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Aimed spells and successes

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  • Aimed spells and successes

    My search-fu is weak, I tried but could not find an answer so I come to you.

    If I am attacking someone with a Fireball spell that does 3 bashing damage. I roll Dex + Athletics/Firearms - Defense to hit.... If I get two successes am I doing 5 or 3 damage?

    Thanks for any help : )

  • #2
    Originally posted by yrtalien View Post
    My search-fu is weak, I tried but could not find an answer so I come to you.

    If I am attacking someone with a Fireball spell that does 3 bashing damage. I roll Dex + Athletics/Firearms - Defense to hit.... If I get two successes am I doing 5 or 3 damage?

    Thanks for any help : )
    I think a fireball spell would deal damage according to the fire rules. But assuming some other direct damage spell, let's say Rotting Flesh or something, it would do 3 damage.


    Going by Willow now, or Wil for short. She/Her/Hers.

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    • #3
      What Charlaquin said.

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      • #4
        How accurate your spell slinging is has nothing to do with how much damage it does if you hit your target.

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        • #5
          Personally I rather like the idea that it does, it would encourage Mages to fling their attack spells at each other and the image of fireballs flying at dodging opponents is far more exciting than frequent belching from unseen heartburn.

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          • #6
            Originally posted by 2ptTakrill View Post
            Personally I rather like the idea that it does, it would encourage Mages to fling their attack spells at each other
            They're already encouraged to do that — sensory range costs a Reach.


            Resident Lore-Hound
            Currently Consuming: Hunter: the Vigil 1e

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            • #7
              Yea, but it would encourage them more.
              ​Besides with the way potency currently works if you're like me and need to roll at least twelve dice to count on getting one success, anything that helps is good.

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              • #8
                Originally posted by 2ptTakrill View Post
                ​Besides with the way potency currently works
                The way Potency currently works for "attack spells" is that casting it at the default range gives you a hefty rock to throw that deals splash damage if you bother with Scale factors.

                Having enough dots in an Arcanum to cast a standard-issue Unraveling spell means a basic instant-casting gives you a +4L thrown weapon, and pumping more damage into that projectile has zero impact on your ability to hit a given target because the aiming roll is separate from the casting roll.


                Resident Lore-Hound
                Currently Consuming: Hunter: the Vigil 1e

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                • #9
                  In order to do what you want, you need a spell that creates a Weapon Equivalent with Damage Rating equal to Potency (probably for X uses). This shouldn't be too hard to Creative Thaumaturgy-ize.

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                  • #10
                    Originally posted by WHW View Post
                    In order to do what you want, you need a spell that creates a Weapon Equivalent with Damage Rating equal to Potency (probably for X uses). This shouldn't be too hard to Creative Thaumaturgy-ize.
                    +1 Reach: Create a 'physical' manifestation of the spell that attacks using Desterity+Weaponry/Brawl-Defense, extra successes does not add to the damage dealt. Split Potency between damage and uses, running out of uses ends the spell. Using it in sensory range allows you to attack from range but still requires an attack roll but do not apply penalties to it from the Arm Wrack tilt and can still attack while Immobilized

                    Apply it to the direct damage spells, boom! done.
                    (Note, first Creative Thaumaturgying)

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                    • #11
                      Originally posted by backtoback View Post
                      +1 Reach: Create a 'physical' manifestation of the spell that attacks using Desterity+Weaponry/Brawl-Defense, extra successes does not add to the damage dealt. Split Potency between damage and uses, running out of uses ends the spell. Using it in sensory range allows you to attack from range but still requires an attack roll but do not apply penalties to it from the Arm Wrack tilt and can still attack while Immobilized

                      Apply it to the direct damage spells, boom! done.
                      (Note, first Creative Thaumaturgying)
                      Note that for some spells, eg Forces, holding the actual force instead of the charged spell, even momentarily, explicitly can hurt you.

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                      • #12
                        Originally posted by lnodiv View Post
                        Note that for some spells, eg Forces, holding the actual force instead of the charged spell, even momentarily, explicitly can hurt you.
                        +1 Reach: Create a 'physical' manifestation of the spell that attacks using Desterity+Weaponry/Brawl-Defense, extra successes does not add to the damage dealt. Split Potency between damage and uses, uses are drained when succesfully attacks and then decides to do damage, simply touching it does nothing. Using it in sensory range allows you to attack from range but still requires an attack roll but do not apply penalties to it from the Arm Wrack tilt and can still attack while Immobilized

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                        • #13
                          Originally posted by backtoback View Post

                          +1 Reach: Create a 'physical' manifestation of the spell that attacks using Desterity+Weaponry/Brawl-Defense, extra successes does not add to the damage dealt. Split Potency between damage and uses, uses are drained when succesfully attacks and then decides to do damage, simply touching it does nothing. Using it in sensory range allows you to attack from range but still requires an attack roll but do not apply penalties to it from the Arm Wrack tilt and can still attack while Immobilized
                          If you want to allow a single reach effect to completely bypass one of the primary reasons for the Forces 4 attainment, and ignore the fact that every single published Forces spell is missing any kind of Reach effect saying that 'simply holding the energy doesn't hurt you', then yeah, that's a valid solution to do so. IMO, the existence of the attainment, clarification that Forces can still explicitly hurt you without it, and complete and total lack of any similar Reach effect in published Forces spells, presents a pretty strong argument to not do that.

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                          • #14
                            I would create a new spell for the "Weaponized Thing" thing. Mostly because each spell should be a very specific thing, and this is conceptually different enough to vary a new spell. And you don't need all that extra text you wrote; spell could be pretty much simplified to "Create a PotencyRating Melee/Thrown Weapon that lasts [X] uses. This weapon deals Bashing damage." This should be pretty much universal for all Arcanas, and you can slap in arcana-specific options as Reach, usually in a form of tilt. The trade off between this and simply using a normal fraying spell would be efficiency (you spell cast once, and get multiple instances of the effect out of it), ability to convert to-hit into damage, and possibly ability to use it with Fighting Styles. instead of creating multiple exceptions to already exception-bloating system, you can just smoothly move to standard weapon rules (and yes, that would mean Strength to attack unless Finesse).

                            If you want to be a Lightning-Slinger before Forces 4, just keep a Shielding spell on yourself beforehand.

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                            • #15
                              http://forum.theonyxpath.com/forum/m...873#post906873

                              There was a discussion about weaponizing forces. On the same page you can find a few other itterations of the spell.


                              [2E] Moinen's Homebrew Hub

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