Parent Pages: Rules : Spells : Spells By College / Spells By Name / Spells By Rarity / Spell Sandbox
Colleges | Charm, Transmutation |
---|---|
Components | Verbal, Hand |
Casting Time | 1 second |
Duration | As Affliction, Malediction |
Enchants a weapon or shield so it can telekinetically wield itself. If it's intelligent, it can act on it's own. If not, then it will obey the owner's commands. To satisfy the enchantment for the purpose of giving it orders, the owner must be able to wield the weapon. If the owner is killed and the weapon is unintelligent, it will stop fighting, since it no longer has any valid orders.
Affliction [26] Advantages [+160%] Telekinesis 1 [3.5] Based on DX 10 and Basic Speed 5 [+0%] Independent [+40%] Obeys orders of owner Lift Only [-20%] Only on Self [-40%] Magical [-10%] Telekinesis 5 [12.5] Based on DX 10 and Basic Speed 5 [+0%] Independent [+40%] Obeys orders of owner Move Only [-40%] Only on Self [-40%] Magical [-10%] Malediction (As Regular Spell) [+100%] Based on Activation Roll [+5%] Melee Attack (Reach C, No Parry) [-35%] Only Works on Weapons and Shields [-40%] Magical [-10%] Spell Components [-20%] Must say "dance" in Latin Must gesture with hand Levels 2+ [+3.5/level] Increase lift Telekinesis by 1 level [+35%] Must be increased to minimum ST of item, at least Move Levels 1+ [+2.5/level] Increase move Telekinesis by 1 level [+25%] Basic Speed Levels 1+ [+5/level] Increase Basic Speed by 0.25 [+50%] Exotic Weapon Option [+1] Add the Exotic Weapon Training Perk to afflicted Advantages [+10%] Skills [+1/Skill point] Add Skills for each desired mode the weapon can use itself in [+10%/Skill point]