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Document the Enchantment active effects (#3884)
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kaelad02 authored Aug 7, 2024
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![Up to date as of 3.2.0](https://img.shields.io/static/v1?label=dnd5e&message=3.2.0&color=informational)
![Up to date as of 3.3.0](https://img.shields.io/static/v1?label=dnd5e&message=3.3.0&color=informational)

The D&D system includes an item activation method that allows for adding enchantments to items. These enchantments can modify the stats of an item (such as *Magic Weapon* giving a mundane weapon a +1 magical bonus), carry effects that apply to an actor (such as the *Fire Rune* granting a player double proficiency on tool checks), and carry items that are added to the actor (such as the *Arcane Propulsive Armor* give the player a set of gauntlets that can be used to attack).

Expand Down Expand Up @@ -39,3 +39,380 @@ Once configuration is complete, enchantment is very easy. Simply activate the fe
![Enchantment Chat Message](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/enchantment/enchantment-chat-message.jpg)

In the activation chat message a drop area will appear. Any player may drop an item in this area to enchant that item and the enchanted items will be listed. GMs or the player who owns the item will have access to the "Remove Enchantment" button in the chat card which will quickly remove the enchantment. Enchantments can also be removed by breaking concentration if they are from a concentration effect, or by enter the "Effects" tab on the item and manually deleting the enchantment.

## Enchantment Active Effects

This describes how to create Active Effects used as Enchantments. This differs from the [Active Effect Guide](Active-Effect-Guide) in that these are changes to items instead of the actors. If you're creating an Active Effect to add to the Additional Effects section when configuring an Enchantment, then use that guide.

Because of the differences in item types, there are separate sections for each type that can be enchanted. This uses the same [Legend](Active-Effect-Guide#legend) that the Active Effect Guide does in addition to:

- `[string]` - A string value
- `[file]` - A file path, e.g. `icons/svg/mystery-man.svg`

### Common Examples

These examples are common across item types, meaning they'll work equally well for a Weapon or Equipment.

```
name
img
system.description.value
chat
properties
```

#### Changing the Name

You can reference the original name using a pair of curly brackets (`{}`) and the `override` change mode (e.g. `{}, +1` for a +1 weapon).

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| ------------- | ----------- | ------------ | ---------- |
| `name` | Override | `[string]` | No |

#### Changing the Icon

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| ------------- | ----------- | ------------ | ---------- |
| `img` | Override | `[file]` | No |

#### Changing the Description

You can reference the original description using a pair of curly brackets (`{}`) and the `override` change mode (e.g. `{} <p>Some more description</p>`).

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| -------------------------- | ----------- | ------------ | ---------- |
| `system.description.value` | Override | `[string]` | No |

#### Adding Item Properties

The valid effect values depend on the item type, and in the case of consumables the subtype, which are documented below.

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| ------------------- | ----------- | ------------ | ---------- |
| `system.properties` | Add | `[string]` | No |

> <details>
> <summary>Weapon Properties</summary>
>
> | Weapon Property | Abbreviation |
> | --------------- | ------------ |
> | Adamantine | `ada` |
> | Ammunition | `amm` |
> | Finesse | `fin` |
> | Firearm | `fir` |
> | Focus | `foc` |
> | Heavy | `hvy` |
> | Light | `lgt` |
> | Loading | `lod` |
> | Magical | `mgc` |
> | Reach | `rch` |
> | Reload | `rel` |
> | Returning | `ret` |
> | Silvered | `sil` |
> | Special | `spc` |
> | Thrown | `thr` |
> | Two-Handed | `two` |
> | Versatile | `ver` |
>
> Source: `CONFIG.DND5E.validProperties.weapon`
> </details>
> <details>
> <summary>Equipment Properties</summary>
>
> | Equipment Property | Abbreviation |
> | -------------------- | --------------------- |
> | Concentration | `concentration` |
> | Magical | `mgc` |
> | Stealth Disadvantage | `stealthDisadvantage` |
>
> Source: `CONFIG.DND5E.validProperties.equipment`
> </details>
> <details>
> <summary>Tool Properties</summary>
>
> | Tool Property | Abbreviation |
> | -------------------- | --------------------- |
> | Concentration | `concentration` |
> | Magical | `mgc` |
>
> Source: `CONFIG.DND5E.validProperties.tool`
> </details>
> <details>
> <summary>Ammunition Properties</summary>
>
> | Ammunition Property | Abbreviation |
> | ------------------- | ------------ |
> | Adamantine | `ada` |
> | Magical | `mgc` |
> | Silvered | `sil` |
>
> Source: `CONFIG.DND5E.validProperties.consumable` and `CONFIG.DND5E.itemProperties` that have `isPhysical: true`
> </details>
> <details>
> <summary>Scroll Properties</summary>
>
> | Scroll Property | Abbreviation |
> | --------------- | --------------- |
> | Concentration | `concentration` |
> | Magical | `mgc` |
> | Ritual | `ritual` |
> | Somatic | `somatic` |
> | Verbal | `verbal` |
>
> Source: `CONFIG.DND5E.validProperties.consumable` and `CONFIG.DND5E.validProperties.spell` minus `material`
> </details>
> <details>
> <summary>Consumable Properties</summary>
>
> | Consumable Property | Abbreviation |
> | ------------------- | --------------------- |
> | Magical | `mgc` |
>
> Source: `CONFIG.DND5E.validProperties.consumable`
> </details>
> <details>
> <summary>Container Properties</summary>
>
> | Container Property | Abbreviation |
> | ------------------- | -------------------- |
> | Magical | `mgc` |
> | Weightless Contents | `weightlessContents` |
>
> Source: `CONFIG.DND5E.validProperties.container`
> </details>
> <details>
> <summary>Loot Properties</summary>
>
> | Loot Property | Abbreviation |
> | ------------- | ------------ |
> | Magical | `mgc` |
>
> Source: `CONFIG.DND5E.validProperties.loot`
> </details>
### Weapon Examples

```
system.proficient
magicalBonus
```

#### Grant Proficiency with the Weapon

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| ------------------- | ----------- | ------------ | ---------- |
| `system.proficient` | Upgrade | `1` | No |

#### Make Weapon Magical

Make the weapon magical by adding the Magical property and an optional Magical Bonus that will be added to attack and damage rolls.

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| --------------------- | ----------- | ------------ | ---------- |
| `system.properties` | Add | `mgc` | No |
| `system.magicalBonus` | Override | `[number]` | No |

### Equipment Examples

```
system.proficient
armor.value
magicalBonus
dex
strength
```

#### Grant Proficiency with the Equipment

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| ------------------- | ----------- | ------------ | ---------- |
| `system.proficient` | Upgrade | `1` | No |

#### Make Armor Magical

Make the armor magical by adding the Magical property and an optional Magical Bonus that will be added to AC.

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| --------------------- | ----------- | ------------ | ---------- |
| `system.properties` | Add | `mgc` | No |
| `system.magicalBonus` | Override | `[number]` | No |

### Tool Examples

```
system.proficient
ability
bonus
chatFlavor
```

#### Grant Proficiency with the Tool

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| ------------------- | ----------- | ------------ | ---------- |
| `system.proficient` | Upgrade | `1` | No |

#### Add Bonus to Tool

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| -------------- | ----------- | ------------ | ---------- |
| `system.bonus` | Add | `[formula]` | Yes |

### Consumable Examples

```
system.magicalBonus
```

#### Make Ammunition Magical

Make ammunition magical by adding the Magical property and an optional Magical Bonus that will be added to the attack/damage rolls.

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| --------------------- | ----------- | ------------ | ---------- |
| `system.properties` | Add | `mgc` | No |
| `system.magicalBonus` | Override | `[number]` | No |

### Container Examples

```
system.capacity.value
type
```

#### Make Contents Weightless

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| ------------------- | ----------- | -------------------- | ---------- |
| `system.properties` | Add | `weightlessContents` | No |

### Common Usage Examples

This documents the Usage section on item sheets, common to many item types.

```
system.activation.type
cost
condition
target.value
width
units
type
prompt
range.value
long
units
duration.value
units
uses.value
max
per
recovery
prompt
consume.type
target
amount
scale
```

#### Double the Normal and Long Range

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| -------------------- | ----------- | ------------ | ---------- |
| `system.range.value` | Multiply | `2` | No |
| `system.range.long` | Multiply | `2` | No |

#### Add Charges to be Used By Additional Items

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| -------------------- | ----------- | ------------ | ---------- |
| `system.uses.max` | Override | `[formula]` | Yes |
| `system.uses.per` | Override | `charges` | No |
| `system.uses.prompt` | Override | `false` | No |

> <details>
> <summary>Uses Per Values</summary>
>
> | Uses Per | Abbreviation |
> | ---------- | ------------ |
> | Short Rest | `sr` |
> | Long Rest | `lr` |
> | Day | `day` |
> | Charges | `charges` |
> | Dawn | `dawn` |
> | Dusk | `dusk` |
>
> Source: `CONFIG.DND5E.limitedUsePeriods`
> </details>
> [!warning]
> **Never** alter the `system.uses.value` attributes with an enchantment as this **will** cause issues.
### Common Action Examples

This documents the Action section on item sheets, common to many item types.

```
system.actionType
ability
attack.bonus
flat
critical.threshold
damage
damage.parts
versatile
formula
save.ability
dc
scaling
chatFlavor
```

#### Set Critical Hit Threshold

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| --------------------------- | ----------- | ------------ | ---------- |
| `system.critical.threshold` | Downgrade | `[number]` | No |

#### Add Extra Critical Hit Damage

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| ------------------------ | ----------- | ------------ | ---------- |
| `system.critical.damage` | Add | `[formula]` | Yes |

#### Add Extra Damage

Since damage is both a roll formula and damage type, you need to include both when adding extra damage.

| Attribute Key | Change Mode | Effect Value | Roll Data? |
| --------------------- | ----------- | ------------------- | ---------- |
| `system.damage.parts` | Add | `[["2d6", "fire"]]` | Yes |

> <details>
> <summary>Damage Types</summary>
>
> | Damage Type | Abbreviation |
> | ---------- | ------------- |
> | Acid | `acid` |
> | Bludgeoning | `bludgeoning` |
> | Cold | `cold` |
> | Fire | `fire` |
> | Force | `force` |
> | Lightning | `lightning` |
> | Necrotic | `necrotic` |
> | Piercing | `piercing` |
> | Poison | `poison` |
> | Psychic | `psychic` |
> | Radiant | `radiant` |
> | Slashing | `slashing` |
> | Thunder | `thunder` |
>
> Source: `CONFIG.DND5E.damageTypes`
> </details>

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