Elemental Weapon
[Time:: Slow Action] [Target:: A creature in Swinging Distance]
[Components:: Health and Vitality]
[Test:: Mage Stat Concentrating]
Regardless of your Mage Stat Score, this Ability takes effect.
Empower a creature's Basic Attacks with elemental energy. The creature's Basic Attack now has a Damage Type based on the Flavor chosen as well as a bonus effect.
- Acidic Weapon.
- The chosen Basic Attack deals Solid/Caustic Damage and if the weapon used is organic and the target(s) have a Shield greater than 0, this Ability does 1 extra Damage.
- Electric Weapon.
- The chosen Basic Attack deals Fluid/Shock Damage and if the weapon used is metallic and the target(s) have a Shield greater than 0, they must make a Grit Save or gain a stack of Stunned.
- Fiery Weapon.
- The chosen Basic Attack deals Fluid/Fire Damage, lights flammable things on fire if they are not being worn or held, and creates a Fire Zone where the target is.
- Frigid Weapon.
- The chosen Basic Attack deals Fluid/Ice Damage and targets must make a Fortitude save or gain 1 stack of Slowed.
- Poisonous Weapon.
- The chosen Basic Attack deals Fluid/Caustic Damage and if the target has a Shield of 0, they must make a Fortitude Save or gain 1 stack of the Bloodied Condition.
- Stone Weapon.
- The chosen Basic Attack deals Solid/Blunt Damage and the target must Pass an Grit Save or fall Prone. If the creature was standing on a solid surface, the surface becomes a Slow Zone.
- Thunderous Weapon.
- The chosen Basic Attack is Loud, removes your Sneaky status, deals Fluid/Blunt Damage, and if the target creature (or non-magical object that is not worn or held) is made of inorganic material (such as rocks, minerals, glass, or metal) it gains 2 stacks of the Bloodied Condition. These stacks of the Bloodied Condition can be cleared or prevented by inflicting a stack of Silenced on the target using magic.
- Lingering(1). Requires Level 5.
- The ground within the area hit by this Ability becomes affected by the elemental Flavor until the end of your next turn. The area is Difficult Terrain. Any creature that enters the area on their turn or ends their turn in the area is automatically hit by the Ability again, repeating saving throws and applying effects described in the spell's Flavor. When hit in this way, the target takes only 1 damage instead of the Basic Attack's damage.
- Lingering(2). Requires Level 10.
- Same as Lingering(1), but targets take 2 damage from affected terrain.
- Propelled.
- The range of the target's Basic Attack is doubled.
- Versatile(1).
- Choose a second flavor. You can now cast this Ability with either flavor.
- Versatile(2).
- Choose a third and fourth flavor. You can now cast this Ability with any of your 4 flavors.
Add-On Shapes:
Applying shapes is optional. Only 1 Shape may be applied at the time of casting and will be applied to all attacks made.
- Beam Shape(1). Req Level 10. Emit a beam, targeting every creature in a straight line that extends outward from you up to the max range of this Ability.
- Beam Shape(2). Req Level 15. Emit a beam, targeting every creature overlapping the 2u wide beam that extends outward from you up to the max range of this Ability.
- Exploding Shape(1). Req Level 5.
- The Ranged Attack now hits every creature overlapping a 1u radius around where the attack hit. The Melee Attack can hit any number of creatures within a 1u radius around any point in Swinging Distance to the wielder.
- Exploding Shape(2). Req Level 10.
- The Ranged Attack now hit every creature overlapping a 2u radius around where the attack hit. The Melee Attack can hit any number of creatures within a 2u radius around any point Swinging Distance to the wielder.