Temporary Enchantment

Enchantment
This lets the enchanter create magic items that only function a few
times before losing their enchantment, at a substantial savings in energy cost
(and therefore time).
An item can be temporarily enchanted at an energy cost of 15%
the normal cost for an item of that type per use. An item with only a sin-
gle use can be created for 15% of the normal energy, two uses would cost
30%, four would cost 60% (very cost-ineffective under most circumstances)
and the cost for an item limited to 7 or more uses actually exceeds the cost of
a permanent item.
The temporarily enchanted item acts, in all respects, as a normal item
of that type until all of its uses are consumed. Once all the uses of the tem-
porary item are gone, the item is no longer magical.
The Temporary Enchantment spell is used in place of the Enchant spell. A
single item may not be enchanted with both temporary and permanent spells
simultaneously.
Temporary Enchantment can only be used to give items a one-time abili-
ty to cast a certain spell – not to cast the spell on the object. For example, a
mage couldn’t make a one-shot set of invisible armor – it would never wear
off. He could give the armor the ability to cast the Invisibility spell on itself
at normal energy and duration costs.
Temporary Enchantment cannot be used in conjunction with any
Enchantment college or Meta-Spell college spells except the following:
Hex, Limit, Link, Name, Power, and Speed. Temporary Enchantment
absolutely cannot be used to further reduce the cost of enchantments that
already have limited uses (e.g., Skull-Spirit).

Duration: Until all of the item’s uses have been expended.
Cost and time: See Enchanting, p. 16.
Prerequisite: Enchant (VH).