Inept Wizard

Enchanted Items

An Enchanted Item is a mundane object that has been permanently altered through magical means. Enchantment binds a single, stable magical effect into the structure of an item. Once enchanted, an item cannot be enchanted again. Attempting to enchant an item that has already been enchanted always fails and may have dangerous consequences.

Enchanted items are not spells, consumables, or artifacts. They are persistent objects whose properties result from a defined magical process.

Enchantment Resolution Procedure

When an enchanted item is created or generated, resolve its properties using the following steps.

Step 1: Determine Enchantment Potency (n)

The enchantment has an associated potency value, denoted as n.

  • If the enchantment is created through spellcasting, n is determined by the level at which the enchantment spell was performed.
  • If the enchantment is generated by the GM (for treasure, NPC equipment, or worldbuilding), the GM may choose or randomly determine n as appropriate.
Determining n by Tier

When generating enchanted items as treasure or in-world items, the GM may determine n by rolling dice based on the party’s average character level:

Character Levels Recommended Roll for n
1–4 1d2
5–8 1d4
9–12 1d6
13–16 1d8
17–20 1d10

Step 2: Determine Item Type

Determine the type of item being enchanted (such as a ring, amulet, weapon, armor, or other object).

Each item type has access to one or more Enchantment Category tables, defined in the appropriate subsection of the rules. The available categories may differ depending on item type.

Step 3: Determine Enchantment Category

Consult the Enchantment Category table for the chosen item type and roll (or select) an Enchantment Category.

The category determines the general nature of the enchantment, such as defensive, martial, mystical, or utilitarian effects.

Step 4: Determine Specific Enchantment

Consult the table corresponding to the selected Enchantment Category and roll (or select if appropriate) a specific enchantment.

Apply the effects of the enchantment using the value of n as defined by the table entry.

General Enchantment Rules

  • Identical enchantments do not stack; if a creature wears two or more items with identical effects, only the items with highest n applies.

Enchanting an Already Enchanted Item

An item that has already been enchanted cannot receive another enchantment. Any attempt to enchant such an item always fails.

When a character attempts to enchant an item that is already enchanted, the enchantment collapses violently. The character performing the enchantment must immediately make an Intelligence saving throw with a DC equal to 10 + n, where n is the intended potency of the attempted enchantment.

On a successful save, the character recognizes the magical volatility in time to abort the process. The enchantment fails harmlessly, and the item remains unchanged.

On a failed save, the item detonates in a magical backlash. The item is destroyed, and each creature within 15 feet of it must make a Dexterity saving throw with a DC equal to 10 + n, taking nd6 force damage on a failed save, or half as much damage on a successful one.


Ring and Amulet Enchantments

The Player Character or any other creature may wear one enchanted amulet and up to 4 enchanted rings, should its anatomy allows.

Enchantment Category (d10)

d10 Category
1–2 Resistances
3–4 Abilities
5–6 Vitality and Defence
7–8 Skills
9–10 Magic

Resistances (d10)

d10 Enchantment Effect
1 of Lye +n Resistance Points against Acid damage
2 of Thaw +n Resistance Points against Cold damage
3 of Quenching +n Resistance Points against Fire damage
4 of Ward +n Resistance Points against Force damage
5 of Amber +n Resistance Points against Lightning damage
6 of Verdure +n Resistance Points against Necrotic damage
7 of Antidote +n Resistance Points against Poison damage
8 of Clarity +n Resistance Points against Psychic damage
9 of Eclipse +n Resistance Points against Radiant damage
10 of Stillness +n Resistance Points against Thunder damage

Abilities (d8)

d8 Enchantment Effect
1 of Might Strength +⌈n / 2⌉
2 of Nimbleness Dexterity +⌈n / 2⌉
3 of Character Constitution +⌈n / 2⌉
4 of Magi Intellect +⌈n / 2⌉
5 of Sagacity Wisdom +⌈n / 2⌉
6 of Grace Charisma +⌈n / 2⌉
7 of Fortune Luck +⌈n / 2⌉
8 of Gods All Ability Scores +1. Requires spell cast at 6th level or higher. If cast at a lower level, the item is destroyed.

Vitality and Defence (d6)

d6 Enchantment Effect
1 of Vigor HP + (n × 2)
2 of Wizardry SP + (n × 2). Spellcasting classes only
3 of Witchcraft SP + n. Works for non-spellcasting classes
4 of Rondels AC + ⌊n / 3⌋. If result is 0, the item provides no benefit and cannot hold another enchantment
5 of Horn Initiative + n
6 of Regeneration Gain ⌈n / 2⌉ additional Hit Dice

Skills (2d8)

2d8 Enchantment Effect
2 of Beasts Animal Handling +⌈n / 2⌉
3 of Aether Arcana +⌈n / 2⌉
4 of Guile Deception +⌈n / 2⌉
5 of Bargain Haggle +⌈n / 2⌉
6 of Chronicler History +⌈n / 2⌉
7 of Sense Insight +⌈n / 2⌉
8 of Reverence Intimidation +⌈n / 2⌉
9 of Inquiry Investigation +⌈n / 2⌉
10 of Physic Medicine +⌈n / 2⌉
11 of Green Nature +⌈n / 2⌉
12 of War Perception +⌈n / 2⌉
13 of Troubadour Performance +⌈n / 2⌉
14 of Eloquence Persuasion +⌈n / 2⌉
15 of Virtue Religion +⌈n / 2⌉
16 of Ruffians Streetwise +⌈n / 2⌉

Magic (Spells) (d12)

For all entries below:

While wearing an item with this enchantment, when determining spell effects only, treat the relevant Magic Skill Rank as

⌈(1 + 0.1 × n) × its normal value⌉.

This does not affect Spell Attack Rolls, Spell Save DCs, spellcasting prerequisites, or similar values.

d12 Enchantment Affected School
1 of Triton Water Magic
2 of Genie Air Magic
3 of Golem Earth Magic
4 of Phoenix Fire Magic
5 of Cyclops Body Magic
6 of Sphinx Mind Magic
7 of Cherubim Spirit Magic
8 of Angel Light Magic
9 of Legion Dark Magic
10 of Pegasus Holy Magic
11 of Nymph Druid Magic
12 of Muse Bard Magic