And so I thought... what if mages attacked.... magically?

I really like the general idea; it's very stylish, much cooler than having a crossbow. For my campaign I think I'd set it as a crossbow and require an inexpensive wooden wand to use. In order to simulate better (magical or masterwork) crossbows, I'd allow improved wands at the same price as a similarly improved crossbow... effectively duplicating the crossbow's abilities with magical damage.

Anyways, neat idea. thank you.
 

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This Thread I'd started cause I needed Ideas.

What I got in return:

A) PLENTY of ideas, including the one I will use

B) I got to meet another italian user

C) I got MANY more replies than I thought

D)... Piratecat said my idea was neat...
The guy whose SH (although I read many and love them all) brought me actually BACK TO DMING.... said my idea was neat -activate fanboy giggle for 5 seconds-

Is it Christmas already?? :D
 

Make it a Spell

I know I am late to the game on this, but I have one other idea: make it a spell. Give it a duration of permanent, instantaneous or 1 day per level. The spell is cast on a wand or staff, and allows the caster to fire off bolts of magic, as per previous descriptions.

This way you don't have to add class abilities.

If the spell is permanent or instantaneous, there could be a material cost, perhaps a bit more expensive that a crossbow for the base "unit."

You could then have rules for making wands and staves with different materials, which increases the price, but allows for additional abilities. Adamintine wands raise the cost, but also raise the damage from 1d6 to 1d8. Imbed a ruby worth 1000 gp into the staff and you can opt to fire off bolts of flame. A diamond imbeded changes it from a full round action to an attack action, like a weapon.

Perhaps these wands and staves can have the normal weapon enhancements, which affect the bolt. +3 keen flaming bolts.
 

Malacoda, it's never too late for an interesting idea.

I had considered your kind of idea even before setting up the thread.

Fact is, I don't WANT it to be a spell, although it might be a good idea for one - and I believe it might be made in different versions, featuring ENERGIZED projectiles, although that'd probably be higher level.-

I simply wanted Magestrike to be the mage's WEAPON. And I believe integrating it into the mages' staff, or weapon in general, or even amulet, bracelet, anything, is the best solution; and the mage himself, with the proper feats and spells, or someone else, can upgrade it.. JUST LIKE A WEAPON.
It's ALL IN THE FLAVOR, I always say.

Anyway I believe Malacoda's idea is great, as i said, to make caster-specific attacks that can be used all day - and are higher in power than Magestrike. Ideas anyone? or should we set up a new thread?

(I am thinking about Diablo I's "Charged Bolt"... only spell in there I really would love to make a D20 version of... perhaps we're on to something...)

PS - Malacoda, I think I LOVE your signature. :D
 

Yes, a spell would be fine. I prefer a class ability, as it doesn't use up a casting slot. Of course, neither does a permanent spell, but that still uses up one of a sorcerer's known spells.

There are just so many ways to go with this! :)

You could do enhancements as spells (I definitely think any spell you can normally put on a missile weapon should work just fine). The write-up I did includes a note that you can enhance them just like ranged weapons, so the +3 keen flaming magestrike is fine (if a bit expensive :)). I would even say in this case that you can acquire such an item, and make it into your own magestrike, while keeping the bonuses.

Or you could do enhancements as feats, in which case they automatically apply when you make a new magestrike. I think this would be appropriate for upping the die type.

You should also be able to take any normal weapon feats with it, including rapid reload.

I'd even allow Craft Magestrike to be a feat so non-casters can have them:

Craft Magestrike

Requirements: Ability to cast 1st level arcane spells OR 5 ranks in Spellcraft and 5 ranks in Use Magic Device
Benefit: You can craft a magestrike. This takes 24 hours and consumes 50 GP worth of magical materials.
Special: Wizards and Sorcerers gain Craft Magestrike as a bonus feat at first level.

Actually that answers the question of whether bards should get this ability. They can take the feat if they want to but don't get it as a bonus feat.
 

Naathez said:
Fact is, I don't WANT it to be a spell, although it might be a good idea for one - and I believe it might be made in different versions, featuring ENERGIZED projectiles, although that'd probably be higher level.-

I simply wanted Magestrike to be the mage's WEAPON. And I believe integrating it into the mages' staff, or weapon in general, or even amulet, bracelet, anything, is the best solution; and the mage himself, with the proper feats and spells, or someone else, can upgrade it.. JUST LIKE A WEAPON.

I understand what you are saying, Naathez. But note that I mentioned he spell being permanent or instantaneous, which means if you go this route it only needs to be cast once, unless you lose the item you cast it on.

The end result is very similar. The benefit is that a new spell doesn’t require alterations to base classes. Of course no everyone cares about such things, but as a general writeup it always helps.

Either way, this was a cool idea, Naathez, and one I just might have to test in the new campaign I am starting this weekend.

Whether it is a spell or ability, I think I would go with…

1. 1d6 damage plus spellcasting ability score. Maybe 1d4 + score. Either way, I would figure in the score.
2. Make it a force effect that is subject to spell resistance, and also DR. This means that it will hit incorporeal and DR X/magic creatures, but considering the damage, I don’t think that is that big of a deal. It is a magical attack.
3. Ranged attack, not ranged touch. Give it same range increment and crit as crossbow.
4. Remove crossbow from a wizard’s weapon list.
5. It would requires some sort of focus. There needs to be a way to disarm the spellcaster.
6. The focus can be enhanced like a weapon, including enhancement bonuses and special abilities.


PS - Malacoda, I think I LOVE your signature.
You are a wise man, Naathez. :)
 

Here's some preliminary stats on a spell version...

Create Magestrike
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Targets: One staff or wand touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

With this spell a wizard or sorcerer transforms a specially prepared staff or wand into a unique magic item know as a magestrike focus. Whether it is a magestrike wand or a magestrike staff, the effects are the same. Magestrike foci are capable of firing bolts of magical energy.
Preparing a wand or staff to become a magestrike focus requires 40 gp in materials and a 1 hour ritual. Once prepared, and the spell is cast, the item is considered a magic item for all purposes. Only the caster of the spell can use a magestrike focus, although other wizards or sorcerers can “overwrite” another spellcaster’s magestrike focus with their own casting of the spell, making it their focus.
As a standard action, a wizard or sorcerer can fire one magic bolt from his magestrike focus. Hitting the target requires a ranged attack roll. The magestrike bolt does 1d4 damage, plus the spellcaster’s primary attribute (Intelligence for wizards, Charisma for sorcerers). This damage is a force effect, and can thus affect incorporeal creatures. The bolt is treated as a weapon attack, with a 40 feet range increment and critical threat/multiplier of 20/x2.
Magestrike foci can be enhanced in the same manner as weapons. The focus must be a masterwork item (+300 gp in cost), and the enhancements apply to the bolt. If enhancements are added to a staff foci, melee enhancements and magestrike enhancements are paid for separately.

Basics on higher level versions:
Greater Magestrike: 3rd level, 1200 gp, 1d6 damage, 19-20/x2
Master Magestrike: 6th level, 4500 gp, 1d8 damage, allows for multiple attacks
Ultimate Magestrike: 9th level, 16,000 gp, 1d10 damage, doubled range increment
 

JimAde said:
Yes, a spell would be fine. I prefer a class ability, as it doesn't use up a casting slot. Of course, neither does a permanent spell, but that still uses up one of a sorcerer's known spells.

There are just so many ways to go with this! :)

You could do enhancements as spells (I definitely think any spell you can normally put on a missile weapon should work just fine). The write-up I did includes a note that you can enhance them just like ranged weapons, so the +3 keen flaming magestrike is fine (if a bit expensive :)). I would even say in this case that you can acquire such an item, and make it into your own magestrike, while keeping the bonuses.

Or you could do enhancements as feats, in which case they automatically apply when you make a new magestrike. I think this would be appropriate for upping the die type.

You should also be able to take any normal weapon feats with it, including rapid reload.

I'd even allow Craft Magestrike to be a feat so non-casters can have them:

Craft Magestrike

Requirements: Ability to cast 1st level arcane spells OR 5 ranks in Spellcraft and 5 ranks in Use Magic Device
Benefit: You can craft a magestrike. This takes 24 hours and consumes 50 GP worth of magical materials.
Special: Wizards and Sorcerers gain Craft Magestrike as a bonus feat at first level.

Actually that answers the question of whether bards should get this ability. They can take the feat if they want to but don't get it as a bonus feat.
Kinda like this.

I can see spellcasters having a kind of signature magestrike.

One wizard with a serious grudge against the undead might have a staff that allows him to cut loose with a +3 undead-bane ghost touch magestrike that manifests itself as a flying skull that shrieks toward the enemy.

His sorcerer buddy is a mage who likes to whip up storms, and he has a spellblade that lets him blast off with +2 thundering shocking burst magestrikes against his foes.

And hell, with bards, I wouldn't be remiss to allow them to craft a specially-prepared version of their regular instrument for firing off a magestrike.
 

Here's something from "Familiar Alternatives", a D20 Article at Pyramid ONline magazine (This is just a sample, if you want other alternative abilities, like Mage Sense, Mage Blade or more wizardly abilities suitable for replacing Familiars, subscribe and check it out!)

From Pyramid Magazine's "Familiar Alternatives":Mage Bolts
A mage bolt is a missile of arcane energy created without the careful control and intricate formulas of spells. An arcane spellcaster can fire a single mage bolt as a standard action (which provokes an attack of opportunity) as long as he has at least one spell of 1st level or higher available to cast. A spellcaster who has expended all his spells of 1st level or higher cannot summon the energies needed for a mage bolt until he has rested and regained spells.

A character that gains multiple attacks a round may fire one mage bolt per attack when taking a full-attack action. The attack is treated as a mundane ranged weapon (not a touch attack). A mage bolt requires no proficiency, counts as a light weapon, and has a range increment of 20 feet. A mage bolt does mundane weapon damage of a type chosen by the spellcaster at first level (bludgeoning, piercing or slashing). The damage a mage bolt deals is based on the spellcaster's level, as detailed below.

Level

Damage

1-2

1d2

3-4

1d3

5-8

1d4

9-12

1d6

13-14

1d8

15+

1d10


Enhancements: By expending a feat, a spellcaster of 7th level or higher may change his mage bolt so its damage is cold, fire, or electrical. A second feat allows a spellcaster of 13th or higher level to change his mage bolt so it deals acid, sonic, or magic damage. In both cases the damage type is selected when the feat is taken, and cannot be changed.
 

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