Scar

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Revision as of 20:54, 25 June 2017 by Doublecompile (talk | contribs) (Tweak → Test)
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Crashtestdummy.svg This rule simply needs to be tested. It may be almost perfect, or it may need a bit of work. We think it's pretty good, but it hasn't been really tested. Leave any feedback on the Talk page, please!
This spell has a dynamic essence
This is a dark spell
Rarity 3
AP 2
Target Object (weapon)
Distance Contact
Lasts N/A
SaveMettle

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 normally with the weapon, and if the target takes damage from the attack, it makes a Mettle save against the Casting Roll. If this save fails, the weapon inflicts a horrendous wound, which festers and stings, and may not be healed normally without powerful outside help. When the wound is healed, it leaves a nasty looking scar which is sure to fade slowly, if at all. Cheer up; chicks dig scars. As soon as damage is dealt, the spell is discharged and the weapon returns to normal (a miss does not discharge the spell; it lingers until harm is done). The amount of tainted damage dealt by a failed save depends on the Intensity.

Intensity Effects

  1. 1 point of Tainted Damage
  2. 2 points
  3. 3 points
  4. 4 points
  5. 5 points