objects like mein shards, and perhaps others. Some rubbables are wearable, like charms, rings, and amulets.
Each object has an innate capacity for mana holding, which vary based on the kind of object, and the material it is composed of. Note that 10 charges of (401) Elemental Defense I is the same amount of mana as 1 charge of (410) Elemental wave.
In general rods hold 40 or more mana, while wands tend to hold no more than 30. Amulets hold between 20-40 mana, and rings between 30-40 mana.There can be variations, due to material, and the skill of the caster. It is rumored that where you cast can be
an issue. Some report better luck when on a node, or sitting in a workshop.
Objects come from a finite number of sources. These will be addressed in turn:
Typical materials of objects found in the lands include steel, granite, tin, lead, and brass. In general each object potentially has the following capacity:
A Wonderful Guide from my Sisters in the Coven
The Coven's Guide to Imbedding
Edited by Sister Indika Djinn. Contributed to by Lady Thym Mistrell, Lady Bloodsnake O'Snert,
Lady Thylina DeGrove, Lord Jorak Owlshield, Lord Manny of Twilight Hall, and Lord Amery
Metonar
II. About Imbeddables
a) Imbeddable Objects
b) Found Objects:
c) Gems
III. Purchased Imbeddables
a) Wehnimer's Landing - The Alchemist Shop
b) Wehnimer's Landing - The Gemcutters
c) Icemule Trace
d) Imbued Items
IV. Final Notes
Should one not have access to the spell (405), a crystal at the abandoned inn may assist.
A quick guide to treating objects with a grot t'kel potion:
Hold the gem in your right hand and a grot t'kel potion in your left.
Typing "Pour potion on my (object)" will yield one of three messages:
WANDS | 20-40 mana |
RODS | 30-65 mana |
AMULETS | 20-40 mana |
RINGS | 30-40 mana |
Most of these objects will not disintegrate, but they are not usually reimbeddable.
Note that some objects -- golden wands for example -- are rumored to be reimbeddable, if with a grot t'kel potion, as well as rechargable. The Coven is researching how foolproof the reimbedding of gold wands is, and their mana capacity. More on this, on the next update of this Imbedding Guide.
Note that the following items found on critters are NOT imbeddable: Smooth stones, shiny rings, bent rings, polished rings, polished medallions, etc.
Gems:
Some gems (found in boxes, or on critters) can be made into a blank imbeddable. The more valuable the gem, the higher rate of success, and the more mana it will contain. Gems are treated with a grot t'kel potion before hand.
According to Bloodsnake's estimates, this is the mana capacity of each gem:
Polished Pink Coral | 20 |
Polished Red Coral | 20 |
Turquoise Stone | 20 |
Aquamarine Gem | 20 |
Smoky Topaz | 30 |
Golden Topaz | 30 |
Star Ruby | 30 |
Ruby | 30 |
Blue Sapphire | 30 |
Star Sapphire | 30 |
Yellow Sapphire | 30 |
Green Sapphire | 30 |
Violet Sapphire | 30 |
Pink Sapphire | 30 |
White Opal | 40 |
Black Opal | 40 |
Any kind of Pearl | 40 |
Uncut Diamond | 40 |
Special merchants often carry rings, earrings, nose rings, amulets and other imbeddables, some of which are reimbeddable, many of which are not. When a merchant visits, an informed witch shops in bulk, and casts (405) Elemental Detection at the various objects she finds. Boots, belts, and gloves are among the more unlikely imbeddables. Witches without the ability to cast (405) are well advised to seek out the crystal in the workshop at the abandoned inn. There, its signals will inform her when the ob ject she is holding is ready to receive mana.
Wehnimer's Landing - The Alchemist Shop:
According to the Sorceress Bloodsnake O'Snert, the best material for the money is Tanik. Tanik Rods at the Alchemist run 2700 silvers with a little extra if you want it colored and takes roughly an hour to make. She recommends the wood Maoral for amulets , which take roughly 7 hours to make. According to the Wizard Amery Metonar, similar rods found in Icemule Trace vary slightly in cost and mana capacity. We note this information in the Icemule section.
Her table follows:
Type of Wood | Cost | Time to Make | Mana Capacity |
Amulets | |||
Linden | 600 | 3 hrs | 28 |
Thanot | 650 | 6 hrs | 23 |
Ash | 700 | 7 hrs | 24 |
Hazel | 750 | 4 hrs | 25 |
Modwir | 800 | 2 hrs | 26 |
Tanik | 850 | 1 hr | 27 |
Oak | 900 | 7 hrs | 28 |
Yew | 950 | 2 hrs | 29 |
Monir | 1000 | 6 hrs | 30 |
Fil | 1050 | 9 hrs | 31 |
Haon | 1100 | 7 hrs | 32 |
Maoral | 1150 | 7 hrs | 33 |
Wands | |||
Linden | 900 | 2 hrs | 34 |
Thanot | 1000 | 4 hrs | 30 |
Ash | 1100 | 5 hrs | 32 |
Hazel | 1200 | 3 hrs | 34 |
Modwir | 1300 | 2 hrs | 40 |
Tanik | 1400 | 1 hr | 38 |
Oak | 1500 | 5 hrs | 40 |
Yew | 1600 | 2 hrs | 40 |
Monir | 1700 | 4 hrs | 40 |
Fil | 1800 | 6 hrs | 40 |
Haon | 1900 | 5 hrs | 40 |
Maoral | 2000 | 5 hrs | 40 |
Rods | |||
Linden | 1700 | 2 hrs | 46 |
Thanot | 1900 | 5 hrs | 48 |
Ash | 2100 | 6 hrs | 50 |
Hazel | 2300 | 3 hrs | 52 |
Modwir | 2500 | 2 hrs | 54 |
Tanik | 2700 | 1 hr | 56 |
Oak | 2900 | 6 hrs | 58 |
Yew | 3100 | 2 hrs | 60 |
Monir | 3300 | 5 hrs | 62 |
Fil | 3500 | 7 hrs | 64 |
Haon | 3700 | 6 hrs | 66 |
Maoral | 3900 | 6 hrs | 68 |
These items are imbeddable but difficult, and often expensive to transform.
They require treatment with a grot t'kel potion, which may fail, as often as not, depending on the skill of the pourer.
According to Bloodsnake's research a ruby band has been the most receptive to imbedding.
As mentioned earlier, there are shoppes in the halfling village of Icemule Trace which offer amulets and rods with no manufacturing time. The amulet table was researched by Lord Jorak Owlshield, Lady Thym Mistrell, and Lady Indika Djinn.
Type | Cost | Mana Capacity |
Granite | 120 | 20 |
Shale | 200 | 20 |
Soapstone | 350 | 20 |
Limestone | 500 | 20 |
Coal | 1100 | 32 |
Sandstone | 1700 | 40 |
Chalk | 2600 | 40 |
Basalt | 5100 | 40 |
Brimstone | 5100 | 40 |
Marble | 5100 | 40 |
Clay | 5100 | 40 |
Slate | 5100 | 40 |
Here are the rod capacities and prices for the Icemule shop, courtesy of Lord Amery.
Type | Cost | Mana Capacity |
Thanot | 900 | 40 |
Modwir | 1490 | 44 |
Tanik | 1740 | 47 |
Oak | 2700 | 57 |
Maoral | 4000 | 70 |
Rangers have the power to imbue sticks (614 IMBUE) to transform them into wands. Typically these wands carry the same description as the stick it was carved from. A bent stick, for example, becomes a bent wand. Such wands generally disintegrate on thei r final use. The amount of mana these wands are able to hold are dependent on the level of the ranger who carves them.
Such sticks are foragable (FORAGE FOR STICK). Bloodsnake recommends the Wedding Glade as one nearby location for such objects. These are also immediately imbeddable.
According to Lord Manny, rangers can occasionally produce a 'special wand' during the imbuing process, and while we have little information on the properties of these wands, rest assured we're working on it, and will publish this information as soon as po ssible.
These are a few of Lady Bloodsnake's final suggestions:
b) Never put aimed offensive spells in anything other than a rod or wand, lest you rub it, and self-cast it. Painful!
c) Be mindful that with every imbedding attempt you run the risk of destroying the object. If you are imbedding an item for someone make sure they know the risk of the item being ruined and agree to not hold you responsible if that should happen.
d) Remember that the higher the level of the spell, the higher the chance of failure.
We at the Coven stand by our work, and are constantly seeking ways to improve it. If any of this guide is unclear, or you discover we have erred in some way, write us immediately so that we can correct our materials.