Metal Definitions
From LiMaWiki
[edit] Metal Descriptions
[edit] Abyssium
Abyssium is a very dark and black material, forged and created by both the depths of hell and the influence of demons. Abyssium is extremely malleable for armor, making it almost indestructible against most things except other Abyssium created weapons. Acquiring this rare stone is hard for even the most of savvy adventurers. While not common on normal planes, it is very frequent in demon and devil infested lands.
[edit] Adamantite
The strongest substance known to man and beast alike. Adamantite is forged solely by the gods and goddesses. At the beginning of time, small caches of Adamantite were placed throughout the world in the hopes that great heroes would collect it and forge weapons and armor of truly legendary proportions. Adamantite is a legendary material, usually granted as a reward from the gods themselves.
[edit] Alexandrite
Alexandrite is a very deep, almost black, green colored gem. Its rarity is only surpassed by its encompassing beauty. A large alexandrite could make a man happily content in riches for the rest of his life. If grafted into a weapon or armor, it grants the wearer the Surge power.
[edit] Aluminum
This metal is a soft, durable, lightweight, malleable metal. Its appearance ranges from a dull silver to a dark gray. This metal has many other uses for components but does not stand well as a main platform for weapons or armor. Aluminum is easy to work with and is fairly common almost anywhere.
[edit] Amethyst
Amethyst gems range in different hues of purples and violets. Finding a large enough crystal to manufacture a weapon or armor is very rare but does provide one with the Power of the Stars.
[edit] Arlon
Arlon is a naturally grown hard wood that sometimes grows on the inside around the base of trees. This brownish-black bark is significantly tougher than normal wood and is thought to protect the tree's root systems and help reinforce it against the ground.
[edit] Barbnail
Barbnail is a type of wood that constantly grows large layers of briar and thorns on its outer shell. Even when removed from its roots, barbnail continues to produce these spikes. What’s interesting enough is that this phenomenon is caused by embedded magical shards that create the Nature Element on weapons and armor made from it. Once grafted, the growing stops. Barbnail is extremely difficult to work with as the sharp briar and thorns have been known to envelope entire smiths who have attempted to make items from it.
[edit] Billion
Billion is the process in turning Copper into a stronger substance by smelting it with one of its mightier brethren, gold or silver, giving the copper a slight yellow or silver tint to it. Large quantities of Billion are produced by foundries as it is very easy to make and produces no ill effects to items crafted from it. Billion is a common material that can be found in most shops.
[edit] Blast Iron
Blast Iron is a darker silvery iron slag bar. It is made by finer metallurgy practices adding small and even quantities of carbon and charcoal. When made into weapons or armor, it gives more durability and strength over regular Iron.
[edit] Bone
Using correct pieces of bones from large animals provides weaponsmiths with unique creations. From using a ribcage for armor, to grafting a sword from a large leg bone, these weapons provide a greater degree of strength than other organic materials. Whips fair well when bone fragments are placed within its rope. Bone is a common find in shops. Bone weapons grant the Structure Shred bonus.
[edit] Borium
This naturally fused carbon is formed with the strike of a super heated lightning bolt. This plasma formed crystalline is very fragile in its normal state however once forged and melted, it becomes intertwined with electricity itself giving off the Electric Sphere bonus.
[edit] Brass
Brass is created when copper is smelted with zinc. The product of these two items is a dull yellow colored metal that is easy to use. Brass makes quick work for blacksmiths to use and weapons come easily. Armor plates of brass have seen a few improvements but are still weak and brittle. Brass is a common type of metal.
[edit] Bronze
Bronze is a medium brown color, lighter than copper. Bronze is made by smelting primarily copper with usually tin as the main additive although other filler metals can be used. Bronze is a basic building block that does not incur any negatives for weapons or armor created from it. Bronze is a common metal.
[edit] Celestrium
Celestrium is a combination of several ingredients. By smelting Iron with part carbon and part chromium, a light metal is created. This metal shimmers with a slight light that radiates from it. Weapons and armor crafted are very potent. Celestrium is a rare material as it takes quite some time to smelt and produce it.
[edit] Chrome Hide
Invented by the Wood Gnomes of Triash Falls, tanned hide is combined with the salts of charcoal, chromium, and other fine dusts. This leather is more flexible and does not suffer from discoloration as much as normal untreated hide does.
[edit] Chronotite
Chronotite is an extremely rare grayish-blue rock that radiates a temporal twist in the fabric of time. This unique stone has undergone a process that has caused it to skip through time and gained this property to unravel space and time. Chronotite gives weapons and armor the Blink Power ability. It is very hard to find such an expensive and unique material.
[edit] Cobalt
Cobalt is a bluish-gray ore that is extremely common in mines. The ore extracted is used mostly in weapon making as the ore is easy to sharpen and maintain. Few have found uses for armorsmithing as it produces no ill or positive effect for the wearer.
[edit] Copper
Copper has a reddish, orangish, or brownish tint to its soft metal. Pure copper fresh from the mines is pink or peachy in tint. Copper is not a bad choice for mundane items and is fairly readily made into weapons. Armor still has some drawbacks but is useful and cheap. Copper is a very common ore.
[edit] Coral
Coral ranges in color dependant on the sea creatures that created it. They can range from deep yellows to bright reds. Coral is extracted from the reef and shaped into equipment through a process much like stonemasons use. Coral is spongy and resilient and provides an excellent boost to armor. Coral is common almost anywhere and extremely common along coastal villages.
[edit] Diabolium
Diabolium is a naturally occurring dark ore that radiates a magical chaos around it. This ore is magical, even by looking at it, one can tell. The twisting vortex of darkness grants armor and weapons the Dark Element property. Diabolium is a very rare find.
[edit] Diamond
Diamond gems are truly a rare find, clear and perfect in nature. Finding a large enough crystal to manufacture a weapon or armor is very rare but does provide one with the Power of the Exalt.
[edit] Ebonite
Ebonite is an extremely dense black stone that is completely smooth even while in its natural form. Sometimes yielded as rare decorative ornaments, this stone seems to radiate its own gravitational field of energy. This very rare stone is formed only through the graces of the heavens through immense star cluster pressure. This unique formation causes the stone to have a Cosmic Elemental property to the items created from it.
[edit] Electrum
Electrum is a natural occurring ore with colors that range from pale to a bright yellow. Mixing certain quantities of silver and gold together can also smelt electrum. What’s formed is a very valuable and malleable metal. When weapons are created, its sharpness is almost unrivaled for soft metals. Armor has very little use for this naturally sharp metal. Electrum is exceptionally hard to find.
[edit] Elementite
This precious metal is made when silver oxides are combined with the magical properties of Mennel Wood. The result is a quality and durable metal that causes its silvery texture to glow a blue aura faintly. Weapons and armor made from this metal are very potent. Elementite is exceptional to find as crafting the two ingredients is difficult and finding them is even harder.
[edit] Emerald
Emeralds range in different hues of deep greens and limes. Finding a large enough crystal to manufacture a weapon or armor is very rare but does provide one with the Power of the Briar.
[edit] Ethereal
Ethereal is found only on its native plane of the Ether. Ethereal is a large stone that is a translucent purple in color. The stone is also partly blocked through a natural temporal disturbance. This results in the stone appearing partially see-through and faded. Such weapons and armor are of great quality. Ethereal is exceptionally rare in other planes other than the Ether.
[edit] Ethrium
Ethrium takes Celestrium one step further and adds a bit of Ethereal to it. What once shimmered in the light, now fades in and out slightly. This temporal disturbance adds great strength to armorsmiths that Celestrium did not produce. It also naturally increases the length of the blade’s sharpness. Ethrium is a very rare material as Ethereal is only found on its native plane and finding a malleable piece of Celestrium.
[edit] Everice
Everice is a natural blue ore that glistens with snowflakes around it. This ore is always cold to the touch and produces the Ice Element magical property on weapons and armor made from it. Everice is a very rare ore to come across in the world.
[edit] Ferro Nickel
This silvery and lustrous nickel plate is hardened and melted in a carbon alloy that produces a superior, soft metal. Its malleability makes it very reliable for basic weapons.
[edit] Fey Leaf
Fey leaf derives from the limb of a Fey creature whose skin is that of petals and leaves. This dark green plant is exceptionally strong for being so limber and naturally flexible. It gets its ductility from small strands of a silk-like substance that is weaved into it. This little anomalistic technique gives it a property dubbed Structure Intelligent. Fey Leaf is an uncommon material as the creatures required are hard to catch and skin properly.
[edit] Foryte
Foryte is the creation and combination of up to 4 lesser elemental materials, Meltwood, Barbnail, Mythril, etc. The combination morphs around each element to produce a biological organic material that takes on the form of each element used to make it. Weapons and armor created from it bestows the Random Element bonus.
[edit] Glacial Heart
Within the depths of frozen mountains, miners toil away in the most unruly conditions. Their treasure? The frozen core of pure ice. Glacial Heart is eternally cold to the touch and shines with a blue tint. Only forge-able at a few ten degrees below 0, when crafted, it gives the wielder the super power of the Ice Sphere.
[edit] Glass
Glass comes in many colors and shades from clear to multispectral styles of art. Glass is usually heated from different types of powders from sand to complex crystal beads like quartz. When formed into a weapon, the glass hardens to produce a sturdy and lightweight item. Armor gains a small advantage as it can absorb damage better through the use of plates and layers. Glass is a common building material that causes clean deep cuts when made into weapons granting it the Wounding bonus.
[edit] Glormite
Tiny specs of a rare material, combined with the common shine of Bronze, creates a dark and fluid metal. The amount of Diabolium required is so little however the exact formula is needed in order to not waste the rare material. When made, Glormite gives weapons or armor the Draining Element power.
[edit] Gold
Gold is a dense, soft, shiny, and most malleable of any of the soft metals. Gold is a metallic yellow ore that can sometimes be found with traces of silver veins. Gold weapons are often flexible and bend however their sharpness is quite extreme. Armor is often bulky and the extreme malleability of the metal makes it less useful for protection. Gold is rarer than silver but is still an uncommon occurrence in nature.
[edit] Grantite
Grantite is a very heavy stone usually found in large quarries. It is a dark brown color with a very rugged surface. Grantite weapons are extremely heavy however the punch they deliver is more extreme. Armor is also just as heavy but provides a great deal of absorption. Grantite is an average material to find as it is mined frequently in the use of castle building.
[edit] Hide
Skin from animals has always been used to craft shields and armor as it provides a good bit of strength. Hide weapons have absolutely no use and are often flimsy and easily break. Whips prove to shine very nicely. Hide is a very common material for all leatherworkers from animals and isn't considered some of the best material. Hide is cheap and makes for great cover for tents, gloves, or clothing.
[edit] Invar
Invar is crafted by smelting Iron with a large amount of nickel. This, coupled with a few magic tricks to mash a Sard crystal into it, produces a magical metal that radiates that of an earth elemental. The combination of these items is a dull-silver metal with a slight hue of tan. Invar is a versatile magical material that, like its twin, Kovar, gives items a magical property. Invar is a very rare material because of the process and materials required to make.
[edit] Iron
Iron ore is lustrous and silvery in color. It is a soft metal, although still hard when smelted. Iron is the standard for weaponsmiths and armorsmiths throughout the world. Iron is a common metal to be used in items.
[edit] Jet
Jet gems range in different hues of blacks and grays. Finding a large enough crystal to manufacture a weapon or armor is very rare but does provide one with the Power of the Chaos.
[edit] Kovar
Kovar is crafted by smelting Iron with a small amount of cobalt and a large portion of Topaz. The product is a light-gray metal with some interesting sparks of electricity around it. This effect causes weapons and armor to have an Electric Element property added to them. Kovar is a magical material that is very rare much like its twin, Invar.
[edit] Langough
Langough is a solid-state ore that glistens with a hazy blue and shimmers a slight prismatic tint in the sun. Damage and structure suffer in that the material is delicate and somewhat difficult to work with. Langough also has a natural magical property in it, which seems to boost the resistances to ill effects. While langough is magical, it is a common ore found in many lands.
[edit] Light Steel
Light Steel is created like normal steel except instead of carbon, one uses a small amount of the magical metal, Kovar. This gives the normal steel a property, which seems to cut the weight of items drastically down. Light Steel is a light gray metal that is Rare to find because of the small amount of Kovar needed to make it.
[edit] Magmite
Volcanic slag is a very common material however Magmite is scarely found within the core of slag chunks. Fiery and glowing sometimes brighter than the sun, this mountain crushed rock constantly heats the area around it. Weapons and armor made out of this material gives the Fire Sphere ability.
[edit] Magnox
This metal is created when taking normal aluminum and carefully smelting it with the highly explosive material Magnesium. If done correctly, the aluminum toughens beyond normal comprehension. It is lightweight and adds plenty of shock resistance to weapons and armor. Magnox, because of the nature in creating it, is a above common material, possibly scarce in some lands.
[edit] Malformed Tin
Malformed Tin is a crude design on physics in which normal Tin ore is subject to severe polar shifts through the combination and smelting of Magnox. The result is what looks like a normal dull-silvery tin but produces a physic property called Backlash. Malformed Tin for all other purposes is sharp and deadly. Malformed Tin is easy to maintain and is an average find in the world.
[edit] Meltwood
Often mistaken for a smoldering tree, Meltwood is a black, charred piece of normal wood. In its natural state, meltwood smolders constantly and lets off a small amount of heat. This very rare wood provides the weapons and armor made from it a Fire Element property. Meltwood is a very rare material to produce as most forests where this is found are filled with layers of charred wood.
[edit] Mennel Wood
Mennel Wood is a type of wood that grows in dense forests full of petrified plants. Among those plants are a few pieces of wood that are not quite petrified all the way. This magical occurrence gives the crafter a powerful ability to manipulate the item being created and can use the Switch Power when making the item. Mennel Wood is an exceptionally uncommon wood that takes quite a bit of adventuring to discover.
[edit] Meteoroide
Meteorites are a common sight to land on planets however very few have absorbed bits of the cosmic universe. This very generic brown metal actually changes from a crystalline to a metal upon impact and radiates a deep purple aura when examined under the effects of Magic Sense. Many hunters scour the wreckage of impact sights on the hopes of finding a bit of this ore. When crafted into items that same pale energy constantly emanates giving weapons or armor the Cosmic Sphere ability.
[edit] Mythril
Mythril is an infamous rock that pulses white from its grainy-stone like surface. Once guarded as a holy artifact, more mythril mines have spurred up. However, while still very rare, it is easy to use and make a myriad of items from. The natural holy attribute of this stone gives weapons and armor the Holy Element power.
[edit] Necropolyte
This wood radiates the essence of undeath and the living upon those who near it. Corrupt then restored, Necropolyte is a cleansed piece of undead wood. Necropolyte produces a natural Undead Resistor power when crafted into armor or weapons and is great for either. This material is prodigious and can only be found where great evil used to lurk.
[edit] Petrifice
Petrified Oak is a common sight, however the gray and pale wood takes on a new form and hardness when cared for by the earthen guardians. Used as ritual stones of the earth elementals, these rare chunks of wood provide a great Earthen Sphere bonus to weapons and armor created from it.
[edit] Pieroxite
Pieroxite is a complex stone usually mistaken for silver or sometimes iron. It shares much of the same characteristics of iron except that the material is very dense and compact. When working with Pieroxite, one first noticed that it did not produce shavings like metal, instead produced powder like that of sanding stone. Pieroxite is found mostly deep in volcanoes and is exceptionally hard to find.
[edit] Platinum
Platinum is a heavy, ductile, and precious metal sought after by many. It is a gray-white transition metal that shines in the light when buffed and polished. Platinum weapons and armor are durable pieces of equipment that strike with precision and withstand plenty of brute force. Platinum is a very uncommon ore, one that is worth the work needed to obtain it.
[edit] Prime Iron
Prime Iron is a pinnacle example of the power of the ages. Through extreme pressures, Iron can be transformed from its once humble state into a metal worthy of epic proportions. In its natural state, Prime Iron ore is jagged and rough who’s edges match the sharpness of diamonds. Prime Iron is a Prodigious material found only is extremely rare instances.
[edit] Ragnorok
Ragnorok is an almost legendary rock that is created only for those heading into a truly end-all battle. This holy material is grafted from the large crystalline prisons that guard the Mana Beasts. Only during certain times will a fragment of the crystal fall to the ground. Such weapons and armor are even harder to create and require a legendary hammersmith to manufacture. Ragnorok is an Arcane material, sought after by the mightiest of crafters.
[edit] Ruby
Rubies range in different hues of deep maroons and bright reds. Finding a large enough crystal to manufacture a weapon or armor is very rare but does provide one with the Power of the Flame.
[edit] Sapphire
Sapphire gems range in different hues of blues and aquas. Finding a large enough crystal to manufacture a weapon or armor is very rare but does provide one with the Power of the Glacier.
[edit] Sard
Sard gems are brown in color and can range in varying degrees of brightness. Finding a large enough crystal to manufacture a weapon or armor is very rare but does provide one with the Power of the World.
[edit] Scale
The scales from lizardfolk such as fish, and large reptiles, provides a nice cushion against blows when grafted into armor. A scale weapon usually requires a inside structure to support the scales but its sharpness as well as the light weight durability of the weapon make it somewhat ideal for adventurers. Good scales are an average organic material to encounter.
[edit] Silver
Silver is a lustrous, soft, white metal that gleams in the light. Silver is found naturally as a crude dark white ore and can range in shades of gray. Silvery weapons and armor are finely crafted pieces of destruction or protection. Silver is a fairly uncommon ore but can be scarce in certain parts of the world.
[edit] Steel
The bigger brother to Iron, Steel is a dark gray bar of metal that is formed by combining Iron with the right formula of pure carbon. This produces a highly strong alloy that is used by the above average smiths to create dense weapons and armor. Steel is a uncommon metal and is usually found within some of the wealthier mills.
[edit] Teitonic
Teitonic is a pressure-dense version of Titanium. When left undisturbed for thousands of years, titanium undergoes a large transformation. The result is an even stronger titanium with a sharpness and strength that do not compare. Teitonic is an Arcane material that wizards and mages of great museums collect to show off what bits and pieces they have obtained.
[edit] Tetroheadric
The strongest malleable metal known in the universe. Mixing vorpal, for its ductile strength, and electrum, for its powerful cutting ability, creates this almost perfect metal. The product is a closely related cousin to Adamantite. Tetroheadric is an Arcane metal found only with the truly wealthy. Small bits and pieces of this substance may be held by rare shops but very few have ever seen large chunks of this metal in a long time.
[edit] Tin
Tin is a very light coppery-silver metal that is thin and malleable. Tin is a very common vein found within mines all over the world.
[edit] Titanium
Titanium is a light, lustrous, silvery metal that is highly resistant to corrosion. This ore is usually found below the surface of the earth’s crust and requires severe mining and excavating to obtain. However, with all of the possibilities of a disaster, Titanium is one of the strongest metals on earth, capable of producing legendary-like weapons and armor. Titanium is a very rare ore to come by.
[edit] Topaz
Topaz gems range in different hues of yellows. Finding a large enough crystal to manufacture a weapon or armor is very rare but does provide one with the Power of the Storm.
[edit] Torite
Torite is a mix of Gold and Tin, a fragile yet reinforced soft metal. It gleams a yellowish-silver tint and is distinct in that it can be found very rarely as a natural substance in gold mines.
[edit] True Obsidian
Obsidian is a pure black crystal. It absorbs all light and requires the very heavens and the might of hell to shatter and forge. True obsidian is legendary, requiring a massive feat to favor the gods to craft a weapon. The only thing that can forge a True Obsidian stone is a legendary hammersmith capable of using Adamantite tools. Wielding such power gives the wearer the Titanomachy ability.
[edit] Vile Timber
Corrupt and diseased, this complete and utter vile piece of organic mass is created through the defilement of a great evil being. This pulsating black rot is forged with great care from diabolic forges and woodsmiths. When created into weapons or armor it grants the Dark Sphere bonus.
[edit] Vorpal
Vorpal is an interesting rock that literally flashes bright beams of light from small cracks in its dull gray shell. Vorpal is a prodigious material that is found high in the heavens on large clouds filled with shards of crystals. Vorpal is naturally extremely sharp and durable. Mining such places requires a great deal of effort and time and thus is not readily available to most people.
[edit] Waspon
Waspon is the infusion of metallic calcite and carapaces of many old, long dead, creatures. These severely petrified fossils make weapons and armor very resilient. Found deep within the bowels of the earth, this rare stone is a find. Once forged, barbs and briar overcome the weapon or armor giving it the Nature Sphere bonus.
[edit] Wooden
Wood comes in a variety of things and encompasses the general scope of wood and bark. Weapons and armor made from wood are the most basic building blocks. Whips however, provide a good bit of shredding damage from wood. Wood is an extremely common material.
[edit] Zenthormite
Some say this mineral is derived deep within the Elemental Earth plane's core. This extremely rare blood red mineral spiders from very thin veins of rock. When enough is collected, it can be melded into some of the most durable items in the universe. Its scarcity and man power required to collect it makes is very expensive.
[edit] Zillion
Zillion is a malformed enchant of Billion and holy energies. First discovered in a clerical metallurgy, a newly blasted slag of Billion was infused and blessed by a series of accidental but beneficial mistakes. Zillion is a bright white ore that releases holy energies upon creation of items, granting weapons and armor the Holy Sphere bonus.
[edit] Zion Oak
Zion Oak is a grand piece of wood that is blessed by great holy exalts of light and righteousness. This brightly shinning wood radiates the powers of good and naturally grants the wearer the ability to Heal. When grafted into weapons or armor, it becomes one of the strongest organic substances known. Zion Oak is Arcane, only sought after by high priests or bishops as a sign of their eternal struggles against evil.
[edit] Material Bonuses
[edit] Backlashing
The bonus damage or AC given by the Malformed Tin (+3), can be doubled on a single strike and added to the damage, however, the character suffers –6 damage that cannot be reduced by any means.
[edit] Blink Power
Once a day, the wearer can blink his weapon or armor through time for a split second. If crafted into a weapon, the blink power will cause the weapon to ignore the target’s AC and DEF for that attack. If crafted into armor, the wearer can blink himself out of existence and completely avoid an incoming attack for one turn. This can only be used once per day per weapon and armor (so twice if the character had a weapon and armor made of chronotite).
[edit] Cosmic Element/Sphere
When crafted into a weapon, this adds +3 Cosmic damage. When crafted into armor, it gives the wearer a +3 Cosmic resistance per armor equipped. The sphere version gives a +9 to elemental damage or resistance.
[edit] Dark Element/Sphere
When crafted into a weapon, this adds +3 Dark damage. When crafted into armor, it gives the wearer a +3 Dark resistance per armor equipped. The sphere version gives a +9 to elemental damage or resistance.
[edit] Drain Element
When crafted into a weapon, this gives the weapon a +1 HP Drain damage. When crafted into armor, it reduces the HP drain effects of spells or items by -1 HP.
[edit] Earth Element/Sphere
When crafted into a weapon, this adds +3 Earth damage. When crafted into armor, it gives the wearer a +3 Earth resistance per armor equipped. The sphere version gives a +9 to elemental damage or resistance.
[edit] Electric Element/Sphere
When crafted into a weapon, this adds +3 Electric damage. When crafted into armor, it gives the wearer a +3 Electric resistance per armor equipped. The sphere version gives a +9 to elemental damage or resistance.
[edit] Elemental Resistance
Boosts the character’s resistance to everything by +1 per item equipped.
[edit] Fire Element/Sphere
When crafted into a weapon, this adds +3 Fire damage. When crafted into armor, it gives the wearer a +3 Fire resistance per armor equipped. The sphere version gives a +9 to elemental damage or resistance.
[edit] Healing Power
Any healing done by the wearer is increased by +10 HP/PE per item equipped. This is taken into account only by spells that heal HP or PE.
[edit] Holy Element/Sphere
When crafted into a weapon, this adds +3 Holy damage. When crafted into armor, it gives the wearer a +3 Holy resistance per armor equipped. The sphere version gives a +9 to elemental damage or resistance.
[edit] Ice Element/Sphere
When crafted into a weapon, this adds +3 Ice damage. When crafted into armor, it gives the wearer a +3 Ice resistance per armor equipped. The sphere version gives a +9 to elemental damage or resistance.
[edit] Lighter
Any item crafted from Light Steel has its weight cut to just 25% of its normal weight (rounded down).
[edit] Nature Element/Sphere
When crafted into a weapon, this adds +3 Nature damage. When crafted into armor, it gives the wearer a +3 Nature resistance per armor equipped. The sphere version gives a +9 to elemental damage or resistance.
[edit] Power of the Briar
This boosts any nature effect the character uses. Any spell that does nature damage is boosted by +5. Also, any CAST DC for nature spells is reduced by –5. Multiple "Power of the Briar" do not stack.
[edit] Power of the Chaos
This boosts any dark effect the character uses. Any spell that does dark damage is boosted by +5. Also, any CAST DC for dark spells is reduced by –5. Multiple "Power of the Chaos" do not stack.
[edit] Power of the Exalt
This boosts any holy effect the character uses. Any spell that does holy damage is boosted by +5. Also, any CAST DC for holy spells is reduced by –5. Multiple "Power of the Exalt" do not stack.
[edit] Power of the Flame
This boosts any fire effect the character uses. Any spell that does Flame damage is boosted by +5. Also, any CAST DC for fire spells is reduced by –5. Multiple "Power of the Flame" do not stack.
[edit] Power of the Glacier
This boosts any ice effect the character uses. Any spell that does ice damage is boosted by +5. Also, any CAST DC for ice spells is reduced by –5. Multiple "Power of the Glacier" do not stack.
[edit] Power of the Stars
This boosts any cosmic effect the character uses. Any spell that does cosmic damage is boosted by +5. Also, any CAST DC for cosmic spells is reduced by –5. Multiple "Power of the Stars" do not stack.
[edit] Power of the Storm
This boosts any electric effect the character uses. Any spell that does electric damage is boosted by +5. Also, any CAST DC for electric spells is reduced by –5. Multiple "Power of the Storm" do not stack.
[edit] Power of the World
This boosts any earth effect the character uses. Any spell that does earth damage is boosted by +5. Also, any CAST DC for earth spells is reduced by –5. Multiple "Power of the World" do not stack.
[edit] Random Element
Chosen upon the creation of Foryte, the metal smith picks one of the 4 materials used as the primary bonus. This element adds a +6 to elemental damage or resistance to armor or weapons made from it.
[edit] Status Resistant
This power gives an increase to the character’s status saves. For every weapon and armor equipped (equipped or in their primary weapon slot), it grants the character a +1 to save against status effects.
[edit] Structure Shred/Intelligent
Structure Shred increases the ST damage done by the weapon by +2. Armor made from bone grants no bonus. Structure Intelligent increases ST damage done by +6 and if made out of armor, it reduces incoming ST damage by -6.
[edit] Surge
Once per day, per item, the character can cause a surge of magical energies to overcome them. For 1 hour, the character doubles the AC and damage bonus granted by the Alexandrite.
[edit] Switch Power
When an item is first created, the smith can choose to switch the Hit/Dam or the AC/ST bonuses. The ST is traded in intervals of 5.
[edit] Titanomachy
This ultimate power boosts a character’s power overall. The character is granted a –30 to every CAST DC and increases any elemental damage by +30 per item equipped.
[edit] Undead Resistor
Weapons receive +10 bonus damage when it strikes an undead creature. If made into armor, any physical damage done by undead is reduced by –5 per armor equipped.
[edit] Wounding
Glass weapons cause a +1 wounding damage. This point of damage cannot be reduced by any means. It is applied after damage is calculated. In order for this wound to happen the target must take at least 1 point of damage from the weapon after defenses. If the target's defenses absorb all damage from the weapon, wounding does not happen.

