Innate Enchantments

[DRAFT Version – This is still under review and editing]

This is by no means a definitive guide on available Innate Enchantments, but should be used as a resource for further Innate Enchantments.

Here are some example Formula:

  • Unlimited Use-Activated, Level 1 at Caster Level 1, Personal Use Only *0.7 = 1400 GP
  • Spell Level One-Half x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .2 usable once per day = 200 GP.

This translates to the item creation table of Spell Level * Caster Level * 2000, with Level 0 being .5. If a Spell Can be made Personal (I.e. it’s not Self Only), you may apply the Personal Modifier of .7 to the final result

All of the entries should be considered ‘At Will’ always self-renewing unless the entry specifies otherwise. It takes no action on the character’s part to keep the innate enchantments going if it’s ‘At Will’.

Level 0 Enchantment Examples

[0th level should be 700gp or 1000gp for at will]

Innate Enchant Name Cost Effect
Dancing Lights 1000 As Spell
Detect Magic 700 As Spell
Detect Magic 1/Day 200 As Spell
Expertise (Weapon Mastery) 700 You gain a +3 BAB with a particular weapon.
Firestarter (Ray of Flame) 700 You may easily and quickly start fires, light candles, and so on, with a touch.
Force Armor 700 +2 Armor AC.
Force Shield 1000 +2 Shield AC, negates Magic Missile
Fortune’s Favor I 700 +1 luck bonus on skill and attribute checks.
Hardy (Damage Reduction) 700 You gain DR 1/-, which stacks with any natural DR you have.
Internal Compass (Know Direction) 700 You never lose your bearings.
Intimidator (Summon Knives) 700 You may produce up to three knives per round as a free action, although they only last for one minute once you let go of them.
Knack (Skill Mastery) 700 +3 Competence bonus with Skill
Message 700 As the Spell
Mysticism (Prestidigitation) 700 You may perform a wide variety of minor magical tricks.
Photographic Memory (Mnemonic) 700 You may precisely recall the things you witness for up to a week, and enjoy a +5 bonus on recall attempts thereafter.
Read Magic 1/Day 200 As Spell
Resistance 700 +1 Resistance bonus to Saves.
Second Skin (Lighten Armor) 700 Whatever armor you wear, you may reduce it’s Armor Check Penalty by two and increase the maximum dexterity bonus it allows by one.
Sensitive Nose (Detect Poison) 700 You can easily determine if someone has poisoned your food or drink – or it a suspicious substance is poisonous.
Skill Mastery/+2 to all Charisma-Linked Skills 700 +2 Competence bonus to Charisma Skills.
Skill Mastery/+2 to all Dexterity-Linked Skills 700 +2 Competence bonus to Dexterity Skills.
Skill Mastery/+2 to all Intelligence-Linked Skills 700 +2 Competence bonus to Intelligence Skills.
Skill Mastery/+2 to all Strength-Linked Skills 700 +2 Competence bonus to Strength Skills.
Skill Mastery/+2 to all Wisdom-Linked Skills 700 +2 Competence bonus to Wisdom Skills.
Skill Mastery I [Single] 700 +3 Competence to the selected skill
Skill Mastery I [Limited] 700 +2 Competence to selected skill set
Skill Mastery I [All] 700 +1 Competence to all skills
Slayer (Disrupt Undead) 700 You gain a +1d6 bonus to melee damage when fighting undead or another specialized type of opponent.
Stylish (Clean Clothing) 700 Your clothing – and person – is always clean and well-tended.
Sun Eyes (Sensory Warding) 700 You are immune to penalties for excessive illumination and gain a +4 bonus on saves against bright light, such as Color Spray.
Well-Practiced 700 You may add a +1 bonus to a selected attribute.
Void Sheath 700 Spell Level One-Half x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 for inability to store more than three items at a time = 700 GP.

L1 Enchantment Examples

Innate Enchant Name Cost Effect
<Blank>
Animal Affinity (Hedge Wizardry/Animal Influence) 1400 You have a special relationship with animals, and can often get them to do what you want.
Aura of Favor 2000 +1 luck bonus on attack and damage rolls
Bane 1400 all enemies within 50′ must save each round or take a -1 to attacks and saves against fear effects
Blade Mastery 1400 +2 Competence Bonus to BAB with Blades [swords & knives]
Burning Hands 1/day 1400 As spell
Cantrip Expert (L1 Generalized Lucubration) 1400 You may use each cantrip you could normally cast twice
Chitin Mail 1400 L1 Transmutation. For one minute per level of the caster whatever armor the user is wearing is treated as being one armor category lighter. The maximum dexterity bonus increases by two, the armor check penalty is reduced by two, arcane spell failure goes down by 15% (to a minimum of 5%), and the speed penalty is eliminated.
Delay Poison 1400 You either have no natural metabolism, or have something else and are essentially immune to poison.
Disguise Self 2000 Alters the user’s appearance. Usually used to disguise the effects of the Scalywrath spell, but can be used for other disguises as well.
Enhanced Attribute 1400 Grants +2 Enhancement Bonus to a Chosen Attribute
Enlarge Self (Practical Enchanter version, not to be mistaken for ‘Enlarge Person’) 1400 +1 Size Category (+8 Str, -2 Dex, +4 Con, -1 Attack Modifier, -4 Skill Modifier, +2 Natural armor, Reach 10).
Evasive (Shield of Faith) 1400 +2 deflection bonus to your AC
Expeditious Retreat 2000 Gain a +30′ bonus to all movement modes.
Expertise 1400 +2 Competence bonus to skills and checks.
Far Traveler (Longstrider) 1400 You have traveled widely, and can efficiently cover ground
Fast Healing I 1400 Fast Healing I, up to a limit of 20 points/hit die/day
Force Armor I 1400 +4 Armor AC
Force Armor I (Shareable) 2000 +4 Armor AC to anyone you touch. Duration 1 Hour.
Force Shield I 2000 +4 Shield AC, negates magic missile
Fortune’s Favor II (L1) 1400 +2 Luck bonus to skills and attribute checks
Hide Like Ox 2000? Grants +1 Bonus to Natural Armor
Immortal Vigor I 1400 Gain 2d6 + (Con Bonus x2) worth of HP.
Impervious (Resist II) 1400? +2? Resistance Bonus to Saves
Inspiring Word 1400 +1 Morale Bonus on saves, attacks, checks, and damage
Intuition 1400 True Strike, True Skill, True Save, and True Dodge once per day each.
Iron Fist 1400 +2 Levels (usually 1d8 base) natural weapons.
Iron Fists (Magic Natural Weapons) 1400 Your natural weapons are treated as +1 weapons.
Jump 1400 +10 to Jump checks
Light Foot 1400 L1 Transmutation. The user becomes extremely light on his or her feet, gaining a +30 circumstance bonus on his or her ground movement speed, a +10 circumstance bonus on jump checks, and DR 10 versus Falling Damage [only], for 1d6+2 rounds. The user is, however, considered one size category smaller in a Bull Rush, Grapple, Trip, or Overrun situation
Low-Light Vision 1400 Grants Low-Light Vision
Madblade 2000 Variant of Shillelagh, a normal weapon becomes +1 and is considered on size category larger
Magic Fang 1400 All of your natural weapons are effectively +1
Magic Missile 1/day 400 deals 1d4+1 to a single target
Magic Resistant (Least Spell Resistance) 1400 You gain Spell Resistance 7.
Martial Arts 1400 The user’s hands and feet are as effective as a +2 Hand Axe.
Martial Mastery 1400 +4 Competence Bonus to BAB with Unarmed Strikes (or with another specific weapon)
Natural Expertise 1400 Is considered proficient with any piece of equipment he or she picks up
Natural Health (Hedge Wizardry/Relieve Poison) 1400 You gain a +4 bonus on saves versus poison and reduce the attribute damage from failed saves against poison by two points (to a minimum of zero) each time you take damage
Perceptiveness 1400 +3 to all Sensory Skill Checks
Personal Haste 2000 You move and attack more quickly than usual, gaining one extra attack at your full BAB when taking the full attack option and a +30 foot Enhancement bonus to all of your movement rates, although this may not more than double any one of them.
Plague Survivor (Hedge Wizardry/Relieve Illness) 1400 You gain a +4 bonus on saves versus disease and reduce the attribute damage from failed saves against poison by two points (to a minimum of zero) each time you take damage.
Produce Flame 2000 1d6 damage +1/ level, touch or thrown.
Protection from Chaos 1400 Gain a +2 Deflection bonus to AC and a +2 Resistance Bonus to Saves versus attacks or effects generated by Chaotic opponents and cannot be possessed or mentally controlled.
Protection from Evil 1400 Gain a +2 Deflection bonus to AC and a +2 Resistance Bonus to Saves versus attacks or effects generated by Evil opponents and cannot be possessed or mentally controlled.
Protection from Good 1400 Gain a +2 Deflection bonus to AC and a +2 Resistance Bonus to Saves versus attacks or effects generated by Good opponents and cannot be possessed or mentally controlled.
Protection from Law 1400 Gain a +2 Deflection bonus to AC and a +2 Resistance Bonus to Saves versus attacks or effects generated by Lawful opponents and cannot be possessed or mentally controlled.
Psychic Whip 1400 The wielder may make “unarmed” attacks at ranges of up to 40′ with one hand, including attempts to trip, grapple, and snatch things
Quick Healer (Lesser Vigor) 1400 You heal naturally at twice the normal speed.
Ranged Strike 1400 Allows the user to “fire” melee attacks with a 100′ range increment, using the same statistics as the weapon.
Resist Energy [Dreamspawn Entry] 1400 In combination with their natural universal damage reduction, this gives Dreamspawn – and their bondmates – 20 points of resistance to energy-based attacks, although this is reduced to 10 points against psychically-generated attacks.
Resist Fire and Heat 1400 provides Fire Resistance 10
Rock-Hard Fists 1400 1d8 Crit 20/x2 Fists as Natural Weapons. May make a full attack using both at full BAB.
Rogue’s Sure Eye 1400 +2d6 Sneak Attack for three rounds
Rugged Metabolism 1400 Fast Healing I for 18 Rounds 2/Day, Relieve Illness 1/Day, Relieve Poison 1/Day, and Lesser Restoration 1/Day.
Scalywrath 1400 Allows the user to take on the basic abilities of a lizard-folk warrior (+5 Natural Armor, 1d4 natural weapons, +4 racial bonus to Balance, Jump, and Swim checks) at the price of giving up any natural armor, weapons, or skill bonuses of their base race and assuming a rather monstrous-looking form.
Scent 1400 The user gets the Scent ability.
Serpents Strike 1400 Gain one additional attack at your full BAB which may be taken off-action.
Shillelagh 2000 a normal wooden weapon (Club or Quarterstaff) becomes +1 and is considered on size category larger [2d6]
Sidestep 1400 +1 Competence Bonus on All Saves
Skill Mastery I [Single] 1400 +5 Competence to selected skill
Skill Mastery I [Limited] 1400 +3 Competence to selected skills
Skill Mastery I [All] 1400 +2 Competence to all skills
Sure Step 1400 The user gains a +10 enhancement bonus on Balance, Climb, Jump, and Tumble and retains his or her Dexterity bonus to AC when balancing or climbing for one minute per level of the caster.
Sustenance 1400 has only one-quarter the usual need to eat, sleep, drink, and breathe
Tiger Claws 1400 may claw and bite for 2d6 damage
Tough as Nails 1400 Convert the first five points of damage from any attack to nonlethal damage
True Strike 5/day 1200 As Spell
True Strike 3/Day 840 +20 Insight bonus to Hit
True Strike 1/day/level 1400 +20 Insight bonus to Hit
Arcane Dodge 3/day 840 +20 AC for a moment within the next round
Arcane Dodge 1/Day/Level 1400 +20 AC for a moment within the next round
Unseen Aide 1400 L1, a variant of Unseen Servant, which provides a +2 “Aid Another” bonus to Checks based on Strength, Dexterity, or Constitution but does nothing else
Veteran (Damage Reduction to Stun) 1400 The first three points of damage from any attack are converted to stun damage
Ward of Heaven 1400 +1 Luck Bonus to AC and Saves
Warding Rune 1400 +1 Resistance Bonus on All Saves
Weather Hardened (Endure Elements) 1400 You are used to hard living in the wilderness, and can readily endure the extremes of weather.
Whispering Sage 1400 A spirit-summoning spell which provides a +2 “Aid Another” bonus to Checks based on Intelligence, Wisdom, or Charisma
Dimension Hop 2000 Teleport 10 ft. line of sight
Piloting Link 1400 Psychic Link, +2 levels of Neural Interface with Vehicles or Mecha
Moment of Fortification 840 or 1400 Negates extra effects of one critical hit [3/Day is 840gp, 1/day/level is 1400gp]
Eldritch Armor 700 or 1400 Give yourself and/or your Mecha a +1 (700 GP) or +2 (1400* GP) Enhancement Bonus to AC
Fortification 700 Give yourself and/or your Mecha +1 level of Fortification (700* GP)
Self-Healing 840 or 1400 Automatic self-healing of 1d8+1 HP 3/day (840* GP) or 1/day/level (1400* GP)
Telekinesis 2000 Unseen Servant, at will
Winter’s Knife Technique (“Martial Arts”) 1400 The user’s hands and feet are as effective as a +2 Hand Axe.
Wraith Step Kata 2000 L3, reduced to L1 via the Blood of the Dragon. This is related to Dimension Door but the caster can only carry one other person (whom the caster must carry) and must expend ground movement normally. Thus, if the user has a 30′ move, he or she can travel up to 30′ as a move action, 60′ by spending a standard action as well, or 120′ as a full-round action
Ninja Mastery 1400 L3 Greater Invocation of Ninja Conjuring, reduced to L1 via the Blood of the Dragon. Yuki may employ minor items of ninja gear – smoke, flash, and gas pellets, flaming arrows, flares, sleeve-firing grappling lines, swim fins, camouflage clothing and makeup, rope, excellent lockpicks, sneezing powder, shuriken, forged papers, crude paragliders, and so on, pretty much at will. No one knows where she keeps the stuff. In general, these have effects roughly equivalent to those of a strong first-level spell and only work for her.
Winter Adept 2000 L4 Greater Invocation of Winter, reduced to L1 via the Blood of the Dragon. Produces any winter-related effect of up to level two. This usually includes icy mists and snow, blasts of icy wind, ice bolts, ice bonds, ice armor, resistance to cold and fire, and summoning minor air elementals.

Level 2 effects [Cost 8,400 or 12,000]

Innate Enchant Name Cost Effect
Alter Self 12,000 As spell of the same name
Enhanced Attribute 8400 +4 Enhancement Bonus to Attribute
Force Armor II 8400 +6 Armor AC.
Force Shield II 12000 +6 Shield AC, negates Magic Missile
Greater Blade 8400 Variant of Enlarge, a normal weapon becomes one size category larger for purposes of Damage
Greater Blade 4/day 4000 Variant of Enlarge, a normal weapon becomes one size category larger for purposes of Damage.
Greater Blade ~ Lawgiver 6720 Variant of Enlarge, a normal weapon becomes one size category larger for purposes of Damage, only for Lawgiver

Level 3 and above effects

These are not priced out, but generally these are beyond most adventurers unless using powerful effects by using Path of the Dragon.

Innate Enchant Name Cost Effect
Enhance Attribute Cost +10 Enhancement Bonus to selected Attribute
Grand Ward of Heaven (L8) Cost +12 Luck Bonus to Armor Class and Saving Throws.
Level 9 & 10 Effects
Immortal Vigor X Cost Grants 20d6 + (Con Bonus * 20) worth of HP
Warding Rune/Epic (L9) Cost +10 Resistance Bonus to Saves
Skill Mastery/General (L9) Cost +12 Competence Bonus to All Skills
Grand Haste (L9) Cost Extra full action each round, +3 to Hit, +3 Dodge bonus to Reflex Saves and AC.
Fortunes Favor IX / L9 Cost +12 Luck Bonus to All Skills
Force of Will (L7) [Atrocity Build] Cost +4 Effective Levels (in Eclipse: +4d8 HD, +4 all Saves, +4 BAB, +24 CP. The CP are invested in Immunity/Antimagic and Dispelling versus personally-maintained spells (Uncommon/ Minor/ Epic, 9 CP) and Luck with +6 Bonus Uses, 15 CP). (Only level seven, but the highest-level spell available in this category; the next step in the sequence would be level twelve).
Spell Resistance Cost 12 Plus Caster Level
Armor of Light (L3 Base, increased to L5 or L6) [Atrocity Build] Cost +(Cha Mod) Sacred Bonus on all saving throws. (Only a level three spell, but – at this level of Charisma – it’s far too useful to pass up. Wait! I can assume a more advanced version, which will also include the level one effects of Ward of Light and Wrath of Heaven. At caster level forty, those will have hit their limits of a +6 Sacred Bonus to Armor Class, to Attacks and Damage. That would still only be level five or six – but it’s not quite so wasteful).
Superheroism (L9) Cost Immunity to Fear, + 6 Morale Bonus to Saves, to Hit and Damage,  all Skills, Strength and Constitution; +60 Morale Bonus to HP
Enhance Attribute +12 (L9) Cost Grants a +12 to the Selected Attribute
Enhance Attribute / STR/DEX/CON/INT +10 (L9) Cost +10 to Four selected Attributes

END OF LIST

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