Enchantments

Enchantment Strengths

Enchantments offer a bountiful variety of expression and diversity to the items found in the world! Imbued by power mages, any item can become vastly more powerful with even a simple enchantment!


Below are the levels that enchantments typically come in & how much they affect the strength & price of the enchantment.




 


Tier of EnchantmentDescriptionCost & Strength Multiplier
MinorThese are the weakest strength an enchantment can be; but because enchanting is such a difficult and costly process, most mages consider this strength of enchantment a good baseline.1
GreaterGreater enchantments are less common than their minor counterparts, but are far stronger on average or are more potent. These are usually quite difficult and pricey to pull off; requiring several hours & materials for the enchantment ritual.2
MajorThe most powerful enchantments are the Major Enchantments! The power they lend to the items they're on outclass all others. These are no laughing matter though, as the time & resources to obtain an enchantment of this caliber is not something very many people can afford.5

Enchantments

Below are the Enchantments, their descriptions, their item compatibility, and their base strength.




Note: Items can only have one (1) enchantment on them at a time.




 


EnchantmentDescriptionItem CompatibilityBase StrengthBase Cost (silver)
AcidWith each attack, your weapon spews acid onto your opponent. Lowering their defenses by (10*<stength>)% (rounded up) until end of combat. Note: This effect does not stack. Attacking a new enemy does not remove the Acid de-buff from the previous one.Weapons2
Acid ResistanceYour armour protects you from the majority of Acid attacks! Reduce all incoming Acid effects by (10*<strength>)% (rounded up).Armours2
CHAOSGives a random enchantment effect each long rest. Note: This does not stack. The new enchantment effect will replace the previous one at the end of the long rest. Multiple pieces of armour enchanted with CHAOS will have this effect trigger independently. The randomly-obtained effect goes off the strength of this enchantment.Any1
CharismaYou're more likely to succeed at Charisma checks, people are more willing to like you & barter with you, and you'll be given more second chances! Increases Charisma-based rolls by +(2*<strength>).Trinkets1
DexterityYou're more agile & your arms are more steady! +(2*<strength>) to Dexterity rolls & ranged To-Hit rollsArmours1
DisarmingYour attacks are mighty and they hunger for the hands of your enemies! Each attack has a <strength>% to make an enemy drop their weapon.Weapons5
Fire ResistanceYour armour partially protects you from the effects of Fire! Reduce all incoming Fire effects by (10*<strength>) (rounded up).Armours2
FlamesYour weapon exhumes an inferno with every attack, giving you a (10*<strength>)% chance to ignite your opponent as well as dealing <strength> True Damage. Note: An ignited enemy takes 1d4 true damage.Weapons2
GravityYour attacks dive down towards the ground with great speed and might! This does make it more tricky to actually hit your target though, as the weapon behaved less predictably and is less controllable than before resulting in -(5*<strength>) to your To-Hit. But if you do land a hit on the enemy, you deal (1+<strength>) times more damage! Note: If you manage a 'Nat Crit' (highest roll possible on your To-Hit die/dice), it hits regardless of the To-Hit modifier. It still crits.Weapons1
HomingYour projectiles seem to know exactly what their target it, to the point that even if they miss, they'll try to correct course and hit again! +<strength> to To-Hit & missed shots have a (10*<strength>)% chance to hit anyways!Ranged Weapons2
IceWeapon
Ice ResistanceArmours
InfinityEvery shot has a (10*<strength>)% chance to not consume ammo.Ammo Containers2
IntellectIncreases Intellect Rolls by (2*<strength>).Trinkets1
InsightIncreases Insight Rolls by (2*<strength>).Trinkets1
LuckReduces the number needed for a critical hit by <strength>.Trinkets1
Magic ResistanceArmours
Magical RestorationRestores <strength> Spell Casting(s) every ten (10) turns.Trinkets1
MendingAny
MidasWhen looting obtain up to <strength> extra items!Trinkets1
Night VisionGain +(2*<strength>) on your Perception Checks when in the dark.Headgear1
PerceptionGain +(2*<strength>) on your Perception Checks.Headgear1
PiercingGain +<strength>d6(s) to your To-Hit Rolls.Sharp Weapons1
ProtectionGain +(2*<strength>) DefenseArmours1
RebirthIf you were to reach 0 HP, instantly revive with (20*<strength>)% of your maximum HP. Note: This destroys the enchanted item.Trinkets1
ReflectionArmours
ReturningThrown weapons return to the user!Throwing WeaponsN/A
SharpnessSharp Weapons
ShiningDecreases Stealth Checks by <strength> but also increases all Perception Checks by <strength> for all entities within a 5 tile radius.Any2
ShockWeapons
Shock ResistanceArmours
StealthIncreases your Stealth Check Rolls by (2*<strength>).Armours & Trinkets1
StrengthIncreases Strength Check Rolls by (2*<strength>).Trinkets1
SwiftnessIncreases Athletic Check Rolls & tiles you may move each turn by (2*<strength>).Footwear & Trinkets1
ThornsReflects (10*<strength>)% melee damage (rounded up) back at the attacker.Armours1
Unarmed CombatIncreases your Unarmed Attacks' To-Hit & Damage by (<strength>+Defense).Armours & Trinkets2
VoidAn unfortunate result of the enchanting process sometimes, this enchantment does nothing.Any0
WisdomIncreases your Wisdom Check Rolls by (2*<strength>).Trinkets1

To get an enchantment:

  1. Pick an Enchantment
  2. Pick a Tier
  3. Multiply the Tier's cost & Strength modifier to the base cost & Strength of the Enchantment
  4. That is the new cost & Strength! Apply that to the description of the Enchantment
  5. Enjoy!


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