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Post by Fantômas on Mar 25, 2019 10:06:46 GMT
(original) Flaming Weapon
Casting time: 1 round Range: 1m Duration: Combat (dies during a lull) MP cost: 4mp
Moves up damage by one place on the damage track for whatever hand held weapon it is cast on. If you don’t have a weapon, it can be cast on your fist. If you lose (disarmed, dropped, sheathed, broken, etc) the weapon the fire goes out and the spell will need to be recast. This spell does not create flaming arrows, bullets, etc as they stop flaming as soon as they leave the caster.
(Modified)
Flaming Weapon (One Shot)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4mp
Description: This is a once only occurrence. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be stacked with any combat enhancing spells.
Flaming Weapon (Entire Combat)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance your hand and any melee weapon you wield. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be stacked with any combat enhancing spells.
Flaming Weapon (Day)
Casting time: 1 round Range: Self Duration: next sunup or sundown - whichever comes first MP cost: 8mp
Description: his lasts until sunset or sunrise. I.E. you can use this across multiple combats. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be stacked with any combat enhancing spells.
Flaming Missile (One Shot)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4mp
Description: This is a once only occurrence. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be stacked with any combat enhancing spells.
Flaming Missile (Entire Combat)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be stacked with any combat enhancing spells.
Flaming Missile (Day)
Casting time: 1 round Range: Self Duration: next sunup or sundown - whichever comes first MP cost: 8mp
Description: his lasts until sunset or sunrise. I.E. you can use this across multiple combats. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be stacked with any combat enhancing spells.
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Post by docfullton on Mar 25, 2019 14:28:39 GMT
these could replace the empty spot where flame jet was, then have the flaming missile series after....
These could also be dumbed down oa bit to... instead of flaming it enhanced elemental weapon or enhanced elemental missile... so it'd be the same formula as the simple magic damage tree. Also, I can see logan being all OMG about the missile weapon versions... prolly best to bump the entire series up 2mp to mollify him...
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Post by Fantômas on Mar 25, 2019 20:00:21 GMT
Yeah, intent is for these to be able to be used for all the elements, once it gets sorted for fire, hence why description is not element specific only the heading. Logan complains about people not using missle weapons. If we don’t have missle weapon affecting spells or make them more expensive etc, it will discourage people from using them.
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Post by Fantômas on Apr 22, 2019 14:24:53 GMT
What is it about these spells you think is lacking Logan?
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Post by logan9a on Apr 22, 2019 14:34:06 GMT
Not sure - I've not yet (so far as I've seen) made any comment on it other than moving it to the logan seems to like folder. I will dig in to it more after food and more plot writing - wanting to do a little on the spells tonight yet.
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Post by logan9a on Apr 22, 2019 17:08:23 GMT
Here is my current thinking on this but I'd need to go through all of the elemental trees first to be sure. I want to make them all very standardized. Yes, I realize this would move up the 'throw fire' spell level. Contemplating jacking up the 'throw magic shit' (and the other higher) up another level to 5. Not sure. That would make 5: Blast away, 6: melee and 7: missile weapons - for all of the different kinds of spells. Thoughts?
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Post by logan9a on Apr 22, 2019 18:44:24 GMT
(Note - same question posted on ATAW FB group to try to get more people involved as the layout would become standard for all spells.)
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 22, 2019 20:58:50 GMT
So, if you have a flaming sword for the whole day...can the fire come and go at will? Or you have to have it out the whole time because putting it away will burn/melt your sheath/scabbard? In that case can it go in your magic sword trick pocket? Or does that end the spell?
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Post by logan9a on Apr 22, 2019 21:41:14 GMT
It would probably be good to note in the spell description that it can be clicked on and off if it's for the day. Also, I don't see needing the same weapon, even for the one with duration of 'combat' - if your sword gets disarmed, you can pull out a dagger and click it on. Click on, click off, one round each. The effect is kind of you, rather than your weapon - it just affects a weapon you hold. But, that would make changing weapons a bitch:
Round 1: Oh no, my sword was disarmed (or fumbled away) and I've no more actions left this round. Round 2: Pull out a new weapon because I don't have fast draw for this new weapon. Round 3: (while unable to parry because doing something else) fire 'on'! Round 4: Back to hacking.
However, had another thought - if the weapon already has some sort of damage bump, this does not stack. You can't get a bump from cold, from fire, from electricity, etc. However, if you did have all those layered on (for some reason) the only one which would take effect is the one that did the most damage. If you had those three for example and the critter was susceptible to electricity, that's the one that would count.
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Post by Fantômas on Apr 23, 2019 10:19:19 GMT
(original) Flaming Weapon
Casting time: 1 round Range: 1m Duration: Combat (dies during a lull) MP cost: 4mp
Moves up damage by one place on the damage track for whatever hand held weapon it is cast on. If you don’t have a weapon, it can be cast on your fist. If you lose (disarmed, dropped, sheathed, broken, etc) the weapon the fire goes out and the spell will need to be recast. This spell does not create flaming arrows, bullets, etc as they stop flaming as soon as they leave the caster.
(Modified)
Flaming Weapon (One Shot)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4mp
Description: This is a once only occurrence. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be stacked with any non elemental combat enhancing spells.
Flaming Weapon (Entire Combat)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance your hand and any melee weapon you wield. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be stacked with any non elemental combat enhancing spells.
Flaming Weapon (Day)
Casting time: 1 round Range: Self Duration: next sunup or sundown - whichever comes first MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will. You enhance your hand and any melee weapon you wield. For each attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be stacked with any non elemental combat enhancing spells.
Flaming Missile (One Shot)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4mp
Description: This is a once only occurrence. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be stacked with any non elemental combat enhancing spells.
Flaming Missile (Entire Combat)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be stacked with any non elemental combat enhancing spells.
Flaming Missile (Day)
Casting time: 1 round Range: Self Duration: next sunup or sundown - whichever comes first MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will.. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be stacked with any non elemental combat enhancing spells.
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Post by logan9a on Apr 23, 2019 13:18:13 GMT
"This can be stacked with any non elemental combat enhancing spells."
Actually - only the best will kick in.
If you have two spells that do different things (one adds 'to hit' and one bumps the damage, fine) they can both work but if you have two different spells that bump the damage then only the best (for that target) would apply.
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Post by Fantômas on Apr 24, 2019 2:37:24 GMT
(original) Flaming Weapon
Casting time: 1 round Range: 1m Duration: Combat (dies during a lull) MP cost: 4mp
Moves up damage by one place on the damage track for whatever hand held weapon it is cast on. If you don’t have a weapon, it can be cast on your fist. If you lose (disarmed, dropped, sheathed, broken, etc) the weapon the fire goes out and the spell will need to be recast. This spell does not create flaming arrows, bullets, etc as they stop flaming as soon as they leave the caster.
(Modified)
Flaming Weapon (One Shot)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4mp
Description: This is a once only occurrence. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Flaming Weapon (Entire Combat)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance your hand and any melee weapon you wield. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Flaming Weapon (Day)
Casting time: 1 round Range: Self Duration: next sunup or sundown - whichever comes first MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will. You enhance your hand and any melee weapon you wield. For each attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Flaming Missile (One Shot)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4mp
Description: This is a once only occurrence. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Flaming Missile (Entire Combat)
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Flaming Missile (Day)
Casting time: 1 round Range: Self Duration: next sunup or sundown - whichever comes first MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will.. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
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Post by logan9a on Apr 28, 2019 14:29:35 GMT
Flaming Weapon (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4mp
Description: This is a once only occurrence. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Flaming Weapon (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance your hand and any melee weapon you wield. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Flaming Weapon (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round Range: Self Duration: next sunup or sundown - whichever comes first MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will. You enhance your hand and any melee weapon you wield. For each attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Flaming Missile (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4mp
Description: This is a once only occurrence. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Flaming Missile (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round Range: Self Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Flaming Missile (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round Range: Self Duration: next sunup or sundown - whichever comes first MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will.. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
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