Enchantments Spell Lists
The Art of fashioning Enchanted items is a jealously-guarded cultural secret for each of the cultures possessing such knowledge, and each has their own traditions and customs. Most fantastical artifacts in the long history of Middle-Earth were created by the Valar and the Maiar, and legends abound of their might and importance, such as the Lamps of the Valar. Most of these are either lost or located in Aman, and as such unavailable to the denizens of Endor. This means that most enchanted items, and the lore and skill connected with such designs, belong to the Eldar and the Naugrim. Both races have long and respected traditions of creating fantastical objects, one of the most obvious such example being the Silmarils, but also more available objects such as Gandalf’s Gondolin-forged sword Glamdring, and the dwarven-made Horn of Rohan given to Meriadoc Brandybuck by Éomer and Éowyn of Rohan. The Horn of Rohan was at the time of its creation infused with emotions, and could therefore instill fear in foes and joy in friends. Glamdring was imbued with a spirit hostile to Orcs, and in addition to warning of their presence and being Of Slaying Orcs, appeared to be satisfied in killing the Great Goblin, bearing witness that the spirit within has a form of consciousness. Men and Hobbits did historically not have strong traditions for crafting Enchanted objects, this mayhaps due to their much more fleeting life spans: they preferred the brief beauty of perishable materials, and the Dúnedain, for example, preferred to craft their things of beauty out of wood, rarely enchanted, and thus easily worn away by the years. Some great Mannish smiths lived, however, who most likely learned their Crafts from patient Elven or Dwarven Masters, but no great Hobbit Enchanter was ever known to this day.
Becoming an Enchanter
A would-be crafter must go into apprenticeships with a Master Enchanter. The processes involved are incredibly complex, requiring serious investiture of sweat, blood and tears, and are not easily won. Gifted individuals can sometimes perform Brand without tutelage, but to be able to craft repositories and fashion conduits, a would-be crafter need to be shown, schooled and tutored, usually serving under their Master for many years.
To successfully create Enchanted Items, a crafter needs to be proficient in two separate spell lists; Airs and Imbue. Airs deal with managing the energies that need to be imbued in items, and Imbue deals with actually imbuing them. It is possible for two different casters to act in unison, where one is proficient in Airs and one in Permeations.
The Levels of Magical Abilities described below are equivalent of spell effects, or enchanted abilities (see Treasure Companion section 9). The GM could consider limiting the Weapon/Armor effects by the following scale:
A Weapon/Armor II effect is considered a Level 1 Magical Ability
A Weapon/Armor III effect is considered a Level 2 Magical Ability
A Weapon/Armor IV effect is considered a Level 5 Magical Ability
A Weapon/Armor V effect is considered a Level 10 Magical Ability.
All magic items are required to be of superior construction. Thus, all magic weapons have a bonus of +1 to initiative and +20 to their strength. Magic Armor reduces the maneuver penalties associated with its armor type. This does not mean, however, that all magic items are paragons of beauty. Enchanters can employ seperate spells to make sure an item is without physical flaws and perfectly balanced, but crafting skill checks are still necessary to dress the item up and make it look its best.
STRENGTH OF MAGICAL WEAPONS
The material strength of magical weapons is computed by taking the average strength for the weapon, add in any strength bonus for the material that the item was made from, add (or subtract) the bonus for item weight (if applicable), add the bonus for being of superior construction, and multiply the result by 1.5.
Material Strength of Magical Weapons =
1.5 x [average strength for the weapon type
+ material strength bonus
+ weight modifier
+ superior construction modifier]
_Note: Unless the item is fully enchanted, a weapon with wooden haft is -45 to its strength against edged weapons._
Example: John the Alchemist has just created a +15 magical broadsword from white alloy stock that is 90% weight. The strength of the item would be:
80 [Average Strength for a Broadsword]
+ [15 Strength Bonus for a White Alloy item]
+ [20 Strength Bonus for being of Superior Design]
- 10 for being 90% weight]
x 1.5 [for being magical]
= 88 Strength
1. Fashion Conduit – To Craft an Enchantment onto an object, the Caster must imbue it with part of his soul, his temperament, or a spirit. This is an arduous and taxing effort, and requires much preparation. The caster first crafts an item of Masterwork-standard. Extended Crafting skill checks and/or many attempts may be required to create the necessary standard (needless to say this can take weeks). During the crafting process, the caster prepares the item with the potential to wear an Enchantment. This is done through an overly elaborate ritual requiring ritualistic cleansing and purifications, musical entonements, spoken words (or «spells») and similar foci. The player should be encouraged to devise this elaborate ritual in a style suitable for his character’s background. It is not possible to Enchant an item that has not been suitably prepared. The time requirements are subject of the GMs discretion, but crafting a Masterwork item specifically prepared to house an Enchantment should not be done lightly, and should take at least three times longer than the ordinary crafting time for the given object.
2. Fashion Repository — To imbue an item with his will or a spirit, the caster must first be able to hold this energy. By casting this spell consecutively for two weeks on a jar, flask, phial or other container, the Caster prepares it to hold his will or a spirit for use with later spells on this list
3. Handle Will — The caster separates a tiny portion of his own will to imbue into an item with a spell on the Permeations list. The energy is contained within a repository created for this very function. After removing part of his will the caster takes one fifth of his Hit Points in spiritual damage (can be healed in appropriate circumstances), and operates at -50 to all Maneuvers for two weeks following his ordeal.
4. Summon Spirit – Spirits are found in all of nature, usually invisible and undetectable to the denizens of Middle-Earth, dwelling on a different plane of existence, as it were. Some spirits are servants of the Valar, but most are mirrors or reflections of the world of Endor. Through rigourous ritual, the caster is able to summon such a spirit. If he is skilled in Spirit Speech (a Skill developed separately), he may converse with the spirit, and may attempt to convince it to voluntarily be imbued in the item.
5. Handle Temperament — As Handle Will, but the caster can handle any strong emotion he is feeling at the time of casting this spell. Needless to say, emotions can be conjured in a variety of manners. This allows the caster to prepare a specific emotion to pour into an enchantment, such as love, hatred, confusion, determination, et cetera. These emotions can give the enchanted object very specific properties in addition to their bonuses. After casting this spell, the caster operates at -50 to all maneuvers and suffers a -15 to Empathy for two weeks. Needless to say, whatever strong emotions he has felt are removed, and he feels cold and emotionless for the given time.
6. Handle Lesser Spirit — The caster can store a lesser spirit in his repository. If the spirit is willing, no RR is made. If the spirit is forced, it can make a RR vs. Realm (-0). If the RR succeeds, the spirit may turn hostile (50%). Spirits can only be damaged by enchanted weapons.
7. Handle Spirit — The caster can store a normal spirit in his repository. If the spirit is willing, no RR is made. If the spirit is forced, it can make a RR vs. Realm (+10). If the RR succeeds, the spirit disappears (it has no means of interacting with the mortal plain). If the RR succeeds, the spirit may turn hostile (75%). Spirits can only be damaged by enchanted weapons.
8. Handle Greater Spirit — The caster can store a greater spirit in his repository. If the spirit is willing, no RR is made. If the spirit is forced, it can make a RR vs. Realm (+20). If the RR succeeds, the spirit will turn hostile. Spirits can only be damaged by enchanted weapons.
9. Handle Will II — As Handle Will I, but the caster suffers no ill effects from casting the spell.
10. Handle Temperament II — As Handle Temperament I, but the caster suffers no ill effects from casting the spell.
1. Brand — Caster performs a complex ritual to tie a particular item to himself. Anyone else who attempts to utilize his item will be at a -1 per level of the owner of the item. This spell can be cast with any of the higher level spells on this list, but must be recast if the caster has advanced in level and wishes to expand the effect.
2. Imbue Will I — The Caster can perform a minor Enchantment on an item that is personally and unequivocally his own. By etching the appropriate runes (which have to be taught and developed as a Skill) into the item, the Caster imbues will already prepared with spells from the Airs spell list into the item. This spell grants the item a bonus equal to +1 per level of the caster to any ordinary use for which the item created. If the caster gains in level, and he wishes the bonus to be increased as well, he must recast this spell.
3. Imbue Temperament I — The Caster can perform a minor Enchantment on an item that is personally and unequivocally his own. By etching the appropriate runes (which have to be taught and developed as a Skill) into the item, the Caster imbues will already prepared with spells from the Airs spell list. The item will resonate with the emotion, causing appropriate effects. A knife imbued with Hatred can give additional damage (GMs discretion), a teapot imbued with Love can make a person favourably (if not romantically) inclined to the caster. These effects are not particularly powerful, and do not require a RR vs. The GM take note to handle this appropriately.
4. Imbue Lesser Spirit I — By etching the appropriate runes (which have to be taught and developed as a Skill) into the item, the Caster imbues a spirit already prepared with spells from the Airs spell list. The item is charged with Empathy, and can contain one lvl 1 magical ability.
5. Imbue Will II — As Imbue Will I, but bonus is +2 per level of caster imbued in the item, and it need not be tied to the caster.
6. Imbue Temperament II — As Imbue Temperament I, but the emotional charge is of such a power that the target of the effect must make an RR vs. casters level, and it need not be tied to the caster..
7. Imbue Lesser Spirit II — As Imbue Spirit I, but the item is charged with Low Intelligence, and can contain up to 2 levels of magical abilities.
8. Imbue Spirit — As Imbue Spirit I, but the item is charged with Medium Intelligence, and can contain up to 5 levels of magical abilities.
9. Imbue Greater Spirit — As Imbue Spirit I, but the item is charged with High Intelligence, and can contain up to 10 levels of magical abilities.
10. Imbue True — As Imbue Will II, Imbue Temperament II and Imbue Greater Spirit. Needless to say this requires three separate Repositories (see Airs spell list), but only one Conduit.