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Elemental Weapon | |
Type: | Nature |
---|---|
Level: | 3 |
Prerequisite: | Level 2 Nature Spell |
Duration: | 10 Minutes |
Range: | Touch |
Target: | Character |
Flag Required: | Weapon |
Dispel: | Yes |
Brief Description: | Weapons carried deal nature damage or generate four 4 nature damage tag bags or generate two 4 primal damage tag bags. |
Elemental Weapon
Elemental Weapon can be cast in one of two ways.
Either for the duration of the spell any weapons wielded by the character swing for nature damage. You must choose this effect if you are drinking a potion of elemental weapon.
Alternatively generate four tag bags that call for 4 nature damage. For every two of these tag bags created you may instead create one tag bag that calls for 4 primal damage. These tags can't be delivered by arrows.
Detailed Information
Changing Weapon Calls
When an effect allows you to call for something different with a weapon than you would normally call, you must choose which call to use when you make your attacks. If the something different only applies to the "next successful hit", and you choose not to use it when you make that hit, the effect is wasted.
For example if a character who deals 2 damage with each melee attack has a sword that deals "Nature" damage and they apply Scorpion's Kiss to that weapon so that it can deal "poison weaken" damage for the next successful hit. When they make that successful hit against an opponent they can choose to call "2 nature" or "poison weaken". They may not call "2 Nature poison weaken". Regardless of the effect they choose, the Scorpion's Kiss will be expended after that successful hit.
Nature Calls
Nature is a combat call that only has special meaning if the target has damage requirement: nature or kill condition:nature which allows the wielder to inflict damage or kill the target respectively.
Primal Calls
Primal is a special combat call that also counts as an advanced version of the "nature" call. Primal has a special meaning if the target has damage requirement or a kill condition requiring: nature or primal; allowing the attacker to inflict damage or kill the target respectively.
Primal damage is not prevented by effects which prevent or grant immunity to nature damage.
Tag Bags
Tag bags are used as a form of attack for spells, items, and occasionally for monster abilities. When a tag bag hits a friendly target it still has its full effect. Tag bags that miss still expend a use of whatever attack was being delivered. Only the first object hit is affected by a tag bag, so if a tag bag bounced off the ground and then hits a target, that target is not affected.
A player can only throw one tag bag at a time unless an ability allows them to throw more than one. When an ability allows a player to throw more than one tag bag, a player that is hit by multiple tag bags at the same time only takes the effect of that attack once no matter how many tag bags hit them.
A player may not carry tag bags in their hands unless they have cast a spell within the last minute that has a range of tag bag. This is meant to ensure that if you see someone holding a tag bag, it is clear they have an active spell (they are "armed" with a magical ball of eldritch energy). Tag bags created by a spell become inert after 1 minute if not thrown.
In order to deliver a spell with a range of tag bag you MUST throw the tag bag, you may not reach out and touch the person with the tag bag.
Spells with a range of tag bag can be delivered by missile weapons. Bows and crossbows may be fired instead of throwing a tag bag, replacing the normal weapon call with the call for the spell. When this happens the projectile fired follows all the rules for a tag bag making the same call.
Spells and some items use tag bags. If a tag bag makes contact with anything worn by a player it counts as hitting that player where ever that item makes contact with the player (so arm for a melee weapon, torso for a cloak). Tag bags never hit too light. Although tag bags should not be aimed at the head if they happen to hit a player's head the player should take the hit to their torso.
If a shield is struck by a tag bag what happens is based on what kind of attack struck the shield. When the tag bag represents a spell or other magical effect you take any effects the tag bag would inflict to the arm holding the shield. When a tag bag deals normal damage with no additional calls it may be fully blocked by a shield preventing that damage with no further effect. A shield may fully block any attack that makes the poison call, preventing any effect to the bearer. When a shield blocks an attack with the acid call it prevents the effect of that attack to the bearer but this has an effect on the shield, which could become destroyed.
Categories: Nature Spells | Spells | Level Three Spells | Potions | Nature Calls | Primal Calls