Difference between revisions of "Scar"

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{{test}}
 
{{spell
 
{{spell
|xp=2
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|essence=stygian
|ability=[[Muscle|MUS]]
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|school=dark
|save=[[Grunt Save]]
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|ap=2
|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.
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|xp=3
|level1=10 Damage, -1 permanent health points
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|target=Object (weapon)
|level2=15 Damage, -2 permanent health points
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|distance=Contact
|level3=20 Damage, -3 permanent health points
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|save=[[Mettle]]
|level4=25 Damage, -4 permanent health points
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|description=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).
|level5=30 Damage, -5 permanent health points
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|intensity=The amount of tainted damage dealt by a failed save depends on the Intensity.
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|level1=1 point of Tainted Damage
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|level2=2 points
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|level3=3 points
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|level4=4 points
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|level5=5 points
 
}}
 
}}
[[Category:Ruin Spells]]
 

Latest revision as of 13:33, 7 April 2022

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 stygian 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).

Intensity Effects

The amount of tainted damage dealt by a failed save depends on the Intensity.

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