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ENCHANTING GUIDE

Posted: Mon Nov 26, 2018 6:26 am
by jmecha
Item Enchanting makes us of the Skill Spell Craft and the Craft Wand Feat to produce a wide variety of results depending upon the materials used, skill ranks invested, and luck of the dice.

It is a Feature of Enchanting that an Enchanter can either cast their spell directly at the Enchanting Table OR place a Scroll of any Class upon the table to be used instead. If you use a Scroll the Item will have the same caster level of the Scroll Used. If you Cast Directly, it is currently unknown what will determine the Caster Level of the Enchanted Item.

UPDATE: Sorcerers can enchant Items without having the Craft Wand Feat when castings spells from their prepared spell list directly onto the Enchanting Table. To Enchant Items using Scrolls, Sorcerers still need the Craft Wand Feat.


The Raw Formula is as follows....
iDC = 20 + iValueDC + iSizeDC + iPropertyDC + iModDC + iSpellLevelDC + iGemDC;

In English......
The Initial Difficulty is 20 + the Value of the item + the Size of the Item + What Properties the Item already has + Materials Used+ Spell level + Gems

SIZES FOR ENCHANTING ARMOR
Clothing -2 Base DC
Padded -1 Base DC
Leather 0 Base DC
Studded Leather/ Hide/ Helmet/ Hood/ Small Shield +1 Base DC
Chain Shirt/Scale Mail / Large Shield +2 to Base DC
Chain Mail/ Breast Plate / Tower Shield +3 Base DC
Splint Mail/ Banded Mail +4 Base DC
Half Plate +5 Base DC
Full Plate +6 Base DC

SIZES FOR ENCHANTING WEAPONS

SIZE 1 WEAPONS ((-4 to Base DC))
Dagger
Sling
Dart
Gloves
Shovel
Nunchuck
Kukri

SIZE 2 WEAPONS((-2 to Base DC))
Lightmace
Sickle
Bolt
Bullet
Handaxe
Pickaxe
Shortsword
Shortspear
Kama
Lighthammer
Club
Whip

SIZE 3 WEAPONS(( No Effect to Base DC))
Ammo, Arrows, Bolts, Sling Bullets
Magicstaff
Morningstar
Battleaxe
Throwingaxe
Lightflail
Longsword
Scimitar
Warhammer
Lightcrossbow
Shortbow

SIZE 4 WEAPONS(( +1 to Base DC))
Quarterstaff
Greataxe
Greatsword
Halberd
Heavyflail
Trident
Greathammer
Scythe

SIZE 5 WEAPONS ((+4 to Base DC))
Diremace
Doubleheadedaxe
Twobladedsword
Bastardsword
Dwarvenwaraxe
Rapier
Longbow
Heavycrossbow
Katana

Sizes for Other Things
Blank Wand -4 Base DC
Amulet -2 base DC
Ring -2 Base DC

Belt -1 DC
Boots -1 DC
Cloak -1 DC
Gloves -1 DC
Bracers -1 DC
Magic Staff -1 DC

VALUE IS IMPORTANT, and complicated.

If you have a Small item like a Ring, Amulet, or Clothing with NO EXISTING PROPERTIES, the Higher the Value of the item makes the Enchanting Process easier.

Ring or Amulet or Clothing Value is less then 15gp, +2 to the Base DC
Ring or Amulet or Clothing Value is between 15gp and 119gp, +1 to Base DC
Ring or Amulet or Clothing Value is between 120gp and 849gp, +0 to the Base DC
Ring or Amulet or Clothing Value is between 850gp and 1619gp, -1 to Base DC
Ring or Amulet or Clothing Value is between 1620gp and 2999gp, -2 to the Base DC
Ring or Amulet or Clothing Value is between 3000gp and 5999gp, -3 to Base DC
Ring or Amulet or Clothing Value is between 6000gp and 8999gp, -4 to the Base DC
Ring or Amulet or Clothing Value is between 9000gp and 11,999 gp, -5 to the Base DC
Ring or Amulet or Clothing Value is above 12,000 gp, -6 to Base DC

For any other Item, or any Ring or Amulet with existing properties, Higher Values make it more difficult to Enchant.

Item Value is less then 15gp, -5 to the Base DC
Item Value is between 15gp and 119gp, No Change to the Base DC
Item Value is between 120gp and 849gp, +1 to the Base DC
Item Value is between 850gp and 1619gp, +2 to Base DC
Item Value is between 1620gp and 2999gp, +3 to the Base DC
Item Value is between 3000gp and 5999gp, +4 to Base DC
Item Value is between 6000gp and 8999gp, +5 to the Base DC
Item Value is between 9000gp and 11,999 gp, +6 to the Base DC
Item Value is above 12,000 gp, +10 to Base DC

Now on to Materials!
Your Weapon Crafting Materials come in five different grades

Iron The easiest material to work with, it adds 0 to the Base DC and creates Enchantments with Charges.
2d20 + Spell Craft Ranks= Charges
Silver adds +1 to the Base DC and creates Enchantments that are usable Once per Day.
Dark Steel adds +2 to the Base DC, and creates Enchantments that are usable Twice a Day.
Admantine adds +4 to the Base DC, and creates Enchantments that are usable Three Times a Day.
Mitheral adds +6 to the Base DC, and creates Enchantments that are usable Four Times a Day.

Obsidian can be added to Silver, Dark Steel, Adamantine, and Mitheral to give the Enchantment an On Hit Cast Property,
it adds a +5 to the Base DC

SPELLS!
Spells also effect the Difficulty of the Enchantment. The Formula is the Spell Level +1 is added to the DC.

Level 0 Spells ((Add 1 to the Enchantment DC))
Acid Splash
Cure Minor Wounds
Light
Resistance
Virtue
Daze
Electric Jolt
Flare
Ray of Frost

Level 1 Spells ((Add 2 to the Enchantment DC))

Amplify
Balagarn's Iron Horn
Bane
Bless
Cure Light Wounds
Divine Favor
Doom
Endure Elements
Entropic Shield
Inflict Light Wounds
Protection from Alignment
Remove Fear
Sanctuary
Scare
Shield of Faith
Summon Creature
Camouflage
Entangle
Magic Fang
Sleep
Burning Hands
Charm Person
Color Spray
Expeditious Retreat
Identify
Mage Armor
Magic Missile
Negative Energy Ray
Ray of Enfeeblement
True Strike

Level 2 Spells ((Add 3 to the Enchantment DC))
Aid
Aura of Glory
Bark Skin
Bull's Strength
Cure Moderate Wounds
Darkness
Eagle's Splendor
Endurance
Find Traps
Fox's Cunning
Hold Person
Inflict Moderate Wounds
Lesser Dispel
Lesser Restoration
Owl's Wisdom
Remove Paralysis
Resist Elements
Silence
Sound Burst
Blood Frenzy
Charm Person or Animal
Flame Lash
Hold Animal
One with the Land
Blindness or Deafness
Cat's Grace
Ghostly Visage
Ghoul's Touch
Invisibility
Knock
Melf's Acid Arrow
See Invisibility
Summon Creature II
Sarenna's Hideous Laughter
Web

Level 3 Spells ((Add 4 to the Enchantment DC))
Animate Dead
Bestow Curse
Summon Creature III
Clarity
Contagion
Continual Flame
Cure Serious Wounds
Darkvision
Dispel Magic
Inflict Serious Wounds
Magic Circle Against Alignment
Negative Energy protection
Prayer
Protection from Elements
Remove Blindness or Deafness
Remove Curse
Remove Disease
Searing light
Chain Lighting
Dominate Animal
Greater Magic Fang
Neutralize Poison
Poison
Quill Fire
Spike Growth
Clairvoyance
Displacement
Fireball
Flame Arrow
Gust of Wind
Haste
Invisibility Sphere
Lighting Bolt
Negative Energy Burst
Slow
Stinking Cloud
Vampiric Touch
Wounding Whispers

Level 4 Spells ((Add 5 to the Enchantment DC))
Improved Invisibility
Stoneskin
Ice Storm
Death Ward
Cure Critical Wounds
Bestow Curse
Charm Monster
Charm Person
Confusion
Contagion
Elemental Shield
Enervation
Black Tentacles
Fear
Isaac's Lesser Missile Storm
Lesser Spell Breach
Minor Globe of Invulnerability
Phantasmal Killer
Polymorph Self
Remove Blindness or Deafness
Remove Curse
Shadow Conjuration
Summon Creature IV
Wall of Fire
Dismissal
Dominate Person
Hold Monster
Legend Lore
War Cry
Divine Power
Freedom of Movement
Hammer of the Gods
Inflict Critical Wounds
Poison
Restoration
Flame Strike
Mass Camouflage

EXISTING PROPERTIES
If you decide to take an Item that has existing properties it will effect the Difficult of the Enchanting.

An Item with Zero existing properties is -2 to the Base DC.
An Item with 1 Property adds 1 to the DC
An Item with 2 properties adds 4 to the DC
An Item with 3 properties adds 9 to the DC
An Item with 4 properties adds 16 to the DC

ADD EXPENSIVE GEMS TO MAKE ENCHANTING EASIER!

Gems are not cumulative, only the highest quality gem used provides a modifer to the Enchanting to the DC.

Sapphire -1 to DC
Diamond -2 to DC
Ruby -3 to DC
Emerald -4 to DC

WORK IN PROGRESS.......

Re: ENCHANTING GUIDE

Posted: Tue Nov 27, 2018 11:59 am
by ayergo
:angel:

This guide is truly enchanting!

Re: ENCHANTING GUIDE

Posted: Mon Mar 18, 2019 8:58 pm
by ImStrokerAce
Bumped to keep this up the list.

Re: ENCHANTING GUIDE

Posted: Mon Mar 18, 2019 10:06 pm
by Stormbringer
It needs Stickied :P

Re: ENCHANTING GUIDE

Posted: Wed May 08, 2019 7:13 pm
by oldgrayrogue
How do ranks in Spellcraft enter into this? Do ranks lower the DC?

Re: ENCHANTING GUIDE

Posted: Wed May 08, 2019 7:35 pm
by jmecha
Spell Craft is the Skill Rolled to Enchant.

Where as someone making Weapons would roll Craft Weapon Skill, an Enchanter rolls Spell Craft.

Re: ENCHANTING GUIDE

Posted: Thu May 09, 2019 6:59 am
by ayergo
jmecha wrote:Spell Craft is the Skill Rolled to Enchant.

Where as someone making Weapons would roll Craft Weapon Skill, an Enchanter rolls Spell Craft.
Exactly. It is the skill with which one can craft spells.

Re: ENCHANTING GUIDE

Posted: Tue Apr 05, 2022 1:26 am
by forwhat
Wonderful guide JMecha! This has been such a huge help to me playing the enchanter game. Since the guide was written, it appears the DC's for spells have been shifted though. The formula is now 2 + (Spell Level x 2). So first circle adds 4 to the DC, 2nd adds 6, 3rd adds 8, and 4th adds 10.