Armor Enchantments

These enchantments can be added to suits of armor. These enchantments cannot be added to shields, which have their own set of enchantments.

journeyman Enchantments

Lesser Defense (100 EP): The armor provides an additional +1 bonus to AC.

Lesser Health (100 EP): The wearer adds 1 hit point per level to his current and maximum hit points. These are not temporary hit points. The wearer must wear the armor for at least an hour before he gains this benefit. The additional hit points are lost immediately when the armor is removed.

ExpeRt Enchantments

Defense (300 EP): The armor provides an additional + 2 bonus to AC. Prerequisite: Lesser defense.

Health (300 EP): The wearer adds 2 hit points per level to her current and maximum hit points. These are not temporary hit points. The wearer must wear the armor for at least an hour before she gains this benefit. The additional hit points are lost immediately when the armor is removed. Prerequisite: Lesser health.

Lesser Absorption (400 EP): The armor grants DR 1/—. Prerequisite: Lesser defense.

Lesser Mana (500 EP): The wearer gains an additional 1st-level spell slot per day. The wearer must wear the armor for at least two hours before he gains this benefit. Prerequisite: Lesser intellect or lesser spirit.

Artisan Enchantments

Greater Defense (500 EP): The armor provides an additional +3 bonus to AC. Prerequisites: Lesser defense, defense.

Greater Health (500 EP): The wearer adds 3 hit points per level to her current and maximum hit points. These are not temporary hit points. The wearer must wear the armor for at least an hour before she gains this benefit. The additional hit points are lost immediately when the armor is removed. Prerequisites: Lesser health, health.

Absorption (800 EP): The armor grants damage reduction 2/—. Prerequisite: Lesser absorption.

Heroism (1,000 EP): The armor increases the wearer's Strength, Agility and Stamina by +1 each. Prerequisites: Three enchantments that increase ability scores.

Mana (1,000 EP): The wearer gains an additional 1st-level and 2nd-level spell slot per day. The wearer must wear the armor for at least two hours before he gains this benefit. Prerequisite: Lesser intellect or lesser spirit, lesser mana.

MasteR Enchantments

Superior Defense (800 EP): The armor provides an additional +4 bonus to AC. Prerequisites: Lesser defense, defense, greater defense.

Superior Health (800 EP): The wearer gains 4 hit points per level to his current and maximum hit points. These are not temporary hit points. The wearer must w o ft

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