23 thoughts on “Blade Magic Rhythm”

  1. Not exactly but wouldn’t a +1 to your next attack/spell telegraph the same thing? Maybe split it into four moves, +1 to spells after an attack, +1 to attacks after a spell, half damage to spells after attacks, half damage to attacks after spells.

  2. I think it needs more interesting triggers, for starters. Those don’t really conjure up that much cinematic or thematic concepts other than just, ‘guy who alternates between sword and spell’.

  3. Well if you want a Wizard that can mix it up in melee you have 2 problems 

    – 1 they deal only a d4 of damage

    – they have so little hitpoints 

    So if you want to give them any reason to go into melee you need to make it so, that this actually creates an advantage for them. 

    You could also go the route of the Arcane Duelist and give them extra stuff to do on an attack but someone already did this 

    https://docs.google.com/document/d/10FGRQNXa2pZBSwZeCxcFHNWxwfEn2H1C_SnyvQfzLwQ/edit 

  4. What about allowing them to follow up a successful attack with a spell? What about adding, “Your target moves into melee range with you.”, as a 7-9 option on casting a spell?

  5. I think you’d be better off with a different class like warlock our something if you wanted to make a melee wizard. You’re thinking of it too much like D&D. Focus on the fiction first.

    What does spell-sword rhythm DO when you imagine a guy doing it in a movie? Is it good because its relentless? Them maybe something like:

    When you work up a rhythm of spells and slashes, battering your opponent onto the backfoot, forget one spell you have memorized and roll+INT.

    10+: Deal your damage and your opponent is stunned.

    7-9: Your opponent is stunned, but you are put in a spot.

  6. Why does the Wizard need to be good at melee in addition to being good at everything else and getting spells?

    Why does the Wizard need to deal more than 1d4 damage to be good at melee?

    Why not make a CC that makes melee desirable for a Wizard via some effect other than just buffing their melee damage up to the same levels as classes who actually go into melee and aren’t also Wizards?

  7. MANTLE OF ENERGY

    When you cast a damaging spell you’ve learned to make little bits of the magical energy stay with you. On a +10 when you can choose to take one of the 7-9 results you can also take half the damage forward to your next Hack and Slash or Volley attack. 

    BLOOD MAGIC

    When you have the blood of your target on your hands, take +1 to cast spells against them. 

  8. Oooh, I like Blood Magic, Kingston Cassidy.  It incentivizes Hack and Slash for the Wizard.  It also adds some cool dark color to spells.

  9. and it’s useful outside of hack and slash. Poke somebodies finger with a blade, then cast invisibility on them. Prick somebody with a pin, then cast Charm person. 

  10. If you like Jacob Randolph’s The Mage playbook, The Mage of The Tower is a good one for melee.  They are something of a Paladin Mage:

    The Tower

    Aligned: Shield From Harm, Give Strength to the Weak, Iron and Steel

    Opposed: Fleeing or Escaping, Using Magic for Your Own Gain

  11. New idea: (all different moves)

    When your blade is drenched in blood and you channel a spell through it take +1 to casting a spell

    When you have cast a damaging spell, it’s energies resonate in your blade. When you harm someone with it, don’t roll your class damage but the damage dice of the spell

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