Elemental Blade (411): Difference between revisions
m (edited out old erroneous information mostly relating to not being able to e-blade magical weapons) |
mNo edit summary |
||
Line 14: | Line 14: | ||
}} |
}} |
||
__TOC__ |
__TOC__ |
||
'''Elemental Blade''' provides the weapon or [[runestaff]] with a +20 bonus |
'''Elemental Blade''' provides the weapon or [[runestaff]] with a +20 bonus and one of 5 types of [[elemental]] flares. |
||
When casting the spell at a weapon or [[runestaff]] it must be completely free of any other mechanical effects. This means that the weapon cannot have any flares or weighting (crit or damage). However, elemental blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus above the material's bonus). If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster's nature for the duration of the spell. |
When casting the spell at a weapon or [[runestaff]] it must be completely free of any other mechanical effects. This means that the weapon cannot have any flares or weighting (crit or damage). However, elemental blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus above the material's bonus). If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster's nature for the duration of the spell. |
Revision as of 15:51, 21 January 2016
Pages with this banner have been affected by development and are in various stages of update progress, but not yet complete.
Elemental Blade provides the weapon or runestaff with a +20 bonus and one of 5 types of elemental flares.
When casting the spell at a weapon or runestaff it must be completely free of any other mechanical effects. This means that the weapon cannot have any flares or weighting (crit or damage). However, elemental blade may be cast on master-fletched arrows (which have an innate +5 bonus above the material's bonus). If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster's nature for the duration of the spell.
Attunement
Using the ATTUNE command, a character can specify an element to which he or she is naturally attuned to. Be forewarned that this is a one-time choice and cannot be changed or reversed once chosen. However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands. If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell. If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.
Additionally, when a caster is attuned to an element there is a minor boost to the critical weighting on the flares from the weapon.
E-Blading Enchanted Weapons
Introduced in the Elemental Lore Review, E-Blade can be used on enchanted weapons, as long as the target weapon does not have pre-existing weighting or flares. The threshold of an enchanted weapon that can be e-bladed is based on SEED 3 of the summation tables per +1 of the enchant. Furthermore, weapons of eligible enchant will only accept an e-blade of the element that the casting wizard has adequate skill of. For example, if a wizard is fire attuned, but has the adequate air lore for the e-blade, he/she will need to attune random, and the weapon will only accept lightning or air flares.
Element Identification
Once the spell has been successfully cast upon a weapon, the e-bladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger <The dagger is surrounded by a scintillating red light>. Each color is symbolic of one the five attuneable elements.
Each element has an inherent damage type that can, when unleashed, cause critical injuries associated with that damage type. Casting spell Elemental Detection (405) at the weapon will give a message specifying the damage type. E.g., <You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.>
Element Damage Types
- Air (White): Vacuum critical damage
- Ex. Chest decompresses violently and explodes in a shower of bone and lung!
- Earth (Brown): Impact/Vibration critical damage
- Ex. Every bone in the left arm shattered and scattered about!
- Fire (Red): Fire critical damage
- Ex. Fire completely surrounds [target]. Blood boils and heart stops.
- Water (Blue): Cold/Ice critical damage
- Ex. Head freezes solid and the [target] topples over, shattering skull on impact.
- Lightning (Silver): Lightning/Electric Shock critical damage
- Ex. Hideously bright electrical bolt sends left leg into another universe. Happy traveling.
Of special interest to archers: they may get their arrows or bolts elementally bladed, and in combination with a +20 bow will have the equivalent of an 8x (+40) weapon.
Alchemy Recipes
Some scintillating prismatic oil | |
---|---|
Eastern version | Western version |
|
|
- Although the recipe says scintillating prismatic oil, the end result is actually glowing prismatic oil.