Enchanting is direct transformation. Runic Tools without Blacksmith Tools attempt to enchant an item. The roll compares d100 against the character's current mana: a successful roll mutates the item, while failure consumes the attempt and does nothing useful.
RLL
Roll
Mana as Chance
The enchantment succeeds when the roll is less than or equal to current mana. Characters with deeper magical reserves are better enchanters, but the craft remains unstable.
FX
Effects
What Can Change
Enchantments can add strength, defense, health, mana, spellcraft, melee, ranged, stamina, sneak, elemental damage, insulation, comfort, lower weight, or multiply value.
ORI
Origin Bias
Cultural Imprint
Some enchanted items gain a lore origin. Elven, Dwarven, Orcish, Halfling, Drow, Heffith, and Human origins bias the roll toward different families of effects.
CRS
Curse
The Backlash
Every enchanted item carries a small curse risk. A cursed item may become difficult or impossible to remove by ordinary inventory handling.
SCR
Scrolls
From Scroll to Tome
Enchanting a scroll changes it into a spellbook-style object that grants the original spell. It is a different kind of magical preservation from memorising a spell.
SPC
Special
Marked as Magical
Successful enchantment marks the item as special. Special enemies can also drop enchanted loot, so runework is not the only path to magical equipment.