Update History |
Withering Blow | |
Last Updated: | 2/1/2025 |
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Spell Name: | Withering Blow
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School: | Battle
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Spell Level: | 4
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Duration: | Medium (10 Minutes)
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Range: | Touch
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Target: | Weapon
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Flag: | No
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Dispel: | No
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Spell Description: | Allows the next two weapon hits to be replaced with 'Magic Pin!', 'Magic Enfeeble!', or 'Magic Curse!'.
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Prerequisite: | A level 3 Battle spell
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![]() Scroll Information | |
Scarce: | No
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![]() Magic Item Crafting Option | |
Option Name: | Cast Withering Blow
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Ornamenting Craftable: | Epic Only
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Weaponsmithing Craftable: | Epic Only
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Craft Point Cost: | 16
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Description: | Item casts Withering Blow. May be taken multiple times. Can be cast 1/event for each time taken.
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![]() Oil | |
Oil Name: | Withering Blow
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Scarce: | Yes |
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 stun enemies with a single strike.
Effect
The wielder of the weapon this is cast on may replace 2 weapon strikes with 'Magic Pin!', 'Magic Enfeeble!', or 'Magic Curse!' in any combination.
Detailed Interactions
- Shields: Can block this as it is being delivered via a melee strike.
- Aura of Reflection: The strike is prevented and converted into a tag bag for later use.
- Mind Blank and Compulsion defenses: Since the strikes are prefaced by 'Magic!' the Pin, Enfeeble, and Curse conditions are not considered Compulsion for the purposes of defenses.
- Battle Mastery and Aegis Defenses: Any ability that provides immunity to 'Magic!' or spell calls will nullify this spell.
Sample Incants
Septly
I call on the Soldier to strike down my foe as I cast Withering Blow!
Neutral
All of my training wasn't for show, watch me cast Withering Blow!
Evil
My hatred flows freely from steel to flesh- Withering Blow!
Player-Submitted Incantations
- By the Stranger's will, let vitality fade— Withering Blow!
- May my enemies crumble beneath my blade— Withering Blow!
- By Nox’s touch, let life decay with Withering Blow!
- By Mother’s grace, allow vitality to slow with Withering Blow!
- My weapon is fury, my steel to sunder- Withering Blow!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Withering Blow | Epic Only | Epic Only | 16 | Item casts Withering Blow. 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 Pinned Condition
A character who has the Pinned condition must keep their feet planted firmly where they were when the condition began for 10 minutes. If that character was on their knees or sitting at the time the 'Pin!' hit them, they should remain in that position. Should the character take a Leg Wound while Pinned it is ok for them to go to their knees and stay there for the remainder of the Pinned duration.
The Enfeebled Condition
A target who is Enfeebled can't cast any spells or perform any rituals for 10 minutes. This includes spells or rituals that the target can cast with no incantation.
The Cursed Condition
A character with the Cursed condition have their maximum body set to 1 if it would be higher than 0.
This condition lasts for 10 minutes. It can be removed by 'Dispel Magic!'.
![]() The Heroism spell sets a character's maximum body to 10. The Cursed condition sets a character's maximum body to 1. When these two things interact, the one that was applied second is the relevant effect. Both continue existing for their respective durations, so if there is a way to remove one effect without removing the other, the remaining effect will still function. This would be a circumstance where a character might benefit from casting a spell already affecting them might be relevant, the new casting will displace the old one. |
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 4 Spells | Magic Calls
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