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.