Wednesday 29 November 2023

Wizardry: Fire Spells III

Wizardry: Fire Spells III

Flame Arrow made me think about how weapon buffs work on ammunition. I decided to introduce Rapid Fire and limit the number of affected projectiles to margin of success, capped by RoF, as long as the projectiles are in contact with one another. I'm content with this solution. Flame Blade is another spell that made me think. Since the blade itself deals static damage (no matter how hard you swing a jet of fire, you won't deal more damage), I opted for Innate Attack instead of Natural Weapon. Paying FP for every attack would feel lame, so I decided to impose an extra casting cost on the buff itself, and make the attacks free. I guess it is sort of equalized by requiring being in melee range and being based on the Force Sword skill. Even though the attack cannot deflect blows and has Cannot Parry, it also has Destructive Parry. You still damage the weapon/hand/foot that attacked you on a successful parry, even though you still get hit. Flame Strike is an overhead explosive fire spell. Flaming Sphere creates a bouncy fire orb that you guide to its target. A nice example of using guided weapons in fantasy games.
 
    Flame Arrow
    Keywords: Weapon Buff.
    Full Cost (Touch): 29 points.
    Full Cost (Short-Range): 32 points.
    Full Cost (Ranged): 37 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
    Duration: 30 minutes or until fired.
 
    You turn arrows or bolts into fiery projectiles. All pieces of ammunition to be affected must be in contact with one another, and you can affect a number of projectiles equal to your margin of success on the casting roll, but no more than 10. Each piece of ammunition deals an extra 1 point of linked burning damage to any target it hits. An affected projectile deals this extra damage only once. Each affected arrow or bolt burns with dim flames that do not harm anything until fired, but that may reveal the shooter’s position in the darkness.
    Statistics: Affliction 1 (HT; Accessibility, Only on arrows or bolts in contact with one another, -40%; Advantage, Flame Arrow, +10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Rapid Fire, RoF 10, +100%; Requires Gestures, -10%; Requires Magic Words, -10%) [29]. Note: “Flame Arrow” is Burning Attack 1 point (Link, +10%; Magical, -10%; Single Use, x1/2; Visible, -10%) [1]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
    Flame Blade
    Keywords: Buff, Obvious.
    Full Cost: 4 points.
    Casting Roll: Skill. Use Force Sword to attack or parry with the blade.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Self.
    Duration: 3 minutes.
 
    A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a sword. The flame blade is a melee weapon that occupies one hand. You can attack with it using the Force Sword skill. The blade has Reach 1 and deals 1d-1 burning damage. Even though the blade is insubstantial and weapon pass through it, you can still parry with it to deal automatic damage to whatever weapon or body part is used to strike you. In addition, the blade sheds light like a torch.
    If you grab something with the hand that is using the flame blade, or if you put it underwater, the blade disappears, and you have to recast the spell to be able to use it again.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Flame Blade, +40%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4]. Note: “Flame Blade” is Burning Attack 1d-1 (Destructive Parry, +10%; Environmental, Air, -5%; Magical, -10%; Melee Attack, Reach 1, Cannot Parry, -30%) [3] + Illumination (Magical, -10%) [1].
  
    Flame Strike
    Keywords: Missile, Obvious.
    Full Cost: 10 points/level.
    Casting Roll: Skill. Use Innate Attack (Gaze) to hit.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: 100 yards.
    Duration: Instantaneous.
 
    When outdoors, you can cause a pillar of flame to strike your target, dealing 2d burning damage. The target takes damage normally; anything nearby receives “collateral damage” equal to basic damage divided by the distance in yards from the blast. This spell bypasses any cover that does not provide overhead protection, and negates attack penalties to hit crouching, kneeling, sitting, or prone targets. (If you are already above or below your target, adjust this appropriately.)
    Statistics: Burning Attack 1d (Costs Fatigue, 2 FP, -10%; Environmental, Outdoors, -20%; Explosion 3, +150%; Magical, -10%; Overhead, +30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [10/level].
  
    Flaming Sphere
    Keywords: Missile, Obvious.
    Full Cost: 4 points/level.
    Casting Roll: Skill. Use Innate Attack (Projectile) to «lock on».
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: Instantaneous.
 
    A sphere of flame flies off your fingertips and bounces along the floor towards your target. A successful hit does 1d burning damage per level of this spell. You steer the sphere to the target using your own Innate Attack (Projectile) skill. This lets you ignore all range penalties to hit! If the target is so distant that the sphere needs multiple turns to reach it, you must take a Concentrate maneuver each turn. If you lose sight of the target while the attack is en route, your attack automatically misses. The sphere can only bounce 1 yard up in the air, so the attack can be evaded by climbing high enough.
    The sphere moves 5 yards per second (this is its 1/2D characteristic). The sphere can hit a target at up to its 1/2D range on the turn you launch it. It requires multiple turns to reach more distant targets. Do not halve damage, but defer the attack roll until the attack reaches its target.
    For more information, see Guided and Homing Weapons (p. B412).
    Statistics: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Environmental, Along the floor, -15%; Guided, +50%; Magical, -10%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4/level].
 

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