To create any sort of magic item you need the correct feat, base item, level, skill and money.
All base items must be of Good(+1) quality or better to be made into magic. Each quality step above that reduces the time to enchant something by 10%
The study materials are things that wizards use to learn spells and others can use to expand the rituals they can cast.
Your Offtime activity will be set to create the study material.
To see how much money and time creating the material takes see: Learning Spells
This process either scribes a rune or embeds magic in a gem. Anyone can use the resulting rune or gem to cast the spell.
The enchanting will become your Offtime activity.
spell level | Base Time | Minimum level | Spellcraft DC |
---|---|---|---|
0 | 3 weeks | 1 | 10 |
1 | 5 weeks | 2 | 12 |
2 | 7 weeks | 4 | 14 |
3 | 9 weeks | 6 | 16 |
4 | 11 weeks | 8 | 18 |
5 | 13 weeks | 10 | 20 |
6 | 15 weeks | 12 | 22 |
7 | 20 weeks | 14 | 24 |
8 | 30 weeks | 16 | 26 |
9 | 50 weeks | 18 | 28 |
The gem value decreases the crafting time by 10% for each money unit above copper.
Gem value | Creation Time |
---|---|
1-9 copper | 100% base time |
1-9 bronze | 90% base time |
1-9 silver | 80% base time |
1-9 gold | 70% base time |
1-9 platinum | 60% base time |
1-9 mithril | 50% base time |
10-99 mithril | 40% base time |
100-999 mithril | 30% base time |
1000-9999 mithril | 20% base time |
10000+ (mithril?) | 10% base time |
This process allows you to enchant a liquid with a particular spell. The spell can be cast once by anyone who drinks the potion. (does the spell automatically target the person drinking it?)
The enchanting will become your Offtime activity.
spell level | Base Time | Minimum level | Heal DC |
---|---|---|---|
0 | 3 weeks | 1 | 10 |
1 | 6 weeks | 2 | 13 |
2 | 9 weeks | 4 | 16 |
3 | 12 weeks | 6 | 19 |
4 | 15 weeks | 8 | 22 |
5 | 20 weeks | 10 | 25 |
6 | 30 weeks | 12 | 28 |
7 | 50 weeks | 14 | 31 |
A wand, rod or staff may be enchanted with a spell. The spell level and the number of charges is determined by the base item being enchanted.
The enchanting then becomes your Offtime activity.
Wands can hold zero to first level spells and can cast them 10 times.
spell level | Base Time | Minimum level | SpellCraft DC |
---|---|---|---|
0 | 9 weeks | 5 | 15 |
1 | 12 weeks | 5 | 15 |
Rods can hold zero to fourth level spells and can cast them 30 times.
spell level | Base Time | Minimum level | SpellCraft DC |
---|---|---|---|
0 | 14 weeks | 10 | 20 |
1 | 16 weeks | 10 | 20 |
2 | 18 weeks | 10 | 20 |
3 | 20 weeks | 10 | 20 |
4 | 22 weeks | 11 | 21 |
Staffs can hold zero to ninth level spells and can cast them 50 times.
spell level | Base Time | Minimum level | SpellCraft DC |
---|---|---|---|
0 | 19 weeks | 15 | 25 |
1 | 21 weeks | 15 | 25 |
2 | 23 weeks | 15 | 25 |
3 | 25 weeks | 15 | 25 |
4 | 27 weeks | 15 | 25 |
5 | 29 weeks | 15 | 25 |
6 | 31 weeks | 15 | 25 |
7 | 36 weeks | 20 | 30 |
8 | 46 weeks | 30 | 40 |
9 | 66 weeks | 50 | 60 |
Any wearable item can be enchanted to give the wearer a skill bonus.
Find a Enchanting placeable, place the item inside, close it and then roll a skill roll with player tool. That skill will then be enchanted into it.
On success, the item is enchanted and returned to your inventory. Failure by 1-5 does nothing. Failure by 6 or more destroys the item.
Note that to enchant the item to +2, you need to have first enchanted it to +1 and so on.
Skill Bonus | Time | Skill DC |
+1 | 5 weeks | 14 |
+2 | 10 weeks | 18 |
+3 | 15 weeks | 23 |
+4 | 25 weeks | 29 |
+5 | 35 weeks | 36 |
+6 | 50 weeks | 44 |
+7 | 65 weeks | 53 |
+8 | 80 weeks | 63 |
Any wearable non-weapon item can be enchanted to provide additional protection to the wearer.
Find a Armor Enchanting placeable, place the item inside, close it.
On success, the item is enchanted and returned to your inventory.
Failure by 1-5 does nothing.
Failure by 6 or more destroys the item.
Note that to enchant the item to +2, you need to have first enchanted it to +1 and so on.
Armor Bonus | Time | Skill DC |
+1 | 7 weeks | 16 |
+2 | 12 weeks | 18 |
+3 | 18 weeks | 25 |
+4 | 39 weeks | 45 |
+5 | 60 weeks | 65 |
Any armor or ring can be enchanted to be more resistant to damages. The damage resistance may be against a particular damage type or against a particular element.
Find an armor enchanting placeable, place the armor or the ring inside along with the essaence or a weapon.
Each of the six elements have an essaence, and the enchantment will then protect against that element.
To protect against weapons you need to place a weapon doing that damage type inside.
Note that in cases of armor, that enchantment is cumulative with that armors basic reduction against weapons.
Note: second enchantment on a single item doubles the time to do it, third triples and so on.
Require Feat: Craft magical arms and armor Require material: Item to be enchanted Skill: Craft Weapon
Note: second enchantment on a single item doubles the time to do it, third triples and so on.
Require Feat: Craft magical arms and armor Require material: Item to be enchanted Skill: Craft Weapon
Note: second enchantment on a single item doubles the time to do it, third triples and so on.
Require Feat: Craft wondrous item Require material: varies Skill: Craft Trap
Note: second enchantment on a single item doubles the time to do it, third triples and so on.