Weakening Strike

Update History

Weakening Strike
Last Updated: 2/1/2025

Spell Information

Battle School

Spell Name: Weakening Strike

School: Battle

Spell Level: 2

Duration: Medium (10 Minutes)

Range: Touch

Target: Weapon

Flag: No

Dispel: No

Spell Description: Allows the next weapon hit to be replaced with 'Magic Weaken!'.

Prerequisite: A level 1 Battle spell

Scroll Information

Scarce: No

Magic Item Crafting Option

Option Name: Cast Weakening Strike

Ornamenting Craftable: Yes

Weaponsmithing Craftable: Yes

Craft Point Cost: 8

Description: Item casts Weakening Strike. May be taken multiple times. Can be cast 1/event for each time taken.

Oil

Oil Name: Weakening Strike

Scarce: No

Crippling your enemies while channeling magical energy through your weapon is a staple of Battle magic.

Description

The caster channels the magic of battle into a weapon, allowing the wielder to weaken enemies with a single blow.

Effect

The wielder of the weapon this is cast on may replace the next legal strike with 'Magic Weaken!'.

Detailed Interactions

Sample Incants

Septly

To shield those I quite like, I cast Weakening Strike!

Neutral

Your strength I do not like, so I cast Weakening Strike!

Evil

Through Grak's force your power fades with Weakening Strike!

Player-Submitted Incantations

  • Through my hands, I overpower all— Weakening Strike!
  • Bestowed Soldiers's Skill, my enemy's arm's falter- Weakening Strike!
  • For those we cherish, I weaken your blows- Weakening Strike!
  • Stop hitting me so hard for God’s Sake- Weakening Strike!
  • I can't find an incant I like, so I cast Weakening Strike!
  • For my ideals, I stymie your hands- Weakening Strike!
  • By your ardor, my delight expands- Weakening Strike!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Weakening Strike

Yes Yes 8 Item casts Weakening Strike. May be taken multiple times. Can be cast 1/event for each time taken.

References

The 'Magic!' Call

The 'Magic!' call always comes from spells and when it comes from a ranged attack, cannot be blocked by a shield. If coming from a melee attack, a 'Magic!' call can be blocked by a shield. Anything that stops a spell will stop a 'Magic!' attack. It always counts as coming from the Battle school for defenses that care about the school of an attack.

The 'Magic!' 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 Magic!' damage, otherwise it will only inflict the Jinxed condition and no damage.

The 'Magic!' 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 Jinxed condition in addition to whatever other conditions the other call applies. Any conditions applied by that call are now all removed when the Jinxed is removed. Any defense which prevents 'Magic!' prevents the entire call.

The Jinxed Condition

This is an unusual condition in that it doesn't do anything by itself. This condition only occurs if a 'Magic!' attack applies other conditions (such as an attack calling for 'Magic Pin!').

If the call that applied Jinxed applied other conditions, those other conditions can only be removed by removing the Jinxed condition, which will remove all the other conditions as well.

This condition is removed by 'Dispel Magic!', or any consumable item that states it removes the Jinxed condition.

For example: A character is hit with 'Magic Pin!'. Normally, smelling salts would remove the Pinned condition, but since the 'Magic!' call was added as a modifier it is no longer considered a Compulsion spell and they will not work. You will need to use 'Dispel Magic!' or a consumable that removes the Jinxed condition in order to remove the Pin. If a character is effected by several conditions attached to the Jinxed condition (such as having been hit by both 'Magic Pin!' and 'Magic Enfeeble!'), only one cast of 'Dispel Magic!' is required to remove all of the conditions.

The Weakened Condition

A target affected by the Weakened condition has their Might and Accuracy reduced to 1.

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 | Battle Spells | Level 2 Spells | Magic Calls


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