Enchanting Troika!
Every game needs a way to make all these baubles magical and useful right? Troika! is not different and so for this Troika! Tuesday we're writing up an Enchanting skill. Use this as a jumping off point for your own good ideas and let me know what you cook up!
Enchanting
Manipulating magic, binding favors to the mundane, pacts with fickle beings! All ways to enchant an item. Though all means of enchanting are done by some means of transference so an aspiring enchanter will need two items: one to enchant and one to burn away. On a successful roll the enchanted item takes on a singular property from the other item. A failed roll deals 1d6 damage to the enchanter via magical interference.
To enchant an item that has already been enchanted, one must roll their Enchant skill plus the number of enchants already on the item. If they fail the the roll the item explodes and they must roll on the Oops! table.
Possible Applications
To give a sword the light of a lantern the the enchanter takes a sword and a lantern and rolls the check. Success! The lantern turns to dust and now the sword can give off light as a lantern would. Though it also must be bathed in lantern oil from time to time!
A bard's quill must be given the breath of a dragon to impress the other jesters. So they take a dragon's head and their favorite quill and enchant it! Failure! They take 1d6 stamina damage and try again. This time they are successful and stash the dragon's breath in the quill. Now it can make breath attacks as a dragon and has a tremendous appetite.
A monk takes his traveling staff and some climbing gear and enchants the staff to help him with arduous climbs. Giving him a skill of Climbing 1 when using the staff.
A court wizard, Enchant 3 General Skill 3 wants to enchant his favorite pair of flying slippers to also shoot blinding rays of lights. A 6 or less would be a success but they roll a 6 + 1 (from the flying enchantment) and fail on a 7! The items explode and they suffer an Oops! table result.