Staff of Five Dragons
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Mixed Material Staff, Artifact •••••

Note: I suck at flavor text, so you will find little of it here. You will notice that these evocations are very powerful, as a balance all of them require the user to be essence three.

This staff is made from the five jades, they spiral into five dragon heads at its peak. As such it can be used as a medium melee weapon and has the following tags –Bashing, 2-handed.
Because of its overwhelming magical power the staff allows its wielder to make Terrestrial Sorcerous Workings at half the experience cost, also it allows its wielder to claim the complementary spell mean when performing a Terrestrial Sorcerous Working (adding one roll).

Evocations of The Staff of Five Dragons

World Incinerating Flame
Cost: 2m,3m or 4m; Mins: Essence 3
Type: Simple
Keywords: Uniform
Duration: Instant
Prerequisites: None
This evocation is an archery attack; the wielder pays 2, 3 or 4 motes, allowing the ranged attack to function as a light, medium or heavy archery weapon for a withering attack.
Any flammable material hit by this evocation is instantly lit aflame. If the attack does damage equal to or greater than a targets stamina then they are lit aflame as well. Targets my pay 2i to put out the flames or they take 1L damage each turn for three turns. This damage is environmental.

Gale Force offensive
Cost: 4m, 1i; Mins: Essence 3
Type: Simple
Keywords: Withering-only
Duration: Instant
Prerequisites: World Incinerating Flame
Slamming the butt of the staff into the ground, a great percussion of wind emanates from the wielder. This evocation hits everything around the wielder within close range with a withering attack. This attack will only do one point of damage, however the attack is rolled as normal, if the target is hit, it is knocked back one range ban; if the attack would do damage equal to or greater than the targets dexterity they are knocked prone as well.
Note: The attack in its entirty is rolled as normal, including damage to determine if an opponent is knocked prone. It will only do one damage regardless of how many successes are rolled.

Earthen Talon
Cost: 3m, 5m or 10m; Mins: Essence 3
Type: Simple
Keywords: Dual
Duration: Instant
Prerequisites: Gale Force Offensive
This evocation summons a talon that explodes from the earth within medium range from the user. If used as a withering attack then the attack counts as a medium archery weapon. If the target takes at least one point of damage they are knocked back one range ban.
If used as a decisive attack then the talon will seek to impale it target; this attack will ignore the wielders (occult) hardness.
If this evocation is used to attack a structure such as wall or a house it counts a having strength 20 for the purposes of destroying the structure.

Blood Boiling Strike
Cost: 3m; Mins: Essence 3
Type: Supplemental
Keywords: Uniform
Prerequisites: Earthen Talon
This evocation supplements a melee or martial arts attack made with the staff of five dragons. If the attack deals damage the target must make an immediate (stamina + resistance) check at a difficulty equal to the user’s essence rating plus one. If the check is failed then the target will count as having failed a deprivation environmental hazard check, they will take a -3 penalty until they rehydrate themselves. This power can be used on a single target multiple times up to their stamina; however the penalty is only increased by one for each additional strike. If the target suffers failure and a number of checks equal to their stamina they fall immediately unconscious and will die within an hour if they are not rehydrated.

Breath of Life
Cost: 10m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Perilous
Duration: One combat/One week
Prerequisites: Blood Boiling Strike
Raising the staff to the sky it spews yellow iridescent pollen. This evocation affects all allies within short range. Their wounds will be numbed and no longer bother them; as such for one combat any allies under the effects of this evocation ignore all wound penalties and will not be stopped until their health track is filled with aggravated damage, at which point they will fall over dead. Outside of combat for one week any wounds they have taken will heal at twice the rate.
If this power is used on a unit, they will no longer lose magnitude; instead the storyteller will keep track of the damage done to the unit. If the damage would be enough to take the units last point of magnitude it is then destroyed completely.

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