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Old 05-14-2021, 06:18 PM   #131
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Show me the magic!

I especially like that it's named Summon Weapon as opposed to "Create" or anything else, to avoid any confusion with Illusions. (I take it the weapon is fully functional on inanimate targets and low IQ creatures.)

And I second the suggestion for a fixed duration -- the initial cost could then be a wee bit higher too.

This is like casting Summon Myrmidon, but hold the Myrmidon :)
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Old 05-19-2021, 02:11 PM   #132
timm meyers
 
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IQ 13 Fire Fountain (M) (nicknamed- Roman Candle)
Wizard launches 3 fireballs in quick succession. Each ball does 1-1. All fireballs can be directed at a single target or separate targets within 1 hex of each other. No mater the number of targets each ball must be rolled individually to hit.
Cost- 2 ST

There has been rumors that a similar spell exists called "Chain Lightning"
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Old 05-20-2021, 08:20 AM   #133
Shostak
 
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Default Re: Show me the magic!

Quote:
Originally Posted by timm meyers View Post
IQ 13 Fire Fountain (M) (nicknamed- Roman Candle)
Wizard launches 3 fireballs in quick succession. Each ball does 1-1. All fireballs can be directed at a single target or separate targets within 1 hex of each other. No mater the number of targets each ball must be rolled individually to hit.
Cost- 2 ST

There has been rumors that a similar spell exists called "Chain Lightning"
It's nice to see a missile spell that can affect multiple targets. However, I'd suggest a casting cost of 3 and IQ for this one--perhaps 15. As written, it deviates from the 1ST/die of damage standard set for missile spells, and the ability to split the attacks to up to three targets is a significant potential advantage. Giving it a higher IQ requirement than Lightning helps to offset that advantage. Alternatively, make it ST 4 at IQ 14, attributing the extra casting cost to the multiple targets. Other than a metagamey playing of the odds, I'm not sure why three rolls to hit one target would be desirable.
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Old 05-20-2021, 10:59 AM   #134
warhorse11h
 
Join Date: Aug 2018
Default Re: Show me the magic!

Quote:
Originally Posted by timm meyers View Post
IQ 13 Fire Fountain (M) (nicknamed- Roman Candle)
Wizard launches 3 fireballs in quick succession. Each ball does 1-1. All fireballs can be directed at a single target or separate targets within 1 hex of each other. No mater the number of targets each ball must be rolled individually to hit.
Cost- 2 ST

There has been rumors that a similar spell exists called "Chain Lightning"
I like the idea and have houseruled something similar. I would recommend at least ST 3 to cast though. In my multiple missile spell variant, I imposed a -2 DX penalty per each additional target, so two targets -2 DX 3 targets, -4 DX. You may not have to shift too much, but you are still engaging multiple targets in a 5 second window.

Also, a question, if all three fireballs are fired at one target, is damaged added together, or is each hit treated as a separate attack with armor protecting against each. I think that the latter is what is intended, but I'm unclear.

Last edited by warhorse11h; 05-20-2021 at 11:02 AM.
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Old 05-20-2021, 04:26 PM   #135
timm meyers
 
Join Date: May 2020
Default Re: Show me the magic!

Shostak & warhorse11h

I see the ST cost being lower equalizes the separate to hit rolls for each fireball as well as the finite 1-1 damage.
A 3 ST fireball does 3-3 damage to the target and against anything with even 1 point of armor or greater will always be better than 3 x individual 1-1 damage hits. So making it the same (3ST cost) means you would always choose the "big" ball if available.
For multiple targets- It is limited to tight groups (all within 1 hex) and x3 chances to miss again doing only small bow damage.

Now the lightning version of the spell probably should cost the same for all your reasons listed, but still suffers from multi to hit rolls.
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Old 07-10-2021, 01:09 PM   #136
timm meyers
 
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IQ 10 Enchanting Gate (C)
Creates a small 3' diameter or so glowing portal of spinning magical energy. Any inanimate object which passes through this small gate spends an instance of time in an interdimensional space gaining +1d6 damage of kinetic energy and causing fire/magic damage.

Any item must roll a "to hit" (ie. pass through) the portal, then make a second roll to hit their target at -2 DX. The gate must be in line between the firer/attacker and the target.

(yes this is very anime)
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Old 07-12-2021, 09:23 AM   #137
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Show me the magic!

Quote:
Originally Posted by timm meyers View Post
nicknamed- Roman Candle
Maybe not the best nickname, for a setting which never had a Roman Empire.

Quote:
There has been rumors that a similar spell exists called "Chain Lightning"
IQ 17: Chain Lightning (M) Makes a separate lightning attack on multiple targets. ST required is the number of targets, plus the number of dice damage to each (limited as for regular lightning), plus the length in hexes of the shortest possible path linking all the targets. Example: to hit three targets, all adjacent, with 2 dice of lightning would cost 7 ST.

(Just a thought, not really thought through.)
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Old 09-26-2021, 08:52 PM   #138
Shostak
 
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Default Re: Show me the magic!

Necromancy is the theme of my latest musings over on my occasional blog.
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Old 09-26-2021, 09:12 PM   #139
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Necromancy is the theme of my latest musings over on my occasional blog.
There's a missing 1 in the Evil Eye spell. Given how monstrously effective it is to make weapons too heavy to use the IQ level needs to be increased by 10.
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Old 09-26-2021, 09:54 PM   #140
Shostak
 
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There's a missing 1 in the Evil Eye spell. Given how monstrously effective it is to make weapons too heavy to use the IQ level needs to be increased by 10.
Ha! It was missing a "fatigue"--but thanks for pointing that out, Henry!
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