The origination of the Weapon Mages is a mystery. It is said that these champions came from a planet or dimension torn by war and evil. In an attempt to vanquish these evils in other places, many mages turned to more combat orientation and the study of enchanting objects. These masters in turn taught others, who taught others until the origin was lost. Only a few still possess the true power of the Weapon Mages.

Weapon Mage OCC

Attribute Requirements: PP and PE of 12 or higher

Racial Requirements: must be able to use magic and magic items

Bonuses: +1 attack per melee, +1 strike and parry with their own magic weapon

 

Skills:

Literacy: One of Choice (+10%)

Language: Two of Choice (+10%)

Magic Lore (+15%)

Demon Lore (+5%)

Land Navigation (+10%)

Horsemanship (+15%)

Wilderness Survival (+10%)

WP's: 3 ancient and one modern of choice

Acrobatics

HTH: Martial Arts

 

Select 6 other skills (use same restrictions as Cyber Knight)

 

Select 6 secondary skills

 

Special skills:

Blacksmithing: the skill to create beautiful weapons from scratch. This can be used to make both ordinary weapons and weapons to be enchanted. This skill also includes woodworking. 25 + 5% per level

Read, write and recognize runes: the ability to distinguish between true and false runes as well as read and write them correctly. 30% + 5% per level

At level 15, a master Weapon Mage will seek out the character and teach him the lost art of creating magic weapons. This spell of legend is quite powerful and is only given to a mage once he or she reaches that peak in their ability.

Forge Magic Weapon

Spell of Legend

Total time: 2 hours

Total PPE: (150 for enchanted or 300 for empowered) + that of the spells being induced

The Forging process is basically the same as any other black-smithing, but with some magical additions. The forging must take place on a ley line and the flame must be created magically. At special points in the ritual, fuel flame is used to increase the temperature of the flame and massive amounts of PPE are pumped into the weapon. After the weapon is forged, any spell can be put into that weapon, provided the forger knows it. Up to six spells may be put on any one empowered weapon or only two on an enchanted one. The most common are spells such as call lightning, fire bolt, Armor of Ithan, and Superhuman Strength. All spells may be used as many as once per melee. If a spell is added more than once, it may be used as many times a melee as it has been added. Notice that an empowered weapon cost more PPE. Through this process of extra expenditure, the weapon is made indestructible and its wielder always has +1 strike and parry while using it.

Note that the spell specifically says "weapon", this process may be done on ordinary objects or in some cases, clothing.

 

Magic abilities: 1 spell per level less than or equal to the level of the spell caster

PPE: 2D4x10+20