Enchantments

How to Enchant
Enchantments can normally only be added to items, but not living things. Enchantments may be prepared beforehand, but turned active or inactive by saying a trigger word or phrase. However, gestures or other methods may also be used if approved by the GM. Enchantments must be cast like normal spells, but stronger and more complex enchantments can be achieved by taking more time enchanting the item out of combat. Each hour of time devoted to enchanting an item adds a +1d6 bonus to your enchantment casting roll. The maximum bonus you can receive from taking extra time is equal to twice your spellcraft skill. If you fail a casting roll, you may simply spend more time until the enchantment is properly tuned or you may abandon the attempt, choosing to fail. An abandoned attempt leaves behind lasting improperly tuned magical energy that severely hinders further attempts of applying the same enchantment. Therefore, an abandoned enchantment cannot be attempted again on the same item for at least 24 hours. An item cannot have more than one of the same enchantment placed upon it at the same time.
Enchantment Levels & Duration
Most basic enchantments are considered “level 1” but ones that have higher levels, means they are stronger and longer lasting than the basic enchantment. Each enchantment will list its casting difficulty, duration, and damage/DR/etc changes for higher levels at the end of the spell.
To create a permanent enchantment, double the casting difficulty of the enchantment you are attempting to cast. Remember to include extra difficulties from increased levels of this enchantment you might be adding before doubling. If an enchanter successfully attempts to upgrade a permanent enchantment to a higher level, the old enchantment is removed in place of the better one.
Optional: Enchantment Limits
The GM may decide to put a limit on how many enchantments can be placed on an item. For example, how much magical energy an item can hold might depend on the weight of the item. Therefore, the GM might place a 1 enchantment spell per kg (round up) of weight rule.
Purchasing Enchantments
Enchanters can be hired to perform enchantments for you, but their services don’t come cheap. “Purchase” indicates the standard recommended price for placing an enchantment on a item.
If randomly choosing an enchantment, use a random number generator like https://www.random.org/ and find the resulting number below.
Damage Enchantments on Rapidfire Weapons
Damage enchantments on a rapidfire weapons are somewhat limited as they have very little time to pass magical energy from the weapon to the ammo before they are fired. Therefore, damage enchantments are treated as only counting for the first (3 + the enchantment level) shots fired during an action.
1 Searing
(Primary action: Spell: 15; 5 rounds/5 minutes)This enchantment makes the object glow with intense heat when active. It Inflicts 1d6 heat damage on contact when active.
Extra Levels: + 1d6 heat damage and double duration per level. + 5 difficulty per level.
Purchase: Base: 4,000, Each additional level: Previous Level’s Price x 2
2 Burning
(Primary action: Spell: 15; 5 rounds/5 minutes) This enchantment bathes the object in fire, but does not burn the enchanted item. It Inflicts 1d6 fire damage on contact.
Extra Levels: + 1d6 fire damage and double duration per level. + 5 difficulty per level.
Purchase: Base: 4,000, Each additional level: Previous Level’s Price x 2
3 Explosive
(Primary action: Spell: 24; 5 rounds/5 turns) This enchantment makes the object highly unstable and possibly explosive. When it receives or inflicts damage, roll a contest of 2d10 vs the damage inflicted on it (Before DR). If the damage inflicted exceeds the 2d10 roll, the object explodes, dealing 2d10 explosive damage to all within melee range of the item.
Extra Levels: + 1d10 explosive damage. + 6 difficulty per level.
Purchase: Base: 7,000, Each additional level: Previous Level’s Price x 2
4 Splash
(Primary action: Spell: 20; 5 rounds/5 turns) This enchantment causes an items effect or damage to spread over a wide area. Any non-piercing or slashing damage that does not have a range with a radius, becomes a radius from the point of the item, with a range equal to half the enchanter’s spellcraft skill in meters. If it the damage is already dealt in a radius, double the amount of that range.
Extra Levels: 2x damage radius of previous level.+ 10 casting difficulty per level.
Purchase:
5 Corrosive
6 Freezing
7 Sickening
(Primary action: Spell: 18; 5 rounds/5 minutes)This enchantment attempts to nauseate anything that the enchanted item touches aside from the wielder. On contact, a target must make a health contest vs 1d20 + 12 or the enchanter’s spellcraft skill at the time of casting (whichever is higher). If the victim fails this contest, they gain nausea for 1d4 rounds.
Extra Levels: Gain advantage to nauseate the victim and the victim gains disadvantage when rolling their nausea symptoms. + 10 casting difficulty per level.
8 Breaker
9 Razorsharp
10 Terrifying
This enchantment causes an item in which it is bound to unnerve those who see it. Enemies who see an item with this enchantment have disadvantage to resist fear from anything wielding this item.
Extra Levels: Gain a temporary + 2 bonus to intimidation rolls when equipped with this enchanted item. +7 to difficulty per level.
Purchase: Lvl 1 Price: 8,000. Additional Levels: previous levels cost x 1.5.
11 Thunderous
12 Sacred
(Primary action: Spell: 28; 5 rounds/5 minutes; Requires the Devotion class ability or Demonpact perk. This enchantment channels divine energy into an item. If it is a weapon, deal an amount of bonus divine damage equal to 1/5 of your inflicted damage (after DR). If it is armor, gain a permanent +5 divine DR. If it is something else, it is the GMs discretion as to the effect.
Extra Levels: Extra 1/5 damage as divine bonus damage or extra +5 divine DR. +12 difficulty per level.
13 Deft
14 Frigid
15 Manacharged
16 Spell Resistant
17 Shocking
(Primary action: Spell: 15; 5 rounds/5 minutes) This enchantment makes the item unleash a surge of electricity on contact. It inflicts 1d6 electric damage on contact.
Extra Levels: + 1d6 electric damage and double duration per level. + 5 difficulty per level.
Purchase: Base: 4,000, Each additional level: Previous Level’s Price x 2
18 Stupifying
19 Spiritbane
20 Returning
21 Featherweight
22 Heavyweight
23 Sapping
24 Bloodthirsty
25 Softening
26 Unseen
27 Enduring
28 Shifting
This enchantment allows an item or object to have an alternate form(s) that it can quickly shapeshift between. This enchantment allows 1d6 (advantage) alternate item forms of your choice. These items can be whatever you and your GM decide but must be within 2 sizes (SM) above or below the original enchanted item. You can cause this item to shapeshift by using a command action.
Additional Levels: Add an additional 2 alternate forms of your choice. + 6 difficulty per level.
Purchase: Lvl 1 price: 30,000. Each additional level: Previous level’s price x 1.3.
29 Toxic
30 Contagious
31 Infinite
32 Lucky
(Primary action: Spell: 25; 1d4 rounds/minutes) This enchantment allows an item to increase the luck of the owner. Your critical success rate when using this item is increased by 1 (natural roll 19-20 defaultly) when this item is equipped or in direct contact with you.
Additional Levels: Your critical rate is increased by an additional 1. + 10 difficulty per level.
Purchase: Lvl 1 price: 30,000. Additional Levels: Previous level’s price x 7.
33 Cursed
34 Bonebreaking
35 Swift
(Primary action: Spell: 20) This enchantment allows an item to increase the speed of the owner. When equipped or within direct contact, this item temporarily grants haste for 3 rounds.
Additional Levels: You gain an additional level of haste. +12 difficulty per level.
Purchase: Lvl 1 price: 25,000, Additional Levels: Previous level’s price x 5
36 Slow
37 Rejuvenating
(Primary action: Spell: 20; 5 rounds/5 minutes) This enchantment bestows an amplifying energy on an item that boosts positive effects. When gaining or bestowing morale, stamina points or HP, gain 50% more than you would normally give or receive when in direct contact with the enchanted item.
Extra Levels: Gain an extra 25% to morale, stamina point, and HP gains. + 8 difficulty per level.
Purchase: Lvl 1 price: 20,000. Additional Levels: Previous price x 1.5
38 Sentient
39 Noisy
40 Loyal
(Primary action: Spell: 15; 10 rounds/10 minutes) This enchantment ensures that the chosen item will protect its allies if it would be dealing damage to them. This enchantment negates any damage from this item (Up to 10x the enchanters spellcraft skill; 200 if purchased)that would be dealt to yourself and up to six allies chosen at the time of enchantment.
Extra Levels: Double the amount of negated damage from this item. Double the time duration. +6 difficulty per level.
41 Flying
42 Suspended
43 Unholy
44 Thinking
45 Deceptive
46 Energetic
47 Tricky
48 Radioactive
49 Happy
50 Possessed
51 Balancing
52 Comfortable
53 Sticky
54 Magnetic
55 Slippery
56 Serene
57 Motivating
(Primary action: Spell: 20; 15 rounds/15 minutes)This enchantment supports the will in trying times and flourishes morale in good times. When in direct contact with the enchanted item, gain a temporary +2 and advantage to all willpower rolls when in direct contact with the enchanted item. Also halve any morale losses and double any morale gains when in direct contact.
Extra Levels: Grant an additional temporary + 2 to willpower rolls. Triple the time duration. +8 difficulty per level.
Purchase: 20,000. Additional levels: Previous levels cost x 2.5
58 Disguised
59 Flash
This enchanted causes the item to shine with light capable of illuminating your surrounding or dazzling your enemies. This enchanted item can optionally (Command action to turn on or off) shed continuous bright light in a 10 meter radius and dim light another 10 meters beyond that. Once per turn as an optional passive action, this item can emit a blinding flash of light. All enemies within a 10 meter radius and have line of sight must make a health check vs 25. On a failure, the target is temporarily blinded. On a failure of 10 or more, the target is also staggered.
Additional Levels: + 5 to the difficulty of the health check. Increase the light’s radius by 5 meters.
Purchase: Lvl 1 price: 5,000. Additional Levels: Previous level price x 2
60 Tunneling
61 Martyr
62 Masochistic
(Primary action: Spell: 15; 15 rounds/15 minutes)This enchantment increases the damage both the item wielder and their enemies. When wielding an item with this enchantment, suffer an additional 15% damage (before DR) from all sources. When you deal damage to a target, deal a bonus 30% damage (before DR).
Extra Levels: Wielder takes an additional 15%, Enemies take an additional 30% damage. + 7 difficulty per level.
Purchase: Lvl 1 Price: 8,000. Each additional level: previous level’s price x 2.
63 Manipulating
64 Enthralling
65 Petrifying
66 Travelling
67 Evasive
This enchanted gifts the wielder with an uncanny ability to dodge harm. When in physical contact with this enchanted item, gain a temporary + 3 to their dodge score.
Additional Levels: + 1 to dodge score. + 8 difficulty per level.
Purchase: Lvl 1 price: 25,000. Additional levels: Previous level’s price x 1.3
68 Healthy
69 Depressing
70 Jumping
71 Party
72 Waterwalking
73 Meteorologist’s
74 Social
75 Indestructible
76 Foolproof

Enchantments

Remnants of a Slain God harbadger