Arcane Bolt Spell in Star System Epsylon | World Anvil
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Arcane Bolt

Tier 1 Spell (Easy(d) difficulty)1

"You do know you're supposed to hit the guy on the other side of the room, right?
— Most magic teachers to particularly bad novice students.
     

The most basic of magic attacks and the first such spell taught in most magic schools, Arcane Bolt is a simple but effective means of attack. It's basic enough that most students can pick it up easily, yet versatile enough that many master mages still use it well into their careers, often with modifications to the base formula.

  There are a variety of ways to change how the spell does it's damage, although this comes at the cost of increasing the spell's difficulty rating. They are:  
  • Explosive: Gains the Blast quality, with a rating equal to the caster's ranks in Knowledge. This cannot be combined with Icy. (+d)
  • Fiery:This attack deals Fire damage and gains the Burn quality, with a rating equal to the caster's ranks in Knowledge, and becomes charged with the Fire element. this cannot be combined with Icy or Electric. (+d)
  • Icy: This attack deals Ice damage and gains the Ensnare quality, with a rating equal to the caster's ranks in Knowledge. This cannot be combined with Fiery or Electric. (+d)
  • Electric: This attack deals Electric damage and the caster may spend aaa or t to stagget the target for a number of rounds equal to the caster's ranks in Knowledge. This cannot be combined with Fiery or Icy. (+d)
  • Concussive: This attack gains the Knockdown quality. It also gains the Disorient quality, with a rating equal to that of the caster's ranks in Knowledge. (+d)
  • Range: Increase the range of this attack by one range band. This can be applied multiple times, adding difficulty and one range band each time. (+d)
  • Destructive: This attack gains the Sunder quality. It also gains the Pierce quality with a rating equal to the caster's ranks in Kowledge.(+dd)
  • Daze: This spell gains the Knockdown quality, and the Disorient quality that has a rating equal to the caster's ranks in Knowledge. (+d)
  • Range: Increase the spell's range by one range band. This effect can be applied multiple times, increasing the difficulty and range each time. (+d)
  • Mental: By making a subtle, but substantial, switch in the mental process involved in spellcasting, one can change the damage type from physical to mental, ensuring that one does not accidentally kill someone one does not want dead. This changes the damage from inflicting wounds to strain, and cannot be combined with Fiery, Icy, Electric, or Destructive. (+d)

Effect

Arcane Bolt does basic damage to a target. Base damage is calculated by adding the number of s generated by the check to the character's Intellect. It can have different effects depending on what variations the caster has decided on.

Side/Secondary Effects

Varies with upgrades.

Manifestation

Arcane Bolt manifests as a variety of colors, and especially powerful Bolts can produce colors that don't actually exists, creating very strange visual effects.
For more information about difficulty, go here.
Gestures & Ritual
The caster must have at least one free hand to cast Arcane Bolt. They extend their hand, palm outwards, and simply focus on the target and think "damage."
Related Discipline
Effect Casting Time
1 Combat Action (instant)
Range
short (range band)
Level
Characters need at least 1 rank in Arcana to cast this spell.
Applied Restriction
Characters need at least one free hand to cast Arcane Bolt

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Comments

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Nov 21, 2018 07:57

It looks like a rather well-thought spell with a lot of range of customization. But without a lot of numbers to go off by I struggle to see the potential of this spell. Perhaps you could give an example in the article of how such bolt would be used in combat? Sketch a situation? Perhaps you could make a homebrew RPG block and link it here to make the spell be neatly explained?

Nov 21, 2018 17:44 by R3negade X

I think I see what you mean. I actually based this spell and its customization directly off of the Genesys spell guide, so I'll try and make it a little more clear.

Nov 21, 2018 21:39

I personally think that this format works fairly well, having one spell that different casters can tweak makes it feel more personal than just a lot of spells with slightly different effects. I'm a bit lost in terms of numbers as well, but I guess that comes from not knowing the system used.   Perhaps it would be an interesting idea to add a very specific modification that reduces or completely negates any serious damage the spell can deal? Optionally, you can make it bring not the most pleasant feeling to the target while doing no damage. Either way, it'd make it both safer in learning (you probably don't want a lot of novices throwing battle spells all around) and allow for a special kind of magic duels, where the goal is not to hurt the opponent but to demonstrate your ability to control magic (counting the number of mistakes or something). The latter can be especially interesting if using a harmless version is actually harder than using the actual spell, gives someone sort of a bragging right to use in a duel (especially if it's an actual duel).

Nov 21, 2018 22:32 by R3negade X

Thank you for your input! I'll take it into consideration, but the non-lethal spells are probably going to be under the curses or such. Or maybe there is magic resistant armor. I like your ideas!

Nov 21, 2018 22:52 by DoodleSM Benjamin Paris

How my rating works: I give 6 points free if you have put in effort into the article. Each point after 6 is exponentially harder to get.   Format 6/10 Writing 6/10 Usage of Template 6/10   What I like: You're using Genesys! I like the spell's increased difficulty with each element (also that it adds qualities to them. The system you have is very intuitive and makes sense   What I think can be improved: (Preface) I have no clue how magic works in Genesys so if you added the base damage that would help to see how powerful this spell is.   Comments: Good spell, but think it could be better if you showed the base stats.

Nov 21, 2018 23:00 by R3negade X

Thank you for your rather informative critique! I shall make the improvements you suggested as soon as I can figure out how best to go about it.

Nov 22, 2018 05:50

The system you're using looks to be basically metamagic, and it's fine to have modifiers stacked onto basic spells instead of having every single spell be its own thing. It does imply that magic is constructed instead of "packaged", for lack of a better word, which is something you should consider.   I would really like to see more flavor to it, though. Who invented it? Where is it used? Is it standard issue for army mages? Are there famous variants?

Nov 22, 2018 16:26 by R3negade X

Thank you for your input! I haven't really considered its backstory, so I will at least give it some thought.

Nov 22, 2018 10:31 by Nevermore

I love to see people adding their own twists to magic systems. While this one might be deceptively simple there's a lot of room to grow it and add even more detail. I think if this is for an RPG system then adding dice or other representative numbers will allow for greater context with each modification. In regards to making the effects their own spells, I think that's unnecessary so long as any spell you decide to add these too is properly balanced for gameplay. Have you tested this style of system yet? If so i'd love to hear how it went ^^

Nov 22, 2018 16:27 by R3negade X

Thank you for your input! I have yet to actually test this system, and I actually based it heavily on the spells provided in Genesys. Maybe I should write up a quick cliffnotes for those who haven't heard of it?

Nov 22, 2018 20:44 by Nevermore

Yeah! Throw a footnote into your article ^^