Blade of Stone and Air

**Descriptors:** Enhance (bastard sword), Steady, Earth, Air

**Class:** Daevic, Guru, Huay, Kheshig, Lunar, Stormbound

**Slot:** Hands

**Saving** **Throw:** Reflex (Steady)

*This kriegsmesser changes form depending on how it’s held -- Either a solid blade of stone or an invisible blade of air.*

While wielding this weapon with two hands, the weapon’s blade manifests as solid stone. Whenever you hit an enemy with this stone blade, you generate 1 stone mote.

While wielding this weapon with one hand, the weapon’s blade manifests as eddies of air. Whenever you hit an enemy with this air blade, you generate 1 air mote.

You may only generate 1 mote per hit, regardless of how many targets you damage. Attacks that spend motes cannot generate motes.

You may spend motes on the following effects:

* Whenever you hit with a weapon created by this veil, you may spend stone motes to initiate a free bull rush against the creature struck. This bull rush does not provoke an attack of opportunity. Each stone mote spent after the first grants a +2 insight bonus to the bull rush’s CMB check. If this bull rush pushes an enemy into a solid surface or object, the bull rush ends and they take 1d6 points of damage for every 5 ft. of movement left in the bull rush.
* As a swift action, you may spend an amount of stone motes to summon pillars of stone within empty spaces within close range (25 ft. plus 5 ft. per 2 veilweaver levels). These pillars occupy a 5 ft. by 5 ft. space and are 10 ft. tall, and otherwise made of solid stone. Each stone mote spent this way creates 1 stone pillar. Stone pillars must be created on solid surfaces, and last for 5 minutes before crumbling into dust.
* You may spend at least 2 air motes to generate a shockwave of air in place of an attack. Treat this shockwave as either a 30 ft. line or a 15 ft. cone (your choice). Creatures caught within the area must make a Reflex save or take damage as if struck by your weapon. (This may trigger other effects the weapon may have whenever you hit or deal damage). Each air mote spent after the first increases the shockwave’s line effect by 5 ft. Every 2 air motes spent after the first increases the shockwave’s cone effect by 5 ft.

* As a swift action, you may spend any amount of air motes to create a vortex of air to draw in an enemy. This targets a creature within close range of you, and they must make a Reflex save. If they fail, they are moved 5 ft. towards you, plus an additional 5 ft. for every air mote spent after the first.
* By spending at least 1 air and 1 stone mote together, you can create a sandstorm localized around yourself in a 5 ft. radius as a swift action. Enemies who start their turn or enter this area take damage equal to your veilweaver modifier. An enemy can only be damaged by this sandstorm once per round. Each pair of stone and air motes spent after the first increases the damage of this sandstorm by 3. You may spend additional pairs of stone and air motes while the sandstorm is raging to increase its damage as a swift action. You may only have one sandstorm active at a time; any additional sandstorm created supersedes the one before it. Whenever you deal damage with a weapon created by this veil, the duration of this sandstorm increases by 1 round.

You may only have up to 1 air mote and 1 stone mote at a time. Air and stone motes are lost after 1 minute or whenever initiative is rolled, whichever comes first.

**Essence**: Each point of essence invested in this veil increases your maximum air and stone motes by 1. When initiative is rolled, you gain a number of motes (distributed between air and stone, your choice) equal to the amount of essence invested in this veil.

**Chakra Bind (Hands): [D4, G2, Hu2, K2/5, L4/6, St4]** Whenever you deal damage with a weapon created with this veil, you may gain 1 stone or air mote in addition to the mote you would normally gain.