Difference between revisions of "Scar"
m (dark) |
m (+essence) |
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{{tweak}} | {{tweak}} | ||
{{spell | {{spell | ||
+ | |essence=dynamic | ||
|school=dark | |school=dark | ||
|ap=2 | |ap=2 |
Revision as of 23:59, 20 March 2013
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! |
Rarity | 3 |
---|---|
AP | 2 |
Target | Object (weapon) |
Distance | Contact |
Lasts | N/A |
Save | Mettle |
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 point of Tainted Damage
- 2 points
- 3 points
- 4 points
- 5 points