Making Random Wizards Part 2: Magic Innate Attacks (Ice, Poison, and More)

This is a continuation of the work I started here.

Technically, I should use costs FP and other modifiers, but I think it is easier to track (ease matters) if I make it Limited Use. Afterall, the thing that matters is how many times in this encounter can the wizard hit me with this thing?

I am classifying these by “levels” based on approximate cost. Level 1 is about 5 points, Level 2 is about 10 points, Level 3 is about 20 points, Level 4 is about 35 points, and Level 5 is about 50 points.

Ice

Ice and cold are a little trickier to model. Ice would conceivably do crushing damage, but magical ice spikes or shards might do impaling, piercing, or cutting. Cold itself would do fatigue damage.

Ice Spike: A large, magically sharp spike of ice that is lethal, but has a harder time penetrating armor. Range is 25/50 for +0%. Innate Attack (Projectile, Impaling, Armor Divisor (0.5) [-30%], Range Adjustment [+0%])

Level 1: 1d damage, 10 uses; 2d damage, one use

Level 2: 2d damage, 10 uses; 3d damage, two uses; 4d damage, one use

Level 3: 4d damage, 10 uses; 5d damage, four uses; 8d damage, one use

Level 4: 6d damage, unlimited use; 8d damage, four uses, 10d damage, two uses

Ice Orb: A ball of ice that breaks apart when it hits, throwing sharp ice fragments all around the target area. This is a fragmentation attack with no explosive modifier. Innate Attack (Projectile, Crushing, Fragmentation 2d [+30%], Range Adjustment [+0%])

Level 1: 1d damage, two uses

Level 2: 1d damage, unlimited use; 2d damage, two uses.

Level 3: 3d damage, unlimited use; 4d damage, two uses

Level 4: 5d damage, unlimited use; 7d damage, two uses

Hypothermia: This attack causes the target’s body temperature to drop dramatically, causing fatigue damage. Innate Attack (Fatigue, Malediction [+100%], Freezing [+20%])

Level 3: 1d damage, four uses

Level 4: 1d damage, unlimited use

Level 5: 2d damage, unlimited use

Cone of Cold: Creates a cone of freezing temperatures in front of the caster. The cone is 10 yards long and 5 yards wide at the end [+70%]. Innate Attack (Fatigue, Cone [+70%], Freezing [+20%])

Level 3: 1d damage, unlimited use

Level 4: 2d damage, four uses

Level 5: 2d damage, unlimited use; 3d damage, 2 uses

Ice Storm: Calls a barrage of icy hail down at a location chosen by the caster. Most of the hail is harmless, but some larger pieces might hit people in the area. Range is adjusted to 50/50 [+5%]. Innate Attack (Crushing, Area Effect 2yds [+50%], range adjustment [+5%], Bombardment (14) [-5%], Overhead [+30%], No Knockback [-10%])

Level 2: 1d damage, unlimited use

Level 3: 2d damage, unlimited use; 3d damage, one use

Level 4: 4d damage, unlimited use; 5d damage, two uses

Level 5: 5d damage, unlimited use; 6d damage, ten uses; 7d damage, two uses

Poison

This is not as popular it seems, but wizards conjuring foul vapors and toxic clouds is certainly a standard power. They are generally built on toxic damage and often have cyclic, penetration modifiers, resistible, side effects or symptoms.

Toxic Cloud: This spell creates a small cloud of poisonous gas at the location, which drifts around according to whatever wind there may be. Innate Attack (Toxic, Area Effect 2 yards [+50%], Persistent [+40%], Drifting [+20%], Resistible (HT-2) [-20%], Cyclic (once per second, 5 cycles) [+200%])

Level 1: 1 damage (.25d) unlimited use

Level 2: 1d-2 damage, unlimited use

Level 3: 1d damage, unlimited use

Level 4: 2d damage, unlimited use

Level 5: 3d damage, unlimited use

Poisonous Curse: This spell simply causes a target to take toxic damage. Innate Attack (Toxic, Malediction [+100%], Symptom Nauseated at 2/3 HP damage [+30%])

Level 2: 1d damage, unlimited use

Level 3:  2d damage, unlimited use

Level 4: 3d damage, unlimited use; 4d damage, four uses

Poison Dart: This spell launches a small, magical dart that delivers dangerous poison. The carrier is Innate Attack (Projectile, Piercing-, Range Adjusted (20/20) [-5%]). The poison is a Follow-Up attack Innate Attack (Follow-Up [-5%], Toxic, Resistible (HT-2) [-20%], Cyclic (once per second, 5 cycles) [+200%]). The dart is cheap: 3 points for 1d. The poison is expensive (but deadly).

Level 1: Dart: 1 damage, Poison 1 damage, unlimited use

Level 2: Dart 1d damage, Poison 1d-2 damage, unlimited use

Level 3: Dart 1d damage, Poison 1d damage, unlimited use; Poison 1d+1, 10 uses

Level 4: Dart 1d damage, Poison 2d damage, unlimited use; Poison 3d damage, 2 uses

Acid

I feel like acid magic is sort of a niche thing, but I have definitely seen it around. Acid Arrow has been a DnD spell since at least 3rd edition. I only make two spells here, a bolt and a spray. Both are corrosion attacks.

Acid Bolt: This hurls a glob of clinging acid at a single foe. Innate Attack (Projectile, Corrosion, Cyclic (1 per 10 seconds, 3 cycles) [+100%], Range Adjustment (10/20) [-10%])

Level 1: 1 damage, two uses

Level 2: 1d-2 damage, unlimited use

Level 3: 1d damage, unlimited use; 1d+1 damage, one use

Level 4: 1d+2 damage, unlimited use; 2d damage, four uses

Level 5: 2d+1 damage, unlimited use; 3d damage, two uses

Acid Spray: This sprays an acidic mist in an area in front of the caster. This acid does not stick to the targets, it simply does corrosion damage once. The cone is 10 yards long and 5 yards wide at the end [+70%]. Innate Attack (Corrosion, Cone [+70%]).

Level 1: 1 damage, 10 uses

Level 2: 1d-2 damage, unlimited use; 1d-1 damage, two uses

Level 3: 1d damage, unlimited use; 1d+1 damage, four uses

Level 4: 2d damage, unlimited use

Level 5: 3d damage, ten uses

Force/Earth/Water/Generic Crushing Damage

Lots of things could deal crushing damage: arcane force, stone missiles, blasts of water, compressed air, and other more flavorful things. At some point, it might be fun to differentiate, but for now these are all lumped together. Range certainly could vary a lot (water is likely short range, stone probably longer), but I set it at 25/50 for [+0%].

Bolt: Pretty much anything could be put into a blob and hurled at foes. This is a straight forward crushing innate attack. Innate Attack (Projectile, Crushing, Range Adjustment (25/50) [+0%])

Level 1: 1d damage, unlimited use; 1d+2 damage, one use

Level 2: 2d damage, unlimited use; 3d damage, one use

Level 3: 4d damage, unlimited use; 5d damage, four uses; 6d damage, ten uses

Level 4: 7d damage, unlimited use; 8d damage, four uses; 10d damage, two uses

Jet: Some of these elements might be more natural in a jet (like water, for instance). Jet is a [0%] modifier, so use the same damage ranges as Bolt above.

Push: This attack deals no damage, but does double knockback. This is most likely a force or air attack, though water or other such thing could do this too. Damage listed below is before doubling the knockback. Innate Attack (Beam, Crushing, No Wounding [-50%], Double Knockback [+20%], Range Adjustment (25/50) [+0%])

Level 1: 1d ‘damage’, unlimited use; 2d ‘damage’, four uses; 3d ‘damage’, one use

Level 2: 3d ‘damage’, ten uses; 4d ‘damage’, four uses; 6d ‘damage’, one use

Level 3: 5d ‘damage’, unlimited use; 8d ‘damage’, four uses; 13d ‘damage’, one use

Obviously, there are tons more potential innate attacks, but I have enough for now to be useful. I’ll also need to develop afflictions, bindings, and defenses. Stay tuned.

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