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Ver. 1.3.1

Enchantments

Enchantments are advanced magical rituals that imbue an object with one or more lasting magical properties. Unlike traditional spells, whose effects last only minutes to hours, the effects of enchantments can last for many years.

Due to their more complex nature, enchantments are more difficult to cast than standard spells. They require a lasting source of magical power beyond the caster's own innate energy, such as Aetherium in its pure form, and some may consume additional material components as well.

Casting Enchantments

You may learn and cast an enchantment in any of the same ways you may use spells. You must have a valid target object in your inventory that the enchantment can be used on.

Simple Enchanting involves applying a single learned enchantment to an object, and is the most common method of enchanting weapons and armor. See Artifacting for information on applying multiple enchantments to one item.

Enchantment Keywords

Table: Enchantment Keywords

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Keyword Description
Augment Augmenting weapon enchantments add damage of a different type to a weapon's attacks, without affecting or replacing the weapon's normal damage. The additional damage should be dealt first when the weapon hits.
Visual Enchanted items give off a noticeable visual effect, such as a glowing aura corresponding to the enchantment's form of magic. This will be immediately noticeable to anyone who views the item. Non-Visual enchantments can't be detected with the naked eye.
Static A static enchantment or spell can't be amplified.
Curse An enchantment that grants the holder or wearer purely negative effects. Some spells and abilities allow you to detect curses and distinguish them from other enchantments, even if you can't identify them.
Complex A complex enchantment is made up of multiple components that must be cast in sequence. Simple enchantments can be combined with components to create complex ones, such as having the effect activate only under specific conditions or only apply to certain creatures.
Charged The enchantment holds a limited number of charges. The user may expend a charge through one or more actions that trigger a certain effect. Once all charges are expended, the enchantment becomes unusable. Charged enchantments can be rechargeable by reenchanting them with resources equal to their Charge Cost.
Component A Metamagic enchantment that acts as one of the building blocks of complex enchantments. By itself, it has no effect. Components must be learned in order to create complex enchantments, but not to cast already-established ones.
Delayed Delayed enchantments have a delay before their effects become usable by the wearer, such as those that trigger a physical transformation. The exact delay, in frames or minutes/hours of in-game time, is specified in the enchantment's description. The wearer may or may not be preoccupied or even incapacitated during the delay time.

Enchantment Actions


Enchant Item

You attempt to apply an enchantment you know to an object. Choose the enchantment you cast, the level to which you amplify it, and a valid target object.

Make a Spellcasting skill check using the spell's form of magic, and add your Specialty for its school of magic if applicable. Add the enchantment modifier of the target object if applicable.

The difficulty to cast enchantments is based on the level of the spell relative to your skill level in that form of magic - 15 if the two are equal, plus 5 for each level higher than your skill, or minus 5 for each level lower. (Casting enchantments 3 or more levels below your skill is trivial.)

The enchantment process takes one hour. The object must be either in your inventory or within your reach and must remain in your control for the duration of the enchantment process. If your concentration is broken or the object leaves your reach at any point during the process, the enchantment is interrupted and automatically fails.

Success: You successfully complete the enchantment. The energy and material costs of the enchantment are consumed, and the item gains the intended properties.
Critical Success: You successfully complete the enchantment, and you may choose one unit of Aetherium or one unit of another of the enchantment's material costs to remain unused.
Failure: The enchantment has no effect. The failed enchantment consumes your energy, but the materials remain.
Critical Failure: The enchantment has unintended adverse effects determined by the GM. The caster may suffer exhaustion. Energy and materials used in the enchantment are lost.

Disenchant Item

You attempt to remove an enchantment from an object. If the enchantment is complex, each component must be removed separately. If there are multiple enchantments on the item, you choose which one to remove.

Make a Disenchant (Spellcasting) skill check using your skill modifier in the enchantment's form of magic. The difficulty is as though you were casting a spell in that form one level higher than the enchantment to be removed.

Assistance: Helpers make a Spellcasting check.

Success: You remove the chosen enchantment, or the topmost component of a complex enchantment.
Critical Success: You remove the chosen enchantment. If the enchantment is complex, all of its components are removed at once.
Failure: You fail to remove the enchantment. If the enchantment is complex, make a difficulty 10 Intelligence check. On a failure, you remove a random component of the enchantment chosen by the GM, and the item becomes corrupted.
Critical Failure: The failed attempt has an unexpected effect determined by the GM. You may remove one or more random components of a complex enchantment, or the wrong enchantment if there are multiple on the item. The item likely becomes corrupted.