This section contains rules for using/creating cast enchantments.

The Basics

Cast enchantments are spells “stored” within an item. A character wielding such an item can invoke this magic through the use of the Cast Magic (Primary Action), which allows them to cast the stored spell exactly as if they had cast it themselves (but with no casting test). The spell stored in the item can be either conventional or unconventional. Instead of being paid from the user’s Magicka pool, the cost of the spell is drawn from the item’s soul energy pool. Upkeep spells can be maintained by paying their cost from this pool, but there can only be one upkeep spell effect from a single enchantment at a time.

A cast enchantment’s Binding Strength represents how well the enchantment was woven: stronger enchantments are more responsive to their users, and enable them to more easily shape the spell to their will. The Binding Strength of the enchantment is calculated when the enchantment is finalized in the last step of its creation.

When a spell is cast using a Cast Enchantment, the user counts as having passed the casting test with a number of degrees of success equal to the Binding Strength of the enchantment.

Soul Energy Pool & Recharging

Soul Energy Pool & Recharging

Cast enchantments do not last forever! Each cast with the item pays its cost in Soul Energy from the item’s Soul Energy Pool, which is calculated when the enchantment is finalized in the last step of its creation. If this would reduce the size of the pool to below zero, then the enchantment can no longer be cast and must be recharged.

Recharging an item requires that the character be trained in the Enchant skill (though no test is required), and that they have a soul gem with energy stored within it. A simple minute long ritual is required: on completion the soul energy inside the gem is transferred to the item’s pool. Any energy that would exceed the pool’s maximum size is lost and the gem is destroyed.

Link to original

Multi-Spell Enchantments

Multi-Spell Echantments

Characters can create cast enchantments that have more than one spell stored (to a maximum of 3). These enchantments are more difficult to create, and characters require the Manifold Enchanter (Talent) to attempt it. When used, these function like normal cast enchantments, but the user simply chooses which spell to cast and pays the appropriate soul energy cost from the item’s pool.

Link to original

Learning Effects & Forms

A character does not need to know a particular spell in order to imbue an item with it. Enchanters can also use any combination of effects and forms available during the spell making process, and they do not need to be trained in a particular school to use effects from that school. Note that using a spell with a level above the character’s Enchant Skill Ranks may be more difficult!

Mindlock

For enchantments with effects with the Mindlock (X) (Spell Attribute), the AP cost must be paid by the wielder of the enchantment.

Conjure Weapon/Armor Enchantments

Conjure Weapon-Armor Enchantments

A summoned item of any type cannot take up the same space as the Enchanted item previously did or the character risks the binding magicks becoming unstable as the item phases in and out of oblivion.

Likewise, should one enchanted item that is generating a Bound item be replaced by another bound item, it will provoke the same effect as the item fails spectacularly in a cascade-failure of enchantments.

Mechanically, this means that should a summoned item coexist on the same location as the enchanted item (an enchanted chestpiece conjuring a bound one, or a character with boots conjuring a bound chest plate on top of the chest plate generating a bound helmet), the character must roll a 1d100 at the beginning of every Turn, on a result of 20 or lower, the character takes a wound to that location instantly.

Link to original

Reference Materials

A list of Spell Effects and Spell Forms can be found in the Appendix. Follow these steps to imbue items with cast enchantments:

Step 1: Choose Item

First the enchanter must pick an item to enchant. Cast enchantments can be applied to any item, but only some items will have an enchantment level high enough to reasonably support more powerful enchantments. Items without a listed enchantment level have an EL of 10.

Step 2: Choose Soul Gem

Next the enchanter must pick the soul gem they will use for the enchantment. This gem must contain stored soul energy. Once a soul gem has been used to create an enchantment, it is destroyed and any excess energy is lost.

Step 3: Choose Enchantment Spell(s)

Cast enchantments can be used to store either conventional or unconventional spells. In the case of conventional spells, simply pick from the list in this chapter. Unconventional spells will need to be built using the effects and forms provided in the appendix as normal (though the enchanter does not actually need to spend the time or money to create the spell, and no test is needed).

Once the enchanter has chosen the spell they will use for the cast enchantment, note its spell level and casting cost for the next step. If the enchanter is imbuing multiple spells into the cast enchantment, note the details for each one.

Step 4: Create the Enchantment

Now the enchanter can attempt to create the enchantment. This requires a ritual that lasts approximately eight hours and consumes materials worth approximately 100 drakes. The enchanter then makes an enchant skill test with a -10 penalty for each level by which the chosen spell level exceeds their enchant skill rank (if applicable). Test again for any additional spells being added, if necessary. Failing a test means that spell is not successfully enchanted.

Important Note:

It’s easy to miss, but calculating penalties for an Enchanting test is distinct from that of a Spellcasting test. Here, there is no concept of a Spellcasting Level; so, for example, a Novice (0) level enchanter attempting to create an enchantment with a level 1 spell effect will suffer a -10 penalty to their Enchanting test.

Step 5: Finalize Enchantment

Regardless of the outcome of the tests, the soul gem is destroyed and its energy is lost. If the enchanter passes a test, then they successfully create the enchanted item. Write down the following details somewhere you can reference them:

  • Spells: Add the details of any spells included in the cast enchantment, including their cost, spell level, and effects.
  • Binding Strength: The binding strength of the enchantment is equal to the DoS of the Enchanting test or, on a critical success, the maximum achievable DoS plus one.
  • Soul Energy Pool Max: The item’s soul energy pool max is equal to the soul energy in the gem, capped at the item’s EL.

2 items under this folder.