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: Allows you after getting hit with an arrow to role play pulling the arrow out for 10 seconds which allows you to instead of taking the wound can be blocked with a hit. If you have no hits remaining then you retain the wound.
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: 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.
Cost: 1
Description: 0 Runes, no incant. Thrown. Deals 1 damage to the target. Call “Bolt” when throwing this spell. The magic for this spell is so weak that it doesn’t benefit from the normal ability for spells to pass through shields, weapons, or armor, and doesn’t count as a spell for the purposes of any other ability. Functionally this spell works the same as a throwing knife.
Cost: 5
Description: 2 Runes, Removes any persistent magical effect on the target (Includes magic armor). Can dispel rune circles in touch range. Thrown or Touch range. 10 second incant
Cost: 5
Description: 2 Runes, Thrown or Touch range. The target cannot speak for 5 minutes. This also stops them from casting any spells outside spells that do not need to be spoken. 10 second incant
Cost: 5
Description: As long as you are inside a runic circle you cast, you can designate who is able to enter them.
Cost: 3
Description: Allows the spellweaver to cast thrown spells as melee spells instead.
Choose 2 of the following rune circle options:
Each Spellweaver chooses a different path. You may choose up to 8 of the following elemental spells. The spells are broken down into tiers. The first row is Tier 1, Second Tier 2 and so on. You will need to have the Tier 1 spell of an element before you can get the Tier 2 spell for that element, and so on.
Cost: 20
Description: This ability allows you to cast spells without doing the incantation verbally. Instead, you will do the incantation in your head for the same amount of time. This also allows you to cast spells even while under the effects of the silence spell. (you still call out the spell name when you throw)
Cost: 20
Description: When you cast a spell you can add 1 to the rune cost to decrease the incant time by 5 seconds. You can stack this effect as much as you want for a spell cast. Call “Quick (spell name here)” to indicate a quick cast.
Cost: 20
Description: When you charge a spell orb, you may charge a copy of that spell in your other hand. The cost for each spell remains the same, but they can share the incant time. (Ex. Charge 2 root spells for a total of 4 runes and 10 second incant) This ability cannot be used with weapon channeling.