Monday, August 14, 2017

Power Word: Bolt



Power Word: Bolt

This next in the Power Word series has probably done more times than any. Especially in a Fantasy setting, we've all had many... many ways to come up with an object to throw and hit people with. So, here is my attempt at covering very, very well tread ground.

Magic Missile
Range: 12/24/48
Cost: 1-3

Effect: The caster conjures up to 3 arcane darts which they hurl as part of a rapid attack that does not incur penalty due to multi-action. The bolts are made of force energy, which has no known energy resistance. The bolts however are sensitive to force based Deflection powers. Targets using such a power causes a extra -1 added to standard penalties of the Deflection when targeted by a Magic Missile Strike.

Acid Arrow
Range: 12/24/48
Cost: 2

Effect: This fires a large bolt of acid at a target. The bolt deals 3d4 points of damage and 2d4 points of damage the next round unless anti-acid is applied to the target. On a raise, in lieu of bonus damage, the Acid instead corrodes armor or melts clothing. The victim rolls a dice on a 6 for Armor or a 5-6 when wearing normal clothing, the item either loses 1 point of protection or the clothing begins to burn off. Armor reduced to 0 are rendered destroyed. Special materials, such as Black Dragon Scale or Adamantine are immune to this spell.

Ice Spike
Range: 12/24/48
Cost: 2

Effect: This version of large bolt fires a shard of ice that impales itself into a target. The bolt deals 2d6 points of damage (cold). On a raise, the target takes 3d6 points of damage if the target retains a Shaken or more in damage the target's movement is reduced by 2 for 1d4 rounds as the shard continues to be impaled into the target. Victim may attempt to remove the shard with a Strength (-2) check. It is painful to yank a hunk of ice out your side, just saying.

Firebolt
Range: 12/24/48
Cost: 2-4 or 3
AP: 2

Effect: The Mage conjures either several small fire darts or one big dart that they throw at the target. Multiple darts thrown are not subject to penalty. The damage is 2d6 or 3d6 depending on dart's size and has AP 2. On a raise, along with bonus damage, the target checks to see if they are set on fire. The target rolls a d6, on a 6, they have caught fire.

Negative Energy Ray
Range: 12/24/48
Cost: 2
AP: 4

This large version of bolt becomes a beam of negative energy that deals 3d4 points of damage with an AP of 4. Against targets who are celestial in alignment, the d4's become d6's. On a raise, in lieu of damage, living targets must make a Vigor (-2) save or take a point of fatigue - life has been drained from them. Undead are immune to damage and on a raise may make a Vigor check to recover from any damage taken. Necromancer servants will sometimes use this power to heal their undead masters at range.

Shocking Bolt
Range: 12/24/48
Cost: 1-3 or 2
AP: Special

This version creates a series of small bolts or a large bolt of electrical discharge. Multiple bolt throws do not incur penalty. These bolts deal 2d6 or 3d6 depending on the size of the bolt. Targets who wear primarily metal armor (such as plate mail) are highly susceptible to electrical energy. The caster gets AP 2 when targeting people wearing plate. Flesh Golems are immune to damage and being struck with a raise allows them to make a Vigor check to recover from damage.

Lightbeam
Range: 12/24/48
Cost: 2
AP: 4

The opposite of Negative Energy Ray. The Lightbeam fires a concentrated beam of Holy energy that deals 3d4 points of damage to targets. Targets who either Undead or aligned with the Abyssal region (Devils, Demons) take 3d6 instead. On a raise, in lieu of damage, targets are possibly set on fire from this damage. They must roll a d6, on a 6, they are set ablaze. This fire is holy in nature and reduces any fire protection by half. Celestials are immune to this damage and on a Raise can receive a recovery check. This is both a weapon and a tool for casters from the celestial realm, unfortunately the beam's holy energy is a little too much for mortal flesh.

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