Enchantments
Weapons, Armour and Shields can each bear 3 Enchantments. Any in addition this tends to reduce the weapon to cinders except in very unusual circumstances.
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Weapon Enchantment
Basic Magic Enhancement
Cost: 300sp Weapon Type: All Description: Add +5% to hit and add +1 damage. If placed on a Magic Foci this damage can be transferred to the spells cast instead.
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Legendary Magic Enhancement
Cost: 3000sp Weapon Type: All - Requires Basic Magic Enhancement and True Magic Enhancement Description: Change the extra damage to 1d10+3. If placed on a Magic Foci this damage can be transferred to the spells cast instead. Special: This acts as an upgrade to the True Magic Enhancement and does not count as an additional Enchantment. |
Bane
Cost: 900sp
Weapon Type: All
Description: Choose one type of enemy - humans, dwarfs, elemental, etc - when this enchantment is added. The weapon deals an additional 1d10 damage to that particular enemy type.
Cost: 900sp
Weapon Type: All
Description: Choose one type of enemy - humans, dwarfs, elemental, etc - when this enchantment is added. The weapon deals an additional 1d10 damage to that particular enemy type.
Elemental Runes
Cost: 700sp
Weapon Type: All
Description: Choose one type of elemental damage. Add 1 point of Elemental damage to your weapon. In addition, you may switch between that type of damage or the weapon's regular damage.
Cost: 700sp
Weapon Type: All
Description: Choose one type of elemental damage. Add 1 point of Elemental damage to your weapon. In addition, you may switch between that type of damage or the weapon's regular damage.
Enhanced Elemental Runes
Cost: 900sp Weapon Type: All Description: Choose one type of elemental damage that you already have the Elemental Rune for. The additional damage becomes 1d5. Special: This acts as an upgrade to the Elemental Runes Enhancement and does not count as an additional Enchantment. |
Gravity
Cost: 1100sp
Weapon Type: All
Description: You can lighten the weight of a weapon or increase it as needed. Spend 1 additional AP to increase damage by 3 or decrease AP by 1 but take a -3 damage penalty. This ability must be used before the attack roll is made.
Cost: 1100sp
Weapon Type: All
Description: You can lighten the weight of a weapon or increase it as needed. Spend 1 additional AP to increase damage by 3 or decrease AP by 1 but take a -3 damage penalty. This ability must be used before the attack roll is made.
Returning
Cost: 900sp
Weapon Type: Thrown
Description: Thrown weapons return to the owner's hand at a cost of 1AP.
Cost: 900sp
Weapon Type: Thrown
Description: Thrown weapons return to the owner's hand at a cost of 1AP.
Superior Returning
Cost: 1500sp Weapon Type: Thrown Description: Thrown weapons return to the owner's hand for no cost. Special: This acts as an upgrade to the Returning Enhancement and does not count as an additional Enchantment. |
Vampiric
Cost: 1200sp
Weapon Type: All
Description: Each time that weapon deal damage it gains a charge, up to a max of ten. Ten charges can be used to heal 1d10+10 for every five levels the wielder has. This does not count as magical healing.
Cost: 1200sp
Weapon Type: All
Description: Each time that weapon deal damage it gains a charge, up to a max of ten. Ten charges can be used to heal 1d10+10 for every five levels the wielder has. This does not count as magical healing.
Armour and Shield Enhancements
Animate
Cost: 700sp
Type: Shield
Description: At a cost of 1AP per round the shield will animate, defending its owner. This means another hand can be used for two-weapon fighting, using a two-handed weapon, or making rude gestures if you must.
Cost: 700sp
Type: Shield
Description: At a cost of 1AP per round the shield will animate, defending its owner. This means another hand can be used for two-weapon fighting, using a two-handed weapon, or making rude gestures if you must.
Elemental Enthused
Cost: 1200sp
Type: Any
Description: Reduce elemental damage of one type by 1. Once per turn make a free dodge or parry as the Elemental bound to the armour moves it to protect you, but take a -5% on your next to hit roll as the sharp movement throws you off.
Cost: 1200sp
Type: Any
Description: Reduce elemental damage of one type by 1. Once per turn make a free dodge or parry as the Elemental bound to the armour moves it to protect you, but take a -5% on your next to hit roll as the sharp movement throws you off.
Elemental Resistance
Cost: 700sp
Type: Any
Description: Select one type of elemental damage. Reduce the damage by 3.
Cost: 700sp
Type: Any
Description: Select one type of elemental damage. Reduce the damage by 3.
Greater Elemental Resistance
Cost: 1100sp Type: Any Prerequisite: The item must have the same type of Elemental Resistance already on it. Description: Select one type of elemental damage. Reduce the damage by 5. Special: This acts as an upgrade to the Elemental Resistance Enchantment and does not count as an additional Enchantment. |
Lucky Enchantment
Cost: 600sp
Type: Any
Description: Increase the Luck Pool of anyone wearing this armour by 1 per character level.
Cost: 600sp
Type: Any
Description: Increase the Luck Pool of anyone wearing this armour by 1 per character level.
Prophetic
Cost: 600sp
Type: Any
Description: Increase Parry and Dodge by 5%.
Cost: 600sp
Type: Any
Description: Increase Parry and Dodge by 5%.
Splendid
Cost: 800sp
Type: Any
Description: Increase Diplomacy by 5%.
Cost: 800sp
Type: Any
Description: Increase Diplomacy by 5%.