Understanding Enchantments:
Posted: Fri Oct 08, 2010 5:02 pm
I've got a lot of people venting about not being able to wear certain armors anymore; while complaints are valid and most likely already being worked on by the builders and staff who already know this list, I thought it might be useful for our player base to know what items are allowed to have what sort of enchants. So, here we go! Enjoy, folks, courtesy of d20srd.org which has more info as to how such items are generated in cost and such.
Though some of these might sound confusing, the affinities were intentionally left ambiguous; the reasoning is because there is a wide range as to the enchantments that can be placed on them. Also note that wondrous items are an exception to this rule. They can have different affects not ruled by this table (but, when they do, they're more expensive to make).
Body Slot.......................................................Affinity
Headband, helmet.....................................................Mental improvement, ranged attacks
Hat..........................................................................Interaction
Phylactery.................................................................Morale, alignment
Eye lenses, goggles...................................................Vision
Cloak, cape, mantle...................................................Transformation, protection
Amulet, brooch, medallion, necklace, periapt, scarab......Protection, discernment
Robe........................................................................Multiple effects
Shirt........................................................................Physical improvement
Vest, vestment.........................................................Class ability improvement
Bracers....................................................................Combat
Bracelets..................................................................Allies
Gloves.....................................................................Quickness
Gauntlets.................................................................Destructive power
Belt.........................................................................Physical improvement
Boots......................................................................Movement
Though some of these might sound confusing, the affinities were intentionally left ambiguous; the reasoning is because there is a wide range as to the enchantments that can be placed on them. Also note that wondrous items are an exception to this rule. They can have different affects not ruled by this table (but, when they do, they're more expensive to make).
Body Slot.......................................................Affinity
Headband, helmet.....................................................Mental improvement, ranged attacks
Hat..........................................................................Interaction
Phylactery.................................................................Morale, alignment
Eye lenses, goggles...................................................Vision
Cloak, cape, mantle...................................................Transformation, protection
Amulet, brooch, medallion, necklace, periapt, scarab......Protection, discernment
Robe........................................................................Multiple effects
Shirt........................................................................Physical improvement
Vest, vestment.........................................................Class ability improvement
Bracers....................................................................Combat
Bracelets..................................................................Allies
Gloves.....................................................................Quickness
Gauntlets.................................................................Destructive power
Belt.........................................................................Physical improvement
Boots......................................................................Movement