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Enchanting

 Overview

Enchanting is the art of binding captured souls to objects, granting them magical properties. Through an Arcana check, an enchanter weaves the soul’s power into a weapon, piece of armor, or focus item.
The Soul Gem’s size and the Arcana check result determine the enchantment’s strength and durability.

  • Failure: If you fail to meet DC 15, the soul is released and the gem is destroyed.
  • Success: The higher your Arcana result, the more powerful the enchantment. (Also determined by the DM and how many times you have enchanted items previously)
  • Recharge: Enchanted weapons and foci expend charges; these can be refilled by consuming a filled Soul Gem.

Soul Gems

Wondrous item, rarity varies

Soul Gems are crystalline vessels used to store the souls of creatures slain through arcane means. They are essential for both enchanting and recharging magical items.

Require at minimum a common soul in a common soul gem to enchant an item.

Wearables

Armor, clothing, jewelry, belts, and other worn items can be permanently enchanted.
The effect’s strength depends on your Arcana check when performing the ritual.
If the check fails to meet DC 15, the enchantment fails and the gem’s soul is lost.

EnchantmentMinor (DC 15)Major (DC 20)Superior (DC 25)Legendary (DC 30)
Fortify SkillGain proficiency.Gain proficiency + +1 bonus.Gain proficiency + +2 bonus.Double proficiency bonus.
Fortify Task*Advantage on checks.+1 bonus.+2 bonus.+3 bonus.
Fortify Damage Type+1 damage of that type.+1 extra die.+2 extra dice.Roll damage with advantage (take higher result).
Fortify Illusion+1 round duration.+2 rounds.+3 rounds.+1 minute.
Fortify Unarmed+1d4 damage.+1d6.+1d8.+1d10.
Fortify Healing Rate+1d4 bonus Hit Die.+2d4.+3d4.+4d4.

Weapons

Weapon enchantments grant temporary magical effects fueled by charges.
Each time the effect triggers (typically on a hit), one charge is spent.
When charges reach 0, the weapon loses its magical properties until recharged with a Soul Gem.

Charges per Arcana Check

Arcana DCCharges
Minor154
Major206
Superior258
Legendary3010

Weapon Enchantments

EnchantmentMinor (DC 15)Major (DC 20)Superior (DC 25)Legendary (DC 30)
Vampiric Drain+1d4 necrotic and regain 1/2 that many HP.+1d6. + 1/2+1d8. + 1/2+1d10. +1/2
FearPER save DC 10 or frightened 1 rounds.DC 15.DC 20.DC 20, frightened 1 minute.
Elemental Damage+1d4 of that element.+1d6.+1d8.+1d10.
Huntsman’s Favorite+1d4 damage vs Beasts.+1d6.+1d8.+1d10.
Lunar+1d4 damage under moonlight.+1d6.+1d8.+1d10.
DivineOn hit vs undead (CR ≤ ¼ level): PER save or frightened 1 round.2 rounds.3 rounds.Fail save → destroyed.


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