Wednesday, July 3, 2024

Lords of Blastings, Part II

Additional Blasting Results
There's more than one way to smite one's enemies.

Using a Higher Level Spell
As alluded to in Part I, the Blasting spell's level can also be increased beyond 1st. Doing so can compound the range, damage, or individuals affected for each level its raised.

For example, making its range 120', targeting 2 individuals in range instead of one, or adding 1d6 to the damage would make Blasting a 2nd level spell. Compounding two of those three options would make it a 3rd level spell.

What is more, the spell's formation can be changed to target many foes at once with a new area of effect. 
Missile: The default setting, even if the spell would affect multiple targets, each would be targeted separately.
Bolt: 3' wide (mostly) straight line starting from the caster to the end of the spell's range will be targeted. Add 1 level to the spell.
Ball: 20' radius explosion will be targeted anywhere within the spell's range. Add 1 level to the spell.
Cone: 3' wide at caster, expanding to 60' at furthest distance. Add 2 levels to the spell.
: 20' radius downpouring of blasting will be targeted anywhere within the spell's range, lasting for 2 rounds. Add 2 levels to the spell.
Invisible: The magical emanations are unseen except by those who can detect magic. If the casting is also unseen, then the harm done will certainly be mysterious. Add 1 level to the spell. Can be combined with various shapes too for higher level spells.
Delayed: The spell affects the target later, no matter where they are. If the emanations are also invisible (or even secretly cast), then the cause of harm will definitely confound. Add 1 level to the spell if the effects would occur 1d20 hours later; 2 levels if the timing would instead be only 1d3 hours later. Can also be combined with various shapes for higher levels too.

Continuing the example, preparing a 2d6 damage blasting as a bolt would make it a 3rd level spell. Preparing it as a cone would make it a 4th level spell. Since a storm shape causes damage each round, add only 1 round to its duration per level increase.

Various Lord Effects
Additional effects, beyond the damage and those listed in Part I, can occur if the save is failed based on what type of lord is being evoked with the spell. These are determined at random unless a 12 is rolled for the magical side-effect (see Part I).

Angelic Blastings
Righteous and straightforward, those so affected cannot save to prevent the damage too. Roll 1d5.
1. Only causes harm when used against those who have attacked first.
2. Won't harm those who are lawful or good.
3. Makes targets see the errors of their ways, suffering a -3 to all rolls when performing chaotic or evil acts for the next 3d6 rounds.
4. Marks them as evil ones (if that's what they truly are) for the next 1d6 hours, making it obvious to all non-evil ones to see.
5. Reroll twice.

For example, an angelic bolt that did 1d6 damage (a 2nd level spell) may be fired without guilt amongst allies in melee if it wouldn't harm any who are lawful or good (result #2).

Fey Blastings

Inflict penalties rather than actual damage, though failing greatly will cause the one so affected to also take 1/2 the blasting's damage via a freak accident (per Referee). In all cases, tripling the spell's standard 3d6 round duration will make it permanent until dispelled or removed as a curse. Roll 1d6 to see which types of rolls are penalized.
1. Action-based rolls such as making an attack, rolling initiative, or trying to notice something.
2. Rolls must even be made to perform otherwise routine actions, like walking or tying one's boots.
3. Rolls must even be made to remember or find things, such as a spell or one's weapon.
4. Consequential rolls, like not being selected as a target, having a random encounter, or making a saving throw.
5. All rolls if the one(s) affected have violated a deal.
6. Reroll twice.

For example, a fey missile that would cause an ongoing 1d6 penalty to certain rolls (by tripling its duration) would be a 3rd level spell. Getting result #3 would apply the penalty and even require rolls made to remember or find things, causing 1d3 damage if such rolls are failed badly.

Elemental Blastings
Cause additional harm to affected targets who fail their save, depending on what type of element is used.

Fire: Ignite flammables, causing extra d6's of damage depending on how much is present (per Referee).
Water: Do only 1/2 damage, but will push targets back 1d2 x 5' and extinguish flames, including lanterns or torches.
Frost: Do 1 less damage for each die rolled, but also slow targets to half speed and actions for the next d6 rounds.
Air: Stun via lightning, being unable to move at all for d6 rounds, though that is saved against separately and only if the save vs. damage is failed. Lightning may also bounce off of nonconductive barriers when in bolt form, hitting other targets too.
Or instead, via gust of wind, 
do no direct damage, but push targets back 1d6 x 5'.
Earth: Cause additional 50% damage the following round too, whether via acid or biting creatures.

For example, a cone of elemental fire (+2 levels) that causes 3d6 damage (+2 levels) to all within the area, setting fire to that which burns, would be a 5th level spell. If there was a good amount of flammable material in the area, 2d6 additional damage might be added.

Demonic Blastings
Cause especially unpleasant harm, disturbing and vile. Such damage (roll 1d8):
1. Cannot be healed naturally.
2. Cannot be healed via magic.
3. Causes an additional 50% damage the following round via a revolting manner.
4. Spreads to affect others within 1d3 x 5' too via nasty beings or substances.
5. Causes 1d3 damage to a random ability score too, insidious.
6. Animates objects to cause the damage in a disturbing way. Those harmed will then be wary of them in the future, even if not animated.
7. Is especially unsettling, causing a -1d3 penalty to all rolls for the next 3d6 rounds to those who also fail to save vs. death/ make a Will save DC 10.
8. Reroll twice.

For example, a demonic storm (+2 levels) that causes 1d6 damage for three rounds in the area (+1 level), would be a 4th level spell. It would even have the horror spread via little demons to those within an additional 10' as well if a #4 was rolled for its demonic effect.

Devilish Blastings
As Fey, Elemental, or Demonic above (the caster's choice), but is done secretly, circumventing the usual requirements of line of sight and range to the target. Once cast, the requirement is then known by the caster and enacted upon to make it occur. Causing the spell's effects to be invisible too (via Shape above), will make it even more insidious. Roll 1d6.
1. Eyes met with the target at some point that day, giving them the evil eye.
2. Hold a personal item or part of the target, such as hair or fingernails.
3. Delineate how the target really deserves it for failing to fulfill a contract, no matter how arbitrary.
4. Affect via a picture or other representation of the target.
5. A foul symbol or trinket is placed near or on the target, usually without their knowing.
6. Reroll twice.

For example, a devil ball (+1 level) that causes 3d6 damage (+2 levels) and be at double range (+1 level) would be a 5th level spell. It could have a demonic effect too, along with a devilish requirement to hold a personal item or part of the target to make it work if #2 was rolled, all done by one without the target's knowing. Making it a 6th level spell would even allow it to be invisible, so the cause of the damage (not just the one who did it) would be an enigma too.

Next week: Lords of Blastings concludes with Blasting Tests, Divinities & Cults of Blastings, and a Blasting Encounter!