Enchanting is a Common skill, and is modified by your Charisma.

Enchanting allows characters to imbue objects with magical power, creating wondrous items that can alter the course of any adventure. From forging swords that blaze with elemental fire to crafting rings that grant invisibility or amulets that shield against dark curses, Enchanting is the art of turning the ordinary into the extraordinary. This skill enables characters to infuse everyday items with spells and mystical properties, ensuring that their creations are as unique and powerful as the materials and magic they employ. With the right ingredients and time, enchanters can craft legendary artifacts that define the fate of heroes and villains alike.

Enchanting thrives in both the crafting and roleplay aspects of the game. Characters skilled in Enchanting not only support their party with custom gear but also contribute to the world-building by adding depth to the campaign’s magical economy and lore.

As your skill in Enchanting grows, you will gain additional benefits from it.

Increased Affinity: When you first attain a new title in Deception (Initiate or Apprentice), you gain a 25% Affinity increase in either the Enchanting, Gemcraft, or Jewelcraft Skills. You can gain this affinity even if you did not have a previous Affinity Bonus or Ranks in the chosen skill.

Initiate (Ranks 10-19):
Enchanted Residue: You may identify all Common Magical Items by sight without a check. If you are trying to identify a Magical Item with a rarity greater than Common, you gain a bonus to the check equal to your ranks in Enchanting. You also gain a bonus to checks made to resist negative effects caused by unattended items (such as Possession Curses or Fear Auras) equal to your ranks in Enchanting.

Apprentice (Ranks 20-34):
Extra Magic: You have unlocked one of the Bonus Item slots for miscellaneous magical items. This is cumulative with other factors that unlock Bonus Slots, to a maximum of four bonus slots.

All of these bonuses are cumulative.


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