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

Introduction:

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.

  • Chaotic patterns indicate it is either not imbeddable or requires a grot t'kel potion.
  • If you sense that this is a magical item but there seems to it is imbeddable, but there seems to be no spells attached to it, it is imbeddable but will require a grot t'kel potion.
  • If you get the message "You sense that this is a magical item. There seem to be spells or charges and the flows of Essence are strangely attracted to it.", then it is imbeddable without a potion.
  • If the item is already imbedded and simply out of charges, the item is empty, and will either require a potion to make it reimbeddable (most often the case with merchant imbeddables) or otherwise be 'spent', at which time, tossing it down a well is r ecommended.
Should one not have access to the spell (405), a crystal at the abandoned inn may assist.

The Grot T'kel Potion:

Grot t'kel potions are an imbedder's best friend. They are available at the Alchemist's in Wehnimer's.
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:

  • "The liquid quickly evaporates" indicates a minor failure. One can repour.
  • "Grey smoke rises from the gem" indicates a major failure. Object is ruined for imbedding
  • "You quickly work in the liquid until it's all absorbed" indicates success. Object is now ready to imbed.

Casting the Spell:

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.

Imbeddable Objects :

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:

Found Objects:

Typical materials of objects found in the lands include steel, granite, tin, lead, and brass. In general each object potentially has the following capacity:

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

Since finding gems and imbeddables is often hit and miss, there are shops within the lands from which imbeddables may be ordered. There are also high level rangers who may imbue a stick with their power, and create wands and staves. Finally, there are c ertain rangers (Kali, most notably), who may with their carving knives, create such imbeddables as figurines.

Purchased Objects:

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

Rings and Bands from the Gemcutters :

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.

Icemule Trace:

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

Imbued Items:

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.

Final Notes:

These are a few of Lady Bloodsnake's final suggestions:

    a) Imbedding in a workshop improves your chances of success.

    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.

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