Sorcerous Blade
Price: 10-15m; Circle: Emerald; Anchor: (Any) 1+
Target: Self
Spell Duration: Until Sheathed; Casting Duration: Emerald
Essence Aspect: Any; Favoured Aspect: Special
Not all sorcerers carry a staff or ancient sword with them - yet oft-times a weapon can be useful. To that end, many sorcerers learn one of the countless spells made to channel power into taking form as a weapon of their choice.
Ritual: The sorcerer takes an Emerald shape sorcery action to create the weapon, overtly invoking their Anchor in some manner.
Mechanics: This spell creates a given generic artefact weapon with a dot rating equal to the minimum anchor required for the spell variant. Ranged weapons that require ammunition cost 15m to create; other weapons cost 10m. The weapon is fixed when the spell is created. This artefact weapon has no attunement cost, but may only be used by the sorcerer (see below for details). The weapon is Obviously magical, and invalidates stealth as a 4-7m anima banner. Ranged weapons generate their own ammunition, which evaporates back into raw essence at the end of the tick it is used. Weapons with the thrown tag automatically return to the sorcerer's hand when used for ranged combat.
Effects: The artefact weapon is created. Should the sorcerer willingly lay down the weapon be disarmed, the spell terminates. A Sorcerous Blade also has a single unique magical power that is related to the Anchor and/or the Essence Aspect of the spell variant. This may be a magical material bonus (for example, Essence Aspect: Solar might give the orichalcum magical material bonus), or another effect. This is set when the spell is created and may not be changed except by creating a variant of the spell.
Example Spells:
Spiritual Sword (Anchor: Cult 3) - Forged from the hopes and prayers of the sorcerer's cult, this grand daiklaive burns with ephemeral blue flames and has countless prayers engraved into its straight blade. As an Emotion effect, characters who see the sorcerer using this weapon in combat gain a positive Intimacy of the character's choice towards them. A character can only be affected by this once per story.
Green Sun Spear (Anchor: 2 plus one of Essence Aspect: Malfean or Anchor: Allies (Ligier) - Similar in form to the Grieving Lord, a Green Sun Spear is a ray of Ligier's light forged into a glowing Dire Lance. The touch of this spear is a vector for the Sickness known as Green Sun Wasting with Virulence 3. The sorcerer is not immune to this, unless she wears gauntlets made from the magical materials or lead.
Edge of the End (Anchor: Whispers) - There are countless blasphemies which invoke the dread power of the Neverborn. Some make pitch-black blades which appear two-dimensional, like a hole in the world, while others make sickly pulsing living swords whose eyes watch from the hilt. These weapons permanently destroy the souls of anything they kill, casting them to Oblivion. Only an Exaltation is proof against such power - though the hun and the po cannot escape the inexorable pull. Should the sorcerer die while this spell is active, the blade consumes their souls too.
Justice of the (Element) Dragon (Essence Aspect: (Element) plus Backing: Immaculate Order) - The sorcerer-monks of the Immaculate Order forge their righteous authority into weapons made from the fangs of dragons that burn with elemental wrath. These spells make the form weapons of the applicable Dragon Style, if the sorcerer has sufficient Backing. Attacks made with these weapons are enhanced with the applicable element's Dragon-Graced Weapon.