Junction

The art of binding a spiritual or magical essence into a physical object, such as a weapon or piece of armor.

Weapons

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.

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.

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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