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This rule is pretty sexy and doesn't need any attention. Consider it good to go.
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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.
A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.
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Firebrand |
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Frost Brand |
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Weapon of Earth |
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Weapon of Wind |
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Acid Armament |
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Weaponsmith |
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Lightning Brand |
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Weapon of Water |
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Thorny Brand |
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Weapon of Chaos |
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Holy Brand |
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Unholy Brand |
Intensity Effects
- Special. +2 Harm
- Magicked. +4 Harm
- Spellbound. +6 Harm
- Enchanted. +8 Harm
- Relic. +10 Harm