Difference between revisions of "Elemental Weaponry"
(Created page with "{{spell |school=metal |school2=fire |school3=earth |school4=air |school5=slime |school6=electricity |school7=ice |school8=water |xp=2 |distance=Contact |target=Weapon |time=Two r...") |
(relocate intensity) |
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+ | {{sexy}} | ||
{{spell | {{spell | ||
− | | | + | |essence=dynamic |
− | | | + | |school=all |
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|xp=2 | |xp=2 | ||
|distance=Contact | |distance=Contact | ||
− | |target= | + | |target=Object (weapon) |
− | |time= | + | |time=2 rounds per rank |
− | + | |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. | |
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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 | ||
− | + | 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 | + | <table> |
− | |level2=''Magicked''. +4 | + | <tr> |
− | |level3=''Spellbound''. +6 | + | <th>{{spell badge|fire|inline=1|size=16}}</th> |
− | |level4=''Enchanted''. +8 | + | <td>Firebrand</td> |
− | |level5=''Relic''. +10 | + | <th>{{spell badge|ice|inline=1|size=16}}</th> |
+ | <td>Frost Brand</td> | ||
+ | <th>{{spell badge|earth|inline=1|size=16}}</th> | ||
+ | <td>Weapon of Earth</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <th>{{spell badge|air|inline=1|size=16}}</th> | ||
+ | <td>Weapon of Wind</td> | ||
+ | <th>{{spell badge|slime|inline=1|size=16}}</th> | ||
+ | <td>Acid Armament</td> | ||
+ | <th>{{spell badge|metal|inline=1|size=16}}</th> | ||
+ | <td>Weaponsmith</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <th>{{spell badge|electricity|inline=1|size=16}}</th> | ||
+ | <td>Lightning Brand</td> | ||
+ | <th>{{spell badge|water|inline=1|size=16}}</th> | ||
+ | <td>Weapon of Water</td> | ||
+ | <th>{{spell badge|verdance|inline=1|size=16}}</th> | ||
+ | <td>Thorny Brand</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <th>{{spell badge|ruin|inline=1|size=16}}</th> | ||
+ | <td>Weapon of Chaos</td> | ||
+ | <th>{{spell badge|light|inline=1|size=16}}</th> | ||
+ | <td>Holy Brand</td> | ||
+ | <th>{{spell badge|dark|inline=1|size=16}}</th> | ||
+ | <td>Unholy Brand</td> | ||
+ | </tr> | ||
+ | </table> | ||
+ | |intensity=The Harm score of the weapon is dependent on the Intensity. | ||
+ | |level1=''Special''. +2 Harm | ||
+ | |level2=''Magicked''. +4 Harm | ||
+ | |level3=''Spellbound''. +6 Harm | ||
+ | |level4=''Enchanted''. +8 Harm | ||
+ | |level5=''Relic''. +10 Harm | ||
}} | }} |
Latest revision as of 20:37, 3 April 2022
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 2 |
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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.
Firebrand | Frost Brand | Weapon of Earth | |||
Weapon of Wind | Acid Armament | Weaponsmith | |||
Lightning Brand | Weapon of Water | Thorny Brand | |||
Weapon of Chaos | Holy Brand | Unholy Brand |
Intensity Effects
The Harm score of the weapon is dependent on the Intensity.
- Special. +2 Harm
- Magicked. +4 Harm
- Spellbound. +6 Harm
- Enchanted. +8 Harm
- Relic. +10 Harm