Break Object - Runequestified!

Clint Staples

Will Thrasher's Nuisance Spells are a fantastic resource for OGL players!

But why should they have all the fun right? Here is another Runequestified version of a thrasher original -  from 'Break Object' to the Sorcery spell 'Break'!

NOTE: I re-worked Break into a reversible spell Break/ Repair to fit with so many other sorcery spells. It is presented here. Below, you can find the original Break spell, if you prefer it instead.

 

Break/ Repair [Earth or Stasis]           Range – Touch       POW Check – No [?]
Cost to Learn – 500L
Magnitude - Variable
Time to Cast - 1 Action
Duration – Instant / [10 rounds]

This reversible spell may be used to break or weaken an item or object, or repair damage that one has suffered. By attacking the very substance of an item, Break can weaken or destroy it. Each rank of the spell devoted to potency does 1d6 points of damage to an item's HP, ignoring Armor Points. If the total HP of the item over equaled or exceeded, it is destroyed. If not it is weakened, and may be destroyed by other stresses, such as more damage, or even normal use in some cases. Destruction is permanent, though it may be repaired magically or otherwise, but a weakened item remains so for a base period of 10 rounds [which may be extended if the sorcerer devotes ranks to duration]. If an item is the subject of more than a single Break spell, only the highest level Break will weaken it. Other weakening attempts will not do further Hit Point damage unless they are of higher level than the one currently affecting the item.

Break may affect held items or weapons, but a POW vs. POW success is required in such a case. magical Items may be affected but their AP must be overcome before applying any damage to the HP of the magical item. Items benefiting from temporary enhancements [such as Bladesharp or Sharpen, may count their numerical bonus as AP against Break.

Repair instantly restores 1d6 hit points [or Armor Points] per level to an item or substance. Thus one could repair a sword, a statue, an armor strap, etc. In fact, regular use of repair is almost essential to maintain armor and weapons in good working order. Most people who are not sorcerers make do with the a trip to the armorer.

If repaired, a magical item that was destroyed, does not regain any magic it possessed.

Levels of the spell may be used to increase the range from Touch. Duration may also be increased if the intent is to keep an object weakened for a longer period.

 

 

Break [Earth or Stasis]    Range – POWer in yards     POW Check – No [?]
Cost to Learn – 500L
Magnitude - Variable
Time to Cast - 1 Action
Duration – Instant / [10 rounds]

By attacking the very substance of an item, a sorcery can weaken or destroy it. each rank of the spell devoted to potency does 1d6 points of damage to an item's HP, ignoring Armor Points. If the total HP of the item over equaled or exceeded, it is destroyed. If not it is weakened, and may be destroyed by other stresses, such as more damage, or even normal use in some cases. Destruction is permanent, though it may be repaired magically or otherwise. but a weakened item remains so for a base period of 10 rounds [which may be extended if the sorcerer devotes ranks to duration].

Break may affect held items or weapons, but a POW vs. POW success is required in such a case. magical Items may be affects but may count their AP must be overcome before applying any damage to the HP of the magical item. Items benefiting from temporary enhancements [such as Bladesharp or Sharpen, may count their numerical bonus as AP against Break.

Repair, Magical or otherwise, will work on an item weakened or broken by this spell, repairing all damage. However, a magical item that was destroyed, does not regain any magic it possessed.