Spells & Level
Level Name Experience Identify 1 2 3 4 5 6
1 Apprentice, 1st 0 10% 1 - - - - -
2 Apprentice, 2nd 2500 15% 2 - - - - -
3 Apprentice, 3rd 5000 20% 3 - - - - -
4 Smith 10000 30% 4 1 - - - -
5 Expert Smith 20000 35% 4 2 - - - -
6 Master Smith 40000 50% 4 2 1 - - -
7 Great Smith 70000 55% 5 3 2 - - -
8 Armourer 100000 75% 5 3 2 1 - -
9 Master Armourer 150000 80% 5 4 3 2 - -
10 Spell Smith 200000 85% 6 4 3 2 1 -
11 Spell Smith, 11th 300000 90% 6 5 4 3 2 -
+200000 +5% 6 5 4 3 2 1
Experience bonus: +5% if STR+INT+DEX 46-48, +10% for 49+.
This is a class whose basic skill is the enchantment of magical equipment. The equipment preferred generally depends on race: elves tend towards rings and they and half-elves show great interest in swords and chain mail, less martial types in cloaks and boots; dwarves prefer plate mail and "heavy" weapons as well an jewellery; humans missile weapons and things of less durable material such as parchment, leather, potions and cloth. Minimums of 15 are required in strength, intelligence and dexterity to be trained as a spell smith. Spell smiths fight as clerics with saving throws as magic-users. They receive the strength bonuses of fighters automatically if dwarves, the dexterity armour class bonus automatically if elves, and the dexterity weapon bonuses automatically if human. Any non-automatic bonus must be trained for and may be with a maximum of three weapons. Spell smiths may wear a maximum armour of chain mail and shield. They use clerical hit dice to 10th level and +1 hit points per level above 10th, except dwarves who use fighter hit dice. They may use their spells either directly or in the enchantment of equipment, dwarves may not use spells directly (DMs option: dwarves may use spells if they permanently forgo their high magic resistance). Spell smiths are +1 H.prob with any weapon they have enchanted.
Spell smiths cast spells as if they were a magic-user of two levels less, and in most cases where effect of spell is level dependant, are treated as two levels less, minimum one; exceptions are strike and magic missile. They may learn the spells of most classes, but in cases where the spells require an outside force (eg: god(dess)) these are "ghost" spells except under special circumstances. Ghost spells have much shorter duration or time or other limitations and are mostly used for enchanting magical items for other classes. If spells must be learned, a spell smith may have two complete sets, the first standard "field" spells and the latter "workshop" spells only usable for enchantment.
Most magical items bar plate mail may be used. Equipment using magic of an unfamiliar type which is usable only to a specific class (eg: magic-users, illusionists) must be Identified before use. If the Identify roll fails may re-roll after (level of magic x week) study, if fail again may re-roll +50% time study per re-roll. Magic should be assigned an appropriate level based on the spell tables. Wands may not be used until 6th level, staves 8th and sceptres (if allowed) 10th; artifacts are excepted from this. A Staff of Healing may be used at 8th level but functions as a "ghost" spell, a Rod of Resurrection similarly at 12th level.
This is done by sensing the magical aura around items and examining runes and materials. The style of a race is automatically identified. The base chance refers to items enchanted with spells of a level usable and with which has some familiarity. If the enchantment is of a memorised spell (Vancian magic) there is a 95% chance of recognition, if a known spell (Greyhawk known spells) then have +50% (maximum 95%). If an item is available with a similar enchantment (2 swords/shields etc) then may compare with a +20% chance of identifying, +50% chance of recognising the stronger. Several comparisons with different items may be made as well as trying to identify the enchantment on its own. There is -5% on basic identification per level of spell above maximum can use, -20% if newly researched or unknown spells. There is a 1% chance, always, that considerable knowledge may be gained of the nature of the enchantment if not its precise description, there is a similar 1% chance of being totally wrong (01 and 00).
In learning spells if a roll to learn a spell for "field" use fails, then a re-roll could be made to add it to the "workshop" set. If this roll fails, or the re-roll is not attempted, the spell could be added to a "failed" set. These spells can only be used for enchantment and a secret percentage roll is recorded for each. This is the chance of a successful enchantment (maximum 95%), +5% per new spell level learned. This value should only be learned by attempting enchantment, with at least one failure and one success.
Ghost spells may gain the force of the full spell by the spell smith being Blessed (or Cursed) with this intention (one Bless per spell per enchantment/casting; no other benefits are gained). The gift of maximum potency mistletoe from a druid has the same effect, with a duration, or for as many spells, as the druid desires (or until next midsummers Eve); a druid with standard mistletoe, and who works with the spell smith throughout the enchantment/casting, is another alternative. The cleric or druid must be of at least the same level as the spell smith.
INT Identify 16 +5% 17 +10% 18 +15% 19 +20% 20 +25% 21 +30% 22 +35% 23 +40% 24 +45% 25 +50%
If a roll exceeds 95% after all modifiers have been applied then for each 5% above 95% add 1%; e.g. a 12th level Spell Smith with 17 INT has a 95% Identify +10%, hence 97% (95%+10/5%). The maximum percentage chance is 99% anyhow.
A Spell Smith may take NWP slots in Magical Enchantment, each of these taken give a +5% to Identify; as a rule no more than three may be taken at 1st level to give at most a +15% bonus. DMs may allow more specialised NWP slots, such as Potion Enchantment or Weapon Enchantment, which give +10% per slot, or even highly specialised NWP slots, such as Dwarven Sword Enchantment, giving +15% per slot. It is recommended that no more than two specialised NWP slots which apply in a particular area be allowed to be taken at 1st level, and that the total bonus possible from standard and specialised slots which apply at one time not exceed +35% at 1st level (+5% per extra level).
This is an enchantment of a magical item without preparation, tools, or workshop. The enchantment uses the appropriate spells. A permanent spell may be used to give a single enchanted spell on a device an indefinite duration; it may only be dispelled after the end of the duration of the enchantment.
Level of Spell Smith
Duration 1-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17
1+1D4 rounds 1 2 3 4 5 6 7 8
2+2D4 rounds - 1 2 3 4 5 6 7
1 turn - - 1 2 3 4 5 6
6 turns - - - 1 2 3 4 5
8 hours - - - - 1 2 3 4
1 week - - - - - 1 2 3
1 month - - - - - - 1 2
1 year - - - - - - - 1
All enchantment, apart from Instant, requires a workshop, which has a standard set-up time of 3+D5 weeks, and a set-up cost of 2000gp per maximum spell level of enchantment to be done in it, e.g. 6000gp for 3rd level spells. Assume that upgrading an existing workshop to handle a higher level of spell requires the difference in set-up cost and one week per spell level increased, e.g. 2000gp and 1 week to upgrade from 2nd level to 3rd level spells. A workshop gives +5% Identify, as long as have enchanted an item of at least this level in it. An Improved Workshop gives a cumulative +5%, costs x2, and may be set-up at a minimum level of 4th; a Superior Workshop gives further +5%, costs x10, set-up at minimum 6th level. Note that Identify in a workshop gives access to all spell lists, not just field.
Spell Smiths may "push their level" in their own Workshop to function as if up to +3 levels, which does not give higher level spells, but does give access to better types of enchantment, and reduction in spell level minus for enchantment type. The chance of a "Level Push" is (INT+DEX/2)*3 for one level, half this for two levels, and half this again for three levels (round halves up at each step). A Level Push is usable to reach the minimum level to set-up an Improved Workshop or a Superior Workshop. Failing a Level Push will cause the enchantment to fail in some way, DMs option, see Failure, and almost certainly use all the time and money before it is clear have failed.
This is an enchantment system for D&D to cover construction of magical items by most character classes. Most magical and clerical classes allow construction of magic when a certain level is reached, for example Wizard, (Evil) High Priest, Illusionist. This system covers these non-specialists and also allows for specialists who's main purpose is the enchantment of magical items, particularly Elven and Dwarven Spell Smiths. Enchantments vary in type from Prepared Temporary, which is used for potion, scroll and other single use magics, to Permanent, which is used for armour, weapons and other magics which function continuously. Additionally the specialists may use Instant Temporary Enchantment which uses a spell to create a temporary enchantment, such as a +1 sword which stays enchanted for 6 turns (10th-11th level enchanter). The system is mainly intended for enchantments of up to 4th level (see Enchantment Spells), beyond this exotic materials or rituals may be required to be sought out or researched.
Finally it should be understood that this is only one approach to the problem of constructing magical items. One alternative would be a 'cook book' approach with special materials, rituals and other processes for each item or class of items, possibly involving the summoning of supernatural creatures. Another would be assigning an arbitrary cost in time and money based on the 'power' of the magic (such as position on magic item tables) with possibly certain items becoming possible at each level, eg: 11th- wands, scrolls, potions, +1 magic; 12th- minor rings, +2 magic; 13th- staves, +3 magic; 14th- major rings, +4 magic (requiring mithral), minor misc. magic etc.
The type of item usually effects the type of enchantment required to construct it. Potions and Scrolls which have one use with a limited duration, or Spell Scrolls which have one or more spells each with one use, are prepared using Prepared Temporary Enchantment in a magical workshop. Wands and Staves are Charged Enchantment in most cases, and almost all weapons, armour and shields require Permanent, or in some cases, Keyed Permanent Enchantment.
Classification of Magical Items
Item Enchantment
+1,+2,& +3 Swords & Misc. Weapons Permanent (& Keyed)
Sword with (non-Draining) Ability Permanent (& Rune*)
Sword with (Limited) Wishes Permanent & Charged
Holy Sword Permanent, Keyed@
Cursed Weapon Permanent (, Keyed/failed)
+1 to +5 Armour & Shield Permanent
Potions Prepared Temporary
Scrolls Prepared Temporary
Rings (Invisibility, Protection,
Water Walking, Resistance,
Regeneration, Spell Turning) Permanent
Rings (Wishes, Spell Storing) Charged
Rings (Control, Telekinesis) Permanent (& control spell)
Wands of Detection Permanent
Other Wands Charged
Staves of Commanding, Power & Wizardry Charged (multi-power)
Rod of Cancellation Prepared Temporary
Rod of Resurrection Charged
Most Misc. Magic Permanent (prepared with:
Helm, Cloak, Boots* etc)
*- see Enchantment Spells
@- very great enchantment, may need Divine Intervention
It is assumed that who uses a magical item depends on how much training or understanding is required, and how its use may effect the user (ie: most weapons and armour for magic-users, edged weapons for clerics), and how much magical or clerical skill or wisdom is needed to use its powers (eg: wand of fireballs, snake staff). In some cases little or no magical control is required, such as a Ring of Fire Resistance, or the item contains its own controls, such as some Helms, Boots and intelligent Swords. In theory even a wand, such as a Wand of Fireballs, could have a controlling enchantment allowing any to use it, though the enchanter would need to Permanently enchant a Control Spell (8th level, must be at least 20th level).
The powers of a device may be independent of its form, however in most cases they are constrained by the form of the device, unless the enchantment is made by a enchanter of 18th or greater level.
Swords: will usually only have powers connected with physical attack, ie: bonuses to H.prob and damage. They could have Runes giving abilities such as Locate Objects, Charm Person or Detect Evil, or be Elvan blades which shed light. The ultimate sword has an intelligence and ego having mental powers, usually concerned with detection or vision, or more powerfully magical transportation.
Armour: will usually only have powers connected with physical defence, ie: bonuses to Armour Class (AC). In addition the armour will usually be very difficult to damage, automatically adjust to fit over a wide range (+/-2'), or have reduced encumbrance.
Misc. Weapons: are any weapons other than swords and will usually only have powers connected with physical attack; they include missiles and missile casters. They are almost always the light version of the weapon, and additional enchantments are concerned with ease of use, increased range, or returning after casting.
Potions: may be as other enchantments and be made using Prepared Temporary Enchantment, or another system used such as treating the enchanter as an Alchemist of 4 levels less. Potions effect the user by causing an effect or by giving a limited power.
Scrolls: contain stored power either in the form of spells usable to the class that wrote them, or a protection or summoning enchantment activated by anyone reading them.
Rings: give protection or abilities to the wearer, the abilities requiring little or no control, or contain very great powers with all the controlling enchantments included.
Wands: either cast enchantments directed by pointing or gesturing with them, or point and react to the thing they are supposed to detect.
Staves: are as Wands and additionally/alternatively are used as hand-to-hand weapons, they may function by touching or striking the target.
Rods: are unique enchantments some of which work by touching or striking, some by pointing, and some by the rod being displayed.
Medallions: grant some ability to the wearer, usually of a minor nature.
Amulets: passively protect from or make immune to some effect.
Scarabs: are actively to do with death or powerful emotion.
Boots: confer powers concerned with the legs and feet, often magical transport.
Helms: confer powers concerned with the head, usually to mind or sight.
Gauntlets: confer powers concerned with the arms and hands, usually physical.
Girdles: confer powers concerned with the whole body.
Cloaks: have to do with protection, concealment or movement.
Talisman: confers a specific power of control over physical reality.
Pendant: gives a power of summoning and control over the summoned.
Torc: confers a power concerned with physical transformation.
Books: contain stored knowledge of a craft, skill or class.
Requisites: STR 12+, INT 12+, DEX 12+.
Spells & Level Maximum
Level Experience 1 2 3 4 Identify Type
1 0 1? - - - - Temporary
2 1,500 1* - - - 5% " "
3 3,000 1+ - - - 10% " "
4 6,000 1 - - - 20% One Use
5 12,000 2 - - - 25% " "
6 25,000 2 1 - - 35% Charged
7 50,000 2 2 - - 40% " "
8 100,000 3 2 1 - 50% Self-Charging
9 150,000 3 2 2 - 55% Permanent, Keyed
10 200,000 4 3 2 1 65% Permanent, General
+200,000 +5/10%
? INT+DEX % success
* (INT+DEX)/2x3% success
+ (INT+DEX)x3 % success
For the first three levels of this skill the use of spells to enchant is unreliable, unless are apprenticed to one of at least two levels higher, in which case enchant as if one level higher, though Temporary Enchantments only may be done. Identify is the ability to recognise enchantments, it increases 5% per level, and 5% if a new spell level is learned.
Experience bonus: +5% if STR+INT+DEX 42-44, +10% for 45+.
Minimums Maximum
Level Name Experience STR INT DEX Enchantment Success
7 Apprentice 64,000 9 6 6 1 2nd INTx5%
8 Smith 120,000 9 9 9 1 3rd INTx7%
9 Armourer 240,000 12 9 9 1 3rd 99%
+240,000 +1 4th "
If the chance of success in based on intelligence there is a maximum of 95% (5% chance of failure). If apprentice to one of at least two levels higher then enchant chance is one level higher.
Experience bonus: +5% for 13-14 DEX, +10% for 15+.
Magic-users (Elves and Humans)
Minimums Maximum
Level Name Experience STR INT DEX Enchantment Success
9 Crafter 100,000 6 9 9 1 4th INTx5%
10 Magesmith 200,000 9 9 9 1 5th INTx7%
11 Wizardsmith 300,000 9 12 12 1 5th 99%
+300,000 +1 6th "
Increased chance of success, success maximum and bonus experience as fighters, elvan mages (non-fighters) might enchant at 7th and 8th level with INTx1% and INTx3% success chance respectively.
Experience bonus +5% for 15-16 DEX, +10% for 17+.
Minimums Maximum
Level Name Experience STR WIS DEX Enchantment Success
7 Novice 50,000 6 9 9 1 3rd WISx7%
8 Crafter 100,000 9 12 9 1 4th 99%
9 High Crafter 200,000 9 15 9 2 4th "
+200,000 +1 5th "
Clerics gain no experience bonus for high dexterity.
Cost per Time/Level (weeks) Min. Enchantment
Type Level(gp) General Specialist Level Effect Maximum
Temporary, Instant - - - 1st 4th All
Temporary, Prepared 200 1.5 1 1st 6th All
One Use 500 1.5 1 4th 6th -1
Charged 1000 3 2 6th Varies Varies
Self-Charged 1500 3 2 8th 8th -2
Permanent, Keyed 1500 4.5 3 8th 8th -3
Permanent, General 2000 6 4 10th 10th -3
Enchantment Effect and Maximum
The Effect is the level of magical power (equivalent to magic-user level) at which an enchantment works. The only exception is where the enchantment contains stored magical power (eg: scroll, spell storing, absorption) when the power is released at a higher level than the Effect if this is its minimum level of casting (by a Spell Smith, Effect=spell level x 2). For example a Scroll of Spells (Prepared Temporary Enchantment) contains a Fireball and a Teleport spell, the Fireball is cast at 6th level (3rdx2) and the Teleport at 10th (5thx2).
Temporary Enchantment Duration
Maximum Level of Enchanter
Duration 1-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20-21
1+1D4 rounds 1 2 3 4 5 6 7 8 9 -
2+2D4 rounds - 1 2 3 4 5 6 7 8 9
1 turn - - 1 2 3 4 5 6 7 8
6 turns - - - 1 2 3 4 5 6 7
8hrs/1 day - - - - 1 2 3 4 5 6
7dys/1 week - - - - - 1 2 3 4 5
4wks/1 month - - - - - - 1 2 3 4
12mths/1 year - - - - - - - 1 2 3
13yr/1 cycle - - - - - - - - 1 2
7cycls/99 yrs - - - - - - - - - 1
This table shows the way that the maximum duration of Instant Temporary Enchantment varies with level of enchantment (spell) and level of enchanter. Prepared Temporary Enchantments have a maximum duration two rows further down the table. For Example: a Wizard (11th level) enchants a ring using Prepared Temporary Enchantment over 3 weeks at a cost of 400gp with a Levitation (2nd level spell), this will last for one week. The enchantment may be set to finish at any time up to the maximum (eg: mid-night), this does not make it cost any less.
This is enchantment of a magical item without preparation, tools, or workshop. The enchantment uses the appropriate spells and may not be done by non-specialist non-magic-users. A Permanent Spell may be used to give a single spell or linked set of spells (such as Enchant +1, +2, +3) which have been Instant Temporary Enchanted into a device indefinite duration, the Permanent may only be dispelled after the normal maximum duration.
All enchantments bar Instant Temporary require an established workshop equipped to a value of at least twice the maximum level of enchantment to be done in thousands of gold pieces (2 x level x 1000gp). A temporary workshop will make the enchanter function at at least two levels less, more usually four or six.
An enchanter may work on as many enchantments as they have spell levels at once, if a non-specialist the number is one, plus one per level above the basic level at which can do enchantment (see Non-specialists). A specialist working on more than their level in spell levels of enchantment is working full time (at least 10hrs/24hr day, 6days/7day week), this also applies to non-specialist doing more than half their maximum number of enchantments simultaneously.
This is used to construct the simplest enchantments such as Spell Scrolls, Oils, Potions (not made by Alchemy), Protection Scrolls, Javelins of Lightning, Dusts and for "powering" intelligent devices, scarabs etc. An item enchanted using Prepared Temporary Enchantment three times moves to the next greatest duration if Temporary Enchantment is used, also on the seventh, ninth, twenty-first and twenty-seventh enchantments. A device prepared thus is less effective if a higher level enchantment than the one it has been prepared with is used, one less improved step in duration per extra spell level (eg: a device has been enchanted to prepare it 21 times using Enchant (1st level), if the enchanter is 7th level then a 1st level enchantment lasts 13yrs, a 2nd 1 month and a 3rd 1 day; if prepared with Enchant +2 (3rd) (and Enchant +1) then would be 13yrs, 1yr, 1 month). These rules only apply to the enchantments of the preparer, though prepared materials will be useful to other enchanters.
This form of enchantment is similar to a one charge device but is different in that the enchantment, which must deal with a specific condition, lasts while the condition continues, for example One Use Enchantment may be used to make a Potion of Indefinite Waterbreathing (lasts until breathe air) or Infravision (lasts until see daylight or a Bright Light (eg: fireball, lightning bolt, light spell)), or a device of Levitation/Flying which lasts until touch the ground, or Fire Resistance which lasts while walk on coals or a device which calls for help until its message is heard.
Enchantment Modifiers: Min.
Device Charges Effect Maximum Cost Time Level
Sigil 50 4th -1 -25% -25% 6th
Wand 100 6th -2 basic basic 8th
Staff 200 8th -3 +25% +50% 10th
Sceptre* 500 10th -4 +100% +200% 12th
* Sceptres may be disallowed by the DM.
The Charged Enchantment table shows the time and money cost for creating these devices containing no charges. The device must be then charged to its full capacity. The charge rate is one charge per device used, hence a Wizard 13th could charge a device three charges per day as he/she can construct three devices. A specialist may charge a device as many spells as she/he may cast per day of the level of the spell enchanted into the device (highest if several) eg: if at 7th level have 2 3rd level spells per day could charge a Sigil of Cure Disease two charges/day. The initial charging of a device does not cost money. Devices may be partially or totally recharged by their creator at no cost and at the same rate as the initial charging. Others of sufficient level (usually Wizard, High Priest) may recharge some devices, notably sigils, but this costs (eg: sigil- 100gp/level, wand- 200gp/level, staff- 500gp/level, sceptre- 1000gp/level; all per charge). A device may be constructed, if desired, so it may only be recharged by its creator, if at all.
Devices which contain less charges (typically three, ten, twenty or twenty-five) may be constructed as basic cost; these are not rechargeable. The initial construction charges these devices; eg: a Ring of Three Limited Wishes would take 63 weeks (3 charges x 7th level spell x 3 weeks (43 weeks for specialist)) and cost 21,000gp (3 charges x 7th level spell x 1000gp); note the need for a Control Spell if this is to be used by non-magic-users.
The power of these devices is determined by the recharge rate, how often the device regains its charges, the number of charges, and how many charges are regained when it recharges. The basic number of charges is three, this may be reduced to one to increase the recharge rate one step (eg: a Wizard 11th is making a Ring of Flying, as Fly is a 3rd level spell it is usable thrice/week, if enchanted as one charge is usable once/day). The number of charges may be increased one step by decreasing the recharge rate one step, providing the enchanter is of a high enough level to construct a device with that many charges.
Level of Enchanter
Number of 8-9 10-11 12-13 14-15 16-17
Charges: 1 3 7 9 %fail
%fail is the chance the device will not be usable next time, until it recharges itself, 3-10% (roll 1D8+2 when constructed).
Recharge Level of Enchanter Rate 8-9 10-11 12-13 14-15 16-17 18-19 20-21 Lifetime (77yrs) - - - - - - - Generation (33yrs) - - - - - - 9 9 years - - - - 7 8 8 Year and a day - - 5 6 6 7 7 Month (28 days) 3 4 4 4,5 5 5,6 6 Week 2 2,3 3 3 3,4 4 4,5 Day/Midnight 1 1 2,1 2 2 3 3 Hour! - - - 1 1 1,2 1,2
! The number of charges may not be reduced to one to give a recharge rate of one/hour for enchantments.
This form of enchantment involves "keying" the enchantment to a certain person, a family, a race or species, an alignment/bias, or another magical item (or artifact). The thing or an example of the key must be present during the enchantment, the enchanter must not be opposed to the key eg: the enchanter cannot be Lawful if constructing a sword "keyed" to Chaos.
The effect of the enchantment without the key varies depending on the cost of construction. At the basic cost the enchantment will not work without the key, at +50% cost the item does damage (normally 1D6, if opposed to key 2D6), at +100% cost the effect is reversed or "cursed". With no key really major (5th+ level) enchantments may give effects similar to minor Table III Artifact powers at +100% cost, greater ones at +200% cost (these may be random or "appropriate" to the enchantment).
A minimum level is required to make various enchantments permanent, also use of some major enchantment may limit the choice of materials (eg: mithral for Sharpness, adamantite for Vorpal) and possibly prevent further enchantment.
Enchanters Level
Maximum 8-9 10-11 12-13 14-15 16-17 18-19 20-21
spell level: 2nd 3rd 4th 5th 6th 7th 8th
This applies to Keyed and General Permanent Enchantment.
In general Permanent Enchantment either works continuously, or when activated for an appropriate time based on the enchantment. If an item must be activated then this may restrict who can use it to those who can control the effect, unless there is a controlling enchantment. Hence Invisibility is usable to almost all as it needs no control after activation, a Detect Magic requires some skill (in Swords the mind of the sword provides this) and to Conjure Elemental very great skill is required. Some enchantments may not be made permanent, or count as if of a higher level; these include Charm Person, Sleep, Slow/Haste Spell, Fire Ball and other spells of great power. Passive or defensive enchantments are usually easier to work than active ones. The greater enchantments may require some very strange materials in their working, there may be several alternatives to these and not all may give a 100% chance of success.
Certain enchantments may exclude others or must be done in a certain order with others.
Step Enchantment Notes
1st Prepare materials Protect Silver,
etc. Optional.
2nd Enchant, +1 or Flame/Frost Improved H.Prob,
+2 Fire / Cold (and Damage).
+3 Optional
3rd Initiative, I or V creature or Parry, I Optional.
II II
III III
or (Great) Runes or Missile ~
4th Ensoul Device or enchantments Optional.
(& control)
5th Enchantments for soul Compulsory if
in device. Ensoul Device.
These include chain mail, plate mail and leather armour as well as wooden shields.
Step Enchantments Notes 1st As Weapons Optional. 2nd Enchant (+1, +2, +3) Improved AC. 3rd enchantments (& control) DM option.
This applies to the powers of rings which operate continuously, for example Protection, Fire Resistance, or on demand, eg: Invisibility, Levitation, Telekinesis.
Step Enchantments Notes 1st As Weapons Optional. 2nd enchantment (& control)
These include a wide range of items with powers often usable to anyone. Some use enchantments peculiar to specific items, eg: Boots, Amulet, Helm, Torc, Crystal.
Step Enchantments Notes
1st As Weapons Optional.
2nd Device (eg: Boots) and enchantment or
enchantment (& control) or
enchantment & Control Device For non-MU's,
enables "casting"
of spells.
Examples of Permanent Enchantment
Device Enchantments* Notes
Sword +2, +4 V Undead Enchant +1 +4, must
Enchant +2 be made of
V Undead mithral.
+3 returning hammer, Enchant +1 Missile
6" throwing range Enchant +2 Range &
Enchant +3 Return only
Missile Range & known to
Missile Return Dwarves.
+2 armour of etherealness Vanish & Must be made
(usable at will) Control Device of adamantite.
+1 sword, Charm Person Ability Enchant +1
Great Rune: Charm Person
Ring of +3 Protection Protection +1 Must be 16th+
Protection +2 level to make.
Protection +3
Talisman +2 spear summoning Weapon Summoning (spear)
Enchant +1 x 3
Enchant +2 x 3
* Enchantments are listed in the order they must be done.
Material's Enchantment Cost Modifiers
Modifier Materials Bonus
none liquids, parchment, dusts, Gold, Copper, Platinum -
xl.5 wood, leather, Lead -
x 2 gems, jewels, Iron -
x0.5 balrog (dragon/gargoyle) leather, ent wood, Silver, +1
Mithral +1
x0.75 Bronze -
x0.25 demon (balrog) leather, tree-of-life wood, +2
Adamantite +2
none ogre/giant/lycanthrope/hellhound/wyvern leather -
(monster leather) -
x0.75 dragon/beholder/gargoyle/flesh golem/gorgon/unicorn -
leather (AC2 monster leather) -
Using exotic leather/wood/metals in an enchantment to reduce the cost means the basic magical bonus (+1 for 0.5, +2 for 0.25), if applicable, is ignored. Silver is not +1, it is merely easy to enchant. Armour/Shields/Weapons of +4 and +5 are made by enchanting items made of materials which are basically +1 or +2 using the enchantments Enchant +1, +2 & +3 (weapons have a damage bonus over +3 at the DM's discretion). Some enchantments above 6th level require use of mithral (or equivalent) and above 7th level adamantite (or equivalent). The materials in brackets are DMs alternatives for +1/+2 leather.
Item Enchantment Cost Modifiers
Modifier Items
none tools, anvil, forge, 3 daggers, 6 arrow heads. 2 knives
x1.5 6 X-bow bolts. 2 spear heads, clip of darts(10), axe/mace/
hammer head, sword blade (short sword, rapier etc),
shield (metal, large), club (wood), (sling) shot(10),
trident head, quarterstaff
x 2 sword blade (broad sword), chain mail (for human), dart gun,
battle axe head, morning star, flail, staff
x2.5 bastard sword blade
x 3 2-handed sword blade/battle axe head, plate mail (for human)
Any items not shown on the table have, by default, no modifier. New items may be added at DMs discretion.
Those materials which have a natural +1 or +2 require tools of at least that bonus and, in the case of metals, an anvil and forge as well. These may be temporarily enchanted, and one enchantment in assumed to be enough for a set of tools, or an anvil, or a forge. Hence a Wizard 14th making a mithral ring could temporarily enchant tools, anvil and forge using 3 enchantments and use one on the ring, as she/he may do up to 4 enchantments in parallel. Materials must be as pure as possible and organic materials must be from an adult creature (eg: Ent).
The use of magical oils in enchantment is an optional system and introduces a chance of the enchantment failing, particularly with enchantments above the 4th level. It is assumed that half of the cost of most permanent enchantments is the oil of enchantment used, assuming two doses of Blend 1 (the best) are consumed/spoiled. There are four component oils made by enchanting fine oils with the spells Enchant (1st), Enchant +1 (2nd), Enchant +2 (3rd), Enchant +3 (4th) using Prepared Temporary Enchantment, alternatively as 1st to 4th level alchemical potions respectively. From these oils may be blended, with possible blends for each level of enchantment from 1st to 4th, four types of oil, one for each level of enchantment from 1st to 4th. Blends may also be made for use in 5th and 6th level enchantment, though these are unreliable, a more specialist blend possibly containing magical natural materials or oil made using other spells, might be used instead.
Components
Type Enchant +1 +2 +3
1st 8 - - -
2nd -/2/3/4 8/5/-/- -/1/5/4 -
3rd - -/2/3/4 8/5/-/- -/1/5/4
4th - - -/2/3/4 8/6/5/4
5th - - -/-/2/5 -/8/6/3
6th - - -/-/-/2 -/-/8/6
Blend: 1/2/3/4
The table shows the proportions in eighths of the four components in each blend (see above).
For example, for 1st level enchantments all that is needed is an oil which is completely made via Enchant, hence there is only one Blend, and it is effectively Blend 1.
For another example, for 4th level enchantments either Blend 1 oil is used, which is completely made via Enchant +3, Blend 2 oil which is two parts Enchant +2 and six parts Enchant +3, Blend 3 oil which is three parts Enchant +2 and five parts Enchant +3, and Blend 4 oil which is four parts Enchant +2 and Enchant +3.
Note that for 2nd and 3rd level enchantment Blend 3 is more expensive and less reliable than Blend 2, and is only useful if you run out of Enchant +2 oil.
Type (price)
Blend 1st 2nd 3rd 4th 5th 6th
1 500 1000 1500 2000 - -
2 - 875 1375 1938 2000 -
3 - 938 1438 1875 1938 2000
4 - 750 1250 1750 1875 1938
The price table shows the price of the various blends for each type of Oil of Enchantment. Blend 1 is the most reliable and expensive, giving only a 1% chance of each step of the enchantment failing. Blend 2 gives a 3% failure chance, Blend 3 5% and Blend 4 a 7% chance. As the table shows there is no Blend 1 (general purpose) Oil of Enchantment for 5th level enchantment, and no Blend 1 or 2 for 6th level.
Alternatively to buying them in, the oils may be prepared by the enchanter, cost (in gold pieces) shown in the Cost Table.
Type (cost)
Blend 1st 2nd 3rd 4th 5th 6th
1 200 400 600 800 - -
2 - 350 550 775 800 -
3 - 375 575 750 775 800
4 - 300 500 700 750 775
Enchantments which are multi-power, for example staves which have multiple functions, are more difficult to enchant than single powers. An enchanter needs +2 spell levels on the minimum to enchant multi-power, ie: Wizard 14th for a multi-power staff (normal minimum is 10th for staves).
All enchantments are given a basic 1% chance of failure, rolled once per spell enchanted. If a system of learned spells is used, then for a spell-casting class there will be three sets of spells, with up to the intelligence/wisdom (or whatever) maximum in each. The first set is the spells usable in combat or in day-to-day life. The second set is the spells usable only in enchantment, a re-check may be made to learn a spell which was failed to be added to the combat set. The third set is any spell which an attempt to learn has failed (once for combat, and not re-rolled, or twice), or may roll to add a spell to this set if do not want it in, or do not have enough room in, the combat or enchantment sets. The third set is the failed or un-learned spells, and a percentage roll is made for each and recorded, and this is the 'success chance' the chance of using the spell correctly in enchantment. It is recommended that the value of this chance is not known to the enchanter without at least one attempt at using the failed spell in enchantment. The maximum success chance should be 95%, but the base success chance roll should be increased 5% (again to a maximum of 95%) for every extra spell level attained. Spells may be forgotten to make room to attempt to learn new spells, in any combination of the three sets, on attaining a new spell level.
Non-spell-users (eg: Dwarven Lords) would only have the second and third set of spells, and also would be incapable of Instant Temporary Enchantment, as they have no spells to do it with.
The type of failure should depend on the power of the enchantment attempted, and also the form of the enchantment. It might simply be that the device does not function in any way, or with a reduced effect (possibly giving an interesting research line), or intermittently, or reversed, or intermittently and reversed, etc. If an enchanter can handle enchantments of two levels higher than the one which has failed then the most casual inspection will automatically find if an enchantment has failed. Otherwise have a (level - spell level x 10%) chance of finding the flaw. Hence a Wizard 11th can handle up to 5th level enchantment (except permanent ones) and will spot failure in 1st-3rd level enchantment, with a 70% chance for 4th level, and a 50% chance for 5th level (for Permanent Enchantment can handle up to 3rd, so spot 1st failures automatically, 2nd at 90%, and 3rd at 80%). As an alternative a different enchanter could attempt to make an Identify roll to spot whether there is a failure, attempting to understand the enchantment in the standard way.
Failure Types: No Function (Intermittent) (Keyed) Reduced Function ( " " ) ( " ) Reversed Function ( " " ) ( " )
So the failure might be that the enchantment does not function, does not function but only on an intermittently basis, or does not function in a keyed way (most likely for Keyed enchantments), again possibly intermittently, and the same possibilities apply for reduced and reversed function failures. If things go really badly wrong, say an 01% failure, then the item might also be 'cursed', and particularly difficult to get rid off if someone is using it when it reveals its flaws.
Note that failure particularly occurs in newly researched spells/enchantments.
(c) Rory O. McLean, 1980 - Jun. 2004
Permission granted to use for non-profit making purposes