Weapons: A-Z Index

A

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Add Chain Link 0 +1 per link 0 x1.1 per link 0 For chain whips and flails only; limit of 3 links 20.00 per link
Attached by Chain 0 0 0 + 0.5 0 Replaces the rope with chain making a more sturdy nunchaku. This is required for the extension enhancement. 5.00

B

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Barbarian Axe 1d12 + 2 1 -3 13 6 2-Handed for races smaller than human size 93.75
Battle Bow 1d10 12 0 1.75 10 You must be at least 3 spaces away to use this weapon. 158.98
Battle Rod 1d8 + 1 2 0 10 4 N/A 72.50
Bearded Blade +1 0 -1 x1.1 0 N/A 20.00
Belted Glove +1 0 0 +0.2 0 Leather Glove only 3.50
Blade Knuckles 1d4+1 1 0 0.7 1 N/A 8.75
Bola 1d3 Athletics -2 3 2 Reduces target's movement by ½ due to tripping 25.00
Bone Arrow 2 0 0 0.15 0.05 N/A 0.47
Bone Spear Head 1d4 0 0 0.38 0.5 N/A 1.34
Boomerang 1d6 + 1 Athletics -1 2.75 2 Once thrown weapon returns to user 7.42
Boot Knife 1d4+1 1 0 2 1 N/A 14.38
Braided +1 0 0 x1.2 0 For horse whip, bull whip, and lion tamer only 10.00
Broad Blade +1 0 -1 x1.2 0 For all but katanas 15.00
Bull Whip 1d6 + 2 5 +2 2 4 Flammable 23.75

C

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Carpenter's Hammer 1d4 + 1 1 0 2 1 N/A 16.25
Carving Knife 1d3 1 -1 1 1 Good for shaping, carving, and sharpening 7.19
Chain Extension 0 +1 -1 +0.5 0 Increases the chain by one chain link, can only be applied once. Must have Attached by Chain enhancement. 5.00
Chain Mail Glove 1d6 + 1 1 0 2 2 N/A 12.75
Chain Whip 1d10 + 2 5 +1 4 4 N/A 50.00
Chakram 1d10+1 Athletics -1 (thrown) 0 (melee) 6 3 N/A 43.75
Cured Glove +1 0 0 0 0 Leather Glove only 3.50

D

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Dagger 1d6+1 1 0 4 1 N/A 28.13
Dart Shooter 1 5 -1 0.1 1 N/A 0.41
Deep Claw +1 0 0 0 0 For hammers only 20.00
Double Sided Blade +1 0 +1 0 0 For daggers, boot knives, short swords, and long swords only. 5.00

F

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Falchion 1d12 2 -1 15 3 Heavy and large sword that can use both chopping and slicing skills; not acceptable for races smaller than human size 112.50
Flail 1d12 + 2 5 0 5 5 N/A 62.50
Four Point Hira-Shuriken 1d4 Throw Range x 1.5 -1 0.3 0.1 N/A 2.38

G

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Great Axe 1d12 + 1d6 + 1 2 -4 18 8 Not acceptable for races smaller than human size; 2-Handed for human size races 137.50
Great Bow 1d12 12 -1 2 12 You must be at least 4 spaces away to use this weapon. 190.63
Great Mallet 1d12 + 1 2 -3 15 6 Not acceptable for races smaller than human size 78.25
Great Scythe 1d12 + 2 2 -2 13 8 Not acceptable for races smaller than human size; 2-handed for human size races 106.25

H

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Halberd 1d12 + 3 3 -1 12 6 Can use piercing and chopping attacks. 90.63
Hand Scythe 1d6 + 1 1 0 6.5 3 N/A 46.25
Hatchet 1d4 + 2 1 0 4 2 N/A 26.88
Heavy Crossbow 1d10 + 1 10 -2 8 8 No critical damage 206.25
Hollow Dart 1 Throw Range x 2 -1 0.05 0.05 can be filled with potions, poisons, or powders 0.35
Horse Whip 1d4 + 2 5 +2 1.5 4 Flammable 18.44
Hunting Bow 1d8 14 0 1.5 10 You must be at least 4 spaces away to use this weapon. 127.34
Hunting Crossbow 1d8 14 0 4 8 No critical damage 143.75

I

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Improved Rune Staff Crystal effect damage value + 1d3 0 0 0 0 For rune staffs only 25.00

K

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Kite Axe 1d10 + 2 1 -2 10 4 N/A 65.63

L

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Large Axe 1d8 + 2 2 -2 16.5 8 Not acceptable for races smaller than human size; 2-Handed for human size races 119.38
Large Club 1d4 + 1 2 -2 10 4 Flammable 16.88
Large Nail +2 0 0 +0.5 0 For planks only 2.00
Large Plank 1d3 + 1 2 -2 3 4 Flammable 5.13
Leather Glove 2 1 +2 1 1 N/A 6.50
Lion Tamer 1d8 + 2 5 +2 3 4 Flammable 33.13
Long Bow 1d6 14 -1 1.25 10 You must be at least 4 spaces away to use this weapon. 95.70
Long Dart 2 Throw Range x 1.6 -1 0.2 0.05 N/A 1.35
Long Katana 1d10+1 2 -1 9 3 2-handed for races smaller than human size 78.75
Long Knife 1d4+2 1 0 1.5 1 N/A 10.94
Long Sword 1d8 + 1 2 -1 10 3 Not acceptable for races smaller than human size, may be 2-handed for human size races 68.75

M

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Mace 2d8 2 -2 15 5 N/A 95.75
Mallet 1d4 + 2 2 -1 12 5 N/A 25.25
Marble 1d3 0 0 0.2 0.01 N/A 1.31

N

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Nunchaku 1d6 1 +1 2 2 N/A 15.63

P

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Plate Gauntlet 1d8 + 1 1 -1 4 3 Can not pick pocket, cannot use with knuckles. 18.75
Poison Packed Other Info 0 0 0 0 For hollow darts only; inflicts target with poison that does 1d4 damage per round for 10 rounds 5.00 per dart
Pole Arm 1d8 + 1 2 -1 11 5 N/A 80.00

Q

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Quarter Staff 1d6 + 1 2 -1 6 4 Flammable 16.56

R

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Reaper Scythe 1d8 + 1 2 -1 11 5 2-handed for races smaller than human size 78.75
Reinforced Bow +1 0 0 0 0 N/A 20.00
Reinforced Gauntlet +2 0 0 +0.75 0 N/A 6.75
Reinforced Glove +2 0 0 +0.5 0 Chain Mail Glove only 6.00
Reinforced Spring +1 +5 0 0 0 N/A 20.00
Ringed Knuckles 1d3 1 0 0.5 0 N/A 5.94
Rod 1d4+1 2 0 8 4 N/A 55.00
Rune Staff 1d4 2 -1 4.4 4

Increased Runic Speed by 1

Elemental Effects for Rune Staff

The Rune Staff can activate a different ability depending upon the user's element. Each ability must be activated by the user and costs the user 1 Soul point per hit with the staff with the ability activated.

  • Earth: Solidity Ability = increases staff attack value  by 1d4
  • Air: Knock Back Ability = each hit uses air to knock the target back 1 space and increases attack value by 1
  • Water: Frozen Flame Ability = each hit does an extra 1d8 ice damage and has a 15% chance to freeze the target for 1 round
  • Fire: Aura of Flame Ability = each hit does an extra 1d8 fire damage plus 1d4 non-stackable burn damage per round
  • Life: Electric Aura Ability = each hit does an extra 1d8 shock damage and has a 15% chance to stun the target for 1 round
  • Death: Vampire's Poison Ability = each hit return 1⁄2 of the damage to the user and poisons the target for 1d4 per round, which is not stackable
  • Time: Slow Bash Ability = each hit has an arcane check chance that reduces the target by 1 action of a random action type for 1 round decided by rolling a 1d4 where 1 = attack, 2 = support, 3 = move, and 4 = magic.
  • Space: Soul Drain Ability = each hit return 1⁄2 of the damage to the user to recover Soul
44.00

S

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Sai 1d4 1 +1 3 1 Double attack value for parry. 21.25
Scale Gauntlet 1d8 + 2 1 -1 3.5 3 Can not pick pockets, cannot use with knuckles. 22.25
Serrated Blade +1 0 0 0 0 For daggers, boot knives, long knives, and small knives only 5.00
Serrated Edge +1 0 0 0 0 For throwing knives and chakram only 2.00
Short Dart 2 Throw Range x 1.5 -1 0.1 0.05 N/A 0.69
Short Katana 1d10 1 0 8 2 N/A 70.00
Short Sword 1d8 1 0 6 2 2-handed for races smaller than human size 42.50
Silver Arrow 3 0 0 0.3 0.05 Attack value +1d6 versus undead 2.81
Silver Bolt 2 0 0 0.2 0.05 Attack value +1d6 versus undead 2.00
Silver Edge 0 0 0 0 0 Increase attack value by +1d6 versus undead 7.00
Silver Recessed Blade +1d4 0 0 +0.5 0 For night sticks and boomerang only; attack value 1d6 versus undead 10.00
Silver Spear Head 1d6 0 0 0.75 0.5 Attack value 1d6 versus undead 7.19
Silver Spiked End +1d4 0 0 +1 0 Attack value 1d6 versus undead 15.00
Six Point Hira-Shuriken 1d6 Throw Range x 1.5 -1 0.4 0.1 N/A 3.25
Sling Shot 1 6 -1 0.6 1 N/A 1.91
Small Axe 1d6 + 2 1 -1 6.5 4 N/A 46.88
Small Bow 1d4 10 -2 0.75 8 You must be at least 3 spaces away to use this weapon. 63.67
Small Club 1d4 1 -1 7 2 Flammable 12.00
Small Crossbow 1d6 10 -1 4 8 No critical damage 118.75
Small Knife 1d4 1 0 0.5 1 N/A 5.00
Small Nail +1 0 0 +.25 0 For planks only 1.50
Small Plank 1d3 1 -1 2 2 Flammable 3.38
Small Scythe 1d6 + 2 1 0 9 4 N/A 65.00
Spiked End +1d4 0 0 +1 0 N/A 12.50
Spiked Gauntlet +1 0 0 +0.5 0 Can use piercing attacks. 7.50
Spiked Knuckles 1d4 1 0 0.6 1 N/A 7.19
Spikes +1d3 0 0 +1 0 For clubs and mallets only 5.00
Staff 1d3 + 1 2 -1 5 4 Flammable 10.94
Steel Arrow 3 0 0 0.3 0.05 N/A 2.06
Steel Bolt 2 0 0 0.2 0.05 N/A 1.50
Steel Recessed Blade +1d4 0 0 +0.5 0 For night sticks and boomerangs only 5.00
Steel Spear Head 1d6 0 0 0.75 0.5 N/A 5.31
Steel Spear Shaft 1d4 3 0 8 4 N/A 53.75
Stone Spear Heads 1d3 0 0 0.45 0.5 N/A 1.64

T

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Throwing Knife 1d6 + 1 Throw Range x 1.5 -1 (thrown) 0 (melee) 0.25 0.2 N/A 2.50
Thrusting Claw +1 0 0 0 0 For hammers only. 25.00
Tightened Bow Strings +1 +5 0 0 0 N/A 20.00
Tonfa 1d6 1 +1 3 4 Flammable 20.63
Trident 1d10 + 3 2 -1 10 5 N/A 73.13
Twisted Staff +1d4 0 0 x1.25 0 For staffs, quarter staffs, and rune staffs only. x1.25

W

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
War Axe 1d12 + 1d4 + 1 2 -3 16.5 8 Not acceptable for races smaller than human size; 2-Handed for human size races 124.38
War Hammer 1d10 + 1 1 -1 7.5 2 N/A 58.13
War Mallet 1d8 + 2 2 -2 12 5 N/A 38.75
War Scythe 1d10 + 1 2 -1 12 8 Not acceptable for races smaller than human size; 2-handed for human size races 97.50
Wood Arrow 1 0 0 0.1 0.05 Flammable 0.42
Wood Spear Head 1 0 0 0.19 0.5 Flammable 0.92
Wood Spear Shaft 1d3 3 0 2.5 4 Flammable 7.66

Newest 10 Entries

Spell Aura of Fear
Affinity death
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a 3x3 space area around the caster
Duration 1d8 rounds
Spell Family Loss of Self
Requirements Aura of Despair
Spell Effects With the casting of this spell you are surrounded by an aura of the fear that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The fear causes the affected not be able to attack you and need to make normal mental balance checks each round to not simply give in to the fear and have a panic attack causing itself melee damage and running blindly from you.
Check Difficulty Normal Arcana
Spell Serenity's Beckoning
Affinity death
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area 1 target
Duration 1d6 rounds
Spell Family Beast's Prey
Requirements Cold Blade
Spell Effects With this spell the promised calm of Serenity beckons the target. The target looses all desire, wanting instead to seek out the serenity of death. The target must make hard Survival checks when attacked or the target will allow itself to be hit with no armor protection and no evade. The only armor protection that can come into play is any magical protection effects already in place or any racial protection. Armor itself will be treated as if it doesn't exist.
Check Difficulty Normal Arcana
Spell Serenity's Verdict
Affinity death
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target 1d12 spaces away
Duration instant
Spell Family Beast's Prey
Requirements Serenity's Beckoning
Spell Effects The Serenity grabs hold of the target and passes its verdict on the target before releasing it. A 1d6 is rolled. If a 6 is rolled, the target is lulled to a sleep from which it will not awaken, the sleep of death.
Check Difficulty Hard Arcana
Spell Well of the Dead
Affinity death
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self or 1 ally
Duration 1d4 rounds
Spell Family Fang
Requirements Vampire Strain
Spell Effects With this spell you draw upon the dead for strength for yourself or an ally. Calling forth the death energy around you, you either gather it into yourself or disperse it to a selected ally, temporarily gaining a x 1.25 to melee, throw, and bow power, and + 1 to Runic Speed. Once the spell is over however the energy quickly drains out of target, leaving the target half of their Power.
Check Difficulty Normal Arcana
Spell Executioner's Weapon
Affinity death
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self or 1 ally
Duration 1d4 rounds
Spell Family Fang
Requirements Serenity's Calm
Spell Effects This spell provides a special enchantment the weapon of your chosen ally (or your weapon). Death magic coats it deeply. Whenever your ally attacks, they roll a 1d6. If they roll a 6, the target dies instantly. Any other roll is inconsequential and you do damage as normal.
Check Difficulty Normal Arcana
Spell Plague
Affinity death
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area 1 target
Duration until cured
Spell Family Bio Instability
Requirements Night Shade
Spell Effects This spell summons an ancient disease. A mist moves into the body of the target. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 2d10 Vitality per round. This disease will continue to work its way through the body until it kills the target. Every round the poisoning gets worse, adding 1d6 each round to the poisoning damage. This disease can be cured but to do so all status aliments must be removed at the same time.
Check Difficulty Normal Arcana
Spell Vibrations of Creation
Affinity sound
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area battlefield
Duration instant
Spell Family Tinnitus
Requirements Song's End
Spell Effects This powerful spell recreates the violent sounds and vibrations of creation on the battlefield. All the sudden the battlefield shakes and shutters in the violent throws of creation. Every enemy target takes 8d10 magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles.
Check Difficulty Impossible Arcana
Spell Banshee's Reaping
Affinity sound
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area battlefield
Duration instant
Spell Family Tinnitus
Requirements Banshee's Song
Spell Effects With this spell you call upon the negative aspect of sound, the banshee. The banshee will go to every target, ally and enemy, and attempt to reap that target. Enemies must roll a 1d6, with 6 killing the target. Allies must roll a 1d% with 100 killing the ally. You are immune.
Check Difficulty Impossible Arcana
Spell Suffocate
Affinity air
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area 1 target that is up to 10 spaces from the caster
Duration 4 round death countdown
Spell Family Air's Constant Flow
Requirements Choking Gas
Spell Effects Suffocate creates an air vacuum in front of the mouth of the single target. This vacuum stops all air from being taken in by the target. Immediately, the target falls down, unable to breathe. For four rounds the target struggles for air. Finally the target passes out and dies. At any part of the suffocation, someone can break the magic of suffocation by dragging the body from the area of the air vacuum with a successful hard arcana check. The target though is unable to act or move during this spell.
Check Difficulty Impossible Arcana
Spell Tornado's Destruction
Affinity air
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area 8 spaces affecting a 6x6 space area
Duration instant
Spell Family Airess
Requirements Gale Force
Spell Effects You create a tornado that attacks all foes in the area at once doing 10d10 damage to every target and having a 25% chance per target to remove from the target all armor, weapons, and possessions. You and allies are not affected.
Check Difficulty Impossible Arcana

Top 10 Entries

Spell Sun's Shower
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area all enemy targets
Duration 1d6 rounds
Spell Family Spark
Requirements Explosion
Spell Effects This spell sends bright fire down from above. For the duration of the spell, sun fire falls hitting random enemy targets. Each target is hit with falling fire and dealt 5d12 damage. Allies and yourself are immune.
Check Difficulty Hard Arcana
Spell Reign of Fire
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area all enemy targets
Duration 1d4 rounds
Spell Family Fire Streak
Requirements Plasma Shot
Spell Effects This spell creates a glowing nexus point of fire magic above the battlefield. Each round the energy would discharge fire at every enemy target, doing 5d10 damage per shot to each target.
Check Difficulty Hard Arcana
Spell Pyre
Affinity flame
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area 1 target
Duration instant
Spell Family Spark
Requirements Consume
Spell Effects This spell summons a powerful cylinder of fire around the targets and then sends fire ripping through it quickly. The target inside the pyre is burned alive with concentrated fire, being dealt 9d12 damage, and any burnable equipment or goods is burnt to a crisp. The cylinder falls apart and the fire burns out, leaving the target smoldering. If the target survives, the target is inflicted with burns.
Check Difficulty Impossible Arcana
Spell Fire Well
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target per blast
Duration 1d6 rounds
Spell Family Pyro Enchantment
Requirements Fire's Warding
Spell Effects With this manipulation you open up a portal to the Well of Fire. You float above the well and each turn siphon off fire from this well. Each round you have four projectiles of concentrated and explosive fire magic to launch at any target you wish. Each projectile deals 6d10 damage. While in the spell fire protects you from all harm and prevents you from moving from your position above the well. You can only shoot the magic given to you by this spell while this spell is active, unable to do anything else.
Check Difficulty Hard Arcana
Spell Exploding Arrows
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target and the surrounding spaces, 1d12 spaces away
Duration instant, explosion in 3 rounds
Spell Family Spark
Requirements Explosion
Spell Effects With this manipulation you choose a target and send the arrow into the enemy target. It lands on the mark and stays half-way in the body of the target doing initial damage of 5d10 points. In three rounds the arrow will explode, doing 5d12 more damage to the target and to any target within 1 space of the affected target. The arrow will explode within three rounds even if the enemy is dead or if the arrow was removed.
Check Difficulty Hard Arcana
Spell Volcano's Tongues
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target per tentacle
Duration 2 rounds
Spell Family Fire Streak
Requirements Volcano's Hand
Spell Effects With this manipulation, you summon 1d12 tentacles of magma around you that stretch out and search. You pick an enemy target for each tentacle. They each lift their target, squeeze them, and set them aflame, doing 6d12 damage. When the second round comes the tentacles slam their targets into whatever surfaces they were previously on doing an extra 6d10 damage to their target. Any tentacle that does not grab a target will wrap around you (the user) and lift you up in the air. They will take any damage meant for the user during those two rounds. You can continue to cast spells from this perch.
Check Difficulty Hard Arcana
Spell Volcano's Heart
Affinity flame
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area 1 target
Duration 2d4 rounds
Spell Family Fire Streak
Requirements Volcano's Tongues
Spell Effects With this manipulation, you use superheated air to lift the target into the air. You then encase the target in an orb of unstable magma and fire. For the duration of the spell the target is locked into the orb, unable to act, while receiving 8d12 damage per round. On the target’s turn in the final round of the spell’s duration, the orb explodes, dropping the target to the ground in whatever state the target is in. The target receives an extra 4d20 damage from being dropped to the ground.
Check Difficulty Impossible Arcana
Spell Sun's Gift
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration 1d8 rounds
Spell Family Pyro Enchantment
Requirements Fiery Ring
Spell Effects With this manipulation, you create sun fire and sends it out in search of a target. The spell surrounds the target and increases their melee, throw, and bow power by x 2.5.
Check Difficulty Hard Arcana
Spell Pyromania
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration 1d6 rounds
Spell Family Visual Distortion
Requirements Chained Fury
Spell Effects With this manipulation the target becomes obsessed with being hit with fire. They refuse to attack anyone of the fire element. Instead they will taunt any pyromancer to use fire magic on them. Any pyromancy spells do double their normal damage on the affected target. If anything attacks any pyromancer, the target will attack it to protect the magically created fetish. If the target is killed by fire magic while affected by this spell, the user of this spell gets back the Soul that was spent casting Pyromania. It is a hard mental balance check to avoid the effects of this spell.
Check Difficulty Hard Arcana
Spell Night's Death
Affinity light
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area entire floor of dungeon map or a 10 square mile area
Duration 1 hour
Spell Family Glow
Requirements Light Casting
Spell Effects With this manipulation you create a ball of bright light that hovers high above your head. The light pierces all darkness and illusions and shows you all traps.
Check Difficulty Hard Arcana