Enchanting in Falder Fell | World Anvil
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Enchanting

You may spend a week or more of Downtime Activities enchanting if you have the required base item and are proficient with Arcana. The workshop you have access to determines the maximum rarity item you can make. Different rarities take varying degrees of time to enchant at varying costs. You can place a number of enchantments into a single item equaling its maximum enchantment points. All items created through enchantment require attunement. Followers may continue to enchant an item without you at twice the weekly cost. Players may only have one item being enchanted at a time. See the tables below for details.
 
Item Rarity Workshop Required Maximum Enchantment Points Number of Weeks to Craft Price Per Week
Common Rudimentary 1 2 150 gp
Uncommon Rudimentary 2 4 200 gp
Rare Basic 3 5 800 gp
Very Rare Professional 4 5 1,200 gp
Legendary Artisan 5 24 625 gp
Legendary Master 5 16 1,000 gp

   

Spell Enchantments

  This chart contains the DC saves for any spell or other effect placed onto your item. In addition, these are the limitations for spell level and quantity of spell placed on an item when you choose the Spell enchantment on the Enchantments table.
Item Rarity Spell Save DC Max Spell Level Max Number of Spells Number of Spell Slots
Common 11 1 1 3; slots refill at dawn or dusk
Uncommon 13 3 3 5; 1d6+1 slots refill at dawn or dusk
Rare 15 5 4 7; 1d6+2 slots refill at dawn or dusk
Very Rare 17 7 5 10; 1d6+2 slots refill at dawn or dusk
Legendary 19 8 6 12; 1d8+2 slots refill at dawn or dusk

Enchantments

  You can choose a number of enchantments equal to your item's maximum enchantment points as shown on the first table. [For example, if you are placing a rare enchantment on a sword 3 points to spend. You could give it a +15 speed bonus (3 points) OR give it a +2 bonus (2 points) and a speed bonus of +5 (1 point).
Enchantments 1 Point 2 Points 3 Points 4 Points 5 Points
+Bonus to Weapons and Armor +1 +2 +3 +4 +5
Elemental Weapon Damage Enchantments [Max number must be equal to or less than sum of all other enchantments] +1d6 element damage
Resistance Bonus. Limited to armor. 1 damage type; advantage on save vs dmg. 2 damage types; advantage on save vs dmg. 1 damage type immunity 1 elemental damage absorption; damage heals.
Save Bonus. Limited to worn items. +1 to one ability save +1 on all save rolls
Teleportation 15 feet as an action 60 feet as an action 60 feet as a free action or unlimited distance once per day with one other character
Flying Levitate at will as if under the levitate spell. Limited to worn objects. 50 fly speed, single person object. Limited to ridden objects like brooms. 30 fly speed, up to 5 people. Limited to ridden objects like carpets. 10 fly speed, objects up to the size of a castle
Invisibility +1 to Stealth; limit to 1 per item Advantage on Stealth; +1 to Stealth Always treated as if in partial cover; advantage on Stealth; +1 to Stealth Invisibility at-will
Luck. Limit to 1 item per character. 1 point/day 3 points/day 5 points/day
Status Effect on hit; save chance at the end of every round; limit to one status effect per item Prone, Deafen, Grappled, Poison Blind, Charm, Fatigue, Frighten, Restrained. Incapacitated Paralyze Petrify (CR 10 or less), Invisible
Jump Advantage on Jump Double Jump distance; not cumulative
Climb Climb speed equals move speed User under the effects of spider climb
Communication Know 2 chosen languages Speak with animals at-will Speak with plants at-will
Skill Checks Proficiency with select skill Double proficiency with select skill; non cumulative with Expertise
Speed. Limited to 1 item per character. +5 feet
Swim. Limited to 1 item per character. +5 feet Swim speed equal to walk speed Swim speed equal to walk speed; can breath under water
Summon Doubles time for summoned creatures Summoned creatures gain +1 to hit, damage, and HP
Favored Enemy: 1 type or 2 types of humanoid +2d6 +2d6 to damage; AoO as a reaction to getting hit +2d6 to damage; advantage on attacks; AoO as a reaction to getting hit +2d8 to dmg.; advantage on attacks; reaction AoO; choose 1 fav. enemy target, all allies gain 1d4 bonus dmg. per hit for 1 hour
Telepathy. All enchantments gain all weaker benefits. Communicate with 1 ally up to 60 feet away Communicate with multiple allies up to 100 feet away that you can see. Or a single ally up to 10 miles away. Communicate with one neutral or hostile target within 10 miles. Relevant social skill vs Insight to succeed. Communicate with one target within 100 miles. Roll social skill vs Insight for hostile targets. Communicate with one target on the same plane or an ally within any plane. Roll social skill vs Insight for hostile targets.
Vision Darkvision Truesight
Spell. Limited to weapons and focuses. *See spell enchantment table 3; slots refill at dawn or dusk 5, 1d6+1 slots refill at dawn or dusk 7 1d6+2 slots refill at dawn or dusk 10 1d6+2 slots refill at dawn or dusk 12 1d8+2 slots refill at dawn or dusk

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