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Ritual of Armor Enchantment

Rank 4
Sorcery Ritual · Requires Sorcery Rank 4

This ritual creates an enchanted suit of armor that has an increased number of Base Armor Points, i.e. not including the Real Bonus, Armor Efficiency skill, or Oils of Armor. This ritual can be cast on a complete suit of armor, increasing the value of each piece. This ritual can be cast on just one piece of armor, increasing just that one piece. Any combination of armor – leather, ring mail, chain mail, etc. – can be used in this ritual and in any combination of pieces; however, only one specific per location piece can be enchanted at a time. You could, for example, enchant a plate helm, chain mail cuirass, a right leather bracer, and soft leather leggings. However you could not put another helm or another piece of chest armor into the ritual. Only one of them will be enchanted. Since there is only one bracer, another bracer can be added. The armor will always retain some of its protective qualities and will always have 25% of its Base Armor Points after spending 5 minutes resetting the armor after a battle. This is not stackable with the Armor Efficiency skill. Lastly, the armor will degrade at 2 Armor Points instead of the normal 3 Armor Points. For example, Aberele wants to enchant Dunkin's armor. He has several pieces of armor totaling 20 Armor Points. The armor is Enchantment Quality and after casting the ritual, the armor is worth 30 Armor Points and will always have at least 8 Armor Points after he rests his armor after a battle. The armor can be worn separately, all together, or by separate characters. The Armor Points will degrade following the above armor rules and will need to be repaired normally when they run out. Material Armor Bonus Normal Armor +25% Enchantment Quality, Elven, or Dwarven Crafted +50% Mithril +100% Special Alloy (Adamantine, etc.) +150% If a character participates in the ritual, they can become attuned to all the armor pieces. For rules concerning attunements, see the Ritual of Attunement. When this ritual is successfully cast on a piece of armor, it becomes unbreakable but not undamageable. It cannot be destroyed by Shatter, Blast, Giant Strength, or similar spells or abilities. When the enchantment wears off, the armor returns to its base metal again.

Cost, Casting Time & Components

Like every Rank 4 ritual, this ritual's exact Temporary Power Point cost, casting time, and component count are set within the Rank 4 range by a Magic Marshal when the ritual is created - see How Rituals Work for the full rank table and general casting rules.

Referenced By

1 cards

Cards whose rules text mentions this ritual by name.

Source Citation