EPISODE · Jan 12, 2022 · 58 MIN
EDSG Episode 103: Enchanting
from Earthdawn Survival Guide · host Josh H & Dan B
* 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! Find and Follow: Email: [email protected] YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g Twitter: @EDSGPodcast Josh on Twitter: @LoreMerchant Get product information, developer blogs, and more at www.fasagames.com FASA Games on Facebook: https://www.facebook.com/fasagamesinc FASA Games Discord Channel: https://discord.gg/uuVwS9u Earthdawn West Marches: https://discord.gg/hhHDtXW
What this episode covers
* 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! Find and Follow: Email: [email protected] YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g Twitter: @EDSGPodcast Josh on Twitter: @LoreMerchant Get product information, developer blogs, and more at www.fasagames.com FASA Games on Facebook: https://www.facebook.com/fasagamesinc FASA Games Discord Channel: https://discord.gg/uuVwS9u Earthdawn West Marches: https://discord.gg/hhHDtXW
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EDSG Episode 103: Enchanting
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