Enchanting

The capacity of an item to hold enchantments is determined by the magic it contains. An item becomes magical by imbuing it with magic, which allows it to power a limited amount of permanent enchantments. A normal magical item contains 12 enchantment slots which may be divided among different enchantments. More powerful forms of imbuing result in items that support a larger amount of enchantments.

Many enchantments cost more a single slot, the cost depending on its potency and difficulty. The Difficulty Class (DC) to place an enchantment is always rolled versus the caster's spellcraft skill + d20. To enchant certain items it is also necessary to have the appropriate feats, such as Craft Magical Arms & Armor or Craft Wondrous Items. If the caster does not possess those feats the DC check will indicate it is impossible to succeed.

* = This enchantment type cannot be stacked. Enchantments of the same type will overwrite the previous one.

System written by Rasael, numbers calculated in collaboration with QC and the DM Team, in particular Karond, Molag_Bal, Eclypticon, Charraj, and DM Novus. 