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Queen Mystery Stone
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So, some design work on spells.
Basically, I'm working on finding out hwo spells act, and how much words cost.
Right now I have it as follows;
Compositions
Fire, Cold, Electricity, and Acid all cost 4
Piercing, Bludgeoning, and Slashing cost 3
Touch costs either 1 or 0
Ray costs 1 or 2
Line, Cone and Burst...no clue. I feel like maybe 5-6 works.
Elemental modifiers will probably cost 0-1 more than their regular words. So, For Infernal it would be 4-5.
The idea is, at level 1, you really don't have much available to you except Pierce/Slash/Bludgeon Ray, and elemental touch spells. (1CL+3 or 4 for relevant stat)
At level 5, however, you can cast Fire Cone, which is a damn sight more powerful and does 5d6 threat, or something like Vitriolic Fire Touch (5+4+1) for Fire/Acid devastation.
One of the things I really wanna push is that Mages, and spellcasters in general, have an effective range; beyond it, hunters and warriors can plink them with arrows, but too close and they just get sliced by swords. I'm making them powerful, but a bit hard to handle. That said, when I implement summons and some other stuff, it will make them versatile in response to level of difficulty.
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