Enchanting

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Enchanting allows characters to boost their current equipment through the enhancement of magic. Enchanting can be done to most items, it can even be done to items already enchanted. Enchanting is a profession not intended for player characters. It requires diligent training and time that requires years and decades of practice to perfect. As such, players are not allowed to learn the secrets of enchanting as the time required would wain on gameplay and basic mechanics.

Contents

[edit] The Enchanter

A enchanter is a person who has dedicated their whole lives to the art of taking the magical properties in certain items and grafting them into another. Because of the lifelong training, enchanting an item costs a great deal of money. On top of that, enchanting an already enchanted item is much harder, costing the enchanter more time and materials, which of course increases the cost.

Enchanters are owned and live in lavishly built communities. Finding a poor enchanter is something of a oxymoron. Enchanters live the life of luxury, having extensive mansions, labs, and other such rich commodities. Enchanters also sometimes double up on learning the skill of Alchemy as the basis of Enchanting is alchemy. Finding a Enchanter who does alchemy on the side is very common.

The process in which items are enchanted are well guarded. The secrets come at a great price, one that most adventurers wouldn't be able to afford, no matter the reputation. Enchanters are sworn to a god-like oath and can never utter the process. Because of this, most enchanting is done within a very private room and entry is forbidden. Most rooms are protected from forms of scrying and any form of seeing or hearing within.

However, for an enchanter to do his work, adventurers must either bring or buy special items to them. These items range in price depending on their size and quality. Once brought, the enchanter takes the item and the other item to be enchanted, and returns a hour later with the enchanted item.

The cost is great for enchanting. It is even greater to enchant multiple items into one single item, whether it be a weapon, armor, or ring. The price for enchanting items is its base cost plus the number of enchantments currently on the item. In most cases, a character is enchanting an item for the first time. However, in later stages, characters will be enchanting an item they like multiple times. The maximum number of enchantments that any single item can have is 10.

To use the table below, take the number of current enchantments on the item and find it on the list. In order to add an enchantment, the character must pay the cost and the cost of the enchantment item. Removing enchantments is a fairly simple process, most enchanters can easily do it for a small fee. Once removed, the enchanting item used is permanently lost as is the enchantment. Effects do not stack. A character couldn't take three Lapis Gems and apply them all to the same item, regardless of grade.

Ex: Chrissi wishes to enchant a ring with a medium grade Coronet Gem. Since this is the first enchantment onto the ring, it will cost 50g plus 300g for the gem. If later in the game, she wishes to enchant the item again, this time with a medium grade Lapis Gem, she would have to pay a base cost of 250g plus 300g for the gem.

Cost Table

Current Enchantments Cost
0 Enchantments 50g
1 Enchantments 250g
2 Enchantments 1000g
3 Enchantments 2000g
4 Enchantments 5000g
5 Enchantments 10000g
6 Enchantments 20000g
7 Enchantments 50000g
8 Enchantments 100,000g
9 Enchantments 200,000g
10 Enchantments 500,000g

[edit] Enchanting Items List

Only certain items can be enchanted. This is due to the balance that must be made for game mechanics. While Weapon, Armor, and Jewelry are general terms that could be abused (such as a character enchanting a pair of earrings with two separate enchantments, one in each ear), it is ultimately the DM's discretion on what is considered each. As a general guideline, a weapon is any weapon listen under the armaments table same for armor. Jewelry is the only real gray line but is usually considered rings, a pair of earrings (both must be worn to use the enchantment), and an amulet or necklace. Toe rings, other piercings (nose rings, barbells, etc), or bracelets/hoops are not considered as a character could "technically" equip himself with so much jewelry that he becomes over powerful and game breaking. As far as the number of active enchantments a person can have, this again is up to the DM but should be at least 2 rings, 1 amulet, and 1 pair of earrings.

[edit] Enchanting Supplies

Enchanting supplies come in varying grades of rarity and strength. Each grade has a base cost but has a greater effect than the lower grades. The 7 grades of enchanting (and their order) are; Low, Medium, High, Superior, Grand, Master, and Legendary. Each gives a different bonus depending on the enchanting supply. Enchanting supplies can only be added to certain pieces of character equipment. The enchanting only takes place if it is equipped on the character. Enchanting supplies can be found in treasure chests throughout the world. Enchanters can also make these supplies. The list of enchanting items is below.

[edit] Attunement Anomaly

This brightly decorated gem is hued with shades of purple and pink. It reduces the CAST DC of all the spells for the character. This can only be applied to jewelry such as rings, earrings, or amulets.

Grade Cost Effect
Low 100g -1
Medium 200g -2
High 500g -3
Superior 1000g -4
Grand 1500g -5
Master 3000g -6
Legendary 5000g -7

[edit] Blood Gem

A blood gem is a deep red stone. Blood Gems increase a target's ability to strike with weapons. This can only be applied to a weapon.

Grade Cost Effect
Low 100g +1
Medium 300g +3
High 900g +5
Superior 2000g +9
Grand 4000g +15
Master 9000g +25
Legendary 15000g +35

[edit] Chaotic Light Shard

Chaotic Light Shards are fragments of darkness and holy energies combined together. The inside of this crystal swirls with the clashing of tiny elementals. This can only be applied to a weapon and adds an elemental damage dice to its damage. The element must be either dark or holy and is chosen when enchanted.

Grade Cost Effect
Low 300g +1d6
Medium 900g +1d8
High 2000g +1d10
Superior 4000g +1d12
Grand 9000g +3d6
Master 12000g +3d8
Legendary 18000g +3d10

[edit] Coronet Gem

Coronet Gems are small purple gems that emanate the essence of life. These increase the character's maximum HP by an amount. They can only be applied to armor or jewelry.

Grade Cost Effect
Low 100g +1
Medium 300g +4
High 900g +8
Superior 2000g +12
Grand 4000g +15
Master 10000g +30
Legendary 15000g +50

[edit] Disappearing Dust

Disappearing dust is a very fine collection of dust that is almost completely clear. When enchanted into a piece of jewelry only, it allows the caster to turn invisible as per the spell Invisibility for a number of rounds equal to the quality of the dust used. This ability can only be used once per day per piece of jewelry.

Grade Cost Effect
Low 500g 1d6 rounds
Medium 1000g 1d8 rounds
High 2000g 2d6 rounds
Superior 4000g 3d6 rounds
Grand 8000g 4d6 rounds
Master 12000g 6d6 rounds
Legendary 20000g 4d12 rounds

[edit] Endless Void Crystal

This self absorbing black crystal has no purpose except for one. When applied to any small bag, chest, sack, or pocket, it seemingly makes it able to carry more. Very rare quality gems make things hold an endless amount of items. Turning the sack or chest inside out causes all its contents to spill out and destroys the sack. Each level multiplies the space it can hold.

Grade Cost Effect
Low 1000g *2
Medium 3000g *3
High 5000g *4
Superior 10000g *5
Grand 15000g *6
Master 20000g *7
Legendary 50000g Endless

[edit] Energy Destabilizer

This stone is a dark purple and black swirl that pulses with anti-magic. When enchanted into a piece of armor only, it creates a barrier of destabilizing energy around them. Whenever the wearer is attacked by a melee or ranged weapon, the attacker loses PE per hit depending on the grade.

Grade Cost Effect
Low 500g -5 PE
Medium 1000g -15 PE
High 2000g -25 PE
Superior 4000g -40 PE
Grand 8000g -60 PE
Master 12000g -80 PE
Legendary 20000g -100 PE

[edit] Flame Freeze Shard

A Flame Freeze Shard is a solid crystal with a fire and ice elemental forced into battle inside. The result is a grand sight of hot and cold temperatures. This can only be applied to a weapon and adds an elemental damage dice to its damage. The element must be either fire or ice and is chosen when enchanted.

Grade Cost Effect
Low 300g +1d6
Medium 900g +1d8
High 2000g +1d10
Superior 4000g +1d12
Grand 9000g +3d6
Master 12000g +3d8
Legendary 18000g +3d10

[edit] Grounding Thunder Shard

Grounding Thunder shards are fragments of rock and lightning infused into a single crystal. This stone emanates a battle of tiny elementals. This can only be applied to a weapon and adds an elemental damage dice to its damage. The element must be either earth or electricity and is chosen when enchanted.

Grade Cost Effect
Low 300g +1d6
Medium 900g +1d8
High 2000g +1d10
Superior 4000g +1d12
Grand 9000g +3d6
Master 12000g +3d8
Legendary 18000g +3d10

[edit] Guarding Shard

A guarding shard is a solid mass crystal that is completely back. It can only be applied to shields with a shield spike on it, however, it increases the shield spike damage by an amount.

Grade Cost Effect
Low 50g +1d6
Medium 300g +2d6
High 900g +3d6
Superior 1500g +4d6
Grand 3000g +5d6
Master 4000g +6d6
Legendary 8000g +7d6

[edit] Haste Gem

Haste gems are naturally moving gems. They vibrate ever so slightly. When applied to a weapon, it grants that weapon one additional attack per turn for free. It also grants the weapon a better chance to hit.

Grade Cost Effect
Low 600g +1
Medium 1200g +2
High 2000g +3
Superior 6000g +4
Grand 12000g +5
Master 20000g +7
Legendary 30000g +10

[edit] HP Capacitor Battery

A HP capacitor battery is a special small cylinder that holds the essence of life within its solid black frame. When used on a piece of armor only, it grants a extra reservoir of life for the user and any other person the wearer wishes. When touched and activated, the target is able to draw life from it. The battery holds a different amount of HP depending on its quality. The HP can be drawn in any quantity and takes a move action to claim. Once emptied, the battery can be refilled using life from a willing target to put into it.

Grade Cost Effect
Low 100g 15 HP stored
Medium 300g 50 HP stored
High 900g 75 HP stored
Superior 2000g 150 HP stored
Grand 4000g 225 HP stored
Master 9000g 300 HP stored
Legendary 15000g 500 HP stored

[edit] Kinetic Actuator

This strange rock holds the power of kinetic energy within it. When applied to a weapon, once per day, the weapon can have an increase to its damage for one strike per day. When damage is rolled, a percentage of that damage is then added again to the total (rounded down). The bonus is determined by its grade. Only regular damage is added and any elemental damage is not affected by this. Ex: A strike does 10 points of damage. If they had a low kinetic actuator, the attack would now do 11 points of damage.

Grade Cost Effect
Low 200g +10% damage
Medium 600g +20% damage
High 1500g +30% damage
Superior 3500g +40% damage
Grand 7000g +60% damage
Master 14000g +80% damage
Legendary 28000g +100% damage

[edit] Lapis Gem

Lapis Gems are multi-spectral gems spotted with a prism of colors. These increase the character's maximum PE by an amount. They can only be applied to armor or jewelry.

Grade Cost Effect
Low 100g +20
Medium 300g +50
High 900g +100
Superior 2000g +200
Grand 4000g +400
Master 10000g +800
Legendary 15000g +1200

[edit] Lode Gem

A lode gem is a heavy dense stone that is dark green and has a very flaky crust. When applied to a piece of jewelry only, it increases a character's NDAM (R) or NDAM (M). The character must choose one or the other.

Grade Cost Effect
Low 100g +1
Medium 300g +2
High 1000g +4
Superior 2000g +6
Grand 4000g +8
Master 8000g +10
Legendary 15000g +15

[edit] Magic Dust

Magic Dust is closely related to Spell dust with a few minor differences. The exact composition and ratio of life essence and magic essence is the key to replicating Magic Dust. When applied to a piece of armor only, it increases the wearer's saves against any spell.

Grade Cost Effect
Low 100g +1
Medium 300g +2
High 1000g +3
Superior 2000g +4
Grand 4000g +5
Master 8000g +6
Legendary 15000g +7

[edit] Magical Distortion

This sharp green dust can be imbued into any piece of equipment. Once per day, the wearer can create a flux of magical energies when used which causes all, including the user, to have their magical abilities dampened. For 2 rounds after, all targets in a 10' radius have their cast DC's increased. Higher grades have bigger cast DC's and a larger radius.

Grade Cost Effect
Low 200g +1 Cast DC, +0' radius
Medium 400g +2 Cast DC, +0' radius
High 1000g +3 Cast DC, +5' radius
Superior 2500g +5 Cast DC, +10' radius
Grand 5000g +7 Cast DC, +10' radius
Master 10000g +9 Cast DC, +15' radius
Legendary 17500g +11 Cast DC, +20' radius

[edit] Meteoric Thruster

This item is a chunk of meteorite core that is extremely rare. When imbued into a weapon only, the user can call down a piece of meteorite onto a target. The meteorite strikes with a blasting force. Using this power takes up a strike and can only hit a target up to 25' away. The higher the grade, the more damage it does. The attack is a strike like normal and the defender can parry or dodge.

Grade Cost Effect
Low 300g 2d4 damage
Medium 800g 2d6 damage
High 1300g 3d8 damage
Superior 3600g 3d10 damage
Grand 9000g 4d12 damage
Master 14000g 6d12 damage
Legendary 25000g 6d20 damage

[edit] Newborn World Shard

A Newborn World shard is the combining of a cosmic and nature elemental to create a catastrophic dance inside its crystal. This can only be applied to a weapon and adds an elemental damage dice to its damage. The element must be either cosmic or nature and is chosen when enchanted.

Grade Cost Effect
Low 300g +1d6
Medium 900g +1d8
High 2000g +1d10
Superior 4000g +1d12
Grand 9000g +3d6
Master 12000g +3d8
Legendary 18000g +3d10

[edit] PE Capacitor Battery

A PE capacitor battery is a special small cylinder that holds the essence of magic within its solid white frame. When used on a piece of armor only, it grants a extra reservoir of potential energy for the user and any other person the wearer wishes. When touched and activated, the target is able to draw power from it. The battery holds a different amount of PE depending on its quality. The PE can be drawn in any quantity and takes a move action to claim however it can only be removed at intervals of 5. Once emptied, the battery can be refilled using PE from a willing target to put into it.

Grade Cost Effect
Low 100g 100 PE stored
Medium 300g 300 PE stored
High 900g 500 PE stored
Superior 2000g 700 PE stored
Grand 4000g 1000 PE stored
Master 10000g 2000 PE stored
Legendary 20000g 3000 PE stored

[edit] Physics Crystal

Physics crystals are rocks with collapsing gravity, forcing atomics, and lightning fusions contained within them. When applied to a weapon, it grants it the ability to strike with physic force. This can only be applied to a weapon and adds super force damage dice to its damage.

Grade Cost Effect
Low 300g +1d6
Medium 900g +1d8
High 2000g +1d10
Superior 4000g +1d12
Grand 9000g +3d6
Master 12000g +3d8
Legendary 18000g +3d10

[edit] Precision Gem

This fragmented rough and jagged stone changes slight hues of green to purple. Precision Gems work much like a Blood Stone, although they are different in physical characteristics. They can only be applied to gloves, however it adds a small bonus to strike with either melee or ranged attacks. This must be chosen upon enchanting.

Grade Cost Effect
Low 50g +1
Medium 200g +2
High 600g +4
Superior 1000g +6
Grand 3000g +8
Master 5000g +10
Legendary 7000g +12

[edit] Prestige Gem

Prestige Gems have the essence of reverberating sound within them. When held up to one's skin, thousands of micro pulses blast out that cause the character's hands to stand up. When applied to a weapon, it grants it the ability to strike with sub sonic force. This can only be applied to a weapon and adds illusion damage dice to its damage.

Grade Cost Effect
Low 300g +1d6
Medium 900g +1d8
High 2000g +1d10
Superior 4000g +1d12
Grand 9000g +3d6
Master 12000g +3d8
Legendary 18000g +3d10

[edit] Prime Dust

Prime dust is raw elemental form at its early stages of existence. When enchanted into a piece of armor, it will boost the wearer's resistance to any one element by an amount. The element can be ice, earth, electric, fire, holy, dark, cosmic, nature, psychic, super force, or illusion and must be chosen upon enchanting.

Grade Cost Effect
Low 100g +1
Medium 300g +4
High 900g +8
Superior 2000g +12
Grand 4000g +15
Master 10000g +20
Legendary 15000g +30

[edit] Primitive Stone

Primitive Stones are rocks found within ancient meteorite struck locations. These dark gray stones can be enchanted into a piece of armor. Doing so grants the character a bonus to any one skill. The skill must be chosen upon enchantment.

Grade Cost Effect
Low 50g +1
Medium 200g +2
High 600g +4
Superior 1000g +6
Grand 3000g +8
Master 5000g +10
Legendary 7000g +15

[edit] Prismatic Stone

Prismatic Stones are rare rocks that have the innate natural ability to add any elemental damage to a weapon when it is enchanted. The elements chosen can be ice, earth, electric, fire, dark, holy, cosmic, nature, psychic, super force, or illusion. If applied to a weapon, the dice damage is added. The element is chosen upon enchanting.

Grade Cost Effect
Low 150g +1d2
Medium 400g +1d4
High 1000g +1d6
Superior 2000g +1d8
Grand 6000g +1d10
Master 9000g +1d12
Legendary 12000g +3d6

[edit] Psion Shard

Psion Shards are large slices of crystals that have had psionic powers imbued into them. When applied to a weapon, it grants it the ability to strike with mind altering waves. This can only be applied to a weapon and adds psychic damage dice to its damage.

Grade Cost Effect
Low 300g +1d6
Medium 900g +1d8
High 2000g +1d10
Superior 4000g +1d12
Grand 9000g +3d6
Master 12000g +3d8
Legendary 18000g +3d10

[edit] Replicating Crystal, Blue

Replicating crystals are strange stones that constantly reconstruct themselves on one side from material on the other side. The blue version reconstructs magical energies. When applied to a piece of jewelry only, it will cause the character to recover PE. Every hour, the equipment will regenerate a number of PE under the effect. These effects do not occur in combat.

Grade Cost Effect
Low 150g +30
Medium 400g +60
High 1300g +150
Superior 2000g +200
Grand 4000g +500
Master 8000g +1000
Legendary 10000g +1500

[edit] Replicating Crystal, Red

Replicating crystals are strange stones that constantly reconstruct themselves on one side from material on the other side. The red version reconstructs biological structures. When applied to a piece of jewelry only, it will cause the character to regenerate HP. Every hour, the equipment will regenerate a number of PE under the effect. These effects do not occur in combat.

Grade Cost Effect
Low 150g +4
Medium 400g +8
High 1300g +12
Superior 2000g +20
Grand 4000g +40
Master 8000g +60
Legendary 10000g +100

[edit] Replicating Crystal, Yellow

Replicating crystals are strange stones that constantly reconstruct themselves on one side from material on the other side. The yellow version reconstructs material. When applied to a piece of armor only, it will cause the structure to regenerate itself. Every hour the armor will regenerate a number of ST under the effect. These effects do not occur in combat.

Grade Cost Effect
Low 150g +2
Medium 400g +4
High 1300g +6
Superior 2000g +8
Grand 4000g +10
Master 8000g +15
Legendary 10000g +20

[edit] Spell Dust

Spell Dust is a arcane form of the fusion of potential energy and life energy. This dust, when enchanted into a piece of jewelry only, grants the character either a bonus to DEF or MGD chosen when enchanted.

Grade Cost Effect
Low 100g +1
Medium 300g +2
High 1000g +4
Superior 2000g +6
Grand 4000g +8
Master 8000g +10
Legendary 15000g +15

[edit] Spell Seal

This fine, fusing, black cylinder object allows the target to store a single spell into any piece of equipment. Any spell the character knows can be stored into the item which requires the character to make a cast DC and spend the PE cost. A successful store means it can be used at a later date. The spell is stored indefinitely or until the item is disenchanted. Once the charge is used, a new spell can replace it. Higher grades reduce the cast DC to initiate a store for the character.

Grade Cost Effect
Low 150g -1 DC
Medium 300g -2 DC
High 600g -4 DC
Superior 1000g -5 DC
Grand 2000g -7 DC
Master 4000g -8 DC
Legendary 6000g -10 DC

[edit] Spell Store

Like Spell Seal, this heavier cylinder can store several spells into any item up to its maximum determined by its grade. However once all the slots have been filled, they cannot be replaced or swapped out for other spells or upgraded and only an enchanter can recharge the spells. There is no bonus to reduce the cast DC when storing them into this enchantment.

Grade Cost Effect
Low 450g +2 spells
Medium 900g +4 spells
High 1800g +8 spells
Superior 2500g +12 spells
Grand 5000g +20 spells
Master 10000g +25 spells
Legendary 17500g +30 spells

[edit] Spell Warehouse

Like Spell Seal and Spell Store, it is a combination of both. A maximum number of spells can be stored in the object however they can be changed out and restored through the character.

Grade Cost Effect
Low 880g +2 spells
Medium 1600g +4 spells
High 2500g +8 spells
Superior 5000g +12 spells
Grand 10000g +20 spells
Master 20000g +25 spells
Legendary 30000g +30 spells

[edit] Spellthread Lace

Spellthread is a enchanted piece of twine or cloth that is meticulously threaded through a piece of armor. Its bizarre strength allows it to be woven into any material by an enchanter. When finished, it grants the wearer a bonus to save against any status effect.

Grade Cost Effect
Low 100g +1
Medium 300g +2
High 1000g +3
Superior 2000g +4
Grand 4000g +5
Master 8000g +6
Legendary 15000g +7

[edit] Spring Stone

Sprint Stones are yellow spotted rocks coated with chunks of cold magma. When applied to boots only, it gives them a boost to the character's SPD by an amount.

Grade Cost Effect
Low 50g +2
Medium 200g +6
High 600g +15
Superior 1000g +30
Grand 3000g +45
Master 5000g +60
Legendary 7000g +75

[edit] Stasis Field Generator

This metallic box, naturally formed in mountains, shines with a polished clean surface. When the energy of the box is transferred to a piece of armor only, it creates a field of gravity around the wearer. Whenever the wearer is attacked by a melee or ranged weapon, the attacker loses SPD per hit that is recovered 2 rounds after the last hit. New hits refresh the duration. The SPD lost is dependent on the grade.

Grade Cost Effect
Low 250g -3 SPD
Medium 500g -6 SPD
High 1000g -10 SPD
Superior 3000g -16 SPD
Grand 5000g -24 SPD
Master 10000g -37 SPD
Legendary 17000g -50 SPD
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