Difference between revisions of "Elemental Weaponry"

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(Created page with "{{spell |school=metal |school2=fire |school3=earth |school4=air |school5=slime |school6=electricity |school7=ice |school8=water |xp=2 |distance=Contact |target=Weapon |time=Two r...")
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Revision as of 23:05, 10 July 2011

This spell has a unknown essence
This is a metal spell
This is a fire spell
This is a earth spell
This is a air spell
This is a slime spell
This is a electricity spell
This is a ice spell
This is a water spell
Rarity 2
AP 4
Target Weapon
Distance Contact
Lasts Two rounds per school rank
SaveN/A

Using this spell, the mage can either augment an existing weapon with elemental properties, or conjure an elemental weapon from thin air. In the case of conjured weapons, the mage or anyone to whom the mage gives the weapon uses their Spell skill ranks 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 Intensity. 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.

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. In the fire school, this spell is known as Firebrand. In the ice school, it's called Frost Brand. To earth mages, it's Weapon of Earth. To air mages, it's Weapon of Wind. Slime mages call this spell Acid Armament. Metal mages refer to it as Weaponsmith. Electricity mages call this spell Lightning Brand. Water mages call it Weapon of Water.

Intensity Effects

  1. Special. +2 Hurt
  2. Magicked. +4 Hurt
  3. Spellbound. +6 Hurt
  4. Enchanted. +8 Hurt
  5. Relic. +10 Hurt