***Gloves of Smothering*** This enchant vests the spell of smothering. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for gloves is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist causes smothering and levitation a feet off the ground (intensity of the spell equals 7), Range 5m/POW
***Major Staff of Wrack Darkness*** This enchant vests the cold power of darkness to leach life from foes. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d8 damage (intensity of the Wrack equals 7), which replaces the regular damage of the weapon. This damage ignores worn armour (as per Wrack). The enchanted blade turns smokey black, wisps of cold black tendrils drifting from the blade, and becomes insubstantial. The magic has the drawback of slowly turning the limb (and body) of the user pitch black, a very gradual effect, but permanent. In addition, the sorcerer maintaining this enchantment will look drawn and their own shadow seemingly more 'transparent'. Range 5m/POW
***Major Staff of Wrack Fire*** This enchant unleashes the fire. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d8 damage (intensity of the Wrack equals 7), which replaces the regular damage of the weapon. Any misses may cause collateral damage by igniting flammable material nearby. This damage ignores worn armour (as per Wrack). The enchanted weapon looks burned and smokes at the edges. Range 5m/POW
***Minor Staff of Wrack Darkness*** This enchant vests the cold power of darkness to leach life from foes. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d4 damage (intensity of the Wrack equals 3), which replaces the regular damage of the weapon. This damage ignores worn armour (as per Wrack). The enchanted blade turns smokey black, wisps of cold black tendrils drifting from the blade, and becomes insubstantial. The magic has the drawback of slowly turning the limb (and body) of the user pitch black, a very gradual effect, but permanent. In addition, the sorcerer maintaining this enchantment will look drawn and their own shadow seemingly more 'transparent'. Range 1m/POW
***Minor Staff of Wrack Darkness*** This enchant vests the cold power of darkness to leach life from foes. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d4 damage (intensity of the Wrack equals 3), which replaces the regular damage of the weapon. This damage ignores worn armour (as per Wrack). The enchanted blade turns smokey black, wisps of cold black tendrils drifting from the blade, and becomes insubstantial. The magic has the drawback of slowly turning the limb (and body) of the user pitch black, a very gradual effect, but permanent. In addition, the sorcerer maintaining this enchantment will look drawn and their own shadow seemingly more 'transparent'. Range 1m/POW
***Minor Staff of Wrack Darkness*** This enchant vests the cold power of darkness to leach life from foes. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d4 damage (intensity of the Wrack equals 3), which replaces the regular damage of the weapon. This damage ignores worn armour (as per Wrack). The enchanted blade turns smokey black, wisps of cold black tendrils drifting from the blade, and becomes insubstantial. The magic has the drawback of slowly turning the limb (and body) of the user pitch black, a very gradual effect, but permanent. In addition, the sorcerer maintaining this enchantment will look drawn and their own shadow seemingly more 'transparent'. Range 1m/POW
***Minor Staff of Wrack Darkness*** This enchant vests the cold power of darkness to leach life from foes. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d4 damage (intensity of the Wrack equals 3), which replaces the regular damage of the weapon. This damage ignores worn armour (as per Wrack). The enchanted blade turns smokey black, wisps of cold black tendrils drifting from the blade, and becomes insubstantial. The magic has the drawback of slowly turning the limb (and body) of the user pitch black, a very gradual effect, but permanent. In addition, the sorcerer maintaining this enchantment will look drawn and their own shadow seemingly more 'transparent'. Range 1m/POW
***Minor Staff of Wrack Fire*** This enchant unleashes the fire. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d4 damage (intensity of the Wrack equals 3), which replaces the regular damage of the weapon. Any misses may cause collateral damage by igniting flammable material nearby. This damage ignores worn armour (as per Wrack). The enchanted weapon looks burned and smokes at the edges. Range 1m/POW
***Staff of Wrack Darkness*** This enchant vests the cold power of darkness to leach life from foes. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d6 damage (intensity of the Wrack equals 5), which replaces the regular damage of the weapon. This damage ignores worn armour (as per Wrack). The enchanted blade turns smokey black, wisps of cold black tendrils drifting from the blade, and becomes insubstantial. The magic has the drawback of slowly turning the limb (and body) of the user pitch black, a very gradual effect, but permanent. In addition, the sorcerer maintaining this enchantment will look drawn and their own shadow seemingly more 'transparent'. Range 5m/POW
***Staff of Wrack Fire*** This enchant unleashes the fire. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d6 damage (intensity of the Wrack equals 5), which replaces the regular damage of the weapon. Any misses may cause collateral damage by igniting flammable material nearby. This damage ignores worn armour (as per Wrack). The enchanted weapon looks burned and smokes at the edges. Range 5m/POW