Enchant Weapon Spell
Posted: Tue Nov 27, 2007 2:49 pm
Was happy to see this Nightbane spell converted over to Rifts in Federation of Magic (first printing), but a little disapointed that it was a nerfed when it comes to enchanting firearms (unlike the original Nightbane version). So I made some changes to fit my games, and my wife suggested that I post as some might find it interesting (my wife is not a RPGer so she may be wrong, but I'll do it anyway). I don't have any P.P.E. cost, but I figured that to enchant modern weapons would cost 50-100% more P.P.E.
Enchant Weapons
This powerful spell allows the caster to turn an ordinary, mundane weapon into a magic weapon of significant power. For reason not fully understood it is more effective on simpler weapons, and becomes much less potent when used on advanced weaponry. When used on a melee weapon (any sized) the weapon’s damage is doubled, it may harm creatures impervious to normal weapons like vampires and were-wolves (along with creatures with similar immunities), and inflicts M.D. in Mega-Damage environments.
The spell’s effect on firearms varies dramatically depending on how advanced the weapon is. Black Powder weapons gain benefits exactly like those of melee weapons; increased damage, harm creatures impervious to normal weapons/attacks, and inflicts M.D. in Mega-Damage environments. When used on more advanced and conventional (at least what we would consider conventional) firearms, the weapon gains the ability to harm creatures normally impervious to mundane weapons/attacks and inflict M.D. in Mega-Damage environments, but does not see it’s damage doubled. In either case this spell cannot be used on any weapon larger than the average assault rifle.
Note: This spell has no effect on anything more advanced, such as energy weapons and vibro-blades.
Enchant Weapons
This powerful spell allows the caster to turn an ordinary, mundane weapon into a magic weapon of significant power. For reason not fully understood it is more effective on simpler weapons, and becomes much less potent when used on advanced weaponry. When used on a melee weapon (any sized) the weapon’s damage is doubled, it may harm creatures impervious to normal weapons like vampires and were-wolves (along with creatures with similar immunities), and inflicts M.D. in Mega-Damage environments.
The spell’s effect on firearms varies dramatically depending on how advanced the weapon is. Black Powder weapons gain benefits exactly like those of melee weapons; increased damage, harm creatures impervious to normal weapons/attacks, and inflicts M.D. in Mega-Damage environments. When used on more advanced and conventional (at least what we would consider conventional) firearms, the weapon gains the ability to harm creatures normally impervious to mundane weapons/attacks and inflict M.D. in Mega-Damage environments, but does not see it’s damage doubled. In either case this spell cannot be used on any weapon larger than the average assault rifle.
Note: This spell has no effect on anything more advanced, such as energy weapons and vibro-blades.