That said, there are still some gaps. One of the things that was conspicuous was the lack of sword spells, so that mages could brandish blades of pure fire. Lightning Whip is a great spell... but why not do the same for other elements or colleges? After the jump are a few simple spells that fill these gaps.
Hopefully which college these spells belong to should be obvious. If not, assume the spell belongs to the same college as it's prerequisites.
Water Blade
Regular
Creates
a blade of razor-sharp water in the caster’s hand. The sword inflicts
cutting damage and has Reach 1. Use Force Sword to wield. Duration: 10 seconds
Cost: Any amount up to your Magery level per second, for three seconds. The sword does 1d+1 cut damage per energy point.
Time to Cast: 2 seconds.
Prerequisites: Water Jet
Water Whip
Regular
Creates
a whip of water in the caster’s hand. It is wielded like a normal whip
(p. B404), except that it always takes only one second to ready, and it
cannot be used to parry or entangle. The whip inflicts 1d cutting damage
every time it strikes. Duration: 10 seconds
Cost: 1 per two yards of reach (maximum of 8 yards). Same to maintain.
Time to Cast: 2 seconds.
Prerequisites: Water Jet
Lightning Blade
Regular
Creates
a blade of crackling lightning in the caster’s hand. The sword inflicts
burning damage with the surge modifier and has Reach 1. Damage
inflicted by Lightning Blade has the same side effects as Lighting (see
M196). Use Force Sword to wield.Duration: 10 seconds
Cost: Any amount up to your Magery level per second, for three seconds. The sword does 1d+1 burn sur damage per energy point.
Time to Cast: 2 seconds.
Prerequisites: Lightning
Fire Blade
Regular
Creates
a blade of roaring fire in the caster’s hand. The sword inflicts burning damage and has Reach 1. Use Force Sword to wield. Duration: 10 seconds
Cost: Any amount up to your Magery level per second, for three seconds. The sword does 1d+1 burn damage per energy point.
Time to Cast: 2 seconds.
Prerequisites: Flame Jet
Fire Whip
Regular
Creates
a whip of flame in the caster’s hand. It is wielded like a normal whip
(p. B404), except that it always takes only one second to ready, and it
cannot be used to parry or entangle. The whip inflicts 1d burn damage
every time it strikes. Duration: 10 seconds
Cost: 1 per two yards of reach (maximum of 8 yards). Same to maintain.
Time to Cast: 2 seconds.
Prerequisites: Flame Jet
Neat! I'm certainly going to use these in my games.
ReplyDeleteGood to know, especially because it was some of your posts that inspired them!
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