Martial spells are special weapon techniques which can only be performed by spending MP instead of Stamina.
Martial spells are by essence one-part weapon technique and one part spell, allowing you to perform them as part of weapon attack rolls you make by spending Magic Points instead of Stamina like normal weapon techniques require. Due to the nature of these weapon techniques, combinations can be done in order to produce synergies between them. When doing so it often produces new effects with heightened power.
These spells are typically learned by sacrificing Spells you would normally gain from your Occupation or advancement.
Weapon(s): Sword or Axe | MP Cost: 3 | Duration: 3d6 + Secondary Attribute rounds
This can only be used on attacks with a sword or axe which deal slashing damage as you cause millions of 'teeth' come from the blade edge. You deal an additional +3d6 slashing damage with the weapon, and the weapon has the Deadly property if it didn't already for the duration.
Synergies
Flametongue: Your weapon starts to spark with energy, transforming the fire to electricity instead and forgoing the fang-like extensions. You instead deal +5d8 electricity damage with your weapon, and inflicts Stunned at Low Intensity for 1 round.
Earthbreaking Slam: Your axe doesn't acquire the 'teeth' but breaks the ground as normal, except it instead of creating difficult terrain the ground sends shrapnel flying up at the opponent. You deal an additional 3d6 earth and 3d6 slashing damage to them.
Bloody Blade: Your sword's teeth seem to be coated in a thick coat of gore and viscera that cannot be wiped off. Due to the teeth however you don't need to deal Hit Point damage to inflict Bleed.
Weapon(s): Any | MP Cost: 6 | Duration: 1 minute per point of Secondary Attribute
You imbue your weapon with an energy which glimmers like that of a diamond, allowing you to use your Spellcasting skill for attack rolls made with the weapon for the duration and if you do this you add your Primary Attribute to weapon damage rolls in place of the physical attribute you normally add.
Synergies
Flametongue: When activating both at the same time you are able to select the energy type from the elemental energy types.
Wind Tip: You unleash a torrent of electricity and cutting wind, and instead of knocking people back the cone produced deals 3d6 electricity damage and 3d6 wind damage.
Weapon(s): Any | MP Cost: 8 | Duration: 3d6 + Secondary Attribute rounds
Wreathing your weapon in a flaming aura you cause miniaturized explosions with each hit. You alter your weapon to deal an additional 2d10 fire damage and if you would critically hit you instead deal 2d20 fire damage and make an additional attack as a 1 square burst centered on you (excluding yourself), dealing 2d8 fire damage on a successful hit (or half on a miss).
Synergies
Fanged Blade: Your weapon starts to spark with energy, transforming the fire to electricity instead and forgoing the fang-like extensions. You instead deal +5d8 electricity damage with your weapon, and inflicts Stunned at Low Intensity for 1 round.
Diamond Energy: When activating both at the same time you are able to select the energy type from the elemental energy types.
Wind Tip: You launch a fireball from the tip of your polearm, making a ranged attack which deals 4d8 fire damage with a 1 square burst centered on where you hit. The range of this fireball is 8 squares.
Bloody Blade: Instead of dealing Bleed after dealing Hit Point damage, you instead cause the opponent to catch on fire on a successful hit (without needing to deal Hit Point damage).
Portal Arrows: Your arrow explodes upon hitting a target, dealing 5d6 points of fire damage on a successful hit. In addition to this, the arrow leaves a flaming trail from you to the target and even does so as it passes through physical barriers.
Weapon(s): Polearm | MP Cost: 4 | Duration: Instantaneous
Stabbing your polearm forward you create a cone of wind from the tip which extends out into a 3 square cone. Everyone caught within the cone has an attack made against their Physical Defense, and on a successful hit they are pushed 3d4 squares back.
Synergies
Diamond Energy: You unleash a torrent of electricity and cutting wind, and instead of knocking people back the cone produced deals 3d6 electricity damage and 3d6 wind damage.
Flametongue: You launch a fireball from the tip of your polearm, making a ranged attack which deals 4d8 fire damage with a 1 square burst centered on where you hit. The range of this fireball is 8 squares.
Weapon(s): Axe or Hammer | MP Cost: 4 | Duration: 2d4 + 1 round per point of Primary Attribute
You wreathe your weapon in an aura which makes the weapon's swings rupture the ground with how intense it is. If you hit an opponent while this is active, you deal damage as normal and shatter the ground in a 3 square radius surrounding the opponent, creating an area of difficult terrain centered on them.
Synergies
Fanged Blade: Your axe doesn't acquire the 'teeth' but breaks the ground as normal, except it instead of creating difficult terrain the ground sends shrapnel flying up at the opponent. You deal an additional 3d6 earth and 3d6 slashing damage to them.
Stone Axe: The difficult terrain you create is a 6 square radius instead, and the debris you deal +2d12 earth damage instead.
Weapon(s): Polearm | MP Cost: 6 | Duration: Instantaneous
You turn your polearm about and attack with the shaft which you have now infused with a magical aura, the power of which threatens to break the weapon's shaft. This is a melee attack with Reach which deals 3d8 bludgeoning damage on a successful hit, and when choosing to perform this maneuver you're required to sacrifice Integrity from the weapon to deal additional damage. For every point of Integrity sacrificed, you increase the bludgeoning damage by +1d8 each time.
Synergies
N/A
Weapon(s): Polearm | MP Cost: 8 | Duration: Instantaneous
Imbuing a powerful greenish energy into the weapon you pull back before bouncing forward with the weapon extended, the magic spinning rapidly as you're propelled forward. This attack moves you 3 squares in a straight line, stopping immediately if you would collide with someone and making your attack against their Physical Defense. On a successful hit the opponent takes damage from the weapon plus an additional 2d6 points per square travelled (maximum of 6d6).
Synergies
N/A
Weapon(s): Sword | MP Cost: 5 | Duration: 2d4 rounds + 1 per point of Secondary Attribute
You can activate this ability immediately after having blocked an attack with Parry, causing your weapon (if it is metal) begin to emit a strong magnetic pull to the weapon it has just deflected if it is also metal. If this is done, you and your opponent's weapons are locked together and in order to separate the two an opposed Push/Pull is required if you want to keep the blades locked, otherwise the opponent is rolling against a DC 15. This lock immediately ends if you choose to, if the opponent manages to separate the blades, or if the opponent has chosen to let go of the weapon and hasn't touched it for at least 1 round.
Synergies
N/A
Weapon(s): Bow | MP Cost: 5 | Duration: Instantaneous
You can shoot an arrow from your bow which enters through a small portal in order to bypass physical barriers that would be in its way when attempting to hit its target. You are able to target opponents you can see but who still have some form of physical barrier partially or fully blocking them, and bypass the physical barrier completely. For example, glass and crystal walls may allow you to see the opponent however a wooden wall still blocks line of sight. You can also attempt to fire aimlessly through a solid barrier you can't see through, but doing so applies Concealment like normal.
Synergies
Flametongue: Your arrow explodes upon hitting a target, dealing 5d6 points of fire damage on a successful hit. In addition to this, the arrow leaves a flaming trail from you to the target and even does so as it passes through physical barriers.
Weapon(s): Sword | MP Cost: 4 | Duration: 3d6 + Secondary Attribute rounds
Causing a magical surge to coarse through the sword's edge, this ability creates a hazy red aura that surrounds the blade as it endlessly drips blood which soon dissipates into a fine red mist after contact with solid objects. For the duration of the ability enemies who take Hit Point damage from your sword suffer Bleed at Low Intensity for 1d4+1 rounds thereafter.
Synergies
Fanged Blade: Your sword's teeth seem to be coated in a thick coat of gore and viscera that cannot be wiped off. Due to the teeth however you don't need to deal Hit Point damage to inflict Bleed.
Flametongue: Instead of dealing Bleed after dealing Hit Point damage, you instead cause the opponent to catch on fire on a successful hit (without needing to deal Hit Point damage).
Weapon(s): Axe | MP Cost: 5 | Duration: Instantaneous
Many rocks and debris fly to attach themselves to your weapon just before you hit them, leaving and embedding sharp stones in their skin and armor. On a successful hit while using this ability the character deals an additional +2d8 earth damage and reduce the opponent's Physical Defense by 5. If armor blocked the earth damage the damage to the armor's Defense Points is doubled.
Synergies
Earthbreaking Slam: The difficult terrain you create is a 6 square radius instead, and the debris you deal +2d12 earth damage instead.
Weapon(s): Sword | MP Cost: 5 | Duration: Instantaneous
Focusing corruption into your sword you're capable of empowering your weapon or launching it as a ranged blast of condensed energy. When being used to empower your weapon you deal an additional +2d6 corruption damage with your weapon, or it can be used as a 6 square ranged attack roll, dealing your weapon's damage as corruption damage instead.
Synergies
Flametongue: Your corrupted energy damage increases to +4d6, and +8d6 on a critical hit.