Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 17, 2019 15:44:27 GMT
Looks like we need a tier 4 fire spell...
Ring of Fire Casting time: 1 round Range: 1m Duration: Instantaneous MP cost: 4mp
Everyone/everything adjacent to you and/or in melee range with you takes 1d4 fire damage.
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Post by logan9a on Apr 17, 2019 15:53:14 GMT
Ring of Fire [Credit: Scott]
Casting time: 1 round Range: 1m Duration: Instantaneous MP cost: 4mp
Everyone/everything within 3m (including friendly PC's) with you takes 1d3 fire damage.
I can see this having some steps up. Start at d3 and each step up the spell you get, you can increase the damage up the damage chart as well. This would be awesome for clearing out very low HP 'trash mobs'.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Apr 17, 2019 16:07:04 GMT
Maybe have the next level be "Concentration" and last the entire combat?
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Post by logan9a on Apr 17, 2019 16:27:20 GMT
That would be a super heavy DOT.
I've had spells like that in the past and although their per round damage was shit (Red Sign of Shudde M'ell, etc) they were super powerful.
One you can hold and keep going might be good for WAY UP that secondary chain.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 18, 2019 15:51:03 GMT
Ring of Fire [Credit: Scott] Casting time: 1 round Range: 1m Duration: Instantaneous MP cost: 4mp Everyone/everything within 3m (including friendly PC's) with you takes 1d3 fire damage. This needs to be clarified that the caster does not also take the damage. I'd phrase it: Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 fire damage. I can see this having some steps up. Start at d3 and each step up the spell you get, you can increase the damage up the damage chart as well. This would be awesome for clearing out very low HP 'trash mobs'. ... One you can hold and keep going might be good for WAY UP that secondary chain. Hmm. You could do two branches. One that increases damage for a bigger instant blast, and one that increases duration for a long slow burn. Basic Ring of Fire Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 2mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 fire damage. Improved Ring of Fire Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 4mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d4 fire damage. Burning Ring of Fire Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 6mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d6 fire damage. Higher Ring of Fire Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 8mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d8 fire damage. Johnny Cash Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 10mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d10 fire damage. ... Basic Ring of Fire (same as above) Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 2mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 fire damage. Ring of Fire 2 Casting time: 1 round Range: 3m Duration: Concentration, max 2 rounds MP cost: 2mp per round Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 fire damage per round. Ring of Fire 3 Casting time: 1 round Range: 3m Duration: Concentration, max 3 rounds MP cost: 2mp per round Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 fire damage per round. Ring of Fire 4 Casting time: 1 round Range: 3m Duration: Concentration, max 4 rounds MP cost: 2mp per round Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 fire damage per round. Ring of Fire 5 Casting time: 1 round Range: 3m Duration: Concentration, max 5 rounds MP cost: 2mp per round Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 fire damage per round.
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Post by Fantômas on Apr 24, 2019 15:20:38 GMT
Is there a chance combustible material (the couch, curtains, dry grass, Mildred's & Alex's Alcohol etc) catches on fire?
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Post by logan9a on Apr 24, 2019 19:22:34 GMT
Good point - I'm thinking 'yes'.
The problem is that it would then be inconsistent with other spells - you can't light a cigarette with a flaming sword or chill your drink with an ice sword - they're just 'modifiers'.
I think that there should be some sort of draw back (aside from hitting your buddies) but I'm not sure what.
Also, on the concentration spells (a copy paste from the rules) "BEING DAMAGED BREAKS CONCENTRATION."
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Post by Fantômas on Apr 25, 2019 2:36:06 GMT
- Have versions for other elements? - have a healing version (say rank 9 - as while it heals those around, it does not distinguish between friend or foe) Move cure poison/disease (other) to be an offshoot of cure poison disease.
- I picture it as the caster being surrounded by a visible ball/sphere of the element, hence whatever is within that ball would take damage - be careful when using indoors or in a forest. For fire the chance of something combustible becoming alight could be damage x10%. For the over multiple rounds versions, it's cumulative.
- Can the caster move while concentrating?
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Post by logan9a on Apr 25, 2019 7:44:16 GMT
If we can get a standardized thing, I'm happy to give all elements this branch as a standard.
No, let's keep healing separate UNLESS it is for healing of an elemental of that particular element. Like your elemental thing you've summoned - that would be neat.
Not sure if I want to try to remember the random chance of stuff setting on fire every round. What would be the effect of a chair 'catching shadow'? Cold? Light? This may only be a problem for fire stuff as such, happy to pass on them lighting stuff up.
Sure - 3m/round I believe - your full action is concentration. Heck, if you're hasted you could spend one action concentrating and the other sprinting.
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Post by Fantômas on Apr 26, 2019 11:16:16 GMT
If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Basic Ball of Elemental X Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 2mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage. If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Improved Ball of Elemental X Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 4mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d4 Elemental X damage. If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Burning Ball of Elemental X Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 6mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d6 Elemental X damage. If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Higher Ball of Elemental X Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 8mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d8 Elemental X damage. If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Jerry Lee Lewis Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 10mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d10 Elemental X damage. If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
...
Basic Ball of Elemental X (same as above) Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 2mp Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage. If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 2 Casting time: 1 round Range: 3m Duration: Concentration, max 2 rounds MP cost: 2mp per round Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 3 Casting time: 1 round Range: 3m Duration: Concentration, max 3 rounds MP cost: 2mp per round Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 4 Casting time: 1 round Range: 3m Duration: Concentration, max 4 rounds MP cost: 2mp per round Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 5 Casting time: 1 round Range: 3m Duration: Concentration, max 5 rounds MP cost: 2mp per round Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball 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, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
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Post by logan9a on Apr 26, 2019 12:23:52 GMT
Digging it - anyone else have any comments?
Also, when we put these up can we have whoever is writing them put the [credit x, x, etc] to make it easier on me?
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 26, 2019 21:48:37 GMT
The problem is that it would then be inconsistent with other spells - you can't light a cigarette with a flaming sword or chill your drink with an ice sword - they're just 'modifiers'. A sword with a fire modifier is different than a fire spell in my book. Still feels like there should be a roll for that.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Apr 27, 2019 0:58:29 GMT
Can we change it back to Ring of Element instead of Ball of Element? Ball makes me think of something completely different. Ring or Aura is a lot more intuitive to imagine.
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Post by Fantômas on Apr 27, 2019 7:11:50 GMT
Can we change it back to Ring of Element instead of Ball of Element? Ball makes me think of something completely different. Ring or Aura is a lot more intuitive to imagine. the descrip was everyone/everything within 3m - this is a ball, not a ring
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Post by logan9a on Apr 27, 2019 12:22:49 GMT
"A sword with a fire modifier is different than a fire spell in my book."
Huh?
"Still feels like there should be a roll for that."
I suppose I could toss in a willpower x1 - but hum.
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