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Old 11-08-2017, 06:04 AM   #7
Dolarre
 
Join Date: Aug 2004
Default Re: Time for a wizard!

Quote:
Originally Posted by Stone Dog View Post
It makes me wonder what sort of accessory it would be for your staff to be able to hold a charged missile spell for you. Just sitting there, floating at the end of it all crackling and menacing.

Extra arm, with a gadget limitation and a very specific use?
This is a power-up I allow in my games,

Missile Rack - After generating a missile, a mage can hold it indefinitely, leaving his hands and mind free to cast other spells. He can only hold spells for which he has the Missile Spell Mastery perk, and does not suffer the -3 penalty to additional spell casting described in that perk. The held missile slowly orbits the wizard in his hex but does not interfere with the mage's other activities. At any time, the wizard can fire the missile as if from one of his own hands. A wizard can buy as many levels of this power-up as he has levels of magery.

12 points - Extra Arm (Weapon Mount -80%, Force Extension [from Stretching in powers] +50%, Magical -10%) [6]; Magery 3 (only to mitigate penalties to spell casting for holding a missile spell -80%) [6]
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