Variant Enchanting 1.7

A variant system for enchanting magical items in Fifth Edition. There are several important requirements for enchanting an object. You will need to have the following:

Object to enchant

Spell from your spell list

Ritual casting feature

Unique material components

Concentration

Successful Enchantment checks

Enchantment Checks

Enchantment checks are consecutive spellcasting checks made during the enchanting ritual. These checks use your spell-casting modifier. Failing an Enchantment check or losing concentration during the process causes the material components to be consumed and the item to remain non-magical.







Difficulty of Enchanting

Difficulty of Enchantment is decided by multiple factors. When enchanting using a known or prepared spell first decide the base value of charges, if it will be rechargeable, or if it will be permanent. Then choose a spell that you are capable of casting and add it’s Spell Level to the Base DC. If the spell is not on your spell list or is unprepared then double the Spell Level. For example a wizard who wants to enchant a wand with 6 charges (DC Base 10) of Level 1 Burning Hands (Level 1) would need to Concentrate on the ritual for 1 hour, provide 1 unique material component related to the spell, and succeed one Intelligence check (Spellcasting Ability) with a DC of 11.

A charged magical item becomes mundane when all charges are expended. A charged magical item can be made rechargeable by adding to the DC when enchanting it. Rechargeable items regain those charges at dawn. Expending the last charge of a rechargeable magic item has a 1 in 20 chance of the object crumbling to ash. A permanent magic item has no charges and the magic bound to it can be cast freely. There are limitations to what spells can be made permanent. Spells that deal damage, heal, require a saving throw, or have a consumable material component with a cost indicated cannot be made permanent.

Rarity Requirements Rarity Enchantment Checks Concentration Components Charged/Rechargeable Permanent Common 1 1 hour 1 Cantrips-1st Level Cantrips Uncommmon 2 3 hours 1 2nd-3rd Level 1st Level Rare 3 6 hours 2 4th-5th Level 2nd-3rd Level Very Rare 4 12 hours 2 6th-7th Level 4th-5th Level Legendary 5 24 hours 3 8th-9th Level 6th-7th Level

Enchantment Difficulty

Charges Base DC 1 8 4 9 6 10 8 11 10 12 Permanent 14

Recharge Difficulty

Recharge Bonus DC 1d4 +1 1d6+1 +2 1d8+2 +3 1d10+3 +4









Removing Enchantments

Enchantments can be removed in a similar process to adding them. In the chart below, the concentration duration, dispel DC, and number of dispel checks are listed. It is impossible to remove the enchantment from a Legendary item.