|Site Index | > Magic Rules | > Spells | > Enchantment School | > Wraithbane|
|Prerequisite:||Level 4 Enchantment Spell|
|Brief Description:||A weapon deals +1 'elven steel' damage|
Wraithbane temporarily enhances a weapon to deal elven steel damage and causes that weapon to hit for one additional damage up to normal caps. This does not make the weapon count as an elven steel weapon for any other purposes, and it may still have blade poisons applied to it.
- When wielded by themselves melee weapons have a cap of 4 damage
- While dual wielding your melee damage is capped at 2.
- Wielding a shield in combat limits your melee damage to a cap of 2. Note that passive bucklers do not have this cap.
- Thrown weapon damage has a cap of 2.
- Missile weapons have a cap of 4 damage.
Elven Steel is a combat call that counts as both a silver call and a magic call whenever it would be beneficial to do so. If the target of an attack has a damage requirement or a kill condition that requires magic, silver, or elven steel the character will inflict damage or kill the target respectively.
When an effect allows you to call for something different with a weapon than you would normally call, you must choose which call to use when you make your attacks. If the something different only applies to the "next successful hit", and you choose not to use it when you make that hit, the effect is wasted.
For example if a character who deals 2 damage with each melee attack has a sword that deals "Nature" damage and they apply Scorpion's Kiss to that weapon so that it can deal "poison weaken" damage for the next successful hit. When they make that successful hit against an opponent they can choose to call "2 nature" or "poison weaken". They may not call "2 Nature poison weaken". Regardless of the effect they choose, the Scorpion's Kiss will be expended after that successful hit.