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#17 | ||
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Join Date: Dec 2012
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Quote:
Mana Missile Missile College: Meta-Magic Lets the caster fire a projectile made of pure magical energy. This has 1/2D 25, Max 50, Acc 0. Determine your odds to hit using Innate Attack (Projectile) skill. If your effective skill is 3+, you hit, no roll necessary. Your target can only defend with Blocking spells and being behind an Utter Dome/Wall. Cost: Any amount up to twice your Magery level per second, for three seconds. The mana bolt does 1d-2 burning damage per full 2 points of energy. This cannot start fires. Time to Cast: 1-3 seconds. Prerequisites: Magery 1, and two other missile spells. Now not being able to miss is kind of crazy, but I think the damage and cost is fair. According to Powers Cosmic: Ignores DR is the same price point as Cosmic: No die Roll required. However, according to Kromm's quote (below) the To Hit / Defense Roll is a balancing factor in missile spells. Quote:
I believe that the damage is also balanced against high defense characters (besides mages). A high dodge/parry can be gotten around by using area of effect attacks. An explosive fireball (or other area spell) would still get a PC with high defense in the blast radius. Those typically cost twice as much as single target spells, and Mana Missile cannot harm multiple subjects.
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Last edited by A Ladder; 12-09-2016 at 10:17 AM. |
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| Tags |
| d&d conversion, gurps magic |
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