Difference between revisions of "Mentalic Barbs"

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A cruel Psychic attack spell that launches a trio of Astral barbs at an enemy, each of which can be maintained after impact in order to inflict continuous damage. Mentalic Barbs are poor at penetrating Psychic barriers and hence have a reputation as a weapon most often used against those who cannot properly defend themselves.  
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A cruel Psychic attack spell that launches a trio of Astral barbs at an enemy, each of which can be maintained after impact in order to inflict continuous damage on subsequent [[Turn|turns]]. Mentalic Barbs are poor at penetrating Psychic barriers and hence have a reputation as a weapon most often used against those who cannot properly defend themselves.  
  
 
The spell may only be maintained if at least one barb strikes a target and inflicts a [[Wound Penalty]]. If the continuing damage from a barb is ever insufficient to inflict a Wound Penalty on its victim then that barb vanishes and if all three barbs vanish then the spell ends.
 
The spell may only be maintained if at least one barb strikes a target and inflicts a [[Wound Penalty]]. If the continuing damage from a barb is ever insufficient to inflict a Wound Penalty on its victim then that barb vanishes and if all three barbs vanish then the spell ends.

Revision as of 23:55, 4 May 2009

Ability Type: Spell, Difficulty 18
Provided By: Mentalic Combat

Spell Type: Astral, Mentalics
Form: Projectile
Function: Offensive
Power Cost: 3 to 9
Duration: Maintainable (inflicts continuing damage after striking home)
Notes: Faint


A cruel Psychic attack spell that launches a trio of Astral barbs at an enemy, each of which can be maintained after impact in order to inflict continuous damage on subsequent turns. Mentalic Barbs are poor at penetrating Psychic barriers and hence have a reputation as a weapon most often used against those who cannot properly defend themselves.

The spell may only be maintained if at least one barb strikes a target and inflicts a Wound Penalty. If the continuing damage from a barb is ever insufficient to inflict a Wound Penalty on its victim then that barb vanishes and if all three barbs vanish then the spell ends.

Medium Range: 3m x Power
Initial Damage: Power x 14 Very Blunt Psychic
Continuing Damage: Power x 7 Internal Psychic
Rate of Fire: (3)