Enchanter

Class Information
The Enchanter forsakes spells for the benefit and relative stability of empowered equipment. They carry a set of tools and a craftsman's pride, as well as a few especially useful creations. Many travel the world searching for places of power where they might siphon off energies to forge new creations.

Imbue: Enchanters knows how to imbue items with magical energy. The quality of the enchantment is dependent on the average of a Will roll, a Knowledge roll, and a Mechanics roll.

Enchantment requires at least a full day as well as a place of strong magical energy. Enchantment puts a minor mental Injury on the Enchanter which cannot be treated and lasts at least one session. The effects of enchanting are dependent on the nature of the location. For instance, a noxious swamp is liable to produce a blade that oozes poison. Only one item may be enchanted per location (until such time that the location replenishes itself).

Arsenal: Unless otherwise specified, only the Enchanter may use an enchanted item from the arsenal list.
 * Wand- The wand can replicate one spell from the Wizard’s spell list twice per session. There is no mental stress cost for using the wand.
 * Elemental Weapon- A melee weapon that permanently has some particular elemental affinity, like fire or ice. Deals one extra damage on successful hits.
 * Power Ammunition- A ranged weapon that can shoot exploding ammo by spending a Fate Point.
 * Warded Shield- A shield that can greatly reduce the damage from an attack by spending a Fate Point.
 * Necklace of Water Breathing- A necklace that stores air and lets its wearer breathe underwater for ten minutes at a time.
 * Lesser Bag of Holding- A bag that's bigger on the inside than the outside and halves the weight of whatever is put in it. Holds roughly 25 sq. ft. of stuff.
 * Rod of Respite- Twice per session, can clear out three points of Physical Stress (but not injuries).
 * Lesser Immovable Rod- A rod that, when activated, is locked in place (possibly even floating). The rod requires great force to move (similar to a 300 lb. boulder). It deactivates after sixty seconds.
 * Skeleton Key- Unlocks any mundane lock, three times a day.
 * Cloak of Shadows- A cloak that blends in with shadows. Makes the wearer nearly invisible when standing still in a shadow. Can be reversed to appear as a normal cloak.
 * Powder of Sleep- Twice per session, can attempt to put a target to sleep. The target must roll Will above the user's Mechanics skill to stay awake (the user does not roll).