Path of the Arcane Weapons

The Path of the Arcane Weapon trains you to wield weapons of pure magic and cast spells with precision.

**Requirements:** Arcane Specialist (Armed) AND Path completion of Path of the Magician

**Path Completion Bonus**: You gain an additional +20 Accuracy and +2 damage with Arcane Weapons.

**Elemental Weapon**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Attack

When you attack with an Arcane Weapon, you may choose its elemental or damage type (such as fire, electricity, or slashing). This does not change its damage, but counts for the purpose of vulnerabilities. An Arcane Weapon attack always counts as magical.

**Spectral Weapon**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Attack, 3 Vim

*Your weapon attempts to phase through the enemy’s Armor.*

Declare to use this ability before you roll damage with an Arcane weapon. On doubles, this attack ignores Armor.

**Homing Spell**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Attack, 3 Vim

This ability may be used when attacking with an Arcane Weapon. This attack's damage is quartered but the attack cannot be Evaded.

**Spell Hand I: Arcane Weapons**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Passive

When you have one hand free, you gain an extra +5 Accuracy and +1 damage with Arcane Weapons.

**Spell Hand II: Arcane Weapons**

**Prerequisite**: **Spell Hand I: Arcane Weapons**

**Cost**: 500 XP

**Expedited for**: Magic

**Activation**: Passive

You gain an extra +5 Accuracy and +1 damage with Arcane Weapons for each free hand you have. This ability replaces **Spell Hand I: Arcane Weapons**.

**Spell Hand III: Arcane Weapons**

**Prerequisite**: **Spell Hand II: Arcane Weapons**

**Cost**: 600 XP

**Expedited for**: Magic

**Activation**: Passive

You gain an extra +10 Accuracy and +2 damage with Arcane Weapons for each free hand you have. This ability replaces **Spell Hand II: Arcane Weapons**.

**Spell Hand IV: Arcane Weapons**

**Prerequisite**: **Spell Hand III: Arcane Weapons**

**Cost**: 700 XP

**Expedited for**: Magic

**Activation**: Passive

You gain an extra +15 Accuracy and +3 damage with Arcane Weapons for each free hand you have. This ability replaces **Spell Hand III: Arcane Weapons**.

**Focused Fire**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Attack, X Vim, up to DEX

When casting a spell that attacks as an Arcane weapon, you may choose to take a -5X penalty to Accuracy to gain +X damage.

**Bend Spell**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Spell

When you cast a spell with a line effect, that line can turn once in any direction.

**Improved Bend Spell**

**Prerequisite**: **Bend Spell**

**Cost**: 500 XP

**Expedited for**: Magic

**Activation**: Spell

When you cast a spell with a line effect, that line can turn once per hex in any direction. Additionally, you can bend spells into areas which you don’t have line of sight to, as long as you have line of sight to part of the spell effect.

**Shape Spell**

**Prerequisite**: **Improved Bend Spell**

**Cost**: 600 XP

**Expedited for**: Magic

**Activation**: Spell

Spells you cast that affect multiple contiguous hexes (such as a line effect or area spell) may now be in any shape as long as the each hex of the effect is adjacent to another one and the entire spell is within range. This does not change the number of hexes affected by the spell.

**Redirect**

**Prerequisite**: **Shape Spell**

**Cost**: 700 XP

**Expedited for**: Magic

**Activation**: 1 Reaction, 5 Vim

*You pull a missed spell back to the battlefield.*

This ability may be used in response to using a spell that attacks as an Arcane Weapon and was only a glancing blow. You may use this spell on an additional target, which may be the same or different than the first target.