*All enchantments last 1 adventure
unless otherwise stated and require the addition cost of 1 magicite each
*Elemental Lacrima can be expended as
a bonus action to do 2D6 extra damage with a spell
|
Enchantment
|
Level
|
Action
|
Downtime
Cost
|
Cost
|
Effect
|
|
Elemental
Enchantment
|
|
||||
|
Fire
[Weapon]
|
Lv1
|
Bonus
|
15
|
150
|
your weapon deals Fire elemental
damage and is considered magical
|
|
Cold[Weapon]
|
Lv1
|
Bonus
|
15
|
150
|
your weapon deals Cold/Ice elemental
damage and is considered magical
|
|
Lightning[Weapon]
|
Lv1
|
Bonus
|
15
|
150
|
your weapon deals Lightning elemental
damage and is considered magical
|
|
Force[Weapon]
|
Lv1
|
Bonus
|
15
|
150
|
your weapon deals Force elemental
damage and is considered magical
|
|
Martial
Enchantment
|
|
||||
|
Guiding[Weapon]
|
Lv1
|
-
|
20
|
200
|
when using this weapon you gain +1 to
hit on attack rolls
|
|
Rending[Weapon]
|
Lv1
|
-
|
20
|
200
|
when using this weapon you gain +1 to
Damage rolls
|
|
Repulsion
|
Lv1
|
Reaction
|
30
|
300
|
When a creature successfully hits you
expend the Lacrima to block 2D6 damage !one use only!
|
|
Intervention
|
Lv1
|
Bonus
|
20
|
200
|
Increase creatures saving throw DC by
3. !one use only!
|
|
Extension
|
Lv1
|
-
|
30
|
300
|
Your Melee weapon gains +5ft range/or
ranged weapon gains +10% range
|
|
Prevention
|
Lv1
|
Reaction
|
20
|
200
|
Decrease your saving throw DC by 3.
!one use only!
|
|
Rejuvenation
|
Lv1
|
Bonus
|
30
|
300
|
in combat recover 1D4 hit points per
round for 5 rounds. Out of combat user regains 5D4 hit points !one use only!
|
|
Conservation
|
Lv1
|
-
|
20
|
200
|
Gain 10 temporary hit points. !one
use only!
|
|
Expedition
|
Lv1
|
Bonus
|
25
|
250
|
count speed as double for 5mins (50 rounds) !one use only!
|
|
Interruption
|
Lv1
|
-
|
20
|
200
|
Gain +5 Initiative !one use only!
|
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