Warp Weapon
Warp Weapon | |
---|---|
Level | 5 |
School1 | Charms |
School2 | Translocation |
Source(s) | |
Casting noise | 4 |
Spell noise | 0 |
This spell temporarily binds a localized warp field to the caster's weapon. It will not affect artefact weapons. Unlike a permanently distortion-branded weapon, the affected weapon may still be safely unwielded. |
Warp Weapon is a Level 5 Charms/Translocations spell that temporarily gives the player's wielded, unbranded melee weapon the distortion brand. This brand is immediately lost if the weapon is unwielded for any reason. Unlike actual distortion weapons, weapons affected by this spell do not inflict severe translocation miscast effects when you stop wielding them (ie, no danger of banishment).
Strategy
The value of having a distortion-branded weapon on demand without having to either worship Lugonu or put up with terrible miscast effects far outweighs the cost of needing to lug around an unbranded weapon wherever you go. Each attack you make with a distortion weapon has a roughly 10% chance of banishing your opponent, effectively killing it outright. This makes it very effective when cast upon fast, accurate weapons, such as demon whips, spears, falchions, or quick blades. You will occasionally cause your foes to blink around or teleport away, but the massive damage output and chance of banishment make these weapons very deadly regardless. Try using it against annoyingly well-defended foes, such as hell sentinels and orbs of fire.
As worshipers of Lugonu can wield and unwield distortion weapons without fear, they have no use for this spell.