There are five types of coins: the copper piece (cp), silver piece (sp), electrum piece (ep), gold piece (gp), and platinum piece (pp). Most people will be familiar with these coins and their relative values, except for platinum which many people will not accept at face value. Platinum is extremely rare and difficult to mine and mint, and only the dwarves have ever used it as an actual standardized currency. Characters will typically need to trade these in with a money changer, or else settle for selling them by weight at a slightly reduced value. Gold coins are not commonly used except by merchants, nobles, and other wealthy individuals, although most actual exchanges of large amounts of wealth take place in the form of trade goods such as gems or livestock. The electrum piece is the most common unit of measurement for anything of moderate value, with lesser exchanges using copper and silver. Standard exchange rates of these coins are listed to the right.
For simplicity, all varieties of coins are about the same size as modern ones. Copper, silver, and electrum coins are slightly smaller than a nickel and weigh in at approximately 100 to a pound, while gold and platinum coins are roughly the size of a penny and weigh in at about 50 to a pound. A one-foot cube, loosely piled, will contain roughly 20,000 coins, while an optimally packed container of the same size will hold roughly 40,000.
You are only able to carry a certain amount of weight at a time. The more you carry, the more quickly you tire, the slower you move, and the harder it is to fight effectively. Your weight allowance is based off of your Strength score. To determine how much you can lift and carry, refer to the table to the right. The table lists the maximum weight in pounds that you can carry at each encumbrance level. Creatures with four or more legs can carry 50% more weight than listed in the table. Normal light clothing worn doesn't count towards encumbrance.
You may carry up to your maximum unencumbered load with no penalties. If carrying a light or heavier load, you begin to take penalties as given in the table below. The Max Stamina column indicates your maximum stamina relative to your unencumbered maximum, with the resulting value rounded down. The penalty column applies to all Strength- or Dexterity-based skill checks (including attack and defense rolls), to your base Defense, and to your Speed, reducing it to a minimum of -5. It also applies to your Athletics for the purpose of determining your movement rate. In addition to these penalties, if you are overloaded, you cannot take any action requiring an attack roll and you cannot move more than 1 foot per count regardless of your Speed.
If you carry a heavy load for only a short period, it does not affect your stamina. For each full minute you are carrying a load that would reduce your maximum stamina below its current value, reduce your stamina by an amount equal to the encumbrance category's penalty (minimum of 1) until it is no longer above the allowed maximum value.
Simple Encumbrance (Variant)
Most GMs do not enforce strict tracking of weight, especially when it comes to coinage. If your group decides that tracking encumbrance slows the game too much, you can use this simpler rule instead. Under this alternate method, you count only the weight of your armor and any item that by itself weighs more than your maximum unencumbered value, then add 20 pounds for your weapons, backpack, food, and other gear. This method is usually accurate enough, and assumes that characters carry a fairly extensive loadout of adventuring equipment and treasure, but not everything they could possibly want.
There are many weapons to choose from, each with its own advantages and disadvantages. Your weapon affects how quickly you can attack, how easy it is to hit your target and how much damage you deal when you hit, how close you must be in order to hit an enemy, how well defended you are, and sometimes what special abilities you are able to use.
Weapons are divided into several groups based on similarities in fighting style and construction, such as axes or bows. Certain abilities require weapons from a specific group in order to use while others allow you to select a group that your ability applies to.
If you are not wielding any weapon, you count as unarmed, listed under gauntlets and claws. Unarmed attacks do not count as a weapon for the purpose of any spells, abilities, or effects that require a weapon or an armed character. You may make an unarmed attack even if both hands are unavailable, provided that you have at least one appendage free to attack.
Some weapons are inherently more difficult or easier to learn or use effectively. Add the weapon's accuracy to all attack rolls with the weapon.
Add the weapon's defense value to your defense against all melee attacks. Your total defense bonus from all weapons cannot be greater than 1 + half your melee skill. Gauntlets only grant a defense bonus when the hand is otherwise empty.
|2×Str + Size||Light||One-handed||Two-handed||Heavy|
A weapon's bulk determines whether it is classified as a light, one-handed, two-handed, or heavy weapon for you. Add double your Strength and your Size and consult the table to the right to determine the highest bulk weapon you can wield in each category. If the weapon's bulk is greater than that shown for your heavy category, then you cannot effectively wield the weapon.
Depending on the weapon's bulk category and which hand or hands you wield it in, attacks made with the weapon will have a set speed class, as listed in the table below. If no speed class is listed, then that type of weapon cannot be effectively used in that way. Note that wielding weapons with a base speed class of C+ gives a -2 penalty to accuracy.
|Bulk Category||Weapon Held In|
|Two Hands||Primary Hand||Off Hand|
|*Weapon has a -2 penalty to Accuracy|
Weapons cause different amounts of damage based on the class of armor that the target is wearing. This damage is applied to all standard weapon attacks.
A weapon's reach is listed in yards. In order to use the weapon effectively in melee, the target must be in reach. The first number is the optimal reach, while the numbers in parenthesis indicate the minimum and maximum reach. Certain abilities and effects apply only when at the optimal reach. If you attack a target that is not at the weapon's optimal reach, you take a -1 penalty to your attack roll for each yard difference. Round distances to the nearest yard for purposes of determining if a target is within reach.
Durability (Optional Rule)
Weapons wear out over time and must be maintained and repaired frequently in order to continue to function well. Whenever you make an attack roll with a weapon and either die lands on a result of 1, you reduce the durability of your weapon by 1 point. This represents gradual dulling, minor chips, bowstrings wearing out, and so on. When the durability is reduced below half of its normal maximum, the effective weapon quality is reduced by one step until it is repaired, except that it retains its normal maximum durability. If the durability reaches 0, the weapon breaks and cannot be used effectively. Magical weapons that break lose their special abilities but still detect as magical and function normally once repaired.
Most weapons can be repaired by weaponsmiths at a cost of 1% of the weapon's base price per point of durability. Once a weapon has completely broken, you can repair it for 75% of the cost of a new weapon provided that it does not have the irreparable property. Repairs can generally be completed with a few hours of work, except in the case of broken weapons, which take half the time it would take to craft the weapon from scratch.
Many weapons have special properties which have additional rules to explain how the weapon functions.
This weapon may be used underwater without the usual damage penalty. All other penalties for fighting underwater still apply.
This weapon applies its defense bonus to ranged attacks as well as melee attacks and does not count towards the limit when determining your maximum defense bonus from weapons. It has a modifier to its defense rating equal to two thirds of your melee skill if it is light, or one third of your melee skill if it is one-handed. These modifiers cannot reduce the defense value below 0.
If this weapon breaks, it has no value and cannot be repaired.
You do not add your Strength to the weapon's damage.
Missile weapons require ammunition to be available and two hands to load the ammunition. Once loaded, only one hand is required to use the weapon unless it also has the two-handed property. Loading can be performed as part of the attack's execution time.
This weapon does not threaten enemies within its reach.
This weapon cannot be used two-handed.
A ranged weapon can be used to make ranged attacks. You suffer no penalty to attack up to a maximum range in yards equal to the first number, a -1 to attack up to double this range, a -2 to attack up to triple this range, and so on. The maximum range is given by the second number. Additionally, you suffer a -2 penalty to your attack roll for each enemy threatening you.
This weapon comes in multiple sizes and is only usable if its size is equal to yours.
This weapon cannot be used two-handed to make a ranged attack.
This weapon must be used two-handed.
The table below gives the names, statistics, costs, and other properties of the available weapons, organized by weapon group.
|Battleaxe||0||1||4||10||9||7||6||1 (0-2)||10 ep||3||40|
|Greataxe||0||1||11||14||13||11||10||2 (1-2)||15 ep||6||50|
|Throwing axe||-2||1||3||8||7||5||3||1 (0-1)||8 ep||2||25||Ranged (5/20), thrown|
|Greatbow||-1||0||15||12||12||11||10||—||25 ep||5||50||Irreparable, missile, non-threatening, ranged (15/350), two-handed|
|Longbow||-1||0||10||10||10||9||8||—||8 ep||3||40||Irreparable, missile, non-threatening, ranged (12/240), two-handed|
|Shortbow||-1||0||7||8||8||7||6||—||6 ep||2||40||Irreparable, missile, non-threatening, ranged (10/150), two-handed|
|Chains and Ropes|
|Kusari-gama||-2||2||5||7||7||6||4||2 (0-3)||4 ep||4||30||Two-handed|
|Whip||-3||0||4||8||6||3||1||3 (2-3)||1 ep||2||40||Irreparable, one-handed|
|Hand crossbow||0||0||3||6||6||5||3||—||100 ep||1½||30||Mechanical, missile, non-threatening, ranged (5/50)|
|Heavy crossbow||0||0||12||10||10||9||8||—||50 ep||6||45||Mechanical, missile, non-threatening, ranged (12/180)|
|Light crossbow||0||0||8||8||8||7||6||—||35 ep||3||40||Mechanical, missile, non-threatening, ranged (10/150)|
|Dagger||3||1||2||5||4||3||1||1 (0-1)||2 ep||1||40||Aquatic, ranged (3/15), thrown|
|Main gauche||1||3||3||6||5||4||2||1 (0-1)||8 ep||2||40||Aquatic, one-handed|
|Gauntlets and Claws|
|Gauntlet||0||1||1||3||3||2||0||1 (0-1)||2 ep||½||40||Non-threatening, one-handed, sized|
|Spiked gauntlet||-1||1||2||6||6||5||3||1 (0-1)||5 ep||1||40||One-handed, sized|
|Tiger claws||0||1||1||5||3||2||0||1 (0-1)||4 sp||½||25||Aquatic, one-handed, sized|
|Unarmed attack||0||0||1||3||3||2||0||1 (0-1)||0||Non-threatening|
|Hammers, Flails, and Picks|
|Flail||-1||1||5||7||7||7||5||2 (1-2)||8 ep||2½||40|
|Light hammer||1||1||2||5||5||5||3||1 (0-1)||2 ep||2||30|
|Maul||0||1||13||14||14||13||11||2 (1-2)||4 ep||7||45|
|Nunchaku||0||2||4||5||5||4||2||1 (0-2)||4 ep||2||40|
|War pick||2||1||4||6||6||5||4||1 (0-2)||5 ep||1||40|
|Warhammer||1||1||4||7||7||7||5||1 (0-2)||12 ep||4||40|
|Bastard sword||1||1||7||9||7||6||4||1 (0-2)||15 ep||3¼||40|
|Greatsword||0||2||10||11||9||7||5||2 (1-3)||50 ep||5½||50|
|Longsword||1||2||8||9||7||6||4||2 (0-2)||15 ep||3½||40|
|Rapier||2||1||6||8||8||7||5||2 (1-2)||25 ep||2½||40||One-handed|
|Javelin||0||1||4||6||6||5||3||2 (0-2)||1 ep||2||25||Aquatic, ranged (8/80), thrown|
|Sling||-3||0||2||7||7||7||5||—||5 cp||¼||40||Irreparable, missile, non-threatening, one-handed, ranged (15/450)|
|Staff sling||-3||1||9||9||9||9||7||—||1 sp||2||40||Missile, non-threatening, ranged (20/550)|
|Arming sword||1||1||4||9||7||6||4||2 (0-2)||15 ep||2||40|
|Short sword||1||1||3||8||7||6||4||1 (0-2)||10 ep||1½||40|
|Smallsword||2||1||3||6||6||5||3||1 (0-2)||15 ep||1||40||One-handed|
|Maces and Clubs|
|Club||0||1||5||7||7||6||4||1 (0-2)||3 sp||3||20||Irreparable|
|Greatclub||0||1||14||13||13||13||11||2 (1-3)||8 ep||16||30||Irreparable|
|Heavy club||0||1||9||9||9||9||7||2 (0-3)||3 ep||6||30||Irreparable|
|Heavy mace||0||1||7||9||9||9||7||2 (0-2)||12 ep||3½||40|
|Light club||0||1||3||5||5||4||2||1 (0-1)||10 cp||1||15||Irreparable|
|Light mace||0||1||4||5||5||5||3||1 (0-1)||5 ep||2||30|
|Morningstar||0||1||5||10||10||9||8||2 (0-2)||8 ep||4½||40|
|Halberd||0||1||12||10||9||7||6||3 (2-4)||20 ep||8||40|
|Lance||0||0||6||8||8||7||6||3 (2-4)||4 ep||6||25||Irreparable|
|Pike||0||1||12||8||8||7||6||4 (3-5)||2 ep||8||35|
|Short spear||1||1||4||6||6||5||3||2 (1-2)||1 ep||2½||35||Aquatic, ranged (5/20), thrown|
|Spear||1||1||6||7||7||6||4||3 (1-3)||1 ep||4||40||Aquatic, ranged (5/25), thrown|
|Buckler||0||0||2||3||3||2||0||1 (0-1)||1 ep||2||30||Defensive, non-threatening, one-handed|
|Fortress shield||0||6||11||5||5||4||2||1 (0-2)||40 ep||24||55||Defensive, non-threatening|
|Large shield||0||2||5||4||4||3||1||1 (0-2)||12 ep||8||40||Defensive, non-threatening|
|Small shield||0||1||3||4||4||3||1||1 (0-1)||3 ep||5||35||Defensive, non-threatening, one-handed|
|Tower shield||0||4||7||4||4||3||1||1 (0-2)||15 ep||15||45||Defensive, non-threatening|
|Chakram||-1||1||2||8||6||3||1||1 (0-1)||10 ep||1½||30||Ranged (6/40), thrown|
|Shuriken||-1||0||1||5||5||4||2||1 (0-1)||2 sp||¼||10||Non-threatening, ranged (3/15), thrown|
|Brandistock||1||2||6||6||6||5||3||2 (0-2)||15 ep||4||40|
|Long staff||0||2||9||7||7||6||4||3 (1-4)||6 sp||6||40||Irreparable|
|Quarterstaff||0||2||6||6||6||5||3||2 (0-3)||1 sp||3||40||Irreparable|
|Small staff||0||2||4||4||4||3||1||2 (0-2)||20 cp||1½||35||Irreparable|
There is a wide variety of armor available to choose from. In reality, these armors come from many different time periods and cultures, but they are condensed here into a single list. In most cases, the best armor is the strongest you can afford and carry without weighing you down; however, some armors are stiff enough to hamper movement regardless of their weights. The pros and cons of each armor type will have to be weighed to make the best choice for your situation.
Each armor has a set of threshold ratings that are added to your base thresholds against damage from standard attacks. Certain special attacks (specified in their descriptions) ignore armor.
Durability (Optional Rule)
Armors have a durability rating. The first time you are hit by an attack during an encounter, regardless of whether or not you are wounded, and any time you take a critical hit, reduce the durability of your armor by 1. If the durability reaches 0, it is destroyed, granting only half the normal threshold bonuses and increasing your effective encumbrance by one level until it is removed due to the armor hanging awkwardly on your body.
Most armors can be repaired by armorers. Each point of durability restored costs the amount listed in its durability entry. Repairs can generally be completed at the rate of 1 point per day.
Armors are classified as soft, medium, or hard. In general, harder armors are heavier and provide greater protection from most weapon attacks.
Regardless of the type of armor, getting into or out of it is usually a time-consuming process. The time listed here is the amount of time required to put on a suit of armor of that type. Getting out of the armor requires half that time. For any plate armor, the time listed assumes you have an assistant to help you. Without an assistant, field plate and full plate are treated as half plate, since some pieces cannot be equipped properly, and the time to don any plate is double the normal half plate time.
There are a few common armor properties that affect how it is used.
You have a -1 penalty to both your Dexterity and Speed and cannot benefit from a long rest while wearing this armor.
This armor may be worn over any type of soft-class armor. If both layers of armor are worn, the threshold modifiers are combined, and you count as wearing armor of the outer layer's class. Wearing this armor without any other armor underneath causes 1 fatigue every hour due to discomfort and chafing.
A long rest does not reduce your fatigue while wearing this armor. If you sleep in this armor, you gain 1 fatigue.
You have a -1 penalty to your Dexterity and cannot benefit from a long rest while wearing this armor.
|Armor||Thresholds||Cost and Weight by Size||Durability||Class||Don||Properties|
|Leather coat||0||0||0||1||1||13 sp
|Arming jacket||0||0||1||1||2||10 ep
|Medium||5 minutes||Layered, stiff|
|Medium||5 minutes||Layered, stiff|
|Half plate||1||1||2||3||4||480 ep
|Hard||10 minutes||Layered, stiff|
|Field plate||2||2||3||3||5||1280 ep
|Hard||15 minutes||Cumbersome, layered|
|Full plate||3||3||4||4||5||4800 ep
|Hard||20 minutes||Cumbersome, layered|
The basic types of armor are described below.
Little more than thick clothing, a leather coat offers very little protection, but is still better than nothing. Any heavy clothing, such as a winter jacket or especially thick cloak, could also offer this level of protection.
An arming jacket is intended to be worn under heavier armor, such as mail or plate. It serves as padding to prevent chafing while being thin enough to not significantly hamper movement or contribute to excess heat buildup.
Typically the first suit of armor a would-be soldier purchases, a gambeson is a heavy coat comprised of dozens of layers of linen overlapping and sewn together. It provides a substantial amount of protection at relatively little cost, and other than being a bit warm is not too uncomfortable to wear. Most heavier suits of armor must be worn over a gambeson in order to offer their full protection and to not cause terrible chafing.
For those who want to be protected at all times and still remain fashionable, brigandine is comprised of dozens of small metal plates riveted between two layers of leather or cloth. Some even use silk as the visible layer. The plates generally do not overlap, and are small enough that they do not significantly hamper movement.
Scale armor consists of small pieces of metal sewn to a backing of leather or cloth. The metal pieces overlap in a way that imitates fish scales, providing decent somewhat-flexible protection all over. Individual scales can easily be knocked off in the course of a battle, so scale armor needs regular repairs to remain functional.
Lamellar is comprised of rectangular pieces of metal or thick hide sewn together at the edges. Often, but not always, the pieces overlap slightly. Unlike scale, these pieces are not sewn onto a backing material. The cords holding the edges together are an obvious weakness and must be frequently repaired.
Mail is generally the standard level of armor that any career soldier aspires to purchase and wear. It is made of thousands of tiny metal rings interlinked and riveted closed. Highly flexible and relatively light for its level of protection, mail is extremely popular. On its own, it is weak against heavy impacts, but the gambeson underneath makes up for this weakness and reinforces it all around.
Essentially an incomplete set of field plate, half plate is armor for the torso, head, and arms, leaving the legs relatively unprotected. It is made of large, solid pieces of metal that are articulated at the joints to allow movement. Mail is used to cover the less protected areas. Gauntlets are included.
Field plate is a knight's armor. The entire body is covered in solid metal plates, except for a few potential weak points on joints where mail is still used to fill the gap. Each piece of armor must be custom-fitted to its wearer, a process that requires at least one fitting a week for a month while the armor is being made. It is possible to modify plate armor to fit a new owner, but the same time restrictions apply, and it can cost as much as half the cost of the armor itself, depending on how extensive the modifications must be. Gauntlets are included.
Full plate is the most protective armor available, and is usually reserved for the richest of noble knights. As with field plate, each piece is precisely fitted to its wearer, but full plate takes even longer to create and fit: at least one fitting every other week for three months of work. Full plate needs no mail in its joints, instead using fully covered and articulated joints, keeping all areas protected at all times. Gauntlets are included.
Some weapons or armors are made of subpar materials, were worked by an unskilled craftsman, or are old and rusted. Alternatively, they could be crafted of special metals or woods or made by master artisans. Regardless of the reason, some weapons and armors are better than others. When a piece of equipment is of higher or lower quality than average, it gains special properties as listed below.
Shoddy equipment is generally only used as a last resort or when it is necessary to mass produce equipment for a town's defense. Equipment that has been left out in the elements for extended periods will often deteriorate to this level, while young apprentices might manufacture equipment of this level in their training. Buying shoddy equipment generally costs about one-third the normal price. It is very difficult to pass off as being of any higher quality. The craft TN is 6 lower than the base and the durability is half that of average equipment.
Weapons have a -2 penalty to accuracy and damage and a -1 penalty to speed class, and automatically break if the attack roll is a critical failure. Armors have all thresholds reduced to half their normal value (rounded down). Additionally, you suffer a -1 penalty to Dexterity on top of any the armor would normally impose.
Many merchants will try to pass off poor equipment as being average quality, but a discerning eye can tell the difference (TN 12 Perception check, potentially applying a related crafting skill). If known to be poor quality, it generally sells for about three-fourths of the normal price. The craft TN is 3 lower than the base and the durability is reduced by 25%.
Weapons have a -1 penalty to accuracy and damage. Armors have a -1 penalty to all thresholds greater than 1.
Average equipment is just that. It sells for standard price or higher, and has no special modifiers.
Fine equipment costs 4 times the standard price. The Craft TN is 3 higher than the base and the durability is increased by 10%.
Weapons gain a +1 bonus to damage. Armors gain a +1 bonus to the two weakest thresholds starting with the most severe.
Superior equipment is generally only available on special request, and costs 12 times the base cost. They have a Craft TN 6 higher than the base and the durability is increased by 25%.
Weapons gain a +1 bonus to accuracy and damage. Armors gain a +1 bonus to all thresholds.
Masterwork equipment must be specially requested and costs 25 times the base cost. It has a Craft TN 10 higher than the base and the durability is increased by 50%.
Weapons gain a +1 bonus to accuracy, damage, and speed class. Armors gain a +1 bonus to all thresholds. If the armor is normally stiff, that property is removed. If it is normally cumbersome, it is instead stiff.
|Crossbow bolt||1 sp||1⁄20|
|Sling bullet||1 sp||1⁄10|
|Boots, riding||3 ep||1½|
|Boots, soft||1 ep||1½|
|Brooch, plain||5 ep||1⁄10|
|Cap or hat||8 sp||¼|
|Cloak, cloth||1 ep||3|
|Cloak, fur||15 ep||8|
|Coat, fur||25 ep||6|
|Coat, wool||5 ep||4|
|Gown, common||5 ep||3|
|Basket, large||1 ep||1½|
|Basket, small||2 sp||½|
|Chest, large oak||20 ep||45|
|Chest, large pine||15 ep||25|
|Chest, small oak||8 ep||15|
|Chest, small pine||6 ep||10|
|Flask, aluminum (8 oz)||3 ep||½|
|Jar, glass (8 oz)||4 ep||½|
|Sack, large||5 sp||1|
|Sack, small||2 sp||1⁄5|
|Vial, glass (2 oz)||2 ep||1⁄10|
|Waterskin (1/2 gal)||4 sp||1|
|Lantern, bullseye||15 sp||2|
|Acid (2 oz vial)||50 ep||¼|
|Bell, hand||10 ep||¼|
|Bell, sleigh||1 ep|
|Book, blank||5 ep||2|
|Bottle, glass||8 ep||2|
|Caltrops (set of 20)||3 ep||2|
|Chain, heavy (per foot)||6 ep||3|
|Chain, light (per foot)||3 ep||1|
|Chalk, stick||2 cp|
|Fishing net, 10 ft. sq.||3 ep||5|
|Flint and steel||1 ep||1⁄20|
|Grappling hook||8 ep||4|
|Hammer, sledge||12 sp||10|
|Healer's kit||50 ep||3|
|Holy water (2 oz vial)||50 ep||¼|
|Ink, black (1 oz bottle)||30 ep||1⁄10|
|Ladder (10-foot)||2 sp||25|
|Lock, average||60 gp||½|
|Lock, good||100 gp||½|
|Lock, poor||25 gp||½|
|Magnifying glass||100 gp||1⁄10|
|Mess kit||3 sp||1|
|Mirror, silver||20 gp||½|
|Mirror, steel||8 ep||½|
|Oil, lamp (8 oz)||1 sp||½|
|Pan, iron||6 sp||3|
|Pot, iron||1 ep||10|
|Rations (per day)||8 sp||2|
|Rope, hemp (50 ft)||1 gp||10|
|Rope, silk (50 ft)||15 gp||5|
|Scale, merchant's||3 gp||1|
|Scroll tube||8 sp||¾|
|Signet ring or seal||8 ep||1⁄20|
|Soap, bar||5 cp||1⁄10|
|Tent, large||25 ep||30|
|Tent, small||8 ep||15|
|Thieves' tools||30 ep||3|
|Tome, spell||25 ep||2|
|Trap, hunting||10 ep||20|
|Wax, sealing||5 sp||1|
In addition to weapons and armor, there are many other supplies that adventurers may need. Some of the more common ones are listed in the table to the right.
Magic items come in many varieties. Most require mana in order to function, and many are made more powerful as more mana is invested into them.
Magic Weapon Properties
These magic properties can be applied to all kinds of weapons, unless specifically restricted in the description. Weapons can have multiple properties, as long as they are not in direct conflict with each other.
You can invest 1 mana into the weapon to enable the Glow action, or 2 mana to enable the Ignite and Revert actions.
Speed Class: A
The weapon begins to glow brightly, shedding moderate light in a radius of 20 yards and dim light an additional 10 yards. It stops glowing when you let go of the weapon or when you choose to end the effect.
Speed Class: C+
The weapon transforms into pure fire. All damage dealt by the weapon becomes fire damage until extinguished. Wherever you hold the weapon maintains its original form. Anything that could extinguish a normal large fire will extinguish the weapon, returning it to its normal form. While lit, it radiates moderate light in a radius of 10 yards.
Speed Class: B+
The effect of Ignite ends and the weapon returns to its original form.
You can invest 2 mana into the weapon to enable the Freeze and Revert actions.
Speed Class: C+
The weapon transforms into a chilling, misty vapor that absorbs heat from anything it touches. Wherever you hold the weapon maintains its original form. All damage dealt by the weapon becomes cold damage.
Speed Class: B+
The effect of Freeze ends and the weapon returns to its original form.
You can invest 2 mana into the weapon to enable the Resize action.
Speed Class: C+
You change the weapon's length, increasing or reducing all its reach parameters relative to its base reach by up to 1 yard, to a minimum of 0. For every additional 3 mana invested, you can further change the reach by 1 yard.
You can invest 2 mana into the weapon to enable the Electrify and Revert actions, or 2 mana to enable the Shock action.
Speed Class: C+
The weapon transforms into pure energy visible as sparks and bolts of electricity. All damage dealt by the weapon becomes lightning damage for the duration. Wherever you hold the weapon maintains its original form. The weapon radiates dim light in a radius of 5 yards.
Speed Class: B+
The effect of Electrify ends and the weapon returns to its original form.
Speed Class: B
The weapon emits a bolt of energy that strikes a target within 2 yards of its reach. Make an unblockable Arcana (Rsn) attack that deals 1d6 damage against the target.