Difference between revisions of "Scar"

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(redoing)
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|school=ruin
 
|school=ruin
 
|ap=2
 
|ap=2
|xp=2
+
|xp=3
 
|target=Object (weapon)
 
|target=Object (weapon)
 
|distance=Contact
 
|distance=Contact
|save=[[Vitality]]
+
|save=[[Mettle]]
|description=The mage enchants a weapon with vile sorcery. When a creature is dealt damage by this weapon, it inflicts a horrendous wound, which festers and stings, and may not be healed normally without the help of magic/salves.  When the wound is healed, it leaves a nasty looking scar which is sure to fade slowly.  Cheer up, chicks dig scars. All of the damage which this spell deals is [[Tainted Damage]]. The weapon upon which this spell is cast need not be a sword; it could easily be a hand or set of horns. As soon as damage is dealt, the spell is discharged and the weapon returns to normal.
+
|description=A mage places a vile aura around a held weapon (which could include the mage's own appendages). The mage makes a Casting Roll to determine the effectiveness of the spell, and chooses a weapon to endow. The mage attacks normally with the weapon, and if the target takes damage from the attack, it makes a Mettle save against the Casting Roll. If this save fails, the weapon inflicts a horrendous wound, which festers and stings, and may not be healed normally without powerful outside help.  When the wound is healed, it leaves a nasty looking scar which is sure to fade slowly, if at all.  Cheer up; chicks dig scars. As soon as damage is dealt, the spell is discharged and the weapon returns to normal (a miss does not discharge the spell; it lingers until harm is done). The amount of tainted damage dealt by a failed save depends on the Intensity.
|level1=+2 to Hurt
+
|level1=1 point of Tainted Damage
|level2=+4 to Hurt
+
|level2=2 points
|level3=+6 to Hurt
+
|level3=3 points
|level4=+8 to Hurt
+
|level4=4 points
|level5=+10 to Hurt
+
|level5=5 points
 
}}
 
}}

Revision as of 21:38, 31 March 2012

Pylon.svg This rule simply needs tweaking. It may be almost perfect, or it may need a bit of work. It's half-way in between sexy and in need of overhaul. Leave any ideas on the Talk page, please!
This spell has a unknown essence
This is a ruin spell
Rarity 3
AP 2
Target Object (weapon)
Distance Contact
Lasts N/A
SaveMettle

A mage places a vile aura around a held weapon (which could include the mage's own appendages). The mage makes a Casting Roll to determine the effectiveness of the spell, and chooses a weapon to endow. The mage attacks normally with the weapon, and if the target takes damage from the attack, it makes a Mettle save against the Casting Roll. If this save fails, the weapon inflicts a horrendous wound, which festers and stings, and may not be healed normally without powerful outside help. When the wound is healed, it leaves a nasty looking scar which is sure to fade slowly, if at all. Cheer up; chicks dig scars. As soon as damage is dealt, the spell is discharged and the weapon returns to normal (a miss does not discharge the spell; it lingers until harm is done). The amount of tainted damage dealt by a failed save depends on the Intensity.

Intensity Effects

  1. 1 point of Tainted Damage
  2. 2 points
  3. 3 points
  4. 4 points
  5. 5 points