Glass Sword

Enchanting like it's Minecraft

Yes, really. Here's two item enchanting systems for OSR adapted from Minecraft and Minecraft Dungeons II.

sprites by me

Essence Enchanting

There exists a dust of life that clings to the living, emboldening the spirit in high concentrations. With the right know-how, this essence can be taken from others (willingly or or when slain) and held onto by one's own spirit. This mystical substance can be then worked into items to imbue them with enchantments. All an enchanter needs is an arcane workstation and some lapis lazuli (a kind of flux medium but for welding magic onto an object).

Living creatures bear 1 unit of essence per HD or Level and do not naturally recover it if lost. A chunk of lapis lazuli is fist-sized and typically worth 500gp (500sp in silver standard). Enchanting is a Skill and can be learned from a teacher like any other.

Essence Cost Lapis Lazuli Cost Enchantment
20 4 chunks Sharpening: +2 damage. Keeps itself sharp and clean.
40 10 chunks Searing: +1d6 fire damage and cauterizes wounds.
10 2 chunks Unbreaking: Impervious to nonmagical pressures or breakage.
10 2 chunks Loyal: Returns to its wielder on command if within 200ft.
10 2 chunks Aqueous: Moves through liquid like air. If on armor, lends this effect to its wearer.
15 4 chunks Mending: Can be restored to prime condition by offering 1 Essence.
20 5 chunks Smiting: All damage dice are two sizes bigger against undead.
15 3 chunks Efficient: Tools carve through their favored material as if soft clay.
50 10 chunks Sweeping: When attacking, also hits adjacent foes for [your level] damage using the original accuracy roll.
60 15 chunks Channeling: +1d10 lightning damage, then arcs to deal 1d8, then 1d6, then 1d4 to adjacent foes in an unbroken chain.
30 6 chunks Forceful: Shoves targets back 1d4 (5x5ft) squares. On hit, no save. On miss, target can save to resist.
50 10 chunks Breaching: On hit, reduces target's AC by 2 if they are armored.
50 10 chunks Withering: Wielder recovers ¼th of the damage dealt to living creatures. Damage dealt cannot be recovered.
30 6 chunks Blast-warding: (Armor) Reduces incoming damage from shockwaves and explosions by 6.
30 6 chunks Missile-warding: (Armor) +2 to AC and Saves against physical missile attacks.
40 10 chunks Thorned: (Armor) When hit by a melee attack, deals 1d6 damage to attacker.
20 4 chunks Infinite: (Ranged) Manifests phantom ammo when readied that vanishes after hitting.
35 8 chunks Piercing: (Ranged) Shot projectiles hit up to [your level] foes in a straight line using the same accuracy roll.

Codex Enchanting

Those who accumulate power and prowess also attract a kind of mystic aura that can be bent to power arcane equipment. The magipatterns used to inscribe enchanted objects are found collected into codices, prized tomes of a now-lost art. Each codex allows an enchanter to invest their own power into a specific enchantment applied to an object. However, each enchanter can only devote so much energy at a time, though they need not be nearby the things they invest. Those who seek greater power must seek rarer codices for their patterns.

Enchanters start with 1 Enchantment Point (EP) per level and can gain up to [4x their level] EP. Additional EP can be gained by sipping from an Azure Font (1 per font), learning a Voided Syllable, stripping aura from another enchanter, etc.

To enchant an item, dedicate the required EP to it. You must have the item and a codex containing the enchantment on hand (the codex is not consumed). Eating a fresh skulkbloom (which grow amid graves) instantly unenchants all their invested items and returns their EP, as does dying.

EP Enchantment
up to 4 Sharpening: +EP damage. Keeps itself sharp and clean.
2 Searing: +1d6 fire damage and cauterizes wounds.
1 Unbreaking: Impervious to nonmagical pressures or breakage.
1 Loyal: Returns to its wielder on command if within 200ft.
1 Aqueous: Moves through liquid like air. If on armor, lends this effect to its wearer.
1 Mending: Restores itself to prime condition by resting for 8 hours in sunlight.
up to 9 Smiting: Every 3 EP increases all damage die sizes by one step against undead.
1 Efficient: Tools carve through their favored material as if soft clay.
up to 10 Sweeping: When attacking, also hits adjacent foes for [EP/2] damage using the original accuracy roll.
8 Channeling: +1d10 lightning damage, then arcs to deal 1d8, then 1d6, then 1d4 to adjacent foes in an unbroken chain.
up to 3 Forceful: Shoves targets back [EP]d4 (5x5ft) squares. On hit, no save. On miss, target can save to resist.
up to 9 Breaching: On hit, reduces target's AC by [EP/3] if they are armored.
8 Withering: Wielder recovers ¼th of the damage dealt to living creatures. Damage dealt cannot be recovered.
up to 3 Blast-warding: (Armor) Reduces incoming damage from shockwaves and explosions by [EPx2].
3 Missile-warding: (Armor) +2 to AC and Saves against physical missile attacks.
4 Thorned: (Armor) When hit by a melee attack, deals 1d6 damage to attacker.
1 Infinite: (Ranged) Manifests phantom ammo when readied that vanishes after hitting.
up to 3 Piercing: (Ranged) Shot projectiles hit up to [EPx2] foes in a straight line using the same accuracy roll.

These two enchanting systems are probably mutually exclusive in a world, but maybe they can be fused into one somehow. They're also entirely untested, so have fun and steal what you like! :3