Beastly Appendage: Difference between revisions
More actions
imported>Spudwalt updated mutation names |
imported>MoogleDan Added status effects category |
||
| Line 37: | Line 37: | ||
Claws will no longer be a possible mutation in [[0.12]]. | Claws will no longer be a possible mutation in [[0.12]]. | ||
[[Category:Crystal Ball Articles]] | [[Category:Crystal Ball Articles]][[Category:Status effects]] | ||
Revision as of 20:17, 25 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.