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