
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)