Heroic Weapon and Armor Enchantments

Using Mystics Tools and specific Material components, a player with both a high enough Magic Ranked Skill can apply certain enchantments to Weapons and Armor. In this case, the Magic Ranked Skill must match the Weapon or Armor's current rank, and each of these enchantments require 3 Arcane Material to place on the weapon or armor. The following are a list of enchantments, and how they vary between weapon and armor:
Rank Enchantment Name Weapon Armor
1 Effluvial Do 4 Chemical Damage Resistant to Chemical Damage
1 Muspline Do 4 Elemental Damage Resistant to Elemental Damage
2 Ironwood +2 Melee Weapon Damage +2 Success to Stealth Skill Rolls
3 Ravenous Use 3 health maximum to auto crit weapon damage Use 3 health maximum to negate incoming damage
3 Prismatic Advantage to Checks in Social Scenarios When Critically Hit, attacker makes Physical Save or is Stunned or Blinded
3 Obelian Advantage to hit Myths Resistant to Damage from Myths
2 Godblinded +2 to To-Hit rolls to hit Mages No spell nor God may spy on you
2 Moonwrested Do +2 Damage to Mages Resistant to Damage from Magic
1 Eneleizion Do 4 Elemental Damage Resistant to Elemental Damage
1 Laputite +2 Ranged Weapon Damage Take 1/2 Fall Damage
3 Gilded Cannot gain a weapon flaw Cannot gain an armor flaw
3 Vampiric Per successful hit, steal and regain 1 health Use 3 health to reroll a failed attack
2 Starspun Do 4 Magical Damage Resistant to Magical Damage
1 Aurora Charged Do 4 extra Elemental Damage Resistant to Elemental Damage
4 Withered Advantage against Saves for Status Effects Resistant to Damage from Accursed
4 Lycan On a Critical Hit, target makes a physical save or is Petrified for one turn When Critically hit, attacker makes a physical save or is Petrified until the end of the round.
5 Enamelled On a Critical Hit, target makes a physical save or is Cursed until the end of the round. Advantage to Exhaustion Saves


Cover image: Art Chimera by Madeline M

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