Parent Pages: Rules : Spells : Spells By College / Spells By Name / Spells By Rarity / Spell Sandbox


Colleges Charm, Meta
Components Verbal, Hand
Casting Time 8 seconds
Duration Permanent
Requirements Unusual Background (Enchanter)

Enchants a magic item that produces an effect similar to another of the spells the caster knows.

Cost of enchantment by commonality of the underlying spell and the point value of the afflicted Advantages and skills, rounded up to the nearest whole number.

Commonality Base Price
Common $20 x point value
Uncommon $100 x point value
Rare $500 x point value
Very Rare $2,000 x point value

Disadvantages work similar to the above, but are worth one tenth of their absolute point value.

Some enchantments carry the possibility of a cost multiplier based on the type of magic item:

Type Multiplier Required Conditions
Melee Weapon x10 Affects a melee weapon's chance to hit or increases it's damage
Missile Weapon x20 Affects a missile weapon's chance to hit or increases it's damage
Projectile Weapon x0.25 None
Wearable Item x10 No activation cost
Increases the user's chance to hit or increases the damage they can dish out

This cost is further modified by the caster's skill level with the underlying spell, if the Based on Caster's Skill Enhancement is used:

Skill Multiplier
Less than 15 x1
15 x1.5
16 x1.9
17 x2.3
18 x2.7
19 x3.5
Each further +1 Add 2 to multiplier

Some spells have additional notes that affect enchantment prices and more notes on enchanting are available here.

Modular Abilities (Slotted Cosmic) 24 [26] 
    Physical Advantages Only [+50%] 
    Limited [-30%] 
        Only to mimic the effects of another of the caster's spells 
        They must be capable of casting the desired spell 
        Following the template listed below 
    Reduced Duration (x1/60) [-35%] 
    Takes Extra Time 3 [-30%] 
    Magical [-10%] 
    Requirements [-5%] 
        Unusual Background (Enchanter) [5] 
    Spell Components [-20%] 
        Must say "retain magic" in Latin 
        Must gesture with hands 
Levels 2+ [+1/level] 
    Increase Modular Abilities by 1 level [+5 base] 

Affliction [24 without the Advantage Enhancement] 
    Advantage [] 
        Advantages Copied From Spell [] 
            You may strip Afflictions out and use the afflicted traits or 
                you can use Afflictions as is 
            For spells based on Modular Abilities and a template (like this 
                spell does), you can use the template along with modifications 
                appropriate to the spell's intended effect 
            You can also strip the Affliction out of a Modular Abilities 
            The GM may allow other appropriate modifications 
            Modifiers Copied From Spell 
                Remove Spell Components and Requirements 
                Remove Based on Activation Roll 
                Optionally remove Takes Extra Time and/or Preparation Required 
                Also, most notes relating to the caster should refer to the user 
            Optional Modifiers 
                Based on Caster's Skill [+20%] 
                    The caster's skill with the mimicked spell 
                    At the time of casting; extra effort helps 
                Cosmic (No Die Roll Required) [+100%] 
                    To remove activation rolls, not attack rolls 
                Accessibility [Variable] 
                Costs Fatigue [Variable] 
                Limited Use [Variable] 
                Only Draws From Internal Energy Reserve [-5%] 
                    Along with Costs Fatigue or Advantages with internal FP costs 
                Trigger [Variable] 
                X Uses Only [x1/5 x uses] 
                Alternate Ability [x1/5] 
                    To another Enchantment of any kind 
            Must Be Wielded or Worn (Anyone can use) [-30%] 
                This may be switched to the more restrictive -20% form, if desired 
            Can Be Wielded [+20%] 
                As an alternative to the above 
                The item should be sentient for this one 
    Extended Duration (x3000) [+140%] 
    Malediction (As Regular Spell) [+100%] 
    Based on Activation Roll [+5%] 
    Melee Attack (Reach C, No Parry) [-35%] 
    Only Works on Inanimate Objects [-40%] 
    Item Type Must Match Effect [-20%] 
        The item type must be appropriate to the effect produced 
        Staffs and Wands can be used for any effect 
            Affliction+Malediction effects usually require this 
    Magical [-10%] 
Permanent Option [+16] 
    Improve Extended Duration to (Permanent) [+160%] 
        Permanent Enchantments may require additional material components and/or 
            an exception example of the item being enchanted, as described on the 
            page on Magic Item Construction 
Projectile Option [+1] 
    Area Effect (2 Yard Radius) [+50%] 
    Add Only Works on a Handful [-30%] 
    Change Only Works on Inanimate Objects to Only Works on Projectiles [-10%] 
        Anything that can be thrown or can be fired from a weapon 
        Rocks, darts, arrows, etc. 
        Throwing axes don't count; they're also melee weapons 
Full Suit Option [+2] 
    Add Area Effect (2 Yard Radius) [+20%] 
        Only to Affect All Pieces of a Full Suit of Armor/Clothing [-60%] 
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