Elemental Blade (411)
Elemental Blade (commonly referred to as "eblade") provides a plain weapon or runestaff with a +20 bonus to enchantment and one of 5 types of elemental flares. Weapons and staves must be completely free of any other mechanical effects including flares, weighting (crit or damage), and scripts. However, Elemental Blade may be cast on master-fletched arrows (which have an innate +5 bonus above the material's bonus), and invar-based items (innate +2 bonus) at the base version of the spell.
Training in an Elemental Lore specific to a desired flare will allow a caster to eblade enchanted weapons. Furthermore, attuned casters receive the benefits of the flares always matching the caster's attunement (as opposed to receiving a random element with random attunement), and, when properly trained in the corresponding Elemental Lore of that attunement, the flare damage imposed receiving a minor boost to critical weighting.
Archers may get their 0x arrows or bolts ebladed and, in combination with a 4x (+20) bow, will have the equivalent of an 8x (+40) weapon. If the naturally 0x wood is master crafted, the total enchant will be 9x (+45).
Charges will be depleted on both attacks and successful parries.
An ebladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger <The dagger is surrounded by a scintillating red light>. Each color is symbolic of one the five attuneable elements.
Each element has an inherent damage type that can cause associated critical injuries. Casting Elemental Detection (405) at the weapon will give a message specifying the damage type. E.g., <You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.>
Training in any Elemental Lore (only one lore is considered) allows Elemental Blade to be cast on enchanted weapons, with otherwise the same restrictions. The threshold of an enchanted weapon that can be ebladed is based on a seed 3 summation per +1 of the enchant.
- If the caster is randomly attuned, the cast will only work if the cast's random element matches with an element that the caster has adequate training for.
- If the caster is attuned to an element they are not appropriately trained for, the caster will have to attune random and depend on trial and error to get the right element.
- If the caster is attuned to an element they are appropriately trained for, the caster will always get the flares desired and the weapon will receive a minor boost to the critical weighting from the flares.
For example, if a caster is fire attuned, but does not have appropriate training in Fire Lore, but does have a high number of Air Lore ranks, they will need to ATTUNE RANDOM, and the weapon will only accept lightning or air flares.
For casters attuned to lightning, it will use their Elemental Lore, Air or Water (which ever is higher) to calculate their respective lore ranks to determine the enchant bonus for which the spell may be used.
Appropriate Elemental Lore ranks 3 7 12 18 25 33 42 52 63 75 Enchant that can be ebladed +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Appropriate Elemental Lore ranks 88 102 117 133 150 168 187 207 228 250 Enchant that can be ebladed +11 +12 +13 +14 +15 +16 +17 +18 +19 +20
Use with Chromatic Circle (502)
Chromatic Circle (502) will cause targets to be surrounded by an element and training in an Elemental Lore will cause targets to incur a DS penalty to successive weapon attacks when the weapon's flare damage type matches the magic element surrounding the target AND the caster has ranks in that lore. Upon activation, the target will remain vulnerable for a duration of 15 seconds OR 2 attacks, whichever comes first (see Chromatic Circle spell page for full lore requirements). This use is of particular interest to war mages.
|Some scintillating prismatic oil|
|Eastern version||Western version|
- Although the recipe says scintillating prismatic oil, the end result is actually glowing prismatic oil.