Description: This is the widest weapon classification. A one handed weapon is any weapon that is between 0 inches and 37 inches and must have a core.
Description: Any weapon that is between 37.1 inches and 45 inches and must have a core.
Description: A long pole sometimes with a blade, or bludgeoning piece on the end. Must be between 60.1 inches and 77.1 inches. The only way that this weapon can cleave is if it has a halberd/axe head, a hammer head with sufficient mass, or a blade if it is more than a foot long.
Description: Any weapon with a chain and ball on the end. Cannot exceed 40 inches in total length and the chain must be 8 inches or less. Flailed weapons must be approved before use.
Description: Any Weapon that is between 45.1 inches and 60 inches. You must use 2 hands on this weapon at all times.
Description: An ability that you perform a large swing calling out “Cleave” and when it impacts a shield then it deals one cleave point worth of damage; once the shield reaches 0 left it is broken and cannot be used until repaired. This ability can only be used with Two-Handed weapons or any length axe, hammer, or mace that has a core and that you can fit 2 hands on. 5 second cooldown.
Description: Allows you to strike out with 2 weapons at once (or one two handed weapon) and it causes the target you hit to suffer a Knockback. You can use this ability once every 30 seconds.
Description: You push out with a small shield or larger using only arm force. If you make light contact with a person, shield, or weapon, then the target suffers a Knockback. You can use this ability once every 30 seconds.
Description: You have trained in basic battle first aid allowing you the following abilities: 1. You can spend 10 seconds of role play to pull an arrow out of a wound caused by an arrow. This exchanges the wound for a hit of damage instead (assuming the target has a hit to spend). 2. You have the ability to apply bandages to yourself and others.
Description: Gambeson armor is made of cloth and padding. It grants you +1 to your armor total, stacking on top of points gained from light or medium armor. If a gambeson is the only armor worn it counts as a single point of armor.
Description: Allows you to wear light armor on your head.
Description: Allows you to wear light armor on your torso.
Description: Allows you to wear light armor on your limbs.
Description: Bucklers can be no more than 14 inches in length and width. Bucklers can be used on the same arm as another weapon. They have 1 cleave point.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: 0 Rune. Thrown. 5 second incant. Target loses 1 Rune, caster gains 1 Rune. If the target has no Runes left, then you gain nothing.
Description: Allows the spellweaver to cast thrown spells as melee spells instead.
Description: 0 Runes. Touch. 5 second incant. Allows you to move one damage or wound from you to the target or pull 1 damage or wound from the target to you. You can also cast this spell on 2 targets to move 1 damage or wound from one to the other. When moving a wound, the location must remain the same between targets.
Description: 4 Runes. 3 minute setup. 15ft size. Color: Black. Anyone inside this circle is immune to other magical effects. Additionally, no one inside the circle can cast any magical effect.
Description: 2 Runes. 2 minutes setup. 10ft size. Color: Green. Whenever anyone other than the caster enters this circle, they take a leg wound. If you also have Runic Mastery, you can choose who this circle affects.
Description: 3 Runes. 2 minute setup. 10ft size. Color: White. Anyone inside the circle (including their equipment) is immune to all damage, but also cannot deal any damage. If you get hit while under the effect of the circle call “Protection”.
Description: 3 Runes. 3 minutes setup. 10ft size. Color: Orange. As part of the preparation of this circle you can cast a thrown or touch spell. You cannot store healing spells or self cast only spells in this circle. The rune cost for that spell is added to the cost to set up this circle. Whenever someone other than the caster enters this circle, they take the effect of that spell. If you also have Runic Mastery, you can choose who this circle affects.
Description: 3 Runes. 3 minute setup. 10ft size. Color: Red. While you are inside this circle, you can cast thrown or touch spells on anyone else in the circle without incant time and need only point at the person to target them. Healing spells do not benefit from this circle. Only the caster of this circle can gain its benefits.
Description: 4 Runes. 3 minute setup. 10ft size. Color: Blue. Anyone inside this circle has the cost of their spells reduced to 1 rune.
Description: 1 Rune, Thrown, 5 second incant. The target takes 1 point of magic damage. You regain 1 hit if the spell lands.
Description: 1 Rune. Thrown. 5 second incant. One of the target’s legs is rooted to the ground and cannot move. Lasts 10 seconds.
Description: 2 Runes. 10 second incant. Touch. Cast this spell on a dead target. The target has a shadow of their spirit returned to them that can answer up to 3 questions. The spirit retains all the memories of when it was alive and can respond to any question it is asked as it wishes. The Truth spell can be cast along with this spell to add both effects together.
Description: 2 Runes. Thrown. 10 second incant. The hit location becomes Disabled (cannot be used). If the torso is hit, all locations become disabled. The effect lasts 1 minute, until you take a wound, or until dispelled.
Description: Whenever you successfully cast a spell (don’t miss) you gain 1 “Dark Shield” magic armor. Does not stack with itself.
Description: You gain the ability to wear medium head, limb, and torso armor.
Description: 3 Runes. Special. 15 sec incant. Caster calls “Soul Break!" All enemies within 15 feet take 1 magic damage.
Description: 3 Runes. 15 second incant. Touch. The caster chooses one character to be the protected and the other to be the subject. While tethered the subject takes all damage and effects the protected receives. The protected calls out extra loudly when they take a hit or spell so that the subject knows what to take. If the tether is broken the subject calls out “Broken” and the spell ends. The protected repeats the call to acknowledge the end of the spell. The tether also breaks if the subject enters the dying state.
Description: 4 Runes. Special. 20 second incant. Alternate Form 4HP. You must visually don a shroud or piece of black or shadow themed garb to signify the form. While in this form, you cast the Sap or Grip spells without a casting time.
Description: 4 Runes, 20 second incant. Touch. You can only target a dying or dead character. The character is fully healed, but required to obey your orders and fight for you. They retain any skills or abilities they had while alive. Lasts 10 minutes or until dispelled, or until the character goes to the dying state again. The character returns to their original dying or dead state after this spell ends.
Description: 10 Runes, 5 minute cast. Touch/Special. The lifebinder casts a ritual binding on a character’s soul. When the character dies they immediately return to the nearest respawn point (usually the town) and are revived with no hits. This effect is represented by a white band tied to the target character. Lasts 24 hours or until dispelled.