Path of the Hero's Regalia

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Efodiamancy (Armament Enhancing Magic)

The Path of the Hero's Regalia is used by a few of the Hunters of the Stag to increase their martial prowess. However, instead of increasing the physical capabilities of the caster, the spells of this Path increase the effectiveness of their equipment. This Path would probably be walked more frequently if the amount of knowledge required for its mastery were not so large. All spells last for five minutes unless specified otherwise.

The Steps of the Attacker

Blaze superheats the "business end" of any weapon that the caster is holding. This spell can only affect a weapon being carried by the caster, and the effect disappates after the caster loses contact with the weapon. Hence, this spell cannot affect projectile weapons. This spell requires a scrap of cloth, which is consumed in the casting.

Electrify works much the same as Blaze, except instead of superheating the weapon, it electrifies it. Plunging the tip into water or touching it to any conductive material will discharge the electricity, which is effective against metal-armored opponents. Like Blaze, this spell cannot affect projectile weapons. This spell requires a piece of highly-conductive metal, which is consumed in the casting.

Sharpen removes the necessity for any warrior to ever have to sharpen their weapon again. This spell hones the edges on any metal weapon the caster chooses, including armaments not carried by them. This sharpening is permanent. This spell requires a small whetstone, which is not consumed in the casting.

Pierce works much the same as Sharpen, except it increases the sharpness of any pointed objects (ie: sword points, javelin tips, arrowheads, etc.) tenfold. This spell requires a small whetstone, which is consumed in the casting.

Glacial Spike increases the effectiveness of a weapon (in much the same way as Blaze) by both chilling it to extremely low temperatures and growing sharp spikes of ice out of the weapon itself. Should the caster lose contact with the weapon, the effect ends immediately. This spell requires a drop of water, which is consumed in the casting.

The Steps of the Defender

Harden increases the durability and strength of armor by an order of magnitude. Unfortunately, this spell only lasts for three minutes and cannot be cast on another's armor. This spell requires an iron plate which is consumed in the casting.

Defender increases the defense and durability of any armor by and order of magnitude. Unlike Harden, this spell lasts ten minutes and can be used on others' armor. This spell requires a steel plate which is consumed in the casting.

Holy Shield causes the armor of the caster to glow a bright blue. It shields the caster from most forms of magic as well as cuts damage dealt to the caster by physical weapons by 25%. This spell cannot be cast on another and requires a piece of steel, which will be consumed in the casting.

The Steps of the Javelineer

Uplift increases the air time and distance of any projectile weapon by 50%. This spell can be cast on a group of such items, as long as they are all the same type. For instance, this spell can enchant a sheaf of javelins, a quiver of arrows or bolts, a sheaf of throwing knives, but not a combination of the above. This spell requires a feather, which is consumed in the casting.

Powered Throw increases the force and distance of any thrown weapon. The weapon thrown doesn't have to be a weapon designed for throwing; indeed, it could be a broadsword or a claymore. The weapon will glow a bright orange when the spell is activated. This spell requires a porcupine quill, which is consumed in the casting.

Wind Javelin allows the caster to use Powered Throw without actually carrying a weapon. Upon casting this spell, the caster has to throw a small object, which is then consumed. The wind forms itself into a sharp force and projects itself in the direction of the caster's throw. As stated previous, this spell requires a small object, which is consumed in the casting. The more conducive the object is to throwing, the more powerful the wind force is.

The Steps of Horjin

Truestrike causes any hand-held weapon used by the caster to unerringly strike its next intended target. This spell works for one attack, and cannot be stacked against itself for repeated Truestrikes. This spell requires a shard of glass, which is consumed in the casting.

Horjin's Touch causes the same effects as Truestrike, except that it makes the weapon deal no physical damage by causing it to go incorporeal to all but the caster's hands. The weapon will glow a gentle blue after the spell is cast. This spell requires a shard of blue glass, which is consumed in the casting.

Horjin's Fang is the same as Horjin's Touch, except that the caster's weapon will also become corporeal again when inside the target's armor. The weapon will glow a fierce amber when the spell is activated. This spell requires a piece of amber, which is consumed in the casting. If there is something encased in the amber, sometimes traits are added to the spell. For instance: if there is a mosquito encased in the amber, the caster may be healed by the attack.

The Cross-Steps

Blessed Ice Armor encases the caster in a protective shield of ice as well as causes all opponents within 20 feet of the caster to feel as if they are in sub-zero temperatures. This spell requires an ice cube, which is consumed in the casting.

Horjin's Bite extends Horjin's Fang for multiple attacks and targets. The spell lasts five minutes instead of one strike, but in all other instances it is exactly the same, including necessary materials.

Slayer combines the effects of Blessed Ice Armor and Horjin's Bite into one spell, and also grants the caster a choice of elemental enchantment on their weapon. This spell requires a piece of amber and an ice cube and will last for ten minutes.

Conviction focuses the belief of the caster into the shape of a weapon, any weapon the caster desires. Upon creation, it is an actual physical weapon and is permanent. It can also be enchanted through other uses of this path. This spell requires a piece of wood and a metal plate, both of which are consumed in the casting.

Triumphant takes Slayer to the next level by creating temporary armaments for the caster out of thin air. This includes armor, weapon, shield if desired, helm, and the enchantments of Slayer on all of them. This spell requires a piece of obsidian which is consumed in the casting.