Quote:
Originally Posted by Drakenbow
Something I thought missing in effects were critters and spells with a greater range beyond fire. What I done with expanding the rules is altering some of the spells for one. Instead of having an IQ 8 Magic Fist spell, an IQ 12 Fireball spell, then an IQ 14 Lightning Bolt, and finally the IQ 18 Wizard's Wrath spell, I offer to my fellow gamers the option that these are labeled as Missile Spell I, II, III, and IV respectively and the choices (each requiring a point to learn) are: Magic Fist, Fireball, Lightning Bolt, and also Frost Ball and Acid Splash.
I additionally offer alternatives to the Fire Hex spell as a Frost Hex, Acid Fog Hex, and Electric Hex. The damage and penalties all would be the same (2 points damage passing through, 4 points if stopping in the hex, and -2 DX).
I offer these as options so wizards or those fighters who opt for a spell or two have cold spells to use against fire based creatures.
Similarly, the flaming weapon can be any from fire, cold, acid, or electric.
Any thoughts about basic functionality of these alternative options as a home rule?
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Hopefully I am reading this correctly in that a PC can choose Missile Spell II at IQ 12 and choose at that point their preferred missile "type". This means they could know Magic Fist that does 1-1 damage (ie the IQ 12 fireball but as Magic Fist instead). This is basically saying you have 4 levels of potency Wizard Wrath that must be assigned a "Type/form" upon learning.
Sounds balanced to me + gives the PC more flavor choice. Why not have a 1d fireball mage instead of flinging lightning.
I personally like Rock-Paper-Scissor type of mechanics even if certain things like Magic Fist have a slightly better effect at the greater damage potential, it still will not set things on fire.
The acid splash has some ominous connotation. Not knowing what you do with that the inference that the spell has a multi hex/target effect could be very dangerous to balance.