Elemental Fighting Skills

Elemental Fighting Skills represent the pinnacle of what Warrior's and Fighter's can achieve, with the aid of magical investment, so long as they condition, and bear the weaponry to hold the abilities together. With a favoured weapon, which is bound to the character - becoming an extension of the character them self, the warrior is able to perform feats that the more mundane warriors can but envy.

Prerequsiites:

1: Must have reached level five in the relevant combat skill.
2: Must have a favoured weapon, named, and have a 'Lammie' to mark it as such.

The fusion of Weapon and Warrior:

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To achieve Elemental Fighting Skills, the Warrior must enter into a Ritual Circle, conducted by a Mage with the abilities of Ritual Magic. The Warrior enters the circle with their favoured weapon, and give to the powers that be, a sacrifice of 50 Experience Points in exchange for turning their favoured weapon into a 'Weapon Focus' (and gaining level one of the skill list).

This process semi-awakens the Warrior to the world of Magic, so that if they should seek out becoming magically awake, the normal cost is reduced by 20 Experience Points and costs only 80 Experience Points (subject to conditions) to become Magically Awakened.

The Warrior and the Weapon become bound to one another, and this then means that the warrior may perform Elemental Fighting - but with the bound weapon only - using the ability with other weapons will cause them to break as they cannot stand the ‘Enchanted’ levels of stress that the abilities put them under!

Each level of the Elemental Fighting Skills List, costs 25 Experience Points, but does not contribute to any further reduction in cost to become Magically Awakened, it merely harnesses, and focuses the warrior's abilities to fight with their favoured weapon.

Note: Costs are doubled if the warrior duel wields weaponry to make them both weapon foci, but remains as only a 20 Experience Point break on becoming ‘Magically Awakened’.

Weapon Focus:

A Weapon Focus is a favoured weapon that has been forged in the sacrifice of power in a ritual circle, it does not become indestructible but it can come to be considered to be highly resilient, dependent on investment in the ways of weapon focus. A weapon focus should be considered to be Immune to Mundane Craftsmanship, and require little in the way of weapon maintenance except at the end of a day of battle. Should the weapon focus be broken, the warrior must enter a ritual circle again tocrebind a new weapon, which costs 25 Experience Points to refocus upon.

Elemental Armour:

The Armour of a Character may also be turned in to a Defensive Focus, much in a similar fashion as the weapon Focus, but used to protect the character, and this includes the use of Shields. The following Link provides full costs and benefits of Elemental Armour and Shields.

Elemental Fighting Skills List:

Level One: Enchanted Damage: In the Hands of the bound owner, the weapon focus does 'Enchanted' Damage.

Level Two: Enchanted Durability: The Weapon Focus is now so honed that only ‘Enchanted’ means can maintain it, but it no longer needs maintenance other than for cleaning.

Level Three: Elemental Attack: The Warrior may choose one Elemental Attack Call according to their Elemental Alignment and do this three times per day.

Level Four: Elemental Attack: The Warrior may choose one additional Elemental Attack Call according to their Elemental Alignment and do this four times per day, or gain an additional +4 uses of their choice to an existing Elemental Attack.

Level Five: Elemental Attack: The Warrior may choose one additional Elemental Attack Call according to their Elemental Alignment and may do this five times per day, or they may add up to a total of +5 uses to other versions of Elemental Attack.

Note: Additional Purchases beyond level five cost 50 Experience Points per additional purchase of a Damage Call.

Elemental Attack Calls

Earth: Available only to characters of the Earth Races.

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1: Enchanted Mass Knock-Down: By striking the weapon on the ground and creating an Earthquake, the character may call Enchanted Mass Knock-Down, to which all within five meters of the caller, must fall down – it may not be dodged by ‘Mundane’ or ‘Enchanted’ means as it is an Enchanted Area Effect.

2: Enchanted Rending: By driving the weapon focus into the Earth (must be upon the ground), the character may trigger an underlying fault line, causing the ground somewhere within a ten meter radius to open up and expose what lies beneath, subject to Referee Mediation but should be in the favour of the user.

3: Enchanted Tracking: By driving the weapon focus into the Earth (must be upon the ground), the character may enhance their tracking ability so that it becomes Enchanted while the weapon remains where it is, allowing a chance for the character to pick up a lost trail, or to detect the approach of enemies.

4: Protection of Earth: By driving the weapon focus into the Earth (must be upon the ground), the character may invoke the ability of an Earth Elemental, so that they become Immune to ‘Mundane’ and ‘Enchanted’ Damage while they hold their position and focus on nothing else other than holding the weapon focus and invoking this ability.

Fire: Available only to characters of the Fire Races.

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1: Enchanted Mass Knock-Back: By striking the weapon on the ground and creating a intense surge of Heat, the character may call Enchanted Mass Knock-Back, to which all within five meters of the caller, must retreat immediately – it may not be dodged by ‘Mundane’ or ‘Enchanted’ means as it is an Enchanted Area Effect.

2: Enchanted Rending: By driving the weapon focus into the ground, the character may trigger an underlying fault line, causing the ground somewhere within a ten meter radius to open up and expose a pool of lava, subject to Referee Mediation but should be in the favour of the user.

3: Skeleton Key: It has no real finesse, but by targeting an obstacle, the weapon focus may be used to melt down the location (no bigger than a standard door) as the materials melt down into lava and the barred way opens (takes three minutes).

4: Cloak of Fire: By driving the weapon focus into the ground, the character may invoke Fire, so that they become Immune to ‘Mundane’ and ‘Enchanted’ Damage while they hold their position and focus on nothing else other than holding the weapon focus and invoking this ability.

Air: Available only to characters of the Air Races.

1: Enchanted Mass Knock-Back: By raising the weapon to the sky the character may invoke the powers of the wind and then they may call Enchanted Mass Knock-Back, to which all within five meters of the caller, must retreat immediately – it may not be dodged by ‘Mundane’ or ‘Enchanted’ means as it is an Enchanted Area Effect.

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2: Storm Bringer: By raising the weapon focus to the sky the character may trigger a storm of intensely bad weather, as thunder rolls overhead and forces all flying objects to land and lightning starts to strike all within a ten meter radius, subject to Referee Mediation but should be in the favour of the user causing Global Quad Through.

3: Enchanted Stealth: By raising the weapon focus into the Sky, the character may enhance their stealth ability so that it becomes ‘Enchanted’. A scouring wind picks up, and savages the local area destroying the tracks of the character and any within their party making it extremely difficult for pursuers to continue the hunt. This may not be used actively to counter Tracking if the pursuers are close by, nor can it be used to gain ‘Enchanted Stealth’ to sneak around.

4: The Eye of the Storm: By raising the weapon focus into the Sky, the character may invoke Air, so that they become Immune to ‘Mundane’ and ‘Enchanted’ Damage while they hold their position and focus on nothing else other than holding the weapon focus and invoking this ability as they are surrounded by impenetrable winds.

Water: Available only to characters of the Water Races.

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1: Enchanted Mass Knock-Back: By raising the weapon to the sky the character may invoke the powers of the rain and then they may call Enchanted Mass Knock-Back, to which all within five meters of the caller, must retreat immediately – it may not be dodged by ‘Mundane’ or ‘Enchanted’ means as it is an Enchanted Area Effect.

2: Enchanted Mass Global Quad: By raising the weapon to the sky, the character may invoke a deluge of rain that causes an Enchanted Mass Global Quad to all within ten meters of the wielder (excludes the wielder).

3: Enchanted Corrosion: By prolonged exposure (contact) to the weapon focus, a Mundane object no bigger than a standard door may be ruined, as the focus of water slowly undermines its construction through the process of corrosion so that it is easily broken (takes three minutes to reach full effect).

4: Pressurisation: The weapon focus is so attuned to the character, that only they may truly make use of it, as they can alter its density, something it does automatically if parted from the character making it impossible to lift by anyone else. It can also be useful for rapid descent or ascent through bodies of water.

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