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 Twins of the Inner Storm
Affinity air
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area any 2 allies or 1 ally and self
Duration 1d8 rounds
Spell Family Airess
Requirements Funnel of Power
Spell Effects This spell creates two large globes of glowing light. Each one will go to an ally of your choosing, with you and any ally with you as the choices. There are only two globes so you can only choose two targets. The globes go to the locations selected. Each target who gets the globe has a choice of a Physical or Magical Armor of + 4d10, or a boosted Melee, Throw, and Bow Power of + 2d10.
Check Difficulty Hard Arcana
Spell Song's End
Affinity sound
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target or self
Duration 3 rounds
Spell Family Tinnitus
Requirements Song of the Dead
Spell Effects This spell creates a countdown of sorts for the target. A song will start above the target and last for three rounds. At the end of the third round, the target must make a hard mental balance check or kill itself.
Check Difficulty Hard Arcana
Spell Banshee's Song
Affinity sound
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area a 3x3 space area around the caster
Duration 1d6 rounds
Spell Family Tinnitus
Requirements Banshee's Scream
Spell Effects This spell calls upon the negative aspect of sound, the banshee. The banshee appears and sings a terrifying melody. All targets in the area of effect, ally and enemy, must make a hard mental balance check against fear and berserk. The affected targets will be unable to attack the spell caster. The spell caster is unaffected.
Check Difficulty Hard Arcana
Spell Audio Slave
Affinity sound
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration duration of battle
Spell Family Echo Perception
Requirements Suggestive Whisperings
Spell Effects With this spell you make a target your slave. You have complete control over the target for the duration of the battle. The target can make a hard mental balance check to avoid this and a hard mental balance check per round to break free.
Check Difficulty Hard Arcana
Spell West Wind's Vengeance
Affinity air
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area self or 1 ally
Duration 1d4 rounds
Spell Family Air's Constant Flow
Requirements West Wind's Blessing
Spell Effects This manipulation summons up a spiraling wind around an ally target of your choosing (or yourself). Whenever you or the protected target is attacked, whether it be by ranged, melee, magical, breath weapon, or any other form of attack, the attacker is instantly dealt 8d10 points of magic damage.
Check Difficulty Hard Arcana
Spell Tornado's Swiftness
Affinity air
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Air's Constant Flow
Requirements Transparency
Spell Effects When this spell is created no immediate effect is visible. It is not until the user moves that it becomes evident what the magic did. When the user moves, the user jumps from place to place in a flash. This spell doubles move rate, increases Runic Speed by 1, and grants 1 extra move of choice.
Check Difficulty Hard Arcana
Spell Choking Gas
Affinity air
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area a 4x4 space around the caster
Duration 1d4 rounds
Spell Family Air's Constant Flow
Requirements Wisps of Death
Spell Effects The Choking Gas spell creates a cloud from your body of putrid gas. This gas causes everyone under it, ally and enemy, to take 4d20 damage per round while they are in the gas. Once the gas dissipates or a target, ally or enemy, gets out from the gas, they begin taking poison damage of 1d12 until cured or dead. You are not effected.
Check Difficulty Hard Arcana
Spell Falcon Flight
Affinity air
Stat Cost 9 Soul
Spell Cast Speed 5
Range & Area self
Duration 1d10 hours
Spell Family Haste
Requirements Dove Flight
Spell Effects This manipulation allows you to lift into a fast flight. You can go as high as 200 feet or 67 spaces into the air. You can move at 6 times your area or battle movement rates, 3 times your world movement rates, and can dive all 200 feet in a single turn. This can be used in world, area, and battle movement.
Check Difficulty Hard Arcana
Spell Gale Force
Affinity air
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area a 6x6 space area around the caster
Duration instant
Spell Family Airess
Requirements Tornado's Restraint
Spell Effects Wind explodes from your body in all directions, lifting people from their feet and throwing them to the ground. The wind itself buffers each target differently possibly doing different amounts of damage to each target before the wind dies down and the spell ends. The potential damage to each target is 5d12, rolled individually per target. You and your allies are not affected.
Check Difficulty Hard Arcana
Spell Funnel of Power
Affinity air
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration 1d6 rounds
Spell Family Airess
Requirements Wind Guardian
Spell Effects This manipulation enchants a weapon of your choice with the ability to knock down a target on hit and dealing an extra 4d10 points of damage with every hit. You can cast this spell on anyone’s melee weapon. The magic appears to be wind swirling around the part of the weapon that hits the enemy. You can only use this spell on melee, hand-held weapons.
Check Difficulty Hard Arcana

Top 10 Entries

Skill Mana Shield
Stat Cost 8 Soul
Range self
Area self
Duration 1d10 +1 rounds
Requirements Mana Weapon
Effects Empowers your shield with your runic energy. This increases your shields defense and block stats by your Arcane + 1d4. It also grants you a 20% chance to be immune to attacks from those of an element you are strong against. If you have no shield this grants you a buckler size shield of pure magic with the Arcana bonus being the Block and Defense values of the shield.
Success Roll Arcana -5
Skill Mana Armor
Stat Cost 8 Soul
Range self
Area self
Duration 1d10 +1 rounds
Requirements Mana Shield
Effects This increases your Magical Armor by your Arcana + 1d8. You become immune to magic attacks of your element.
Success Roll Arcana -6
Skill Learn Curse
Stat Cost N/A
Range 1 object near you
Area 1 object near you
Duration instant
Requirements N/A
Effects This skill allows you to learn the curse that is on a cursed object, so that you can use the curse yourself to curse objects.
Success Roll Insight -4
Skill Hexing
Stat Cost 3 Soul
Range 1 object in hands
Area 1 object in hands
Duration instant
Requirements Learn Curse
Effects This skill allows you to place a known curse on an object. The curse will remain always on the object.
Success Roll Arcana -2
Skill Remove Curse
Stat Cost 4 Soul
Range 1 object in hands
Area 1 object in hands
Duration instant
Requirements Hexing
Effects This skill allows you to break the curse from a cursed object. Unfortunately you do have to endure the curse for 1d4 hours.
Success Roll Arcana
Skill Divination
Stat Cost 1 Soul
Range self
Area self
Duration instant
Requirements N/A
Effects This skill allows you to use a spiritual pendulum or dowsing rods to get simple answers and find objects or people. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions.
Success Roll Insight
Skill Occult Guidance
Stat Cost 1 Soul
Range self
Area self
Duration instant
Requirements Divination
Effects This skill allows you to use tarot cards for answers to questions. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. Tarot cards can also have a chance to summon an agent of the deity tied to that deck of cards or to you, with the results of that summon completely depending upon the deity and the GM. If used in battle with a magic spell, the card pulled may or may not cause an effect, again up to the GM and the situation.
Success Roll Insight -2
Skill Occult Aid
Stat Cost 4 Soul
Range self or 1 ally
Area self or 1 ally
Duration 1d4 hours
Requirements Occult Guidance
Effects This skill grants you aide from your runic soul to assist with stat checks. You or your ally get a 1d6 to roll with any check during the duration of this skill's effect.
Success Roll Insight -3
Skill Occult Empowerment
Stat Cost 4 Soul
Range self or 1 ally
Area self or 1 ally
Duration 1d6 rounds
Requirements Occult Aid
Effects Your guardian spirit assists you or your ally with spell casting, increasing the spell's effects. Any damaging, healing, buffing, or debuffing effect that has a numerical or dice value is increased by an extra 1d10.
Success Roll Insight -5
Skill Enchanting
Stat Cost 1 + spell cost
Range self or 1 ally
Area self or 1 ally
Duration 1d6 rounds
Requirements Casting Strike
Effects This skill allows you to take a spell you know and apply its effects to your weapon or your ally's weapon. You are basically adding the damage roll of the spell to the weapon.
Success Roll Arcana -2