🎲 D&D Companion

Enchantments

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NameEnchantment TypeDescriptionSocket GemFills ECRoll Req.UpgradableCost
Tron LightArmorThis armor is imbued with colored light that can be activated for 1 action. Though it can reveal the wielder in darkness, it does not provide much more light than that.Chipped Topaz1104,600c
SimianArmorUsing Acrobatics to jump, swim, or climb costs -1 action (minimum of 1), and its distance is instead 1/2 the wielder's Acrobatics roll. (Upgrades continue adding 1/4 to distance)Chipped Sapphire110X7,200c
GrazeArmorWhen an attack misses the wielder by 5 or less points, this armor allows the wielder to move 1 space.Chipped Lapis Lazuli110X8,800c
ThornsArmorThis armor gives its wielder thorns that deal 1d4 damage (bypassing armor) to melee attackers.Chipped Emerald110X9,700c
BrandingWeaponsLeaves a permanent signature mark on targets hit.Chipped Ruby1104,000c
ResonantWeaponsThis weapon adds its wielder’s lowest Stat to its damage.Chipped Diamond1106,900c
InstrumentWeaponsThis weapon can be used as a musical instrument of your choice.Chipped Garnet1107,500c
ElasticWeaponsThis melee weapon’s range is doubled.Chipped Peridot1108,000c
SplinterwoundWeaponsAttacks with this ranged weapon deal an extra 1 damage to the enemy each turn and reduces healing done to them by -1.Chipped Tiger’s Eye110X8,500c
DisguisedWeaponsThe wielder of this weapon can make it look like an ordinary object at any time.Chipped Opal1108,600c
Infinite AmmunitionWeaponsThis ranged weapon will never run out of its required ammunition.Chipped Zircon1109,000c
BloodhoundWeaponsTargets hit by this weapon can be tracked for the next 24 hours.Chipped Cinnabar1109,200c
DuplicatingWeaponsWhen wielded, this weapon duplicates itself. It can only create 1 copy.Chipped Quartz1109,200c
SandmanWeaponsOn a critical hit, this weapon puts the target to sleep for 7 turns. If it takes more than 10 damage, the target will wake prematurely.Chipped Amethyst110X9,300c
BuoyantWeapons/ArmorThis weapon or armor will float on liquid, no matter its material.Chipped Aquamarine1106,200c
StonesetWeapons/ArmorThe wielder may set this weapon or armor into a natural surface, whereupon it can only be removed by those who meet the wielder’s criteria.Chipped Orthoclase1106,500c
ResistanceArmorThis armor gives its wielder +4 Will against magical attacks.Flawed Zircon214X10,000c
WardingArmorNegative magical effects on you last 1 less turn.Flawed Lapis Lazuli214X10,000c
SeasonalArmorThis armor provides its wielder immunity to the effects of climate.Flawed Opal21410,000c
StorageArmorYou may contain up to 3 items within this armor that can be taken out for 1 action. These items must be smaller than the armor itself.Flawed Orthoclase21410,000c
AcidWeaponsAttacks with this weapon throw acid at the target, removing 1 Armor.Flawed Emerald214X10,000c
AttitudeWeaponsTargets hit by this weapon have -6 Will against Persuasion rolls. This does not stack.Flawed Sphene214X10,000c
CauterizeWeaponsAny healing on targets hit with this weapon are -3 for 3 turns. This does not stack.Flawed Cinnabar214X10,000c
FireWeaponsAttacks with this weapon deal an extra 1d12 fire damage to the target. The wielder also rolls 1d6, and on a 6, sets the target aflame to take 1d6 damage each turn.Flawed Ruby214X10,000c
FlayingWeaponsThis weapon deals an extra die of damage against targets wearing no armor.Flawed Tiger’s Eye214X10,000c
FrostWeaponsAttacks with this weapon deal an extra 1d4 frost damage to the target and slows them by 2 actions for 3 turns. This does not stack.Flawed Sapphire214X10,000c
KnockbackWeaponsAttacks with this weapon push the target away 3 spaces.Flawed Quartz214X10,000c
LightningWeaponsAttacks with this weapon deal an extra 1d10 lightning damage to the target. If their Armor is 7+, this damage is tripled.Flawed Topaz214X10,000c
SonicWeaponsAttacks with this weapon, successful or not, deal an extra 1d4 sonic damage to the target, bypassing armor. They are Muted and Deafened for 1 turn.Flawed Garnet214X10,000c
ContractedWeaponsThis weapon loses 1 die of damage to become smaller. A 2H becomes a 1H, or a 1H gains a +7 Attack bonus.Flawed Aquamarine21410,000c
DismembermentWeaponsCritical hits with this weapon automatically sever one of the target’s limbs.Flawed Peridot21410,000c
ExpandedWeaponsThis weapon becomes bigger to gain 1 die of damage. A 1H becomes a 2H, or a 2H takes a -7 Attack penalty.Flawed Citrine21410,000c
MagistrikeWeaponsThis weapon is imbued with a hovering orb that assists in attacks. Each attack (successful or not) comes with a Magic Missile at the wielder’s level.Flawed Onyx21410,000c
RadianceWeaponsThis weapon glows brightly, providing light up to 7 spaces away, and also deals double damage to undead and demons.Flawed Diamond21410,000c
RecoilWeaponsThe wielder can choose for an attack with this weapon to cause a recoil, knocking back both them and their target 4 spaces. If either crash into anything, they’ll take appropriate impact damage.Flawed Realgar21410,000c
SilentWeaponsNeither this weapon nor its target will make noise on a successful attack. Its Attacker may stay in Stealth.Flawed Proteus21410,000c
SorceryWeapons/ArmorThis weapon or armor grants its wielder +3 Arcana.Flawed Amethyst214X10,000c
HomefindingWeapons/ArmorThis weapon or armor will guide its wielder to the location that they chose upon enchantment.Flawed Pearl21410,000c
PerfumedArmorThis armor grants its wielder +6 to all Persuasion rolls.Aquamarine318X20,000c
SpellcatchingArmorIf attacked by magic, this armor can store the spell used against the wielder to use when they choose. The original attack still has its effect, and the wielder’s spell can only be used once.Lapis Lazuli318X20,000c
BalanceArmorThis armor prevents extra effects done to its wielder due to Race or alignment.Garnet31820,000c
DarkblessedArmorThis armor negates all effects (except base damage) from Stealth attacks.Obsidian31820,000c
HinderingArmorThis armor limits attackers’ Move actions to 2 on their next turn.Realgar31820,000c
SwiftskinArmorThe wielder of this armor may sacrifice their HP for more speed. Every 2 HP sacrificed provides 1 Move action per turn.Emerald31820,000c
AccurateWeaponsAttacks with this weapon take the higher of 2d20 rolls.Tiger's Eye318X20,000c
CurativeWeaponsOnce a day, this weapon can heal an ally or harm a Undead/Demon target for 2d6 HP/Damage for 1 action.Sapphire318X20,000c
DispelWeaponsAttacks with this weapon remove 1 magical effect from the target, prioritizing positive effects.Amethyst318X20,000c
LifedrinkerWeaponsAttacks with this weapon heal the wielder for ¼ the damage dealt.Ruby318X20,000c
BaneWeaponsThis weapon has the Favored Enemy feat (Choose an enemy from Favored Enemies list).Opal31820,000c
OvercomingWeaponsEach successful attack with this weapon increases the wielder’s Attacks against that target by +2.Cinnabar31820,000c
Quantum ShotWeaponsUnsuccessful attacks with this ranged weapon will hit the closest enemy to the target.Topaz31820,000c
WreckerWeaponsBefore each attack, the wielder may choose to sacrifice accuracy for this weapon to bypass its target’s Armor. For every 2 Attack sacrificed, the attack will bypass 1 Armor.Onyx31820,000c
SpeedWeapons/ArmorThis weapon or armor allows its wielder to run 2 spaces per Move action. Does not affect swim/jump/climb speed.Citrine318X20,000c
Spell ExtendingWeapons/ArmorAny spells cast by the wielder of this weapon or armor last 1 more turn.Quartz318X20,000c
Spell HeighteningWeapons/ArmorAny spells cast by the wielder of this weapon or armor deal an extra 1 die of damage, or heal an extra 1 die of HP.Sphene318X20,000c
Sublime BaneWeapons/ArmorThis weapon or armor gives its wielder +2 to all Attacks and Defenses against anyone who rolled a higher initiative.Peridot318X20,000c
ChorusWeapons/ArmorThe wielder of this weapon or armor may have it record speech and sound, and to play back these recordings on whatever conditions they so choose.Pearl31820,000c
UnseenWeapons/ArmorThis weapon or armor is invisible.Diamond31820,000c
HoveringArmorThis armor can float on command, allowing its wielder to levitate at 1 space per action.Flawless Lapis Lazuli42220,000c
BufferArmorThis armor gives its wielder +6 Armor against Bludgeoning, Piercing, or Slashing damage - damage type chosen upon enchantment.Flawless Opal42230,000c
CoolantArmorThis armor takes ½ damage from fire and heat, and its wielder cannot be set aflame.Flawless Sapphire42230,000c
DominionArmorAttacks against the wielder of this armor, successful or not, cause the attacker to lose -1 Will against Intimidation and mind control effects.Flawless Tiger’s Eye42230,000c
HeatedArmorThis armor takes ½ damage from frost and cold, and its wielder cannot be slowed from cold attacks.Flawless Ruby42230,000c
InsulatedArmorThis armor takes ½ damage from lightning attacks, or 1/4 damage if wearing 8+ Armor.Flawless Onyx42230,000c
OilslickedArmorThis armor grants its wielder +1 Move action per turn, +1 Reflex and Fortitude, and a ½ chance to escape traps. However, the wielder is always flammable.Flawless Emerald42230,000c
AnarchicWeaponsThis weapon deals double damage against Lawful and Construct targets.Flawless Proteus42230,000c
ApertureWeaponsThis weapon adds an extra die of damage if its target’s HP is above 60.Flawless Realgar42230,000c
ExplodingWeaponsAttacks with this weapon deal half damage to everyone adjacent to the target, including the wielder (if melee).Flawless Cinnabar42230,000c
ReturnWeaponsIf the wielder is not holding this weapon, they may use 1 action to bring it zooming back into their hand.Flawless Orthoclase42230,000c
RighteousWeaponsThis weapon deals an extra die of damage against Evil, Undead, and Demons. It also prevents its own damage against anyone its wielder chooses.Flawless Topaz42230,000c
SlayingWeaponsIf an attack with this weapon brings your target to 10 HP or less, it instantly kills them.Flawless Peridot42230,000c
AnswererWeapons/ArmorThis weapon or armor forces an adjacent target to speak the truth.Flawless Amethyst42230,000c
Corrosion NixWeapons/ArmorThis weapon or armor is immune to acid and rust effects.Flawless Diamond42230,000c
Rapid CastingWeapons/ArmorUpon enchantment, the user of this weapon or armor must choose a school of magic. All spells that the user casts within this school has an action cost of -1, down to a minimum of 1.Flawless Aquamarine42230,000c
AutorepairArmorThis armor heals its wielder 1 HP each turn and repairs itself for 1 Armor every 2 turns.Brilliant Ruby52640,000c
BlurArmorThis armor blurs its wielder. Any successful attack against them must immediately roll 1d10. On a 1 or 2, the attack misses.Brilliant Pearl52640,000c
TetraArmorThis armor takes half damage from fire, frost, lightning, or sonic attacks against its wielder.Brilliant Opal52640,000c
BreachingWeaponsThis weapon ignores the effects of shields and has +5 Athletics when knocking down doors, walls, and other barriers.Brilliant Quartz52640,000c
FailsafeWeaponsIf an attack with this weapon rolls a Natural 1, no extra effect is incurred.Brilliant Orthoclase52640,000c
OpeningWeaponsThis weapon surpasses all mechanical locks. Attacks with it also reduce the target's Armor by 1.Brilliant Zircon52640,000c
PairedWeaponsFor use on 2 weapons. These weapons become bonded, gaining extra magical effects when wielded together. Effects depend on the weapons chosen, but are greater the more similar the weapons are.Brilliant Garnet52640,000c
PossessionWeaponsThis weapon can only be picked up and held by the wielder.Brilliant Citrine52640,000c
Spell DrainWeaponsAttacks with this weapon expend one of the target’s spells before they can use it.Brilliant Sphene52640,000c
MasteryWeapons/ArmorAny skill or action penalties the wielder suffers from using this weapon or armor are minimized to -1.Brilliant Diamond52640,000c
LifesavingArmorUpon any attack, the wielder of this armor can choose to negate all damage done to them. If so, this armor shatters beyond repair.Perfect Diamond63050,000c
Infernal WoundWeaponsAttacks with this weapon reduce the target’s maximum HP by 2.Perfect Ruby63050,000c
DervishWeaponsThis weapon can fly and attack on its own. 1H weapons move 2 spaces per action, 2H weapons move 1 space per action.Perfect Pearl63050,000c
ConstrictingWeaponsUpon a successful attack, the wielder can choose for this weapon to constrict the target, preventing Move actions and dealing 1 damage (bypassing Armor) each turn. The weapon cannot be used for anything else during this time.Perfect Emerald63060,000c
MimeticWeaponsThe wielder may turn this weapon into any other weapon for 5 turns for 1 action. Usage of this weapon is still dependent on the wielder’s skills.Perfect Sapphire63070,000c
Ability TricksterWeaponsBasic Attacks with this weapon use a different Attack of your choice.Perfect Opal63080,000c
WeightlessWeapons/ArmorThis weapon or armor is weightless, halving their requirements.Perfect Lapis Lazuli63050,000c
IntelligentWeapons/ArmorThis weapon or armor has a mind and a voice, and will constantly use both.Perfect Amethyst63060,000c