Magic Attack
Time: Action Target: any in Throwing Distance(8u)
Requirements: You must know one Spell Ability
Test: Tuning
Effect: Attack
- [..6] Miss. No effect.
- [7..9] Hit. Deal 0 Fluid/Blunt Damage.
- [10..] Hit. Deal 1 Fluid/Blunt Damage.
- [10!] Hit. Deal double your High Score Damage.
See Magic Weapon. Grants +1 Damage. Only one can be used per Magic Missile.
Tip: Status Conditions
Bonuses:
- High Ground. Advantage if you are more than Spitting Distance(4u) above the target in elevation.
Penalties:
- Close Combat. Disadvantage if a hostile is in Swinging Distance(1u) of you.
- Concealed. Disadvantage if the target is behind at least half cover or is Prone and more than Swinging Distance(1u) away from you, laterally.
- Improvised Maneuver. Disadvantage when attempting an improvised maneuver, like trying to shoot an item out of someone's hand. The GM will describe what may be possible and if there will be a Save Test for your target before you decide to roll.
Basic Ability or Mage Upgrades:
- Far.
- You can target a creature in Shooting Distance(16u).
- When using a Shape Upgrade, you can spend two Hooks to double the length of the Cone Shape, the length of the Line Shape, or increase the Size of the Sphere Shape by one Size.
- Opportunity.
- Powerful(1).
- Powerful(2). Requires Level 5.
- Powerful(3). Requires Level 10.
- Cone Shape.
- You can spend 2 Hooks to instead target a Cone Shape that extends out from you a Spitting Distance(4u).
- Line Shape.
- You can spend 2 Hooks to instead target a Line Shape that extends out from you a Shooting Distance(16u).
- Sphere Shape.
- You can spend 2 Hooks to instead target a Large(2u) Sphere Shape within Shooting Distance(16u).