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You must have at least 5 Arcana to be an Enchanter. | You must have at least 5 Arcana to be an Enchanter. | ||
Revision as of 10:56, 6 June 2019
You must have at least 5 Arcana to be an Enchanter.
Gems come in many shapes and sizes, and can be found in Ilisara’s rich crust. They are said to be teardrops of the gods, and as such, they hold latent magical power that enchanters can unlock by etching runes into them. Enchanted gems can be embedded within weapons at the time of their creation. They can also be crushed so that the residue can be used to augment armor. Using gems, armor or weapons can be made stronger, faster, or more resilient (among a host of other mystic powers). Canny enchanters sell their unique services to other heroes, and command prices commensurate with the rarity of the work they produce.
Contents
Enchanter Reagents
Enchanters use special reagents. You will need an Enchanting Kit (costs 50 gold), and the required reagents to craft anything with the Enchanter profession. Most reagents can be purchased in town or (rarely) found underground. Remember, common gems can be transmuted into rare gems by alchemists, and rare gems into epic ones. 3 common gems equal one rare gem, and 3 rare gems equal one epic gem.
Enchanter Reagents | Material Quality | Suggested gold price per reagent |
---|---|---|
Quartz, pearl, peridot | Common | 50 gold |
Diamonds, emeralds, sapphires, stargems | Rare | 150 gold |
Rubies, topaz, amethyst, opal, jade, moonstone/sunstone | Epic | 450 gold |
Crafting Time
Enchanters must have an Enchanting Kit and work, undisturbed, for 1 or more hours to etch a rune into a gemstone. The process takes immense concentration. Enchanters murmur an incantation while they trace a rune, over and over, into a gem until the rune takes permanent hold. If you are interrupted, the rune fails to take hold.
Craftable Runes
Runes for Weapons
Rune Name | Reagents | Effect |
---|---|---|
Arcane Infusion: Fire | 1 Epic gem | The weapon turns into an elemental version of itself. It exclusively deals fire damage. |
Arcane Infusion: Frost | 1 Epic gem | The weapon turns into an elemental version of itself. It exclusively deals frost damage. |
Arcane Infusion: Lightning | 1 Epic gem | The weapon turns into an elemental version of itself. It exclusively deals lightning damage. |
Boldness | 1 Rare gem | +1 to initiative rolls |
Chilltouch | 1 Rare gem | Slows enemies |
Firebrand | 1 Rare gem | +1 fire damage |
Fortune’s Favor | 1 Epic gem | +3 to initiative rolls |
Frostbite | 1 Rare gem | +1 frost damage |
Piercing | 1 Epic gem | Ignores damage reduction effects from shields |
Stormcall | 1 Rare gem | +1 lightning damage |
Striking | 1 Rare gem | +1 to attack rolls |
Runes for Shields
Rune Name | Reagents | Effect |
---|---|---|
Spell Reflect | 1 Rare gem | Reflects 1 damage from from magical attacks back at the attacker |
Thorns | 1 Rare gem | Reflects 1 damage from physical attacks back at the attacker |
Toughness | 1 Rare gem | -1 to damage taken from magic attacks |
Runes for Armor
Rune Name | Reagents | Effect |
---|---|---|
Durable | 1 Rare gem | Your armor takes 50% less durability damage |
Indestructible | 1 Epic gem | Your armor takes no durability damage |
Magic Resistance | 1 Rare gem | +1 magic defense |
Jewelry
Jewelry usually doesn’t have any special effects, but it does sell for a pretty penny! As many pieces of jewelry can be worn as makes sense.
Jewelry Name | Reagents | Effect |
---|---|---|
Bracelet | 2 metal, 1 Common gem | Bracelets sometimes include engravings. |
Chain of Humanity | 1 metal, 2 Epic gems | Gain +1 Charisma. |
Golden Circlet of Elvenkind | 1 metal, 2 Epic gems | Gain +1 Knowledge. |
Guardian Ring | 1 metal, 1 Rare gem | Once per day, choose an ally you can see. You disappear from the world until the start of your next turn, at which point you appear in an unoccupied space adjacent to the chosen ally. |
Iron Ring of the Dwarf Lords | 1 metal, 2 Epic gems | Gain +1 Stamina. |
Jewel-Encrusted Seer’s Glasses | 5 metal, 5 Epic gems | One per day, you can tell someone else’s fortune. Select a target. Roll 3 D20s and share the results with the DM only. Those three D20 rolls take the place of the target’s next three D20 rolls for significant checks (DM discretion). |
Lovers’ Locket | 4 metal, 2 Common gems | Lovers’ Lockets are always made in pairs. Inside the heart-shaped lockets are an enchanted stone, and (optionally) a small image depicting a person. When these lockets are worn by two people, it is possible for each one to sense the general direction towards the other with a successful Knowledge check. The locket grants a +5 bonus to these checks. |
Necklace | 2 metal, 1 Common gem | A jewel threaded on a chain is a lovely accessory. |
Periapt of Wisdom | 2 metal, 1 Rare gem | This amulet allows the wearer to reroll a failed Knowledge check once per day. |
Ring | 1 metal, 1 Common gem | Rings make pretty gifts. |
Ring of Feather Fall | 1 metal, 1 Rare gem | The wearer takes 1/2 fall damage |
Stormwalker’s Collar | 2 metal, 2 Rare gems | Once activated, until the end of your next turn, each time you are hit by a melee attack the attacker takes 3d6 lightning damage. This effect can be used once per day. |