I have been working on new spells for the Air Sphere, thought Id submit them for dissection and evisceration in the hopes that the idea in part will make it into the sphere.
I realize mechanics can be difficult, and time consuming to get right. chopping this up and making it work wont be that much of a problem since I used the spell template from the board, I have been considering both spells for over a year, this is the reult I have to ‘share with the class’.
Forked Lightning:
Level required: 40+
Class required: Air Mage
Spell prerequisites (must have all of): Chain lightning level 5, Energy Bolt level 10
Casting method: ranmagatk
Defending method: ranmagdef
Description: Air Mage X3:
An incredibly complex and powerful spell to cast, this spell takes incredible fortitude to cast. only the bravest or perhaps foolhardy dare to attempt this feat that was lost to the ages but recently rediscovered.
:MECHANICS: This spell requires that the Air Mage spend 'two' rounds casting this spell and if he is damaged during these preparation rounds, his spell is ruined and he must begin again. Making a Ranged Magical Attack against his opponent, should he succeed in getting the spell off, the damage is spread evenly between the forks of the spell, not exceeding 50 damage per fork. the caster may cast one fork per level of Air Mage, and each gets a damage roll; these are then added then divided by the number of forks: for example, Bill the air mage x4 casts forked lightning and successfully hits, with all four tines. rolling damage is the result of the numerical difference between the attack and defense, and for this example let is say he rolls a 2, a 58, a 27 and a 23. in this case 2+58+27+23/4=27.5 rounded down is 27 per tine, and the damage cannot exceed fifty per tine. This is a multi-target spell. the forks can only target a person once per casting of the spell.