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Shadowrun, Sixth World skill

Enchanting

Enchanting is a skill in Shadowrun, Sixth World: Alchemy, artificing, and disenchanting: the magic that gets stored in an object instead of cast.

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Key facts

Attribute
magic

Overview

Enchanting is the patient branch of magic. Alchemy loads a spell into a preparation that fires later, artificing builds foci and other lasting items, and disenchanting takes apart what another magician made. It rewards planning over reflexes. A magician who spends downtime enchanting arrives on the run with effects already paid for, and a team that keeps running into wards is glad somebody can dismantle them instead of walking around.

How it works

Linked Attribute: Magic Dice Pool: Magic plus Enchanting, with each 5 or 6 counting as a hit. Requires Magic: Awakened only, and Magic caps at 6, so the attribute limits your ceiling as much as the ranks. Time: This is downtime work. Preparations and foci are made before the run, not during the firefight.

Tips and playstyle

Best for: Magicians with a support role, and any Awakened character whose player likes preparing rather than improvising. Character concepts: A talismonger with a shop front, an artificer supplying the local shadow community, a hermetic who never casts what she can bottle. Synergies: Sorcery supplies the spells you store, Astral finds the wards worth dismantling, and Influence sells the surplus.

Frequently asked questions

Why enchant when I can just cast?

A preparation fires without drain in the moment and can be handed to a mundane teammate, which casting never allows.

Is Enchanting useful mid-run?

Mainly through disenchanting a ward or focus you meet. Making things is downtime work with real time costs.