Difference between revisions of "Magnetize"

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(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...")
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Revision as of 15:25, 31 January 2017

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 dynamic essence
This is a metal spell
This is a electricity spell
Rarity 1
AP 3
Target Object (weapon)
Distance Contact
Lasts 1 round per rank
SaveN/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

  1. +2 to Disarm
  2. +4 to Disarm
  3. +6 to Disarm
  4. +8 to Disarm
  5. +10 to Disarm