Enchanting Items - Mythtide (2024)

Aside from alchemical potions and magical scrolls, all enchanted items require a spellcraft check in order to be made. Enchanting an item is a difficult process, though there are certain methods of simplifying the process.

Enchanting an item requires a spellcraft check, the DC of which varies with the complexity of the item. For items which do not fit the general schema below, this can be estimated as follows, based on their GP cost, though these may be changed based on relative power:

DC = 15 + gp/1000 (rounded up)

Every 5 points of DC or part therof requires 1 AM to be used in order to prepare the enchantments. More exact costings can be calculated as follows (always rounding up):

Costs:

AbilityDC Increase
Ability bonusBonus squared x 2
Armour AC bonusBonus squared x2
Deflection AC bonusBonus squared x 4
Other AC bonusBonus squared x 4
Natural AC bonusBonus squared x 4
Save BonusBonus squared
Skill bonusBonus1 squared / 10
Spell resistance10 per point over SR 12; SR 13 minimum
Weapon Bonus2Bonus squared x 4
Single use spellspell level squared
Charged or daily spellspell level squared x 2
Three times per dayspell level squared x 4
Continuous or at will(spell level +1) squared x4
Does not need chakrax 2
Spell with XP cost+1 per 4 XP x 5
Limited Conditiondivide by 2 to 4

Spells of level 0 count as level 1 for the purposes of enchantment.
The caster level of any spell bound into a magical item is that of the enchanter. The enchanter must be able to cast such a spell, by arcane or sorcerous means, in order to enchant it into an item.

Quick look-up:

Bonus / spell levelSave, single use spell (x1)Ability, Armour AC, charged spell(x2)Deflection AC, Nat AC, Weapon, multiple or continuous spell (x4)
+1+1+2+4
+2+4+8+16
+3+9+18+36
+4+16+32+64
+5+25+50+100
+6+36+72+144*
+7+49+98+196*
+8+64+128*+256*
+9+81+162*+324*
+10+100+200*+400*
Skill BonusDC for most skillsDC for Spellcraft
+5+3+10
+10+10+40
+15+23+90
+20+40+160
+25+63+250
+30+90+360

Specific powers:

PowerDC increase
Darkvision 60'+ 12
Energy Resistance 10+18
Energy Resistance 20+42
Energy Resistance 30+66
Evasion+10
Fast Healing, per point+10
Feat+10
Increased movement+5 per 10'
Innate Metamagic, spell level 3 or lower+10 per level per 3 uses per day
Innate Metamagic, spell level 6 or lower+20 per level per 3 uses per day
Innate Metamagic, spell level 9 or lower+40 per level per 3 uses per day
Provides sustenance+13

e.g.
Gloves of +2 DEX = 15 + ((2x2)x2) = 15 + 8 = DC 23
Goggles of Minute Seeing = 15 + (((5x5)/10)/2) = 15 + 1.25 = DC 17
Goggles of the Night = 15 + 12 = DC 27
Mirror of Life Trapping = 15 + (200,000/1000) = DC 215

Any magical item with a DC modifier of more than +100 (marked * on the lookup table) is an artefact, and cannot be crafted by normal means. Additionally, any armour which has more than a +5 equivalent bonus is an artefact.

As can be seen, even simple magical items are relatively difficult to produce, and more complex ones are nigh-impossible. There are, however, certain modifiers which make the enchantments easier to manage. No magic item can ever have a modified craft DC less than 10.

CircumstanceDC Modifier
Each 1000 XP spent-1
Enchanted item is masterwork-1 per bonus
Enchanted item has a bonus to receive enchantment-2 per bonus
Enchantment performed at conflux-5
Enchantment performed at omphalos-10
Enchantment performed at vortex point-15
Item has a history which ties into the enchantment-1 to -5

Armour Enchantments:

Adding specific powers to armour has a varying DC based on the enchantment to be added:

Acrobatic - minor AIR. Armour. Grants a +5 bonus to Acrobatics. +3 DC.

Acrobatic, Improved - moderate AIR. Armour. Grants a +10 bonus to Acrobatics. +10 DC.

Acrobatic, Major - minor AIR. Armour. Grants a +15 bonus to Acrobatics. + 23 DC.

Aetheric - moderate MAGIC. Armour. Once per day, on command, the wearer may manifest an ability equivalent to the Aetheric Jaunt spell. DC +49.

Animated - moderate MAGIC. Shield. On command, the shield animates and floats within 2' of the wielder. It protects the character as usual, but frees up one hand. A character can only benefit from one animated shield at a time. +2 bonus.

Blinding - minor LIGHT. Shield. Twice per day, on command, the shield emits a bright blast of light, blinding all within 20' for 1d4 rounds if they do not make a DC 14 reflex save. +1 bonus.

Bullet Bouncer - moderate WAR. Shield. Once per round, when the wielder would be struck by a ranged weapon, they may make a reflex save, DC 20 + enchantment bonus of the ranged weapon. If successful, the projectile is safely deflected by the shield. The wielder must be aware of the attack, and not flat-footed. +2 bonus.

Bullet Magnet - minor WAR. Shield. Provides a +1 deflection bonus against all missile weapons. On command, draws any projectile that does not have an enchantment bonus higher than that of the shield which would attack a target within 5' of the wielder, so that the attack targets them instead. +1 bonus.

Energy Resistance - variable resonance. Armour. Absorbs 10 points of damage from a specific energy source (e.g. fire, cold, caustic). DC +18

Energy Resistance, Improved - variable resonance. Armour. Absorbs 20 points of damage from a specific energy source (e.g. fire, cold, caustic). DC +42

Energy Resistance, Greater - variable resonance. Armour. Absorbs 30 points of damage from a specific energy source (e.g. fire, cold, caustic). DC +66

Fortification - minor EARTH. Armour. Provides 25% resistance to critical hits and sneak attacks. +1 bonus.

Fortification, Improved - minor EARTH. Armour. Provides 25% resistance to critical hits and sneak attacks. +3 bonus.

Fortification, Greater - minor EARTH. Provides 25% resistance to critical hits and sneak attacks. +5 bonus.

Ghost Touch - moderate MAGIC. Armour or shield. This armour exists fully both on the Materium and in the Aether; its enchantment bonus counts against both corporeal and incorporeal attacks. +3 bonus.

Glamoured - minor FALSEHOOD. Armour. This armour appears normal, however on command it assumes the appearance of a normal set of clothing. + DC 3

Invulnerability - moderate MAGIC. Armour. This armour provides the wearer with DR 5/magic. +3 bonus.

Reflecting - major MAGIC or SCIENCE. Armour or shield. Once per day, this reflects back a spell as if by the spell turning spell. +5 bonus.

Shadow - minor DARKNESS. Armour. Grants a +5 bonus to stealth. +3 DC

Shadow, Impoved - moderate DARKNESS. Armour. Grants a +10 bonus to stealth. +10 DC

Shadow, Greater - major DARKNESS. Armour. Grants a +15 bonus to stealth. +23 DC.

Wild - moderate WILD. Armour. When in wild shape, the wearer continues to be affected by all bonuses that this armour provides. +3 bonus.

Weapon Enchantments:

Adding specific powers to weapons increases the effective enchantment bonus by a varying number of ranks. Some examples follow:

Acidic - Minor WATER. Upon command, the weapon becomes sheathed in acid, which does not harm the wielder. It does +1d6 acid damage. +1 rank.

Acidic Burst - Moderate WATER. Functions as an Acidic weapon. Additionally, adds +1d10 aciddamage on a critical hit; if crit multiplier is x3, then +2d10; if x4, then +3d10, etc. +2 ranks

Alert - Moderate ORDER. The weapon senses any creature within 120' that intends to harm the wielder, and communicates an awareness of nearby danger to the wielder. +2 ranks.

X Bane - Minor DESTRUCTION or DEATH. Improves enchantment bonus by +2 against the designated foe-type, and deals an extra 2d6 DESTRUCTION or DEATH damage to them. +1 rank

Brilliant - Strong LIGHT. The majority of the weapon is made of Solid Light. Sheds light as per spell. Passes easily through inanimate matter, thus ignores armour and shield bonus to AC, including enchantment bonuses attatched to said items. +4 ranks.

Dancing - Strong CHAOS, MAGIC or WAR. As a standard action, the weapon can be loosed to attack on its own, fighting for four rounds along-side the wielder, using their BAB. The wielder can use their now-free hand for any action, though the sword counts as being wielder by them for most other purposes. The wielder may grasp the sword as a free action; if not, then after four rounds it falls inanimate to the floor. Once retrieved or fallen inanimate, the weapon cannot be made to dance for another four rounds. +4 ranks.

Deadly - Moderate WAR or DEATH. Increases the critical multiplier by one. +2 ranks.

Defending - Weak EARTH, WATER or WAR. As a free action, the wielder may transfer any amount of the weapon's enchantment bonus to a his AC, as a special bonus. This effect lasts until the wielder's next turn. +1 rank.

Disruption - Moderate DIVINE and DESTRUCTION. Any undead struck by the weapon must make a DC 14 will save or be utterly annihilated. The fate of undead souls destroyed by these weapons is unknown. +2 ranks.

Disruptive Power - Overwhelming DIVINE and DESTRUCTION. Any undead struck by the weapon must make a DC 21 will save or be utterly annihilated. The fate of undead souls destroyed by these weapons is unknown. +6 ranks

Distance - Minor AIR. Ranged only. Doubles range increment. +1 rank.

Distant Striking - Overwhelming AIR. Ranged only. The weapon can be used against any target within line of sight without penalty, as if it were within one range increment. +6 ranks.

Failsafe - Minor MAGIC. The botch radius of this weapon is reduced by 1, to a minimum of zero. +1 rank.

Flaming - Minor SUMMER or FIRE. Upon command, the weapon becomes sheathed in flame, which does not harm the wielder. It does +1d6 fire damage. +1 rank.

Flaming Burst - Moderate SUMMER or FIRE. Functions as a Flaming weapon. Additionally, adds +1d10 fire damage on a critical hit; if crit multiplier is x3, then +2d10; if x4, then +3d10, etc. +2 ranks

Frost - Minor WINTER or EARTH. Upon command, the weapon becomes sheathed in icy cold, which does not harm the wielder. It does +1d6 cold damage. +1 rank.

Frosty Burst - Moderate WINTER or EARTH. Functions as a Frost weapon. Additionally, adds +1d10 frost damage on a critical hit; if crit multiplier is x3, then +2d10; if x4, then +3d10, etc. +2 ranks

Ghost Touch - Minor MAGIC. This weapon has full existence in both the Aether and Materium. It counts as any combination of corporeal, incorporeal, material and aetheric, whichever is most beneficial to the wielder. +1 rank

Graceful Striking - Minor AIR. Finesse Melee only. The wielder uses their DEX bonus to calculate bonus damage, rather than their strength when wielding this weapon. +1 rank.

Keen - Minor DEATH or WAR. Doubles the critical threat range of the weapon. Does not stack with similar bonuses. +1 rank

Lucky - Minor MAGIC. Allows the wielder to re-roll any failed attack roll, once per day. +1 rank.

Luminous - Minor LIGHT. Sheds light as per spell. +0 ranks.

Merciful - Minor PEACE. This weapon deals +1d6 damage, and all damage is nonlethal. This may be suppressed on command. +1 rank.

Mighty Cleaving - Minor WAR. Grants the Cleave feat. +1 rank

Mimetic - Moderate CHAOS or FALSEHOOD. As a free action, the wielder may transmute the weapon into any other weapon of the same size category. A non-ammunition weapon may not transform into ammunition, or vice versa. +2 ranks.

Murderous - Moderate DEATH. Sneak attack damage dealt with this weapon is multiplied by the crit multiplier on a critical hit. +3 ranks.

Phantom - Moderate MAGIC or WAR. Ranged only. This weapon creates its own glowing ammunition, which fades into nothingness moments after striking or missing the target. It does not need to be reloaded, if a firearm. +3 ranks.

X Resonant - Moderate of appropriate resonance. Deals +2d6 X-resonant damage to all counter-resonant targets. +2 ranks.

X Resonant Blast - Overwhelming of appropriate resonance. Counts as a Resonant weapon, but deals +3d6 X-resonant damage and inflicts a negative level (fort DC 23 to remove after 24 hours) to all counter-resonant targets. On a critical hit this increases to +6d6/2NL for crit x2; +9d6/3NL for crit x3; +12d6/4NL for crit x4, etc.

Returning - Minor AIR. Thrown only. The weapon returns to the thrower just before their next turn, and can be caught as a free action. +1 rank.

Seeking - Minor AIR, DEATH or WAR. Ranged only. This weapon ignores all cover and concealment. +1 rank.

Shock - Minor AIR. Upon command, the weapon becomes sheathed in crackling electricity, which does not harm the wielder. It does +1d6 electric damage. +1 rank.

Shocking Burst - Moderate AIR. Functions as a Shock weapon. Additionally, adds +1d10 electric damage on a critical hit; if crit multiplier is x3, then +2d10; if x4, then +3d10, etc. +2 ranks

Soulbound - Major MAGIC. Once bound to a specific individual, this weapon can be summoned to them as a move action as long as they are within the same plane of existence. If the wielder has Quickdraw, they may summon it as a swift action. +4 ranks.

Speed - Moderate AIR or WAR. When making a full attack, the wielder may make one extra attack at their full BAB plus modifiers. This does not stack with similar effects, such as haste. +3 ranks

Spell Storing - Minor MAGIC. Allows a spellcaster to store one spell of up to level 3 in the weapon on a successful casting. The spell may not have a casting time of more than 1 SA. When the weapon strikes a creature, the wielder may immediately have the spell affect that creature, as long as it is a legal target. Examining the weapon for a few moments allows a Spellcraft roll at half the casting DC to determine which spell is currently imbued in the weapon. +1 rank

Thundering - Minor AIR, CHAOS or WAR. On a critical hit, the weapon makes a cacophonous roar, which deals +1d8 sonic damage to the target; if the crit multiplier is x3, then +2d8; if x4 the +3d8, etc. All those hit by a crit from this weapon must make a fort save DC 14 or be permenantly deafened. +1 rank.

Throwing - Minor AIR. Melee only. Allows the weapon to be thrown with an increment of 10'. +1 rank

Vicious - Minor DESTRUCTION. Melee only. Upon a successful hit, the weapon creates a flash of disruptive power which deals 2d6 DESTRUCTION damage to the target and 1d6 to the wielder. +1 rank

Vorpal - Major DESTRUCTION or DEATH. Melee only. Upon a natural 20, followed by a confirmatory roll, the weapon severs the opponent's head, if it has one. This is frequently fatal. +5 ranks.

Wounding - Moderate DEATH. Deals 1 point of CON damage with each successful hit. Creatures without a blood-stream are unaffected. +2 ranks.

Footnotes

1. x2 if for Spellcraft

2. ammunition is priced as one level lower, minimum +1

Enchanting Items - Mythtide (2024)
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