Assemble Weapon
From Amar RPG
| Assemble Weapon | |
|---|---|
| Domain | Magic | 
| Encumbrance | 2 | 
| Cooldown | 3 hours | 
| Casting Time | 1 round | 
| Active/Passive | Active | 
| Restrictions | None | 
| DR | 7 | 
| Cost | 1 Mental Fortitude | 
| Distance | Touch | 
| Duration | 1 minute | 
| Area of Effect | 1 object* | 
| Effects | See below | 
| Receiving | Magic Attunement 1 | 
| Giving | Ritual 1 week | 
Assembles a weapon(s) from the elements nearby, creating it out of "thin air". The weapon(s) can be maximum 0.5 kg per level and will have 2 HP per level.
Casting
To cast Assemble Weapon:
- Roll: O6 + SPIRIT + Attunement + Magic vs DR 7
 - Cost: 1 Mental Fortitude
 - Time: 1 round
 - Cooldown: 3 hours
 
Transfer Requirements
- Receiving: Requires Magic Attunement 1 or higher
 - Giving: 1 week ritual to transfer spell ownership
 
Back: Magick