SFS Standard Spellcarver Item 6+

Price 2150 credits
Damage 2d10 S
Bulk 1
Hands 2
Type Melee
Category Martial
Group Polearm
Upgrades 1

This polearm typically ends with a long, curved crystal blade that takes on the magical properties of a spell gem or aeon stone.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Spellcarver 6 — 2150 credits 1 2d10 +1
Superior Spellcarver 10 +9000 credits 11150 credits 1 2d10 +2
Elite Spellcarver 12 +10000 credits 21150 credits 2 3d10 +2
Ultimate Spellcarver 16 +80000 credits 101150 credits 2 3d10 +3
Paragon Spellcarver 19 +300000 credits 401150 credits 3 4d10 +3

Traits

Aeon:Weapon You can fit one aeon stone or spell gem into this weapon with a single Interact action. While you possess the weapon with an aeon stone in its indentation, you gain all the benefits of the aeon stone as if it were orbiting your head. While the weapon has a spell gem attached, you gain a number of bonus battery charges equal to the spell gem's item level Ă— 5. These charges regenerate during your daily preparations. In addition, you can use the spell gem while wielding the weapon, though using the gem in this manner still destroys it.

Armor You can fit one aeon stone or spell gem into this armor with a single Interact action. While you wear armor with an aeon stone in its indentation, you gain all the benefits of the aeon stone as if it were orbiting your head and you gain its resonant power. While you wear armor with a spell gem attached, you can use the spell gem without a free hand, though using the gem in this manner still destroys it.
Caster:This weapon can be modified by Casting a Spell (including a cantrip) with 2 or more actions. If you do, resolve the spell normally. Once the spell is cast, if it had the acid, cold, fire, electricity, sonic, spirit, vitality, or void trait, the weapon deals damage of that type instead of its usual damage until the end of your next turn. If the weapon has the aeon trait and a spell gem installed, this lasts 1 minute. If the spell deals more than one type of damage, choose one when you fire the weapon.
Powered:This melee weapon uses a battery. You can activate or deactivate a powered weapon with an Interact action or as part of drawing or stowing it. This weapon comes with a commercial battery installed and uses 1 charge per day (rather than 1 charge per attack). If you try to attack with a powered weapon that's out of charges or deactivated, it functions as an improvised weapon. A modular (powered) weapon activates or deactivates when it switches between its modular configurations.
Reach:This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
Tech:Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.

Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.

Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.

Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.

Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
tracking +1:This weapon has been developed with several integrated targeting, stabilizing, and homing systems. Attack rolls with this weapon gain an item bonus equal to the listed value. Area attacks with this weapon gain an item bonus equal to the listed value to the class DCs of saves.

Critical Specialization Effects

Certain feats, class features, weapon fusions, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Polearm The target is moved 5 feet in a direction of your choice. This is forced movement.