Saturday, 10 October 2015

Enchanter

*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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