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Enchanting Mechanic


  Enchanting is a means of altering the properties of an object. It is not spell casting. Enchanting tries to capture a part of the energy generated by a glyph and store it in an object. Only runes can hole the full energy of a glyph. All other objects only retain a facet of the glyph's power. As such, any glyph can be enchanted, the enchanter is not bound by the schools.   To enchant something, the player must know the glyph and have an appropriate item. They then must make a check to enchant the object. An object cannot have more than one glyph enchanted on it at a time. Several different items can be enchanted and different aspects of the glyph are exhibited. Some glyphs are not compatible with certain object types. Enchanting is learned from books as well, giving how to apply the glyph, what it can be applied to, the materials required, and what the effect is. An enchantment is successful when a glyph correctly imbued or embedded into an object.   Breaking an enchantment requires that the glyph be broken in some way and with more force than went into making the glyph in the first place. This means the STR or DEX attack roll must beat the roll used to cast the glyph. So a Novice level enchantment can be broken if the attack roll is higher than 0. To break a Master level enchantment, the roll must beat a DC of 20.  


Enchanting requires three things, an item, the material of the glyph, and an enchanting check. For example, I have a helmet I want to enchant with Spark. I build the glyph out of a rare mineral and bind that onto the object and making an enchanting check. How this looks in game is holding an item and building the glyph out of the chosen material. Then, right as the energy of the spell wells up, I focus the spell into a holding pattern in the item, instead of letting it explode in to the world in its usual form. See the following details for the DCs of different items to enchant.  

Grenades and Traps

Grenades and traps can use the Novice level glyphs as triggers. To enchant a trap with a magical trigger, there is a DC of 5. See Trap Making Mechanic for more details on how to create a trap.  


When enchanted, the glyph gives the piece of armor the defensive characteristic associate with the glyph. Some glyphs are not compatible with some types of armor. It is impossible to wear two pieces of armor with the same enchantment. The energy of the glyphs repel each other and send them flying from the player’s hands. Enchanting DC 10.  


When enchanted the glyph gives the weapon the offensive characteristic of the spell. Some glyphs are not compatible with some weapons. Enchanting DC 13  


Jewelry is small and it that makes it a poor vessel for the energy of a spell. Only true Experts are able to enchant jewelry. The jewelry takes on the defensive attribute of the spell cast. Enchanting DC 15  


Runes are specific stones that can take a glyph easily and hold the spell for a later time. They are reusable and can take a glyph over and over again. Enchanting DC 20  

Enchanting Effects

Each glyph from each of the schools of magic has different effects. Each glyph has an offensive characteristic, a defensive characteristic, and holding characteristic. The holding characteristic is just a fancy way to say that the spell is held until someone wants to cast it at a later point. This is only for runes and allows non magic users to use magic that they may not know or have the ability to cast.   Dragon Wolf Snake Kraken Crow Tortoise

Golem Enchanting Golems

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