Treasures

Exotic Weapons and Enchantments - by T.A. Saunders ©2013 v1.0

Secondary Materials There are three classifications of secondary materials.  Tempering or Technique - using magic or other special means to enhance the metal; Dusting/Flecking - using a mineral or other metal to enhance the properties of a metal or alloy; and Marking - using known symbols of power to enhance a metal with certain properties.  The key difference is that while tempering or techniques require a specific skill set, marking requires specific knowledge of divine marks, and flecking requires additional materials.

Temper/Technique
Cold Forged +15% hit vs. Fae, Elementals and Natural Spirits.
Elemental Tempered +15% spell hit for Elemental Temper type: Ice-Tempered for Water, Flame-Tempered for Fire, Dust Tempered for Earth and Wind-Tempered for air.
Ether Tempered +10% to hit Spectral/Out of Phase creatures, 20% chance to ignore armor.
Radiance-Charged +20% to hit. Weapon offers illumination for 20′ radius on command, 3 times per day.
Shadow-Tempered +20% to hit. Weapon creates darkness for 20′ radius on command, 3 times per day.
Sorcerously-Tempered +15% to hit, -20% armor rating.
Flecking/Dusting
Ambracite-Flecked +20% hit vs. Spectral/Out of Phase creatures.
M'aati-Flecked +20% to spell hit. Adds a +5% greater effectiveness to an Enchantment Effect.
Quantyr-Dusted +10% to spell hit. 25% for an enemy spell to malfunction.
Marking
Death-Marked (Khazaar) +15% hit vs. Mortal Beings.
Fire-Blessed (Kaal) +15% to hit Infernal Beings. 20% chance to ignite in Divine Flame for 1d4 rounds.
Frost-Blessed (Miron) +15% to hit Divine Beings. 20% chance to ignite in Frozen Flame for 1d4 rounds.
Wild-Marked (Zorah) +15% to hit vs. Undead.