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THE MAYHEMIC MISSSILE METHOD
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(Tenscore and Sixteen Ways
for Sorcerists, Witches, and Other Thaumatrophs
to Defend Their Indefensible Persons)
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different “signature” for a Magic multiple targets, allocating the dice
Missile must be researched and/ among them before rolling. In such a
or transcribed as if it were a case, each target can make a saving
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different spell.’ throw versus Magic to suffer only half
damage (rounded down). Note that
6×6×6: The Mayhemic Misssile Method some Misssiles have special effects if
elaborates on that system. directed at a single target, per their
descriptions.
GENERAL RULES
A Mayhemic Misssile takes up a first-
level spell slot, but a Magic-User may,
at any time, convert any other spell
that she has prepared, of any level,
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into any Misssile from her repertoire.
In such extemporaneous casting, the
Misssile only inflicts damage rolled
on the lower half of a die’s range
(i.e. numbers on the lower side of
the range that the die can generate).
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THE SIX METHODS then every target after the first costs
one die from the caster’s pool. For
A Magic-User casts a Misssile according
example, a fifth-level caster would
to one of the six Methods below. Each
have six dice to use against a sin-
Method calculates damage differently,
gle target, but only five dice to use
and some entail risks to the caster.
against two targets, four dice against
three targets, and so on.
Treat each Method for each Misssile as
a different spell. Thus, the same Miss-
sile memorized twice, but according to
Method Three:
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two different Methods, would take up
d6 + d4 damage at first level
two spell slots. Furthermore, to learn
how to cast a familiar Misssile accord-
Method Three begins even more
ing to a new Method, the caster would
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deadly, but it offers no advancement.
need to conduct research, apprentice
to a senior, exchange techniques with
If the Misssile description allows
a colleague, or capture the notes of a
multiple targets, then the caster may
rival.
allocate dice between two targets.
Method One:
Method Four:
d4 damage per caster level
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Method Five: Method Six:
d10 at first level, +d8 at second, d8 at first level, +d6 at second, +d4
and +d6 at third at third, and +1 per level thereafter
Method Five begins mighty and makes This last method offers a high-powered
rapid gains, but it offers no increase start yet still scales up thereafter.
after the caster’s third experience
level. A caster above third level must assign
her plus-one-per-level damage bonus
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Moreover, doubles on the damage to a single die, before rolling.
dice indicate a misfire: the two dice
showing the same number cancel each If the Misssile description allows
other out. If the caster has a third die, multiple targets and the caster wants
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that die can still damage its target. to allocate damage dice among them,
then each target gets its usual saving
But triples on the damage dice indi- throw versus Magic to halve the
cate a backfire. The caster must make damage (rounding down). If any target
a saving throw versus Magic: success succeeds in its saving throw, then it
means a harmless fizzle, causing no suffers half damage normally, but the
damage to the caster or to any target.
e other half of the spell backfires on
Failure means that the caster sus- the caster, who must now save versus
tains whatever damage shows on the Magic or sustain the other half of that
dice, while the target sustains none. die’s damage (rounding up).
Additionally, any backfire damage that
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exceeds the caster’s hit points, her If a caster converts another spell into
comrades suffer, starting with those a Method-Six Misssile for extempo-
physically nearest. raneous casting, then it only inflicts
damage rolled on the lower half of a
If a caster converts another spell die’s range, per the rules on extem-
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