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Post by docfullton on Feb 13, 2019 16:58:02 GMT
Name: Telekinetic Punch
Casting time: 1rd Range: 10m Duration: instant MP cost: 4 Description: You may make a MA attack at a distance and do your damage. Still need to make a MA/melee weapon attack roll.
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Post by logan9a on Feb 13, 2019 16:59:09 GMT
Thinking for this, maybe open handed only?
We can have a more powerful spell (a branch off this one) that lets you use a weapon?
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Post by docfullton on Feb 13, 2019 17:02:35 GMT
I like it. Just keep it as punch instead of attack...
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Post by logan9a on Feb 21, 2019 0:19:28 GMT
The problem I'm seeing with this is it becomes a two round thing - cast then punch.
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Post by docfullton on Feb 21, 2019 1:46:24 GMT
cast, make MA as your attack.... 1 rd
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Post by logan9a on Feb 21, 2019 9:51:03 GMT
Cast - one round. Martial arts attack - one round.
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Post by Fantômas on Feb 21, 2019 10:04:55 GMT
Telekinetic Punch (one Shot)
Casting time: 1 Round Range: 10m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Your attack with Martial Arts (Unarmed) have a range of up to 10m as waves of telekinetic energy strike your foe. If the target is within 3m parry and dodge suffer no penalties. If the target is 3m or more away, any parry* or dodge is at a -30 (if in addition to other penalties the target is at a negative greater than 60, the attack cannot be parried nor dodged). Cover applies as normal. *The target suffers no penalties from this spell attack if they are using a shield.
Telekinetic Punch (Entire Combat)
Casting time: 1 Round Range: 10m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. ie the effect can occur multiple time within one combat. Your attacks with Martial Arts (Unarmed) have a range of up to 10m as waves of telekinetic energy strike your foe. If the target is within 3m parry and dodge suffer no penalties. If the target is 3m or more away, any parry* or dodge is at a -30 (if in addition to other penalties the target is at a negative greater than 60, the attack cannot be parried nor dodged). Cover applies as normal. *The target suffers no penalties from this spell attack if they are using a shield.
Telekinetic Punch (Day)
Casting time: 1 Round Range: 10m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this effect across multiple combats. Your attacks with Martial Arts (Unarmed) have a range of up to 10m as waves of telekinetic energy strike your foe. If the target is within 3m parry and dodge suffer no penalties. If the target is 3m or more away, any parry* or dodge is at a -30 (if in addition to other penalties the target is at a negative greater than 60, the attack cannot be parried nor dodged). Cover applies as normal. *The target suffers no penalties from this spell attack if they are using a shield.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 21, 2019 11:02:37 GMT
I'd much rather combine this with the telekinetic weapon. Having one for unarmed and one for weapons is tedious – just let it work on any melee attack that you do.
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