mr-frog@sdcsvax.UUCP (04/25/84)
<> Here are a couple new mage spells. Does anybody like/disagree/agree with any of these? Let's have some spells from other people out there. Name: Andrique's Killer Bolt Level: 3 range: 240 yards casting time: 3 segments area of effect: single target saving throw: none Duration: instantaneous When this spell is cast, a bolt of force emanating from the caster shoots out and strikes the target. However, in order to do damage to the target, the mage must roll a "to hit" vs. the opponents armor class, using the "fighter" table, and adds +3 (those remembering Greyhawk's magic missile will recall it gave the mage a +1 to hit). If he misses his "to hit" roll, no damage is suffered by the target. However, if he hits, the target takes 1d6 per level of the caster. The damage done is similar to "magic missile" damage - i.e. it's physical, not fire or lightning. This spell will do damage to anything normally vulnerable to weapons of +3 (golems, gargoyles, etc) however magic resistance still applies. This spell is simply an "improved magic missile", using Greyhawk's first level "magic missile" as a model. Name: Killer bolt +4 Level: 7 Range: 240 yards casting time: 7 segments area of effect: single target saving throw: none Duration: instantaneous This spell acts much like the aforementioned "killer bolt" spell, with the noteable exception of acting as a "sword of sharpness" when an 18, 19, or 20 (or 4 above the necessary roll needed to hit) is rolled on the attack die. If the bolt doesn't sharpness, it will still do damage if it penetrates the armor. The caster gets to use the "fighter table", and gets a +3 on his to-hit probability. If there is nothing to "sharpness", then obviously it won't work too well! The "Vorpal" version of this spell is 8th... Dave Pare ucbvax!sdcsvax!mr-frog