Beastly Appendage: Difference between revisions
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imported>Spudwalt Added note about merfolk not getting talons (at least, I've never got them with a MfTm) |
imported>Spudwalt updated mutation names |
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[[Beastly Appendage]] is a level 1 [[Transmutations]] spell which briefly gives you one of the following temporary [[Unarmed Combat]]-enhancing [[mutation]]s: | [[Beastly Appendage]] is a level 1 [[Transmutations]] spell which briefly gives you one of the following temporary [[Unarmed Combat]]-enhancing [[mutation]]s: | ||
*[[ | *[[Horns|Horns 2]] - Prevented by use of [[helmet]]s, but allows for an auxiliary headbutt. | ||
*[[ | *[[Talons|Talons 3]] - Prevented by use of [[boots]] or lack of feet, but allows for an auxiliary kick. | ||
**Due to their hybrid nature, [[merfolk]] cannot gain talons from Beastly Appendage. | **Due to their hybrid nature, [[merfolk]] cannot gain talons from Beastly Appendage. | ||
*[[ | *[[Claws|Claws 3]] - Prevented by use of [[gloves]], but deals more damage than a standard punch and may inflict [[bleeding]]. | ||
**Octopodes gain spiked tentacles instead. | **Octopodes gain [[Good mutations#Tentacle Spike|spiked tentacles]] instead. | ||
The duration of these mutations is dependent upon your [[spell power]]. Sadly, you cannot cast it multiple times to get all three effects; casting it again simply extends the duration of your current mutation. | The duration of these mutations is dependent upon your [[spell power]]. Sadly, you cannot cast it multiple times to get all three effects; casting it again simply extends the duration of your current mutation. | ||
Revision as of 19:36, 14 April 2013
| Level | 1 |
|---|---|
| School1 | Transmutation |
| Source(s) | |
| Casting noise | 1 |
| Spell noise | 0 |
| This spell makes you temporarily replace one or a pair of appendages with an animal counterpart, giving you an extra attack. It is not powerful enough to meld armour. |
Beastly Appendage is a level 1 Transmutations spell which briefly gives you one of the following temporary Unarmed Combat-enhancing mutations:
- Horns 2 - Prevented by use of helmets, but allows for an auxiliary headbutt.
- Talons 3 - Prevented by use of boots or lack of feet, but allows for an auxiliary kick.
- Due to their hybrid nature, merfolk cannot gain talons from Beastly Appendage.
- Claws 3 - Prevented by use of gloves, but deals more damage than a standard punch and may inflict bleeding.
- Octopodes gain spiked tentacles instead.
The duration of these mutations is dependent upon your spell power. Sadly, you cannot cast it multiple times to get all three effects; casting it again simply extends the duration of your current mutation.
Transmuters begin with this spell memorized.
Strategy
Beastly Appendage can significantly improve the combat capabilities of low-level transmuters, though its effectiveness depends on which of the mutations you receive; Claws and Horns are much more powerful than Talons. If you're willing to wear boots, leave your hand slot empty, and only wear a cap or wizard hat, you can guarantee that only the more useful mutations will occur.