Weapon Creation System

From Storing Don

Contents

[edit] Creation Formula

The weapons system is a modular system. It will definitely be FE, but it will be different enough to allow a lot of customization - virtually everyone could have a unique weapon if they so wanted. Effectively, the system works like this: every weapon type (like Anima or Lances) has a few basic Types. The basic Type determines the basic nature of the weapon, so, for example, an Anima spell being developed could choose the Lightning Type. Then, whatever else the spell does, electricity will be involved in some way.

Next, every weapon is made out of some Material, which generally determines how powerful it is. For example, a physical weapon can be made out of steel. For magical weapons, the concept is analogous - think of the Material as the raw energy that the spell can work with. A weapon with a weak Material might be rather common, while a strong Material might be able to perform epic feats such as cleaving through stone.

Now, every type of weapon has a few characteristics. These come in the form of Modifiers, which can affect the weapon both functionally or simply aesthetically. Unlike Type and Material, Modifiers are optional and one may have as many or as few as one desires, within the limits of the weapon ranking system that is described further on.

In general, a weapon can be completely described by the following formula:

  • Weapon = Type + Material + Modifier(s)
  • The characteristics are meant to help explain things, not limit them. Just because something you want doesn't have a characteristic to explain every aspect of the weapon doesn't mean you can't have it.


Ranks

Weapon Ranks are the method by which the power level of a weapon is judged. Several Types, and almost all Materials and Modifiers have a numerical rank attached to them. The sum of all these ranks is the Weapon Rank, which in turn corresponds to the alphabetical weapon rank that a character possesses through the following conversion:

E: up to 1

D: up to 2

C: up to 4

B: up to 6

A: up to 8


Special Weapons

S-Rank weapons have special rules, as they are extremely rare and powerful weapons. They are all already created and scattered throughout the continent, and this section is only for informational purposes describing how they were created. S-Rank weapons are able to have Modifiers usually not allowed to that class of weapon. For example, Escalon, the Lance of the King of Ainor, has the Area of Effect characteristic, despite that characteristic only being allowed for spells. National weapons are similar, except that they may be wielded solely by the Commander of a nation, while S-Rank weapons once obtained can be wielded by anyone with the requisite weapon rank.

The Weapon Rank of S-Rank weapons ranges from 10 to 14. All National weapons have a Weapon Rank of 15.


Prf-Rank Weapons

A Prf-Rank is a single unique weapon that can only be used by one particular character. It must be a character's custom weapon that the character has trained with for a long time. Each character may only have one. Prf weapons can be upgraded in line with the character's weapon rank. Because of the immense training and familiarity with it, a Prf weapon's numerical rank may be +1 higher than normal. For example, a character with a weapon rank of C may wield a Prf weapon with a weapon rank of +5. Upon reaching S rank, a Prf weapon may have a total modifier of +11. Thus even if a character fails to secure an S-rank weapon, he or she is not unfairly disadvantaged.

Example

Suppose we wish to imitate the Killing Edge of the Fire Emblem games. First we need to pick what rank this weapon will be; traditionally it has been C, so we shall do the same. With a rank of C, this gives us a total of up to +4 ranks to play with.

First, we select the weapon Type. Obviously we want a sword, and Hand Sword seems as good a choice as any.

Next, we select a Material. Mithril is nice, but we want to save some room for our Modifiers, so let's just stick with Steel, for a +1.

Now we can select our Modifiers. The Killer Modifier is of course in, for +2, granting us a total of +3 so far. That leaves us +1 to play around with, so in this case we shall put a personal touch on this weapon by including a Pommel Blade to complete our formula.

The weapon can now be fully described as:

  • Steel (+1) Killer (+2) Pommel Blade (+1) Hand Sword (C Rank)

Not bad for a functional Killing Edge with a little trick up its sleeve, or hilt in this case, eh?

[edit] Weapon Types

Anima

  • Earth - Earth spells are the defensive branch of Anima Magic, being by far the slowest but most powerful of the Arcane Spells. Earth spells can do a wide variety of things - from raising a small mound to breaking ground to deny calvary access - and thus any mage armed with Earth spells is a dangerous and unpredictable opponent. The offensive power of Earth spells is somewhat weak, however.
  • Fire - The most offensive of the Anima Magics, Fire spells can be used to destroy or defeat. Obviously, Fire spells focus on the manipulation and conjuration of Fire. Of course, creative and intelligent Pyromancers can use Fire to great effect. Fire magic tends to be extremely quick and powerful, but its uselessness in defense is a hamper.
  • Thunder - Another offensive school, Lightning is a bit weaker than fire but its speed more than makes up for it. Lightning, as the name implies, focuses on the use of electricity and, in particular, lightning bolts, for use. Lightning spells can be used in the same way as Fire - the more creative the better. Occasionally alternate theorists refer to it as the Metal school.
  • Water - A heavy hitter, Water spells tend to be long in the cast time but extraordinarily powerful. Not quite as useful in defense as Earth, Water retains offense capability to make up for it. From shooting a tidal wave at an enemy or hampering their progress with a wall of ice, the Water School is as fluid and controllable as the liquid it is named for. Water can be frozen into Ice for spells of that kind; however, if Water is vaporized to steam, the Type is changed to Wind.
  • Wind - The quickest and weakest of the Anima Schools, Wind Magic is favored by spell casters who would love to hit often but never be hit. Wind Spells have small cast times, allowing them to be used easily and quickly. Wind spells can be anything from the summoning of a tornado to the creation of air-blades, and thus, Wind is one of the most unique and malleable of the schools. Occasionally alternate theorists refer to it as the Wood or Tree school.


Axe

  • Battle Axe - Battle Axes are, as their name implies, designed specifically for battle. They are heavy, made for the sole purpose of smashing through armor and flesh.
  • Mace - Heavy, flanged and made of solid metal, maces are the heaviest and most damaging variety of Axe weapons, although its not really an axe.
  • Throwing Axe - Throwing Axes are usually lighter, made for the express purpose of being thrown at range. They are however almost completely worthless in melee.
  • Woodsman's Axe - Axes favored by woodsmen everywhere, they're good for both chopping in melee and throwing at a short range.


Bow

  • Crossbow - The most technologically advanced of the bows, crossbows are bows that are placed on their side, with a stock, trigger and winches necessary for loading it. Crossbows are extremely powerful, but they take a very long time to reload.
  • Longbow - Longbows are longer ranged and more powerful of the true bows, but their size makes them hard to use when mounted. Longbows can be anywhere from four to six feet in height, with the larger the size the greater the power, and greater the strength needed to use it.
  • Shortbow - Used primarily by skirmishers and horsemen, Shortbows are weaker and have less of a range than a longbow, but their smaller size makes them lighter and more maneuverable. Shortbows are any length shorter than four feet.


Dark

  • Affliction - More focused on causing pain and discomfort than actual damage, Affliction spells are favored by torturers and others of a less than savory nature. Affliction spells do deal some damage, but that is not their primary function.
  • Destruction - The more traditional focus of Dark Magic, Destruction spells are focused on one thing and one thing alone - devastation. Dark Magic is the most powerful, in terms of raw might, of all Magic disciplines, and the Destruction spells prove that nicely.


Lance

  • Javelin - Javelins are the lightest of the three typses of lances. They are usually thrown from a distance. Since they can be thrown, they are generally lighter, and as such, weaker than lances made for melee attacks.
  • Lance - Melee lances consist of smooth shafts with a pointed tip, used for thrusting into opponents' vulnerable areas. They are long and heavy, which make them perfect for doing damage with accuracy.
  • Spear - Spears are the balanced lances. Not quite as heavy as melee lances, yet heavier than javelins, spears can be thrown and used in melee combat equally well.


Light

  • Judgment - The offensive branch of Light Magic, Judement spells are fast and deadly. They have varied appearances, but most involve actual Light in some way or another. Judgment spells are capable of possessing additional characteristics that make them tricky, although not all have them.
  • Benediction - The support branch of Light Magic, Benediction literally means "Blessing." Benedictions take many forms, although at heart, they are all about defense. The power of a Benediction spell is always dependent upon the caster's power, and the duration is affected by the material, although the power of the caster affects it.


Ring

  • Note: Rings are not affected by any of the Universal qualities, or either the Magic or Mundane qualities, except for Area of Effect, all of which cost one rank less than the stated value.
  • Offensive - Offensive Rings typically affect the enemy with debilitating or disruptive effects. Offensive rings have less power but last much longer than offensive staves.
  • Defensive - Defensive rings usually affect allied soldier's abilities, such as enhancing strength or defenses. Defensive rings are less powerful but last much longer than support staves.


Staff

  • Offensive - Although they are not damaging, Offensive staves are excellent in support roles. They can do a variety of things - from driving an enemy temporarily insane to putting them to sleep, no army is complete without a few Offensive staves.
  • Support - Supporting staves are helpful to allies in the same way that offensive staves are harmful to enemies. They can teleport units in or out of a certain location, or repair a broken weapon.


Sword

  • Dagger - The smallest type of sword, daggers can be any length shorter than a foot. They can be anything from a thin-bladed stiletto to a broad poiniard. Daggers are by far the weakest of the swords, but they are also the fastest and lightest.
  • Great Sword - Massive two-handed blades, Great Swords are the heaviest and most powerful swords, more like axes than actual swords. Flammards, Claymores, and Zweihaenders are all examples of Great Swords.
  • Hand Sword - A single handed blade, hand swords are the typical sword. Usually going from two to three and a half feet in length, hand swords are the swords most used by warriors who are wealthy enough to afford a sword.
  • Long Sword - Long swords can be used with one hand, but they can also be used with two with ease. They are three and half feet long or longer, too long to be used by cavalry, but just fine for infantry.
  • Short Sword - Short swords are anywhere from one to two feet long, with a good speed and decent power for its size. The gladius and the katzbalger are prime examples of short swords.

[edit] Weapon Materials

Physical Materials

  • Iron - Rank +0 - The most readily available metal, Iron is durable and hard, making it perfect for creating weapons relatively cheaply. It is, though, not as strong as steel, silver or adamant, making it a weapon used most commonly by the basic soldiers of each nation. With bows, the arrows are iron tipped.
  • Steel - Rank +1 - Harder than Iron but heavier, steel is usually used by mid-range troops or heavy warriors of any rank. Steel has a darker color than iron, and is definitely heavier, and is easily distinguishable from it.
  • Lequall Steel - Rank +1 - Steel made in the forge nation of Lequall, it is forged in such a way that the steel itself shines like gold. Lequall Steel is functionally similar to normal Steel, although just noticeably lighter, but because of the long time it takes to make, it is more expensive. It is cheap in Lequall, of course, but expensive everywhere else. The arrowheads possess Lequall Steel, not the bow. Outside of Lequall, unless you have permission, the modifier for Lequall Steel is +4.
  • Mithril - Rank +2 - A silvery metal, Mithril is harder and more durable than steel, but it is lighter. Mithril weapons are extremely expensive, but their quality makes them worth the cost. Virtually all elite warriors are armed with mithril weapons.
  • Adamant - Rank +3 - Adamant weapons are so hard and durable that they have survived The Sundering. The secret of forging adamant was lost with that catastrophe, and thus adamant weapons are so rare that estimates give less than a hundred of them remaining on Maris. Adamant weapons are extremely sharp, and any weapon with the adamant characteristic is vastly superior to any other weapon. With bows, the arrows are adamant tipped. Adamant has a distinctive bluish sheen on the otherwise steel surface, which makes it a little difficult to tell apart from normal steel at a distance. Only weapons with A or S rank may possess this characteristic.

The Material applies to the arrow and not the bow, and any bow can fire any arrow.


Magical Materials

  • Standard Power - Rank +0 - The simplest of spells are cast at this level of power. Before the Sundering, a spell of this caliber was equivalent to an iron weapon, but after the waning of magic in the aftermath, Standard Power spells became decidedly weaker. While a slash with an iron sword across the abdomen may kill, a spell to the same body may burn or batter causing pain, but not be lethal.
  • Strong- Rank +2 - Strong spells are at a middling range of power, and are perhaps the most common power of spells. Strong spells are almost equivalent to Steel, and the quintessential Strong spell is Thunder - it has no characteristics apart from Strong.
  • High Power - Rank +4 - High powered spells are more powerful than regular, as their name implies. Elfire is the quintessential High Powered spell - it is simply Fire with the High Power Characteristic. These spells, too have suffered from the decline of magic, and their equivalent power on a Physical Material is merely just below that of Mithril.
  • Epic - Rank +6 - Epic Powered spells are by far the most powerful spells in terms of sheer power. Before the Sundering, Epic Powered spells were capable of blowing a hole in a stone wall, or vaporizing an enemy instantly. Excalibur is the quintessential Epic Powered Spell - it has no other characteristics, it is merely an intensely powerful Epic Wind Spell. Epic spells are extremely rare, most of them being the legendary spells like Niflheim or Apocalypse. Like all others, however, the wane of magic has affected them, and now they are just slightly weaker than Adamant physical weapons. Only spells with A or S rank may possess this characteristic.

[edit] Weapon Modifiers

[edit] Universal Modifiers

Universal Modifiers may be applied onto any weapon.

  • Armorslayer - Rank +1 - Armorslayer weapons are specifically designed to either penetrate the heavy armor of a target or to inflict damage straight through it. Armorslayer deals greatly enhanced damage to heavily armored units. Armorslayers are usually mundane, as penetrating armor does not require the aid of magic.
  • Beastslayer - Rank +1 - Beastslayers are, like Armorslayer weapons, specifically designed to destroy a specific type of enemy. Beastslayer weapons are, though, most effective against beasts, monsters and creatures of evil from ancient legends such as Bonewalkers and Baels, as well as more powerful creatures such as the Dragons of Arcadia or the Wyverns of Illyria.
  • Brave - Rank + 4 - Brave weapons are extremely rare and difficult to make, and all are magical. Brave weapons are inhabited by a spirit of courage, and they imbue their wielder with supernatural courage. Brave weapons force the wielder to take risks they normally would not have, allowing them to strike many times more often than they usually would have. Brave spells, though, have a very small casting time, and thus can be cast more often than a regular spell. Only weapons of B rank or higher may possess this modifier.
  • Enhance - Rank +3 - Enhancing weapons are enchanted to increase some ability of the wielder, be it strength, magical power, skill at arms or speed. Enhancing weapons are extremely rare and expensive, and usually only S rank weapons bear this ability. Only weapons of B rank or higher may possess this modifier.
  • Extremely Heavy - Rank -2 - Extremely Heavy weapons are, duh, extremely heavy. They are extremely to use if one does not possess the physical or mental capacity to deal with it. The rate of striking blows or casting spells is even less than that of a Heavy weapon, and is comparable to the rate at which siege weapons launch, ie. really really slow.
  • Extremely Inaccurate - Rank -2 - Some weapons are just not meant to hit. Whether it's a design flaw or simply a weapon to inspire terror, Extremely Inaccurate weapons have a very hard time connecting at all. Even Area of Effect spells may go very far awry and not touch their intended target. A weapon cannot have this and Perfect Balance
  • Heavy - Rank -1 - Heavy weapons are exactly what their name implies - heavy. They are slower than other normal-weight weapons of the same type. Heavy weapons strike less blows or cast less spells per unit of time when compared to other weapons.
  • Horseslayer - Rank +1 - Horseslayers are, as their name implies, specifically designed to defeat enemy cavalry. Horseslayer weapons usually have a long spike, blade or handle, allowing an infantryman to strike the rider from the ground or another cavalryman to deal greater impact from a greater range. Horseslayer spells are linked to Beastslayer spells, although they affect only one kind of creature and are thus much less expensive.
  • Inaccurate - Rank -1 - Whether it's some issue of balance, poor construction, or a problem in the spell's design, this weapon connects far less often than it probably should. Area of Effect weapons may have their origin far off and may or may not include the much of the original target. A weapon cannot have this and Perfect Balance.
  • Random - Rank -1 - Random weapons don't function as well as they should--sometimes they have their full effect, sometimes less, occasionally a lot less. Never more, though - it is a design flaw, and according to Murphy's law sometimes it kicks in at the most inopportune time.


[edit] Universal Magical Modifiers

Universal Magical Modifiers may be applied to any spell (Anima, Dark, and Light) or Staff.

  • Area of Effect - Area of Effect spells are, as their name proclaim, spells that affect an area. They can be anything from a volley of projectiles to an explosion, or even an invisible wave of force. There are several subclasses of AoE:
    • Burst AoE - Rank +1 - Small AoE (about 10ft. radius for an average power caster), normal power at epicenter, power decreases radially.
    • Spread AoE - Rank +1 - Small AoE (about 10ft.) weakened power distributed evenly.
    • Chain AoE - Rank +2 - Chain AoEs affect a single person at normal power, and then launch at someone else, with weakened power. Chain AoE spells usually hit 5 or 6 people, but more powerful mages can make it strike upwards of 15.
    • Wide Burst AoE - Rank +2 - Large AoE (usually 20ft. radius for average power caster), normal power at epicenter, power decreases radially.
    • Wide Spread AoE - Rank +2 - Large AoE, weakened power distributed evenly.
    • Cone AoE - Rank +3 - Cones usually have a height and diameter of even length (most casters put it out to 30ft) but some more powerful casters can reach 60ft. The power of the cone lessens as it reaches the terminating point.
    • Full AoE - Rank +3 - Small AoE, normal power distributed evenly.
    • Line AoE - Rank +3 - Line AoEs are, as the name implies, a straight line of effect. They have less than a foot diameter for most casters (3rd tiers have been known to get it up to 5, though) and stretch out in that line to, on average, 45ft. The longest line spell ever recorded reached 70ft.
    • Wide Full AoE - Rank +4 - Large AoE, normal power distributed evenly.
  • Artillery - Rank +3 - Artillery spells have ranges that can match that of a ballista or onager, and powerful mages can actually extend the range to get close to 2000 ft. Artillery spells are difficult to cast because it requires the manipulation of energy at a vast distance.
  • Close-ranged - Rank -2 - Close-ranged spells are even more pronounced than short-ranged spells, because Close-ranged spells cannot be cast over a distance longer than a swordthrust. They are usually last resorts for mages, most of whom would prefer to kill targets at a great distance.
  • Delayed - Rank +3 - Delayed spells are a thinking man's spell. Immediately after being casted, no affect is noticeable. However, a short time later (usually 30-60 seconds later, uncontrollable by the caster) the spell takes effect. Delayed spells are naturally more powerful than non-Delayed spells, as the magical energy has time to brew and charge. For an additional +1 to the rank cost (total of +4), casters can choose how long the spell is delayed.
  • Short-ranged - Rank -1 - Short-ranged spells are spells that, for some reason or another, cannot be extended beyond the range of a bowshot. The default maximum range of a spell is roughly twice the maximum effective range of a bow, although of course just as with a bow the effective maximum range of a spell depends on the caster's aim.
  • Unstable - Rank +1 - Unstable spells are similar to random weapons, although they are the oppsite - Unstable spells carry a chance of dealing much greater damage than normal, and never less. Unstable spells sometimes do usual damage, sometimes a little more, rarely a lot more.

[edit] Universal Martial Modifiers

Universal Martial Modifiers may be applied to any physical weapon (Axes, Bows, Lances, and Swords).

  • Enchanted - Enchanted weapons are able to use spells to a limited effect, and the power of the spell that the sword is imbued with determines the rank affects. It must be noted, though, that enchanted weapons that have the same characteristics as a spell are weaker than the spell - spells are unhampered magic, whereas enchanted spells are held back by storage inside a weapon. A enchanted weapon may store only one type of spell, the the total rank of this spell must be at least +1.
  • Keen - Rank +1 - Keen weapons are sharper than other weapons, allowing them to deal more damage than usual. This extra sharpness allows them to deal critical hits slightly more often than is the norm. Arrows possess have the Keen Edge quality, not the bow.
  • Killer - Rank +2 - Killer weapons possess a specially designed and honed curve or point. This allows critical blows to strike more often, but it does not affect the overall strength of the weapon like Keen Edge does. The rate of critical increase is much more than Keen provides, though. Keen and Killer can stack. Both Arrows and Bows can possess Killer, although the bonuses don't stack.
  • Reverse - Rank +2 - Reversing weapons are designed so that their characteristics reverse the weapon triangle. For example, a Lancereaver Sword (Reversing Hand Sword) has a thick blade like an axe. This allows it to chop through lance hafts with ease, but it also prevents the Lancereaver from being used swiftly, so the sword's advantage against the axe is negated. Obviously, this does not apply to bows, which are not part of the weapons triangle.
  • Runed - Rank +3 - Runed weapons, created only by Skalds, are powerful and rare weapons. They have an extraordinarily sharp edge that allows Runed weapons to deal much more damage than usual (does not stack with keen, and Runed can be given to either arrows or bows, but the bonuses do not stack), as well as having a slightly better chance of dealing a great amounts of damage. Runed weapons are also slightly more effective against monsters and beasts, not quite to the effect that Beastslayer is, but the extra damage is quite noticeable (does not stack with Beastslayer). Non Vadalians have to use +5 ranks to get it.
  • Serrated Edge - Rank +1 - A serrated edge gives the blade or point of the weapon a saw-like edge that causes internal damage to enemies attacked with it. Obviously, bows cannot have Serrated Edge, although the arrows can.
  • Slim - Rank -1 - Slim weapons are thinner and lighter than their standard counterparts, making them easier to wield at the cost of sacrificing striking power. Slim cannot be given to Axes, due to the nature of the weapon.
  • Unwieldy - Rank -1 - Unwieldy weapons are much more difficult to parry with than usual, because they are awkwardly balanced or for some other reason. A weapon may not be both Unwieldy and Perfectly Balanced.

[edit] Anima

  • Amalgamation - Rank +1 - Anima magic is known for its mutability and versatility. A spell with the Amalgamation characteristic allows Anima spells to have characteristics of other Anima elements.
  • Conjuration - Rank +2 - This characteristic allows the spell to deal physical damage, for the effect becomes a real phenomenon, instead of just a magical one. For example, an Earth spell that creates rocks above the target and lets them fall would have this characteristic, because the rocks would not deal magic damage. However, weapons enchanted with the conjuration characteristic deal magic damage instead of normal damage.
  • Entangle - Rank +1 - Entangling spells prevent movement in some way, shape or form. An Earth spell could create thick plants that wrap around their target, a Fire spell create tendrils of flame and a Water spell a shallow well beneath their feet that they'd fall into.
  • Aftereffect - Rank +2 - Aftereffect spells are particularly nasty in that they continue to deal damage after the main impact. Fire spells most commonly have Aftereffect, perhaps called "Ignite", for they set the target on fire. This ability could also be known as "Electrocute" or "Freeze" for Lightning and Ice often have this characteristic as well.
  • Impact - Rank +3 - Spells that can stun their targets are known as Impact spells. Anima spells with Impact usually involve some sort of small explosion.
  • Permanence - +3 - Permanent Anima spells are closely linked to conjuration - for example, a permanent Fire spell would be a wall of flames that lasts until it is dispelled or the mage dismisses it.

[edit] Axes

  • Back Spike - Rank +1 - Back Spikes are used to add extra weight to a weapon, which gives greater impact on a blow, but also allows a secondary attack that pierces armor better. Back Spikes on Maces are just spikes instead of flanges, making it a Morningstar.
  • Beard - Rank +1 - Beards are parts of an axe blade that hang down, unattached to the flat. Bearded axes allow for greater cutting edge, making them better against unarmored opponents, but worse against armored ones. Bearded Maces have very large flanges.
  • Chain-linked - Rank +1 - Only given to Maces, this modifier makes the handle and the head separate, creating a flail. It allows for greater impact and the chain can entangle weapons, making it better on both offense and defense against a single foe.
  • Double Edge - Rank +2 - An axe with a double edge is simply an axe with blades on both sides of the haft. It allows for heavier strikes, but it also allows a skilled warrior to use both sides effectively, making attacking easier. Double Edged cannot be given to Maces.
  • Double Head - Rank +3 - Double-headed axes are axes with two heads, one on either side of the haft. Double Headed axes are extremely hard to use, but a master of the double-headed axe is capable of striking many times more often than most thought possible. Both heads are double edged. Double Head can only be given to Maces with the Chained characteristic.
  • Hollow Haft - Rank +1 - A hollow hafted axe is lighter than a regular axe, and when thrown, has a longer range. It does, though, make it even less suited for melee combat.
  • Hurlbat - Rank +3 - A hurlbat is an axe with a blade or spike on all surfaces, guaranteeing some kind of damage against the target. This characteristic makes an axe unsuited for melee, and can only be given to Throwing Axes.
  • Polearm - Rank +2 - Polearm axes are used to give axes extra range, for this characteristic merely increases the length of the axe haft, allowing the wielder to strike without being struck back. Polearm cannot be given to throwing axes, as it is impossible to throw a six foot long axe effectively. It also cannot be given to Maces.
  • Scythe - Rank +3 - Originally a farming instrument, some scythes have been adopted for war by various groups. Scythe bladed weapons deal much greater damage upon a critical hit than usual, although they do not have a greater chance of dealing one.

[edit] Bows

  • Composite - Rank +1 - Composite bows are made of multiple materials, adding extra strength to the haft but also making it a bit harder to pull back. Composite bows have a longer range and deal more damage, but require a bit more strength to pull back.
  • Compound - Rank +1 - Compound bows have a second bow string near the used one, but several inches closer to the handle. This is used for increased accuracy, as it stabilizes the arrow before it is fired.
  • Flatbow - Rank +0 - A flatbow has a rectangular cross section whereas most bows have round or 'D' shaped cross sections. This shape makes the tension in the bow go throughout the entire thing, whereas the round or 'D' shaped do not spread it as much. This tension makes the bow last a lot longer, although it is a bit more expensive, as it is harder to make.
  • Light Arrows - Rank +1 - Possessed by the arrows, not the bow, Light Arrows are not so heavily weighted. This makes them less accurate and more vulnerable to gusts of wind, but it does greatly extend the range. For weapon ranking purposes, however, this is still treated as a +1 on the bow.
  • Whistling Arrows - Rank +1 - A project conceived of and finally finished in Tavrica, whistling arrows make a piercing sound as they are fired and travel. They cause confusion among targets, especially when more than one is fired and even more so when they come from different directions. Outside of Tavrica, unless you have permission, the modifier for Whistling Arrows is +4.
  • Repeater - Rank +2 - Repeater Crossbows are devastating in the number of bolts they can put out. Although Repeaters are less powerful and have less of a range than normal crossbows, they are still more powerful than most bows. Repeater crossbows can fire up to four times as many shots as a regular crossbow can given the same amount of time. Shortbows and Longbows may not possess Repeater.
  • Recurve - Rank +3 - The ultimate bow shape, Recurve bows require relatively little strength to pull back, but pack a huge punch. The handle of a recurve bow is almost parallel to the resting position of the string, because the bow curves away from the handle and then back, making an almost W shape.


[edit] Dark

  • Corrupting - Rank +3 - The most dangerous aspect of Dark Magic, the Corrupting characteristic causes the spell to warp and twist the thing it struck, creating wounds extremely hard to heal and damage hard to repair. Corrupting spells can turn sand into black, twisted glass, and human flesh into a ridged, scaled nightmare.
  • Illusion - Rank +2 - Illusion creates a mirage of a different event or place, displacing, confusing, and weakening the target's defense. What is seen is based on the person using the spell, who decides what he wants, whether it be the person is stranded somewhere, or is about to die in an extremely painful death; essentially, stunning them long enough to be really hit by a spell outside the illusion.
  • Penetrating- Rank +2 - Penetrating spells are unaffected by the magical resistance of their target, but an unavoidable side effect is a large penalty on the power of the spell, in most cases negating the original power of the spell and forcing it to rely on the caster's magical ability to do damage.
  • Pestilent - Rank +1 - Pestilent spells have a chance of giving their victim a nasty, fast acting disease. The incubation time is about one half second, and the disease begins destroying the flesh of the poor fool unlucky enough to be hit with a Pestilent spell. The disease is not pretty, and the victim can smell their own body rotting as they die.
  • Vampiric - Rank +2 - As their name implies, Vampiric spells take inspiration from the mythical Vampires that served Valistrix before the Sundering. A Vampiric spell directly saps the life force from a target, giving it to the caster in the form of healing.
  • Weakening - Rank +1 - Given only to Affliction spells, Weakening does exactly what the name says. It weakens the target.
  • Wasting - Rank +1 - Wasting spells are very difficult to make, although not that hard to use. They slash at the target's life force, slicing half of the way through the threads of life. The threads can be repaired, but it is very difficult to repair damage caused by this spell. There is no physical damage to the target, just a feeling of intense pain and temporary immobilization lasting less than a second.

[edit] Lances

  • Dual Heads - Rank +1 - A lance with dual heads has two spear heads, one on each side of the lance.
  • Guard - Rank +1 - A guard consists of small protursions below the pointed head of the lance that make parrying easier and more efficient. Guards also have the help of preventing a lance from going all the way through a target, because they stop the lance from penetrating as far. This makes the head heavier, but it also allows the lance to be recovered more easily, as well as useful in duels, as the guards can parry blows.
  • Langets - +1 - Langets are metal bars that are added on to a shaft and add weight and sturdiness to a lance. They made the haft harder to destroy, but they also add some weight.
  • Side Hook - +1 - Some spearheads have hooks built into them so as to catch on to the riders of animals, whether flying or ground-borne. This can be very effective, especially if the rider falls off of its mount.
  • Solid Metal - +3 - Solid metal Lances are heavier than usual, but the added weight makes them more powerful, and the solid metal haft is not easily broken. Solid Metal weapons deal much more damage than usual.
  • Sword Blade - Rank +1 - Sword-bladed lances are known as glaives or naginatas, depending on the culture. Sword-bladed lances are just lances with short sword blades at the tip, making them useful for both thrusting and slashing, unlike most lances.
  • Thin Tipped - Rank +2 - A thin tipped lance has a long, thin needle-like point on the end instead of the thicker, heavier head. This gives the lances more accuracy and better piercing abilities.

[edit] Light

  • Aura - Rank +3 - Aura spells are a unique area of effect spell, in that they originate from the caster and last until they choose to dismiss it or run out of energy. They stretch out to 20ft, radius, and affect all targets equally. The power of the caster determines how far the Aura reaches, although the maximum ever recorded is 60ft. radius. Aura Judgment spells deal damage to all enemies, as it can tell friend from foe, and Aura Benedictions affect all allies within.
  • Blinding - Rank +1 - Blinding spells are spells that have a chance to, as their name implies, temporarily blind the target. The light involved with Blinding spells is, fittingly, always intensely bright. Blinding Benediction spells add the enhancement to a weapon or object, which, when borne aloft, can inflict the status effect on anyone who looks at it.
  • Divine - Rank +2 - Divine spells are infused with powerful, but unstable holy magic. As the spell is cast against the enemy, there is a chance that this unstable energy may explode, causing even more damage to the victim. Greatly increases the chance for a critical hit. Divine Benedictions improve the target's ability to get a critical hit, although the blow struck by a Divinely Blessed character looks very similar to a Judgment spell going off. Divine does not stack with Unstable.
  • Holy - Rank +3 - Holy spells are by far the most powerful of Light magic spells, and for a very good reason. The power of the gods are infused in those spells, and as such, Holy spells are more powerful than Strong but not quite High Powered, although it can be stacked with any strength of spell. Holy spells also have the advantage of being extra strong against Dark magic users or evil beings. Holy Benediction spells make the target slightly better in all aspects, but they have their power greatly increased against beasts and Dark casters.
  • Purifying - Rank +1 - Purifying spells are very dangerous towards evil creatures, because they directly attack evil substance. The more evil the substance is, the more damage it deals. Purifying Benedictions remove Corruption, Wasting, Aftereffect, Berserk, Command, and other negative status affects. The material of the spell affects how powerful of an effect the Purifying Benediction can remove. Effects created by 1st tiers can be removed by a normal spell, a High Powered can remove those caused by a 2nd tier, but only an Epic spell can remove a 3rd tier's effects.
  • Sanctuary - Rank +3/+4 - It is said that when one recites from a Light Tome with Sanctuary magic, a chorus of angels can be heard all around him. Sanctuary protects the user by encasing him in a diamond-shaped field of light, and can take a decent amount of damage, although the power of the caster affects just how much it can take. Sanctuary can be cast on others if the rank is +4, whereas the +3 only affects the caster. Sanctuary can only be applied to Benediction spells.
  • Solar - Rank +2 - This light stems from the light that shines from stars, and as such contains their intense heat. More of a neutral form of Light Magic in that it doesn't do heavy damage to evil things and people exclusively, but rather does not distinguish between good or bad. This magic, in that regard, is related to Anima. Solar benedictions can utilize that white-hot heat, from putting it into a weapon to creating a shield with it. It depends on the individual blessing.

[edit] Rings

  • Bacchanalian - Rank +2 - Rings with the Bacchanalian modifier typically affect the mind of the target in a way similar to the Beserk staff. Offensive Bacchanalian Rings drive the target wild, lowering their evasion and accuracy, whereas Defensive Rings gift the target with increased strength and evasion. Bacchanalian dances are wild and fast, the dancer moving with wild abandon. Bacchanalian songs are likewise fast and wild.
  • Herculean - Rank + 2 - Herculean dances are powerful but controlled, just as the songs are powerful and strong. Herculean gives temporary boosts to the amount of damage anyone can take when applied to defensive rings. When applied to offensive rings, Herculean causes the target to think that they are undergoing an impossible task, and deal less damage thanks to the drop in morale.
  • Makhain - Rank +1 - Low sounds and strong movements accompany a Makhain ring. Makhain rings are available only on Defensive rings, and increase the chance of a target striking a critical blow.
  • Olympian - Rank +5 - Olympian dances are slow, methodical and graceful, and the songs are glorious and powerful, causing the beholder to become awestruck. Olympian on Offensive Rings causes all targets to become cowardly (all stats weakened), as the majestic sounds cause supernatural fear. Olympian Defensive rings cause the opposite, as allies are filled with fervor and zeal.
  • Paean - Rank +1 - Melodic sound and flowing movement, Paeans give the target a sense of inner calm. Only available to defensive rings, Paeans increase allied accuracy, as the calm, concentrated mind allows them to focus on battle.
  • Stygian - Rank +1 - Stygian dances and songs are slow and dark, causing the target to filled with an inestimable sense of mourning. Only available to offensive rings, Stygian Rings decrease enemy evasion, as the mourning causes them to unconsciously desire death.


[edit] Staves

  • Berserk - Rank +3 - A particularly nasty Offensive stave ability, Berserk drives the target temporarily crazy, causing them to attack everything and everyone nearby. It usually lasts about fifteen seconds, although some more powerful versions of this staff have been known to get it up to thirty.
  • Command - Rank +6 - This is one of the most feared characteristics that can be put on a stave. Command staves allow the user to take control of the target, with varying success depending on strength of will and level. A weak person could be completely controlled. A strong person may be able to resist, or may only have part of themselves commanded. Only a staff of rank A or S may possess this modifier.
  • Detracting - Rank +2 - The opposite of an Enhancing staff, Detracting staves lower some ability of the target, but since the target presumeably does not wish to be so affected they might resist its effect. The Material affects the duration, not the magnitude.
  • Dispel - Rank +2 - Dispelling staves remove magical effects like Ignite or Corrupt, but they have another benefit - they can also remove the affects of another staff, or even counter an offensive spell. However, it is very difficult to counterspell, and only a very powerful caster would attempt it.
  • Enhancing - Rank +3 - Working just like the characteristic, Enhancing staves imbue the target's abilities, increasing one or another. Although it is not permanent, Enhancing staves increase the abilities as if a wielded weapon had the Enhance characteristic. Staves with this property must be B rank or higher. The Material determines the length of time for which the effect lasts, not its magnitude.
  • Full Heal - Rank +4 - Full Healing staves do exactly what their name says - they heal the target completely.
  • Healing - Rank +1 - Healing staves, as their name suggest, heal the target. The amount of healing depends on the Material of the staff. For physical weapons enchanted with a Healing spell, this modifier counts as +2.
  • Remedy - Rank +1 - Remedy takes care of things like poisons and burns, things that purely healing magic cannot handle.
  • Repair - Rank +3 - Repairing staves handle broken weapons and items. The amount of repairing done depends on the damage done and how powerful the caster is, although anything made of Adamant is especially hard to repair. One thing that cannot be repaired is magical weapons and armor - that requires a reforging and reimbuing, which a staff cannot do.
  • Sleep - Rank +1 - As the name implies, a Sleep staff puts the target to sleep. They are notoriously inaccurate, though, although they are certainly more likely to work than a Berserk staff. Sleep staffs can put people to sleep for up to half an hour, although it has been known to get up to forty five minutes.
  • Silence - Rank +2 - An anti-mage ability, Silence prevents a caster from speaking, thus preventing the caster from speaking the words necessary to cast. It lasts for about a minute and a half on average, with the longest ever recorded lasting about ten.
  • Teleportation - Rank +4/+6 - Teleportation staves are extremely rare, although not necessarily that hard to use. Lesser Teleportation staves (Rank +4) work only one way - either teleporting someone away or teleporting someone in, although Greater Teleportation (rank +6) work both ways. Teleportation over one hundred metres requires great magical talent, and anything over two hundred metres is the stuff of legends. This staff will only work on a willing teleportee.
  • Unlock - Rank +3 - The staff's magical power works to manipulate locks so that they open. Whether or not the lock opens depends on the strength of the user, and how effective the lock is.
  • Barrier - Rank +3 - Creates a magical barrier which deflects/blocks magical attacks. This is different from enhancing resistance in that it is like a bubble/wall/dome which deflects magic before hitting, not raising natural magic resistance. It is affected AoE, etc.


[edit] Swords

  • Basket-Hilt - Rank +0 - Basket Hilts are exactly what the name says - a metal basket around the hilt, designed to protect the hand. They are often quite fancy, but they always work well. Basket hilts make the sword heavier, but also a bit better on defense.
  • Broadsword - Rank +1 - Broadswords can be of any size, although the blade is usually broader and thicker, making the broadsword deal extra damage. However, the added size of the blade makes it heavier.
  • Double Fuller - Rank +1 - Most swords have Fullers, a groove on the flat to make it lighter, but a double fuller is a blade with two. It makes the sword very light, and most people are surprised at the affect it has on weight.
  • Double Sword - Rank +3 - Double swords have a hilt and two blades - one on each side of the hilt. Double Swords are extremely hard to use, and an untrained fighter might damage himself more than he would the enemy.
  • Fatal Curve - Rank +3 - A curve that is perfect for slicing off limbs or disembowelling, swords with Fatal Curve are even more likely to deal a critical hit than a Killer weapon. Fatal Curve and Killer do not stack.
  • Flamberge - Rank +1 - With a wavy, undulating blade, a Flamberge weapon is good on defense and offense. Although the wavy blade makes slicing a little bit harder, but once in a while the waves will catch on a limb or a neck and slice through. The best use of a Flamberge weapon, though, is the fact that the wavy blade sends the vibration from parrying throughout the entire weapon, lessening the impact on the sword.
  • Flukes - Rank +1 - Only found on Great swords, Flukes are identical, forward sweeping spikes that poke out of the blade at the base. They add to the defensive value of the blade, as it adds another layer of guard.
  • Perfect Balance - Rank +1 - The nature of a sword is highly dependent upon the balance of a weapon. The center of impact, the magic little spot where damage from the blow is greatest, is entirely effected by the weighting and balance of the sword. A sword with perfect balance is faster and more accurate, because the weapon is balanced perfectly for its style of combat.
  • Pommel Blade - Rank +1 - A dagger blade at the end of the pommel, a pommel bladed sword gives a nasty little trick to anyone using it. Pommel Blades cannot be given to daggers, because they would be too small to deal any real damage.
  • Ricasso - Rank +1 - A blunt portion of the sword blade right after the guard, Ricassos are used to give the wielder more leverage and maneuverability when thrusting or slashing with a large sword. Only Great Swords are going to get any benefit from this characteristic, although other swords may have ricassos.
  • Thin Blade - Rank +1 - Thin bladed weapons can more easily pierce through armor, and their lighter weight allows for quicker strikes and speedier defenses. Thin blades do take a little penalty on the damage, though.

[edit] Siege Weapons

Siege weapons are unaffected by the modular system, because they are completely and utterly different from the weapons used by individual warriors. Ranks do not matter with siege weapons, because the individual skill of any one person, other than the placement, cannot affect how well they do. Instead, I will give sample siege weapons and their power.

  • Scorpion - Scorpions are light ballistas, effectively giant crossbows. It is really more of a sniper weapon than a siege weapon, as it is handled by one man and ineffective against structures. Scorpions are capable of shooting with marksman level accuracy at 300 feet, and when fired as an artillery weapon, it has a range of over 1200, although significantly less accurate.
  • Onager A light catapult, the Onager is effective against structures, unlike the scorpion. A crew of two is necessary to operate the onager, and the weapon fires single, large shots with great power. A sling is held at the end of the arm, which holds the projectile. Onagers with spoons that fire multiple projectiles are called Mangonels. Onagers are used to destroy walls, not throw things over them.
  • Ballista - A much heavier version of the scorpion, Ballistas are also much more sophisticated weapons and require a great knowledge of mechanics to build. Ballistas are capable of pinpoint accuracy at 500 feet, and are able to launch missiles for over 1500. They do not move very much when firing, which makes them more reliable to put on ships and walls, for an onager or trebuchet would rock the structure to pieces. Ballistas that fire stones instead of bolts can be built, although they are heavier and less accurate.
  • Trebuchet - The ultimate siege weapon, trebuchets have the longest range, the most power, and the most accuracy of any catapult weapon. Powered by a massively heavy counterweight, trebuchets are capable of throwing 200lb. stones over a mile. Used for launching things over walls, trebuchets are more than capable of destroying the wall instead of throwing things over it. Trebuchets are impossible to move while set up, they must be moved for any great mobility.
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