Difference between revisions of "Excruciating Wounds"
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− | {{ | + | {{obsolete}} |
− | {{ | + | {{flavour|Temporarily infuses the weapon held by the caster with the essence of pain itself. It will not affect artefact weapons. |
− | '''Excruciating Wounds''' is a level 5 [[Necromancy]] spell that temporarily infuses a weapon with the [[pain brand]]. | + | While a weapon is infused it cannot be unwielded and casting spells is slightly more difficult.}} |
+ | {{Spell | ||
+ | |name=Excruciating Wounds | ||
+ | |level=5 | ||
+ | |school1={{Necromancy}} | ||
+ | |school2= | ||
+ | |school3= | ||
+ | |sources=<div> | ||
+ | * [[Book of Death]] | ||
+ | * [[Book of Pain]] | ||
+ | </div> | ||
+ | |castingnoise=4 | ||
+ | |spellnoise=15 | ||
+ | }} | ||
+ | |||
+ | '''Excruciating Wounds''' is a level 5 [[Necromancy]] spell that temporarily infuses a weapon with the [[pain brand]], but prevents you from unwielding the weapon and penalizes your spell success rate for the duration. | ||
==Effect== | ==Effect== | ||
− | A wielded non-[[artefact]] [[melee]] weapon will gain the pain brand, temporarily overriding any existing brand. Launchers and unarmed attacks are not affected. While this spell is active, you are unable to unwield your weapon, and spells will be | + | A wielded non-[[artefact]] [[melee]] weapon will gain the pain brand, temporarily overriding any existing brand. Launchers and unarmed attacks are not affected. While this spell is active, you are unable to unwield your weapon, and spells will be harder to cast (increasing raw spell failure by 10%). |
Casting the spell at higher [[spell power]] will increase the effect's duration. | Casting the spell at higher [[spell power]] will increase the effect's duration. | ||
+ | |||
+ | [[Djinn]] and [[Felid]]s are unable to learn this spell (the former can't train Necromancy, the latter can't use weapons). | ||
==Strategy== | ==Strategy== | ||
− | In the hands of a skilled [[Necromancy]] practitioner, the pain brand can render a fast weapon extremely deadly to [[:Category:Natural holiness|most natural monsters]], and by the time a character is capable of casting Excruciating Wounds, they certainly qualify. Followers of [[Kikubaaqudgha]] can choose to permanently brand a weapon of their choice with pain, but this spell allows Kiku worshipers to instead | + | In the hands of a skilled [[Necromancy]] practitioner, the pain brand can render a fast weapon extremely deadly to [[:Category:Natural holiness|most natural monsters]], and by the time a character is capable of casting Excruciating Wounds, they certainly qualify. |
+ | |||
+ | Followers of [[Kikubaaqudgha]] can choose to permanently brand a weapon of their choice with pain, but this spell allows Kiku worshipers to instead choose to learn several extremely powerful Necromancy spells. Many necromancers might not be worshipping Kiku, and pain is rare elsewhere. Just be aware that this brand is useless against opponents with any [[negative energy]] resistance: this includes all [[demon]]ic, [[undead]], [[:Category:Nonliving holiness|nonliving]], and [[:Category:Holy holiness|holy]] opponents. Having the option to use your weapon's innate brand (removed by Kiku blessing) is another benefit of this spell. | ||
− | Casting the spell is also | + | Casting the spell is also quite loud, making it unwise to cast it while trying to sneak around sleeping opponents. |
==History== | ==History== | ||
− | *Prior to [[0.26]], Excruciating Wounds was a Necromancy/Charms | + | *In [[0.29]], Excruciating Wounds was removed. |
+ | *Prior to [[0.26]], Excruciating Wounds was a Necromancy/Charms spell. It did not prevent you from unwielding your weapon, penalize your spell success rate, or make further noise during the spell. However, the initial cast was much louder. | ||
*Prior to [[0.16]], this spell could not affect weapons that were already branded. | *Prior to [[0.16]], this spell could not affect weapons that were already branded. | ||
*Added in [[0.2]]. | *Added in [[0.2]]. |
Latest revision as of 21:49, 28 August 2024
Temporarily infuses the weapon held by the caster with the essence of pain itself. It will not affect artefact weapons.
While a weapon is infused it cannot be unwielded and casting spells is slightly more difficult. |
Excruciating Wounds | |
---|---|
Level | 5 |
School1 | Necromancy |
Source(s) | |
Casting noise | 4 |
Spell noise | 15 |
Excruciating Wounds is a level 5 Necromancy spell that temporarily infuses a weapon with the pain brand, but prevents you from unwielding the weapon and penalizes your spell success rate for the duration.
Effect
A wielded non-artefact melee weapon will gain the pain brand, temporarily overriding any existing brand. Launchers and unarmed attacks are not affected. While this spell is active, you are unable to unwield your weapon, and spells will be harder to cast (increasing raw spell failure by 10%).
Casting the spell at higher spell power will increase the effect's duration.
Djinn and Felids are unable to learn this spell (the former can't train Necromancy, the latter can't use weapons).
Strategy
In the hands of a skilled Necromancy practitioner, the pain brand can render a fast weapon extremely deadly to most natural monsters, and by the time a character is capable of casting Excruciating Wounds, they certainly qualify.
Followers of Kikubaaqudgha can choose to permanently brand a weapon of their choice with pain, but this spell allows Kiku worshipers to instead choose to learn several extremely powerful Necromancy spells. Many necromancers might not be worshipping Kiku, and pain is rare elsewhere. Just be aware that this brand is useless against opponents with any negative energy resistance: this includes all demonic, undead, nonliving, and holy opponents. Having the option to use your weapon's innate brand (removed by Kiku blessing) is another benefit of this spell.
Casting the spell is also quite loud, making it unwise to cast it while trying to sneak around sleeping opponents.
History
- In 0.29, Excruciating Wounds was removed.
- Prior to 0.26, Excruciating Wounds was a Necromancy/Charms spell. It did not prevent you from unwielding your weapon, penalize your spell success rate, or make further noise during the spell. However, the initial cast was much louder.
- Prior to 0.16, this spell could not affect weapons that were already branded.
- Added in 0.2.