Friday, January 16, 2026

Forging and Artifice

Schwew. OK. This turned into a long one. 

Break!! has the best crafting rules for an OSR game that I've ever seen. Originally, I was trying to borrow them for my little house rules project for the Middle-earth Hexcrawl. But the tale grew in the telling.

The HTML conversion looks a little jank. Apologies. It looks better in the Google Doc (which I will eventually share).


Forging

“To the anvil,’ answered Thorin. ‘The hammer will at least keep the arms strong, until they can wield sharper tools again.”

Art by Goran Gligovic


When you recover treasures such as forgotten lore and rare materials, you may put them to use by forging items both fair and wonderful.

If you have an appropriate lore and access to a forge, you can repair and customize equipment. And if you have access to raw materials, you can also create new masterwork crafts. If you have the Art, you can even artifice items of enchantment.

[Inspiration for these rules was derived from the Break!! RPG and the video game Sil]

Lore, time, and tools

Repairing, customizing, or creating new items require a combination of lore, time, and tools.

Lore

To forge an item, you must have a lore appropriate to the craft you are pursuing.

Forged crafts fall into three categories:

  • Weaponsmithing: Those with Weapon Lore can craft weapons of all descriptions. Those with this lore can also work with handcrafts and tools such as mattocks, hammers, and saws.
  • Armoursmithing: Those with Armour Lore can smith mail, helms, and shields, as well as garb such as boots and cloaks.
  • Jewelcraft: Those with Jewel Lore can craft gleaming jewels, magic rings, musical instruments, and strange lamps.

To practice artifice, you must also have a specific Art that allows you to do so and be able to forge an item.

Time 

Repairing an item merely notched or damaged is easier than making something new. Repairing an item requires a day of work.

Customizing an item also requires a small expenditure of time. Customizing an item requires a number of days equal to ½ the difficulty of forging an item.

If an item is completely sundered, remaking it requires a number of days equal to the difficulty of creating a new item. The broken item supplies the raw materials for the reforged item.

Forging an item from scratch is done as a Downtime action. Attempting to craft the item (whether successful or not) takes the entire Downtime phase.

Tools

All efforts of crafting weapons, armour, or jewels require the use of a well-stocked forge.

  • If the burglars own a steading with a forge or are vassals to a lord's holdfast that has a forge, this requirement is fulfilled.
  • Sometimes, access to a forge can be part of a quest's reward.
  • In larger towns and cities, forges may be rented for 3 silver / 1 penny a week.

Crafting new items also requires raw materials.

  • Ingots and unworked gems can be purchased in towns and cities.
  • Raw materials can also be found during adventures.

Crafting items

Repairing, customizing, or creating an item requires a Skill maneuver that follows special rules.

At the end of the required time, make a Skill test against the listed difficulty.

  • Unlike normal tests, do not add a field of related knowledge bonus from the relevant lore.
  • If you have previously failed the test to craft this particular item, take a +3 bonus to this roll. This bonus is cumulative.

If you succeed in this maneuver, the work is complete.

If you fail this maneuver, the work you were doing is incomplete. Roll on the crafting mishaps table.

Note that some difficulties (especially in artifice) are above 12. This breaks the general upper limit of difficulties in Lore, but is intentional for two purposes.

  • One, it makes such efforts take a long time.
  • Two, it obliges crafters to fail in early attempts and slowly build momentum towards completing the project, modeling research.

Crafting Mishaps

If you fail to complete your project, roll 2d6 to see if your craft has some fatal flaw.

At any point, you may scrap your project and salvage the raw materials and start fresh in the future. In this case, you do not receive the cumulative bonus from past failed rolls.

Crafting Mishaps
Roll Effect
2 [Artifacts only] Obsessed: You become fascinated with the work of your hands. You cannot scrap the project. You must retain ownership of the item. You can never lend it or give it away. It is yours and yours alone.
3 Willful: Lose 1 Strength. The item gains a measure of your will. The item will try to turn its actions to further your desires. It may, during its labors, occasionally speak with its own voice.
4 Wasted resources: Lose ½ of the total raw materials required by the project.
5 Bulky: The item, if completed, takes up an additional +1 slot.
6 Unbalanced: The item, if completed, suffers a -1 penalty to maneuvers using it.
7 Fragile: The item, if completed, can suffer only 1 notch of damage.
8-12 The craft is salvaged for now. No negative effect.


Weapons

Most weapons require 1 ingot of raw materials to craft. Great swords, great axes, and great spears all require 2 ingots of raw materials to craft.

Swords
Item Repair or Customize Craft New Damage
Dagger -1 to hit against foes with longer weapons but +10 to critical wounds No test Δ6 Piercing
Curved sword +1 to hit during 1st round, -1 damage 2nd+ round No test Δ6 Slashing
Shortsword If you missed an attack last round, you gain a +1 bonus to hit this round Δ4 Δ7 Slashing
Longsword If you missed an attack last round, you gain a +1 bonus to hit this round Δ4 Δ7 Slashing
Greatsword -1 to hit, +2 damage If you missed an attack last round, you gain a +1 bonus to hit this round Δ5 Δ8 Slashing
Polearms
Spear Can attack from 2nd rank No test Δ6 Piercing
Glaive Can attack from 2nd rank, +1 damage when move + attack Δ4 Δ7 Piercing
Great spear -1 to hit, +2 damage / -1 to hit, +3 damage when you move + attack Δ5 Δ8 Piercing
Axes
Throwing axe Δ5 Δ8 Slashing
Battle axe If foe is defeated, can attack another adjacent foe Δ4 Δ7 Slashing
Great axe -1 to hit, +2 damage If foe is defeated, can attack another adjacent foe Δ7 Δ10 Slashing
Blunt Weapons
Staff +1 bonus to maneuvers No test Δ6 Crushing
Mace If you hit an armored opponent, you may reduce their Defense by 1 instead of dealing damage (to a minimum of +1) Δ5 Δ8 Crushing
Warhammer -2 to hit, +3 damage Δ5 Δ8 Crushing
Bows
Shortbow No test Δ6 Piercing
Longbow Δ6 Δ7 Piercing
Tools
Hammer, Saw, Thieves' Tools, etc. No test Δ6 -


Armour

Armour requires 1 ingot of raw materials per Defense point conferred.

Cloth
Item Repair or Customize Craft New Defense
Robe No test Δ6 -
Cloak No test Δ6 -
Gambeson Δ4 Δ7 +.5
Leather
Leather Armour Δ5 Δ8 +1
Gloves No test Δ6 -
Boots No test Δ6 -
Metal
Corslet Δ6 Δ9 +2
Hauberk Δ7 Δ10 +2.5
Vambraces Δ6 Δ9 +.5
Greaves Δ6 Δ9 +.5
Shield
Round shield Can split Valour bonus between Attack and Defense rating Δ5 Δ8 +1
Kite shield Can split Valour bonus between Attack and Defense rating Δ6 Δ9 +1.5
Helm
Helm Δ5 Δ8 +1
Amloth (elven helm) Elect to sunder to negate all damage or critical wound Δ6 Δ9 +1
Dwarf-mask Fire resistance Δ7 Δ10 +1.5


Jewelcraft

Jewelry
Item Repair or Customize Craft New
Ring Δ5 Δ8
Crown Δ6 Δ9
Amulet Δ4 Δ7
Scepter Can be used as blunt weapon Δ4 Δ7
Light
Brass lantern Δ4 Δ7
Elven lamp Δ6 Δ9
Instrument
War horn Δ5 Δ8
Instrument Δ6 Δ9


Artifice 

If you have the Art, you may craft artifacts imbued with magic. Creating an enchanted item begins with the same base rules as crafting new weapons, armour, and jewelcrafts. Then you may add enchantments to the item based on three factors:

  • The primary material used in its creation (a sword forged of steel).
  • You may choose to embellish the item with a secondary material (a steel sword with silver runes and a ruby in its hilt).
    • Embellishing an item with a secondary material requires half the total amount of ingots for creating the base item.
    • For example, creating a longsword needs 1 ingot of metal, so only ½ an ingot to embellish it.
  • The forge used in its creation (a bejeweled steel sword made at Rivendell). Forges add "bundles" of enchantments at a discount—if you elect to use them, you must add all the enchantments.
    • Forges that confer enchantments are very rare—only a handful exist in Middle-earth.
    • Although you can no longer craft at these forges, extinguished forges are included in the following list for the convenience of GMs who might want to place such items in treasure troves.

You may add one or more enchantments to each item you forge based on the factors used in its crafting. For each enchantment you choose to add, you increase the difficulty to craft the item (see Crafting items) and additional costs to be paid if the item is successfully made.

Cost

To enchant artifacts, one must give up a part of oneself. Each enchantment you want to add to the item during its creation incurs a specific cost. A cost might be experience points, an attribute point, or something else. If you could not pay the cost, you cannot begin to imbue an item with that enchantment. If the item is successfully completed, the cost is immediately paid.

Materials and Enchantments

Each material used in the item's creation, both primary and secondary, allows you to add one or more enchantments. You may add one, two, or zero enchantments associated with each material involved in the item's crafting.

A note on dwimmer

All materials offer the dwimmer enchantment. In short, this enchantment allows for new powers to be crafted for your artifact that are developed in conjunction with and approved by your GM. Do you want to make a robe that allows you to glide or a set of horse shoes that lets your steed have a long life? "Dwimmer" is a catch-all category for such unique enchantments.

Metal & Wood
Material +Δ Difficulty Cost
Wood
Awe +Δ3 1 Skill
Blasting +Δ6 1 Experience
Dwimmer +Δ3 2 Experience
Force +Δ5 1 Experience
Grace +Δ3 1 Understanding
Striding +Δ4 5 Endurance
Radiance +Δ6 1 Understanding
Thunder +Δ5 1 Experience
Bronze
Clarity +Δ3 1 Skill
Defiance +Δ4 1 Skill
Dwimmer +Δ3 2 Experience
Fire +Δ6 1 Understanding
Perception +Δ4 1 Skill
Radiance +Δ10 1 Understanding
Resilience +Δ10 2 Experience
True sight +Δ20 2 Understanding
Iron
Brand +Δ6 1 Skill
Deflection +Δ6 1 Skill
Dwimmer +Δ3 2 Experience
Final Rest +Δ8 1 Strength
Frost +Δ3 1 Skill
Fury +Δ8 1 Strength
Glimmering +Δ7 1 Skill
Piercing +Δ8 1 Strength
Preservation +Δ4 1 Skill
Venom's End +Δ3 1 Skill
Warmth +Δ3 1 Skill
Wondrous +Δ3 2 Experience
Wrath +Δ8 2 Experience
Steel
Accuracy +Δ15 1 Strength, 1 Experience
Brand +Δ6 1 Skill
Defense +Δ15 1 Skill, 1 Experience
Deflection +Δ6 1 Skill
Dwimmer +Δ3 2 Experience
Final Rest +Δ8 1 Strength
Glimmering +Δ7 1 Skill
Piercing +Δ8 1 Strength
Preservation +Δ4 1 Skill
Protection +Δ15 5 Endurance, 1 Experience
Slaying +Δ12 1 Skill
Galvorn *
Accuracy +Δ13 1 Strength, 1 Experience
Awe +Δ1 1 Skill
Clarity +Δ1 1 Skill
Defiance +Δ2 1 Skill
Defense +Δ13 1 Skill, 1 Experience
Deflection +Δ4 1 Skill
Dwimmer +Δ1 2 Experience
Freedom +Δ2 1 Skill
Glamour +Δ2 1 Skill
Haunted +Δ1 1 Experience
Leaping +Δ2 1 Skill
Piercing +Δ6 1 Strength
Preservation +Δ2 1 Skill
Protection +Δ13 5 Endurance, 1 Experience
Resilience +Δ8 2 Experience
Shadow +Δ10 1 Skill, 1 Experience
Slaying +Δ10 1 Skill
Soft Tread +Δ4 1 Skill
Stealth +Δ6 1 Skill
Wondrous +Δ1 2 Experience
Wrath +Δ6 2 Experience
* Craftable only with a specific Art
Precious Metals
Silver
Adornment +Δ4 1 Experience
Defiance +Δ4 1 Skill
Dwimmer +Δ3 2 Experience
Freedom +Δ4 1 Skill
Frost +Δ3 1 Skill
Glamour +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Perception +Δ4 1 Skill
Shadow +Δ12 1 Skill, 1 Experience
Stealth +Δ8 1 Skill
Gold
Adornment +Δ4 1 Experience
Awe +Δ3 1 Skill
Command +Δ7 1 Skill
Dwimmer +Δ3 2 Experience
Fire +Δ6 1 Understanding
Glamour +Δ4 1 Skill
Haunted +Δ3 1 Experience
Radiance +Δ10 1 Understanding
Resilience +Δ10 2 Experience
Warmth +Δ3 1 Skill
Mithril
Accuracy +Δ13 1 Strength, 1 Experience
Clarity +Δ1 1 Skill
Defiance +Δ2 1 Skill
Defense +Δ13 1 Skill, 1 Experience
Deflection +Δ4 1 Skill
Dwimmer +Δ1 2 Experience
Freedom +Δ2 1 Skill
Glamour +Δ2 1 Skill
Glimmering +Δ5 1 Skill
Leaping +Δ2 1 Skill
Piercing +Δ6 1 Strength
Preservation +Δ2 1 Skill
Protection +Δ13 5 Endurance, 1 Experience
Radiance +Δ8 1 Understanding
Resilience +Δ8 2 Experience
Slaying +Δ10 1 Skill
Soft Tread +Δ4 1 Skill
Stealth +Δ6 1 Skill
Cloth
Cloth
Dwimmer +Δ3 2 Experience
Glamour +Δ4 1 Skill
Stealth +Δ8 1 Skill
Soft Tread +Δ6 1 Skill
Warmth +Δ3 1 Skill
Hithlain
Dwimmer +Δ1 2 Experience
Glamour +Δ2 1 Skill
Grace +Δ3 1 Understanding
Shadow +Δ10 1 Skill, 1 Experience
Stealth +Δ6 1 Skill
Striding +Δ2 5 Endurance
Soft Tread +Δ4 1 Skill
Warmth +Δ1 1 Skill
Animal Fell
Horn
Alert +Δ3 1 Experience
Awe +Δ3 1 Skill
Blasting +Δ6 3 Endurance
Command +Δ7 1 Skill
Dwimmer +Δ3 2 Experience
Force +Δ5 1 Experience
Thunder +Δ5 1 Experience
Hide
Defiance +Δ4 1 Skill
Deflection +Δ6 1 Skill
Dwimmer +Δ3 2 Experience
Freedom +Δ4 1 Skill
Glamour +Δ4 1 Skill
Leaping +Δ4 1 Skill
Of Archery +Δ12 1 Strength, 1 Experience
Or Swordplay +Δ12 1 Strength, 1 Experience
Regeneration +Δ12 5 Endurance
Resilience +Δ8 2 Experience
Stealth +Δ8 1 Skill
Striding +Δ4 5 Endurance
Sustenance +Δ12 5 Endurance
Venom's End +Δ3 1 Skill
Warmth +Δ3 1 Skill
Wormskin
Awe +Δ3 1 Skill
Command +Δ7 1 Skill
Defense +Δ6 1 Skill
Defiance +Δ4 1 Skill
Dwimmer +Δ3 2 Experience
Fire +Δ6 1 Understanding
Fury +Δ8 1 Strength
Grace +Δ3 1 Understanding
Of Archery +Δ12 1 Strength, 1 Experience
Of Swordplay +Δ12 1 Strength, 1 Experience
Perception +Δ4 1 Skill
Power +Δ12 10 Endurance
Protection +Δ13 5 Endurance, 1 Experience
Regeneration +Δ12 5 Endurance
Resilience +Δ8 2 Experience
Sustenance +Δ12 5 Endurance
Thunder +Δ5 1 Experience
True Sight +Δ15 2 Understanding
Venom's End +Δ3 1 Skill
Warmth +Δ3 1 Skill
Wrath +Δ8 2 Experience
Gems
Adamant
Adornment +Δ4 1 Experience
Brand (ice) +Δ6 1 Skill
Clarity +Δ3 1 Skill
Frost +Δ3 1 Skill
Glamour +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Grace +Δ3 1 Understanding
Leaping +Δ4 1 Skill
Perception +Δ4 1 Skill
Preservation +Δ2 1 Skill
Protection +Δ15 5 Endurance, 1 Experience
Stealth +Δ8 1 Skill
Sustenance +Δ12 5 Endurance
True Sight +Δ20 2 Understanding
Ruby
Adornment +Δ4 1 Experience
Alert +Δ3 1 Experience
Brand (fire) +Δ6 1 Skill
Fire +Δ6 1 Understanding
Freedom +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Grace +Δ3 1 Understanding
Haunted +Δ3 1 Experience
Power +Δ12 10 Endurance
Radiance +Δ10 1 Understanding
Regeneration +Δ12 5 Endurance
Resilience +Δ8 2 Experience
Slaying +Δ10 1 Skill
Striding +Δ4 5 Endurance
Thunder +Δ5 1 Experience
Warmth +Δ3 1 Skill
Lesser Jewel
Adornment +Δ4 1 Experience
Awe +Δ3 1 Understanding
Blasting +Δ6 3 Endurance
Force +Δ5 1 Experience
Haunted +Δ3 1 Experience
Thunder +Δ5 1 Experience
Sapphire
Adornment +Δ4 1 Experience
Awe +Δ3 1 Skill
Command +Δ7 1 Skill
Defense +Δ6 1 Skill
Defiance +Δ4 1 Skill
Glamour +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Grace +Δ3 1 Understanding
Perception +Δ4 1 Skill
Piercing +Δ6 1 Strength
Power +Δ12 10 Endurance
Preservation +Δ2 1 Skill
Forge
Rivendell
Jewelcraft: Glimmering (goblins or trolls are near) +Δ5 1 Skill
Lorien
Armour: Soft Tread, Stealth, Preservation +Δ12 2 Skill
Iron Hills
Armour: Defense, Protection +Δ20 4 Experience
Red Mountains
Weapon: Fury, Wrath +Δ12 3 Experience
Extinguished Forges *
Annúminas
Weapon: Accuracy, Final Rest, Slay Un-dead - -
Blessed Realm
Jewelcraft: Grace, Power, Radiance - -
Weapon: Slay Dragons and Raukar, Radiance
Eregion
Jewelcraft: Clarity, Power - -
Gondolin
Weapon: Slay Orcs and Trolls - -
Moria
Weapon: Slay Orcs and Trolls - -
Osgiliath
Armour or Shield: Defense x2 - -
* Forges can no longer be accessed, but artifacts of the past might carry such enchantments


Enchantments

Accuracy

The sharpness of the blade, the swiftness of the arrow! Weapons enchanted with accuracy add +1 to attacks made with them.

Advanced guideline: Such weapons yearn for battle and draw their bearers towards combat. The GM may choose to impose a +1 bonus to a Wandering Encounter roll once per week if an accurate artifact is carried by the company.

Adornment

Items made with adornment add a +1 bonus to any temporary magical blessing from Songs of Power and similar sources. For example, the first round of the Song of Slaying normally grants a +1 bonus to attack a particular foe; for those wearing an artifact of adornment are granted a +2 bonus instead.

Alert

Horns forged with this enchantment have 20 + [1d4 x Understanding] charges. You may spend a charge to blow the horn and attempt to summon allies. The GM will immediately roll again on the wandering encounter and local encounter tables. They ignore any non-helpful result, and will put an allied result into play as soon as practical.

Awe

Artifacts of enchantment cause foes to test Morale with a -1 penalty.

Blasting

When created, the artifact has 20 + [1d4 x Understanding] charges. You may spend a charge to open a tunnel in stone about 10' x 10' x 10', break open a barred door, or clear fallen rubble.

Brand

A weapon enchanted with a brand deals damage of a particular type chosen at its creation: it carries the taint of the poison of Dol Guldur, the shadow of fear of Angband, flickers with the fire of Aman, or smokes with the ice of Helcaraxë.

Clarity

If possessing an artifact of clarity, roll 3d6 and take the best 2 dice when rolling to resist confusion and hallucinations. Additionally, you automatically identify phantoms as illusions.

Command

If you possess an artifact of command, friendly NPCs in your presence add a +1 bonus to test Morale.

Defense

Armour forged with this enchantment adds +1 to their Defensive bonus.

Defiance

If possessing an artifact of defiance, roll 3d6 and take the best 2 dice when rolling to resist entrancement, commands and domination.

Deflection

Shields forged with this enchantment add +1 to their Defensive bonus against missile attacks.

Dwimmer

This category of enchantments are experiments in the craft of artifice. If you wish to forge an item with a particular knack or feature, work with your GM to establish the exact rules.

Some examples of enchantments that are further afield may be found here at the d4Caltrops blog.

Final Rest

Weapons forged with this enchantment exist in both the waking world and unseen world: they can strike wraiths and un-dead creatures, and grant a +2 bonus to hit such creatures. Unbound spirits slain with such weapons depart Middle-earth forever.

Fire

Artifacts forged with this enchantment have 20 + [1d4 x Understanding] charges. You may spend a charge to cause the artifact to shed light as a torch for an hour (6 turns). During this time, a weapon or scepter deals fire damage.

Force

When created, the artifact has 20 + [1d4 x Understanding] charges. You may spend a charge to knock a creature engaged with you back 1d6 x 10'. If you are engaged with multiple creatures, you may spend multiple charges at the same time.

Freedom

If possessing an artifact of freedom, roll 3d6 and take the best 2 dice when rolling to move at a run. In addition, you are immune to being slowed and can ignore webs.

Frost

Artifacts with this enchantment are always cold to the touch. While wearing an artifact enchanted with frost, you gain resistance to fire. Clothing woven with this enchantment counts as appropriate gear for desert regions. Artifacts with frost enchantments are immune to being destroyed by fire damage.

Fury

If you wield an item enchanted with fury, you may enter a rage when you fight. Doing so requires a turn. While berserk, you make an extra attack every other turn. You cannot flee from combat while in this state, which only ends when all foes have been defeated. Anyone who has harmed you in combat counts as a foe.

Glamour

Artifacts with this enchantment change their bearer's appearance in some specific way: a helm that causes you to appear as an orc, a banner whose heraldic beast seems to move on its own, a crown that ensures your raiment always appears clean and rich. When this seeming would have a positive effect on a Beauty or Subtlety maneuver to influence an NPC's disposition, gain a +1 bonus.

Glimmering

When creating this artifact, choose a specific trigger: when goblins are near, when enemies approach the Lonely Mountain, when a spell on you, etc. When this trigger occurs, the artifact will glitter with a pale light.

Grace

When bearing an artifact enchanted with grace, you take 1 less damage from singing Songs of Power per round (to a minimum of 1).

Haunted

When bearing a haunted artifact, you partially exist in the unseen world. You can see disembodied spirits. You identify phantoms as illusions automatically. Unfortunately, they can also see you—when your company's Notice track exceeds 20+, a spirit will seek you out.

Leaping

If possessing an artifact of leaping, roll 3d6 and take the best 2 dice when rolling to move at a run. In addition, you move at full speed through hazardous terrain during combat, leaping and dodging past such obstacles.

Of Archery

An artifact with this enchantment grants its wearer +1 on attacks with bows.

Of Swordplay

An artifact with this enchantment grants its wearer +1 on attacks with swords.

Perception

If possessing an artifact of perception, roll 3d6 and take the best 2 dice when testing to avoid surprise.

Piercing

A weapon with this enchantment grants +10 to critical wound rolls.

Power

When wearing an artifact with this enchantment, you gain +1 bonus on your Beauty checks to sing Songs of Power.

Preservation

When wearing an artifact with this enchantment, your attributes cannot be lowered or drained. Additionally, you are equally comfortable in extreme heat and extreme cold. Such artifacts can lay for long years without needing maintenance.

Protection

If you're wearing armour forged with the protection enchantment, critical wounds against you are made with a -10 penalty. In addition, armour or clothes with this enchantment are never destroyed by fire or ice criticals.

Radiance

Artifacts forged with this enchantment shed light like to a bright candle.

Regeneration

When wearing artifacts woven with regeneration, remove an additional +1 damage taken each time you're healed.

Resilience

When wearing artifacts forged with resilience, add +10 Endurance to your total.

Shadow

When created, the artifact has 20 + [1d4 x Understanding] charges. Spend a charge to cover yourself in a black cloud. Spend 2 charges to cover a company of 10 or fewer. At night, this shadow makes those within the cloud all but invisible. During the day, the cloud is visible but its occupants cannot be seen.

Slaying

Weapons enchanted with this enchantment add +2 to attacks made against creatures of the type chosen when the artifact is forged, choosing from the following list: spiders, wolves, un-dead, orcs, trolls, dragons, raukar

Weapons with this enchantment quickly become infamous among the group they slay: such creatures will target the bearers with hatred.

Soft Tread

Boots and greaves forged with this enchantment grant a +1 bonus to Subtlety maneuvers to move silently.

Stealth

When wearing artifacts woven with stealth, you blend into your environment and can hide even in plain sight if you are unmoving. While moving, you gain a +1 bonus to Subtlety maneuvers to hide and sneak past watchers.

Striding

While wearing an artifact forged with this enchantment, you gain +5 travel points. Additionally, you may decrease the travel points required to enter a specific type of hex by 1 when leading the company, chosen from the following list: forest, hills, mountains, swamp, waterside, wastes.

Sustenance

While wearing an artifact forged with this enchantment, you require only 2 days of rations every 3 days.

Thunder

When created, the artifact has 20 + [1d4 x Understanding] charges. Spend a charge to activate the artifact, causing a crack of thunder that makes your foes hesitate. Resolve all player actions completely before the enemies resolve theirs.

True Sight

If wearing an artifact of true sight, roll 3d6 and take the best 2 dice when rolling to resist blindness and hallucinations. You can see disembodied spirits. Additionally, you identify phantoms as illusions automatically.

Venom's End

While wearing an artifact enchanted with this enchantment, you gain resistance to poison.

Warmth

Artifacts with this enchantment are always warm to the touch. While carrying an artifact enchanted with warmth, you gain resistance to ice. Clothing woven with this enchantment counts as appropriate gear for cold regions. Artifacts with warmth enchantments are immune to being destroyed by ice damage.

Wondrous

Wondrous items, like dwimmer-enchanted items, might boast a variety of minor powers. Tools, lamps, waterskins, purses, toys, and small pieces of clothing (belt buckles, cuff links, etc.) can be woven with these enchantments. Roll on the linked tables to establish what power you confer: or double the difficulty of this enchantment to select a specific result.

Wrath

This enchantment causes foes you're engaged with to abandon reason in their hatred of you. Once you've engaged with an enemy, they will tend to focus their attacks on you. They take a -2 penalty to attack someone besides yourself while you're on the field of battle.

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