Warp Weapon
Warp Weapon | |
---|---|
Level | 5 |
School1 | Charms |
School2 | Translocation |
Source(s) | |
Casting noise | 4 |
Spell noise | 0 |
Temporarily binds a localized warp field to the caster's weapon. Unlike a permanently distortion-branded weapon, the affected weapon may still be safely unwielded. It will not affect artefact weapons. |
Warp Weapon is a Level 5 Charms/Translocations spell that temporarily gives the player's wielded, non-artefact 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). Using it on a branded weapon will temporarily replace the weapon's existing brand.
Strategy
The value of having a distortion-branded weapon on demand without having to either worship Lugonu or put up with terrible miscast effects is often worth the experience investment necessary to get this spell castable, especially for characters who lack a good method of dealing heavy-straightforward damage. 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, but if possible, due so in small, cramped areas so they can't blink too far away.
Restrictions
As worshipers of Lugonu can wield and unwield distortion weapons without fear, they have no use for this spell. Felids, meanwhile, can't wield a weapon to warp in the first place.