Success Rolls for Enchanting

Basic Set: Campaigns · p.481

Open source p.481

The GM makes all rolls to enchant
magic items. As with other ceremonial
magic, a roll of 16 fails automatically
and a roll of 17-18 is a critical failure.
On a success, the item is enchanted.
On a critical success, increase the
Power of the item by – and if the
success roll was a natural 3, the item
might have some further enhancement
(GM’s discretion). The caster knows
that his spell went well, but he must
use Analyze Magic to know how well.
On a failure, the results depend on
the method used to enchant the item –
see below. A critical failure always
destroys the item and all materials
used.