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Analects Book 1 Chapter 10: Enchantments

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The following tables provide a collection of Enchantments you may purchase or equip. For more information on their use in the game, see Player's Guide Chapter 7: Gear and Wealth.

Weapon Enchantments Table

Enchantment Level Magic Wealth
Accurate Weapon 4 1 2
Brutal Weapon 4 1 2
Reliable Weapon 4 1 2
Scholar's Weapon 4 2 2
Crystal Weapon 8 3 3
Graceful Weapon 8 3 3
Masterwork Weapon 8 3 3
Mighty Weapon 8 3 3
Sage's Weapon 8 5 3
Seeker Weapon 8 3 3

Armor Enchantments Table

Enchantment Level Magic Wealth
Beast Armor 4 1 2
Deflecting Armor 4 1 2
Featherweight Armor 4 1 2
Hardened Armor 4 1 2
Reliable Armor 4 1 2
Scholar's Armor 4 2 2
Bulwark Armor 8 3 3
Dragonscale Armor 8 3 3
Guardian Armor 8 3 3
Penumbra Armor 8 3 3
Sage's Armor 8 5 3
Spectral Armor 8 3 3

Shield Enchantments Table

Weapon Enchantment Entries

Accurate Weapon

Accurate Weapon Weapon Enchantment Level: 4 Magic: 1 Wealth: 2
Hit +1d8
Damage +1d4
Extra Effect
For 10 minutes per level, the Weapon glows faintly when a certain type of creature is nearby; the type of creature is determined when the Weapon is enchanted.


Brutal Weapon

Brutal Weapon Weapon Enchantment Level: 4 Magic: 1 Wealth: 2
Hit +1d4
Damage +1d8
Extra Effect
The Weapon can be adorned with a trophy from your greatest kill, even if it would normally be impractical to sport such an adornment. This effect is constant.


Crystal Weapon

Crystal Weapon Weapon Enchantment Level: 8 Magic: 3 Wealth: 3
Whenever this Action is to deal typed damage to an enemy with Weakness of 1 or greater to that type, the Damage entry gains Piercing 6.
Hit +2d10
Damage +2d6
Extra Effect
You can make this Weapon glow with a thought, granting the Luminous keyword. This may be turned on and off freely.


Graceful Weapon

Graceful Weapon Weapon Enchantment Level: 8 Magic: 3 Wealth: 3
If this Action has a Range or Thrown entry, increase it by 2. Otherwise this Action gains Thrown 1. If you throw this weapon, you may have it return from your hand; if you do, the Action loses any text prior to the Hit entry.
Hit +2d6
Damage +3d4
Extra Effect
The last 3 individuals that have slain a dangerous foe with this Weapon instinctively know in what direction it can be found. This effect is constant.


Masterwork Weapon

Masterwork Weapon Weapon Enchantment Level: 8 Magic: 3 Wealth: 3
Hit +2d8
Damage +2d8
Special If the Action lacks a Defense entry, it gains Defense: 1d8. If the Action has a Defense entry, it gains +1d4.
Extra Effect
The Weapon will emit an alarm if an imminent ambush threatens its owner. This effect is constant and loud enough to wake the sleeping.


Mighty Weapon

Mighty Weapon Weapon Enchantment Level: 8 Magic: 3 Wealth: 3
If the Action's Damage entry has a Piercing value, increase it by 1. Otherwise the Action's Damage entry gains Piercing 1.
Hit +2d6
Damage +2d10
Extra Effect
The Weapon is made too heavy for any but its chosen wielder to use properly in battle; this effect is constant. Enchanters can change the identity of the chosen wielder.


Reliable Weapon

Reliable Weapon Weapon Enchantment Level: 4 Magic: 1 Wealth: 2
Hit +1d6
Damage +1d6
Extra Effect
For 10 minutes per level, the Weapon will emit an audible hum if an imminent ambush threatens its wielder.


Sage's Weapon

Sage's Weapon Weapon Enchantment Level: 8 Magic: 5 Wealth: 3
Hit +2d8
Damage +2d6
Extra Effect
You can warp the Weapon out of existence for up to 1 hour per level and can resummon it at any time. It must still be equipped normally afterward.


Scholar's Weapon

Scholar's Weapon Weapon Enchantment Level: 4 Magic: 2 Wealth: 2
Hit +1d6
Damage +1d4
Extra Effect
The Weapon can magically shrink to 1/10th of its normal size for up to 1 hour per level (you can cancel this effect at any time). The Weapon cannot be used in its shrunken state.


Seeker Weapon

Seeker Weapon Weapon Enchantment Level: 8 Magic: 3 Wealth: 3
Whenever you roll the maximum value on the Hit enhancement dice, increase the Damage enhancement dice level by 1.
Hit +1d20
Damage +2d6
Extra Effect
The Weapon glows faintly when a certain type of creature is nearby; the type of creature is determined when the Weapon is enchanted. This effect is constant.


Armor Enchantment Entries

Bulwark Armor

Bulwark Armor Armor Enchantment Level: 8 Magic: 3 Wealth: 3
Reduce any Piercing value on the target's Action by 1 if the Action is melee.
Miss +2d4
Defense +1d8
Extra Effect
The Armor is made too heavy for any but its chosen wearer to use properly in battle. Enchanters can change the identity of the chosen wearer. This effect is constant.


Deflecting Armor

Deflecting Armor Armor Enchantment Level: 4 Magic: 1 Wealth: 2
Miss +1d8
Extra Effect
The Armor is disguised to appear as normal clothes (while worn) for up to 10 minutes per level.


Dragonscale Armor

Increase HP by 5.

Dragonscale Armor Armor Enchantment Level: 8 Magic: 3 Wealth: 2
Miss +1d10
Defense +1d6
Extra Effect
For 10 minutes per level, the wearer appears as monster up to the size of a typical dragon. Enchanters can change the monstrous appearance.


Featherweight Armor

Remove any base Skill reduction on the Armor.

Featherweight Armor Armor Enchantment Level: 4 Magic: 1 Wealth: 2
Miss +1d6
Extra Effect
The Armor can be carried as though it were a sack of common clothes. This effect is constant.


Guardian Armor

Guardian Armor Armor Enchantment Level: 8 Magic: 3 Wealth: 3
Reduce any Piercing value on the target's Action by 3.
Miss +2d4
Defense +1d4
Extra Effect
The wearer of this Armor can select one charge per rest. An individual must be friendly and within arm's reach to designate as a charge. Once designated, the wearer instinctively knows in what direction the charge can be found. Any new charge designated overwrites the previous charge.


Hardened Armor

Hardened Armor Armor Enchantment Level: 4 Magic: 1 Wealth: 2
Miss +1d2
Defense +1d4
Extra Effect
For 2 hours per level, the Armor becomes too heavy for any but its chosen wearer to equip. Enchanters can change the identity of the chosen wearer.


Penumbra Armor

Penumbra Armor Armor Enchantment Level: 8 Magic: 3 Wealth: 3
Miss +2d8
Special You may make your occupied section shadowy (if lit) or dark (if shadowy) until the start or end of your next turn (your choice).
Extra Effect
The wearer of this Armor is Invisible in dim to no lighting at long distances (5+ sections), even to those with Darkvision. This effect is constant.


Reliable Armor

Reduce any Piercing on the target's Action by 2.

Reliable Armor Armor Enchantment Level: 4 Magic: 1 Wealth: 2
Miss +1d2
Defense +1d2
Extra Effect
For 10 minutes per level, the Armor will emit an audible hum if an imminent ambush threatens its wearer.


Sage's Armor

Sage's Armor Armor Enchantment Level: 8 Magic: 5 Wealth: 3
Miss +2d6
Defense +1d4
Extra Effect
You can warp the Armor out of existence for up to 1 hour per level and can resummon it at any time. It must still be equipped normally afterward.


Scholar's Armor

Scholar's Armor Armor Enchantment Level: 4 Magic: 2 Wealth: 2
Miss +1d6
Defense +1d2
Extra Effect
The Armor can magically shrink to 1/10th of its normal size for up to 1 hour per level (you can cancel this effect at any time). The Armor cannot be used in its shrunken state.


Spectral Armor

Remove any base Skill reduction on the Armor.

Spectral Armor Armor Enchantment Level: 8 Magic: 3 Wealth: 3
Miss +2d6
Defense +1d2
Extra Effect
The Armor is translucent and weightless. It can be equipped or removed within scenarios, unlike most Armor. These effects are constant.


Shield Enchantment Entries

Angelguard Shield

Gain +1 Holy Resistance and the Luminous keyword. When you perform a Block, you may gain +1 to any one Stat Track that is below its base value.

Angelguard Shield Shield Enchantment Level: 4 Magic: 0 Wealth: 2
Hit +1d4
Damage +1d8 Holy


Blazeguard Shield

Gain +1 Fire Resistance and the Luminous keyword. When you perform a Block, choose one additional border in your occupied section; until the start of your next turn, any enemy that crosses that border with normal movement suffers Fire damage equal to your level.

Blazeguard Shield Shield Enchantment Level: 4 Magic: 0 Wealth: 2
Hit +1d6
Damage +1d6 Fire


Boltguard Shield

Gain +1 Lightning Resistance and the Luminous keyword. When you perform a Block, you may force an enemy within range 1 to Move into your occupied section.

Boltguard Shield Shield Enchantment Level: 4 Magic: 0 Wealth: 2
Hit +1d6
Damage +1d6 Lightning


Crystal Shield

When you perform a Block, gain +1 to a Resistance of your choice until the start of your next turn.

Crystal Shield Shield Enchantment Level: 8 Magic: 0 Wealth: 3
Hit +2d8
Damage +2d8


Dancing Shield

Dancing Shield Shield Enchantment Level: 4 Magic: 0 Wealth: 2
Hit +1d8
Damage +1d4
(Action) Dance
Until the end of the scenario, gain a new Shield slot; the enchanted Shield is equipped in this slot instead of a hand slot. The Shield cannot be un-equipped by any means.


Devilguard Shield

Gain +1 Unholy Resistance and the Luminous keyword. When you perform a Block, you may also play a Strategy entry on the enchanted Shield.

Devilguard Shield Shield Enchantment Level: 4 Magic: 0 Wealth: 2
Hit +1d4
Damage +1d8 Unholy


Frostguard Shield

Gain +1 Ice Resistance and the Luminous keyword. When you perform a Block, you may draw a card.

Frostguard Shield Shield Enchantment Level: 4 Magic: 0 Wealth: 2
Hit +1d6
Damage +1d6 Ice


Sage's Shield

Sage's Shield Shield Enchantment Level: 8 Magic: 5 Wealth: 3
Hit +2d8
Damage +2d6


Scholar's Shield

Scholar's Shield Shield Enchantment Level: 4 Magic: 2 Wealth: 2
Hit +1d6
Damage +1d4


Slimeguard Shield

Gain +1 Acid Resistance and the Luminous keyword. When you perform a Block, the occupied section becomes Slimed until the start of your next turn. Enemies that attempt to leave the occupied section with normal movement must succeed on an opposed Acrobatics check against you; if they fail, their movement is canceled.

Slimeguard Shield Shield Enchantment Level: 4 Magic: 0 Wealth: 2
Hit +1d6
Damage +1d6 Acid


Sterling Shield

The enchanted Shield increases Miss dice number rather than dice level with its base effects.

Sterling Shield Shield Enchantment Level: 8 Magic: 0 Wealth: 3
Hit +2d8
Damage +2d6


Toxinguard Shield

Gain +1 Poison Resistance and the Luminous keyword. When you perform a Block, you and every ally in your occupied section gains +1 Poison Resistance until the start of your next turn.

Toxinguard Shield Shield Enchantment Level: 4 Magic: 0 Wealth: 2
Hit +1d6
Damage +1d6 Poison
analects_book_1_chapter_10.txt · Last modified: 2021/04/09 11:38 by triptycho