RESERVED! for Dan Verssen Games
at www.dvg.com He ordered weapons, armour and accessories this is one of the armor. Next: spells for Dan. Description is strictly to this piece.
Can commission me at:random223.deviantart.com/journ…
/Character has movement points deriving from stats and 3 times the skillpoints set to skill. Each move or spell consumes it's hardness from that round's movement and shows how many times you can act and decides the order of act./
The whip that connects the missile and caster:
1 strenght for every 4m, cannot demage
Hardness: adds 10 to base spell+1 for every spellpoint
Magic missile (glowing energy)
D6 for every 3 spellpoint
Hardness 15+ all spellpoints
Resistance: Spellpoints*2 % to survive each hit, decreases!
Extra: +20 aim, +20 to dodging marks (harder to avoid)
Magic missiles are dual spells. There is the whip and the fist. The whip is what it is said to be, the connection to the caster that without the fist would perish. What it is made of can vary. The fist is something huge to do area demage or stab someone and are cast after each other and molded. The most common version is made out of raw magic that will perish after the first hit that most likely kills. This particular one has propulsion and a glowing ball of energy on the tip and will do demage according to it's density. The spear shepe this time shows the caster's inability to compact all magic powers into the orb. This kind of missile is not effected by gravity, can be controlled slightly and will hit as far as power you entrusted the whip. It cannot be pulled back. After every (whatever small) hits it will have a chance of perishing let it only hit by a piece of gravel depending on it's power and the size of the distraction. A handful of peebles act like a single object.
D6 for every 3 spellpoint
Hardness 25+ all spellpoints
Resistance: Spellpoints*2+spare magic movement % to survive each hit, decreases!
Extra: +20 aim, +10 to dodging marks (fast!)
A lightning based magic missile. It has the thin whip and the head which is rendered into spear shape. The head has a core where the power comes from and the caseter usually tries to render all discharge forward to do as much demage as possible. The gases ionize and form a cloud within the bolt. A lightning bolt has no propulsion nor controll, you have to throw it but it is not affected by gravity nor magnetic forces. The lightning bolt will hit everything along the way untill the whip's powers let it go. You cannot pull it back.
Electric shock (river and inner method)
4 spellpoint for every D6
Cast and decay
Hardness 24+ all spellpoints
Resistance: discharges indestructible, cannot be overtaken due to speed.
Extra: -10 aim and -3/distance! No dodge.
Long version of the discharges of the lightning bolt. The core is handled within the wielder's hand and it will burst out to all directions not choosing the target. Each of the discharges will reach as far as the power of spell. Of course if the target is close enough, there is a chance that all will hit him (if in front of your palm, then surely all), and chances decrease dramatically. You can devide the strength between discharges. A spell powered up to 4 can create 4 1D6, 2 2D6 or a single 4D6 discharge. Do avoid friendly fire.