Table of Contents
Enchanting
Enchanting is used to create Enchanted Items.
The Enchanting skill is available only for characters of Magery >= 10. Characters with Magery < 10 cannot create enchanted items.
Technically, Enchanting is not exactly a skill. There is no such thing as an enchanting roll. Rather, any necessary spells are cast, using their normal difficulty level. If multiple spells are needed for a particular effect, then the spell difficulty rolls are rolled separately, and any fail results in a failed enchanting attempt. MP is spent only on a successful enchantment.
Some enchantments are time sensitive, lasting perhaps a few minutes, and therefore the enchantment is inherently unstable. It will work for a little while, then will “wear out”. This limitation can sometimes be worked around by the addition of a Slow Time spell or a Hide Object spell to push the object out of sync with time. An example of an unstable enchantment is the Torch of Stealth
Others enchantments are more integral to the object itself and will last indefinitely, or may last for a certain number of uses, rather than a set amount of time. These are typically more passive effects. An example of an integrated enchantment is the Bottomless Keg
Enchantments may be very tightly integrated into weapons and jewelry by using advanced crafting skills, and sometimes including power stones to add MP to power the effect. An example of this type is the Sword of Truth
Enchanting Tables
Each enchantment has certain characteristics, which are given in a table. (*)Starred columns below are the standard columns for all enchantments.
All Enchantments require Spells. Some require only one spell, some require many, some use various combinations for various types, options, or variation in the exact effect. For example, the Torch of Stealth has nine variations. In these cases, the table includes a “Type” column.
The Difficulty is listed as a comma separated list of the difficulties of the required spells. Each difficulty must be rolled separately. If ALL rolls succeed, then the enchantment succeeds.
Total MP Cost is the sum of the MP costs of the required spells. Pay this only if all success rolls succeed.
Other columns depend on the enchantment.
If a Sell Price is listed, the object can be crafted and sold, either on the black market, or at specialty shops. If no Sell Price is listed, there is generally not a market or demand for that item, and it cannot be sold (except perhaps to a very specific buyer).
Type | *Spells | *Diff | *Total MP Cost | Duration | Difficulty to Detect | Shelf Life | Sell Price |
---|---|---|---|---|---|---|---|
2 | Fold Space + Shift Wavelength | 20,5 | 20 | 10 minutes | diff 20 Perception roll to detect, detectable by Detect Heat | none | n/a |
2c | Fold Space + Shift Wavelength + Hide Object | 20,5,30 | 45 | 10 minutes | diff 20 Perception roll to detect, detectable by Detect Heat | indefinite | $50 |
Disenchanting
Not all enchantments are beneficial. Sometimes you may find an item that contains an enchantment that you will like to remove. This can be done, but not easily. The original spells need not all be known, but must all be identified using identify spell
Then dispel must be cast on the object. However, the difficulty is the combined sum of the difficulty of all the spells used in the original enchantment. The total MP cost to dispel is 2x the total cost of all the spells.
You may use pooled MP.
You may also pool the difficulty. Divide the total difficulty by the number of characters participating. All players must succeed at the divided difficulty level.