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 Enchantment | Description | Strength Multiplier | Cost Multiplier |
|---|---|---|---|
| Minor | These 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 | 1/2 |
| Greater | Greater 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 | 2 |
| Major | The 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 | 10 |
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.
Headgear & Footwear cannot accept Body Armour enchantments, but Headgear & Footwear enchantments are in addition to Body Armour enchantments (i.g: You may have "Protection" on your Body Armour without losing the option for "Night Vision" on your Headgear or "Swiftness" on your Footwear; but Footwear & Headgear cannot get "Protection" enchantment placed on them).
| Enchantment | Description | Item Compatibility | Base Strength | Base Cost (gold) |
|---|---|---|---|---|
| Acid | With each attack, your weapon spews acid onto your opponent. Lowering their defenses by (10*<strength>)% (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. | Weapons | 2 | 60 |
| Acid Resistance | Your armour partially protects you from Acid effects! Reduce all incoming Acid effects by (10*<strength>)% (rounded up). | Body Armours | 2 | 20 |
| CHAOS | Gives 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 tier (minor, greater, major) of this enchantment. | Any | X | 20 |
| Charisma | You'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>). | Trinkets | 1 | 20 |
| Dexterity | You're more agile & your arms are more steady! +(2*<strength>) to Dexterity rolls & ranged To-Hit rolls | Body Armours | 1 | 60 |
| Disarming | Your attacks are mighty and they hunger for the hands of your enemies! Each attack has a <strength>% to make an enemy drop their weapon. | Weapons | 5 | 40 |
| Fire Resistance | Your armour partially protects you from the effects of Fire! Reduce all incoming Fire effects by (10*<strength>) (rounded up). | Body Armours | 2 | 20 |
| Flames | Your 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. | Weapons | 2 | 100 |
| Gravity | Your 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. | Weapons | 1 | 60 |
| Homing | Your 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 (5*<strength>)% chance to hit anyways! | Ranged Weapons | 2 | 60 |
| Ice | Your weapon chills every target it strikes, giving you a (10*<strength>)% chance to freeze your target, as well as dealing <strength> True Damage. | Weapon | 1 | 80 |
| Ice Resistance | Your armour partially protects you from the effects of Frost! Reduce all incoming Ice effects by (10*<strength>)% (rounded up). | Body Armours | 2 | 20 |
| Infinity | Every shot has a (10*<strength>)% chance to not consume ammo. | Ammo Containers | 2 | 20 |
| Intellect | Increases Intellect Rolls by (2*<strength>). | Trinkets | 1 | 20 |
| Insight | Increases Insight Rolls by (2*<strength>). | Trinkets | 1 | 20 |
| Luck | Reduces the number needed for a critical hit by <strength>. | Trinkets | 1 | 100 |
| Magic Resistance | Your armour partially projects you from magical damage! Reduce all incoming magic damage by (5*<strength>)% (rounded up). | Body Armours | 2 | 40 |
| Magical Restoration | Restores <strength> Spell Casting(s) every ten (10) turns. | Trinkets | 1 | 400 |
| Mending | Heals the wielder of the enchanted item by ((1/4)*<strength>) per turn. | Any | 4 | 20 |
| Midas | When looting obtain up to <strength> extra items! | Trinkets | 1 | 80 |
| Night Vision | Gain +(2*<strength>) on your Perception Checks when in the dark. | Headgear | 1 | 20 |
| Perception | Gain +(2*<strength>) on your Perception Checks. | Headgear | 1 | 40 |
| Piercing | Gain +<strength>d6(s) to your sharp weapons' To-Hit Rolls. | Sharp Weapons | 1 | 70 |
| Protection | Gain +(2*<strength>) Defense. | Body Armours | 1 | 40 |
| Rebirth | If you were to reach 0 HP, instantly revive with (20*<strength>)% of your maximum HP. Note: This destroys the enchanted item. | Trinkets | 1 | 20 |
| Reflection | Your armour will reflect (10*<strength>)% damage (rounded up) you receive from projectile attacks! | Body Armours | 1 | 30 |
| Returning | Thrown weapons return to the user! | Throwing Weapons | N/A | 10 |
| Sharpness | Increases your sharp weapon's damage by <strength>! | Sharp Weapons | 2 | 40 |
| Shining | Decreases Stealth Checks by <strength> but also increases all Perception Checks by <strength> for all entities within a 5 tile radius. | Any | 2 | 20 |
| Shock | Your weapon crackles with electricity, giving your attacks a (10*<strength>)% chance to stun your target as well as dealing <strength> True Damage. | Weapons | 1 | 80 |
| Shock Resistance | Your armour partially protects you from the effects of electricity! Reduce all incoming Shock effects by (10*<strength>)% (rounded up)! | Body Armours | 2 | 20 |
| Stealth | Increases your Stealth Check Rolls by (2*<strength>). | Body Armours & Trinkets | 1 | 60 |
| Strength | Increases Strength Check & blunt-melee To-Hit Rolls by (2*<strength>). | Trinkets | 1 | 60 |
| Swiftness | Increases how many tiles you may move each turn by (2*<strength>). | Footwear & Trinkets | 1 | 20 |
| Thorns | Reflects (10*<strength>)% melee damage (rounded up) back at the attacker. Note: This does not reduce incoming melee damage. | Body Armours | 1 | 30 |
| Unarmed Combat | Increases your Unarmed Attacks' Damage by <strength>. | Body Armours & Trinkets | 2 | 60 |
| Vampiric | Heals for (<strength>d4) health per hit made on an enemy. | Weapons | 1 | 100 |
| Void | An unfortunate result of the enchanting process sometimes, this enchantment does nothing. | Any | 0 | 0 |
| Wisdom | Increases your Wisdom Check Rolls by (2*<strength>). | Trinkets | 1 | 20 |
To get an enchantment:
- Pick an Enchantment
- Pick a Tier
- Multiply the Tier's cost & Strength modifier to the base cost & Strength of the Enchantment
- That is the new cost & Strength! Apply that to the description of the Enchantment
- Enjoy!

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