Enchanting

Enchanting items imbues them with special powers that allow them to perform outside the normal realm. Primarily these enchantments do not mimic spells and thusly almost all classes can benefit from their use. Each enchantment has a specific set of Conditions which must be met for the enchantment to work. These will be explained below.

Types of Enchantments
Each enchantment has a specific type that it falls under which may make enchantments more or less useful. As a general rule any enchantment that has the 'Constant' type is constantly in effect unless another enchantment activates or deactivates this effect (typically designated by the enchanter during the enchantment process). A 'Command' type enchantment only activates on a command word spoken. These kinds of enchantments have a 'charge' related to their tier. A tier one command type enchantment for example has a charge cost of 'one' and thus if put into a tier five gem, will have five uses before the item is depleted and requires recharging. The final type of enchantment is a Condition type of enchantment (which differs from enchantment conditions) which activates when a specific set of parameters are met (determined by the enchanter upon creation). This information will be detailed in the list below to assist in more quickly referencing these rule sets.

Constant
Constant enchantments have the highest cost per enchantment compared to any other enchantment type. Their effects are constantly in play no matter what.

Command
Command enchantments operate on a specific command being uttered (spoken) and the command word is determined by the enchanter upon creation of the item. These commands may have a charge cost, but not always.

Condition
These types of enchantments activate when a specific set of parameters are met (such as a member of a family bloodline holding a weapon enchanted to only work for them with the 'Identity' property). These do not have charge costs; generally speaking.

Gems and Items
Each enchanted item must use a gem for storage of the magical energies that it uses to perform its assigned enchantments. A gem has a number of charges equal to its tier (a tier one gem has one charge, a tier six has six charges). For the purposes of jewelry, use the jewelry's assigned value as its 'tier' based on the table below rather than the individual gem. The gem in the jewelry still has a number of charges equal to its tier in the table; however it may hold higher level enchantments. If a piece of jewelry is enchanted above its gem's tier (for example a piece of jewelry worth 1,000gp but with only a Blue Spinel) then its charges are set to 1 for that enchantment and additionally it cannot receive Constant effect enchantments.

Enchanting Process
The enchanter MUST have a GM present for the process of enchanting an item. The enchanter must have a blueprint.

The enchanter selects the enchantments to go on the item and declares their conditions (if any) for activation. If there are no conditions for activation then none need to be applied.

The enchanter declares the item to be enchanted; declaring its value as well.

For the check (Arcana) enchantment the DC is raised by 10 + three times the number of tiers of enchantments. Each enchantment adds its tier to the DC with a base of ten. For example an item with two tier two enchantments and a single tier one enchantment will have a DC 25 Arcana check ((10+(2*2)+(2*2)+(1*2)) needed to enchant the item. Thusly, more complicated enchantments are more likely to fail. Upon a failed Arcana check consult the table below.

Time
Each enchantment takes downtime to place on an item. For each tier of enchantment placed on an item the caster must spend one week of downtime enchanting the item. For example a tier six enchantment requires six weeks of downtime. Additionally the enchanter must pay 700gp for enchanting supplies per week spent enchanting; making enchanting an exceptionally costly business.