This section contains rules for creating/using strike enchantments.

The Basics

Strike enchantments are augmentations applied to weapons that grant some sort of offensive effect when the weapon is used in combat. The effects of strike enchantments are applied on any successful hit with the weapon. Strike enchantments do not need to be recharged like cast enchantments and have no soul energy pool. Ammo enchanted this way only works once.

Learning Effects

Strike enchantments use a unique set of effects drawn from the table below.

Step 1: Choose Item

First the enchanter must pick an item to enchant. Strike enchantments can be applied to any ranged or melee weapon, but only some weapons will have an enchantment level high enough to reasonably support more powerful enchantments. Ammunition can be enchanted in “batches” of 25 shots (use the EL of one shot). 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 Effect

Strike enchantments use a unique set of effects drawn from the table Strike Enchantments table at the end of this section: choose the desired effect (at most one, unless the character has the Manifold Enchanter talent and spell level. The total cost of the effects chosen must be equal to or lower than the soul energy contained in the chosen gem and, by extension, the EL of the item.

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 total spell levels of all chosen effects exceed their enchant skill rank (if applicable). Failing the test means that effect is not successfully enchanted.

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 details somewhere you can reference them later.

If you want strike enchantments to function like cast enchantments, divide the final cost by ten and use the Soul Energy and Enchant Levels rules.

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Strike Enchantments
NameEffect (SL = Spell Level)Cost
[Fire, Frost, Shock, Poison]Weapon deals SL additional [Type] damage.300 x SL
FatigueWeapon causes the target to test Endurance with a (30-[10 x SL]) modifier or lose 1 SP.200 x SL
SunlightWeapon deals SL additional fire damage. Counts as sunlight.400 x SL
Drain MagickaWeapon causes the target to lose 4 x SL MP.200 x SL
Elemental Weakness [fire, frost, shock, poison]Weapon causes the target to gain Weakness ([Type], SL) trait for Y rounds.200 x SL x Y
Weakness to MagicWeapon causes the target to gain Weakness (magic, SL) trait for Y rounds.300 x SL x Y
ParalyzeTarget tests Willpower at a (30-[10 x SL]) modifier or is Paralyzed for Y rounds.300 x SL x Y
Soul Trap (counts as SL 2)If a target struck by this weapon dies within 1 minute, its soul is trapped within an appropriate soul gem of the wielder’s choice (soul energy cannot exceed the max size of the gem).500
Absorb LifeThe wielder regenerates SL HP, capped at the damage dealt for that hit (after mitigation).375 x SL
Absorb MagickaWeapon causes the target to lose 4 x SL MP, wielder regains MP equal to the amount lost.300 x SL
DispelDispels magical effects of SL or lower. Constant enchants return after 1d4 rounds.300 x SL
DisintegrateWeapon applies Damaged (SL) to armor struck, or weapons used to parry or counter it.500 x SL
Turn UndeadTarget w/Undead trait tests Willpower with a (30-[10 x SL]) modifier or flees for Y rounds.150 x SL x Y
SilenceTarget tests Willpower at a (30-[10 x SL]) modifier or is Silenced for Y rounds.200 x SL x Y

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