Spell Update Ideas: Phase 03/09/2017 12:28 AM CST

When Phase is activated by customized alternate verbs (EVOKE, INCANT, CHANNEL, etc.) then results become multi-tiered. One usage is offensive with direct Ward + Bolt based capabilities, one is a TRAVEL aid and the other is a gamble to either gain a piece of treasure, a bit of mana, alter an object or cause damage and/or lose an object.

Usage one entails the offensive area which can be ward based as a spell which attempts to focus in on the anatomy of the critter and if successful enough, 'de-materialize' the organs. The bolt usage may be a channeling of unstable mana energy which has bizarre and unpredictbale often temporal effects which makes it an unusual bolt with sort of customized 'flares'.

For example with the CS bolt, the Wizard successfully wards their target for +162 and the critter is very tough, rugged with heavy armor. The factors for defining how intense the damage is varies from all of these issues and the SPELL AIM ability will determine the success of the connection with a vital internal organ so that there may be connection which will incur focused damage. So the ward of +162 against a tough and armored critter will find the Wizard with probably about enough access to get from a Rank 2 up to a Rank 3 with some luck using the Spell Aim skill. At that point, a hidden roll will determine the next level of critical damage and messaging. If the Spell Aim is a successful ward then the damage will be as if the bolt came directly from the hands of the caster in into the organs with almost no distance between them at all and also in the direct position of the organ rather than anywhere close or near which could also cause a critical. So the opportunity for a crit is extremely high with the success of a ward and a high AS compared with the critter's defenses. If the area is the chest then the best Phase possible would be to 'phase out' the heart completely by connecting with the fabric of the energy of the organ itself which results in a hole within the critter. If it's the leg then the bone may disappear causing immediate loss of balance/max critical. If the head then they may lose the skull but not the brain which plops to the floor all gangly from the loss of the cranial shell. This would be the first combination of CS with bolt making it an interesting spell for those who would like to use more of whichever one they are less likely to engage with.

The bolt spell usage may be that the Wizard uses the targets own mana energy and physical body for a change and the bolt itself comes as a result of a rebound effect when the energy 'explodes' from within the critter to be directed back painfully at the target by the wizard based on the success of the AS versus bolt DS equation at that point. And when it is a hidden CS based dROLL is asserted to determine what kind of 'flare' will be the direct impact of being struck by the Phase bolt!

These flares may be temporal in ways such as having space contort around them, they age unusually such as regressing to infancy or elderly status in their respective genetic heritage, they may suffer a blip in their physical location which unbalances them, they may suffer a concussive wound from the physical collapse of space in their body, they may suffer a relapse of a recent version of damage inflicted (say the Wizard had got them with an acid bolt--the flare would trigger the identical damage with a modifier to occur with the messaging that it is based on the moment in time previous to this battle). An organ may spill out.

For a travel utility, when Phase is cast in the same location where you set a ring (you cast Phase then ring within a certain amount of seconds or you turn the ring, etc.) the odds of navability don't change but you have a saving throw chance to evade the reclaimers of the ring by surrendering all your coins (but retaining the ring). This is never better than about 50% even with Lore (you might say add a 10% 'second chance' roll for every 25 combined or single Lore of elements,so if you lose the first 50/50 chance then you get a 30% chance if you have a combined total of 75 El. ranks).

When cast directly at a ring the Mage has a chance to create a multi-set function out o the ring but with a limited number of uses directly before a very high rate of reclaiming by the Chronomages becomes possible. For example, a 20th level Mage with 25 ranks of El. Lore may have a 60% chance of creating a second settable location on the ring which lasts for 20 uses with a 10% nave rate. After 20 uses the nave rate goes up to 50% without lores and other similar considerations. At 50th, the average Mage may achieve a 3-tier ring with 31 uses and a 5% nave rate, then a 50% nave rate base occurs at 31 uses on the ring. With 100, a full 5 set ring is possible for up to 40 uses with a 1% nave rate and a 50% nave rate base after the 40th use. There is always a chance for 'rebounding' the ring with dumping your coins to the Chronomages but only if the same mage who created the Phase on the ring is using it.

If the ring is used as a projectile in battle, the SPELL AIM ability decides the success of connecting with the target and the level of damage possible. The ring itself disappear when it makes contact with the target and at the same time, the target will temporarily relocate to being directly in front of the wizard at the point they threw the ring. This will give the Mage a very immediate opportunity to use a bolt which will use the space between where the target left and where they relocated to in front of the wizard to physically push the target back! So the bolt effect is actually the use of physical space as a temporal device which forces the target into the position where they came from but with impact damage and rearranged organs. This will be highly utiliatarian for a group of 5 or fewer critters in the same room as the master Mage who has achieved the 5 set ring with a lot of uses as the bolt effect will work with all as many critters as there are settings on the ring. The ring will then be able to be reclaimed as if nothing was ever cast on it (with a small chance for the ring to burst temporally and disappear from the area with annoyed Chronomages complaining about their trinkets being toys for Elanthians). As with all things Chronomagey, a risk is involved and if the mage fumbles the attempt to use the ring this way then it will backfire in a way which removes the magic on the ring that they placed on it and also render them very vulnerable, perhaps with the same effects happening to them which were intended on the target.
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