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Post by docfullton on Feb 12, 2019 20:15:17 GMT
Name: Lightning Bolt
Casting time:1rd Range: 10m Duration: instant MP cost: 4
Description: You throw a lightning bolt at target. 1d8 use throw to hit simple dmg spell
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Post by logan9a on Feb 12, 2019 20:22:14 GMT
More damage than water (d6) but balanced by a throw (skill) roll. OK. Dig.
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Post by docfullton on Feb 12, 2019 21:39:16 GMT
yeah, I figured a new skill roll would make it okay for a skill bump...
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Post by logan9a on Feb 21, 2019 0:09:10 GMT
The problem, upon thought, is that one round is casting the spell then the next round is throw as each is a different action.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 21, 2019 0:39:25 GMT
Just make the cast part of the throw.
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Post by logan9a on Feb 21, 2019 0:40:08 GMT
That would be inconsistent.
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Post by logan9a on Feb 21, 2019 0:40:39 GMT
A different way to do it might be to just up the damage to make it more worthwhile.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 21, 2019 0:43:41 GMT
I don't see the issue of it being inconsistent. If it works, it works, and it's easy to understand anyway. All you're doing is tying in an extra skill after the spell is cast. Besides consistency, is there a reason you don't want this to be a thing other than in the meta magic?
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Post by logan9a on Feb 21, 2019 1:01:24 GMT
Nope - happy to keep the weird stuff in meta. And only in meta.
But if we were to up the damage to make it worth going two rounds that is a possible work around.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 21, 2019 1:04:15 GMT
I wouldn't really call this weird but all right. Then the other spells like Telekinetic Weapon need to be changed as well.
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Post by logan9a on Feb 21, 2019 1:05:31 GMT
Yes.
Another possibility for this spell would be to 'power up' for X magic points then get to throw around lightning damage for 'combat' or possibly to increase the weapon damage by a bump from electricity.
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Post by docfullton on Feb 21, 2019 1:48:14 GMT
Name: Lightning Bolt
Casting time:1rd Range: 10m Duration: instant MP cost: 4
Description: You throw a lightning bolt at target. 1d10 use throw to hit simple dmg spell
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Post by logan9a on Feb 21, 2019 9:50:33 GMT
Would d10 every other round be worth it Chris?
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Post by Fantômas on Feb 22, 2019 3:05:56 GMT
If going with standardising elemental attacks, would look like
Lightning Bolt (one Shot)
Casting time: 1 Round Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a small Lightning Bolt at your target, doing 1d6 damage if it strikes. If the target has a weakness to electricity, the damage is bumped up one on the damage track. If the target has a resistance to electricity, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
Lightning Bolt (Entire Combat)
Casting time: 1 Round Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. ie can be used for one combat. Using the skill 'Throw Magic', you throw a small Lightning Bolt at your target, doing 1d6 damage if it strikes. If the target has a weakness electricity, the damage is bumped up one on the damage track. If the target has a resistance electricity, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
Lightning Bolt (Day)
Casting time: 1 Round Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this across multiple combats. Using the skill 'Throw Magic', you throw a small Lightning Bolt at your target, doing 1d6 damage if it strikes. If the target has a weakness electricity, the damage is bumped up one on the damage track. If the target has a resistance electricity, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
Enhanced Lightning Bolt (one Shot)
Casting time: 1 Round Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a small Lightning Bolt at your target, doing 1d8 damage if it strikes. If the target has a weakness electricity, the damage is bumped up one on the damage track. If the target has a resistance electricity, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
Enhanced Lightning Bolt (Entire Combat)
Casting time: 1 Round Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. ie can be used for one combat. Using the skill 'Throw Magic', you throw a small Lightning Bolt at your target, doing 1d8 damage if it strikes. If the target has a weakness electricity, the damage is bumped up one on the damage track. If the target has a resistance electricity, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
Enhanced Lightning Bolt (Day)
Casting time: 1 Round Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this across multiple combats. Using the skill 'Throw Magic', you throw a small Lightning Bolt at your target, doing 1d8 damage if it strikes. If the target has a weakness electricity, the damage is bumped up one on the damage track. If the target has a resistance electricity, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
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Post by docfullton on Feb 22, 2019 3:57:25 GMT
that's fine... I just find it amusing how so many of these spells have gone from KISS to complex, carry on...
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