Spellsmith
Prerequisites:
Must be 1 of the following classes:
Must have the following traits:
- Blacksmith
- Magically-Touched
- Must have one of the following magic categories:
Traits:
Enhance Armor
Roll a Prime Test at DL of Enhancement. If successful, add one Armor Enhancement or Armor Magical Enhancement to anyone's armor. It takes a week for the armor to be ready. 1 set of armor can only have 3 enhancements, you may double up on one enhancement but counts towards the 3 total enhancements and the armor can no longer be enhanced. If the armor already has enhancements magical or otherwise, each enhancement decrease the number of enhancement slots by 1. Some Enhancements take up multiple slots, check the cost. See Enhancement Preformance Test Outcomes
Enhance Weapon
Roll a Prime Test at DL of Enhancement. If successful, add one Armor Enhancement or Armor Magical Enhancement to anyone's weapon. It takes a week for the weapon to be ready. The weapon can only have 3 enhancements, you may double up on one enhancement but counts towards the 3 total enhancements and the weapon can no longer be enhanced. If the weapon already has enhancements magical or otherwise, each enhancement decreases the number of enhancement slots by 1. Some Enhancements take up multiple slots, check the cost.
Armor Enhancement
Bullet Proof
DL: 2
Cost: 1 enhancement slots
Armor gains +1AC to ranged weapons
Sanctified
DL: 2
Cost: 1 enhancement slots
Armor gains +1AC to undead, Demons, or other unholy beings
Fire Proof
DL: 2
Cost: 1 enhancement slots
Armor gains +1AC when dealing with fire damage
Grounded
DL: 2
Cost: 1 enhancement slots
Armor gains +1AC when dealing with Lightning damage
Insulated
DL: 1
Cost: 1 enhancement slots
Armor gains +1AC when dealing with Cold damage
Armor Magical Enhancement
Indestructible
DL: 3
Cost: 1 enhancement slots
Armor can never be depleted
Imbued Trait
DL: 4
Cost: 2 enhancement slots
Choose a base trait. The wearer gets this trait while wearing the armor
Imbued Attribute
DL: 5
Cost: 3 enhancement slots
Choose an attribute. The wearer gets +1 to this attribute level while wearing the armor
Weapon Enhancement
Brutal
DL: 2
Cost: 1 enhancement slots
Weapon deals +1 damage
Light
DL: 1
Cost: 1 enhancement slots
This weapon can be used to attack twice in one Action: the first attack is normal, the second attack has +1 DIS.
Armor Piercing
DL: 2
Cost: 1 enhancement slots
When facing Armored Enemies decrease their AC by 1. Target AC cannot go below 1
Sanctified
DL: 2
Cost: 1 enhancement slots
Weapon gains +1 damage to undead, Demons, or other unholy beings
Versatile
DL: 2
Cost: 1 enhancement slots
Even though the Adventurer may wield the weapon with one hand, if you use two hands it gains Brutal enhancement
Weapon Magical Enhancement
Indestructible
DL: 3
Cost: 1 enhancement slots
Weapon can never be depleted
Bane
DL: 3
Cost: 2 enhancement slots
Weapon deals +2 damage against one selected Foe. Examples:
- Gaints
- Trolls
- Goblins
- Orcs
- Dragons
Burning
DL: 3
Cost: 2 enhancement slots
Weapon deals +1 fire damage. Target must make a Save Test at DL of 3, if unsuccessful they are on fire and take 1 fire damage each round until a Save Test at DL of 3 is made.
Frozen
DL: 3
Cost: 2 enhancement slots
Weapon deals +1 cold damage. Target must make a Save Test at DL of 3, if unsuccessful they are frozen and take 1 cold damage each round until a Save Test at DL of 3 is made.
Lightning
DL: 3
Cost: 2 enhancement slots
Weapon deals +2 Lightning damage
Inspiring
DL: 3
Cost: 2 enhancement slots
When you have dispatched a foe with this weapon, you and all allies who can see you recover 1 Hit Point
Glowing
DL: 1
Cost: 1 enhancement slots
The item glows like a torch and will illuminate or extinguish itself with a thought from the wielder. The light from this item is not subject to dimming and will always remain bright while it is on.