Enchant Item

Might&Magic 1

Might&Magic 2

Id: S-9-4
Cost: 50 per plus of items + 50 Gems
Type: Non-combat
Target: Spell caster
Level: 9 (Sorcerer)
Description: Attempts to raise the magic ability of an item by increasing it's '+' by 1.

Might&Magic 3

Cost: 30 Spell Points + 20 Gems
Target: Party Member
Level: 15 (Sorcerer)
Description: Adds random magical abilities to a mundane item that currently has no special powers or properties.

Might&Magic 4-5

Cost: 30 Spell Points and 20 Gems
Target: 1 Item
Description: Bestows magical power to an item that has none. The more powerful the spell caster, the better the chance for a powerful item.

Might&Magic 6

Id: 29 (Water 7)
Cost: 10 SP
Req Skill: Water (Normal)
Description: Gives a chance to imbue a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Experts manage better enchantments, and only masters can enchant weapons.

Might&Magic 7

Id: 30 (Water 8)
Cost: 15 SP
Req Skill: Water (Master)
Description: Gives a chance to imbue a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Grandmasters can manage better enchantments.

Might&Magic 8

Id: 30 (Water 8)
Cost: 15 SP
Req Skill: Water (Master)
Decription: When cast, this spell has a chance of imbuing a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Grandmasters can manage better enchantments.