New Enchantments

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New Enchantments

Firstly, I would remove the limits on items. If someone wants to make a Spell Enhancer 10 then let them.

Secondly, remove the Enchanting Penalty for the enchantments, so this would make creating a Warding as easy as creating an Armourblessing.

Thirdly, remove the links to spells. Let anyone make any type of Enchantment, regardless of whether they have the requisite spells.

Craft Enchantment (Normal + 0%)

Each point of POW invested in Craft Enchantment allows the enchanter to add an Exceptional Item Effect to the item, in addition to those gained when creating the item. This is normally cast when the item is created and the enchantment becomes part of the fabric of the item. So, Haman the Weaponsmith makes a Greater Quality Bastard Sword, but creates a Craft Enchantment and puts 3 POW into it, his Greater Quality sword now has 4 Exceptional Item Effects rather than just 1.

Requisite Spell: Any

Magic Point Storage Enchantment (Normal + 0%)

Each point of POW invested in a Magic Point Storage Enchantment allows 1D10 Magic Points to be stored in the item. So Wally the Wizard creates a Magic Point Storage Enchantment on a ring and invests 4 POW, he can store 4D10 MPs, rolling 25, in the ring and his ring can now store 25 MPs.

Requisite Spell: Any

Spell Booster Enchantment (Normal + 0%)

Each point of POW invested in Spell Booster reduces a target's Resist by a -10% penalty. Clearly, this is only useful when casting spells with the Resist trait.

Requisite Spell: Any

Spirit Defender Enchantment (Normal + 0%)

Each point of POW invested in Spirit Defender adds 1 to the AP of armour when being attacked by spirits. So, a suit of armour with a Spirit Defender 4 enchantment would provide 4 APs against spirit attacks.

Requisite Spell: Spirit Shield

Spirit Weapon Enchantment (Normal + 0%)

The first point of POW invested in this weapon or shield allows the weapon/shield to be used at full effectiveness against spirits. Each extra point of POW invested in Spirit Weapon adds 1 to the damage done to spirits.

Requisite Spell: Spirit Bane

Strengthening Enchantment (Normal + 0%)

Each point of POW invested in Strengthening increases a hit location's Hit Points by one. If cast on a weapon, the weapon's HPs are increased by one.

Requisite Spell: Any

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