Sonic Weapon Song (1012)
Sonic Weapon Song is similar to Sonic Shield Song (1009), except it creates a weapon to be wielded in the right hand. The base enchant of the weapon is +10 (2x), and is increased by +1 for every two Bard Base circle ranks, up to a maximum bonus of +35; essentially a 7x weapon. Because the spell rank bonus includes all of the ranks prior to learning the spell, and the spell itself, a Sonic Weapon will actually be +16 when the spell is learned (the bonus is also rounded up). Additionally, the bonus provided by spell ranks is not capped at level.
Training in the appropriate weapon type is required to be successful with using a Sonic Weapon, just as it is required to generate attack strength with a normal weapon. The exception is a runestaff, for which a bard must train just like a pure does to receive the appropriate defense.
Elemental flares of air--using the impact critical table--are inherent to the weapon when swung at a non-undead opponent. Unlike "normal" elemental flares in more common weapons, the Sonic Weapon can and frequently does flare sequentially, on back-to-back swings. This makes the flares from the song among the most highly regarded flares in GemStone. Training in Elemental Lore, Air provides a chance for the weapon to flare a second time.
Sonic weapons will persist for 60 seconds when STOWed, and for 60 seconds when DROPped. All Sonic Weapons weigh 1/10 of a pound (16 coins), benefiting encumbrance. Undead may be hunted with an non-flaring version of Sonic Weapon at its base bonus of +10; if used as a runestaff the weapon will not flare upon casting at undead targets, either.
Renewal Cost
4 mana
Usage
After preparing the spell, SING {weapon type}
The vast majority of nouns listed in the Weapon Guide are available through the spellsong, with the most notable exceptions being the katana, naginata, claidhmore, and missile weapons. Some alternate nouns will still require a physical copy of the weapon in order to properly form the sonic equivalent.
Lore Benefit
Training in Elemental Lore, Air provides a chance for the secondary flare to activate of 3% per seed 3 summation of ranks. This second chance is completely independent of the first, and has distinct messaging when triggered so the bard will know whether the weapon has flared the "first" time or the "second" time if there is only one flare. Unlike other benefits based on the summation chart, the seed 3 thresholds indicate 3% thresholds, but the benefit is provided continuously; each rank trained adds to the chance to flare.
Elemental Lore, Air ranks 1 2 3 7 12 18 25 33 42 Chance for secondary flare 1% 2% 3% 6% 9% 12% 15% 18% 21% Elemental Lore, Air ranks 52 63 75 88 102 117 133 150 Chance for secondary flare 24% 27% 30% 33% 36% 39% 42% 45%
- Benefits are per rank
Behind the Scenes: Tactical Considerations
Common thinking about Sonic Weapons typically revolves around the flares: use the smallest, fastest weapon possible and maximize the damage (and/or additional results such as stuns, severed limbs, or death) from the flares. To this end, brawling weapons and small edged or blunt weapons--daggers, short swords, cudgels, etc.--are typically selected for use.
Large, slow weapons of the two-handed or polearm types do benefit from the increased enchant of knowing more spellsongs, and do have the flares; however, the primary benefit of those weapon styles lies in the raw initial damage being dealt by the weapon itself rather than the flares. Some of the brawling weapons can be swung twice in the same time it takes to swing a larger weapon once, which would be a total of four chances for flares rather than only two.
Messaging
- Start
>prep 1012 You change your tune slightly, adding the element for Sonic Weapon Song to your song... >sing trident You weave another verse into your harmony. You begin singing and focus your voice into a vortex of air shaped like a sonic trident, centered on your right hand. Sing Roundtime 3 Seconds.
- End
>stop 1012 Your sonic trident dissipates. You stop singing Sonic Weapon Song.