Equipments & Enchantments
Introduction
The next step is to purchase equipment. You might’ve noticed that on your character template, you have the Armor and Shield section. And one section labeled Attacks. Let’s fill those in first
Starting Money
You starts with:
- 2500 Silver Pieces for Equipment
- 2500 Silver Pieces for Assets (Ignore this for now)
So you have a total of 2500 Silver for your equipment budget. First, purchase your Armor.
Armor
Every character wears armor. Armor grants an AC Bonus, making you harder to hit. New characters should purchase a set affordable with their starting funds, while saving money for other gear.
Armor is categorized into Light, Medium, Heavy, each with their own benefits and detriments:
Light:
- Lowest AC Bonus, but Finesse AC unreduced.
- Does not impede magic and stealth.
- For Finesse and Magic + Finesse focused characters.
Medium:
- Moderate AC Bonus. Maximum of +2 AC from Finesse. Requires moderate Finesse investment for optimal use.
- May not may not impede magic and/or stealth.
- For Power and Magic + Endurance focused characters.
Heavy:
- Highest AC Bonus, but Finesse AC nullified and Tile Speed reduced by 2 (Unless Power Mod is at or above 3).
- Impedes magic and stealth.
- For Power focused characters.
Armor Properties:
- Impede (Stealth / Magic): Gain 1 malus to all stealth checks / magic attack rolls.
- Heavy: Reduce tile speed by this number, unless the Power Modifier of the user is at or above 3.
Armor Table
Name | Cost | Type | AC Bonus | Max Fin | Weight | Properties | Alternates |
Clothing | N/A | Light | +0 | 100 | 2.5 kg | ||
Leather | 50 | Light | +1 | 100 | 4 kg | N/A | |
Gambeson | 300 | Light | +2 | 100 | 5 kg | Linothorax | |
Half Maille | 600 | Medium | +3 | 2 | 7.5 kg | Impede (Stealth) | Tatami Armor |
Cuirass | 600 | Medium | +3 | 2 | 7.5 kg | Impede (Magic) | Almain Rivet |
Brigandine | 1200 | Medium | +4 | 2 | 10 kg | Impede (Magic, Stealth) | Haubergeon, |
Full Maille | 3000 | Medium | +5 | 2 | 15 kg | Impede (Magic, Stealth) | Lamellar, Scale, Long Brigandine |
Half-Plate | 2000 | Heavy | +5 | 0 | 20 kg | Heavy (-2 Tile Speed), Impede (Magic, Stealth) | N/A |
Three-Quarter Plate | 4000 | Heavy | +6 | 0 | 25 kg | Heavy (-2 Tile Speed), Impede (Magic, Stealth) | Plate and Mail, Do-Maru |
Full Plate | 6000 | Heavy | +7 | 0 | 30 kg | Heavy (-2 Tile Speed), Impede (Magic, Stealth) | Gosoku |
Reflavoring & Alternatives:
If none of the armor listed fit the aesthetics you are going for, just go for the closest approximate - we don’t really care much.
Shields
If your character is not using a two-handed weapon or dual-wielding, you will want to buy a shield.
Some shields may unlock plays (explained in Weapons section, right below)
Name | Cost | AC | Weight | Plays | Properties |
None | 0 | 0 | 0 | N/A | N/A |
Buckler | 100 | 1 | 1 kg | Feint | |
Kite Shield | 50 | 2 | 4 kg | Feint | Impede (Stealth), Cover |
Round Shield | 50 | 2 | 4 kg | Shield Bash | Impede (Stealth), Cover |
Pavise | 200 | 3 | 7 kg | N/A | Slow (-1 Tile Speed), Impede (Stealth), Heavy Cover, Pavise |
Tower Shield | 200 | 3 | 7 kg | Stun | Slow (-1 Tile Speed), Impede (Stealth), Heavy Cover |
Runran Wheeled Pavise | 200 | 3 | 15 kg | Stun | Slow (-2 Tile Speed), Impede (Stealth), Heavy Cover, Wheeled Pavise |
- Cover: When the Parry play is used to parry an AOE attack, you apply the damage reduction to all allies that were adjacent to you the last round.
- Heavy Cover: When the Parry play is used to parry an AOE attack, you apply the damage reduction to all allies that were adjacent to you in the last round. In addition, blocks the AOE of a ranged or spell attack from spreading past them.
- Pavise: You can plant a pavise and provide ¾ cover in a single half action, and it is no longer wielded, acting as ¾ cover for a standing creature and total cover for a prone one of your size. The Pavise blocks any spell AOE from going past it. It has 25 HP and 15 AC. Can be picked up as a half-action.
- Wheeled Pavise: This shield cannot be used while mounted. It can be planted down or picked up as a half-action. It has 25 HP and 15 AC and provides Full Cover vs Ranged Attacks, and can be pushed in front of the character at a speed of 4.
Weapons
Weapons are split into Simple and Martial, and Melee and Ranged. Pick between them based on the criterias:
- Simple vs Martial - If you do not have access to Martial Weapons - just look at the simple chart. Otherwise, don’t bother - you start with a free Dagger anyway.
- Ranged vs Melee - Always buy a melee weapon, if you plan to play ranged, buy a ranged weapon. Skip the charts you don’t need. Also, using some Martial Ranged Weapon requires you to invest in the Archery talent (We’ll get to that later).
All Martial weapons grant usage of Plays, allowing your character to perform a move even if they haven’t learned it, representing the type of moves the weapons is good at in real life. If your character already knows the Play through another source, a attack bonus is added to the result - it does not stack.
Reflavoring Weapons:
Sometimes, you cannot find a weapon that looks exactly or is exactly the weapon you want. You can reflavor it by naming it on your sheet as Weapon Name (Reflavored Name) - I.e. Dagger (Swiss Knife). The weapon must look and act reasonably close.
Weapons List
The list here is dynamically loaded from the latest Drase Data. We recommend using the The Website's Weapon Section for the best user experience, including in line properties display.
Simple Melee
Simple Ranged
Martial Melee
Martial Ranged
Throwables
Weapon Properties
Properties for Weapons.
Normal Properties
These properties applies to most weapons
Situational Properties
These properties don't stack with eachother
Named Properties
These properties are specific to certain weapons
Casting Tool
To focus on a spell or improve the prowess of their spells - a mage can use a Casting Tool. They act as a Casting Focus, meeting the requirements for a free hand to a cast spell.
A mage that uses a casting tool can enchant the casting tool, gaining a flat bonus to their magical attacks - just like martial characters with enchantments to their weapons.
Casting tools bonus does not stack with each other - if multiple are active / equipped, only one’s bonus can be used (Declare which one).
- Talisman: 500 silver. A magical gem usually worn around the neck as an amulet.
- A Talisman applies the attack bonus to spells cast through an open hand, or a weapon if the user has access to it.
- It has no other effect. Useless without an accompanying enchantment.
- The vanilla option, for mages that want hands free or Spellblade that don’t want to be dependent on one enchanted weapon.
- Focus Staff: 2500 silver. A magically enhanced and hardened staff, used to focus magic and able to be used as a two-handed weapon.
- It is a two-handed tool, and doubles as a Quarterstaff that can be enchanted as a weapon - though it must be in its quarterstaff form to apply its other effect (Including spell attack bonus).
- A mage equipped with a focus staff that does not move during the action phase gains 1 attack bonus on their spell, or double the range of all attack spells. However, the range doubling cannot stack with any other effects that increase spell range.
- For mage seeking higher hit chance and range and don’t mind sacrificing any shield or open hand slot.
- Grimoire: 2500 silver. Two-handed. A Grimoire is awkward and heavy, but contains casting instructions for spells and great magical power - more than that of a focus staff.
- A grimoire is so awkward, that spellcasting will provoke an OA regardless of any feature negating it.
- Counts as a 1d2 Blunt Simple Melee Weapon. Can be enchanted as a weapon. A Grimoire is surprisingly sturdy.
- While holding a Grimoire, all spells gain an attack bonus. The words lend accuracy and power to spells.
- Every round, a Grimoire regenerate a magical shield of temp HP equal to the highest of INT / WIL * 2, increasing to *3 if the user is Level 7 or above. It does not stack with itself (And obviously not with other source of temp HP)
- For mage that don’t mind having no recourse in melee, quite possibly the best one for dueling another mage (That isn’t out of range)
- Arcane Gauntlet: 2500 silver. A one-handed gauntlet with cast-hastening formulas and hardened for rigorous combat. Following the proliferation of Southeast Irunian improvements, modern Arcane Gauntlets are fitted with additional formulas allowing trained users to project weapons of thaumaturgic force from them, ranging from something as basic as reinforcing the gauntlet for a punch to projecting brutish hammers to ornate rapiers.
- The Arcane Gauntlet is a one-handed 1d6 Finesse Blunt Weapon with the Simple, Variable (Cut, Pierce) property, and no plays. It occupies your hand.
- Arcane Gauntlet can be enchanted as a Melee Magical Weapon, but not as a Casting Tool. The melee magical weapon bonus is applied to spellcasting while wielding this weapon too.
- While using an Arcane Gauntlet, you cannot provoke any OA from spellcasting.
- For mage that think they’ll be in melee, and want to wield a shield or dual-wield. Also good for dual wielding spellblade. Also highly economical.
Except for Gauntlets, all of these casting tools may be enchanted in the following way. An upgrade in place refunds the previous level’s difference.:
- Tier 1: Purified Arcane Crystal (+1): 7,500 SP. By purchasing and using the highest quality, impurity free arcane crystal, one could enhance the power of their spells and ensure it lands with deadly accuracy.
- Tier 2: Glittering Arcane Crystal (+2): 25,000 SP. By infusing magical materials into a piece of purified arcane crystal, it gains an unnatural luster and acts as an even more improved focus for magical spells.
- Tier 3: Dragon’s Orb (+3): Raid Reward Only. A polished, extremely rare crystal providing the best possible focus for magical spells.
Enchantments / Enhancements
In the world of Drase, you can put enhancements on your weapons and armor, and some other type of magical equipment - creating them out of better magical materials and applying magical runes that give it additional effects. Here are the general rules for enhancements and magical equipment.
Weapon Enchantments
You may enhance your weapons underneath the following tier, increasing its to-hit bonus.
- Tier 1: Starsteel (+1): 2,500 SP. Around the world, iron from particular deposits - meteorites, in particular, are known for their extraordinary durability. By applying mana into a specifically designed forge, the smith can tightly control the quality of the steel, without thoroughly understanding the metallurgy underneath, resulting in superior steel similar to modern (in our world) steel in quality.
- Tier 2: Orichalum (+2): 10,000 SP. Orichalum is a brass-like, yellow material that originates from undersea deposits within the arcane seas, though some have managed to find deposits of it in the world of Ramul Ta. The material is used to signal you’re an important guy on the battlefield and act as a way to signify you’re a target for archers.
- Tier 3: Adamantium (+3): Raid Reward Only - Market Value 25,000 SP. A rare, deep-blue material that is also extremely hard, and never seems to dull or rust at all. Adamantium is used to make the highest quality weapons one could find. They can’t quite cut through steel, but come harrowingly close to it.
Runic Weapon Enchantments
By hammering, etching or forging magically infused runes into your weapons, you could greatly increase their prowess. Each rune costs a flat 10,000 SP, and each weapon may have as many runes as it has tier. Only one rune can be active at a time. Activating or changing a rune is a free action done once per round per weapon you are actively wielding, anytime during the player’s action or reaction phase.
Runic Weapon Enchantments as Raid Rewards
Weapon Enchantments are often forged from magical runes or crystals, sometimes gathered from powerful creatures who leave behind those crystals as residue in their body - lucky adventurers can give these to skilled blacksmiths and mage to forge it into their weapon at a much lower cost. For example, a fire spirit might have a crystal that could be used for the Rune of Flame. GM may use this kind of justification to grant player raid rewards. The enchantment itself will be labeled as a raid reward - but not necessarily the weapon.
Transferring Runic Enchantments
Runic Enchantments on a weapon can be transferred between weapons. Up to two runes may be transferred per character per quest the character has performed - once the character finishes another quest - then the limit is set again - so you cannot accumulate the rune swapping limit. This is to represent the stress of transferring runes between weapons - assume your character is taking the weapon to a blacksmith to tune it up and allow it to take more stress.
The entire weapon’s damage type changes, there’s no composite damage in Drase.
The following runes are available:
- Rune of Flame: Increases damage by 1d4, changes damage type to Fire.
- Rune of Blizzard: Increases damage by 1d4, changes damage type to Cold.
- Rune of Lightning: Increases damage by 1d4, changes damage type to Shock.
- Rune of Decay: Increases damage by 1d4, changes damage type to Necrotic.
- Rune of Light: Increases damage by 1d4, changes damage type to Radiant.
- Rune of Everlasting Poison: Increases damage by 1d4, changes damage type to Poison.
- Rune of Erosion: Increases damage by 1d4, changes damage type to Acid.
- Rune of Mind Sundering: Increases damage by 1d4, changes damage type to Psychic.
- Rune of Ethereal Blade: Increases damage by 1d4, increases reach by 1.
- Rune of Morphing (Weapon Type 1, Weapon Type 2): Increases damage by 1d4, choose two weapons types this weapon can morph into. The weapon can change into the other type of weapon as a free action once per round. In addition, the weapon can morph into and from an accessory or a handheld solid object of your choice - including amulet, jewelry, or a frying pan. The accessory must be visible, wearable and of less value than the weapon and the rune combined. The weapon may only morph into a singular item if the target weapon has the Batch trait, and only apply to one item in any item with the Batch trait. If the target weapon must be loaded, then it is morphed unloaded because the ammunition is not the weapon. Only applies to actual weapons, not unarmed strike. Only applies to actual weapons, not unarmed strike.
- Rune of Return to Sender: Implant a batch of weapons with the thrown property with the ability to return to sender. When activated, increase the damage by 1d4. As a full-action, activate intangible magical threads and pull every instance of the group of weapons within 10 tiles into your hands, provided they are not on your body, not on someone else’s body and is not held by anyone else. As part of the same action you will put all but one of them in the ammunition storage you use for those weapons. The weapon will not return if there’s no direct line of sight without any intervening object between you and the weapon’s current location.
- Rune of Bottomless Quiver: Using a minor amount of magic gleaned from your body, the rune can conjure ammunition for handheld weapons with the Ammunition property. When activated, the damage is increased by 1d4, and a magical arrow, bolt or appropriate ammunition conjure when you try to fire the weapon without something loaded (But does not bypass loading procedure, if any). The conjured ammunition disintegrates into nothing shortly after impact.
Runic General Enchantments
These enchantments can be used for both weapons and armor. Same cost as a runic weapon enchantment. All General Enchantments uses your Asset Funds instead of Equipment Fund as they are mostly for flavor.
- Rune of Heirloom (Paternal / Maternal / All):
- A rune conceived to protect an ancestral weapon and ensure only an eligible descendent can wield it. This rune does not count against a weapon’s enchantment limit, but must be done on a weapon that can accept a runic enchantment.
- The rune make it so that all of the runic enchantment, functional and decorative enchantment can only be activated by the one who commissioned the rune and imprinted it with their blood initially, their paternal descendents (Must be son of son of son etc.) in an unbroken line, or a maternal descendent (daughter of daughter etc.) in an unbroken line. Alternatively, it can be made so that all direct descendents of the imprinter can activate it.
- A Rune of Heirloom can potentially suppress a weapon’s power unless its wielder proves it to be worthy of it - therefore, it allows for a weapon to be “upgraded” in place.
- Rune of Heirloom is not valid as a raid reward.
- The Rune of Heirloom can be retrodeclared. Without GM permission, they must come from an ancestor of your character less than five hundred years ago and must not be a significant, important named figure in history.
- Rune of Possession (Name & Nature of Spirit):
- A rune that houses and puts a spirit in the piece of weapon, armor or shield, allowing it to speak. This rune does not count against a weapon’s enchantment limit, but must be done on a weapon that can accept a runic enchantment. The rune is binded to one user who activates the spirit in the equipment while held or worn by said user. After seven days of physical separation from said user, the rune deactivates and the spirit is incapable of interacting with the world.
- The spirit shares the same physical senses as the user - but only when it is held or worn by said user, allowing it to make judgment and comments based on what the user sees, feels, hears etc. When separated from the user, the equipment is blind, but has the same sense of hearing as a normal person which they can shut down if needed. It has no other sense - including pain etc.- as if they have a pair of ears on the handle of the weapon or its equivalence.
- The spirit has the mental capability, feeling and memory of that of a normal, average human being. It however, does not see any problem with being stuck in a piece of equipment, and finds that to be a very normal experience.
- The spirit in the weapon has the vocal ability of a normal human being and speaks from one chosen spot in the weapon. If hit really hard by someone with hostile intention including the owner outside of the due course of combat, the spirit will be shocked and forced to shut up for 24 hours. The spirit is usually traumatized by such an attempt and will be feeling mentally hurt, and given sufficient abuse, will likely refrain from speaking unnecessarily.
- A spirit can shut off all senses to the outer world and ability to communicate for multiple days at will - but its ability to communicate and sense is inextricably linked, so it cannot shut off only one selectively. If it can feel - it can speak, if it cannot speak, it cannot feel.
- A spirit imbues the owner with a slight, telepathic sense of connection that makes them slightly better at combat or using the armor - this is narrative only and has no mechanical effect. There’s no telepathic communication.
- The spirit is summoned at the point of the weapon’s creation, and is a random spirit of a temperament that matches that of the user the weapon will be binded to - though if the to be user is in a chaotic state of mind, a similarly chaotic spirit might be found in the possessed weapon - sometimes, accident happens.
Armor Enchantments
The armor table above describes ordinary armor made with ordinary materials. In the world of Drase, there’s plenty of magical materials far superior to linen and steel. You may enchant your armor with the following materials.
Light Armor:
- Manaweave (+1): 5,000 SP. An expensive weave of magically enchanted linen, increasing their resistance to cut and pierce damage.
- Ironweave (+2): 15,000 SP. By incorporating steel and intricately weaving around its properties into light armor, a user can retain the lightness of their armor and allow spells to be cast through. The process is expensive and requires multiple dedicated mages to produce the fabrics.
- Adamantium Strands (+3): Raid Reward Only, Market Value 25,000 SP. Spinning adamantium into threads is an extremely hard process, but with enough cash and skilled craftsmen, it can be done, giving its users unparalleled protection and mobility.
Medium & Heavy Armor:
- Starsteel (+1): 7,500 SP. Around the world, iron from particular deposits - meteorites, in particular, are known for their extraordinary durability. By applying mana into a specifically designed forge, the smith can tightly control the quality of the steel, without thoroughly understanding the metallurgy underneath, resulting in superior steel similar to modern (in our world) steel in quality.
- Orichalum (+2): 25,000 SP. Orichalum is a brass-like, yellow material that originates from undersea deposits within the arcane seas, though some have managed to find deposits of it in the world of Drase. The material is hard to mine, retrieve and refine, but it is greatly valued for its durability, ability to maintain an edge, and its bright, gold-like luster. Many nobles and royals own a set of elaborately etched and crafted Orichalum armor due to its beautiful aesthetics.
- Mythril (+3): Raid Reward Only - Market Value 50,000 SP. Mythril is a light bluish material known for its excellent strength and relatively light weight. Incorporating it into armor would give users mobility to avoid attacks that would’ve otherwise hit them, while offering a level of protection above that of ordinary steel.
- Adamantium (+4): Raid Reward Only - Market Value 100,000 SP. A rare, deep-blue material that is also extremely hard, and never seems to dull or rust at all. Adamantium is used to make the highest quality plate and armor one could find. Against adamantium, sword breaks, picks are deflected and hammers blunted.
Lesser Enchantment / Modification
In addition to normal runic enchantment and making your weapon out of stronger materials, you can also optionally add in minor enhancements / modifications. Some of these are magical in nature, others are a mixture, and some are purely physical. Lesser enchantments are split into two types: Functional and Decorative. The rules are as follow:
- Functional costs 500 silver.
- Decorative costs 250 silver.
- Lesser enchantments are not refunded if removed (Unlike normal weapon price and so which can be traded in).
- A weapon with functional and aesthetic enchantment should be moved from ordinary inventory, and placed in the Magical Weapon / Armor section. If it is not otherwise enhanced, the tier should be listed as 0.
- A Tier 0 weapon may have 2 functional enhancement, and 2 decorative enhancement as long as they don’t contradict each other.
- A Tier 1 or above weapon may have 3 functional enhancement, and 3 decorative enhancement that don’t contradict each other.
- You should modify the properties of the weapon accordingly.
- Unless otherwise stated, all functional enhancements are always activated and cannot be turned off.
Weapon Functional Enhancement
These enhancements can be used on both handheld melee and ranged weapons.
- Minor Rune of Seeking: Enhance the weapon with a telepathic to your mind. While the weapon is within 20 kilometers of the user, the user always knows the general cardinal direction of the weapon relative to them, accurate to the nearest 5 degrees.
- Minor Rune of Intangible Thread: Enhance the weapon with a rune that creates intangible magical thread between your hand and the weapon. As a half-action, invoke the rune and pull the weapon back into your hand immediately if it is within 6 tiles of your character, provoking an OA. The weapon will not return if there’s no direct line of sight without any intervening object between you and the weapon’s current location.
- Minor Rune of Mercy: An enchantment created to give police and manhunters something less lethal to use. The enchantment can only be applied to a weapon capable of inflicting the blunt damage type. If this weapon were to incapacitate a target with a blunt damage inducing attack, the damage is treated as non-lethal, guaranteeing they won't die from the complication caused by the wound (If they have damage over time effect like bleeding or burning, they can still die from the wound eventually). After it is activated, 5 rounds must take place before this effect can be used again. The rune prevents activation of any damage type changing rune.
- Minor Rune of Safety: An enchantment created to make training and sparring much safer - an acute problem with how strong some people can get in the world of Drase. This renders the weapon completely inert and incapable of dealing any damage, only making noises and pushing people around hard - but never causing any damage. Forces the weapon to never deal real damage (But you can still see and predict how much it would’ve done) as long as it exists. Largely used by well funded guilds and armies for live training.
Melee & Thrown Weapon Functional Enhancement
These enhancements can only be applied to melee & thrown weapons.
- Blunt End: Add a blunt end, harden the pommel, handle, or replace a wooden shaft with stronger magical hardwood etc., giving it Variable (Blunt) property.
- Cutting Edge: Sharpen an edge on the weapon or add an additional one, giving it Variable (Cut) property.
- Piercing Tip: Add a piercing tip or modify the weapon so it can pierce through armor, giving it Variable (Pierce) property.
- Horseman’s Modification: Lengthen a weapon and make it heavier - and if appropriate, add curve to make it a more dedicated slashing weapon, making it easier and deadlier to use from a horse, giving it the Cavalry property.
- Balanced Lightening: Lighten the weapon and improve its balance, reducing the size of its original damage die by d2 before any talent or effect that sets the damage die higher (Ex., if the damage die is d8, it is reduced to d6, but if you have Fencing Adept, it goes back up to d8), while giving it the Finesse property.
Ranged Weapon Functional Enhancement
These enchantments are for handheld ranged weapons with the ammunition property.
- Cutting Ammunition: Purchase flesh-cutting, cloth-tearing ammunition for your weapon, giving it Variable (Cut) property.
- Piercing Ammunition: Purchase armor-piercing, hardened ammunition for your weapon, often made out of quenched steel, giving it Variable (Pierce) property.
- Blunt Ammunition: Purchase extra hard training or blunted ammunition for your weapon, giving it Variable (Blunt) property.
Weapon Decorative Enhancement
All decorative enchantment can be activated and deactivated at will in the user’s hand as a free action. They can be activated at once, unless they contradict. They never provide functional light at all. Those that give light should be turned off on a stealth mission.
Apply to all handheld melee weapons and ranged weapons, but not ranged ammunitions.
- Decorative Flame: Surround the weapon in decorative, dancing magical red flame that makes it slightly warmer to the touch. Incompatible with Frost.
- Decorative Frost: Surround the weapon in decorative, dancing magical blue-white frost that makes it slightly chill to the touch. Incompatible with Flame.
- Decorative Lightning: Surround the weapon in decorative, crackling magical energy that looks like lightning, usually yellow or white. Do not rub against carpet, it may cause heightened instances of static electricity.
- Decorative Colored Aura (Color): Surround the weapon with a generic, neutral glow. Put the color in brackets.
- Decorative Horrible Mistake: Surround the weapon with a generic, neutral glow, except it rotates through all seven colors of a rainbow. This is a mistake, and will override any other colored aura when active.
- Decorative Ominous Aura (Color): You surround the weapon with a generic glow, but something’s crackling and misting about with it, making the aura looks unnatural, deformed, and dancing in an ominous way. Or beautiful, it really depends on perspective.
- Decorative Polishing: Polish the weapon so much it shines and reflects like a perfect mirror, allowing you to shave with the weapon (If sharpened) while glancing at your beautiful face upon its presumably metallic blade. The weapon must have a metallic part.
- Decorative Darkening: Darken and blue the weapon so that it reflects nearly no light.
- Decorative Permanent Rune (Text, Part, Color): Put in runic, glowing text of a color you want on the weapon, that is permanently added to the weapon and glows whenever you activate this rune. Format is (Ulfberht, Blade, Red), making it glow in red with the text Ulfberht when you activate it. Keep the text short (Within three normal English words) and reasonable for the weapon’s blade size. You may not put your background story or navy seal copypasta on it.
- Decorative Revealed Rune (Text, Part, Color): Same as Permanent Rune, but the rune only appears on the surface of the weapon when activated.
Armor Minor Enchant
There is no functional enchantment for armor, but armor shares the same list of decorative enhancement as weapons.
A decorative enhancement covers the entirety of the armor, with the exception of runes, which is limited to part of the armor.
- Tier 0 armor may have 2 decorative enchantments.
- Tier 1 armor may have 3 decorative enchantments, plus 4 decorative enchantments of the runic type. They may only cover one part of the armor. Head, Front of Torso, Back of Torso, and each individual upper limb and lower limb each count as one valid part. For SFW reasons you may not slap runic enchantment on the hip or groin. Which means no permanent rune of “Shoot me here” on your buttplate. Sorry.
Other Special Enchantment Rules
Special, possibly less elevant rules for enchantments
Retrodeclared Magical Equipments
In many fantasy settings, the idea of a passed down heirloom magical equipment, or a found magical equipment is very common and popular for good reasons - however mechanically we want to preserve a balanced progression and ensure players have acquired sufficient silver before purchasing the runes, as a result no one can start with any runes or magical weapons that is worth more than their character’s starting net worth.
To deal with this issue, we allows players to Retroactively Declare that a piece of weapon was magical or possessed a magical rune all along - for some reasons, such as the wielder not being skilled enough - not recognized by their weapons, or simply sheer luck and fading of magic, the runes and magical materials (This include both rune and general enchantment) was not activated. Effectively, we allow players to spend silver from their characters’ wallet - claim the silver was never acquired or spent on other things, and declare a piece of equipment in their possessions had certain runes and material all along.
This is a form of narrative ass pull we allow, since we believe it adds plenty of flavor and is functionally (balance wise) no different from purchasing it on a new weapon. Of course, we encourage - and mandate players to roleplay their characters and plan out the mystery of a possessed possibly magical weapon and gives proper justification - for example, for a new piece of weapon you actually acquired from a blacksmith or a random bandit, we don’t want any player to retrodeclare a rune on it, but for a weapon that was your character’s heirloom (Hint: You can “purchase” one and claim it was found from your family or some other poor sob’s inheritance), this option make sense.
Reforging Magical Equipments
While weapons are seldom if ever destroyed within mechanical combat, narratively they can be destroyed at times. A piece of magical equipment is considered destroyed if it is broken into multiple pieces beyond repair or usefulness (A chip is not destruction, but splitting in half is destruction). A piece of magical equipment can however, be reforged, using one of the remaining pieces of the original weapon.
The cost is dependent on the degree of destruction - reforging a sword from a 2% piece would require cost equal to 98% of it, while repairing a piece of sword split in half with both pieces intact may only require 1% - If a piece of PC weapon is destroyed, a GM should determine the cost of reforging it proportionally.
When only small pieces of a magical equipment is found (like 10% or so) and an attempt to reforge is made, it can only be done by the original smith(s) that created the weapon and put down the enchantment, or with the help of the blood of someone with a tangible, strong connection to the equipment - such as the original owner, or descendent of the original owner - especially when a Rune of Heirloom is made. When a piece of magical equipment is reforged under the appropriate condition, it is as if the world remembers what the original equipment is like - and so the original form with all the accompanying runes will be restored. Once an intact version of a magical equipment is reforged, no other reforge can be made from remaining pieces of the original equipment.
Reforging Magical Equipments - especially totally destroyed one, are often not worth it economically - so it is often done for sentimental reason, or to restore a piece of magical equipment that have gained historical or cultural significance beyond its economic value - sometimes nobles make great efforts to find pieces of lost ancestor’s equipments just to reforge them to reclaim a symbolic mantle - and this is often respected in the world of Drase.
Weapon / Armor Enchantment Upgrading
Since weapon / armor enchantment represents the magical materials a weapon or armor is forged out of, they cannot be upgraded. In practice, this means if you wish to swap for a stronger weapon / armor - you can simply sell it at market cost if available. Which means on your sheet, you just uptier it and regain the cost of the previous tier. Simple as that.
This comes with one exemption - if a weapon is enchanted with the Rune of Heirloom, then you can “upgrade” it in place. However, narratively, it would’ve always had the highest tier of material it is at right now. This can also be given out as a raid reward - “Revealing” the weapon to be stronger than it was. An upgrade in place done this way refunds the previous tier’s cost.