Masterwork armor, shields, and weapons can be enchanted with the qualities listed below. Each item can hold 5 points' worth of enchantments. The number of points a particular quality takes is listed in parentheses after its name.
Note: An item cannot be enchanted with the same quality more than once. Similarly, if a character is using two items with the same enchantment, the effects do not stack.
Named Items: The named magic armor, shields, and weapons described here can’t have additional enchantments.
(1): Armor only. Increases the protective bonus of the armor by +1.
Price: 3,000 gp; Craft: Protection; 1,500 gp.
(3): Shield only. Once per encounter, an animated shield can be loosed to defend its wielder for three rounds. It hovers near its owner, following if he moves, and granting its Parry and Cover bonus as usual. Its type still applies for purposes of Armor Interference or Restriction.
Price: 10,000 gp; Craft: Fly; 5,000 gp.
(1): Shield only. Ranged attacks against the bearer suffer an additional -1 penalty, regardless of the attacker's position (front, rear, etc).
Price: 3,000 gp; Craft: Deflection; 1,500 gp.
(1): Armor only. This armor property only works for Good creatures with the Challenge ability (such as cavaliers) or the Smite Evil ability (such as paladins). If the wearer uses one of these abilities, the selected target reduces its melee attacks against the wearer by 2.
Price: 4,000 gp; Craft: Deflection; 2,000 gp.
(1): Armor only. This armor is usually decorated with engravings of storm clouds and lightning bolts. If an attack Shakes or Wounds the character with electricity damage, the armor becomes visibly charged with electricity for one round. As a free action on the wearer’s next turn, she may use Innate Power: minor bolt (shocking grasp) or major bolt if she suffered at least two Wounds from the attack.
Price: 5,000 gp; Craft: Environmental protection; 2,500 gp.
(1): Shield only. Increase the shield’s Parry bonus by +1.
Price: 4,000 gp; Craft: Deflection; 2,000 gp.
(2): A shield or armor with this property helps its owner fight on against seemingly impossible odds. She gains the Nerves of Steel Edge when wearing the armor or bearing the shield.
Price: 30,000 gp; Craft: Healing; 15,000 gp.
(1): Armor or shield. Grants Environmental Resistance against a single energy type, chosen 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.
A leather jerkin of energy resistance (cold), for example, helps its wearer avoid Fatigue from exposure (see Hazards) and damage from any attack with a Trapping of cold, ice, frost, etc.
Price: 2,000 gp; Craft: Environmental protection; 1,000 gp.
(2): Armor only. On command, the wearer of this armor becomes ethereal, gaining minor intangibility. 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.
Price: 49,000 gp; Craft: Intangibility; 24,500 gp.
(2): Armor only. Fortified armor is more likely to turn away a lethal blow. The wearer gains a free reroll on Soak rolls.
Price: 5,000 gp; Craft: Boost Trait; 2,500 gp.
(0): Armor only. Upon command, as a 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.
Price: 900 gp; Craft: Illusion; 450 gp.
(1): Shield only. A guarding shield allows the wearer to transfer the defense bonus to an adjacent creature (this bonus stacks with all others). As a free action at the start of her turn, the wearer may grant the shield's bonus to an adjacent target. This bonus lasts until the wearer’s next turn or until the wearer and the target are ever more than 1" (2 yards) apart.
Price: 4,000 gp; Craft: Protection; 2,000 gp.
(2): Shield only. The wielder of this shield can make a free attack with it (Str+d4) against a creature attacking him with a bite attack. If the wielder gets a raise on the attack roll, the attacker’s jaws are injured, causing it to take a -1 penalty on attack and damage rolls (including breath weapons) with its bite attack for 24 hours.
Price: 4,000 gp; Craft: Damage field; 2,000 gp.
(1): Armor only. This suit of armor helps its wearer remain mounted and in control of his mount. She adds +2 to Riding rolls.
Price: 3,750 gp; Craft: Boost Trait; 1,875 gp.
(4): Shield only. The shield’s surface is completely reflective. Once per day, the wielder can reflect any power that affects her by making a Spirit roll (at -2 if the casting roll got a raise). If successful the caster suffers the full effects of the power as if he had been the original target.
Price: 16,000 gp; Craft: Dispel; 8,000 gp.
(2): Armor only. Armor with this property is often engraved or enameled with religious symbols. Once per day, as a limited action, the wearer may increase his Size by +3 for five rounds. Each increase in Size grants the target a one-step increase to Strength and 1 point of Toughness. Righteous armor does not work for Evil creatures.
Price: 27,000 gp; Craft: Boost Trait, growth; 13,500 gp.
(4): Armor only. The wearer gains the benefits of minor arcane protection.
Price: 16,000 gp; Craft: Arcane protection; 8,000 gp.
(2): The armor or shield with this ability melds into creatures when they change form (such as with shape change and Shifter Wild Shape), allowing them to keep Toughness bonus from the armor and Parry bonus from the shield.
Price: 4,000 gp; Craft: Shape change; 2,000 gp.
(1): The weapon grants the user +1 in the skill required to use it (Fighting, Shooting, or Athletics).
Price: 4,000 gp; Craft: Boost Trait; 2,000 gp.
(1): Melee weapon only. The weapon grants the wielder the Formation Fighter Edge while it is being used.
Price: 4,000 gp; Craft: Illusion; 2,000 gp.
(1): Ranged only. If the wielder spends at least one minute preparing a hiding place, she gains +1 on her Stealth check. An ambushing weapon deals an additional 1d6 points of damage on a successful hit during a Surprise round or when she has The Drop.
Price: 4,000 gp; Craft: Invisibility; 2,000 gp.
(1): When used against a specific type of creature (dwarf, goblin, elemental, etc), a bane weapon has +2 AP and its damage die increases one type.
Price: 3,000 gp; Craft: Smite; 1,500 gp.
(2): The weapon is considered a Heavy Weapon.
Price: 5,000 gp; Craft: Smite; 2,500 gp.
(1): The weapon’s damage increases by +1.
Price: 3,000 gp; Craft: Smite; 1,500 gp.
(4): Melee weapon only. The wielder can command the weapon to dance once per encounter as a limited free action. It animates immediately, attacking as a character for up to five rounds. It uses its master’s Action Card and attack skill, and rolls two of its normal damage dice. The weapon can fly at Pace 10 and counts as an ally for the Gang Up bonus.
Price: 20,000 gp; Craft: Fly; 10,000 gp.
(1): Ranged weapon only. Decrease any Range penalties by 1 when using this weapon.
Price: 2,000 gp; Craft: Farsight; 1,000 gp.
(2): One-handed melee weapon only. While drawn, a dueling weapon grants the character the Quick Edge. The bearer also gets a free reroll when attempting a Called Shot on a held item.
Price: 14,000 gp; Craft: Boost Trait; 7,000 gp.
(1): The weapon causes damage with an energy Trapping—acid, cold, electricity, fire, or sonic (chosen by creator).
Price: 2,000 gp; Craft: Damaging power with the appropriate energy Trapping; 1,000 gp.
(1): A huntsman weapon helps its wielder locate and capture quarry. While it's in hand, he adds +1 to Survival (tracking) rolls.
Price: 4,000 gp; Craft: Boost Trait; 2,000 gp.
(1): Anything hit by this weapon has a chance to catch on fire. Add +1 to the roll to see if something catches fire with a raise on the attack.
Price: 3,000 gp; Craft: Bolt or smite (fire); 1,500 gp.
(1): The weapon is exceptionally sharp, giving it +2 Armor Piercing.
Price: 3,000 gp; Craft: Bolt; 1,500 gp.
(1): The weapon casts light in a Medium Blast Template. The user activates the illumination with her will as a free action.
Price: 2,000 gp; Craft: Light; 1,000 gp.
(2): Luck weapons grant the wielder a Benny at the start of a session. If it is lost, stolen, or broken, the wielder loses a Benny.
Price: 6,000 gp; Craft: Boost Trait; 3,000 gp.
(2): Two-handed melee weapon only. The user gains the Sweep Edge.
Price: 10,000 gp; Craft: Warrior's gift; 5,000 gp.
(1): Ranged only. Flying creatures hit with this weapon must make an Athletics check at -2; with failure, they lose 10 feet of altitude. With a raise on the attack, the creature loses 10 feet of altitude if it succeeds at its Athletics check, and it falls 1d4×10 feet with failure.
Price: 2,000 gp; Craft: Fly; 1,000 gp.
(1): Firearms only. A reliable firearm only suffers a -1 penalty when damaged from a misfire.
Price: 2,500 gp; Craft: Boost Trait; 1,250 gp.
(1): Thrown weapon only. The weapon returns to its user’s hand at the end of her turn.
Price: 3,000 gp; Craft: Conjure item; 1,500 gp.
(3): If a melee weapon, the user gains the Frenzy Edge. For a ranged weapon, the user gains the Rapid Shot Edge. If the weapon can be used either way, the choice must be made as the weapon is enchanted.
Price: 16,000 gp; Craft: Speed; 8,000 gp.
(1): Melee weapon only. The weapon can be thrown using Athletics (throwing). Its Range is 4/8/16.
Price: 3,000 gp; Craft: Boost Trait; 1,500 gp.
(1): Melee weapon only. A transformative weapon alters its shape at its wielder’s command, becoming any other melee weapon of the same general shape and handedness. For example, a transformative longsword can transform into any other one-handed melee weapon, such as a scimitar, flail, or trident; but not a greataxe.
The weapon retains all of its abilities, including enhancements and weapon properties, except those prohibited by its current shape. For example, a distance transformative weapon functions normally in the form of a bow, but loses it when in the shape of a club or greataxe.
When unattended, a transformative weapon reverts to its true shape.
Price: 10,000 gp; Craft: Conjure item; 5,000 gp.
(2): Melee weapon only. If the wielder hits with a raise his damage increases by +4 (in addition to any bonus damage), but he must make a Vigor roll or be Shaken.
Price: 5,000 gp; Craft: Smite; 2,500 gp.
(5): Blades only. A vorpal weapon ignores penalties for Called Shots to the head. Anyone Incapacitated by a vorpal blade is decapitated!
Price: 50,000 gp; Craft: Smite; 25,000 gp.