Enchantments by Slot
All prices listed are market value. Creating an enchantment using materials costs half the listed price.
Neck
Fortitude
Grants a bonus to Fort avoidance.
- +5: 5 sp
- +10: 2 gp
- +15: 5 gp
- +20: 12 gp
- +25: 25 gp
Will
Grants a bonus to Will avoidance.
- +5: 5 sp
- +10: 2 gp
- +15: 5 gp
- +20: 12 gp
- +25: 25 gp
Evasion
Grants resistance and avoidance vs area effects.
- +5%: 5 sp
- +10%: 2 gp
- +15%: 5 gp
- +20%: 12 gp
- +25%: 25 gp
Cloak
Blade Turning
Grants a bonus to Parry.
- +5: 5 sp
- +10: 2 gp
- +15: 5 gp
- +20: 12 gp
- +25: 25 gp
Dodging
Grants a bonus to Dodge.
- +5: 5 sp
- +10: 2 gp
- +15: 5 gp
- +20: 12 gp
- +25: 25 gp
Mitigation
Grants a bonus to Block and Soak.
- +5: 5 sp
- +10: 2 gp
- +15: 5 gp
- +20: 12 gp
- +25: 25 gp
Bracer
Deadly Accuracy
Grants a bonus to Critical Power.
- +10: 5 sp
- +20: 2 gp
- +30: 5 gp
- +40: 12 gp
- +50: 25 gp
Mighty Blows
Grants a bonus to Hit Power.
- +5: 5 sp
- +10: 2 gp
- +15: 5 gp
- +20: 12 gp
- +25: 25 gp
Armor Piercing
Grants a bonus to Armor Penetration.
- +15: 5 sp
- +30: 2 gp
- +45: 5 gp
- +60: 12 gp
- +75: 25 gp
Spell Piercing
Grants a bonus to Spell Penetration.
- +15: 5 sp
- +30: 2 gp
- +45: 5 gp
- +60: 12 gp
- +75: 25 gp
Gloves
Accuracy
Grants a bonus to Hit Chance.
- +5: 5 sp
- +10: 2 gp
- +15: 5 gp
- +20: 12 gp
- +25: 25 gp
Precision
Grants a bonus to Critical Chance.
- +5: 5 sp
- +10: 2 gp
- +15: 5 gp
- +20: 12 gp
- +25: 25 gp
Acceleration
Grants a bonus to Haste.
- +5: 5 sp
- +10: 2 gp
- +15: 5 gp
- +20: 12 gp
- +25: 25 gp
Belt
Stoneskin
Grants a bonus to physical resistance.
- +5%: 5 sp
- +10%: 2 gp
- +15%: 5 gp
- +20%: 12 gp
- +25%: 25 gp
Temperature Control
Grants a bonus to fire and frost resistance, and to resistance against non-damaging effects of the same type.
- +10%: 5 sp
- +20%: 2 gp
- +30%: 5 gp
- +40%: 12 gp
- +50%: 25 gp
Naturist
Grants a bonus to lightning, poison, and disease damage, and to resistance against non-damaging effects of the same type.
- +10%: 5 sp
- +20%: 2 gp
- +30%: 5 gp
- +40%: 12 gp
- +50%: 25 gp
Boots
Initiative
Grants a bonus to Initiative.
- +4: 5 sp
- +8: 2 gp
- +12: 8 gp
- +16: 12 gp
- +20: 25 gp
Speed
Grants bonus movement squares.
- +2: 5 sp
- +4: 2 gp
- +6: 8 gp
- +8: 12 gp
- +12: 25 gp
Armor
Earthguard
- Effect: Has 5 charges per encounter, which may be used as an immediate action to provide 25% absorption (physical) against one attack. You may spend up to 2 charges per attack. Regenerates one charge per round. Also, grants +5/10/15/20/25% Soak.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Reflective
- Effect: Has 1/2/3/4/5 ranks of Spell Turning, regenerating at a rate of 1 per round.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Reactive
- Effect: When struck in melee, your armor produces a blast of force against the attacker, inflicting retributive damage equal to 200/400/600/800/1000% of the damage you suffered, plus a push 5/10/15/20/25. The ability then goes on cooldown (recharge 33%).
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Absorptive
- Effect: As an immediate action (cooldown: recharge 33%), you may call upon your armor to absorb 25% of the next attack you suffer. When it absorbs the blow, you gain 1/2/3/4/5 points of energy (Rune Charge, Vitae, Elemental Power, etc).
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Nullification
- Effect: Each time an opponent strikes you in melee, your armor causes an automatic dispel against one beneficial magic effect on the subject. Also, as an immediate action, which you may take even while incapacitated, the armor may dispel one hostile magic effect on you (recharge 33%). Also, the armor grants 5/10/15/20/25% resistance to all magical damage.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Weapon
These enchants are only usable on weapons: swords, axes, staves, and the like, and cannot be placed upon spellcasting implements such as wands.
Subtlety
- Dex-based weapons only.
- Effect: When you have Combat Advantage, you gain bonus damage equal your Critical Power times your weapon's base damage. Also grants +20/40/60/80/100% Critical Power.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Swiftness
- Effect: When you gain a hasted attack with the weapon, the attack inflicts bonus damage equal to your total haste chance with that weapon. Also grants +5/10/15/20/25% melee haste.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Momentum
- Effect: Each time you spend a standard action attack a target, you gain a bonus to future standard-action attacks against that target, granting +50% damage (max bonus: +400%). Resets if you attack a different target. Also grants +5/10/15/20/25% Hit Power.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Wounding
- Effect: When you score a critical hit with the weapon, you cause 50% of the total damage dealt as ongoing physical damage for 3 rounds. Also grants +5/10/15/20/25% Critical Chance.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Implements
Wizard's
- Effect: The wizard's implement rewards careful preparation and a keen mind.
- Gain +5/10/15/20/25 Haste and Hit Chance when casting spells with the implement.
- You may prepare up to 3 recharge or encounter spells in the implement. You may release the spells at any time thereafter, using the normal casting time, but ignoring the usual cooldown.
- At rank 2, you gain 1 prep slot, which may be any cooldown (including daily).
- At rank 3, you may change the casting time of any spell as it is released to immediate.
- At rank 4, you gain an additional prep slot, which may be daily.
- At rank 5, once per day, for each metamagic feat you possess, you may apply that feat automatically, without strain, to a spell as it is released.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Sorceror's
- Effect: The sorceror's implement rewards a forceful mind and a deep commitment to the pursuit of magical power.
- Gain +5/10/15/20/25 Hit Power and Dominance when casting spells with the implement.
- When casting spells with the implement, you may add +100% bonus damage by suffering 1 point of Strain.
- At rank 2, you may choose to Doublecast, duplicating a spell in every way, at a cost of 3 Strain.
- At rank 3, you may spend 3 Strain to gain +200% bonus damage.
- At rank 4, you may choose to Triplecast, duplicating the spell twice, at a cost of 5 Strain.
- At rank 5, you may spend 5 Strain to gain +300% bonus damage.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Adept's
- Effect: The adept's implement rewards a patient and intuitive mind.
- Gain +5/10/15/20/25 Recharge and +10/20/30/40/50 Resist 100% (magic).
- You may slot spells into unused Reserve slots. You may ready an action to cast any of these spells, according to a trigger you designate. This ability has a cooldown of Recharge 33% (affected by this enchant).
- At rank 2, you gain the ability to cast up to half of the slotted spells in a single action once per encounter. The spells must defense, enhancement, or healing spells targeting you or allies.
- At rank 3, you may also designate a trigger for each individual spell that will make it cast itself automatically, without readying. When this happens, the spell is removed from Reserve, and that Reserve slot is unusable for the rest of the day.
- At rank 4, once per day, you may cast up to half your slotted spells in a single action, even if they are attack spells.
- At rank 5, you need no longer designate a trigger when readying your reserve spells.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Occult
- Effect: The occult implement is for a wielder of secret magic, who benefits from subtlety.
- Gain +5/10/15/20/25 Crit Chance and +10/20/30/40/50 Crit Power.
- You may absorb the implement into yourself, gaining its power without needing to wield it in your hand. Also, when you strike a foe against whom you have Combat Advantage, you gain +100% bonus damage.
- At rank 2, you need not use somatic components to cast. If you already didn't, you gain +1 Energy/Focus/Mana/Vitae/etc upon casting.
- At rank 3, you need not use verbal components to cast. If you already didn't, you gain +1 Energy/Focus/Mana/Vitae/etc upon casting.
- At rank 4, your spells produce no magical aura, and cannot be detected in the usual manner.
- At rank 5, your enemies are always unaware of your spells, unless they can somehow see the future.
- Market Value: 1 gp / 4 gp / 16 gp / 24 gp / 50 gp
Crafted Items
Glassware
Crystal Ball
This ball may be used to scry on a creature. Scrying takes 10 minutes, and requires a sympathetic component, such as the target's true name, a piece of their body, or a treasured possession. Subject must be on the same plane, and must not be warded against scrying.
Magic-using subjects are allowed a Will save to notice, and another to end the scry effect once noticed; others gain no such save. Scrying lasts up to 10 minutes, then ends, putting the crystal ball on cooldown for 1 hour, and attempts on the same target on cooldown for 24 hours.
Successfully scrying on a subject allows you to see the subject from any angle, at a moderate viewing distance, and to hear what is occurring within the subject's immediate vicinity. Everything outside a radius of Short range from the target is obscured by the mists of divination.
Market Value: 4 gp
Mirror of Truth
This mirror speaks the truth when asked a question. Three times per day, you may ask the mirror a question, phrased as a rhyming couplet, the first a supplication to the mirror's prowess, the second the actual question. The DM is free to deny an answer if the rhyme or meter is poor.
The mirror answers to the best of its knowledge. Its depth of knowledge is identical to that of a mortal subject matter expert, though its answers are simple, cryptic, and composed in rhyming verse.
Market Value: 10 gp
Bottle of Air
Once/hour, swift: bottle produces emanation 2 of pure air, negating fog and gas effects, allowing breathing even underwater.
Market value: 3 gp
Decanter of Endless Water
Decanter produces endless, pure water, at one of three rates: stream (1 gallon per round), fountain (5 gallons/rd, shoots up 5 ft), or geyser (30 gallons/rd, shoots 20 ft up). Geyser can be used as a ranged weapon (range 10, touch, knockdown (Fort negates)).
Produces no more than 100 gallons of water per day.
Market Value: 5 gp
Hedgecraft
Broom of Flying
- Effect: Mount that allows flight: tactical 10, overland 50 mph, lasts up to one hour, then must cool down for 4 hours. Requires flight training (50 gp).
- Level: 15
- Cost: 15 gp
Greater Broom of Flying
- Effect: Mount that allows flight: tactical 25 tactical, overland 100 mph, no endurance limit. Requires flight training (50 gp).
- Level: 20
- Cost: 50 gp
Implements
Wand of Flames
This rod of fiery red rosewood is capped with an ever-burning ember.
- Fire Bolt: At-will, std, medium range; medium SP fire damage.
- Fan of Flames: Encounter, std, cone 5; medium SP fire damage.
- Empowered Flames: Encounter, augment; one fire spell gains +50% damage.
- Slow Burn: Constant; your ongoing fire effects with a set duration last 1 round longer than normal.
- Market Value: 5 gp
Tools
While enchanters are not in the business of crafting tools for other professions, they are in the business of making them easier to use.
Helpful Hammer
This enchanted sledgehammer can swing itself. One of the most tedious tasks in blacksmithing involves the smith holding the piece while an assistant hammers. The Helpful Hammer removes the need for an assistant, and can hammer faster, for much, much longer. Tasks which took days now take hours!
- Effect: Increases blacksmithing speed by 500%.
- Market Value: 10 gp
Elemental Forge
This forge features a portal to the Elemental Plane of Fire, and can light itself, achieving full temperature in seconds. When charcoal is not needed for alloying, it can be eliminated, nearly eliminating all smoke. It can achieve temperatures beyond those possible on earth, allowing for faster heating, as well as some metallurgic processes not possible without magic.
- Effect: Increases blacksmithing speed by 500%.
- Market Value: 25 gp
Blast Furnace
This ceramic furnace uses fire magic to become seemingly as hot as the sun, melting any metal placed inside it. This allows blacksmiths to experiment with alloying, as well as cast their creations in molds, eliminating all that tedious "forging" business.
- Effect: Increases blacksmithing speed 1000%.
- Market Value: 50 gp
Razor Swarm
This bundle of tiny, razor-sharp knives is enchanted to one purpose: the rapid skinning of animals. A Razor Swarm can skin a medium animal in 1 minute, a large animal in 5 minutes, a huge in 30 minutes, gargantuan in 4 hours, and colossal in one day. The quality of the skinning is outstanding; the animal can be literally pulled out their skin, with the entire hide intact. A few small cuts may be necessary to accomplish this, of course.
- Effect: as described
- Market Value: 10 gp
Appliances
Household chores can be made so much easier with enchanting!
Icebox
This metal chest uses tiny portals to a cold elemental plane to keep its contents cool, cold, or frozen, as you direct. It comes in three sizes:
- Small: 1 cubic foot. Weighs 10 lbs unloaded.
- Medium: 5 cubic feet. Weighs 50 lbs unloaded.
- Large: 20 cubic feet. Weighs 200 lbs unloaded.
- Effect: refrigerates or freezes food
- Market Value: 5 gp for small, 10 gp for medium, 20 gp for large.
Hot Pot
This seemingly ordinary iron cookpot can heat itself to any desired temperature up to 1000 degrees and maintain it as long as you desire.
- Effect: good for cooking food, starting fires
- Market Value: 5 gp
Witch's Stove
This iron stove can heat itself to any desired temperature up to 1000 degrees and maintain it as long as you desire. It produces no smoke. It is suitable for cooking, or for warming a medium-sized room.
- Effect: as described
- Market Value: 20 gp
Enchanted Broom
This animated broom can conduct any task for which a broom is fit, as if wielded by a tireless, energetic servant. Comes with an animated dustpan. Witches use them for flying.
- Effect: sweeps
- Market Value: 1 gp
Buffet of Bountiful Serving
This buffet table is stocked with fine serving and dining wares. On command, it fully sets a table within 50 ft. Another command retrieves all dishes, cleaning them and disposing of waste.
Sizes:
- Fine: can serve up to 6 diners with good-quality wares. Table is 4x2x5 ft and weighs 100 lbs.
- Grand: can serve up to 20 diners with noble-quality wares. Table is 6x3x5 ft and weighs 300 lbs.
- Majestic: can serve up to 100 diners with royal-quality wares. Table is 12x4x5 ft and weighs 1000 lbs.
- Market Value: 10 gp (fine), 30 gp (grand), 100 gp (majestic)
Barrel of Cleansing
This seemingly ordinary barrel, when filled with water, soap, clothing, and a few brushes, then sealed, animates into life, swishing its contents about, scrubbing out stains, then whirring dry. When done, the water and soap are gone, leaving only clean clothes.
It has two cycles:
- Fast: Takes 10 minutes, suitable only for sturdy clothes.
- Slow: Takes 1 hour, suitable for fine and delicate clothes.
- Market Value: 10 gp
Spigot of Warm Waters
This spigot, like a Decanter of Endless Water, produces water at any desired temperature, from just below boiling, to just above freezing. It produces water fast enough to fill a basin at a satisfying speed; it cannot produce geysers.
Unlike a Decanter of Endless Water, the spigot's water is not meant to be drunk. After emitting enough water to fill a large tub, the spigot runs dry. Water can be fed back into the spigot, allowing it to later produce water. Thus, such spigots are usually fit to a basin, emitting water into it, and accepting water from its drain, feeding back into the spigot.
If water is drank or wasted, the spigot regenerates the lost water at a rate of 10% of maximum capacity per day.
Water from the spigot is always clean and pure.
- Market Value: 20 gp
Assorted
Cube of Force
- Effect: Once/encounter: creates a cube 2-5 squares on a side, centered around user. All walls are walls of force. Walls last up to 5 rounds or until dismissed. Once/day: similar ability, but walls last up to 8 hours; however, they can be damaged (they have 1000 hp per face).
- Level: 10
- Market Value: 20 gp
Feats
- Ring Enchant: You may place any enchant for any slot into a ring.
- Aura Defense: You are festooned with many magical auras, making it more difficult for further auras to affect you. For each enchant on your person, you gain 1% avoidance vs. all spells.
- Minor Telekinesis: You can animate non-magical items with ease. At any given time, you may animate up to 1 object/level within an emanation 1/rank.
- Enchanter's Swap: Once every 3 rounds, you may swap any one enchantment for another of equal rank that fits the slot; this lasts for the duration of the encounter, or until dismissed.