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Post by Traskus on Apr 23, 2024 16:43:04 GMT -6
Made it even stronger than that. It has to contend with energyball, after all.
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Post by ScrapyardDragon on Apr 23, 2024 19:04:46 GMT -6
Is there a reason charge exists at level 1, where a brand new fulminator will have nothing to use it with?
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Post by Amalvi on Apr 24, 2024 1:48:46 GMT -6
Made it even stronger than that. It has to contend with energyball, after all. Nice! I love it Still a bit worried about the "hit someone with lower static defense", as its very common to be fighting multiple enemies with the same static defense where spells like these that attack multiple targets are best used. While most GMs wouldn't be a dick about it ("you hit one dark eldar raider with the chain lightning? yeah, you can hit his buddies with the raises") you never know Besides that, perhaps Railgun is also lacking a bit, specially when gettin raises gives you such a small bonus. Its basically completely outclassed by the level 5 thunderbolt, which basically does the same but with better damage and effect, even if it comes a level later there won't ever be any reason to cast Railgun again if one obtains thunderbolt. Perhaps give it a fuckton of penetration and another effect Also for electromagnetic pulse: Haywire doesn't exist anymore
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Post by Traskus on Apr 24, 2024 6:44:48 GMT -6
Is there a reason charge exists at level 1, where a brand new fulminator will have nothing to use it with? It isn't all too powerful and you probably won't take it at level 1, but it is useful early on and you might want it spellbooked later or at least improv magic-ed.
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Post by Traskus on Apr 24, 2024 6:51:38 GMT -6
Made it even stronger than that. It has to contend with energyball, after all. Nice! I love it Still a bit worried about the "hit someone with lower static defense", as its very common to be fighting multiple enemies with the same static defense where spells like these that attack multiple targets are best used. While most GMs wouldn't be a dick about it ("you hit one dark eldar raider with the chain lightning? yeah, you can hit his buddies with the raises") you never know Besides that, perhaps Railgun is also lacking a bit, specially when gettin raises gives you such a small bonus. Its basically completely outclassed by the level 5 thunderbolt, which basically does the same but with better damage and effect, even if it comes a level later there won't ever be any reason to cast Railgun again if one obtains thunderbolt. Perhaps give it a fuckton of penetration and another effect Also for electromagnetic pulse: Haywire doesn't exist anymore [/div] Still at level 3.
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Post by Amalvi on Apr 24, 2024 6:57:17 GMT -6
Oh, I must have missed it, sorry
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Post by Amalvi on Aug 23, 2024 12:50:00 GMT -6
Bastet's ElectromagnetsFulmination 4 Test: Fulmination + Charisma Target Number: 30 Action: Full action Keywords: Verbal, Somatic Duration: One scene Designate two targets within 30m, which can be a character, a vehicle or any object that can be held or carried, plus one more per each raise on the focus test. Each target then is marked with either Positive or Negative charge. When targets are within a range in meters equal to your ranks in Fulmination they are affected by magnetic force, targets with the same charge cannot approach each other and targets with opposite charge are pulled together If a character wants to challenge the magnetic force from another character or from something heavier than ten times their size in kg (to approach something with the same charge or get away from someting with opposite charge) they must roll Arcana+Strength as a free action upon attempting their movement. On a failure they stay in place Unnatended objects that weight less than 10 times the size of a character automatically fly away or get close when affected by the magnetic pull. Affected held items force the character to test Dexterity+Weaponry against the focus power as if they were being disarmed. You can also use this spell on weapons (both melee and ranged), making the wielder get an extra raise to hit anything with the opposite charge and suffer a check to hit anything with the same charge For the purpose of this spell, an object is anything that can be movedYou can move a spoon, a car or a ship. You can't move a building, a wall or the ground. As with everything GM has the final word, but please just be reasonable
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Post by Traskus on Aug 23, 2024 15:45:47 GMT -6
Target selection for chain lightning has been changed. Ion deluge changed to include guns and upped to level 3. Iron files moved to level 3. Electroshield moved to level 4. Removed thunderous voice. I could make it more all-encompassing than scion but I doubt that would convince anyone to choose it when you could choose other ways to zap people.
I've added in bastet's magnet thingy with some edits and cleaning up.
Levels 1 and 2 are a bit crowded. I've also added in two new spells. One that is long overdue and I'm sorry it took until today. The other is lightning spear, which has its uses.
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Post by Amanojyaku on Nov 24, 2024 19:47:03 GMT -6
ShockwaveFulmination 2 Test: Fulmination + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Somatic Duration: Instant This spell works as Magic Missile, except if the same target is hit with multiple copies of this spell in the same casting, they take a cumulative -1 to resist the shocking property per hit after the first instead of each hit having the Shocking property (ex. getting hit 3 times inflicts a -2 to resist one instance of the shocking property on the same target). Prompted by discussion in another thread. If it's to work the way you want it, the edited text makes that more clear instead of burying it in the middle of everything else.
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