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

Skill Magical Thought
Stat Cost 6 Soul
Range depends
Area depends
Duration depends
Requirements Occult Aid
Effects This skill gives you the chance to manifest your wish within your spell casting. This all has to be within reason and within the scope of the spell being cast. For example, you can wish for the spell area of effect to be larger, and it would grow by 1x1 space. Or perhaps you can wish for the healing spell to also remove poison, and maybe it will do so. You cannot wish for a simple essence bolt to instantly kill an enemy or anything drastic like that. You will need to describe your wish and work it out with your GM in the context of the spell.
Success Roll Insight -6
Skill Set Trap
Stat Cost N/A
Range 1 space ahead of you
Area 1 space
Duration until trap is sprung or disarmed
Requirements N/A
Effects

This skill allows you to quickly set traps with the items you have, using only your support action to do so.

  • Easy Trap = Easy Insight check
  • Normal Trap = Normal Insight check
  • Hard Trap = Hard Insight check
  • Impossible Trap = Impossible Insight check
Success Roll Insight
Skill Set Magical Trap
Stat Cost 4 Soul
Range 1 space in front of you
Area 1 space
Duration until trap is sprung or disarmed
Requirements Set Trap
Effects

This skill adds to the Set Trap skill, allowing you to make the trap a magical trap. You will need the tools to make the magic trap, such as a rune stone with the spell ready to activate.  The level of trap difficulty determines the success roll check:

  • Easy Magical Trap = Easy Arcana check
  • Normal Magical Trap = Normal Arcana check
  • Hard Magical Trap = Hard Arcana check
  • Impossible Magical Trap = Impossible Arcana check
Success Roll Arcana
Skill Potion Save
Stat Cost N/A
Range self
Area self
Duration instant
Requirements Use Potion as Defense
Effects This skill allows you to use a potion right when you receive a killing blow. If the potion restores enough Vitality to keep you alive, you stay alive.
Success Roll Medicine -2
Skill Trade
Stat Cost N/A
Range self
Area self
Duration instant
Requirements N/A
Effects This skill allows you to trade. The difficulty in the trade determines if it is one of the following checks: easy, normal, hard, or impossible.
Success Roll Persuade
Skill Energy Trade
Stat Cost stat traded
Range touching range
Area target you touch
Duration instant
Requirements Trade
Effects This skill allows you to trade one stat to the person you touch for another stat. You can trade either Vitality, Soul, or Power and receive the equal amount in either Vitality, Soul, or Power. In this way you could for example quickly cure your ally by giving him  4 Vitality and receiving 4 Soul. Or maybe you want to grant the warrior 5 Power and get 5 Soul in return.
Success Roll Arcana -1
Skill Increased Spoils
Stat Cost stat traded
Range self
Area self
Duration instant
Requirements Trade
Effects With this skill you can trade up to 20 Soul for increased experience point reward and/or up to 20 Power for increased money reward. The increase depends on how many stat points you trade. The amount of stat points you trade is worth double percentage increase. So if you trade 5 Soul you will increase your experience reward by 10%.
Success Roll Persuade +2
Skill Appraisal
Stat Cost N/A
Range 1 item in hands or touching
Area 1 item in hands or touching
Duration instant
Requirements N/A
Effects With this skill you can get the monetary value or worth of an item.
Success Roll Insight
Skill Identification
Stat Cost N/A
Range 1 target
Area 1 target
Duration instant
Requirements Appraisal
Effects With this skill you can identify what something is. The harder it is to make out what something is, the harder the check. The checks are easy, normal, hard, and impossible.
Success Roll Perceive
Skill Translate
Stat Cost N/A
Range 1 piece of writing you can clearly see
Area 1 piece of writing you can clearly see
Duration instant
Requirements N/A
Effects This skill allows you to translate writing from a language you do not know to your language. The difficulty of the language determines if it is one of the following checks: easy, normal, hard, or impossible.
Success Roll Insight