Uniform Enchantments
SOIP Uniform enchantments, standard issue. Jewelry: (1 Enchantment)
Amulet 1: To activate: User grips amulet 3 times in quick succession. The "belt buckle" on his/her chest is gripped in the same fashion to deactivate the enchantments. 1. Creates illusion of dress uniform that is physical (can be seen through with "I disbelieve").
Amulet 2: To activate: Active on Equip
1. Creates illusion of clothes last worn that is physical (can be seen through with "I disbelieve").
Amulet 3: To activate: Active on Equip 1. 20% Magic resist
Amulet 4: To activate: User grips amulet 3 times in quick succession. To turn back, spider bends its legs inward as if dead. 1. User turns into a spider.
Rings-
Standard usage is Ring 1 and Ring 4. On political escort, the individual often wears ring 4 with a mix of secondary rings. Two are equipable at a time.
Ring 1 (1 Enchantment): To activate: User keyword 1. Ring provides a 30 second 100% magic shielding spell per 24 hours. Radius is 10' sphere
Ring 2 (1 Enchantment): To activate: Active on equip 1. User remains alert for 48 hours. Reuse is 1 week. 1 additional ring may be used. If both are used in succession, user will require 24 to 48 hours of rest dependent on activity level while worn.
Ring 3 (1 Enchantment): To activate: Active on equip 1. 20% Haste
Ring 4 (1 Enchantment): To activate: Active on equip 1. Immunity to poison
Ring 5 (1 Enchantment): To activate: Active on equip 1. Ability to understand all spoken languages.
Equipment (1 Enchantment):---------------------------------------------------------
Gloves: To activate: Active on equip 1. 100% protection against disarm
Chest: To activate: Active on equip 1. 30% Elemental Resist
Armband (bracer): To activate: Active on equip 1. Immunity to Charm
Belt: To activate: Active on equip 1. 10% stamina increase
Legs: To activate: Active on equip 1. 25% More likely to detect illusion
Boots: To activate: Active on equip 1. 25% further jump distance
Head Slot:
Head 1: Mask and hood are one piece, not usually equipped. To activate: Keywords 1. able to change color to forest camouflage for all 4 seasons, midnight blue, sand, and stark black as well as an edge blurring effect (not an invisibility).
Head 2: Cowl. Can attach to cloak or uniform. Works when up or down. To activate: 1. Ability to understand all spoken language
Back Slot:
Cloak: To activate: Active on equip 1. User blends into shadows
Weapon (2 Enchantments):------------------------------------------------------------ Range: To activate: Active on equip 1. Bow reuses whatever type of arrow was last used so a quiver is not required. 2. 20% range increase
Sword 1: To activate: Active on equip 1. 20% improved hit chance 2. 20% .5 second stun
Sword 2:
To activate: Active on equip
1. 20% armor penetration
2. 20% .5 second stun
Dagger 1:
To activate: Active on equip
1. Dagger reuses whatever type of poison was last used.
2. 20% .5 second stun
Dagger 2:
To activate: Active on equip
1. 20% armor penetration
2. 20% .5 second stun