Tukima's Dance
Tukima's Dance | |
---|---|
Level | 3 |
School1 | Hexes |
Source(s) | Great Wizards, Vol. VII Book of Weapons |
Casting noise | 3 |
Spell noise | 0 |
Power Cap | 100 |
Range | LOS |
Flags | Wl check, Dir or target, Needs tracer, Not self |
Animates the weapon of a targeted foe, ripping it from their hands and causing it to attack them relentlessly. Once the target dies, the weapon will fall to the ground shortly thereafter.
Certain powerful named artefacts cannot be animated, and any properties that require skill in evocations will not be active. |
Tukima's Dance is a level 3 Hexes spell which temporarily animates a melee weapon held by a hostile monster.
Effect
If the targeted monster fails a willpower check, its melee weapon will be animated as a dancing weapon. The weapon will only fight against its former owner and quickly expires after their wielder has been killed, though it may attack other nearby creatures during before the spell expires. The weapon's strength is determined by both the caster's spell power and the weapon's base stats, while the duration of the effect is dependent entirely upon spell power. The caster's actual weapon skill has no impact on the dancing weapon's performance. Cursed weapons will remain cursed.
This spell only works on melee weapons, not on ranged weapons or magical staves.
Animating a weapon with a brand that your current god hates will trigger piety loss and penance.
Strategy
- Monsters with low willpower and good weapons are the best targets for this spell: ogres, orc warriors, ettins, etc.
- If you cast this spell on a monster wielding two weapons, it will first animate their primary weapon. Casting it again will target their secondary weapon.
- While the animated weapon will initially only target its wielder, it will switch targets if the weapon cannot cannot reach, (e.g. if the player blocks the only path toward the original wielder). Use this technique with a weaker monster with a big weapon to get a few strong hits on a bigger monster.
- Melee characters with access to this spell can think of it as a way to avoid dangerous weapons such as giant spiked clubs or distortion-branded weapons.
History
- Prior to 0.27, Tukima's Dance couldn't be used on monsters wielding ranged weapons.
- In 0.18, Tukima's Dance's power multiplier has been reduced.
- Prior to 0.15, it was a level 5 Hexes spell which temporarily animated the user's melee weapon into a friendly dancing weapon (though it did not function on certain artefact weapons).
- In 0.12, the power of this spell was increased, and its level was raised to 5.
- Prior to 0.6, dancing weapons were immune to elemental damage and had flat statistics independent of spell power and weapon weight.