Difference between revisions of "Elemental Weaponry"

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Revision as of 21:18, 20 January 2013

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 is a metal spell
This is a fire spell
This is a earth spell
This is a air spell
This is a slime spell
This is a electricity spell
This is a ice spell
This is a water spell
Rarity 2
AP 4
Target Object (weapon)
Distance Contact
Lasts Two rounds per spell 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 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 Harm score of the weapon is dependent on the Intensity. 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.

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 This is a fire spell Firebrand. In the ice school, it's called This is a ice spell Frost Brand. To earth mages, it's This is a earth spell Weapon of Earth. To air mages, it's This is a air spell Weapon of Wind. Slime mages call this spell This is a slime spell Acid Armament. Metal mages refer to it as This is a metal spell Weaponsmith. Electricity mages call this spell This is a electricity spell Lightning Brand. Water mages call it This is a water spell Weapon of Water.

Intensity Effects

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