Difference between revisions of "Magnetize"
From NsdWiki
(Created page with "{{tweak}} {{spell |essence=dynamic |school=metal |school2=electricity |ap=3 |xp=1 |target=Object (weapon) |distance=Contact |save=N/A |time=1 round per rank |description=A mage t...") |
m (Tweak → Test) |
||
Line 1: | Line 1: | ||
− | {{ | + | {{test}} |
{{spell | {{spell | ||
|essence=dynamic | |essence=dynamic |
Latest revision as of 20:46, 25 June 2017
This rule simply needs to be tested. It may be almost perfect, or it may need a bit of work. We think it's pretty good, but it hasn't been really tested. Leave any feedback on the Talk page, please! |
Rarity | 1 |
---|---|
AP | 3 |
Target | Object (weapon) |
Distance | Contact |
Lasts | 1 round per rank |
Save | N/A |
A mage touches a melee weapon comprised at least partially of metal and surrounds it with a strong magnetism. While magnetized, the weapon is much more suited to disarming an opponent. The target of the disarm attempt, also, must be holding a weapon comprised entirely or partially out of metal in order for the mage to receive the disarm bonus.
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 (either Metal or Electricity).
Intensity Effects
- +2 to Disarm
- +4 to Disarm
- +6 to Disarm
- +8 to Disarm
- +10 to Disarm