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Post by logan9a on Feb 24, 2019 21:58:24 GMT
  Elemental Damage (one Shot) Casting time: 1 minute 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 damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage. Elemental Damage (Entire Combat) Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6 Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage. Elemental Damage (Day) Casting time: 1 minute Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8 Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage. Enhanced Elemental Damage (one Shot) Casting time: 1 minute 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 damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage. Enhanced Elemental Damage (Entire Combat) Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6 Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage. Enhanced Elemental Damage (Day) Casting time: 1 minute Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8 Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
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Post by logan9a on Feb 24, 2019 21:59:01 GMT
Thinking the same with weapons but just a bump or something for weapons.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 24, 2019 22:03:47 GMT
Up until now I wasn't really bothered about doing damage with magic, but this changes my perspective greatly and I'm definitely going to start trying to crit more spells in those trees to try and get to them. Love this change!
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Post by Fantômas on Feb 24, 2019 22:22:46 GMT
Been doing a little thinking about this. Is there a need for a new skill or should they just use throw? (trying to streamline/KISS it a bit more)
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 24, 2019 22:38:43 GMT
I would imagine throwing a baseball and throwing bolts of lightning to be rather different things. Plus, it means everyone starts at the same "level" – people who have a high throw already for non-magical reasons wouldn't just gain the ability to throw magic just because.
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Post by logan9a on Feb 24, 2019 22:46:31 GMT
I'm digging the 'throw magic' skill. I was thinking about 'throw lightning, throw fire, etc' but I can go with just 'throw magic'.
I know Pete put this together - aside from Alex, who else has pitched in on these spells please? (I can't find the original).
For weapons (for the KISS principle) I'm thinking about having a bump, range, bump of two, more range or something like that - nice and generic. Maybe have one tree for that and maybe a 'put elemental damage (bump) on weapon etc' in the individual trees.
Thus far spell trees that will have the 'boom boom' include:
Air Light Earth Fire Shadow Water (when it is done)
Thinking also for stone/wood/metal as those are 'elements'.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 24, 2019 22:52:26 GMT
When you say "weapons" do you mean magic that imbues a weapon with an element?
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Post by logan9a on Feb 24, 2019 22:56:00 GMT
Yes. Example - if you have 'fire magic'. At some point in the tree, we can have three spells (same three) that put fire on your weapon - one shot, combat, day.
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Post by docfullton on Feb 25, 2019 14:53:12 GMT
I came up the with original throw lightning bolt thing... and the lightning bolt spell
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Post by logan9a on Feb 25, 2019 14:57:35 GMT
I came up the with original throw lightning bolt thing... and the lightning bolt spell You are on credit for those; I think Pete came up with the overall framework. (If I'm missing giving credit to someone for something please let me know!): Elemental Damage Lightning (one Shot) [credit: Alex, Chris, Pete] Casting time: 1 minute 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 damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage. Elemental Damage Lightning (Entire Combat) [credit: Alex, Chris, Pete] Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6 Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage. Elemental Damage Lightning (Day) [credit: Alex, Chris, Pete] Casting time: 1 minute Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8 Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage. Enhanced Elemental Damage Lightning (one Shot) [credit: Alex, Chris, Pete] Casting time: 1 minute 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 damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage. Enhanced Elemental Damage Lightning (Entire Combat) [credit: Alex, Chris, Pete] Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6 Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage. Enhanced Elemental Damage Lightning (Day) [credit: Alex, Chris, Pete] Casting time: 1 minute Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8 Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, 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 Mar 6, 2019 14:16:12 GMT
so is this going to be it's own tree or is it going to be interwoven in the respected tree?
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Post by logan9a on Mar 6, 2019 15:22:14 GMT
All elemental spells will have this as a branch. So it is the same shit in fire, water, etc. You just use different elements. If there is an element that it's not in that is only because I've been working on plot (or drinking) rather than updating spells like I should.
If someone is interested in using the boom boom for a specific tree, let me know and I'll add it in.
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Scott
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Post by Scott on Apr 3, 2019 16:41:53 GMT
All elemental spells will have this as a branch. So it is the same shit in fire, water, etc. You just use different elements. What level do they branch off from? (Which spells do we need to practice to start learning these?)
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Post by logan9a on Apr 3, 2019 16:44:46 GMT
All elemental spells will have this as a branch. So it is the same shit in fire, water, etc. You just use different elements. What level do they branch off from? (Which spells do we need to practice to start learning these?) Each should be listed in the spell tree. I put new pics up with the chains and such.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 3, 2019 16:52:09 GMT
What level do they branch off from? (Which spells do we need to practice to start learning these?) Each should be listed in the spell tree. I put new pics up with the chains and such. I doublechecked Earth and Air and saw nothing. Now I see it in Fire. 2nd level, got it.
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