Restrictions and Clarifications
Ability Bonus
You may not exceed a +5 bonus from items to any one physical ability score (STR/DEX/CON) or +3 to any non-physical ability score (INT/WIS/CHA). This includes guild items, enchanted items, store bought items, and event loot. Physical ability scores are: strength, dexterity and constitution (STR/DEX/CON). Non-physical ability scores are: intelligence, wisdom, and charisma (INT/WIS/CHA).
You may not exceed a +8 bonus from items to any combination of stats. This includes guild items, enchanted items, store bought items, and event loot.
Enchanting an item that exceeds +5 physical, or +3 non-physical, or above to any one ability bonus, or +8 or above to any combination of ability bonuses is not allowed.
Attack Bonus:
Enchanting a base component that has +1AB bonus with a +1 physical damage bonus (2 points) will be represented by +1 enhancement bonus. This can then be incremented to +2 enhancement bonus with the standard +1 enhancement bonus (4 points).
+3 items
It is now possible to enchant +3 items vs a specific alignment or a specific race. Doing so will not be easy and will require a unique material component.
Skills The maximum allowed of any One skills points distributed across all equipped items is +40 points total. (Ie; you cannot have +41 or more Hide Skill on all your equipped gear.)
Use Magic Device is not an enchantable property due to the ease of exploitation. They are not permitted under either enchantment or guild items, though there are no restrictions for DM drops or existing items.
Ammunition
Ranged weapons such as darts and throwing axes, as well as ammunition such as bolts, arrows, and bullets, all receive a discount of 1/2 from any property given to them. This is to account for their finite nature.
Magic Damage/DR
DR 5/- Magic is not an enchantable property, as it interferes with our rest system. Since the DR is banned, so too is the magic damage property on weapons.
Weight Reduction
This is no longer an enchantable property, though it is available through using higher quality base items.
Base Items
A base item is what is receiving the enchantment, there are various qualities that can be used, higher qualities receiving bonuses, while lower qualities might not be viable at all.
Keep in mind that jewelry has no intrinsic bonuses, which necessitates any statistics coming from magic, and an already magic item cannot be further enchanted.
Minimum Quality Base Items
Masterwork crafted items are required. metal: brass wood: oak tanning: anything ring: gold amulet: gold
Free Properties
An item is allowed to have precisely one free property, these are properties I've deemed too unimportant to cost experience from someone high enough level to enchant.
Light Bonus 0 level spell slot
Bonus Spell Slots
No character may have more than 3 total bonus spell slots PER spell level. These may come from any combination of items. Enchanter needs to be able to cast spells of the spellslot they are enchanting. (So, a cleric level 9 cannot enchant druid slots, only cleric)
+vs race/alignment
These properties now only need to be purchased for what exceeds overlapping bonuses. If you have a longsword +1, +2 vs goblins, you will only be paying for +1 enhancement and +1 vs goblins. Base items that grant bonuses to AC or ehancement will automatically be 1 higher than overlapping bonuses. These will still never be able to exceed the maximum limits in place.