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?
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
Side/Secondary Effects
Manifestation
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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?
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.