List of Enchantments
Weapon Enchantments
Vorpal: roll of 20 deals a lethal blow. Crafting cost: 4 points.
Destruction: the weapon deals 3D6 extra points of damage. Cost: 4.
Brilliant Energy: the weapon ignores armour and shield bonuses. Cost: 4.
Blinding: successful attack makes the enemy blind (willpower save DC 18). Cost: 3.
Quick: you gain an extra attack with the weapon. Cost: 3.
Life Stealing: critical hit bestows negative levels and gives some HP to the wielder. Cost: 3.
Wounding: successful attack reduces the enemy's constitution by 1. Cost: 3.
Holy: the weapon deals 2D6 extra points to evil enemies. Cost: 2.
Axiomatic: the weapon deals 2D6 extra points to chaotic enemies. Cost: 2.
Anarchic: the weapon deals 2D6 extra points to lawful enemies. Cost: 2.
Flaming Burst: the weapon deals 1D6 fire damage + 1D10 on a critical hit. Cost: 2.
Icy Burst: the weapon deals 1D6 cold damage + 1D10 on a critical hit. Cost: 2.
Shock Burst: the weapon deals 1D6 electricity damage + 1D10 on a critical hit. Cost: 2.
Disruption: successful attack destroys an undead target (willpower save DC 14). Cost: 2.
Despair: successful attack gives enemy -1 penalty to attack (willpower save DC 14). Cost: 1.
Flaming: the weapon deals 1D6 fire damage. Can't combine with frost or shock. Cost 1.
Frost: the weapon deals 1D6 cold damage. Can't combine with flaming or shock. Cost 1.
Shock: the weapon deals 1D6 electricity damage. Can't combine with frost or flaming. Cost 1.
Keen: higher chance to deal a critical hit. Not for bludgeoning weapons. Cost 1.
Thundering: extra damage on a critical hit plus you make the enemy deaf (Fort. DC 14). Cost 1.
Armour Enchantments
Acid Resistance (Minor, Major or Greater) You absorb some acid damage.
Cold Resistance (Minor, Major or Greater) You absorb some cold damage.
Electricity Resistance (Minor, Major or Greater) You absorb some shock damage.
Fire Resistance (Minor, Major or Greater) You absorb some fire damage.
Sonic Energy Resistance (Minor, Major or Greater) You absorb some sonic damage.
Fortification (Minor, Major or Greater) You resist critical hits.
Invulnerability: You gain damage reduction 5 (excepted against magic weapons).
Spell Resistance (SR 13, 15, 17 or 19) You gain resistance to hostile spells.
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