Minor Enchantments work similarly to normal Weapon and Armor Enchantments. Rather than increasing the stats of an item in a general sense or providing an endlessly reusable ability, Minor Enchantments grant simple buffs, spells, or abilities that have a limited number of uses per day.
Only weapons and armor with a +1 Enchantment score or higher can receive a minor enchantment.
An item can possess only one minor enchantment. If a new one is added, the previous is overwritten.
The daily uses for a minor enchantment is equal to the item's Enchantment Score.
The Caster Level for these enchantments is equal to the item's Enchantment Score.
Save DCs for effects from minor enchantments are calculated as 11 + the item's total Enchantment Score.
Activating a Minor Enchantment requires a move action, deactivating it is a swift action.
The Combat Feat Improved Quick Activation reduces this activation to a swift action.
Example: A +2 Longsword enchanted with Touch Spell(Shocking Grasp), can be activated as a Move action and on the next successful melee attack with the sword it would deal damage as normal and cast the spell Shocking Grasp with a Caster level of 2, dealing an additional 2d6 Electric Damage and have the added benefit of gained a +3 bonus to the attack roll if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal). This ability can be used twice per day because of the enchantment score.
Aura moderate Transmutation;
DESCRIPTION
A melee weapon is imbued with the ability to cast a single first level spell with a range of touch as part of a melee attack. Once activated the weapon acts as if it were a caster who had cast a spell into their hand. The next target struck by a successful melee attack from this weapon would trigger the spell. Spells with a material component cost of greater than 1 GP cannot be used. The spell is chosen during the enchantment process.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Spells Permanency and the Touch Spell Imbued ; Cost 200 GP
Aura moderate Transmutation;
DESCRIPTION
When activated this Minor Enchantment increases the AC bonus of the worn armor by +2 for a number of rounds equal to the Enchantment bonus of the armor.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Spells Permanency and Mage Armor; Cost 200 GP