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Description

* Happy New Year!

* Email from Ted: Outcast pop culture reference.

* Enchanting

* Disclaimer about optional status of enchanting rules.

* Problems and hazards of enchanting rules and systems.

* Goals of enchanting rules in fourth edition.

* Primary methods of enchanting.

* Alchemy skill: blood charms, common magic items, and consumables.

* Role of alchemical enchanting in the setting.

* Talent Knack enchanting: Living Armor, Spell Matrix Items, and Thread Items.

* Knacks can allow an adept to make alchemical items.

* Enchanting Process

* Step One: Obtain the enchanting pattern.

* The recipe or formula used to create a magical item.

* Every formula has a rank that represents the complexity of the process and sets the minimum ability level required to make the item.

* Multiple enchanting patterns can (and do) exist for each item.

* This variety can be used to add color to the world, clues, or other story aspects based on the item’s origin.

* Learned like learning a spell, but no associated Legend Point cost.

* Once learned, can make the item as often as time and materials allow.

* Enchanting patterns can be learned from other enchanters, found in a forgotten kaer or as another reward, or made from scratch.

* Obtaining the pattern should not be difficult unless dealing with potent or rare items.

* Step Two: Gather the Materials.

* Best source for adventure hooks and story content.

* Generic alchemical materials and reagents of a value based on the item being made.

* Expensive, special, or rare materials (e.g., magic creature parts, living crystal, orichalcum, True elements).

* Left flexible for the GM to justify ingredients based on story needs, and the artisanal nature of enchanting.

* Skills and talents that can be used to find ingredients.

* Downtime gathering versus adventure based.

* True elements

* Step Three: Perform the Enchantment

* Relevant skill or talent test against the EDN of the item.

* High results can create additional doses or reduce time of the process.

* Working as a group.

* Living armor and shields follow the process of crafting in the Player’s Guide.

* Designing your own items.

* The more different design aspects you use, the easier the EDN, but the harder it is to create the custom formula in the first place.

* Reiterating tying the enchanting process into adventures and story arcs.

* Questions? Send them in!


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