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: 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: 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 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.
Description: As long as you are inside a runic circle you cast, you can designate who is able to enter them.
Description: Allows the spellweaver to cast thrown spells as melee spells instead.
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. Touch. 5 second incant. Gives target 1 point of magical armor.
Description: 1 Rune, Touch. 5 second incant. The target regains 1 Rune.
Description: 1 Rune. Thrown. 5 second incant. Deals 1 point of magical damage.
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: 1 Rune. Thrown. 5 second incant. The target suffers a knockback.
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: 1 Rune. Touch. 5 second incant. Tie a red ribbon on the target. They can call “Steady” to ignore a knockback effect they would take and then remove the ribbon.
Description: 2 Runes. Thrown. One of the target’s legs is rooted to the ground and cannot move. Lasts 10 minutes or until dispelled. 10 second incant. Can also be removed by a full minute of roleplay breaking out of the vines.
Description: 2 Runes. Special/Thrown. You summon 3 spell orbs at the end of the incantation. You can throw them one at a time and each deals a knockback. You are considered concentrating while you hold these orbs. If you lose concentration (damage, knockback, running etc.) then you also lose any remaining orbs.
Description: 2 Runes, Thrown. 10 second incant. Deals 2 points of magical damage.
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: 2 Runes. Thrown. Target becomes afraid of the caster and can’t get within 20ft of them. Target must run out of that range if they are already in it. Lasts 10 minutes.
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
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
Description: 3 Runes, Touch. Self cast only. 15 second incant. You get 2 magical armor points (shown by brown bands tied on upper arms) that block the next 2 points of damage you take. Doesn’t stack with itself.
Description: 3 Runes. Thrown. 15 second incant. Target is frozen and cannot move. They are also immune to any damage. Lasts for 1 minute or until dispelled.
Description: 3 Runes. Thrown. 15 second incant. Deals 1 wound to the hit location.
Description: 3 Runes. Thrown. 15 second incant. Deals 2 magic damage. Allows the caster to heal 1 limb or hit if the spell lands.
Description: 3 Runes. Special. 15 second incant. This spell is cast by putting your arms out in a V shape. All targets 20ft in front of you suffer a knockback.
Description: 4 Runes, Special. 20 second incant. Caster incants, then slams a spell orb or weapon into the ground. It deals one leg wound to everyone within 10 feet in front of the caster.
Description: 4 Runes. Thrown. 20 second incant. Target has their legs swept out from under them and takes a wound to each leg.
Description: 4 Runes. Special. You summon 3 spell orbs at the end of the incantation. You can throw them one at a time and each deals 2 magic damage. You are considered concentrating while you hold these orbs. If you lose concentration (damage, knockback, running etc.) then you also lose any remaining orbs.
Description: 4 Runes, 20 second incant. Thrown. Target loses all Hits and magic armor.
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)
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.
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.