|The process of Enchanting in Geoza is for the most part limited to the Mana and Alchemy Origins. No other magical (as opposed to Deific) Origin has the capability for true permanence. Sorcery can only Anchor an effect - not permanent enough for enchantment, although an Anchored effect can perform some of the same functions as an Enchantment. Spirit effects can last for months or even years, but they must end sometime (and although Runic effects can be made permanent, doing so relies on the underlying Alchemical basis of Runes).
|Enchantment is the process of reducing the Affinity of an object so that it may store Mana, either in raw form or as an Imbedded effect. The enchanting must be done while the object is being crafted: a certain amount of leeway can be granted here. For example, a rough-hewn staff of wood can be enchanted during the fine shaping and carving. There must be a significant alteration of the object in order for the enchanting to be successful. This requirement is based on the peculiar fact that, although Mana can produce permanent effects, its limitations with the Reality Dominion prevent the outright alteration of Affinity in a permanent fashion. The process of Ritual Mana Shaping outlined here is one of only two methods of shaping Affinities known in Geoza (the other method being Alchemical Enchanting).
|Enchanting involves changing the underlying structure and nature of an object. An enchanted piece of wood is not the same as a 'natural' piece of wood. Although the two may appear identical in grain, texture, hardness, etc., they are different at a fundamental level. They interact with Reality - the flows of Mana that form the basis for everything that is - in completely different ways.
|For this reason, once an object has been fully enchanted, the operable Dominion under which it falls is no longer Matter, but Reality. Enchanting is essentially the Transformation of the Dominion of an object. As such, there are ritual Mana paradigms that must be cast to initiate this process and sustain it while the object is crafted.
|Enchanting is a slow ritual process that involves Shaping one Transformation / Reality effect at the beginning of a crafting session, and a second one at the end. Using this method, the adepts need not craft the item themselves, but merely provide the Affinity alteration while the craftsman does the physical work. If one of the adept does craft the item herself, she can also use Transformation effects to aid her in the mundane process of crafting as well.
|Enchanting is a Ritual Mana Shaping because the Configuration Might of Mana is insufficient to achieve the necessary alteration of Reality. The increase in Configuration Might associated with ritual shaping allows Mana adepts to achieve a sufficient Transformation / Reality effect. Because ritual shapings are a cooperative process, a single adept cannot perform the basic enchanting process by himself.
|The first ritual effect is shaped at the beginning of a crafting session. The duration for this Shaping must be sufficient to last the entire crafting session - often several hours. The second Shaping is performed at the end of the crafting session, and "fixes" the alteration of Affinity which has occurred over the course of the crafting session - and must use the Permanence Temper Aspect. Note: both paradigms outlined on this page are fully optimized ritual Mana effects, in accordance with the magical research rules and the rules for Ritual Mana Shaping.
|Since the ritual Configuration Might (Omnessence Limit) of Mana in Transformation / Reality is only 48, this effect will often only reduce the Affinity by a single level. Multiple crafting sessions may be necessary to fully enchant an object. For example, to reduce an object with a current Affinity of 4 to an Affinity of 3 would only require a Potency of 2, but with the cost for Scope (16) and Intricacy (21) added in, there isn't much room for Potency. Even with only one point allocated to extend the duration, the maximum Potency possible is only 11 points - enough to reduce an Affinity from 4 to 0 (or reduce an Affinity from 7 to 5). Because costs for reducing an Affinity often involve "off the chart" numbers, the costs to reduce Affinity are summarized here. Numbers in parentheses are included merely for the sake of completeness - no known method is capable of achieving those results. Numbers in brackets are possible only if Extend Duration is not used at all.
|From this table, it is obvious why enchanters prefer materials with inherently lower Affinities (i.e. materials which are more "magical"). An object with an affinity of 3 can be fully enchanted in only one session, whereas one with an affinity of 7 would require at least three sessions to fully enchant (i.e. to reduce the affinity to 0).
|Since the Configuration Might (Omnessence Limit) of Mana in Transformation/Reality is only 48, and Permanence is required, the base cost for this effect cannot exceed 15 points (plus the Build Temper Aspect) - fairly limiting, considering that 10 of those points are consumed by Scope and Intricacy. Thus, if the object being enchanted cannot be reduced to an Affiinity of 5 or less in one session, that object cannot be enchanted by this method. (Note: this means that objects with initial Affinities higher than 7 cannot be enchanted by this method).
|Some formally defined terminology for Geozan magical items: