
Minor Magic Items
Skill, Magical/Alchemical
Enchanting a high-quality item to store 1-7 spells, which must be recharged after use.
From the book
Minor magic items are objects enchanted to store between 1 and 7 spells, and they must be recharged after use. Alchemists can create them, but only a spell caster can choose exactly how many spells an item will hold.
The enchanter needs at least 1,000 GP of fragrant herbs, incense and similar offerings, plus an object of superior make; if one must be bought, expect to pay at least ten times the price of an average version. The work takes a month plus a day per spell to be stored, with roughly 12 hours of unbroken ritual each day (alchemists use essences instead). Success is 99%, but it hinges on daily attention: missing one day cancels that week's work, missing two or more wipes out everything, and a failure means starting over. Finished items typically sell for at least twice their materials plus 1,000 GP per week of enchanting.
At a glance
- Skill group
- Magical/Alchemical
- Materials
- At least 1,000 GP of offerings plus an item of superior quality (at least 10x average price)
- Time
- 1 month +1 day per stored spell, about 12 hours of work a day
- Chance of success
- 99%; missing a day negates that week, two or more days ruin the work
- Price
- At least twice materials plus 1,000 GP per week of enchanting
- Learned by
- Astrologer (9), Charlatan (11), Enchanter (10), Mage (9), Magician (9), Necromancer (9), Savant (9), Shaman (10), Sorcerer (9), Thaumaturge (9), Witch (10), Witchdoctor (10), Wizard (9)