Difference between revisions of "Excruciating Wounds"
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==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. | |
Casting the spell at higher [[spell power]] will increase the effect's duration, but unwielding the weapon will immediately end the effect. | Casting the spell at higher [[spell power]] will increase the effect's duration, but unwielding the weapon will immediately end the effect. | ||
==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 select the [[Necronomicon]] gift, or for characters not worshiping Kiku to take advantage of the brand without | + | 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 select the [[Necronomicon]] gift, or for characters not worshiping Kiku to take advantage of the brand without having to find a good weapon of pain lying around somewhere. 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]], [[:Category:Holy holiness|holy]], and [[:Category:Plant holiness|plant]]-type opponents. |
− | + | Casting the spell is also somewhat noisy, making it unwise to cast it while trying to sneak around sleeping opponents. | |
==History== | ==History== | ||
− | Prior to [[0.16]], this spell could not affect weapons that were already branded. | + | *In [[0.26]], Excruciating Wounds will be a pure Necromancy spell, will prevent you from unwielding your weapon, will penalize your spell success rate, and make further noise during the spell. |
+ | *Prior to [[0.16]], this spell could not affect weapons that were already branded. | ||
+ | *Added in [[0.2]]. | ||
− | + | [[Category:Crystal Ball Articles]] |
Revision as of 05:40, 12 September 2020
Excruciating Wounds
Excruciating Wounds is a level 5 Charms/Necromancy spell that temporarily infuses a weapon with the pain brand.
Effect
A wielded non-artefact melee weapon will gain the pain brand, temporarily overriding any existing brand. Launchers and unarmed attacks are not affected.
Casting the spell at higher spell power will increase the effect's duration, but unwielding the weapon will immediately end the effect.
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 select the Necronomicon gift, or for characters not worshiping Kiku to take advantage of the brand without having to find a good weapon of pain lying around somewhere. Just be aware that this brand is useless against opponents with any negative energy resistance: this includes all demonic, undead, nonliving, holy, and plant-type opponents.
Casting the spell is also somewhat noisy, making it unwise to cast it while trying to sneak around sleeping opponents.