Spell Index


Enchant

Enchant a weapon, armor or shield

Enchantment
Action: Standard
Components: V,S,M
Duration: minutes/level
Spell Lists: Arcane,Divine
Levels: 1,3,5,7,9,10
Range: close

Enchant is a versatile spell that temporarily imbues weapons, armor, and shields with magical power. When cast on weapons, it enhances both attack rolls and damage rolls equally. For armor and shields, it improves their protective capabilities. Only one Enchant spell may be active on a given weapon.

Scaling: The spell's effects scale with the level at which it is cast, as shown in the table below:

Spell Level Bonus Number of Objects Enchanted Elemental Attunement Special Effects
1 +3 1 - -
3 +6 2 Available -
5 +12 3 Available -
7 +24 4 Available -
9 +48 5 Available 1 (replaces EA)
10 +96 6 Available 1 (replaces EA)

Note: For weapons, the bonus applies to both attack and damage rolls. For armor and shields, it applies to AC.

Elemental Attunement:

Starting at 3rd level, the caster may imbue items with an elemental affinity. This attunement is subject to the following rules:

  1. The caster must know an elemental spell of a level lower than the Enchant spell being cast.
  2. The elemental types include, but are not limited to: fire, cold, lightning, acid, thunder, and poison.
  3. The effects of the attunement are based on the lower-level elemental spell known by the caster.

For Weapons:

For Armor and Shields:

Special Effects: At 9th level and above, the enchanted item gains one special effect that reflects the caster's magical specialty, as determined by the GM. This effect replaces the Elemental Attunement feature.

Permanent Enchantment

The caster may pay gold to imprison the magic and create a magical item. This table can be used as a reference, but GMs should carefully manage crafting.

Material Component Costs:

Spell Level Cost (in gold pieces)
1 5,000
3 10,000
5 25,000
7 100,000
9 200,000
10 1,000,000