The Magical Blacksmith
Player created magical gear (weapons, armor, and shields)

The Blacksmithing skill has not changed. A GM blacksmith can still craft all the weapons and armor as usual.
The GM Blacksmith cannot create enchanted gear, nor can the GM blacksmith create gear with the original hue of the resource from which it was created. All resource types are reduced to iron during the smithing process.

The magical blacksmith, one having skills in Magery, Black Smithy, and Arms Lore, can create the same weapons as the GM blacksmith, and additionally imbue them with magical enchantments.

The magical enchantments are:

For weapons:

Weapon Damage Level: Ruin, Might, Force, Power, and Vanquishing


Weapon Accuracy Level: Accurate, Surpassingly, Eminently, Exceedingly, and Supremely


Weapon Durability Level: Durable, Substantial, Massive, Fortified, and Indestructible


For Armor and shields:

Armor Durability Level: Durable, Substantial, Massive, Fortified, and Indestructible


Armor Protection Level: Defense, Guarding, Hardening, Fortification, and Invulnerability


To imbue gear with magical enchantments during the smithing process, you will need only an ancient smithy hammer (can be found on all of the ore elementals,) and some reagents (Garlic, and MandrakeRoot.)


There are eight rare ore types: Dull Copper, Shadow Iron, Copper, Bronze, Gold, Agapite, Verite, and Valorite,

There are also eight spell circles: 1-8

The spell circles correspond 1-to-1 with the eight ore types:

{ CraftResource.DullCopper, SpellCircle.First }

{ CraftResource.ShadowIron, SpellCircle.Second }

{ CraftResource.Copper, SpellCircle.Third }

{ CraftResource.Bronze, SpellCircle.Fourth }

{ CraftResource.Gold, SpellCircle.Fifth }

{ CraftResource.Agapite, SpellCircle.Sixth }

{ CraftResource.Verite, SpellCircle.Seventh }

{ CraftResource.Valorite, SpellCircle.Eighth }


For instance, you need to have sufficient skill in magery (and mana) to cast first circle spells, and correspondingly you will need sufficient skill in magery (and mana) to craft magical dull copper.

You will need sufficient magery (second circle) to craft Shadow Iron magical gear, and so on.


The table for required magery skills is listed here:

Crafting Magical Weapons

Minimum Requirements for Crafting Magical Weapons

Spell Circle


Minimum Skill

First/Dull Copper



Second/Shadow Iron





















A 3xGM can craft all metals and can achieve the highest levels of magical enchantments for each. For example (agapite), an indestructible, supremely accurate, magic katana of vanquishing.
Note two things here. First, there are no ‘Exceptional’ magic weapons. The exceptional attribute is removed, and all magic weapons will carry the maker’s mark.

The ‘Exceptional’ attribute is still respected throughout the system. First is allows the maker’s mark to be added, and it prevents second order gear. Discussed below.


Second Order Gear:

When a mage-smith attempts to craft a magical weapon, they have a 20% chance of crafting first order gear. First order gear allows for the highest level of attributes to applied to the gear. If this attempt does not fall within the 20% filter, you drop to a second order item. A second order item, is simply one step down from the highest level of enchantment attributes. So for example the weapon’s damage level may drop from vanquishing to power. Again though, if the item under consideration was ‘exceptional’ to start, then there is no ‘second order’ consideration. You only get first order consideration.


Question: Does this a 3xGM will get all vanquishing weapons?

Not at all. Let’s talk about attribute application.


When it comes time to apply the magical enchantments (attributes), tests are made each step of the way. Think of the various attributes arranged in a ladder, with the highest attributes at the top of the ladder, and the lower attributes below. We always start at the top of the ladder and perform the following tests:

1.    Myskill >= MinSkill: This test checks to make sure that your skill in magery us sufficient to even attempt to enchant this particular metal type. For instance, if your magery was 50.3 and you are trying to enchant Valorite, this test would reject your request and bump you down to the next rung on the ladder.

2.    Soft or Moderately soft metal: Certain softer metals like gold, copper, and dull copper are considered soft and cannot be considered for the higher durability. All other attributes can be applied, but durability is seriously impacted by this softness. The soft metals can at best only achieve ‘Durable’ which is only one step above ‘Regular’. So you could have a vanquishing gold cutlass, but it’s durability would be only so-so.
Bronze is a little better than the soft metals and is considered a moderately soft metal. Bronze can at best achieve ‘Substantial’ durability.

3.    CheckSkill(): CheckSkill is that mechanism that determines if you can cast a water elemental at 85 magery. If you’ve ever tried, you know what I’m talking about. CheckSkill in this context determines how likely you are to imbue the gear (of a particular metal) with enchantments. Remember, Valorite is the eighth level metal, and so is the toughest to enchant with the highest attributes. You are far more likely to create a vanquishing weapon out of copper than you are to out of Valorite. (although, you will take the hit on durability with the copper weapon.)

4.    Random Chance: a 3xGM will too often pass all of these tests, so we roll the dice and give the mage-smith a 20% success rate.


If any of the above tests fail, you drop to the next rung on the ladder and all the same tests are run again. If you fail all of the tests, and there are no more rungs on the ladder, then you get the ‘Regular’ attribute.



One final note on first order and second order gear. Only first order gear may retain the hue of the resource that created it, regardless if it was ‘exceptional’ or not.


Last edited by Adam Ant; 07/10/2021 12:21 AM.