Rev. Sylvanus wrote:I appreciate the effort here and like the take on magic. A couple points of interest, though:
6) Requiring a move and and action to activate a narrow spell is close to useless. As an opponent, I'm just going to keep my units perpetually outside the caster's range.
7) There is something of a lack of flexibility in turning "magic" items into glorified weapons. I like my fire mage to be able to make fire armor, fire walls, fire elementals, fire balls, and fire cocktails at his hearts desire.
qwertyu63 wrote:Magic is held not by people, but by items. Those who know how to use these items well are Mages. Those who don't, often blow themself up.
Any minifig holding a Magic Item may try to use any of it's effects, just like any thing else. Using a Magic Item takes the Minifigs Action.
Flame Staff. (? CP) [Aspect: Fire]
Spell: Fire Ball
Effect: Flames shoot out from the target, flying 1d6-2" away and dealing 1d6 damage to all targets hit.
Spell: Flame Hand
Effect: Any CC attack made by the target in the next turn deals 2 extra damage.
Icy Rod (? CP) [Aspect: Ice]
Spell: Ice Beam
Effect: Deals 1D6-1 damage to the target. If this dosen't kill them, they are frozen in Ice for 1 turn, losing the turn in question.
Spell: Frost Armor
Effect: Target unit gains +1 Armor until the end of the turn.
Lighting Mace (? CP) [Aspect: Lighting]
Spell: Lighting Bolt
Use: Equal to the range expressed in inches +3
Effect: 1d6+1 damage on hit.
Spell: Warding Storm
Effect: All units within 2 inches of the caster have cover (equal to 1/3 of a minifig) for 1 turn.
(More Magic Items on the way.)
Mages can use Magic Items better than most. They also know how to twist the power inside them to new ends.
Skill: Magic Atunement.
Due to their training in the magic arts, the Use rating for Magic Items is reduced by 3 in the hands of a Mage
Spell Knowlege: A mage with a magic item may, as a Heroic Feat, attempt a spell of the players creation, so long as it fits the items aspect.
Anytime an attack spell is a Critical Failure, the spell autohits the caster. (This is why Mages are 2d4 rather than 1d6, to reduce the odds of this happening.)
Rev. Sylvanus wrote:Cool. Options are much better. On to more stuff. So I'm curious how you went about making the stats? What did you base your decisions on?
**Honestly, random numbers puller out of my rear end**
Some spells could use some simplification. Fireball, for example, could simply have a 2" radius for damage rather than "shooting out 1d6-2" from the target." That's a little complicated with a bunch of dice rolling.
**True, I'll find the average roll and make it default***
Or lightning bolt for example is way underpowered. Compare it to a rifle. Rifle does 1d6+1 damage up to 10" away for a use of 3. Even in the hands of a mage, the use rating to deal 1d6+1 damage with a lightning bolt at 10" away is Use: 10
**Huh, good to know. -leaves to buy LEGO rifles for my next battle- I'll up the damage**
So some simplification of some spells might be good to cut down on wordyness, and spells should probably be comparable in power to their weapon counterparts. Just some ideas...
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