Junction
The art of binding a spiritual or magical essence into a physical object, such as a weapon or piece of armor.
Weapons
- Weapon Junction: at-will, free; held weapon gains a new junction, replacing any previous ones. Costs 1 Focus to maintain a junction; additional Mana costs may apply (see description).
Fire
The weapon burns steadily, casting light like a torch. The flames can set alight flammable materials. The weapon provides warmth equivalent to a small fire.
Rank | Ability |
---|---|
All |
While active, grants +2 to damage rolls with the weapon per rank of Binding. |
1 |
Augment; by spending X Mana, you add 50% of base damage as bonus fire damage, with the same ongoing for 3 rounds. |
2 |
Storm
The weapon crackles with electricity, and winds swirl about you as you wield it.
- Storm Strike: Augment; by spending 1 Mana, you add 100% of base damage as lightning damage. Stackable.
Rank | Ability |
---|---|
All |
While active, each attack with the weapon has a 10%/rank chance to immediately grant a bonus attack with the same weapon. |
1 |
Wind Rush: Melee weapons with Storm junction become thrown, returning weapons with a range of 2 squares per rank. Storm Strike adds an optional push 5 per stack. |
2 |
Storm Surge: When using Storm Strike, you can use Wind Rush on yourself, moving yourself as a free action up to 2 squares per rank per stack. At the end of the movement, you cause a close burst 1 inflicting thunder (sonic) damage equal to the bonus lightning damage. |
Holy
The weapon glows with golden light, which soothes the faithful but sears the flesh of the wicked.
- Holy Smite: Augment; by spending 1 Mana, you add medium spell damage as holy damage to one attack (stackable).
Rank | Ability |
---|---|
All | Judgment: each time you spend a standard action to attack a foe, he gains one stack of Judgment, granting Vulnerable 100% to holy damage for 3 rds (stacks and refreshes). |
1 | Holy Lance: augment; you may transmute your melee weapon into a line 5x1. When you use Holy Smite, this may become a line 20x1 or 10x2. |
2 | Reckoning: at-will, swift, close burst 2/rank, 1 Mana; enemies suffer push 2/rank and are frightened (Will ends). |
3 | Blade Barrier: encounter, swift, reserve 1 Mana per sword; you summon swords (or other melee weapons of choice) made of golden light, up to 1 per rank. The swords encircle you, defending you (gain +2 to Parry per sword, no penalty for parrying flanks or rear arc), and aiding your attacks (each time you take a standard action attack with your melee weapon, the swords join in, hitting at the same DC, and inflicting light holy damage). |
4 | Disruption: any undead or evil outsider you strike in melee must pass a Fortitude save against the attack's DC or be disintegrated. |
5 | Final Verdict: attacks with your bound weapon ignore all forms of damage reduction. |
Armor
Holy
The armor glows with holy energy. Whatever, you know how this works.
Rank | Ability |
---|---|
All | Retribution: Each time you are struck for damage, the armor produces a burst 1 of holy energy, healing you and allies for light damage, and causing light holy damage to the enemy. |
1 | Karma: whenever you are hit with a damaging attack, you may spend 1 Mana to create a ray of holy light (range 20) which inflicts holy damage to the attacker equal to how much damage you would have suffered before applying any mitigating defenses. |
2 | Protective Aura: you and allies within 1 square per rank gain Deflection 5%/rank against attacks. |
3 |
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