Decay

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This spell has a unknown essence
This is a metal spell
This is a ruin spell
This is a slime spell
Rarity 3
AP 2
Target Object (weapon)
Distance Contact
Lasts N/A
SaveResilience

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 with the weapon, and if the target fails to Dodge, it makes a Resilience save. If failed, whatever object is struck (e.g. shield, armor, another weapon) begins to age and decay, as though decades of neglect have gone by — it rusts, rots, or crumbles. The enchantment remains on the mage's weapon indefinitely until discharged. Targets who defend with a parry automatically expose their weapon or shield to the entropic effects of this spell (but can still save). The struck object receives a step of degradation per level of Intensity. If the degradation exceeds the object's normal combative bonus, the object is completely ruined and disintegrates. If the mage wants to target a particular object, the normal Called Shot rules apply. This spell is generally useless on living creatures — the Scar spell is generally more useful for those cases (but see below for exceptions).

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, Ruin, or Slime). If cast from the Metal or Slime schools, this spell is only effective on metallic objects and creatures. Metallic creatures (generally, these are fabricated and elemental creatures) who aren't wearing armor that are targeted by this spell receive one point of tainted damage instead of a step of degradation.

Intensity Effects

  1. One step of degradation
  2. Two steps of degradation
  3. Three steps of degradation
  4. Four steps of degradation
  5. Five steps of degradation