Enchanting

Most enchantments can only be applied to certain items (weapons, armor, accessories, etc.) and are organized as such.

Learning enchantments

Enchantments can be learned from books or teachers just like spells. 



Enchanting an item


Material requirements

Cost of Enchanting 

If you want something enchanted you have to pay for the materials and time of the enchanter. 

The cost of the materials is included in the cost of the enchantment.

The cost increases by 20% for each additional enchantment on the same item.



Activating a Gem

Any non-damaged gem can be magically activated by a skilled enchanter. 

Activating a gem requires an enchanting kit, knowledge of the right enchantments, a high enough CL, and a gem to be activated. 

A gem can produce a pure form of an element, or a variant (Such as producing alcohol instead of water). 

Using multiple activated gems can produce a large variety of materials, such as a water and an earth gem can be designed to work together to produce beer or a Healing gem and a Water gem can work together to produce healing potions. 

Combining elements does not ensure the *quality* of the resulting mixture, and as a result only ever makes the weakest or cheapest of goods. 

When gems are activated, conditions must be set for them to produce material. The conditions can be as specific or vague as the enchanter wants but no gem can produce material if there is no room to do so and will not produce material if surrounded completely in its pure material (water gems still produce when in sea water, air gems produce while in smoke or steam, and so on.) 

Glyph Enchanting

The Basics:

Glyph based enchanting has 2 core aspects. 

Gems

In order to enchant a weapon, you need a way to empower the glyphs being used. 

Perfect gems can be used to empower glyphs, enabling them to be used in enchantments. 

Tiny gems can empower 1 glyph each, small gems empower 2 glyphs, medium gems empower 4 glyphs, large gems empower 6 glyphs, and huge gems empower 8 glyphs. 


Glyphs

Glyphs grant the actual enchantments. Every weapon, armor, and jewelry can hold up to 16 glyphs of one type and cannot have more than 3 different types of glyphs (To a maximum of 48 glyphs). 

Each type of glyph gives a unique enchantment that can reach up to 5x power 

1 glyph gives the lowest bonus. 

2, 4, 8, and 16 glyphs of the same type multiply the bonus by 2, 3, 4, and 5x. 

Applying more than 16 of the same glyph has no effect and the bonus given does not change until the next glyph threshold is reached. 

Use this table to determine enchantments and their final bonuses. 


Number of Glyphs: 1 2 4 8 16

Enchantment Multiplier: 1x 2x 3x 4x 5x

Candle Enchantments

Ritual candles can be made by combining 4 candles with ritual paint, making 4 ritual candles with the same light effects as the candles used.

Ritual candles can be placed on top of an activated glyph, as long as the candle burns everyone in the light of the candle gains the listed bonus. 

This does not consume the glyph, but does consume the magic in the glyph; requiring it to be activated again.

Glyphs

Weapons


Glyph of Acid

The weapon now deals additional acid damage equal to its AP cost.

This weapon also removes 1 Armor and 5 DR.


Glyph of Air

The weapon now deals additional air damage equal to its AP cost.

The target is knocked back 5 feet.


Glyph of Authority

The weapon drains 1 willpower from the target when dealing damage. 

The user gains 1 willpower each time they deal damage. 

Both of these cap at 2 willpower each rotation and last for 1 hour.


Glyph of Beasts

The weapon now deals additional damage equal to its AP cost.

This damage is doubled against animals.


Glyph of Blood

The weapon now deals additional damage equal to its AP cost.

The weapon gives 1 level of bleeding.


Glyph of Day

The weapon now deals additional damage equal to its AP cost during the day.


Glyph of Death

On hit, the target gains the doomed status. 

This can be used once per day and does not affect targets that are already doomed.


Glyph of Disease

The weapon now deals additional disease damage equal to its AP cost.

The weapon gives 1 level of diseased.


Glyph of Earth

The weapon now deals additional earth damage equal to its AP cost.

The weapon ignores 1 Armor and 5 DR.


Glyph of Electricity

The weapon now deals additional electric damage equal to its AP cost.

The weapon gives 1 level of stunned.


Glyph of Fire

The weapon now deals additional fire damage equal to its AP cost.

The weapon gives 1 level of burned.


Glyph of Healing

Anytime the weapon deals damage, the user is healed equal to ½ of the weapons AP cost.


Glyph of Ice

The weapon now deals additional ice damage equal to its AP cost.

The weapon gives 1 level of fragile.


Glyph of Life

The wielder of this weapon gains 5 additional health per point of fortitude they have.


Glyph of Magic

The weapon now deals additional magic damage equal to its AP cost.

The target gains 1 level of aetherealized. 

If the target has 10 or more levels of aetherealized, they gain the aether fire status.


Glyph of Nature

The weapon now deals non-lethal damage to natural creatures.

The weapon now deals additional non-lethal damage to natural creatures equal to its AP cost.


Glyph of Night

At night, the weapon now deals additional damage equal to 2x its AP cost.


Glyph of Obedience

As a full action, the wielder of this weapon can attempt to force a target to take 1 action of their choice. 

The wielder must roll intellect vs the target’s willpower.

This can be used once per day.

Additional glyphs allow this to be used more times per day. 


Glyph of Perseverance

Each time the wielder of this kills an enemy, they gain +1 to their death save rolls (up to +2) for 24 hours.


Glyph of Poison

The weapon now deals additional poison damage equal to its AP cost.

The weapon also gives 1 level of poisoned.


Glyph of Power

Requires 16 glyphs:
All glyph enchantments on this weapon have their multiplier increased by 2.


Glyph of Purification

The weapon now deals additional damage to monstrosities equal to 2x its AP cost.

The weapon now deals additional damage to magic creatures equal to its AP cost. 

The weapon has +1 to hit monstrosities. 

If the weapon has glyphs of Zix’Muro this applies to undead as well.

If the weapon has glyphs of dragon this applies to dragons and ravagers as well.

If the weapon has glyphs of beasts this applies to beasts as well. 


Glyph of Sonic

The weapon now deals additional sonic damage equal to its AP cost.

All sonic damage dealt by this weapon ignores DR and is dealt even if the attack would miss.


Glyph of Soul

This weapon has -1CT vs undead. 

This ignores the CT14 minimum.


Glyph of Spirit

On a critical hit vs undead, the weapon now deals additional damage equal to 2x its AP cost.


Glyph of Storms

Enchantments on this weapon deal damage to an additional target within 10 ft() of the initial target.

Additional glyphs of storms increase the number of targets and the range the enchantments can jump.


Glyph of Strength

The weapon deals additional damage equal to its AP cost and ignores 15 DR.


Glyph of the Djinn

On a critical hit, this weapon deals additional aether damage equal to 3x its AP cost to all enemies within 5 ft() of the target.


Glyph of the Dragon

Dragon Dash: 

The wielder of this weapon can spend a full action to dash in a 15 foot line. All enemies adjacent to the line take damage equal to the character’s level plus the AP cost of this weapon.

This can be used once per day. 

Placing additional glyphs of the dragon on this weapon only increases the damage of this ability. 


Glyph of the King

This requires 16 glyphs of the King to use.

After a successful attack, the wielder of this weapon can spend an additional full action to call down a smite on the target. This deals order damage equal to 10x the weapon’s AP cost.

If the attack is a critical success, this deals 4x damage. 


Glyph of the Kraken

The wielder of this weapon gains +1 to all grapple rolls. 


Glyph of the Moon

This weapon gives 1 level of chilled per hit.


Glyph of the Queen

The smite ability from glyphs of the king deals 100 more order damage.


Glyph of the Sun

This weapon gives 1 level of burned per hit.


Glyph of the Tiger

As a swift action, the wielder of this weapon can leap 5 feet towards a target and strike once for no AP cost.

This attack has +1 to hit.

This can be used once per day.

Additional glyphs increase the range, hit chance, and number of uses per day.


Glyph of Unity

Requires 16 glyphs of unity to use.

All weapons carried by the wielder of this weapon that have 16 glyphs of unity share all non-damaging enchantments they have.


Glyph of Water

The weapon now deals additional water damage equal to its AP cost.

The weapon gives 1 level of drenched.


Glyph of Zix'Muro

Damage from this weapon ignores all elemental resistances, immunities, absorption, and empower traits.


Armor

Glyph of Acid

Gain +1 Armor

Gain +5 DR

Gain +10 DR vs acid damage


Glyph of Air

Gain +2 Dodge

Gain +10 DR vs air damage


Glyph of Authority

Your willpower is increased by 1.


Glyph of Beasts

Beasts are passive towards you.

At 16 glyphs, beasts become friendly towards you. 

This will not cause them to aid you in combat.


Glyph of Blood

Anytime you take bleed damage, gain bleeding, or gain hemorrhaging you are healed for 10 health.

You still gain the statuses and are not immune to damage from the statuses.


Glyph of Day

During the day you gain +1 dodge, +1 armor, and +10 DR.


Glyph of Death

Anytime you inflict a target with the doomed status, they immediately take 1 chaos damage.

More glyphs increase the number of times they take damage.

This does not stack when placed on multiple pieces of armor and instead gives +5 DR vs chaos damage.


Glyph of Disease

Gain +1 Armor

Gain +5 DR

Gain +10 DR vs disease damage


Glyph of Earth

Gain +10 DR

Gain +10 DR vs earth damage


Glyph of Electricity

Gain +1 Dodge

Gain +5 DR

Gain +10 DR vs electric damage


Glyph of Fire

Gain +1 Armor

Gain +5 DR

Gain +10 DR vs fire damage


Glyph of Healing

You are healed for 5 health at the start of your turn. 

All healing applied to you is increased by 1.


Glyph of Ice

Gain +1 Armor

Gain +5 DR

Gain +10 DR vs ice damage


Glyph of Life

Your maximum health is increased by 5 and 1%.


Glyph of Magic

Gain +10 DR vs all elemental and arcane damage.

Anytime you take elemental or arcane damage, you gain 10 magic.


Glyph of Nature

8 glyphs: You are immune to the effects of underbrush.

16 glyphs: You are immune to the effects of thick underbrush and brush wights are friendly towards you.


Glyph of Night

During the night you gain +1 dodge, +1 armor, and +10 DR.


Glyph of Obedience

When using any ability that enforces your will onto another, you gain +1 to the roll.


Glyph of Perseverance

The wearer gains +1 when rolling their death saves.

This does not stack if multiple pieces of armor have it, instead they grant you +1 health when using effects such as the perks Diehard.


Glyph of Poison

Gain +1 Dodge

Gain +5 DR

Gain +10 DR vs poison damage


Glyph of Power

Requires 16 glyphs:
All glyph enchantments on this armor have their multiplier increased by 2.


Glyph of Purification

If you have any negative status effects, at the beginning of your turn, make an SR 25 roll. 

You have +1 when making this roll.

On a success, you are cured of a chosen status effect.

Additional glyphs increase the roll bonus.

Additional armor pieces with glyphs of purification, allow you to roll additional times.


Glyph of Sonic

Gain +1 Dodge

Gain +5 DR

Gain +10 DR vs sonic damage


Glyph of Soul

Whenever an undead targets you with an ability (any action that does not deal damage.) they have -1 to all rolls to apply that ability. 

If you are rolling to resist an effect caused by an undead, you have +1 to those rolls.


Glyph of Spirit

All damage dealt to the user by undead is reduced by 10 after DR.


Glyph of Storms

At the beginning of your turn, choose a target within 10 ft(). The target is affected by all enchantments on your currently equipped weapon(s).

Additional glyphs increase the range and number of targets.


Glyph of Strength

The wearer gains 3 additional inventory slots.

At 16 glyphs, all side bags and pouches grant 1 additional slot as well.


Glyph of the Djinn

This armor gives +15 DR vs Aether, blight, and corrupt blight damage.


Glyph of the Dragon

If the wearer has a weapon enchanted with glyphs of the dragon, they can use the dragon dash ability an additional time each day.


Glyph of the King

This armor gives 5 DR vs chaos damage.

This armor gives 15 DR vs order damage.


Glyph of the Kraken

Whenever you take damage from an enemy within melee range, you can roll to grapple the attacker for no action.

You make this roll with disadvantage. 

At 8 glyphs you no longer have disadvantage.

At 16 glyphs you have advantage.

Additional pieces of armor with these glyphs cause 1 bleed damage and give 1 level of bleeding instead.


Glyph of the Moon

The wearer of this armor is unaffected by the first 1 level of chilled or fragile. 

They have +1 to resist the freeze status.


Glyph of the Queen

If the wearer has a weapon enchanted with glyphs of the king, the smite granted by the glyphs can be used an additional time each day.


Glyph of the Sun

The wearer of this armor is unaffected by the first 5 levels of burned they receive each day. 

+5 DR vs fire damage


Glyph of the Tiger

Once per day, the wearer can leap up to 10 feet for no action. 

This can be used once per rotation.

Additional glyphs increase how many times this can be used a day.


Glyph of Unity

Gain 10 DR vs order damage

Gain 1 DR vs chaos damage


Glyph of Water

Gain +1 Dodge

Gain +5 DR

Gain +10 DR vs water damage


Glyph of Zix'Muro

Requires 16 glyphs:

The wear’s DR vs fire is doubled.

The wearer is now healed by fire damage.


Jewelry

Glyph of Acid

The wearer gains 1 DR vs acid

Anytime the wearer deals acid damage, the damage is increased by 1.


Glyph of Air

The wearer gains 1 DR vs air

Anytime the wearer deals air damage, the damage is increased by 1.


Glyph of Authority

The wearer’s willpower is increased by 1.

Requires 8 glyphs:

The wearer gains +1 to intimidation and persuasion rolls.


Glyph of Beasts

Requires 8 Glyphs:

All Nature, Dragon, Kraken, and Tiger glyphs on the wearer gain +1 to their glyph multiplier.

Requires 16 Glyphs:

All Nature, Dragon, Kraken, and Tiger glyphs on the wearer gain +2 to their glyph multiplier.


Glyph of Blood

The wearer gains 1 level of hemorrhaging that cannot be cured.


Glyph of Day

Requires 16 glyphs:

All benefits from glyphs of the sun are doubled for the wearer.

This does not stack with additional pieces of jewelry


Glyph of Death

Killing anything for 50 EXP or more grants the wearer 1 death point.

Asa full action, the wearer can spend 10 death points to inflict a target with the doomed status.

More glyphs grant more points per kill. 

Any additional pieces of jewelry with 16 glyphs of death allow this ability to affect an additional target.


Glyph of Disease

The wearer gains 1 DR vs disease

Anytime the wearer deals disease damage, the damage is increased by 1.


Glyph of Earth

The wearer gains 1 DR vs earth

Anytime the wearer deals earth damage, the damage is increased by 1.


Glyph of Electricity

The wearer gains 1 DR vs electricity

Anytime the wearer deals electric damage, the damage is increased by 1.


Glyph of Fire

The wearer gains 1 DR vs fire

Anytime the wearer deals fire damage, the damage is increased by 1.


Glyph of Healing

Whenever you heal a target, they are healed for 1 additional health.

Whenever you receive healing, it is increased by 1 health.


Glyph of Ice

The wearer gains 1 DR vs ice

Anytime the wearer deals ice damage, the damage is increased by 1.


Glyph of Life

The wearer’s health is increased by 10.


Glyph of Magic

The wearer gains 1 DR vs magic

Anytime the wearer deals magic damage, the damage is increased by 1.

The wearer’s maximum magic is increased by 2


Glyph of Nature

The wearer can sense all beasts within 5 ft() of them. 

Additional pieces of jewelry with this glyph add to the range.


Glyph of Night

Requires 16 glyphs:

All benefits from glyphs of the moon are doubled for the wearer.

This does not stack with additional pieces of jewelry


Glyph of Obedience

Requires 8 Glyphs: 

When using a weapon with glyphs of obedience, you have +2 to your intellect roll. 

Requires 16 glyphs:

When using a weapon with glyphs of obedience, if you succeed the intellect roll you can choose a second target and use the ability again for no cost.

Additional pieces of jewelry allow this to chain, up to 5 targets.


Glyph of Perseverance

Once per day when an ally makes a death save you can spend a free action to grant them +1 on the roll.

More glyphs increase the roll bonus given.


Glyph of Poison

The wearer gains 1 DR vs poison

Anytime the wearer deals poison damage, the damage is increased by 1.


Glyph of Power

Requires 16 glyphs:
All glyph enchantments on this jewelry have their multiplier increased by 2


Glyph of Purification

The wearer takes 5 less damage from undead and monstrosities.


Glyph of Sonic

The wearer gains 1 DR vs sonic

Anytime the wearer deals sonic damage, the damage is increased by 1.


Glyph of Soul

The wearer gains +1 to rolls vs horrified. 

Requires 16 glyphs:

Ghosts and spirits cannot pass through the wearer


Glyph of Spirit

The wearer can see all invisible undead within 10 ft()

Requires 16 Glyphs:

The wearer gains advantage on knowledge rolls to inspect the undead and learn of any weaknesses they may have.


Glyph of Storms

Requires 16 glyphs:

Anytime you use an ability, such as a smite or blessing, that affects a single target it can affect an additional target.


Glyph of Strength

The wearer gains +1 inventory slot.


Glyph of the Djinn

Once per day, the wearer can grant a target +1 to a chosen attribute for 24 hours.

More glyphs allow for more casts and increase the bonus to the attribute.

This cannot be used on the same target within 24 hours.

Requires 16 glyphs:

Sacrificing the jewelry and all glyphs allows the user to cast Djinn's Wish at no additional cost.


Glyph of the Dragon

If the wearer has a weapon enchanted with glyphs of the dragon, the dash ability allows them to move 5 feet further.


Glyph of the King

Whenever the wearer deals order damage, they deal an additional 10 order damage.


Glyph of the Kraken

The wearer gains +1 to all grapple rolls.

While grappling a target, the target gains 1 level of bleeding each rotation.

While being grappled, the attacker gains 2 levels of bleeding each rotation.


Glyph of the Moon

As a swift action, the wearer inflicts 2 levels of Fragile on a target.

This can be used twice per encounter and counts as a CL 1 universal spell.


Glyph of the Queen

Anytime the wearer uses the smite ability from glyphs of the king, an additional target within sight takes 10 order damage.

Additional glyphs increase the number of targets and the damage dealt. 


Glyph of the Sun

Whenever the wearer takes damage, they can spend a free action to counter with a bolt of fire. If successful, the target takes D10 fire damage and is ignited.

This is treated at a CL 1 evocation spell.


Glyph of the Tiger

The wearer gains +1 to intimidation rolls.


Glyph of Unity

The wearer gains +5 maximum health, maximum max, and +5 DR.


Glyph of Water

The wearer gains 1 DR vs water

Anytime the wearer deals water damage, the damage is increased by 1.


Glyph of Zix'Muro

For 2 full actions, the wearer can lay their hands on an ally and heal them for 10 health. 

For 1 rotation after, the target is not affected by any negative status effects.

Additional glyphs only increase the health restored.


Candles


Glyph of Acid

Everyone affected takes 5 damage, loses 1 armor, and loses 5 DR per rotation


Glyph of Air

Anyone that ends their turn in the light of the candle is knocked by 5 feet.


Glyph of Authority

Everyone in the light of the candle gains +1 willpower per rotation they are in the light. This is lost at a rate of 1 willpower per rotation when they are outside of the light.


Glyph of Beasts

All beasts in the light of the candle are calmed and will not attack if combat has not been initiated.


Glyph of Blood

This candle affects 2x the area and bathes everything in red light. 

The light generated by this candle is 1 level lower than normal. 

This can cause the area to get darker.


Glyph of Day

The light generated by the candle is 1 level brighter. 

The candle casts low light in an area equal to 2x the area affected by the candle.

The candle burns for 2x as long.


Glyph of Death

This candle affects 2x the area and bathes everything in black light. 

The light generated by this candle is 3 levels lower than normal. 

Everyone in the area affected by the candle has disadvantage on death saves.


Glyph of Disease

Everyone in the light of the candle gains 1 level of diseased each rotation and takes 1 disease damage if they begin or end their turn in the light of the candle.


Glyph of Earth

Everyone affected by the candle gains 15DR each rotation they are in the light of the candle. This decays at a rate of 15 DR each rotation they are outside of the light.


Glyph of Electricity

Anyone in the light of this candle gains 1 fewer level of stunned from all sources.


Glyph of Fire

The light generated by the candle is 1 level brighter, affects 2x the area, or burns for 2x as long.

Anyone in the light of this candle is protected from cold temperatures.


Glyph of Healing

Anyone that ends or begins their turn in the light of the candle is healed for 5 health.

If a cleric spell is cast on the candle, it affects everyone in the light and extinguishes the candle.


Glyph of Ice

The area affected by the light of the candle becomes frozen ground. Thick chilling mist spreads outwards from the candle, expanding the frozen ground by 5 feet each rotation.


Glyph of Life

Anyone in the light of the candle that is alive gains advantages on death saves.

All undead in the light of the candle are ignited.


Glyph of Magic

Anyone that ends or begins their turn in the light of the candle gains 5 magic and 5 dissonance. For every 5 dissonance the character has, they gain 1 additional magic from these candles.


Glyph of Nature

All plants within the light of the candle grow 1 day per hour.

All plant creatures are healed for 5% of their maximum health if they begin or end their turn in the light of the candle.


Glyph of Night

The light of the candle becomes low light and affects a 3x larger area.

The light is now considered moonlight.


Glyph of Obedience

Whoever lights the candle must make an SR 15 intellect roll.

On failure, they are under the control of whoever placed the candle on the glyph until the candle burns out or is extinguished.


Glyph of Perseverance

The candle burns for 2x as long. 

Anyone in the light of the candle has +1 on all death saves.


Glyph of Poison

Anyone in the light of the candle gains 1 level of poisoned.


Glyph of Power

The light of the candle is 1 light level higher.

When lit, the candle explodes dealing 100 magic damage to everyone in the light of the candle.

This deals an additional 50 damage per level above normal light an affected person is standing in.

This deals an additional 100 damage per level below normal light an affected person is standing in.


Glyph of Purification

Anyone in the light of this candle loses 1 level of poisoned and diseased at the beginning of their turn. 


Glyph of Sonic

Anyone within the light of the candle gains a headache

Each rotation, anyone in the light of the candle gains 1 psionic stress.


Glyph of Soul

Anyone within the light of the candle has -1 to all death saves.

This increases by -1 each rotation they are in the light and lasts until the candle is extinguished.


Glyph of Spirit

The light of the candle becomes darkness. 

All ghosts, spirits, and undead in an area equal to 10x the candle’s light are drawn to the darkness created by the candle.


Glyph of Storms

The candle produces no light, instead it creates a thick gray smoke that rises into the air.

The candle can only be extinguished using a spell or by being destroyed.

A weak thunderstorm fills the area the candle would have illuminated. 

If the candle is in an enclosed space, it instead creates an intense thunderstorm.


Glyph of Strength

Anyone in the light of this candle can reroll the damage of any melee attack once per rotation and all melee attacks cause the target to be knocked by 5 feet.


Glyph of the Djinn

When lit, the candle explodes in a cloud of dense blue smoke that fills the area the candle would have illuminated. Anyone in the smoke gains 4 levels of aetherealized. 

If there were other glyphs under the candle, everyone in the smoke is affected by 10 rotations worth of the other glyph effects all at once.


Glyph of the Dragon

If a character uses the Dragon Dash ability from a weapon enchanted with glyphs of the dragon to dash through the candle it can be extinguished or lit.

If extinguished, the user of Dragon Dash gains all benefits the candle was giving for 1 minute and can immediately make a second dash for no action and without consuming a dash use.

If lit, the user of Dragon Dash is able to strike everyone in the light of the candle once.


Glyph of the King

No one within the light of this candle can lie and no one outside of the candle’s light can hear what is said within.


Glyph of the Kraken

Tentacles of light entangle everyone within the light of this candle.

Escaping requires then to succeed an SR 15 vigor roll.

The SR increases by 5 per light level above normal light.


Glyph of the Moon

The candle burns for 4x as long, affects a 2x larger area, and all light produced becomes dim light.

If lit at midnight, this does not consume the glyph of the moon used.


Glyph of the Queen

While lit, only the person holding this candle can speak.

This affects everyone in the light of the candle.


Glyph of the Sun

The candle affects a 2x larger area and all light it produces becomes bright light.

Lighting this candle at noon causes it to affect a 3x larger area and the glyph of the sun is not consumed.


Glyph of the Tiger

A tiger made of fire leaps from the candle. It attacks anyone in sight and survives as long as the candle remains burning.


Glyph of Unity

Any spell cast on the candle affects everyone within the light of the candle. This extinguishes the candle.


Glyph of Water

Everything within the light of the candle becomes wet. All other fires are extinguished.


Glyph of Zix'Muro

The warmth of the sun fills the area affected by this candle. Any night-based effects end, the area is treated as midday.

Everything in the light of the candle starts to dry as if in direct summer sunlight.