Weapon of Wind
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Revision as of 20:54, 12 June 2011 by Doublecompile (talk | contribs)
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 2 |
---|---|
AP | 4 |
Target | Weapon |
Distance | Contact |
Lasts | Two rounds per school rank |
Save | N/A |
Using this spell, the mage can either augment an existing weapon with air properties, or conjure a magical air weapon from thin… uh… air. In the case of conjured weapons, the mage or anyone to whom the mage gives the weapon uses their ranks in the Air School 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 Hurt score of the weapon is dependent on the spell level. In the case of augmented weapons, the Hurt score listed below is a bonus on top of the weapon's existing Hurt score. In the case of ranged projectile weapons, the ammunition is affected and receives the bonus to damage.
Intensity Effects
- "Breeze" (+2 air damage)
- "Gale" (+4 air damage)
- "Storm" (+6 air damage)
- "Hurricane" (+8 air damage)
- "Twister" (+10 air damage)