Ignite: Difference between revisions

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==Weather-related atmospherics==
==Weather-related atmospherics==
Wisps of vapor rise as raindrops sizzle on contact with your ''<weapon>''.<br />
Wisps of vapor rise as raindrops sizzle on contact with your ''<weapon>''.<br />
Flakes of snow melt then sizzle as they near your ''<weapon>''.<br />
Flakes of snow melt then sizzle as they near your ''<weapon>''.<br />
A few swirling eddies of flame flit up from your ''<weapon>'', quickly consuming themselves as they rise.<br />
A few swirling eddies of flame flit up from your ''<weapon>'', quickly consuming themselves as they rise.<br />

==Special Weapon Swap Description==
==Special Weapon Swap Description==
You spin your sword off to one side, the flames grunting out a turbulent 'Whoomph' before you settle in to use it as a heavy edged weapon.<br />
You spin your sword off to one side, the flames grunting out a turbulent 'Whoomph' before you settle in to use it as a heavy edged weapon.<br />
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Your deep crimson sword suddenly bursts into flames.
Your deep crimson sword suddenly bursts into flames.

==Notes==
==Notes==
*The duration of the spell shows up in the normal {{tt|PERCEIVE}} list.
*The duration of the spell shows up in the normal {{tt|PERCEIVE}} list.
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:*For [[elemental weapon]]s this has the implication that weapons {{com|shape}}d to fire, ice or electricity will have their damage increased proportional to the second highest physical stat of the stone form since the highest stat is 100% converted to the elemental damage type.
:*For [[elemental weapon]]s this has the implication that weapons {{com|shape}}d to fire, ice or electricity will have their damage increased proportional to the second highest physical stat of the stone form since the highest stat is 100% converted to the elemental damage type.
*Swimming through rooms with deep enough water will not dispel Ignite, but will extinguish the weapon until dry land is reached.
*Swimming through rooms with deep enough water will not dispel Ignite, but will extinguish the weapon until dry land is reached.
*Only one weapon may be affected at once. To ignite a different weapon, you must {{com|RELEASE}} the spell.

{{RefAl}}
{{RefAl}}

Revision as of 14:42, 13 December 2015


Wm thumb.jpgWarrior Mage Guild


Ignite
Abbreviation: -
Prerequisites: Fire Shards or Elementalism
Signature: No
Spell Slots: 2
Mana Type: Unknown
Spell Type: standard / utility
Difficulty: basic
Prep (min/max): 5 / 100
Skill Range (min/max): 0 / 600
Valid Spell Target: Item
Duration (min/max): 4 minutes / 20 minutes
Justice: Unknown
Corruption: Unknown
Description: The Ignite spell adds a touch of fire to your weapon to help you strike down your enemies. Ignite's effects will even bolster weapons that already have a certain variety of fire damage, though not to the extent that it enhances the mundane sort. Of course, given the spell's nature, its effectiveness can be lost in water or if the weapon strays from your hand.
Effect: {{{dtype}}}, {{{htype}}}, Adds fire damage proportional to the highest physical damage stat of the weapon
Example Messaging: Tendrils of flame dart along your hand toward an etched steel bastard sword, which suddenly bursts into flames!

FOCUS
You focus your magical senses on a <weapon>.
Flames dance along the surface of the weapon. You sense that your <weapon> has been magically enhanced with fire.
Roundtime: 6 sec.

Devices/Tattoos: Bright orange inkpot, Small bog oak statuette of a man

Weather-related atmospherics

Wisps of vapor rise as raindrops sizzle on contact with your <weapon>.
Flakes of snow melt then sizzle as they near your <weapon>.
A few swirling eddies of flame flit up from your <weapon>, quickly consuming themselves as they rise.

Special Weapon Swap Description

You spin your sword off to one side, the flames grunting out a turbulent 'Whoomph' before you settle in to use it as a heavy edged weapon.
The flames dancing along your deep crimson sword suddenly extinguish.

Your deep crimson sword suddenly bursts into flames.

Notes

  • The duration of the spell shows up in the normal PERCEIVE list.
  • The fire damage added by Ignite will appear on the weapon when using APPRAISE.
  • The proportional damage added is only based on the physical stats of the weapon, not the elemental stats.
  • For elemental weapons this has the implication that weapons SHAPEd to fire, ice or electricity will have their damage increased proportional to the second highest physical stat of the stone form since the highest stat is 100% converted to the elemental damage type.
  • Swimming through rooms with deep enough water will not dispel Ignite, but will extinguish the weapon until dry land is reached.
  • Only one weapon may be affected at once. To ignite a different weapon, you must RELEASE the spell.


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