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]
Template:
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
template
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
instead
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%]