Atlantean Trilogy Archive
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Magical weapons and armor (enchanting rules)

Rule, Magic items

Weapons, armor and shields can be enchanted by alchemists using orichalc or by spell casters of any profession, following the usual magic-item procedure.

From the book

Weapons, armor and shields can be enchanted either by alchemists, who use orichalc, or by spell casters of any profession, who follow much the same procedure as for other magic items. The materials are those of a Minor Magic Item, and the piece itself has to be made from the finest materials available; any weapon, armor or shield of that quality can be enchanted.

The work takes one month, plus a further month for each spell-like power or each +1 the item is to carry. Up to 12 arrows or crossbow bolts can be enchanted in a single batch. Success comes 99% of the time. Such items usually sell for at least twice their materials plus 2,000 G.P. for every +1 of enchantment.

No mortal in the Atlantean System can push an item beyond +4. Special magical weapons, such as swords of light, darkness, justice or spell storing and the dire swords that deal double damage to one kind of foe, can also be given +1-4 to hit, or +1-3 when orichalc is used.

At a glance

Who can make
Alchemists (via Orichalc, see Advanced Alchemical Substances) or spell casters of any profession
Materials
As per Minor Magic Items; item must be made of the finest-quality materials
Time to complete
1 month + 1 month per spell-like power or +1 of enchantment
Batch
As many as 12 arrows or crossbow bolts can be enchanted together
Chance of success
99%
Value
At least 2x materials cost + 2,000 G.P. per +1 of enchantment
Maximum enchantment
+4 (mortals cannot exceed this in the Atlantean System)
Special weapons bonus
Special magical weapons may also carry +1-4 offensive enchantment (+1-3 if made with orichalc)