Elemental Weapon

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Elemental Weapon

Spell Information

Nature School

Spell Name: Elemental Weapon

School: Nature

Spell Level: 3

Duration: Medium (10 Minutes)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Allow a person to inflict 'Nature!' damage.

Prerequisite: A level 2 Nature spell

Potion

Name: Elemental Weapon

Scarce: No

Scroll Information

Scarce: No

A versatile spell that gives access to nature or primal damage.

Description

Nature damage is not commonly required but when you need it, as with all damage types, it is very important you get it right away. Most often 'Nature!' damage is relevant to things like trolls and elementals.

Effect

Choose one of the following:

  • For the duration of this effect all weapons wielded by the target count as Nature weapons.

  • Create 4 tag bags that call for '4 Nature!' damage. These tag bags cannot be delivered by arrows. For every 2 tag bags created, you may instead create one that calls for '4 Primal!' damage.

Detailed Interactions

  • Potions of Elemental Weapon: Note that potions of Elemental Weapon cannot generate tag bags because potions don't create tag bags. That is the domain of thrown alchemicals.
  • Primal Damage: Is very rarely needed, so you will not often use the option to create 2 'Primal!' damage tag bags. When you do need it, you'll be very glad to have access to it.

Sample Incants

Septly

The spiraling tempest of the Elemental Goddess grants me Elemental Weapon!

Neutral

My prayers to nature have come true at last and given me Elemental Weapon to cast!

Evil

Fueled by the fires of a thousand trees, my magic gifts me with Elemental Weapon!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Elemental Weapon

Yes Yes 12 Item casts Elemental Weapon. May be taken multiple times. Can be cast 1/event for each time taken.

References

The 'Nature!' Call

It is common for players to get the 'Nature!' and 'Wild!' calls mixed up. 'Nature!' is a type of damage or a type modifier. 'Wild!' is a creature type.

The 'Nature!' call always comes from spells and thus when it comes from a ranged attack, cannot be blocked by a shield. Anything that stops a spell will stop a 'Nature!' attack.

The 'Nature!' call sometimes inflicts damage. You'll know if it is dealing damage if a number is used. Always use the number '1!' if for some reason you are dealing '1 Nature!' damage, otherwise it will only inflict the Natural Hazard condition and no damage.

The 'Nature!' call can also be used to modify offensive effect calls. When this happens the call still counts as a spell. When the call comes from a ranged attack, it cannot be blocked by a shield. The attack now applies the Natural Hazard condition in addition to whatever other conditions the other call applies. Any conditions applied by that call are now all removed when the Natural Hazard is removed. Any defense which prevents 'Nature!' prevents the entire call.

The 'Primal!' Call

The 'Primal!' call always deals damage, if no number is included assume it is for 1 damage. Ranged attacks that call for 'Primal!' count as spells and cannot be blocked by a shield. Anything that stops a spell (such as the Anti-Magic Shield spell) will stop a ranged call for 'Primal!' damage.

The 'Primal!' call is an advanced form of the 'Nature!' call, but defenses that prevent 'Nature!' do not prevent 'Primal!'.

Casting Spells

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.

Requirements for a proper incantation:

  • An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
  • You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
  • The incantation must clearly convey EXACTLY what you are casting.
  • Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
  • You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.

Categories: Spells | Nature Spells | Level 3 Spells | Nature Calls | Primal Calls | 4 Tag Bag Spells | 2 Tag Bag Spells


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