In the world of adventurers and heroes, little thought is given to the humble enchanter, who turns all manner of goods into magical items. However, not all magical items are intended for heroes. Some are intended for everyday users who lack magical talent of their own. And of course, when heroes do seek out magical items, they often have specifications for what sort of item they need, requiring the work of a professional enchanter to assist them.
Enchanter's supplies contains a variety of instruments such as burners, crystals, magical foci, and other components needed to pursue enchanting. Your tools weigh 8 lbs and costs 50 gp. In addition, a would-be enchanter requires the basic materials of magic: miasma vials, which can be obtained from an alchemist for 15 gp, contain magic directly from the elemental plane of chaos and allow the enchanter to imbue an item with magic, or spell slots from a spellcasting class can provide the magical power required to enchant an item.
Trinkets are lesser enchantments that are easily constructed by a practicing enchanter. They require one miasma vial (or spell slot), four hours of time, and a suitable item to hold the enchantment. Typical trinkets are weapons, armor, or objects that are sturdy enough to hold a weak magical charge, although more ornate objects can be used without problems. The general value of a magical trinket is 25 to 100 gold, depending on where the user sells the trinket and whether it functions with attunement or without (those that can be used without attunement are generally more expensive.)
Trinkets generally provide a +1 enchantment under specific circumstances, +1 damage of a specific type, reduce damage by 1 point under specific circumstances, cast a cantrip once per day, produce some small magical effect, or cast a first level spell once.
Creating a trinket requires a DC check versus 10 vs an Intelligence (Enchanting Supplies) check, in order to maintain the magic within the item. Spellcasters who use Wisdom or Charisma can use this in place of Intelligence in their Enchanting Supplies checks.
In order to create a magical item, such as a sword +1 or a ring of feather falling, one requires a high-quality item as well as enchantment work. Enchanting magical items requires a DC check vs an Intelligence (Enchanting Supplies) check every day in order to successfully imbue the magic within the item; failure does not ruin the item but negates the day's progress. Spellcasters who use Wisdom or Charisma can use this in place of Intelligence in their Enchanting Supplies checks.
Rarity of Magic Item | Min. Time to Make | DC per Day |
---|---|---|
Common | 1 day | 12 |
Uncommon | 3 days | 14 |
Rare | 10 days | 16 |
Very rare | 30 days | 18 |
Legendary | 90 days | 20 |
Unique | 270 days | 24 |
In addition, for each day spent working on the magical item, one spell slot relevant to the item must be sacrificed. For non-magic-using enchanters, miasma vials can be spent, at the rate of one per spell level required. (For example, an item that casts feather fall would require a 1st level spell slot or 1 vial of miasma; an item that casts fireball would require a 3rd level spell slot or 3 vials of miasma. This cost would be incurred every day of enchantment whether the work is successful or not.)
Making a wand that does not recharge is relatively easy; the spellcaster merely invests one casting of the spell in question for each charge they intend to put into a wand (or other spell focus), and can put up to fifty charges in a typical wand. The wand can also still be used as a spell focus. This can be done with a DC of 10 per day, and the caster can imbue the wand with as many charges as they have spells. This style of enchanting cannot be simulated directly with miasma, although one charge of miasma can be used to add one charge to an existing charged wand with four hours of work and a DC of 12.
Self-charging wands are special in that they typically have a set number of charges, but regain some of them every day. Aside from the standard rules for replicating enchanted objects, a self-charging wand that has five charges and can regain 1d4+1 charges per day (and has a 1 in 20 chance of disenchanting when out of charges) is a fairly standard item that can be made by a spellcaster using one spell slot (of the spell he wants the wand to cast), plus miasma equal to the square of the spell level required times four, and a single DC check vs 16. Success enchants the wand; failure wastes the miasma, though the wand is still usable as a spell focus.
An enchanter can create a spell focus with one vial of miasma (or one spell slot) and an ordinary example of the item to be imbued, with four hours of work and a DC of 12.
An enchanter can attempt to disenchant an item over an eight hour period (four hours for a trinket) by rolling against the same DC required to enchant the item; success renders most items inert and extracts miasma from the formerly enchanted item equivalent to half the amount that would be required in its enchantment (minimum 1 vial).