Ritual of Greater Elemental Weapon
This ritual allows the caster to instill any weapon with the power of one of the six elements, which then allows the wielder to gain a magical and elemental Damage Bonus to the weapon. The type of damage associated with each element and the damage bonus is: Element Effect Fire +1 Magical Fire Water +1 Magical Ice Air +1 Magical Lightning Earth +2 Mithril Damage Life +1 Magical Healing Death +0 Magical Body For example, if an ordinary sword is enchanted to be an Earth Magic sword, then the wielder would call "Four Damage" when they used the weapon. If the weapon was a metal other than iron; the player should call that instead, the character would call "Four Mithril" if the weapon was mithril. Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage. When this ritual is successfully cast on a weapon, it becomes unbreakable. Only one of these rituals can be cast on a weapon at a time. If a second ritual is cast, it will automatically fail. If a Ritual of Permanency is cast on a weapon enchanted with a Ritual of Greater Elemental Weapon, then the weapon will become a permanent elemental weapon. Only one Ritual of Greater Elemental Weapon can be cast on a weapon at one time. If a second ritual is upon the weapon it will automatically fail.
Cost, Casting Time & Components
Like every Rank 2 ritual, this ritual's exact Temporary Power Point cost, casting time, and component count are set within the Rank 2 range by a Magic Marshal when the ritual is created - see How Rituals Work for the full rank table and general casting rules.