|
Post by logan9a on Feb 27, 2019 15:37:53 GMT
We have:
Extinguish fire
Casting time: 1 rnd Range: 10m Duration: Instantaneous MP cost: 2mp
Any one fire torch sized on down is immediately extinguished.
We could make a branch for extinguishing larger fires:
Camp fire, bon fire, Control Freddy (ie building fire).
|
|
|
Post by docfullton on Mar 1, 2019 3:07:47 GMT
add d8 dmg vs fire creature for extinguish?
|
|
|
Post by logan9a on Mar 1, 2019 10:28:19 GMT
That would be logical on one hand but I'd rather just keep it 'use cold vs a fire creature'. Or water.
|
|
|
Post by docfullton on Mar 4, 2019 17:17:34 GMT
you've already let this happen...
|
|
|
Post by logan9a on Mar 4, 2019 17:21:47 GMT
you've already let this happen... In this campaign? For more than a one shot scene?
|
|
|
Post by docfullton on Mar 4, 2019 17:44:35 GMT
yes... against fire creatures a couple times...
|
|
|
Post by logan9a on Mar 4, 2019 17:54:51 GMT
I'd rather just have people use 'cold damage' spells which get a bump extra against them. Or 'air damage' which still hurts them but they don't get an extra bump, etc.
Since we have all sorts of new damaging spells.
|
|
|
Post by docfullton on Mar 6, 2019 14:18:31 GMT
so... will we be rolling out the dmg based magic soon? as the old fire tree has dmg on it... would that start the dmg line from the fire blast instead? (is the reason I have been working fire all the time... tossing magic and all... I'm a wizard)
|
|
|
Post by logan9a on Mar 6, 2019 14:30:58 GMT
Would you believe me if I told you it had been out all this time?
I wouldn't either. I had it in my notes already done but forgot to put it on the board.
So now the fire magic tree is updated.
|
|
|
Post by docfullton on Mar 6, 2019 14:47:08 GMT
might want to remove flame jet from the tree... as the lesser boom boom is much better making it useless...
|
|
|
Post by logan9a on Mar 6, 2019 15:20:57 GMT
Updated!
|
|