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Some Spell Strike suggestions #866

Closed shemetz closed 3 years ago

shemetz commented 3 years ago

For spells similar to https://discord.com/channels/701706060440010753/709048873351381042/857285681960452097:

Forge - Long Blade

As an action, you momentarily enlarge and sharpen your weapon as you make a weapon attack. Your weapon's reach or range is doubled for this attack. On a hit, add 2d8 + your spellcasting ability to the attack’s damage roll.

Deceit - Triplicate Attack

As an action, you can make a weapon attack with advantage as you shape two illusory duplicates of yourself that attack simultaneously from different directions. On a hit, add 2d6 + your spellcasting ability to the attack’s damage roll.

(reskin of Dimensional Strike)

Earth - Ground Launch

As an action, a short pillar rises from the ground and propels you away, moving you up to 5 meters in any direction. If you land next to a creature, you can make a melee weapon attack against it. On a hit, add 2d8 + your spellcasting ability bludgeoning damage to the attack’s damage roll.

(Augments could allow launching yourself further distances)

Time - Rapid Rush

As an action, you accelerate your body, moving faster than the eye can track. You can move up to 20 meters without provoking opportunity attacks. During your movement, you can make a melee weapon attack against a creature. On a hit, add 1d4 + your spellcasting ability to the attack’s damage roll.

(this is similar to Teleport, but worse because you're still limited by obstacles, pits, and the floor. to compensate, you can move more when you attack, though I reduced the damage)

mlenser commented 3 years ago

There doesn't need to be one for each theme, but:

Done

DalenWBrauner commented 3 years ago

Random Ideas:

Chaos - Wild Strike

Attack an enemy, dealing a random damage type with such an unpredictable force that you're propelled 10ft in a random direction (and possibly in the air, to avoid crashing into the target)

Poison - Wasn't there once an "inject venom" maneuver? I think a similar flavor could work here. Perhaps this venom slows or the like.

Ice - Frost Ramp e.g. similar to Shem's suggestion for Earth, or Chilling Blow for a simple, substantial-slow-applying attack.

Sand - Streaming Strike

Sand courses out from your feet, propelling you forward for additional movement and allowing you to ignore difficult terrain. Adds additional damage, either of the same type as the weapon through momentum or slashing from the tearing of sand.

Gravity - Weighted Strike to simply increase the heft of the blow, or something that allows you to leap high into the air and come down to crash upon an opponent.

Spirit - Ancestral Assault

Spirits guide your body to a target, allowing you to ignore difficult terrain and impose disadvantage on opportunity attacks until the end of your turn. Your first strike, too, is guided by their hands, dealing extra damage of the same type.

Fate - Guided Gait

Fate or fortune guide you to your target... [same as Ancestral Assault]

I like something based on Hydrualic Push for Water, though it could also easily have a reflavored Rise of the Pheonix, Wild Strike or Streaming Strike.

edits:

Divination could have something similar to Guided Gait as well- you divine the knowledge of a perfect path to your destination.

Force could have a reskin of Shem's suggestion for Forge, granting a shimmering, translucent extension of the weapon. Would deal a lot less extra damage, but as Force.

Undeath - Siphoning Strike could either heal based on damage, or grant Temp HP.

Ideas for Antimagic are likely to reopen an old can of worms, so I say we leave it be for right now.

Charm - Heartbreak

Your attack feels more personal, dealing extra psychic damage and...?

Maybe it functions like Goading Strike, or robs them of their Reaction, or they feel disheartened ala Bane or Cutting Words.