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> My Take on "Cutting Lines of Fire"
Mantyluoto
Posted: May 4 2004, 05:18 PM
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CUTTING LINES OF FIRE

[Air, Fire] (Lost)
Level: 3-7
Casting Time: 1 action
Range: See text
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half

You point your hand and cast out scores of thin, thread like lines of red, which cleanly cut and burn through creatures and objects in their paths. The line whip through a cone-shaped area that extends from the pointing hand slicing and damaging objects or creatures within the cone. The wirelike lines neatly cut through stone, metal, wood and other materials out to their maximum range. Where they strike flesh they cleanly cut through that as well.

Casting Range Damage
Level
3 20' 3d6
4 30' 4d6
5 40' 5d6
6 50' 6d6
7 60' 7d6


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Mantyluoto
Posted: May 4 2004, 05:19 PM
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stupid table sad.gif


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Orclord
Posted: May 4 2004, 06:40 PM
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I'd say that was more reasonable.
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MagusRogue
Posted: May 5 2004, 12:30 AM
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eh, i wouldn't raise the damage that much. you'll also wanna note that the weave ignores cover; in the books, the only thing that stopped the lines was cuendillar. Rahven (i think, or was it sammael) was casting the damn weave through walls and ceilings, which wouldn't work with the rules as is (they'd give total cover, ie no save needed)


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Guest
Posted: May 5 2004, 07:02 AM
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I may be wrong here but I believe that you are referring to Balefire (which Rahven was using). But both the book and rpg weave description of this weave indicates that it does go through stone and wood as easily as light passes through a window.

One thing that I really do not like is just another way of damaging somebody with a different name. Perhaps if this weave ignored a certain amount of Hardness/Damage Reduction (like maybe 8 points, which is what stone has). This would certianly make cover a lot less useful against it, considering that it has a cone effect. The only problem is that adding the damage bypass mechanic to this weave, coupled with the extreme range, area effect and damage at higher level makes it a "must have" weave...and overbalancing it drastically. One of the ideas I had while reviewing this thread was that this weave would be a perfect candidate for range increment reduction. The further out the target is, the less damage that target takes as the multiple threads spread apart. Increasing the number of threads (increase damage) would allow you to do at least some damage further out (as you loose more damage with each increment).

The weave could look something like this

Cutting Lines of Fire (Elementalism)
[Air, Fire] (Lost)
Level: 3-7
Casting Time: 1 Action
Range: 10 ft range increment
Area: Cone
Duration: Instantaneous
Savings Throw: Reflex half
Weave Resistance: Yes

You point your hand and cast out scores of thin, thread like lines of red, which cleanly cut and burn through creatures and objects in their paths. The lines whip through a cone-shaped area that extends from the pointing hand slicing and damaging objects or creatures within the cone. The wirelike lines neatly cut through stone, metal, wood and other materials out to their maximum range. Where they strike flesh they cleanly cut through that as well.

Due to the nature of this weave, the cone of numerous cutting lines that are thrown out by the caster spread out too thinly after a certain distance. For each range increment beyond the first the weave looses one die of damage. Once the weave is beyond the maximum number of range increments that it has damage dice (+1) this weave will cause no more damage. Moreover, the damage this weave does ignores the first 8 points of hardness of objects or armor that it strikes. This means that objects that have less than 8 points of hardness do not provide cover for a target hiding behind it.


CODE
Casting Level  Damage
3                  3d6
4                  4d6
5                  5d6
6                  6d6
7                  7d6


Once again I do apologize if I have hijacked your thread, its that the ideas and comments have really made me re-evaluate the weave presented in the rpg and so I came up with this. Any improvements or perhaps flaws that I had not noticed?

Xyth
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MagusRogue
Posted: May 5 2004, 01:07 PM
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*nods* yeah, make it ignore cover of hardness less than 8 (not so sure about DR though). but doing that and keeping it normalish, it'll not be as "must have." dunno. and yeah, it was sammael who was throwing CLoF throguh walls as rand chased him through illian.


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Mantyluoto
Posted: May 5 2004, 04:31 PM
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Its Cool Xyth



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Kakita Aramoro
Posted: May 8 2004, 03:06 AM
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QUOTE
(not so sure about DR though)

weaves automatically circumbent DR. (at least in DnD 3.5, DR 5/- or any other does not aply to spells, energy damage, or falling damage. )
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Zifnab
Posted: May 9 2004, 05:36 AM
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Zuh? I would think falling damage would be subject to DR. You're just hitting them with a huge, blunt object. Namely, the ground.


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MagusRogue
Posted: May 9 2004, 01:01 PM
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What ignores DR is magic and any energy effects (fire, sonic, whathave you) even if they're not magic. This does not include being thrown. What it says about magic ignoring DR is like magic missiles or inflict spells.

What does this mean in Wheel of Time? Any weave that actually directly harms you (fireball, grenade, rend, touch of death, shadowspawn strike (or whatever that one weave is called)) ignores DR 100% of the time. Also, wielding a burning weapon'll cause the extra damage caused by fire to ignroe DR. throwing a DR-ed creature into a wildfire or acid or similar conditions'll also ignore DR. Now if they have DR AND Energy Resistance, that's a different matter.

This post has been edited by MagusRogue on May 9 2004, 01:09 PM


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Aaaaaaaaaaaaaaaaaaaaaaaaand this rant's done.

Magus the Extreme. Your wonderfully-ghoulish partner GM of Patterns of the Weave. Be fearful, indeed.
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