Difference between revisions of "Elemental Weaponry"

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{{sexy}}
 
{{spell
 
{{spell
|school=metal
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|essence=dynamic
|school2=fire
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|school=all
|school3=earth
 
|school4=air
 
|school5=slime
 
|school6=electricity
 
|school7=ice
 
|school8=water
 
 
|xp=2
 
|xp=2
 
|distance=Contact
 
|distance=Contact
|target=Weapon
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|target=Object (weapon)
|time=Two rounds per school rank
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|time=2 rounds per rank
|ability=N/A
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|description=Using this spell, the mage can either ''augment'' an existing weapon with elemental properties, or ''conjure'' an elemental weapon from thin air.  In the case of conjured weapons, the mage or anyone to whom the mage gives the weapon uses their magic element ranks instead of the weapon type for Attack Rolls. This weapon delivers ''burning'' damage. The weapon can be used one-handed, can be used to parry, and the wielder cannot be disarmed of it. In the case of augmented weapons, the Harm score listed below is a bonus on top of the weapon's existing Harm score. In the case of ranged projectile weapons, the ammunition is affected and receives the bonus to damage.
|save= N/A
 
|description=Using this spell, the mage can either ''augment'' an existing weapon with elemental properties, or ''conjure'' an elemental weapon from thin air.  In the case of conjured weapons, the mage or anyone to whom the mage gives the weapon uses their Spell skill ranks instead of the weapon type for Attack Rolls. This weapon counts as a magical attack, and is beyond the concepts of piercing, bludgeoning, or slashing. The Hurt score of the weapon is dependent on the Intensity. In the case of augmented weapons, the Hurt score listed below is a bonus on top of the weapon's existing Hurt score.   In the case of ranged projectile weapons, the ammunition is affected and receives the bonus to damage.
 
  
When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. In the fire school, this spell is known as {{spell badge|fire|inline=1|size=16}} ''Firebrand''. In the ice school, it's called {{spell badge|ice|inline=1|size=16}} ''Frost Brand''. To earth mages, it's {{spell badge|earth|inline=1|size=16}} ''Weapon of Earth''. To air mages, it's {{spell badge|air|inline=1|size=16}} ''Weapon of Wind''. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Acid Armament''. Metal mages refer to it as {{spell badge|metal|inline=1|size=16}} ''Weaponsmith''. Electricity mages call this spell {{spell badge|electricity|inline=1|size=16}} ''Lightning Brand''. Water mages call it {{spell badge|water|inline=1|size=16}} ''Weapon of Water''.
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A mage can cast this spell using any of the listed elements, but must buy [[magic element]] ranks in each. Every elemental school has a nickname for this spell.
|level1=''Special''. +2 Hurt
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<table>
|level2=''Magicked''. +4 Hurt
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<tr>
|level3=''Spellbound''. +6 Hurt
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  <th>{{spell badge|fire|inline=1|size=16}}</th>
|level4=''Enchanted''. +8 Hurt
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  <td>Firebrand</td>
|level5=''Relic''. +10 Hurt
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  <th>{{spell badge|ice|inline=1|size=16}}</th>
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  <td>Frost Brand</td>
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  <th>{{spell badge|earth|inline=1|size=16}}</th>
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  <td>Weapon of Earth</td>
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</tr>
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<tr>
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  <th>{{spell badge|air|inline=1|size=16}}</th>
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  <td>Weapon of Wind</td>
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  <th>{{spell badge|slime|inline=1|size=16}}</th>
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  <td>Acid Armament</td>
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  <th>{{spell badge|metal|inline=1|size=16}}</th>
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  <td>Weaponsmith</td>
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</tr>
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<tr>
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  <th>{{spell badge|electricity|inline=1|size=16}}</th>
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  <td>Lightning Brand</td>
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  <th>{{spell badge|water|inline=1|size=16}}</th>
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  <td>Weapon of Water</td>
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  <th>{{spell badge|verdance|inline=1|size=16}}</th>
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  <td>Thorny Brand</td>
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</tr>
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<tr>
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  <th>{{spell badge|ruin|inline=1|size=16}}</th>
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  <td>Weapon of Chaos</td>
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  <th>{{spell badge|light|inline=1|size=16}}</th>
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  <td>Holy Brand</td>
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  <th>{{spell badge|dark|inline=1|size=16}}</th>
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  <td>Unholy Brand</td>
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</tr>
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</table>
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|intensity=The Harm score of the weapon is dependent on the Intensity.
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|level1=''Special''. +2 Harm
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|level2=''Magicked''. +4 Harm
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|level3=''Spellbound''. +6 Harm
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|level4=''Enchanted''. +8 Harm
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|level5=''Relic''. +10 Harm
 
}}
 
}}

Latest revision as of 20:37, 3 April 2022

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a dynamic essence
This spell can be powered by any element
Rarity 2
AP 4
Target Object (weapon)
Distance Contact
Lasts 2 rounds per rank

Using this spell, the mage can either augment an existing weapon with elemental properties, or conjure an elemental weapon from thin air. In the case of conjured weapons, the mage or anyone to whom the mage gives the weapon uses their magic element ranks instead of the weapon type for Attack Rolls. This weapon delivers burning damage. The weapon can be used one-handed, can be used to parry, and the wielder cannot be disarmed of it. In the case of augmented weapons, the Harm score listed below is a bonus on top of the weapon's existing Harm score. In the case of ranged projectile weapons, the ammunition is affected and receives the bonus to damage.

A mage can cast this spell using any of the listed elements, but must buy magic element ranks in each. Every elemental school has a nickname for this spell.

This is a fire spell Firebrand This is a ice spell Frost Brand This is a earth spell Weapon of Earth
This is a air spell Weapon of Wind This is a slime spell Acid Armament This is a metal spell Weaponsmith
This is a electricity spell Lightning Brand This is a water spell Weapon of Water This is a verdance spell Thorny Brand
This is a ruin spell Weapon of Chaos This is a light spell Holy Brand This is a dark spell Unholy Brand

Intensity Effects

The Harm score of the weapon is dependent on the Intensity.

  1. Special. +2 Harm
  2. Magicked. +4 Harm
  3. Spellbound. +6 Harm
  4. Enchanted. +8 Harm
  5. Relic. +10 Harm