Elemental Weaponry
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This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 2 |
---|---|
AP | 4 |
Target | Object (weapon) |
Distance | Contact |
Lasts | 2 rounds per rank |
Using this spell, the mage can either augment an existing weapon with elemental properties, or conjure an elemental weapon from thin air. In the case of conjured weapons, the mage or anyone to whom the mage gives the weapon uses their Elemental skill ranks instead of the weapon type for Attack Rolls. This weapon counts as a magical attack, and is beyond the concepts of piercing, bludgeoning, or slashing. The weapon can be used one-handed, can be used to parry, and the wielder cannot be disarmed of it. The Harm score of the weapon is dependent on the Intensity. In the case of augmented weapons, the Harm score listed below is a bonus on top of the weapon's existing Harm score. In the case of ranged projectile weapons, the ammunition is affected and receives the bonus to damage.
When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. In the fire school, this spell is known as Firebrand. In the ice school, it's called
Frost Brand. To earth mages, it's
Weapon of Earth. To air mages, it's
Weapon of Wind. Slime mages call this spell
Acid Armament. Metal mages refer to it as
Weaponsmith. Electricity mages call this spell
Lightning Brand. Water mages call it
Weapon of Water. In the verdance school, this spell is known as
Thorny Brand. In the ruin school, it's called
Weapon of Chaos. To light mages, it's
Holy Brand. To dark mages, it's
Unholy Brand.
Intensity Effects
- Special. +2 Harm
- Magicked. +4 Harm
- Spellbound. +6 Harm
- Enchanted. +8 Harm
- Relic. +10 Harm