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Old 06-20-2013, 10:22 AM   #1
martinl
 
Join Date: Jan 2006
Default DF Artillery Mages Noodling

In a different forum, the issue of DF artillery mages came up again, and I was induced to actually type out some musings I've had wrt Artillery Mages. Basically, I have been tempted from time to time to work up a missile spell equivalent to Heroic Archer or Weapon Master that makes missile spell specialization pew pew or boom boom wizards into a viable niche.

Something along the lines of:
Quote:
Artillery Mage [20/30/40]
You are exceptionally talented at using missile spells in combat. This has several benefits:
  • You can "Quick Draw" a missile spell (equivalent to 1 turn of build) and attack with it the same turn. This gives you -3 on both rolls (spellcasting and attack). This counts as an attack action.
  • If you have a wand in your hand while attacking with a missile you may add an additional +1 to acc. You can also add the acc of a missile spell without aiming if you didn't move this turn. (Further turns of aiming have their usual effects, you just get the first turn for free). Special wands might add more, but are costly and/or rare.
  • I you have a staff in hand while building a missile spell, you may reduce the casting cost by an additional 1 pt.
This advantage costs 20 pts if it only applies to one missile spell, 30 for a whole college, and 40 for all missiles.
This should allow DF level wizards to pew pew effectively every turn for 30-40 extra points. However, it may not be balanced and worse it steps on the scouts' toes. OTTH, it doesn't outright negate the scout, is expensive, and recreates a traditional dungeon niche.

Since I'm not running DF right now, it remains a temptation.

Thoughts?
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artillery mages, dungeon fantasy, go boom


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