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Gift of Fire: Difference between revisions

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After completing the spell vocals and paying the standard cost in [[Magic#Magic Points|magic points]] to cast the spell once, the character may accompany the next '''two''' blows delivered with the weapon with the spell’s [[Calls#Damage Calls|damage]] or [[Calls#Effect Calls|effect call]], per ''[[Calls#Effects as Weapon or Touch Calls|Effects as Weapon or Touch Calls]]''. The spell functions as a [[Spellcasting#Touch Spells|touch spell]], except that the blows may be delivered within '''1 minute'''.
After completing the spell vocals and paying the standard cost in [[Magic#Magic Points|magic points]] to cast the spell once, the character may accompany the next '''two''' blows delivered with the weapon with the spell’s [[Calls#Damage Calls|damage]] or [[Calls#Effect Calls|effect call]], per ''[[Calls#Effects as Weapon or Touch Calls|Effects as Weapon or Touch Calls]]''. The spell functions as a [[Spellcasting#Touch Spells|touch spell]], except that the blows may be delivered within '''1 minute'''.


The effect applies on any successful blow (i.e. not blocked or parried), even if stopped by the target’s armour. Only the target struck is affected, even if the spell would normally affect multiple targets (e.g. ''[[Flare]]'').
The effect applies on any successful blow (i.e. not blocked or parried, unless the spell normally targets an object rather than a creature), even if stopped by the target’s armour. Only the target struck is affected, even if the spell would normally affect multiple targets (e.g. ''[[Flare]]'').


This skill cannot be used with an [[Equipment and Resources#Enchantment and Investment|enchanted]] weapon, including one temporarily enchanted with e.g. the spell ''[[Corporeal Weapon]]''.
This skill cannot be used with an [[Equipment and Resources#Enchantment and Investment|enchanted]] weapon, including one temporarily enchanted with e.g. the spell ''[[Corporeal Weapon]]''.

Revision as of 12:17, 26 February 2025

Name Gift of Fire
Cost 8 points
Prerequisites Magician Archetype and Greater Elemental Spellcasting
Key Words Archetype / Magician / Magic Points
Description The character can charge a mundane weapon of any size held in their hands with any lesser or greater elemental combat spell known to them, including Entangle, Repel, Shatter, Strike Down, Elemental Missile, Flare, Heat Object and Magnetise.


After completing the spell vocals and paying the standard cost in magic points to cast the spell once, the character may accompany the next two blows delivered with the weapon with the spell’s damage or effect call, per Effects as Weapon or Touch Calls. The spell functions as a touch spell, except that the blows may be delivered within 1 minute.

The effect applies on any successful blow (i.e. not blocked or parried, unless the spell normally targets an object rather than a creature), even if stopped by the target’s armour. Only the target struck is affected, even if the spell would normally affect multiple targets (e.g. Flare).

This skill cannot be used with an enchanted weapon, including one temporarily enchanted with e.g. the spell Corporeal Weapon.

The number of magic points the character receives each day depends on how many skills they know that use them, see Magic Points and Work Units.

Progression None


Return to Skills List