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Old 10-03-2013, 03:58 PM   #8
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: GURPS Magic - Weapons Enchanted With On-Hit Effects

Quote:
Originally Posted by the_matrix_walker View Post
The part about the Shatter spell is accurate (if you want cumulative damage, then you should use Weaken).
Weaken is once per hour. Rive in theory will do the job, except that you don't normally use the rules for object damage to damage armor. The other problem is getting the spell to go off as an on-hit effect. Based on Flaming Weapon (+2 damage = 0.6d), +1d6 burning damage (followup) would be 1,250 energy, and +1d6 corrosive damage (followup) would be 2,500 energy.
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