Mystic Armory

Mystic Weapons

Most weapons in Oakshade fall into the categories of basic equipment. However, Oakshade is a land of advanced mystical arts. Some other, more esoteric weapons may be created through Mystic Rituals. These weapons are not made of ordinary materials, and cannot be upgraded using Pale Ore, often requiring the powder of a crushed Charm to enhance their mystical abilities.

Spire

Soul Gem

A method those ambitious or cruel enough in their pursuit of power use to enhance their spellcasting. They set the soul of a still living bug into a gem and attune to it, allowing them to add its power to their own.

Average

Light Talisman, 1 Quality; Spells attuned to its notches may have their difficulty modified during casting, up to its Quality. The Soul Gem gains Quality equal to the Path Ranks of the souls trapped within, to a maximum of 5. Pathless bugs and beasts grant 1 Quality.

Resonating

Cost: 3x Charm Powder. Upgrades: Each rest, roll a number of die equal to the number of captive souls. Each success generates 1 Soul, which may be drawn from the Talisman to cast. The user may also spend Soul to store it in the Talisman. An amount of Soul can be stored within, up to the Talisman’s Quality.

Mind-Tuned

Cost: 2x Charm Powder. Upgrades: Attuning to the Soul Gem does not count towards the limit of Arcane Foci attuned at once.

Ritual

Soul Trap

Cost: 2 Soul, a willing or helpless bug, 1 pearl or clear gem

Requirements: Spire 2 / Casting Time: 1 Rest

Effect: The caster traps the victim’s soul in the crystal or pearl, leaving behind a lifeless husk, or rarely a Soulless bug. The ritual may be recast on a Soul Gem to trap more souls inside, or to apply modifiers by spending an appropriate amount of Charm Powder. However, when adding new souls to a gem, roll a number of dice equal to the number of contained souls, opposed by the Ritualcraft check of the caster. If the souls succeed, the gem is destroyed and the souls escape.

Cloak

Steelweft Mantle

A cloak infused with metal and magic, these mantles are worn by performers and assassins to disguise their weapons. At the user’s will it can bend its shape, mimicking the form of weapons and shields for attack and defense.

Average

1 Quality, 1 DR, 5 Durability, Light; The cloak can be wielded as if it were any type of melee weapon or shield with its Quality, but its base damage is always 2. The cloak can act as any weapon type for performing Arts, except for Sling.

Autonomous

Cost: 1x Charm Powder. Upgrades: A number of times on the user’s turn, up to half of Insight rounded down, the cloak may attack on its own. The attack costs 1 Soul, uses Insight, and does not increase or take Stamina tax. The attack can never be paired. The user may also use the cloak to Parry by spending 1 Soul, drawing from the same number of uses as attacking.

Soaring

Cost: 2x Charm Powder. Upgrades: The wearer of the cloak may fly as if using the Flight trait, spending Soul in place of Stamina.

Ritual

Steelweave

Cost: Powder of a chunk of Pale Ore, 2 bulk of spider silk

Requirements: Cloak 2, a Loom

Effect: The caster weaves the silk into a cloak, infusing the thread with the Pale Ore powder. The process requires rolls of insight plus the caster’s skill in weaving and ritualcraft, and is complete when they accrue 10 successes. One roll represents 1 day of work and consumes 2 Soul, but can be repeated indefinitely and interrupted and resumed at a later time. The cloak may later be upgraded by repeating the ritual, with the cost being another chunk of Pale Ore, and increasing the cloak’s Quality by 1. The ritual may be performed up to two additional times on the same cloak. 

Dream

Blessed Weapon

Crafted by Oakshade dreamers, these weapons are able to use Essence frozen within slotted spheres of Amber to disrupt a target’s Soul. When thus wielded, the weapon takes on an ethereal quality, passing through solid matter. Blessed weapons may be modeled after almost any weapon type, except for Staves, Slings, Slingshots, Slingapults, and Flasks.

-Average

1 Quality; Damage based on weapon type; Bulk based on weapon type; Possesses any special qualities of its weapon type; When dealing damage with a blessed weapon, the wielder may choose to deal damage to Soul instead of Hearts. Soul damage can be Soaked at a -1 penalty, but is unaffected by Absorption and DR.

-Dreaming

Cost: 1x Charm Powder. Upgrades: +1 Quality; When dealing damage to Soul, the wielder gains 1 Essence, if they possess an Essence pool.

-Disrupting

Cost: 2x Charm Powder. Upgrades: If an adjacent foe attempts to cast a spell, they must make an opposed Insight check against the wielder. If the foe loses, they suffer -1 on their casting check, -1 to any Insight checks the spell requires, and -1 to spell damage, if any.

Ritual

Oakwyrm’s Rite

Cost: 1 Soul; 2 Essence; 1 chunk of amber for each Bulk of the desired weapon type, to a minimum of 1.

Requirements: Dream 1 / Casting Time: 1 Rest

Effect: The caster slots the amber into the desired weapon. By spending an appropriate amount of Charm Powder, the caster may add extra qualities to the weapon. The ritual may be recast, using a blessed weapon as its material cost instead of new amber, to later add extra qualities to an existing blessed weapon.

Nightmare

Scarlet Torch

A torch bearing a flame of Essence, harvested from the fallen. These torches are typically crafted by Grimmkin to carry out the Troupe’s ritual.

-Average

1 Quality; 2 Damage; 1 Bulk; Staff; The scarlet torch deals environmental fire damage rather than physical damage. It may fire a flame at up to Range 4, but deals -1 damage. The torch is treated as having a nightmare attuned ornament that cannot be changed. The torch gives off soft red light out to Range 4.

Weapon Arts which deal increased damage add only half of their damage bonus, rounded down, to the fire damage.

-Blazing

Cost: 1x Charm Powder. Upgrade: +2 Quality.

-Hungry

Cost: 2x Charm Powder. Upgrade: The torch may hold up to 3 Essence for its wielder. When used as part of a performance or intimidation check, the torch grants its wielder +1 reroll.

Ritual

Grimm Harvest

Cost: 1 Soul; 1 Essence; 1 Staff; must be cast at a site of a ruin or large battle.

Requirements: Nightmare 1 / Casting Time: 1 Rest

Effect: The caster ignites their staff with the scarlet flame. By spending an appropriate amount of Charm Powder, the caster may add extra qualities to the weapon. The ritual may be recast, using a scarlet torch as its material cost instead of a new staff, to later add extra qualities to an existing scarlet torch

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Bloom

Paper Cutter

Constructed using similar techniques to the construction of Papercraft, these single-bladed, many-folded vespine paper weapons have a razor edge that slices through bug flesh with ease. However, they struggle to penetrate armor.

-Average

1 Quality; 3 Damage; Light Bulk; Nail/Hook; A paper cutter treats the DR of any armor its target is wearing as 1 higher. The paper cutter deals +1 damage to unarmored targets, after Soaking and Absorption is applied.

-Thousand-Fold

Cost: 1x Charm Powder. Upgrade: +1 Quality; The paper cutter’s Quality cannot be lowered by mortal weapons or magic.

-Life-Bound

Cost: 2x Charm Powder. Upgrade: When successfully dealing damage, if the wielder has at least 1 Rank in Bloom, the wielder may roll a 1d6. If the value rolled is greater than the wielder’s current Hearts, the wielder is healed for 1 Heart.

Ritual

The Folding

Cost: 3 Soul; 1 sheaf of vespine paper.

Requirements: Bloom 1 / Casting Time: 1 Rest

Effect: Folded and reinforced by pollen magic, vespine paper unlocks its true potential. By spending an appropriate amount of Charm Powder, the caster may add extra qualities to the weapon. The ritual may be recast, using a paper cutter as its material cost instead of new paper, to later add extra qualities to an existing paper cutter.

Dust

Rusted Weapon

The power of dust cannot create, only destroy. These weapons, enfeebled by its power, spread their disease to other works of bugs, returning all to the dust. They can be made from any metal weapon. Rusted weapons are immune to the effects of Rust Flasks.

-Rusty

0 Quality; Damage based on weapon type; Bulk based on weapon type; Possesses any special qualities of its weapon type; Weapons and shields used to parry a rusted weapon suffer 1 Deterioration, but cannot be destroyed by this effect. Armor struck by a rusted weapon suffers 1 Durability damage.

-Ruinous

Cost: 1x Charm Powder. Upgrade: Deterioration can destroy weapons and shields struck. After destroying 3 weapons or shields this way, the rusted weapon also crumbles.

Ritual

Ruinous Prayer

Cost: 1 Soul or 1 Dust Flask; Any suitable mundane weapon with no Pale Ore

Requirements: Dust 1 / Casting Time: 1 Round

Effects: The weapon becomes permanently rusted. It can never be repaired. Rusted weapons cannot be enhanced with Charm dust after they are made.

Crystal

Crystal Nail

Under the weald, a society of ancients existed, pushing the boundaries of magic and science. They crafted weapons from glowing crystals they dug up deep underground.

-Average

1 Quality; 3 Damage; 2 Bulk; Nail; +1 reroll to hit; A nail made of heavy, dense crystal. It can hold up to 1 charge of Glow. 1 Glow may be spent to make an attack against 2 foes in a 2 square long straight line. Glow recharges at a rate of 1/scene.

-Shining

Cost: 1x Charm Powder. Upgrade: +1 Quality; The crystal nail may hold up to 3 Glow.

-Penetrating

Cost: 2x Charm Powder. Upgrade: When making a Glow attack, the crystal nail bypasses 2 DR and Armor Soak.

Crystal Bracer

Under the weald, a society of ancients existed, pushing the boundaries of magic and science. They crafted weapons from glowing crystals they dug up deep underground.

-Average

1 Quality; 2 Damage; 1 Bulk; Sling; Range 7; A bracer clasped to one of the wielder’s appendages, which can hold up to 3 charges of Glow and fires rays of light. Attacks cost 1 Glow, and bypass armor. Glow recharges at a rate of 1/scene.

-Shining

Cost: 1x Charm Powder. Upgrade: +1 Quality; The crystal bracer can hold up to 5 Glow.

-Penetrating

Cost: 2x Charm Powder. Upgrade: After successfully dealing damage, the bracer’s attack may target a second target behind the first, within range.

Ritual

Crystal Feeding

Cost: 2 Soul or 2 Essence; 1 piece of crystal, soaked in 1 damage worth of blood.

Requirements: Rank 1 in Ancients or Light / Casting Time: 1 Rest

Effects: The crystal is forged into a weapon of arcane light. By spending an appropriate amount of Charm Powder, the caster may add extra qualities to the weapon. The ritual may be recast, using a crystal weapon as its material cost instead of a new crystal, to later add extra qualities to an existing crystal weapon.

Chaos

Familiars

By binding a Shard to a weapon, a shield or a set of armor, it can take on a form other than an Arcane Foci. The Shard ceases to function as an Arcane Foci, unless it is bound to a Sorcerous weapon. Eldritch flesh grows around the piece of equipment and merges with it. A Familiar weapon always returns on the bearer’s next turn if thrown or stolen.

The Familiar floats alongside the bearer if dropped or disarmed, and need not take up space on the Belt, as a normal Shard. It may be given one of the following unique Modifications, if it does not have a Modification already.

Universal Mods

Regenerative

The weapon recovers from 1 Deterioration or Durability at the start of each of the bearer’s turns.

Morphic

By molding its shape, the bearer may grant the object a non-Mystical Modification, or take it away. This is a Focus action. Only one Morphic Modification can be active at once.

Weapon Only

Attached

The weapon merges with one of the bearer’s arms, or becomes a new limb if they have no arms. The weapon can fold up, hidden inside of the arm, or unfold to be battle-ready. This functions as a Trick weapon. It gains the Natural weapon type. 

Shield Only

Sacrificial

Even while not held, once per round, the shield makes a free Parry attempt on its bearer’s behalf by floating in the way of an attack. The shield suffers 1 Deterioration if it reduces the incoming damage at all.

Armor Only

Mending

While worn, the armor may sacrifice 1 Durability on the bearer’s turn to restore 1 Heart to the bearer.

Ritual

Familiar Binding

Cost: A Shard, the chosen object

Requirements: Any Chaos Path / Casting Time: 1 Rest

Effect: By applying the transformative powers of the Shard to an object, it can be merged with the caster’s Shard to form a partially biological living weapon.

Mythical Weapons

Standing apart from other mystical arms, these weapons are one-of-a-kind creations that push the boundaries of what is mortal and what is beyond. For a mere mortal to wield such a weapon is often damaging and dangerous, a cost of their great power.

Palmira’s Folly

Coiled Nail Lance; the wielder may channel the storm’s power to deal 1 unsoakable damage to everything in a mile long line, 3 times. This costs 1 Stamina, and counts as an attack for the purposes of Stamina tax. The wielder suffers 3 unsoakable damage after the lightning resolves. If the wielder is also carrying the Storm Totem, or the Storm Totem is in range, the Storm Totem’s wielder may negate the 3 unsoakable damage and immediately make an Insight check against sanity damage.

The final work of the legendary Nailsmith Palmira, a weapon to pierce the heavens. When lightning was called from the sky and struck Barkhearth, the Scorched City was left in ruins, the Folly’s power sleeping in its highest tower.

Storm Totem

Reflective Coin Shield; the wielder may draw storms from the physical plane into their personal Dream, at the risk of throwing their own mind into chaos. Storm, wind and lightning effects within Range 5 are negated. Each scene the effect is maintained, the wielder makes an Insight check. On a failure, they suffer -1 Insight. While the wielder has any Insight damage, they gain the Jittery Trait (+1 Initiative, difficulty speaking, -1 to social checks). Insight lost in this way recovers at a rate of 1/rest. Should Insight reach 1, the wielder is permanently Feral and gains the Jitters Trait (+Mi to Initiative checks, In cannot recover above 1). Termites are immune to going Feral from the Jitters, and can recover from its effects.

Constructed by the magi of the Barkhearth Observatory to tame the storms of the Ashen Moor, so that a strike force of bugs could pierce the heart of the horde and challenge the Lord of Dust. It was intended to be wielded alongside Palmira’s masterpiece.

Breninych

Pure, Nail/Hook Type Tool Weapon. 4 Quality, 4 dmg, 1 Bulk, 2h+
Suffers a -4 penalty to hit.
An unbreakable, unwieldy weapon forged of pure pale ore, carrying within a rotating blade the power of an Obil at full gallop, animated through infinitesimal machinations only a Wyrm could comprehend. Breninych's damage is unsoakable, and its attacks will always deal armor damage if they hit, as well as bypassing Exoskeleton entirely. If parried, Breninych will deal one weapon damage to the parrying implement. Unless a custom scabbard is forged, Breninych may not be safely sheathed, as its razor-sharp blade is constantly in motion, and is made to cut through everything, even pure-set Amber.

The spinning of Breninych is such that, with a degree of finesse, the user may impart the spin of the blade to the ground, causing it to spiral into a vicious blade of earth that spirals forward.  A user may make a ranged attack using Breninych, with a range of 3. this attack does two damage, instead of four. If the attack rolls no successes, the user has failed to properly impart the rotation of the blade to the earth, and is blinded by the rubble for one round. This use of the tool leaves destruction in its wake, causing any earth the blade travelled through to become rough terrain, which costs double movement to travel over. On a failure, this terrain is created on the user's square.

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