Through enchanting, a mage can imbue a physical object with magical power. Enchantment requires the Enchant skill (IQ-Very Hard), with Magery or Power Investiture adding to effective skill for Enchanting rolls. The enchanter and all assistants must be capable of producing the effect being imbued with either arcane or divine magic.
With arcane magic, the magician (and any assistants participating) must accumulate energy equal to 80 times the mana needed to cast the effect for a bound spell or permanent enhancement. The enchanter rolls to gather energy once per hour (or once per day for non-adepts), for a maximum of eight hours per day. To create a one-time use charm, only the normal mana for the spell (including a Lesser Control Chance effect to make it conditional) is required, rolling once per hour. Charms created with Enchantment do not count against the casters maxiumum active spells. Gathering the energy uses the lower of the Enchant skill or any involved Path skills. Once the energy is gathered, a final Enchant roll is required.
With divine magic, an enchanter must pray for the magical effect they wish to imbue. For every hour of prayer, they roll against the lower of Enchant or Divine Favor, for a maximum of eight hours per day. For a bound spell or permanent enchantment, they must accumulate a margin of success equal to 80 times the point cost of the equivalent learned prayer. They may also count mana spent from their personal reserves or outside sources. For a single-use charm, they need a cumulative margin of success equal to the equivalent learned prayer cost. At the end of the process, a final Enchant roll is needed to complete the enchantment.