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Smite

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Smite

Smite

Rank: Novice

Power Points: 2

Range: Smarts

Duration: 5

Example Trappings: A colored glow, runes, sigils, crackling energy, barbs grow from the blade.

This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.

Limitations: In the case of smite with a Personal Limitation (see page 107), “Self” refers to the specific weapon instead.

Modifiers

Additional Recipients (+1)

The power may affect more than one target for 1 additional Power Point each.

Epic Modifiers

✪ Greater Smite (+)

The weapon's damage is increased by +4, or +6 damage with a raise and is considered a Heavy Weapon

✪ Spiritual Weapon (+2)

Instead of enchanting a weapon, the spellcaster creates a weapon of pure energy in Range: Smarts. The caster can move her spiritual weapon up to 5“ (10 yards) on her turn and attack with it as a limited free action, using her arcane skill. The weapon does Spr+d4 damage (Spr+d6 with a raise).