Equipment Enchantments(NeXT)

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Equipment Enchantments(NeXT)

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Post by Strato »

Equipment Enchantments

From materia and enchantments, the maximum a single stat can be increased by is 100. You can have multiple sources of a stat increase, but any additional bonus points beyond 100 do not apply. In other words, if you have a Strength stat +60 and another +60, you end up with +100 total and the excess +20 does not apply.

From materia and enchantments, the maximum HP/MP can be increased by is 30%. You can have multiple sources of a HP/MP increase, but any additional bonuses beyond 30% do not apply. In other words, if you have a HP+20% and another HP+20%, you end up with +30% total and the excess +10% does not apply. This also applies to flat HP/MP bonuses from accessories.

From enchantments, the maximum a skill bonus can be boosted by is +20. You can have multiple sources of a skill bonus increase, but any additional bonus beyond +20 does not apply. In other words, if you have an Athletics +16 enchantment and an additional +10, you end up with +20 total and the excess +6 does not apply.

Ever wondered how it is that the sword you just picked up somehow manages to freeze that troll you just struck in the abdomen? Or why you suddenly feel a little stronger just by holding something? The school of enchantment focuses particularly upon objects, granting it properties that channel to the holder. It could be something as simple as an armored apron burnished against the forces of flame, or as complex as the animation of an otherwise inanimate object set in an enchanted environment.

Enchantments are very taxing spells to cast, and their effects, powerful as they may be, take time to take the desired effect upon their target items. Therefore, you may only cast an enchantment on a particular item once per day. However, you do not need to meet the listed DC right away. Once you accumulate your way to the DC, the enchantment is complete. A botched enchantment cast will yield 0 progress. A bottom-1% roll will reset progress on the enchantment to 0.

For these particular enchantments, it is required that you first have the sufficient Enchantment advanced skill level. An enchantment occupies one augmentation slot upon the item.

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Name: Weapon Aura
Equipment: Weapons
Effect: Allows weapon to strike Heartless and other immaterial foes.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: Fire Dampen
Equipment: Armor, Shields, Accessories
Effect: Reduces fire damage by 10%. Apply soak BEFORE applying this.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: Wind Dampen
Equipment: Armor, Shields, Accessories
Effect: Reduces wind damage by 10%. Apply soak BEFORE applying this.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: Water Dampen
Equipment: Armor, Shields, Accessories
Effect: Reduces water damage by 10%. Apply soak BEFORE applying this.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: Earth Dampen
Equipment: Armor, Shields, Accessories
Effect: Reduces earth damage by 10%. Apply soak BEFORE applying this.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: Shadow Dampen
Equipment: Armor, Shields, Accessories
Effect: Reduces shadow damage by 10%. Apply soak BEFORE applying this.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: Light Dampen
Equipment: Armor, Shields, Accessories
Effect: Reduces light damage by 10%. Apply soak BEFORE applying this.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: Darkness Dampen
Equipment: Armor, Shields, Accessories
Effect: Reduces dark damage by 10%. Apply soak BEFORE applying this.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: Holy Dampen
Equipment: Armor, Shields, Accessories
Effect: Reduces holy damage by 10%. Apply soak BEFORE applying this.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: Fire Ward
Equipment: Armor, Shields, Accessories
Effect: Reduces fire damage by 20%. Apply soak BEFORE applying this.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Wind Ward
Equipment: Armor, Shields, Accessories
Effect: Reduces wind damage by 20%. Apply soak BEFORE applying this.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Water Ward
Equipment: Armor, Shields, Accessories
Effect: Reduces water damage by 20%. Apply soak BEFORE applying this.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Earth Ward
Equipment: Armor, Shields, Accessories
Effect: Reduces earth damage by 20%. Apply soak BEFORE applying this.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Shadow Ward
Equipment: Armor, Shields, Accessories
Effect: Reduces shadow damage by 20%. Apply soak BEFORE applying this.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Light Ward
Equipment: Armor, Shields, Accessories
Effect: Reduces light damage by 20%. Apply soak BEFORE applying this.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Darkness Ward
Equipment: Armor, Shields, Accessories
Effect: Reduces dark damage by 20%. Apply soak BEFORE applying this.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Holy Ward
Equipment: Armor, Shields, Accessories
Effect: Reduces holy damage by 20%. Apply soak BEFORE applying this.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Fire Barrier
Equipment: Armor, Shields, Accessories
Effect: Reduces fire damage by 50%. Apply soak BEFORE applying this.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 2

Name: Wind Barrier
Equipment: Armor, Shields, Accessories
Effect: Reduces wind damage by 50%. Apply soak BEFORE applying this.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 2

Name: Water Barrier
Equipment: Armor, Shields, Accessories
Effect: Reduces water damage by 50%. Apply soak BEFORE applying this.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 2

Name: Earth Barrier
Equipment: Armor, Shields, Accessories
Effect: Reduces earth damage by 50%. Apply soak BEFORE applying this.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 2

Name: Shadow Barrier
Equipment: Armor, Shields, Accessories
Effect: Reduces shadow damage by 50%. Apply soak BEFORE applying this.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 2

Name: Light Barrier
Equipment: Armor, Shields, Accessories
Effect: Reduces light damage by 50%. Apply soak BEFORE applying this.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 2

Name: Dark Barrier
Equipment: Armor, Shields, Accessories
Effect: Reduces dark damage by 50%. Apply soak BEFORE applying this.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 2

Name: Holy Barrier
Equipment: Armor, Shields, Accessories
Effect: Reduces holy damage by 50%. Apply soak BEFORE applying this.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 2

Name: Fireproof
Equipment: Armor, Shields, Accessories
Effect: Nullifies fire damage.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 3

Name: Windproof
Equipment: Armor, Shields, Accessories
Effect: Nullifies wind damage.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 3

Name: Waterproof
Equipment: Armor, Shields, Accessories
Effect: Nullifies water damage.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 3

Name: Earthproof
Equipment: Armor, Shields, Accessories
Effect: Nullifies earth damage.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 3

Name: Shadowproof
Equipment: Armor, Shields, Accessories
Effect: Nullifies shadow damage.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 3

Name: Lightproof
Equipment: Armor, Shields, Accessories
Effect: Nullifies light damage.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 3

Name: Darkproof
Equipment: Armor, Shields, Accessories, Accessories
Effect: Nullifies dark damage.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 3

Name: Holyproof
Equipment: Armor, Shields, Accessories
Effect: Nullifies holy damage.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 3

Name: HP + 2%
Equipment: Armor, Shields, Accessories
Effect: Increases HP by 2%. Can stack with other enchantments up to +30%.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: HP + 5%
Equipment: Armor, Shields, Accessories
Effect: Increases HP by 5%. Can stack with other enchantments up to +30%.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: HP + 10%
Equipment: Armor, Shields, Accessories
Effect: Increases HP by 10%. Can stack with other enchantments up to +30%.
DC: 400
MP Cost: 2500
Arcane Science Level Required: 5
Augmentation Slots Occupied: 1

Name: HP + 20%
Equipment: Armor, Shields, Accessories
Effect: Increases HP by 20%. Can stack with other enchantments up to +30%.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: HP + 30%
Equipment: Armor, Shields, Accessories
Effect: Increases HP by 30%.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 3

Name: MP + 2%
Equipment: Armor, Shields, Accessories
Effect: Increases MP by 2%. Can stack with other enchantments up to +30%.
DC: 50
MP Cost: 500
Arcane Science Level Required: 1
Augmentation Slots Occupied: 1

Name: MP + 5%
Equipment: Armor, Shields, Accessories
Effect: Increases MP by 5%. Can stack with other enchantments up to +30%.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: MP + 10%
Equipment: Armor, Shields, Accessories
Effect: Increases MP by 10%. Can stack with other enchantments up to +30%.
DC: 400
MP Cost: 2500
Arcane Science Level Required: 5
Augmentation Slots Occupied: 1

Name: MP + 20%
Equipment: Armor, Shields, Accessories
Effect: Increases MP by 20%. Can stack with other enchantments up to +30%.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: MP + 30%
Equipment: Armor, Shields, Accessories
Effect: Increases MP by 30%. Can stack with other enchantments up to +30%.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 3

Name: (Status) Ward
Equipment: Armor, Shields, Accessories
Effect: Increases resistance of specific status effect family by 25%. Effect must be declared upon initial cast. Death/Death Sentence are not options. Cannot stack same effect. (Roll luck. If your luck roll is 751+, you resist successfully.)
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: (Status) Barrier
Equipment: Armor, Shields, Accessories
Effect: Increases resistance of specific status effect family by 50%. Effect must be declared upon initial cast. Death/Death Sentence are not options. Cannot stack same effect. (Roll luck. If your luck roll is 501+, you resist successfully.)
DC: 400
MP Cost: 2500
Arcane Science Level Required: 5
Augmentation Slots Occupied: 2

Name: (Status) Antibody
Equipment: Armor, Shields, Accessories
Effect: Increases resistance of specific status effect family by 75%. Effect must be declared upon initial cast. Death/Death Sentence are not options. Cannot stack same effect. (Roll luck. If your luck roll is 251+, you resist successfully.)
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 3

Name: (Status) Immunity
Equipment: Armor, Shields, Accessories
Effect: Grants full immunity to a status ailment family. Effect must be declared upon initial cast. Death/Death Sentence are not options.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 4

Name: Augmented Casting
Equipment: Weapons, Accessories
Effect: Increases spell damage by +200. Cannot stack with other Augmented Casting enchantments.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Improved Augmented Casting
Equipment: Weapons, Accessories
Effect: Increases spell damage by +400. Cannot stack with other Augmented Casting enchantments.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 2

Name: Greater Augmented Casting
Equipment: Weapons, Accessories
Effect: Increases spell damage by +600. Cannot stack with other Augmented Casting enchantments.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 3

Name: Advanced Augmented Casting
Equipment: Weapons, Accessories
Effect: Increases spell damage by +800. Cannot stack with other Augmented Casting enchantments.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 4

Name: Master Augmented Casting
Equipment: Weapons, Accessories
Effect: Increases spell damage by +1000. Cannot stack with other Augmented Casting enchantments.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 5

NOTE: If a status effect/elemental effect enchantments for a weapon strike is placed on an accessory, you may use it at will, i.e. you can choose whether or not to use it on a given attack. If placed on a weapon, strikes from that weapon must be of that element.

Name: Flamestrike
Equipment: Weapons, Accessories
Effect: Grants Fire Affinity L1 to your weapon.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: Aerostrike
Equipment: Weapons, Accessories
Effect: Grants Wind Affinity L1 to your weapon.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: Aquastrike
Equipment: Weapons, Accessories
Effect: Grants Water Affinity L1 to your weapon.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: Geostrike
Equipment: Weapons, Accessories
Effect: Grants Earth Affinity L1 to your weapon.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: Shadowstrike
Equipment: Weapons, Accessories
Effect: Grants Shadow Affinity L1 to your weapon.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: Brightstrike
Equipment: Weapons, Accessories
Effect: Grants Light Affinity L1 to your weapon.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: Voidstrike
Equipment: Weapons, Accessories
Effect: Grants Dark Affinity L1 to your weapon.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: Luminastrike
Equipment: Weapons, Accessories
Effect: Grants Holy Affinity L1 to your weapon.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: Flamerend
Equipment: Weapons, Accessories
Effect: Grants Fire Affinity L2 to your weapon.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: Aerorend
Equipment: Weapons, Accessories
Effect: Grants Wind Affinity L2 to your weapon.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: Aquarend
Equipment: Weapons, Accessories
Effect: Grants Water Affinity L2 to your weapon.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: Georend
Equipment: Weapons, Accessories
Effect: Grants Earth Affinity L2 to your weapon.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: Shadowrend
Equipment: Weapons, Accessories
Effect: Grants Shadow Affinity L2 to your weapon.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: Brightrend
Equipment: Weapons, Accessories
Effect: Grants Light Affinity L2 to your weapon.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: Voidrend
Equipment: Weapons, Accessories
Effect: Grants Dark Affinity L2 to your weapon.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: Luminarend
Equipment: Weapons, Accessories
Effect: Grants Holy Affinity L2 to your weapon.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: (Status)touch
Equipment: Weapons, Accessories
Effect: Afflicts a status ailment of the caster's choosing, when this weapon strikes, at a 10% rate. Status effect must be declared upon initial cast. Death/Death Sentence are not options. Cannot stack with other status-ailment enchantments. Effect chosen by default must be mild. You may increase this severity up to Acute; for each severity increase, the DC increases by 200, the MP cost increases by 1000, and the arcane science level required increases by 2.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: (Status)strike
Equipment: Weapons, Accessories
Effect: Afflicts a status ailment of the caster's choosing, when this weapon strikes, at a 25% rate. Status effect must be declared upon initial cast. Death/Death Sentence are not options. Cannot stack with other status-ailment enchantments. Effect chosen by default must be mild. You may increase this severity up to Acute; for each severity increase, the DC increases by 200, the MP cost increases by 1000, and the arcane science level required increases by 2.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: (Monster-type)killer (Ex: Wyrmkiller)
Equipment: Weapons, Accessories
Effect: Deals double damage against specified enemy type. Does not apply to magic attacks. Must declare enemy type upon initial cast. Cannot stack. Enchanter must have some familiarity with the monster type.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: (Monster-type)slayer (Ex: Wyrmslayer)
Equipment: Weapons, Accessories
Effect: Deals triple damage against specified enemy type. Does not apply to magic attacks. Must declare enemy type upon initial cast. Cannot stack. Enchanter must have some familiarity with the monster type.
DC: 600
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 2

Name: SOS Anger
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Mild 'Fury' status for 1d5 rounds.
DC: 300
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Auto-Anger
Equipment: Accessories
Effect: Wearer is automatically under Mild 'Fury' status at the beginning of battle for 1d5 rounds.
DC: 400
MP Cost: 2500
Arcane Science Level Required: 5
Augmentation Slots Occupied: 1

Name: SOS Frenzy
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Moderate 'Fury' status for 1d5 rounds.
DC: 400
MP Cost: 2500
Arcane Science Level Required: 5
Augmentation Slots Occupied: 1

Name: SOS Fury
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Acute 'Fury' status for 1d5 rounds.
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 1

Name: SOS Refresh
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Mild 'Regen' status for 1d5 rounds.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Auto-Refresh
Equipment: Accessories
Effect: Wearer is under Mild 'Regen' status at the beginning of battle for 1d5 rounds.
DC: 400
MP Cost: 2500
Arcane Science Level Required: 5
Augmentation Slots Occupied: 1

Name: SOS Revitalize
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Moderate 'Regen' status for 1d5 rounds.
DC: 400
MP Cost: 2500
Arcane Science Level Required: 5
Augmentation Slots Occupied: 1

Name: SOS Regenerate
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Acute 'Regen' status for 1d5 rounds.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 1

Name: SOS Focus
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Mild 'Offense' status for 1d5 rounds.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 1

Name: SOS Battlemind
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Moderate 'Offense' status for 1d5 rounds.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 1

Name: SOS Bravery
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Acute 'Offense' status for 1d5 rounds.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 1

Name: SOS Faith
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Chronic 'Offense' status for 1d5 rounds.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 1

Name: SOS Protect
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Mild 'Defense' status for 1d5 rounds.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Auto-Protect
Equipment: Accessories
Effect: Wearer is under Mild 'Defense' status at beginning of battle for 1d5 rounds.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 1

Name: SOS Shell
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Moderate Defense' status for 1d5 rounds.
DC: 100
MP Cost: 1000
Arcane Science Level Required: 2
Augmentation Slots Occupied: 1

Name: Auto-Shell
Equipment: Accessories
Effect: Wearer is under Moderate 'Defense' status at beginning of battle for 1d5 rounds.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 1

Name: SOS Reflect
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Acute 'Defense' status for 1d5 rounds.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: Auto-Reflect
Equipment: Accessories
Effect: Wearer is under Acute 'Defense' status at beginning of battle for 1d5 rounds.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 1

Name: SOS Wall
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Chronic 'Defense' status for 1d5 rounds.
DC: 500
MP Cost: 3000
Arcane Science Level Required: 6
Augmentation Slots Occupied: 1

Name: SOS Shield
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Terminal 'Defense' status for 1d5 rounds.
DC: 1000
MP Cost: 5000
Arcane Science Level Required: 10
Augmentation Slots Occupied: 1

Name: SOS Haste
Equipment: Accessories
Effect: When wearer reaches 25% of his/her max HP, gains Mild 'Haste' status for 1d5 rounds.
DC: 300
MP Cost: 2000
Arcane Science Level Required: 4
Augmentation Slots Occupied: 1

Name: Auto-Haste
Equipment: Accessories
Effect: Wearer gains Mild 'Haste' status for 1d5 rounds at beginning of battle.
DC: 700
MP Cost: 4000
Arcane Science Level Required: 8
Augmentation Slots Occupied: 1

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Spell Effect on a Weapon!!!!!!!!11111oneeleven(i^4)

Let's say you want to add a 'spell effect' onto a weapon. What this means is that on a critical hit with this particular weapon, it will also cast a spell! Which spell? ...whichever one you decide to put on it!

So how do we do this? The same way we put a 'spell nature' on a piece of equipment. So let's do a walkthrough of how we do that!

Here is how the MP cost per cast is determined:

Spell's MP cost + (100 *(5+Modifier for Complexity + modifier for spell level (cumulative, 1+2+3..etc (1-10))

So how do we decipher all these terms?

"MP of the spell whose effect is being placed" - The MP cost of the spell you want to be cast on a critical hit.
"Modifier for Complexity" - This depends on what weapon you're trying to enchant. If you are enchanting a:
Medieval Weapon(Simple) - 1
Firearm(Complex) - 10
Naturally Enchanted Weapon (if when you first got this weapon it was already enchanted, then it is considered naturally enchanted) - 100
"Modifier for Spell Level" - The sum of the whole numbers up to the level of the spell. For example, if you were enchanting a weapon to cast Fire on a critical hit, this would be 1 for a level 1 spell. Fira would be 1 + 2 + 3 + 4 = 10, for a level 4 spell, Firaga being 1 + 2 + 3 + 4 + 5 + 6 + 7 = 28, et cetera.

So let's use an example! Say you've got yourself a spear that you want to cast Blizzara on a critical hit. You innately know the Blizzara spell (and obviously you HAVE TO KNOW THE SPELL to put it on a weapon). The MP cost for a Blizzara cast is 160 MP.

So our MP Cost is:

160+100(5+1+10) = 160 + 1600 = 1760 MP per cast.

Now...how do we know if we've succeeded? Time for the fun part...the DC! And to think we're done with the hard part already. Well, see in the previous equation? The (5+1+3), or more generally, the (5+Complexity Modifier+Spell Modifier)?

DC = 20*(5+Complexity Modifier+Spell Modifier)

So let's go back to our example, our Blizzara Spear of Awesome!

DC = 20*(5+1+10) = 320

Now, you don't have to make the DC in one shot, but you may only make one cast per day. Once you reach the cumulative DC, congratulations! Your enchantment is finished!

So how does it work, now that you have your shiny new Spear of Blizzara? Well...let's say they land that crit! You deal your critical damage, and then...you get to use your spell! You do not use MP for this cast; however, you must use your magic roll regardless.

Let's say Timmy critted with that spear! His magic roll is normally 1d60+25, so that's what he gets to roll to cast that spell. Lame roll? Perhaps, yes, but them's the breaks, kid. You still got a crit, so be happy. :|

So that's how the spell-enchantments for weapons work! Any questions, send them my way.

As an additional note, you may only have ONE enchantment of this kind on a weapon. Additionally, in order to be able to enchant a weapon with a particular spell, you must have that level of enchantment. For example, if you want to enchant a weapon with Thundaga, you need to not only be able to cast the spell, but also be a level 7 enchanter.

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Person Effects:
Item Type For Person:
Body (Armor/Cloak/Clothing): 75 mp
Accessories (Rings/Necklaces/Pendants): 100 mp
Other (Something not meant to be worn): 70 mp Note: Only 1 item will apply to this

You may only obtain a bonus to the same stat(in regards to this type of enchantment) from two sources at any time. This includes Materia and enchantments alike! Any more than that are ignored; the 'highest' bonus will always override any others. Only one type of enlighten skill of the same type may be gained from any sources, as well. While you can have as many as you have slots, you may only do so to a particular skill once and only once!

Increase Stat:
Offers +1 stat bonus per mage level, which means a maximum of a +10 bonus is possible.

Curse Stat:
Gives -1 stat penalty per mage level, which means a maximum of a -10 penalty is possible.

Enlighten Skill:
Grants a +2 bonus to a skill per level of the enchantment, which means a maximum of a +20 bonus is possible.

Dampen Skill:
Gives a -2 penalty to a skill per level of the enchantment, which means a maximum of a -20 penalty is possible.

The DC for any enchantment having a Person Effect is 100 * level of enchantment.
The MP cost per cast is Item Type * Spell Level.

Example:
Weapon Person Effect: +7 on a emerald sword
Spell Level 7.
The base MP cost of the item is 75 Mp * 7 = 525 MP.
The DC to complete the task is 7 * 100 = 700.

So, for 525 mp per day you can roll. Your results going toward the cumulative DC of 700.
Last edited by Strato on October 31st, 2023, 6:39 pm, edited 6 times in total.
Strato
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