Elemental Weaponry
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 2 |
---|---|
AP | 4 |
Target | Weapon |
Distance | Contact |
Lasts | Two rounds per school rank |
Save | N/A |
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 Spell 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 Hurt score of the weapon is dependent on the Intensity. In the case of augmented weapons, the Hurt score listed below is a bonus on top of the weapon's existing Hurt 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.
Intensity Effects
- Special. +2 Hurt
- Magicked. +4 Hurt
- Spellbound. +6 Hurt
- Enchanted. +8 Hurt
- Relic. +10 Hurt