Difference between revisions of "Scar"

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{{tweak}}
+
{{sexy}}
 
{{spell
 
{{spell
 
|school=ruin
 
|school=ruin
 +
|ap=2
 
|xp=2
 
|xp=2
|ability=[[Muscle|MUS]]
 
 
|save=[[Vitality]]
 
|save=[[Vitality]]
|description=The mage inflicts a horrendous wound on the target, 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]].
+
|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.
|level1=+4 Spell Attack
+
|level1=+2 to Hurt
|level2=+8 Spell Attack
+
|level2=+4 to Hurt
|level3=+12 Spell Attack
+
|level3=+6 to Hurt
|level4=+16 Spell Attack
+
|level4=+8 to Hurt
|level5=+20 Spell Attack
+
|level5=+10 to Hurt
 
}}
 
}}

Revision as of 20:05, 24 July 2011

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a unknown essence
This is a ruin spell
Rarity 2
AP 2
Target N/A
Distance N/A
Lasts N/A
SaveVitality

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.

Intensity Effects

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