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<div class="swpf-core">
<h1 class="wide" style="color:white">Enchantments</h1> <aside class="sidebar"><div> <p>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Masterwork} @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{armor}, shields, and weapons can be enchanted with the qualities listed below. Each item can hold five points worth of enchantments. The number of points a particular quality takes is listed in parentheses after its name.</p> <p><strong>Note:</strong> An item cannot be enchanted with the same quality more than once.</p> <p><strong>Named Items:</strong> The named magic armor, shields, and weapons named in the rest of this chapter can’t have additional enchantments.</p> <h2 class="qualities">Armor & Shield Qualities</h2> <p><span class="red-label">Aegis (1):</span> <strong>Armor only.</strong> Increases the protective bonus of the armor by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Protection]{Protection},</em><em> </em>1,500 gp.</p> <p><span class="red-label">Animated (3):</span> <strong>Shield only. </strong>Once per encounter, an animated shield can be loosed to defend its wielder. For the next three rounds, it hovers near its owner, following him if he moves and granting its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{cover} bonus as usual without needing to be held. Its type still applies for purposes of Armor Interference or Restriction.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly},</em><em> </em>5,000 gp.</p> <p><span class="red-label">Arrow Deflection (1):</span> <strong>Shield only. </strong>Ranged attacks against the bearer suffer an additional −1 penalty, regardless of the attacker's position (front, rear, etc). </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection}</em>, 1,500 gp.</p> <p><span class="red-label">Deflecting (1):</span> <strong>Shield only. </strong>Increase the shield’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} bonus increased by +1.</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection},</em><em> </em>2,000 gp.</p> <p><span class="red-label">Energy Resistance (1):</span> <strong>Armor or shield. </strong>Grants @Compendium[swpf-core-rules.swpf-abilities.Environmental Resistance]{environmental resistance} against a single energy type, determined at creation, to a piece of armor or a shield. Damage from that source is reduced by 4 when the armor is worn, and the hero adds +4 when resisting any effect tied to that element.</p> <p>A leather jerkin of energy resistance (Cold), for example, helps its wearer avoid @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{exposure} and damage from any attack with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping} of cold, ice, frost, etc.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Environmental Protection]{Environmental Protection}</em>, 1,000 gp.</p> <p><span class="red-label">Etherealness (2):</span> <strong>Armor only.</strong> On command, the wearer of this armor becomes ethereal, gaining minor <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot use this ability again for 24 hours.</p> <p><strong>Price:</strong> 49,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>, 24,500 gp.</p> <p><span class="red-label">Fortification (2):</span> <strong>Armor only. </strong>Fortified armor is more likely to turn away a lethal blow. The wearer gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{free reroll} on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soak} rolls.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,500 gp<em>.</em></p> <p><span class="red-label">Glamered (0):</span> <strong>Armor only.</strong> Upon command, as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}, a piece of glamered armor changes shape and appearance to assume the form of a normal piece of clothing. The armor retains all of its properties when it is so disguised.</p> <p><strong>Price:</strong> 900 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Illusion]{Illusion},</em> 450 gp.</p> <p><span class="red-label">Reflecting (4):</span><strong> Shield only.</strong> The shield’s surface is completely reflective. Once per day, the wielder can reflect any power that affects her by making a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll (at −2 if the casting roll got a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}). If successful the caster suffers the full effects of the power as if he had been the original target.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Dispel]{Dispel},</em><em> </em>8,000 gp.</p> <p><span class="red-label">Spell Resistance (4):</span><strong> Armor only. </strong>The wearer gains the benefits of minor <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{arcane protection}</em>.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{Arcane Protection}</em>, 8,000 gp.</p> <h2 class="qualities">Weapon Qualities</h2> <p><span class="red-label">Accurate (1):</span> The weapon grants the user +1 in the skill required to use it @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, or @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}).</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft: </strong><em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,000 gp.</p> <p><span class="red-label">Bane (1):</span> When used against a specific type of creature (dwarf, goblin, elemental, etc), a bane weapon has +2 @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{AP} and its damage die increases one type.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Brutal (2):</span> The weapon is considered a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Heavy Weapon}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Dancing (4):</span> <strong>Melee weapon only.</strong> The wielder can command the weapon to dance once per encounter as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited free action}. It animates immediately, attacking as a character for up to five rounds. It uses its master’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Card} and attack skill, and rolls two of its normal damage dice for damage. The weapon can fly at Pace 10 and counts as an ally for the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Gang Up} bonus.</p> <p><strong>Price:</strong> 20,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly}</em>, 10,000 gp.</p> <p><span class="red-label">Damaging (1):</span> The weapon’s damage increases by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Distance (1):</span> <strong>Ranged weapons only. </strong>Decrease any @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Range penalties} by one when using this weapon.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Farsight]{Farsight}</em>, 1,000 gp.</p> <p><span class="red-label">Elemental (1):</span> The weapon causes damage with an energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}—acid, cold, electricity, fire, or sonic (chosen by creator).</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: Damaging power with the appropriate energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}, 1,000 gp.</p> <p><span class="red-label">Keen (1):</span> The weapon is exceptionally sharp, giving it @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Armor Piercing} +2.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Bolt]{Bolt}</em>, 1,500 gp.</p> <p><span class="red-label">Light (1):</span> The weapon casts light in a Medium Blast Template. The user activates the illumination with her will as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Light / Darkness]{Light}</em>, 1,000 gp.</p> <p><span class="red-label">Mighty Cleaving (2):</span> <strong>Two-handed melee weapon only. </strong>The user gains the @Compendium[swpf-core-rules.swpf-edges.Sweep]{Sweep} Edge.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Warrior's Gift]{Warrior's Gift}</em>, 5,000 gp.</p> <p><span class="red-label">Returning (1):</span><strong> Thrown weapons only. </strong>The weapon returns to its user’s hand at the end of her turn. </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Conjure Item]{Conjure item}</em>, 1,500 gp.</p> <p><span class="red-label">Speed (3):</span> If a melee weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Frenzy]{Frenzy} Edge. For a ranged weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Rapid Shot]{Rapid Shot} Edge. If the weapon can be used either way, the choice must be made as the weapon is enchanted.</p> <img src="modules/swpf-core-rules/assets/art/hammer.webp" alt="A well-used single-handed warhammer." class="float-right" style="shape-outside: url('modules/swpf-core-rules/assets/art/hammer.webp');"> <p><strong>Price:</strong> 16,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Sloth/Speed]{Speed}</em>, 8,000 gp.</p> <p><span class="red-label">Throwing (1):</span> <strong>Melee weapon only. </strong>The weapon can be thrown using @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (throwing). Its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Range} is 4/8/16.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 1,500 gp.</p> <p><span class="red-label">Vicious (2):</span> <strong>Melee weapon only.</strong> If the wielder hits with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} his damage increases by +4 (in addition to any bonus damage), but he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Vorpal (5):</span> <strong>Blades only. </strong>A vorpal weapon ignores penalties for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Called Shots} to the head. Anyone @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by a vorpal blade is decapitated!</p> <p><strong>Price:</strong> 50,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 25,000 gp.</p> </div> </aside> </div>
<div class="swpf-core">
<h1 class="wide" style="color:white">附魔</h1><aside class="sidebar"><div><p>精制品护甲、盾牌和武器可以根据以下列出的特质进行附魔,每件物品至多可以含有等价5点的附魔,具体特质的点数会列在名称后的括号内。</p> <p><strong>具名物品</strong>:本章其余部分中列出的具名魔法物品不能再额外附魔。</p> <h3 <h4 id="1-aegis" <h4>坚护 (1) <p><strong>仅限护甲</strong>,该护甲的防护加值+1。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>防护</em>,1,500gp。</p> <h4 <p><strong>仅限盾牌</strong>,每遭遇一次,活化盾牌可以解开并在三轮内保护持用者,其会漂浮在所有者身边并随之移动,同时如常提供格挡和掩蔽加值。这样就护甲干扰/限制而言仍然生效。</p> <p><strong>价格</strong>:10,000gp;<strong>制作</strong>:<em>飞行</em>,5,000gp。</p> <h4 <p><strong>仅限盾牌</strong>,针对持盾者的远程攻击额外遭受-1减值,无论攻击方在任何位置皆是如此(前方、后方等等)<strong>。</strong></p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>偏斜</em>,1,500gp。</p> <h4 <p><strong>仅限盾牌</strong>,盾牌的格挡加值+1。</p> <p><strong>价格</strong>:4,000gp;<strong>制作</strong>:<em>偏斜</em>,2,000gp。</p> <h4 <p><strong>护甲或盾牌</strong>,给予单个护甲部件或盾牌针对单一能量类别的<em>环境抗性</em>,这要在制作时选定。穿着该护甲时源自此来源的伤害-4,同时角色在抵抗任何与该元素相关的效果时+4。</p> <p>举例而言,一件抗能(寒冷)皮外套能帮助穿着者避免因暴露在外(见151页<strong>危难</strong>)而产生的疲乏,以及任何带有寒冷、冰、霜等特效的攻击所造成的伤害。</p> <p><strong>价格</strong>:2,000gp;<strong>制作</strong>:<em>环境防护</em>,1,000gp。</p> <h4 <p><strong>仅限护甲</strong>,此护甲的穿戴者能发出命令来变成灵态,获得次级<em>无形</em>。角色能随意维持灵态,然而一旦恢复正常,其在24小时内无法再次使用此能力。</p> <p><strong>价格</strong>:49,000gp;<strong>制作</strong>:<em>无形</em>,24,500gp。</p> <h4 <p><strong>仅限护甲</strong>,具备护命的护甲更容易偏转致命打击,穿着者的化解投骰免费获得一次重投。</p> <p><strong>价格</strong>:5,000gp;<strong>制作</strong>:<em>强化特性</em>,2,500gp。</p> <h4 <p><strong>仅限护甲</strong>,以一个自由行动发出命令,单个无相护甲部件会改变形状外观并呈现出普通衣物部件的形态。该护甲在这样伪装时仍然保留其所有性质。</p> <p><strong>价格</strong>:900gp;<strong>制作</strong>:<em>幻象</em>,450gp。</p> <h4 <p><strong>仅限盾牌</strong>,此盾牌的表面完全反光。每天一次,持用者可通过进行一次心魂投骰(若施法投骰获得优良则要-2)来反射任意影响自己的奇术。若成功,施术者如同以自身为原始目标般遭受奇术的完整效果。</p> <p><strong>价格</strong>:16,000gp;<strong>制作</strong>:<em>破祛</em>,8,000gp。</p> <h4 <p><strong>仅限护甲</strong>,穿着者获得次级<em>奥法防护</em>的好处。</p> <p><strong>价格</strong>:16,000gp;<strong>制作</strong>:<em>奥法防护</em>,8,000gp。</p> <h3 <h4 id="1-accurate">精准 (1) ACCURATE <h4>精准 (1)</h4> <p>此武器让使用者就使用其所需的技能+1(格斗、射击或运动)。</p> <p><strong>价格</strong>:4,000gp;<strong>制作</strong>:<em>强化特性</em>,2,000gp。</p> <h4 <p>破敌武器用于对抗某一特定类别的生物(矮人、地精、元素等)时具有+2穿甲,同时伤害骰上升一级。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>痛击</em>,1,500gp。</p> <h4 <p>此武器视为重武器。</p> <p><strong>价格</strong>:5,000gp;<strong>制作</strong>:<em>痛击</em>,2,500gp。</p> <h4 <p><strong>仅限近战武器</strong>,每遭遇一次,持用者能以一个限定自由行动命令该武器舞空,其会立刻活化并作为角色攻击至多五轮。武器使用主人的行动卡以及攻击技能,同时投两枚普通伤害骰来决定伤害。此武器能以移速10飞行且可以就围攻加值而言视作盟友。</p> <p><strong>价格</strong>:20,000gp;<strong>制作</strong>:<em>飞行</em>,10,000gp。</p> <h4 <p>此武器伤害+1。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>痛击</em>,1,500gp。</p> <h4 <p><strong>仅限远程武器</strong>,使用此武器时,任何射程减值-1。</p> <p><strong>价格</strong>:2,000gp;<strong>制作</strong>:<em>远视</em>,1,000gp。</p> <h4 <p>此武器造成伤害时带有某一能量特效:酸、寒冷、电、火或音波(由制作者选择)。</p> <p><strong>价格</strong>:2,000gp;<strong>制作</strong>:具有相应能量特效的伤害性奇术,1,000gp。</p> <h4 <p>此武器异常锋利,给予+2穿甲。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>矢弹</em>,1,500gp。</p> <h4 <p>此武器能在中型爆发范围洒下光芒,使用者能随意以一个自由行动激活该照明。</p> <p><strong>价格</strong>:2,000gp;<strong>制作</strong>:<em>光亮</em>,1,000gp。</p> <h4 <p><strong>仅限双手近战武器</strong>,使用者获得横扫专长。</p> <p><strong>价格</strong>:10,000gp;<strong>制作</strong>:<em>天赐勇武</em>,5,000gp。</p> <h4 <p><strong>仅限投掷武器</strong>,此武器在使用者回合结束时会回到其手中。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>创造物品</em>,1,500gp。</p> <h4 <p>若为近战武器,使用者获得连击专长;对于远程武器,使用者获得速射专长。若该武器可以通过这两种方式加以使用,则附魔武器时必须选择其一。</p> <p><strong>价格</strong>:16,000gp;<strong>制作</strong>:<em>加速</em>,8,000gp。</p> <h4 <p><strong>仅限近战武器</strong>,该武器可使用运动(投掷)掷出,射程为4/8/16。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>强化特性</em>,1,500gp。</p> <h4 <p><strong>仅限近战武器</strong>,若持用者以优良命中,其伤害+4(在任何奖励伤害之外),但也必须成功通过一次活力投骰,否则就会遭受动摇。</p> <p><strong>价格</strong>:5,000gp;<strong>制作</strong>:<em>痛击</em>,2,500gp。</p> <h4 <p><strong>仅限刃器</strong>,斩首武器忽视针对头部的定点打击减值,任何因斩首利刃而陷入无力化的对象会被斩掉脑袋!</p> <p><strong>价格</strong>:50,000gp;<strong>制作</strong>:<em>痛击</em>,25,000gp。</p> </div> </aside></div> |
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<div class="swpf-core">
<h1 class="wide" style="color:white">Enchantments</h1> <aside class="sidebar"><div> <p>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Masterwork} @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{armor}, shields, and weapons can be enchanted with the qualities listed below. Each item can hold five points worth of enchantments. The number of points a particular quality takes is listed in parentheses after its name.</p> <p><strong>Note:</strong> An item cannot be enchanted with the same quality more than once.</p> <p><strong>Named Items:</strong> The named magic armor, shields, and weapons named in the rest of this chapter can’t have additional enchantments.</p> <h2 class="qualities">Armor & Shield Qualities</h2> <p><span class="red-label">Aegis (1):</span> <strong>Armor only.</strong> Increases the protective bonus of the armor by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Protection]{Protection},</em><em> </em>1,500 gp.</p> <p><span class="red-label">Animated (3):</span> <strong>Shield only. </strong>Once per encounter, an animated shield can be loosed to defend its wielder. For the next three rounds, it hovers near its owner, following him if he moves and granting its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{cover} bonus as usual without needing to be held. Its type still applies for purposes of Armor Interference or Restriction.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly},</em><em> </em>5,000 gp.</p> <p><span class="red-label">Arrow Deflection (1):</span> <strong>Shield only. </strong>Ranged attacks against the bearer suffer an additional −1 penalty, regardless of the attacker's position (front, rear, etc). </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection}</em>, 1,500 gp.</p> <p><span class="red-label">Deflecting (1):</span> <strong>Shield only. </strong>Increase the shield’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} bonus increased by +1.</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection},</em><em> </em>2,000 gp.</p> <p><span class="red-label">Energy Resistance (1):</span> <strong>Armor or shield. </strong>Grants @Compendium[swpf-core-rules.swpf-abilities.Environmental Resistance]{environmental resistance} against a single energy type, determined at creation, to a piece of armor or a shield. Damage from that source is reduced by 4 when the armor is worn, and the hero adds +4 when resisting any effect tied to that element.</p> <p>A leather jerkin of energy resistance (Cold), for example, helps its wearer avoid @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{exposure} and damage from any attack with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping} of cold, ice, frost, etc.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Environmental Protection]{Environmental Protection}</em>, 1,000 gp.</p> <p><span class="red-label">Etherealness (2):</span> <strong>Armor only.</strong> On command, the wearer of this armor becomes ethereal, gaining minor <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot use this ability again for 24 hours.</p> <p><strong>Price:</strong> 49,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>, 24,500 gp.</p> <p><span class="red-label">Fortification (2):</span> <strong>Armor only. </strong>Fortified armor is more likely to turn away a lethal blow. The wearer gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{free reroll} on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soak} rolls.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,500 gp<em>.</em></p> <p><span class="red-label">Glamered (0):</span> <strong>Armor only.</strong> Upon command, as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}, a piece of glamered armor changes shape and appearance to assume the form of a normal piece of clothing. The armor retains all of its properties when it is so disguised.</p> <p><strong>Price:</strong> 900 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Illusion]{Illusion},</em> 450 gp.</p> <p><span class="red-label">Reflecting (4):</span><strong> Shield only.</strong> The shield’s surface is completely reflective. Once per day, the wielder can reflect any power that affects her by making a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll (at −2 if the casting roll got a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}). If successful the caster suffers the full effects of the power as if he had been the original target.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Dispel]{Dispel},</em><em> </em>8,000 gp.</p> <p><span class="red-label">Spell Resistance (4):</span><strong> Armor only. </strong>The wearer gains the benefits of minor <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{arcane protection}</em>.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{Arcane Protection}</em>, 8,000 gp.</p> <h2 class="qualities">Weapon Qualities</h2> <p><span class="red-label">Accurate (1):</span> The weapon grants the user +1 in the skill required to use it @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, or @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}).</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft: </strong><em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,000 gp.</p> <p><span class="red-label">Bane (1):</span> When used against a specific type of creature (dwarf, goblin, elemental, etc), a bane weapon has +2 @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{AP} and its damage die increases one type.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Brutal (2):</span> The weapon is considered a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Heavy Weapon}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Dancing (4):</span> <strong>Melee weapon only.</strong> The wielder can command the weapon to dance once per encounter as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited free action}. It animates immediately, attacking as a character for up to five rounds. It uses its master’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Card} and attack skill, and rolls two of its normal damage dice for damage. The weapon can fly at Pace 10 and counts as an ally for the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Gang Up} bonus.</p> <p><strong>Price:</strong> 20,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly}</em>, 10,000 gp.</p> <p><span class="red-label">Damaging (1):</span> The weapon’s damage increases by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Distance (1):</span> <strong>Ranged weapons only. </strong>Decrease any @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Range penalties} by one when using this weapon.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Farsight]{Farsight}</em>, 1,000 gp.</p> <p><span class="red-label">Elemental (1):</span> The weapon causes damage with an energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}—acid, cold, electricity, fire, or sonic (chosen by creator).</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: Damaging power with the appropriate energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}, 1,000 gp.</p> <p><span class="red-label">Keen (1):</span> The weapon is exceptionally sharp, giving it @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Armor Piercing} +2.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Bolt]{Bolt}</em>, 1,500 gp.</p> <p><span class="red-label">Light (1):</span> The weapon casts light in a Medium Blast Template. The user activates the illumination with her will as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Light / Darkness]{Light}</em>, 1,000 gp.</p> <p><span class="red-label">Mighty Cleaving (2):</span> <strong>Two-handed melee weapon only. </strong>The user gains the @Compendium[swpf-core-rules.swpf-edges.Sweep]{Sweep} Edge.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Warrior's Gift]{Warrior's Gift}</em>, 5,000 gp.</p> <p><span class="red-label">Returning (1):</span><strong> Thrown weapons only. </strong>The weapon returns to its user’s hand at the end of her turn. </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Conjure Item]{Conjure item}</em>, 1,500 gp.</p> <p><span class="red-label">Speed (3):</span> If a melee weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Frenzy]{Frenzy} Edge. For a ranged weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Rapid Shot]{Rapid Shot} Edge. If the weapon can be used either way, the choice must be made as the weapon is enchanted.</p> <img src="modules/swpf-core-rules/assets/art/hammer.webp" alt="A well-used single-handed warhammer." class="float-right" style="shape-outside: url('modules/swpf-core-rules/assets/art/hammer.webp');"> <p><strong>Price:</strong> 16,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Sloth/Speed]{Speed}</em>, 8,000 gp.</p> <p><span class="red-label">Throwing (1):</span> <strong>Melee weapon only. </strong>The weapon can be thrown using @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (throwing). Its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Range} is 4/8/16.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 1,500 gp.</p> <p><span class="red-label">Vicious (2):</span> <strong>Melee weapon only.</strong> If the wielder hits with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} his damage increases by +4 (in addition to any bonus damage), but he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Vorpal (5):</span> <strong>Blades only. </strong>A vorpal weapon ignores penalties for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Called Shots} to the head. Anyone @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by a vorpal blade is decapitated!</p> <p><strong>Price:</strong> 50,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 25,000 gp.</p> </div> </aside> </div>
<div class="swpf-core">
<h1 class="wide" style="color:white">Enchantments</h1> <aside class="sidebar"><div> <p>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Masterwork} @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{armor}, shields, and weapons can be enchanted with the qualities listed below. Each item can hold five points worth of enchantments. The number of points a particular quality takes is listed in parentheses after its name.</p> <p><strong>Note:</strong> An item cannot be enchanted with the same quality more than once.</p> <p><strong>Named Items:</strong> The named magic armor, shields, and weapons named in the rest of this chapter can’t have additional enchantments.</p> <h2 class="qualities">Armor & Shield Qualities</h2> <p><span class="red-label">Aegis (1):</span> <strong>Armor only.</strong> Increases the protective bonus of the armor by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Protection]{Protection},</em><em> </em>1,500 gp.</p> <p><span class="red-label">Animated (3):</span> <strong>Shield only. </strong>Once per encounter, an animated shield can be loosed to defend its wielder. For the next three rounds, it hovers near its owner, following him if he moves and granting its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{cover} bonus as usual without needing to be held. Its type still applies for purposes of Armor Interference or Restriction.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly},</em><em> </em>5,000 gp.</p> <p><span class="red-label">Arrow Deflection (1):</span> <strong>Shield only. </strong>Ranged attacks against the bearer suffer an additional −1 penalty, regardless of the attacker's position (front, rear, etc). </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection}</em>, 1,500 gp.</p> <p><span class="red-label">Deflecting (1):</span> <strong>Shield only. </strong>Increase the shield’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} bonus increased by +1.</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection},</em><em> </em>2,000 gp.</p> <p><span class="red-label">Energy Resistance (1):</span> <strong>Armor or shield. </strong>Grants @Compendium[swpf-core-rules.swpf-abilities.Environmental Resistance]{environmental resistance} against a single energy type, determined at creation, to a piece of armor or a shield. Damage from that source is reduced by 4 when the armor is worn, and the hero adds +4 when resisting any effect tied to that element.</p> <p>A leather jerkin of energy resistance (Cold), for example, helps its wearer avoid @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{exposure} and damage from any attack with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping} of cold, ice, frost, etc.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Environmental Protection]{Environmental Protection}</em>, 1,000 gp.</p> <p><span class="red-label">Etherealness (2):</span> <strong>Armor only.</strong> On command, the wearer of this armor becomes ethereal, gaining minor <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot use this ability again for 24 hours.</p> <p><strong>Price:</strong> 49,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>, 24,500 gp.</p> <p><span class="red-label">Fortification (2):</span> <strong>Armor only. </strong>Fortified armor is more likely to turn away a lethal blow. The wearer gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{free reroll} on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soak} rolls.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,500 gp<em>.</em></p> <p><span class="red-label">Glamered (0):</span> <strong>Armor only.</strong> Upon command, as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}, a piece of glamered armor changes shape and appearance to assume the form of a normal piece of clothing. The armor retains all of its properties when it is so disguised.</p> <p><strong>Price:</strong> 900 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Illusion]{Illusion},</em> 450 gp.</p> <p><span class="red-label">Reflecting (4):</span><strong> Shield only.</strong> The shield’s surface is completely reflective. Once per day, the wielder can reflect any power that affects her by making a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll (at −2 if the casting roll got a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}). If successful the caster suffers the full effects of the power as if he had been the original target.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Dispel]{Dispel},</em><em> </em>8,000 gp.</p> <p><span class="red-label">Spell Resistance (4):</span><strong> Armor only. </strong>The wearer gains the benefits of minor <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{arcane protection}</em>.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{Arcane Protection}</em>, 8,000 gp.</p> <h2 class="qualities">Weapon Qualities</h2> <p><span class="red-label">Accurate (1):</span> The weapon grants the user +1 in the skill required to use it @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, or @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}).</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft: </strong><em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,000 gp.</p> <p><span class="red-label">Bane (1):</span> When used against a specific type of creature (dwarf, goblin, elemental, etc), a bane weapon has +2 @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{AP} and its damage die increases one type.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Brutal (2):</span> The weapon is considered a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Heavy Weapon}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Dancing (4):</span> <strong>Melee weapon only.</strong> The wielder can command the weapon to dance once per encounter as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited free action}. It animates immediately, attacking as a character for up to five rounds. It uses its master’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Card} and attack skill, and rolls two of its normal damage dice for damage. The weapon can fly at Pace 10 and counts as an ally for the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Gang Up} bonus.</p> <p><strong>Price:</strong> 20,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly}</em>, 10,000 gp.</p> <p><span class="red-label">Damaging (1):</span> The weapon’s damage increases by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Distance (1):</span> <strong>Ranged weapons only. </strong>Decrease any @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Range penalties} by one when using this weapon.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Farsight]{Farsight}</em>, 1,000 gp.</p> <p><span class="red-label">Elemental (1):</span> The weapon causes damage with an energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}—acid, cold, electricity, fire, or sonic (chosen by creator).</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: Damaging power with the appropriate energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}, 1,000 gp.</p> <p><span class="red-label">Keen (1):</span> The weapon is exceptionally sharp, giving it @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Armor Piercing} +2.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Bolt]{Bolt}</em>, 1,500 gp.</p> <p><span class="red-label">Light (1):</span> The weapon casts light in a Medium Blast Template. The user activates the illumination with her will as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Light / Darkness]{Light}</em>, 1,000 gp.</p> <p><span class="red-label">Mighty Cleaving (2):</span> <strong>Two-handed melee weapon only. </strong>The user gains the @Compendium[swpf-core-rules.swpf-edges.Sweep]{Sweep} Edge.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Warrior's Gift]{Warrior's Gift}</em>, 5,000 gp.</p> <p><span class="red-label">Returning (1):</span><strong> Thrown weapons only. </strong>The weapon returns to its user’s hand at the end of her turn. </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Conjure Item]{Conjure item}</em>, 1,500 gp.</p> <p><span class="red-label">Speed (3):</span> If a melee weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Frenzy]{Frenzy} Edge. For a ranged weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Rapid Shot]{Rapid Shot} Edge. If the weapon can be used either way, the choice must be made as the weapon is enchanted.</p> <img src="modules/swpf-core-rules/assets/art/hammer.webp" alt="A well-used single-handed warhammer." class="float-right" style="shape-outside: url('modules/swpf-core-rules/assets/art/hammer.webp');"> <p><strong>Price:</strong> 16,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Sloth/Speed]{Speed}</em>, 8,000 gp.</p> <p><span class="red-label">Throwing (1):</span> <strong>Melee weapon only. </strong>The weapon can be thrown using @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (throwing). Its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Range} is 4/8/16.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 1,500 gp.</p> <p><span class="red-label">Vicious (2):</span> <strong>Melee weapon only.</strong> If the wielder hits with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} his damage increases by +4 (in addition to any bonus damage), but he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Vorpal (5):</span> <strong>Blades only. </strong>A vorpal weapon ignores penalties for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Called Shots} to the head. Anyone @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by a vorpal blade is decapitated!</p> <p><strong>Price:</strong> 50,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 25,000 gp.</p> </div> </aside <p><strong>注意</strong>:物品无法多次附魔同一特质。同理,若是角色使用两件带有同一附魔的物品,效果也不会叠加。</p> <p><strong>具名物品</strong>:本章其余部分中列出的具名魔法物品不能再额外附魔。</p> <h3 id="armor-shield-qualities">护甲与盾牌特质 ARMOR & SHIELD QUALITIES</h3> <h4 id="1-aegis">坚护 (1) AEGIS</h4> <p><strong>仅限护甲</strong>,该护甲的防护加值+1。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>防护</em>,1,500gp。</p> <h4 id="3-animated">活化 (3) ANIMATED</h4> <p><strong>仅限盾牌</strong>,每遭遇一次,活化盾牌可以解开并在三轮内保护持用者,其会漂浮在所有者身边并随之移动,同时如常提供格挡和掩蔽加值。这样就护甲干扰/限制而言仍然生效。</p> <p><strong>价格</strong>:10,000gp;<strong>制作</strong>:<em>飞行</em>,5,000gp。</p> <h4 id="1-arrow-deflection">辟矢 (1) ARROW DEFLECTION</h4> <p><strong>仅限盾牌</strong>,针对持盾者的远程攻击额外遭受-1减值,无论攻击方在任何位置皆是如此(前方、后方等等)<strong>。</strong></p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>偏斜</em>,1,500gp。</p> <h4 id="1-deflecting">偏斜 (1) DEFLECTING</h4> <p><strong>仅限盾牌</strong>,盾牌的格挡加值+1。</p> <p><strong>价格</strong>:4,000gp;<strong>制作</strong>:<em>偏斜</em>,2,000gp。</p> <h4 id="1-energy-resistance">抗能 (1) ENERGY RESISTANCE</h4> <p><strong>护甲或盾牌</strong>,给予单个护甲部件或盾牌针对单一能量类别的<em>环境抗性</em>,这要在制作时选定。穿着该护甲时源自此来源的伤害-4,同时角色在抵抗任何与该元素相关的效果时+4。</p> <p>举例而言,一件抗能(寒冷)皮外套能帮助穿着者避免因暴露在外(见151页<strong>危难</strong>)而产生的疲乏,以及任何带有寒冷、冰、霜等特效的攻击所造成的伤害。</p> <p><strong>价格</strong>:2,000gp;<strong>制作</strong>:<em>环境防护</em>,1,000gp。</p> <h4 id="2-etherealness">灵化 (2) ETHEREALNESS</h4> <p><strong>仅限护甲</strong>,此护甲的穿戴者能发出命令来变成灵态,获得次级<em>无形</em>。角色能随意维持灵态,然而一旦恢复正常,其在24小时内无法再次使用此能力。</p> <p><strong>价格</strong>:49,000gp;<strong>制作</strong>:<em>无形</em>,24,500gp。</p> <h4 id="2-fortification">护命 (2) FORTIFICATION</h4> <p><strong>仅限护甲</strong>,具备护命的护甲更容易偏转致命打击,穿着者的化解投骰免费获得一次重投。</p> <p><strong>价格</strong>:5,000gp;<strong>制作</strong>:<em>强化特性</em>,2,500gp。</p> <h4 id="0-glamered">无相 (0) GLAMERED</h4> <p><strong>仅限护甲</strong>,以一个自由行动发出命令,单个无相护甲部件会改变形状外观并呈现出普通衣物部件的形态。该护甲在这样伪装时仍然保留其所有性质。</p> <p><strong>价格</strong>:900gp;<strong>制作</strong>:<em>幻象</em>,450gp。</p> <h4 id="4-reflecting">镜反 (4) REFLECTING</h4> <p><strong>仅限盾牌</strong>,此盾牌的表面完全反光。每天一次,持用者可通过进行一次心魂投骰(若施法投骰获得优良则要-2)来反射任意影响自己的奇术。若成功,施术者如同以自身为原始目标般遭受奇术的完整效果。</p> <p><strong>价格</strong>:16,000gp;<strong>制作</strong>:<em>破祛</em>,8,000gp。</p> <h4 id="4-spell-resistance">抗法 (4) SPELL RESISTANCE</h4> <p><strong>仅限护甲</strong>,穿着者获得次级<em>奥法防护</em>的好处。</p> <p><strong>价格</strong>:16,000gp;<strong>制作</strong>:<em>奥法防护</em>,8,000gp。</p> <h3 id="weapon-qualities">武器特质 WEAPON QUALITIES</h3> <h4 id="1-accurate">精准 (1) ACCURATE</h4> <p>此武器让使用者就使用其所需的技能+1(格斗、射击或运动)。</p> <p><strong>价格</strong>:4,000gp;<strong>制作</strong>:<em>强化特性</em>,2,000gp。</p> <h4 id="1-bane">破敌 (1) BANE</h4> <p>破敌武器用于对抗某一特定类别的生物(矮人、地精、元素等)时具有+2穿甲,同时伤害骰上升一级。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>痛击</em>,1,500gp。</p> <h4 id="2-brutal">残暴 (2) BRUTAL</h4> <p>此武器视为重武器。</p> <p><strong>价格</strong>:5,000gp;<strong>制作</strong>:<em>痛击</em>,2,500gp。</p> <h4 id="4-dancing">舞空 (4) DANCING</h4> <p><strong>仅限近战武器</strong>,每遭遇一次,持用者能以一个限定自由行动命令该武器舞空,其会立刻活化并作为角色攻击至多五轮。武器使用主人的行动卡以及攻击技能,同时投两枚普通伤害骰来决定伤害。此武器能以移速10飞行且可以就围攻加值而言视作盟友。</p> <p><strong>价格</strong>:20,000gp;<strong>制作</strong>:<em>飞行</em>,10,000gp。</p> <h4 id="1-damaging">毁伤 (1) DAMAGING</h4> <p>此武器伤害+1。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>痛击</em>,1,500gp。</p> <h4 id="1-distance">及远 (1) DISTANCE</h4> <p><strong>仅限远程武器</strong>,使用此武器时,任何射程减值-1。</p> <p><strong>价格</strong>:2,000gp;<strong>制作</strong>:<em>远视</em>,1,000gp。</p> <h4 id="1-elemental">元素 (1) ELEMENTAL</h4> <p>此武器造成伤害时带有某一能量特效:酸、寒冷、电、火或音波(由制作者选择)。</p> <p><strong>价格</strong>:2,000gp;<strong>制作</strong>:具有相应能量特效的伤害性奇术,1,000gp。</p> <h4 id="1-keen">锐锋 (1) KEEN</h4> <p>此武器异常锋利,给予+2穿甲。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>矢弹</em>,1,500gp。</p> <h4 id="1-light">发光 (1) LIGHT</h4> <p>此武器能在中型爆发范围洒下光芒,使用者能随意以一个自由行动激活该照明。</p> <p><strong>价格</strong>:2,000gp;<strong>制作</strong>:<em>光亮</em>,1,000gp。</p> <h4 id="2-mighty-cleaving">狂斩 (2) MIGHTY CLEAVING</h4> <p><strong>仅限双手近战武器</strong>,使用者获得横扫专长。</p> <p><strong>价格</strong>:10,000gp;<strong>制作</strong>:<em>天赐勇武</em>,5,000gp。</p> <h4 id="1-returning">回力 (1) RETURNING</h4> <p><strong>仅限投掷武器</strong>,此武器在使用者回合结束时会回到其手中。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>创造物品</em>,1,500gp。</p> <h4 id="3-speed">追击 (3) SPEED</h4> <p>若为近战武器,使用者获得连击专长;对于远程武器,使用者获得速射专长。若该武器可以通过这两种方式加以使用,则附魔武器时必须选择其一。</p> <p><strong>价格</strong>:16,000gp;<strong>制作</strong>:<em>加速</em>,8,000gp。</p> <h4 id="1-throwing">投掷 (1) THROWING</h4> <p><strong>仅限近战武器</strong>,该武器可使用运动(投掷)掷出,射程为4/8/16。</p> <p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>强化特性</em>,1,500gp。</p> <h4 id="2-vicious">反噬 (2) VICIOUS</h4> <p><strong>仅限近战武器</strong>,若持用者以优良命中,其伤害+4(在任何奖励伤害之外),但也必须成功通过一次活力投骰,否则就会遭受动摇。</p> <p><strong>价格</strong>:5,000gp;<strong>制作</strong>:<em>痛击</em>,2,500gp。</p> <h4 id="5-vorpal">斩首 (5) VORPAL</h4> <p><strong>仅限刃器</strong>,斩首武器忽视针对头部的定点打击减值,任何因斩首利刃而陷入无力化的对象会被斩掉脑袋!</p> <p><strong>价格</strong>:50,000gp;<strong>制作</strong>:<em>痛击</em>,25,000gp。</p> </div> |
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<div class="swpf-core">
<h1 class="wide" style="color:white">Enchantments</h1> <aside class="sidebar"><div> <p>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Masterwork} @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{armor}, shields, and weapons can be enchanted with the qualities listed below. Each item can hold five points worth of enchantments. The number of points a particular quality takes is listed in parentheses after its name.</p> <p><strong>Note:</strong> An item cannot be enchanted with the same quality more than once.</p> <p><strong>Named Items:</strong> The named magic armor, shields, and weapons named in the rest of this chapter can’t have additional enchantments.</p> <h2 class="qualities">Armor & Shield Qualities</h2> <p><span class="red-label">Aegis (1):</span> <strong>Armor only.</strong> Increases the protective bonus of the armor by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Protection]{Protection},</em><em> </em>1,500 gp.</p> <p><span class="red-label">Animated (3):</span> <strong>Shield only. </strong>Once per encounter, an animated shield can be loosed to defend its wielder. For the next three rounds, it hovers near its owner, following him if he moves and granting its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{cover} bonus as usual without needing to be held. Its type still applies for purposes of Armor Interference or Restriction.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly},</em><em> </em>5,000 gp.</p> <p><span class="red-label">Arrow Deflection (1):</span> <strong>Shield only. </strong>Ranged attacks against the bearer suffer an additional −1 penalty, regardless of the attacker's position (front, rear, etc). </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection}</em>, 1,500 gp.</p> <p><span class="red-label">Deflecting (1):</span> <strong>Shield only. </strong>Increase the shield’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} bonus increased by +1.</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection},</em><em> </em>2,000 gp.</p> <p><span class="red-label">Energy Resistance (1):</span> <strong>Armor or shield. </strong>Grants @Compendium[swpf-core-rules.swpf-abilities.Environmental Resistance]{environmental resistance} against a single energy type, determined at creation, to a piece of armor or a shield. Damage from that source is reduced by 4 when the armor is worn, and the hero adds +4 when resisting any effect tied to that element.</p> <p>A leather jerkin of energy resistance (Cold), for example, helps its wearer avoid @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{exposure} and damage from any attack with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping} of cold, ice, frost, etc.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Environmental Protection]{Environmental Protection}</em>, 1,000 gp.</p> <p><span class="red-label">Etherealness (2):</span> <strong>Armor only.</strong> On command, the wearer of this armor becomes ethereal, gaining minor <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot use this ability again for 24 hours.</p> <p><strong>Price:</strong> 49,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>, 24,500 gp.</p> <p><span class="red-label">Fortification (2):</span> <strong>Armor only. </strong>Fortified armor is more likely to turn away a lethal blow. The wearer gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{free reroll} on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soak} rolls.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,500 gp<em>.</em></p> <p><span class="red-label">Glamered (0):</span> <strong>Armor only.</strong> Upon command, as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}, a piece of glamered armor changes shape and appearance to assume the form of a normal piece of clothing. The armor retains all of its properties when it is so disguised.</p> <p><strong>Price:</strong> 900 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Illusion]{Illusion},</em> 450 gp.</p> <p><span class="red-label">Reflecting (4):</span><strong> Shield only.</strong> The shield’s surface is completely reflective. Once per day, the wielder can reflect any power that affects her by making a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll (at −2 if the casting roll got a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}). If successful the caster suffers the full effects of the power as if he had been the original target.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Dispel]{Dispel},</em><em> </em>8,000 gp.</p> <p><span class="red-label">Spell Resistance (4):</span><strong> Armor only. </strong>The wearer gains the benefits of minor <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{arcane protection}</em>.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{Arcane Protection}</em>, 8,000 gp.</p> <h2 class="qualities">Weapon Qualities</h2> <p><span class="red-label">Accurate (1):</span> The weapon grants the user +1 in the skill required to use it @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, or @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}).</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft: </strong><em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,000 gp.</p> <p><span class="red-label">Bane (1):</span> When used against a specific type of creature (dwarf, goblin, elemental, etc), a bane weapon has +2 @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{AP} and its damage die increases one type.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Brutal (2):</span> The weapon is considered a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Heavy Weapon}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Dancing (4):</span> <strong>Melee weapon only.</strong> The wielder can command the weapon to dance once per encounter as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited free action}. It animates immediately, attacking as a character for up to five rounds. It uses its master’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Card} and attack skill, and rolls two of its normal damage dice for damage. The weapon can fly at Pace 10 and counts as an ally for the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Gang Up} bonus.</p> <p><strong>Price:</strong> 20,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly}</em>, 10,000 gp.</p> <p><span class="red-label">Damaging (1):</span> The weapon’s damage increases by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Distance (1):</span> <strong>Ranged weapons only. </strong>Decrease any @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Range penalties} by one when using this weapon.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Farsight]{Farsight}</em>, 1,000 gp.</p> <p><span class="red-label">Elemental (1):</span> The weapon causes damage with an energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}—acid, cold, electricity, fire, or sonic (chosen by creator).</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: Damaging power with the appropriate energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}, 1,000 gp.</p> <p><span class="red-label">Keen (1):</span> The weapon is exceptionally sharp, giving it @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Armor Piercing} +2.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Bolt]{Bolt}</em>, 1,500 gp.</p> <p><span class="red-label">Light (1):</span> The weapon casts light in a Medium Blast Template. The user activates the illumination with her will as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Light / Darkness]{Light}</em>, 1,000 gp.</p> <p><span class="red-label">Mighty Cleaving (2):</span> <strong>Two-handed melee weapon only. </strong>The user gains the @Compendium[swpf-core-rules.swpf-edges.Sweep]{Sweep} Edge.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Warrior's Gift]{Warrior's Gift}</em>, 5,000 gp.</p> <p><span class="red-label">Returning (1):</span><strong> Thrown weapons only. </strong>The weapon returns to its user’s hand at the end of her turn. </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Conjure Item]{Conjure item}</em>, 1,500 gp.</p> <p><span class="red-label">Speed (3):</span> If a melee weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Frenzy]{Frenzy} Edge. For a ranged weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Rapid Shot]{Rapid Shot} Edge. If the weapon can be used either way, the choice must be made as the weapon is enchanted.</p> <img src="modules/swpf-core-rules/assets/art/hammer.webp" alt="A well-used single-handed warhammer." class="float-right" style="shape-outside: url('modules/swpf-core-rules/assets/art/hammer.webp');"> <p><strong>Price:</strong> 16,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Sloth/Speed]{Speed}</em>, 8,000 gp.</p> <p><span class="red-label">Throwing (1):</span> <strong>Melee weapon only. </strong>The weapon can be thrown using @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (throwing). Its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Range} is 4/8/16.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 1,500 gp.</p> <p><span class="red-label">Vicious (2):</span> <strong>Melee weapon only.</strong> If the wielder hits with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} his damage increases by +4 (in addition to any bonus damage), but he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Vorpal (5):</span> <strong>Blades only. </strong>A vorpal weapon ignores penalties for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Called Shots} to the head. Anyone @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by a vorpal blade is decapitated!</p> <p><strong>Price:</strong> 50,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 25,000 gp.</p> </div> </aside> </div>
<div class="swpf-core">
<h1 class="wide" style="color:white">Enchantments</h1> <aside class="sidebar"><div> <p>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Masterwork} @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{armor}, shields, and weapons can be enchanted with the qualities listed below. Each item can hold five points worth of enchantments. The number of points a particular quality takes is listed in parentheses after its name.</p> <p><strong>Note:</strong> An item cannot be enchanted with the same quality more than once.</p> <p><strong>Named Items:</strong> The named magic armor, shields, and weapons named in the rest of this chapter can’t have additional enchantments.</p> <h2 class="qualities">Armor & Shield Qualities</h2> <p><span class="red-label">Aegis (1):</span> <strong>Armor only.</strong> Increases the protective bonus of the armor by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Protection]{Protection},</em><em> </em>1,500 gp.</p> <p><span class="red-label">Animated (3):</span> <strong>Shield only. </strong>Once per encounter, an animated shield can be loosed to defend its wielder. For the next three rounds, it hovers near its owner, following him if he moves and granting its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{cover} bonus as usual without needing to be held. Its type still applies for purposes of Armor Interference or Restriction.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly},</em><em> </em>5,000 gp.</p> <p><span class="red-label">Arrow Deflection (1):</span> <strong>Shield only. </strong>Ranged attacks against the bearer suffer an additional −1 penalty, regardless of the attacker's position (front, rear, etc). </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection}</em>, 1,500 gp.</p> <p><span class="red-label">Deflecting (1):</span> <strong>Shield only. </strong>Increase the shield’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} bonus increased by +1.</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection},</em><em> </em>2,000 gp.</p> <p><span class="red-label">Energy Resistance (1):</span> <strong>Armor or shield. </strong>Grants @Compendium[swpf-core-rules.swpf-abilities.Environmental Resistance]{environmental resistance} against a single energy type, determined at creation, to a piece of armor or a shield. Damage from that source is reduced by 4 when the armor is worn, and the hero adds +4 when resisting any effect tied to that element.</p> <p>A leather jerkin of energy resistance (Cold), for example, helps its wearer avoid @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{exposure} and damage from any attack with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping} of cold, ice, frost, etc.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Environmental Protection]{Environmental Protection}</em>, 1,000 gp.</p> <p><span class="red-label">Etherealness (2):</span> <strong>Armor only.</strong> On command, the wearer of this armor becomes ethereal, gaining minor <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot use this ability again for 24 hours.</p> <p><strong>Price:</strong> 49,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>, 24,500 gp.</p> <p><span class="red-label">Fortification (2):</span> <strong>Armor only. </strong>Fortified armor is more likely to turn away a lethal blow. The wearer gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{free reroll} on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soak} rolls.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,500 gp<em>.</em></p> <p><span class="red-label">Glamered (0):</span> <strong>Armor only.</strong> Upon command, as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}, a piece of glamered armor changes shape and appearance to assume the form of a normal piece of clothing. The armor retains all of its properties when it is so disguised.</p> <p><strong>Price:</strong> 900 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Illusion]{Illusion},</em> 450 gp.</p> <p><span class="red-label">Reflecting (4):</span><strong> Shield only.</strong> The shield’s surface is completely reflective. Once per day, the wielder can reflect any power that affects her by making a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll (at −2 if the casting roll got a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}). If successful the caster suffers the full effects of the power as if he had been the original target.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Dispel]{Dispel},</em><em> </em>8,000 gp.</p> <p><span class="red-label">Spell Resistance (4):</span><strong> Armor only. </strong>The wearer gains the benefits of minor <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{arcane protection}</em>.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{Arcane Protection}</em>, 8,000 gp.</p> <h2 class="qualities">Weapon Qualities</h2> <p><span class="red-label">Accurate (1):</span> The weapon grants the user +1 in the skill required to use it @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, or @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}).</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft: </strong><em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,000 gp.</p> <p><span class="red-label">Bane (1):</span> When used against a specific type of creature (dwarf, goblin, elemental, etc), a bane weapon has +2 @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{AP} and its damage die increases one type.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Brutal (2):</span> The weapon is considered a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Heavy Weapon}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Dancing (4):</span> <strong>Melee weapon only.</strong> The wielder can command the weapon to dance once per encounter as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited free action}. It animates immediately, attacking as a character for up to five rounds. It uses its master’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Card} and attack skill, and rolls two of its normal damage dice for damage. The weapon can fly at Pace 10 and counts as an ally for the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Gang Up} bonus.</p> <p><strong>Price:</strong> 20,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly}</em>, 10,000 gp.</p> <p><span class="red-label">Damaging (1):</span> The weapon’s damage increases by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Distance (1):</span> <strong>Ranged weapons only. </strong>Decrease any @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Range penalties} by one when using this weapon.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Farsight]{Farsight}</em>, 1,000 gp.</p> <p><span class="red-label">Elemental (1):</span> The weapon causes damage with an energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}—acid, cold, electricity, fire, or sonic (chosen by creator).</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: Damaging power with the appropriate energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}, 1,000 gp.</p> <p><span class="red-label">Keen (1):</span> The weapon is exceptionally sharp, giving it @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Armor Piercing} +2.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Bolt]{Bolt}</em>, 1,500 gp.</p> <p><span class="red-label">Light (1):</span> The weapon casts light in a Medium Blast Template. The user activates the illumination with her will as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Light / Darkness]{Light}</em>, 1,000 gp.</p> <p><span class="red-label">Mighty Cleaving (2):</span> <strong>Two-handed melee weapon only. </strong>The user gains the @Compendium[swpf-core-rules.swpf-edges.Sweep]{Sweep} Edge.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Warrior's Gift]{Warrior's Gift}</em>, 5,000 gp.</p> <p><span class="red-label">Returning (1):</span><strong> Thrown weapons only. </strong>The weapon returns to its user’s hand at the end of her turn. </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Conjure Item]{Conjure item}</em>, 1,500 gp.</p> <p><span class="red-label">Speed (3):</span> If a melee weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Frenzy]{Frenzy} Edge. For a ranged weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Rapid Shot]{Rapid Shot} Edge. If the weapon can be used either way, the choice must be made as the weapon is enchanted.</p> <img src="modules/swpf-core-rules/assets/art/hammer.webp" alt="A well-used single-handed warhammer." class="float-right" style="shape-outside: url('modules/swpf-core-rules/assets/art/hammer.webp');"> <p><strong>Price:</strong> 16,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Sloth/Speed]{Speed}</em>, 8,000 gp.</p> <p><span class="red-label">Throwing (1):</span> <strong>Melee weapon only. </strong>The weapon can be thrown using @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (throwing). Its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Range} is 4/8/16.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 1,500 gp.</p> <p><span class="red-label">Vicious (2):</span> <strong>Melee weapon only.</strong> If the wielder hits with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} his damage increases by +4 (in addition to any bonus damage), but he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Vorpal (5):</span> <strong>Blades only. </strong>A vorpal weapon ignores penalties for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Called Shots} to the head. Anyone @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by a vorpal blade is decapitated!</p> <p><strong>Price:</strong> 50,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 25,000 gp.</p> </div> </aside> </div> |
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String updated in the repository |
<div class="swpf-core">
<h1 class="wide" style="color:white">Enchantments</h1> <aside class="sidebar"><div> <p>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Masterwork} @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{armor}, shields, and weapons can be enchanted with the qualities listed below. Each item can hold five points worth of enchantments. The number of points a particular quality takes is listed in parentheses after its name.</p> <p><strong>Note:</strong> An item cannot be enchanted with the same quality more than once.</p> <p><strong>Named Items:</strong> The named magic armor, shields, and weapons named in the rest of this chapter can’t have additional enchantments.</p> <h2 class="qualities">Armor & Shield Qualities</h2> <p><span class="red-label">Aegis (1):</span> <strong>Armor only.</strong> Increases the protective bonus of the armor by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Protection]{Protection},</em><em> </em>1,500 gp.</p> <p><span class="red-label">Animated (3):</span> <strong>Shield only. </strong>Once per encounter, an animated shield can be loosed to defend its wielder. For the next three rounds, it hovers near its owner, following him if he moves and granting its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{cover} bonus as usual without needing to be held. Its type still applies for purposes of Armor Interference or Restriction.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly},</em><em> </em>5,000 gp.</p> <p><span class="red-label">Arrow Deflection (1):</span> <strong>Shield only. </strong>Ranged attacks against the bearer suffer an additional −1 penalty, regardless of the attacker's position (front, rear, etc). </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection}</em>, 1,500 gp.</p> <p><span class="red-label">Deflecting (1):</span> <strong>Shield only. </strong>Increase the shield’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} bonus increased by +1.</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection},</em><em> </em>2,000 gp.</p> <p><span class="red-label">Energy Resistance (1):</span> <strong>Armor or shield. </strong>Grants @Compendium[swpf-core-rules.swpf-abilities.Environmental Resistance]{environmental resistance} against a single energy type, determined at creation, to a piece of armor or a shield. Damage from that source is reduced by 4 when the armor is worn, and the hero adds +4 when resisting any effect tied to that element.</p> <p>A leather jerkin of energy resistance (Cold), for example, helps its wearer avoid @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{exposure} and damage from any attack with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping} of cold, ice, frost, etc.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Environmental Protection]{Environmental Protection}</em>, 1,000 gp.</p> <p><span class="red-label">Etherealness (2):</span> <strong>Armor only.</strong> On command, the wearer of this armor becomes ethereal, gaining minor <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot use this ability again for 24 hours.</p> <p><strong>Price:</strong> 49,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>, 24,500 gp.</p> <p><span class="red-label">Fortification (2):</span> <strong>Armor only. </strong>Fortified armor is more likely to turn away a lethal blow. The wearer gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{free reroll} on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soak} rolls.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,500 gp<em>.</em></p> <p><span class="red-label">Glamered (0):</span> <strong>Armor only.</strong> Upon command, as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}, a piece of glamered armor changes shape and appearance to assume the form of a normal piece of clothing. The armor retains all of its properties when it is so disguised.</p> <p><strong>Price:</strong> 900 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Illusion]{Illusion},</em> 450 gp.</p> <p><span class="red-label">Reflecting (4):</span><strong> Shield only.</strong> The shield’s surface is completely reflective. Once per day, the wielder can reflect any power that affects her by making a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll (at −2 if the casting roll got a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}). If successful the caster suffers the full effects of the power as if he had been the original target.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Dispel]{Dispel},</em><em> </em>8,000 gp.</p> <p><span class="red-label">Spell Resistance (4):</span><strong> Armor only. </strong>The wearer gains the benefits of minor <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{arcane protection}</em>.</p> <p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{Arcane Protection}</em>, 8,000 gp.</p> <h2 class="qualities">Weapon Qualities</h2> <p><span class="red-label">Accurate (1):</span> The weapon grants the user +1 in the skill required to use it @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, or @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}).</p> <p><strong>Price:</strong> 4,000 gp. <strong>Craft: </strong><em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,000 gp.</p> <p><span class="red-label">Bane (1):</span> When used against a specific type of creature (dwarf, goblin, elemental, etc), a bane weapon has +2 @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{AP} and its damage die increases one type.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Brutal (2):</span> The weapon is considered a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Heavy Weapon}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Dancing (4):</span> <strong>Melee weapon only.</strong> The wielder can command the weapon to dance once per encounter as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited free action}. It animates immediately, attacking as a character for up to five rounds. It uses its master’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Card} and attack skill, and rolls two of its normal damage dice for damage. The weapon can fly at Pace 10 and counts as an ally for the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Gang Up} bonus.</p> <p><strong>Price:</strong> 20,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly}</em>, 10,000 gp.</p> <p><span class="red-label">Damaging (1):</span> The weapon’s damage increases by +1.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p> <p><span class="red-label">Distance (1):</span> <strong>Ranged weapons only. </strong>Decrease any @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Range penalties} by one when using this weapon.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Farsight]{Farsight}</em>, 1,000 gp.</p> <p><span class="red-label">Elemental (1):</span> The weapon causes damage with an energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}—acid, cold, electricity, fire, or sonic (chosen by creator).</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: Damaging power with the appropriate energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}, 1,000 gp.</p> <p><span class="red-label">Keen (1):</span> The weapon is exceptionally sharp, giving it @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Armor Piercing} +2.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Bolt]{Bolt}</em>, 1,500 gp.</p> <p><span class="red-label">Light (1):</span> The weapon casts light in a Medium Blast Template. The user activates the illumination with her will as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}.</p> <p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Light / Darkness]{Light}</em>, 1,000 gp.</p> <p><span class="red-label">Mighty Cleaving (2):</span> <strong>Two-handed melee weapon only. </strong>The user gains the @Compendium[swpf-core-rules.swpf-edges.Sweep]{Sweep} Edge.</p> <p><strong>Price:</strong> 10,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Warrior's Gift]{Warrior's Gift}</em>, 5,000 gp.</p> <p><span class="red-label">Returning (1):</span><strong> Thrown weapons only. </strong>The weapon returns to its user’s hand at the end of her turn. </p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Conjure Item]{Conjure item}</em>, 1,500 gp.</p> <p><span class="red-label">Speed (3):</span> If a melee weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Frenzy]{Frenzy} Edge. For a ranged weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Rapid Shot]{Rapid Shot} Edge. If the weapon can be used either way, the choice must be made as the weapon is enchanted.</p> <img src="modules/swpf-core-rules/assets/art/hammer.webp" alt="A well-used single-handed warhammer." class="float-right" style="shape-outside: url('modules/swpf-core-rules/assets/art/hammer.webp');"> <p><strong>Price:</strong> 16,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Sloth/Speed]{Speed}</em>, 8,000 gp.</p> <p><span class="red-label">Throwing (1):</span> <strong>Melee weapon only. </strong>The weapon can be thrown using @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (throwing). Its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Range} is 4/8/16.</p> <p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 1,500 gp.</p> <p><span class="red-label">Vicious (2):</span> <strong>Melee weapon only.</strong> If the wielder hits with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} his damage increases by +4 (in addition to any bonus damage), but he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}.</p> <p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p> <p><span class="red-label">Vorpal (5):</span> <strong>Blades only. </strong>A vorpal weapon ignores penalties for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Called Shots} to the head. Anyone @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by a vorpal blade is decapitated!</p> <p><strong>Price:</strong> 50,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 25,000 gp.</p> </div> </aside> </div> |
<h1 class="wide" style="color:white">Enchantments</h1>
<aside class="sidebar"><div>
<p>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Masterwork} @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{armor}, shields, and weapons can be enchanted with the qualities listed below. Each item can hold five points worth of enchantments. The number of points a particular quality takes is listed in parentheses after its name.</p>
<p><strong>Note:</strong> An item cannot be enchanted with the same quality more than once.</p>
<p><strong>Named Items:</strong> The named magic armor, shields, and weapons named in the rest of this chapter can’t have additional enchantments.</p>
<h2 class="qualities">Armor & Shield Qualities</h2>
<p><span class="red-label">Aegis (1):</span> <strong>Armor only.</strong> Increases the protective bonus of the armor by +1.</p>
<p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Protection]{Protection},</em><em> </em>1,500 gp.</p>
<p><span class="red-label">Animated (3):</span> <strong>Shield only. </strong>Once per encounter, an animated shield can be loosed to defend its wielder. For the next three rounds, it hovers near its owner, following him if he moves and granting its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{cover} bonus as usual without needing to be held. Its type still applies for purposes of Armor Interference or Restriction.</p>
<p><strong>Price:</strong> 10,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly},</em><em> </em>5,000 gp.</p>
<p><span class="red-label">Arrow Deflection (1):</span> <strong>Shield only. </strong>Ranged attacks against the bearer suffer an additional −1 penalty, regardless of the attacker's position (front, rear, etc). </p>
<p><strong>Price:</strong> 3,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection}</em>, 1,500 gp.</p>
<p><span class="red-label">Deflecting (1):</span> <strong>Shield only. </strong>Increase the shield’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Parry} bonus increased by +1.</p>
<p><strong>Price:</strong> 4,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Deflection]{Deflection},</em><em> </em>2,000 gp.</p>
<p><span class="red-label">Energy Resistance (1):</span> <strong>Armor or shield. </strong>Grants @Compendium[swpf-core-rules.swpf-abilities.Environmental Resistance]{environmental resistance} against a single energy type, determined at creation, to a piece of armor or a shield. Damage from that source is reduced by 4 when the armor is worn, and the hero adds +4 when resisting any effect tied to that element.</p>
<p>A leather jerkin of energy resistance (Cold), for example, helps its wearer avoid @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{exposure} and damage from any attack with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping} of cold, ice, frost, etc.</p>
<p><strong>Price:</strong> 2,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Environmental Protection]{Environmental Protection}</em>, 1,000 gp.</p>
<p><span class="red-label">Etherealness (2):</span> <strong>Armor only.</strong> On command, the wearer of this armor becomes ethereal, gaining minor <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot use this ability again for 24 hours.</p>
<p><strong>Price:</strong> 49,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Intangibility]{Intangibility}</em>, 24,500 gp.</p>
<p><span class="red-label">Fortification (2):</span> <strong>Armor only. </strong>Fortified armor is more likely to turn away a lethal blow. The wearer gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{free reroll} on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soak} rolls.</p>
<p><strong>Price:</strong> 5,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,500 gp<em>.</em></p>
<p><span class="red-label">Glamered (0):</span> <strong>Armor only.</strong> Upon command, as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}, a piece of glamered armor changes shape and appearance to assume the form of a normal piece of clothing. The armor retains all of its properties when it is so disguised.</p>
<p><strong>Price:</strong> 900 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Illusion]{Illusion},</em> 450 gp.</p>
<p><span class="red-label">Reflecting (4):</span><strong> Shield only.</strong> The shield’s surface is completely reflective. Once per day, the wielder can reflect any power that affects her by making a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll (at −2 if the casting roll got a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}). If successful the caster suffers the full effects of the power as if he had been the original target.</p>
<p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Dispel]{Dispel},</em><em> </em>8,000 gp.</p>
<p><span class="red-label">Spell Resistance (4):</span><strong> Armor only. </strong>The wearer gains the benefits of minor <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{arcane protection}</em>.</p>
<p><strong>Price:</strong> 16,000 gp. <strong>Craft:</strong> <em>@Compendium[swpf-core-rules.swpf-powers.Arcane Protection]{Arcane Protection}</em>, 8,000 gp.</p>
<h2 class="qualities">Weapon Qualities</h2>
<p><span class="red-label">Accurate (1):</span> The weapon grants the user +1 in the skill required to use it @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, or @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}).</p>
<p><strong>Price:</strong> 4,000 gp. <strong>Craft: </strong><em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 2,000 gp.</p>
<p><span class="red-label">Bane (1):</span> When used against a specific type of creature (dwarf, goblin, elemental, etc), a bane weapon has +2 @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{AP} and its damage die increases one type.</p>
<p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p>
<p><span class="red-label">Brutal (2):</span> The weapon is considered a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Heavy Weapon}.</p>
<p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p>
<p><span class="red-label">Dancing (4):</span> <strong>Melee weapon only.</strong> The wielder can command the weapon to dance once per encounter as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited free action}. It animates immediately, attacking as a character for up to five rounds. It uses its master’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Card} and attack skill, and rolls two of its normal damage dice for damage. The weapon can fly at Pace 10 and counts as an ally for the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Gang Up} bonus.</p>
<p><strong>Price:</strong> 20,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Fly]{Fly}</em>, 10,000 gp.</p>
<p><span class="red-label">Damaging (1):</span> The weapon’s damage increases by +1.</p>
<p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 1,500 gp.</p>
<p><span class="red-label">Distance (1):</span> <strong>Ranged weapons only. </strong>Decrease any @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Range penalties} by one when using this weapon.</p>
<p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Farsight]{Farsight}</em>, 1,000 gp.</p>
<p><span class="red-label">Elemental (1):</span> The weapon causes damage with an energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}—acid, cold, electricity, fire, or sonic (chosen by creator).</p>
<p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: Damaging power with the appropriate energy @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05trappings00000]{Trapping}, 1,000 gp.</p>
<p><span class="red-label">Keen (1):</span> The weapon is exceptionally sharp, giving it @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Armor Piercing} +2.</p>
<p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Bolt]{Bolt}</em>, 1,500 gp.</p>
<p><span class="red-label">Light (1):</span> The weapon casts light in a Medium Blast Template. The user activates the illumination with her will as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}.</p>
<p><strong>Price:</strong> 2,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Light / Darkness]{Light}</em>, 1,000 gp.</p>
<p><span class="red-label">Mighty Cleaving (2):</span> <strong>Two-handed melee weapon only. </strong>The user gains the @Compendium[swpf-core-rules.swpf-edges.Sweep]{Sweep} Edge.</p>
<p><strong>Price:</strong> 10,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Warrior's Gift]{Warrior's Gift}</em>, 5,000 gp.</p>
<p><span class="red-label">Returning (1):</span><strong> Thrown weapons only. </strong>The weapon returns to its user’s hand at the end of her turn. </p>
<p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Conjure Item]{Conjure item}</em>, 1,500 gp.</p>
<p><span class="red-label">Speed (3):</span> If a melee weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Frenzy]{Frenzy} Edge. For a ranged weapon, the user gains the @Compendium[swpf-core-rules.swpf-edges.Rapid Shot]{Rapid Shot} Edge. If the weapon can be used either way, the choice must be made as the weapon is enchanted.</p>
<img src="modules/swpf-core-rules/assets/art/hammer.webp" alt="A well-used single-handed warhammer." class="float-right" style="shape-outside: url('modules/swpf-core-rules/assets/art/hammer.webp');">
<p><strong>Price:</strong> 16,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Sloth/Speed]{Speed}</em>, 8,000 gp.</p>
<p><span class="red-label">Throwing (1):</span> <strong>Melee weapon only. </strong>The weapon can be thrown using @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (throwing). Its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Range} is 4/8/16.</p>
<p><strong>Price:</strong> 3,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{Boost Trait}</em>, 1,500 gp.</p>
<p><span class="red-label">Vicious (2):</span> <strong>Melee weapon only.</strong> If the wielder hits with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} his damage increases by +4 (in addition to any bonus damage), but he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}.</p>
<p><strong>Price:</strong> 5,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 2,500 gp.</p>
<p><span class="red-label">Vorpal (5):</span> <strong>Blades only. </strong>A vorpal weapon ignores penalties for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Called Shots} to the head. Anyone @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by a vorpal blade is decapitated!</p>
<p><strong>Price:</strong> 50,000 gp. <strong>Craft</strong>: <em>@Compendium[swpf-core-rules.swpf-powers.Smite]{Smite}</em>, 25,000 gp.</p>
</div>
</aside>
</div>
<h1 class="wide" style="color:white">附魔</h1><aside class="sidebar"><div><p>精制品护甲、盾牌和武器可以根据以下列出的特质进行附魔,每件物品至多可以含有等价5点的附魔,具体特质的点数会列在名称后的括号内。</p>
<p><strong>注意</strong>:物品无法多次附魔同一特质。同理,若是角色使用两件带有同一附魔的物品,效果也不会叠加。</p>
<p><strong>具名物品</strong>:本章其余部分中列出的具名魔法物品不能再额外附魔。</p>
<h
3>护甲与盾牌特质 ARMOR &</h32 class="qualities">护甲与盾牌特质</h2><h
4>坚护 (1)</h43><span class="red-label">坚护 (1)</span></h3><p><strong>仅限护甲</strong>,该护甲的防护加值+1。</p>
<p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>防护</em>,1,500gp。</p>
<h
4>活化 (3)</h43><span class="red-label">活化 (3)</span></h3><p><strong>仅限盾牌</strong>,每遭遇一次,活化盾牌可以解开并在三轮内保护持用者,其会漂浮在所有者身边并随之移动,同时如常提供格挡和掩蔽加值。这样就护甲干扰/限制而言仍然生效。</p>
<p><strong>价格</strong>:10,000gp;<strong>制作</strong>:<em>飞行</em>,5,000gp。</p>
<h
4>辟矢 (1)</h43><span class="red-label">辟矢 (1)</span></h3><p><strong>仅限盾牌</strong>,针对持盾者的远程攻击额外遭受-1减值,无论攻击方在任何位置皆是如此(前方、后方等等)<strong>。</strong></p>
<p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>偏斜</em>,1,500gp。</p>
<h
4>偏斜 (1)</h43><span class="red-label">偏斜 (1)</span></h3><p><strong>仅限盾牌</strong>,盾牌的格挡加值+1。</p>
<p><strong>价格</strong>:4,000gp;<strong>制作</strong>:<em>偏斜</em>,2,000gp。</p>
<h
4>抗能 (1)</h43><span class="red-label">抗能 (1)</span></h3><p><strong>护甲或盾牌</strong>,给予单个护甲部件或盾牌针对单一能量类别的<em>环境抗性</em>,这要在制作时选定。穿着该护甲时源自此来源的伤害-4,同时角色在抵抗任何与该元素相关的效果时+4。</p>
<p>举例而言,一件抗能(寒冷)皮外套能帮助穿着者避免因暴露在外(见151页<strong>危难</strong>)而产生的疲乏,以及任何带有寒冷、冰、霜等特效的攻击所造成的伤害。</p>
<p><strong>价格</strong>:2,000gp;<strong>制作</strong>:<em>环境防护</em>,1,000gp。</p>
<h
4>灵化 (2)</h43><span class="red-label">灵化 (2)</span></h3><p><strong>仅限护甲</strong>,此护甲的穿戴者能发出命令来变成灵态,获得次级<em>无形</em>。角色能随意维持灵态,然而一旦恢复正常,其在24小时内无法再次使用此能力。</p>
<p><strong>价格</strong>:49,000gp;<strong>制作</strong>:<em>无形</em>,24,500gp。</p>
<h
4>护命 (2)</h43><span class="red-label">护命 (2)</span></h3><p><strong>仅限护甲</strong>,具备护命的护甲更容易偏转致命打击,穿着者的化解投骰免费获得一次重投。</p>
<p><strong>价格</strong>:5,000gp;<strong>制作</strong>:<em>强化特性</em>,2,500gp。</p>
<h
4>无相 (0)</h43><span class="red-label">无相 (0)</span></h3><p><strong>仅限护甲</strong>,以一个自由行动发出命令,单个无相护甲部件会改变形状外观并呈现出普通衣物部件的形态。该护甲在这样伪装时仍然保留其所有性质。</p>
<p><strong>价格</strong>:900gp;<strong>制作</strong>:<em>幻象</em>,450gp。</p>
<h
4>镜反 (4)</h43><span class="red-label">镜反 (4)</span></h3><p><strong>仅限盾牌</strong>,此盾牌的表面完全反光。每天一次,持用者可通过进行一次心魂投骰(若施法投骰获得优良则要-2)来反射任意影响自己的奇术。若成功,施术者如同以自身为原始目标般遭受奇术的完整效果。</p>
<p><strong>价格</strong>:16,000gp;<strong>制作</strong>:<em>破祛</em>,8,000gp。</p>
<h
4>抗法 (4)</h43><span class="red-label">抗法 (4)</span></h3><p><strong>仅限护甲</strong>,穿着者获得次级<em>奥法防护</em>的好处。</p>
<p><strong>价格</strong>:16,000gp;<strong>制作</strong>:<em>奥法防护</em>,8,000gp。</p>
<h
32 class="qualities">武器特质</h32><h
4>精准 (1)</h43><span class="red-label">精准 (1)</span></h3><p>此武器让使用者就使用其所需的技能+1(格斗、射击或运动)。</p>
<p><strong>价格</strong>:4,000gp;<strong>制作</strong>:<em>强化特性</em>,2,000gp。</p>
<h
4>破敌 (1)</h43><span class="red-label">破敌 (1)</span></h3><p>破敌武器用于对抗某一特定类别的生物(矮人、地精、元素等)时具有+2穿甲,同时伤害骰上升一级。</p>
<p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>痛击</em>,1,500gp。</p>
<h
4>残暴 (2)</h43><span class="red-label">残暴 (2)</span></h3><p>此武器视为重武器。</p>
<p><strong>价格</strong>:5,000gp;<strong>制作</strong>:<em>痛击</em>,2,500gp。</p>
<h
4>舞空 (4)</h43><span class="red-label">舞空 (4)</span></h3><p><strong>仅限近战武器</strong>,每遭遇一次,持用者能以一个限定自由行动命令该武器舞空,其会立刻活化并作为角色攻击至多五轮。武器使用主人的行动卡以及攻击技能,同时投两枚普通伤害骰来决定伤害。此武器能以移速10飞行且可以就围攻加值而言视作盟友。</p>
<p><strong>价格</strong>:20,000gp;<strong>制作</strong>:<em>飞行</em>,10,000gp。</p>
<h
4>毁伤 (1)</h43><span class="red-label">毁伤 (1)</span></h3><p>此武器伤害+1。</p>
<p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>痛击</em>,1,500gp。</p>
<h
43><span class="red-label">及远 (1)</h4span></h3><p><strong>仅限远程武器</strong>,使用此武器时,任何射程减值-1。</p>
<p><strong>价格</strong>:2,000gp;<strong>制作</strong>:<em>远视</em>,1,000gp。</p>
<h
4>元素 (1)</h43><span class="red-label">元素 (1)</span></h3><p>此武器造成伤害时带有某一能量特效:酸、寒冷、电、火或音波(由制作者选择)。</p>
<p><strong>价格</strong>:2,000gp;<strong>制作</strong>:具有相应能量特效的伤害性奇术,1,000gp。</p>
<h
4>锐锋 (1)</h43><span class="red-label">锐锋 (1)</span></h3><p>此武器异常锋利,给予+2穿甲。</p>
<p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>矢弹</em>,1,500gp。</p>
<h
4>发光 (1)</h43><span class="red-label">发光 (1)</span></h3><p>此武器能在中型爆发范围洒下光芒,使用者能随意以一个自由行动激活该照明。</p>
<p><strong>价格</strong>:2,000gp;<strong>制作</strong>:<em>光亮</em>,1,000gp。</p>
<h
4>狂斩 (2)</h43><span class="red-label">狂斩 (2)</span></h3><p><strong>仅限双手近战武器</strong>,使用者获得横扫专长。</p>
<p><strong>价格</strong>:10,000gp;<strong>制作</strong>:<em>天赐勇武</em>,5,000gp。</p>
<h
4>回力 (1)</h43><span class="red-label">回力 (1)</span></h3><p><strong>仅限投掷武器</strong>,此武器在使用者回合结束时会回到其手中。</p>
<p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>创造物品</em>,1,500gp。</p>
<h
4>追击 (3)</h43><span class="red-label">追击 (3)</span></h3><p>若为近战武器,使用者获得连击专长;对于远程武器,使用者获得速射专长。若该武器可以通过这两种方式加以使用,则附魔武器时必须选择其一。</p>
<img src="modules/swpf-core-rules/assets/art/hammer.webp" alt="A well-used single-handed warhammer." class="float-right" style="shape-outside: url('modules/swpf-core-rules/assets/art/hammer.webp');"><p><strong>价格</strong>:16,000gp;<strong>制作</strong>:<em>加速</em>,8,000gp。</p>
<h
4>投掷 (1)</h43><span class="red-label">投掷 (1)</span></h3><p><strong>仅限近战武器</strong>,该武器可使用运动(投掷)掷出,射程为4/8/16。</p>
<p><strong>价格</strong>:3,000gp;<strong>制作</strong>:<em>强化特性</em>,1,500gp。</p>
<h
4>反噬 (2)</h43><span class="red-label">反噬 (2)</span></h3><p><strong>仅限近战武器</strong>,若持用者以优良命中,其伤害+4(在任何奖励伤害之外),但也必须成功通过一次活力投骰,否则就会遭受动摇。</p>
<p><strong>价格</strong>:5,000gp;<strong>制作</strong>:<em>痛击</em>,2,500gp。</p>
<h
4>斩首 (5)</h43><span class="red-label">斩首 (5)</span></h3><p><strong>仅限刃器</strong>,斩首武器忽视针对头部的定点打击减值,任何因斩首利刃而陷入无力化的对象会被斩掉脑袋!</p>
<p><strong>价格</strong>:50,000gp;<strong>制作</strong>:<em>痛击</em>,25,000gp。</p>
</div>
</aside></div>