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 melee weapon the distortion brand. Unarmed attacks and ranged weapons are unaffected. The weapon can harmlessly be unwielded; all that happens is that the brand is removed.
Felids are unable to wield a weapon, so are unable to use this spell.
Strategy
Distortion is quite a powerful brand on fast weapons, as its bonus damage and 10% banishment chance ignores how much damage you actually did. This comes without having to worship Lugonu or putting up with terrible miscast effects, but with a somewhat large XP cost. 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.
This brand sees very marginal utility for Lugonu worshippers; it replaces your current brand, meaning you can swap brands very quickly (for the cost of 5 MP).