Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip > The Fantasy Trip: House Rules

Reply
 
Thread Tools Display Modes
Old 01-23-2019, 07:59 PM   #1
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Lightning Sword

There have been a few of these spotted, but the enchantment has been lost. Please hand any you find over to the Wizard's Guild for study.

This enchantment has only been found on metal bladed weapons. During the continue spells phase the wielder may put one of his fatigue into the blade that is then covered by lightning which makes a separate damage damage roll against targets struck by the blade. This is 1d of lightning damage for the next three turns, and the effect can stack so if the user continues putting one fatigue per turn then on the third turn and thereafter this is a 3d lightning attack every turn. The nasty part of this is that's it is neither a spell nor a missile attack and so Spell Shield and Reverse Missiles don't work against it. Only resistance to lightning shields against this attack (and destruction of the target's magical items).
__________________
-HJC
hcobb is online now   Reply With Quote
Old 02-01-2019, 01:53 PM   #2
zot
 
Join Date: May 2018
Default Re: Lightning Sword

Interesting idea and I can see you've thought about this for more than a few seconds. The separate damage roll is a good stipulation!
zot is offline   Reply With Quote
Old 02-01-2019, 01:57 PM   #3
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Lightning Sword

There is a point in the source that interests me:

ITL157: User must still make ‘to hit’ roll. Non-wizards are at -4 DX unless they
know the spell

Why do you need the item if you know the spell?
__________________
-HJC
hcobb is online now   Reply With Quote
Old 02-01-2019, 02:38 PM   #4
zot
 
Join Date: May 2018
Default Re: Lightning Sword

Quote:
Originally Posted by hcobb View Post
There is a point in the source that interests me:

ITL157: User must still make ‘to hit’ roll. Non-wizards are at -4 DX unless they
know the spell

Why do you need the item if you know the spell?
It makes sense for self-powered missile spells and rods, which have charges.
zot is offline   Reply With Quote
Old 02-01-2019, 03:02 PM   #5
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Lightning Sword

Quote:
Originally Posted by zot View Post
It makes sense for self-powered missile spells and rods, which have charges.
This isn't self-powered or a rod.

Suggestion: All of the non-rod missile spell enchantments are also found as melee variants. These are enchanted in hand held weapons (or wands). The user activates the item by investing one to three fatigue into the item during the Renew Spells phase and then rolls to hit with their normal melee skills (Club for wand) that same turn. Any target hit with the weapon also suffers the effects of that missile spell of that many dice of damage as a separate damage roll. However since this is a weapon enchantment neither Spell Shield or any of the anti-missile spells will stop this, but immunity to the proper missile spell type will subtract the listed dice.

That'll earn the $15k for the Lightning non-rod enchantment.
__________________
-HJC

Last edited by hcobb; 02-01-2019 at 03:11 PM.
hcobb is online now   Reply With Quote
Old 02-01-2019, 04:21 PM   #6
zot
 
Join Date: May 2018
Default Re: Lightning Sword

Quote:
Originally Posted by hcobb View Post
There is a point in the source that interests me:

ITL157: User must still make ‘to hit’ roll. Non-wizards are at -4 DX unless they
know the spell

Why do you need the item if you know the spell?
Quote:
Originally Posted by zot View Post
It makes sense for self-powered missile spells and rods, which have charges.
Quote:
Originally Posted by hcobb View Post
This isn't self-powered or a rod.

Suggestion: All of the non-rod missile spell enchantments are also found as melee variants. These are enchanted in hand held weapons (or wands). The user activates the item by investing one to three fatigue into the item during the Renew Spells phase and then rolls to hit with their normal melee skills (Club for wand) that same turn. Any target hit with the weapon also suffers the effects of that missile spell of that many dice of damage as a separate damage roll. However since this is a weapon enchantment neither Spell Shield or any of the anti-missile spells will stop this, but immunity to the proper missile spell type will subtract the listed dice.

That'll earn the $15k for the Lightning non-rod enchantment.
What about basing it off Flaming Weapon (+1 extra point of damage) and make it count as 1 die for magic item saving throws? You could add extra points and saving throw dice by doubling the cost, like with Weapon / Armor Enchantment. Expensive but well worth the cost for the conscientious dungeon owner...

This would make a 3-die magic item destroyer cost $100K-$120K depending on whether you base the cost on Lightning or Lightning-bolt rod -- WAY cheaper than a self-powered Lightning ring:

Code:
               BASE DAMAGE
         Up to 1d  1d+1-2d  2d+1    Item Save  Cost        OR
Level 1:    +3      1d+1    1d+2       1d      $25,000   $30,000
Level 2:   1d+1     1d+2    1d+3       2d      $50,000   $60,000
Level 3:   1d+2     1d+3    2d+1       3d      $100,000  $120,000
zot is offline   Reply With Quote
Old 02-16-2019, 06:46 AM   #7
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Lightning Sword

Here is a strange revision:

A weapon may be enchanted to deliver the effects of a missile spell as a melee attack and therefore bypassing reverse missiles and spell shield. Immunity to the the missile spell still subtracts the same number of dice.

The limitations are that when enchanting a Wizard's Wrath Strike weapon the form of the strike (tk,fire or lightning) must be selected at enchantment time and that these weapons are self depowering. They leak one of the five points per die needed to power them per minute and can not be recharged with fatigue or mana. Instead keep a running total of the physical damage the weapon does (leaking one of these hit points inflicted per minute) and when this total reaches the cap of five points per die of enchantment then this time the weapon enchantment also hits as a second attack against the target's armor. At that point the count is reset down to zero to start again on the next attack.

Therefore a one die fire battleax is going to do its one die of fire damage on the first and every strike (95% of the time) while a twenty die lightning wrath dagger will rarely if ever trigger.
__________________
-HJC
hcobb is online now   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:52 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.