Chapter 181: Project: Unavoidable Harm
My first thought for Oblivion Orb was to exchange the crit trigger for a trigger that caused the orb to teleport forward a short distance when it contacted any sort of armor or mitigating ability. That would let it bypass a lot of defensive weaves and powers. To my delight, I could do that. However, it would increase the mana cost immensely. Apparently, the mana required to force the spell past all defensive structures was substantial. I needed to think smaller.
Grotto encouraged me to consider how I was using the orb. I put it on a hammer, then threw that hammer at something I wanted to destroy. Most people would either dodge that combo or block it. A moment of epiphany struck and I backed away from Oblivion Orb to look over Homing Weapon.
Homing Weapon was... fine. It was a bit expensive for what it did. It added range and damage to a thrown weapon attack, and the weapon returned afterward. It cost 10 stamina, and I knew from my experience with other techniques that the return on damage should be higher than what I was getting here.
Part of the stamina cost was from increasing the throwing range. I didn’t really need that anymore, since I got a huge boost to range from my first Blunt evolution, Hammer Throw. At higher levels, the bonus from Homing Weapon would result in a paltry 10% increase in throwing distance. Not worth it in my book.
Another reason it was expensive was that its requirements were too low for what it did. Apparently, if a spell offered more boom than it should for the related skill requirements, that increased its cost or added a cooldown.
I ran my ideas by Grotto, who approved and began muttering villainous soliloquies as I activated step 1 of Project: Unavoidable Harm.
I increased Homing Weapon’s requirements, dropped the range boost, and amended how Dimensional Magic modified its damage based on some advice from Grotto. Then, I added one final effect that took greater advantage of the skill’s core reason for existing.
Arlo’s Homing Weapon
Physical/Dimensional
Cost: 10 stamina
Requirements: STR 20, INT 20, Blunt 20
Make a thrown weapon attack modified by Dimensional Magic in addition to the relevant weapon intrinsic. This attack seeks out its target and cannot be dodged. The thrown weapon returns to you afterward.
Now my hammers would pursue their targets with significantly more emphasis on the ‘Homing’ portion of Homing Weapon. Instead of a casual arc toward my enemy, it would be a heat-seeking missile of undodgeable doom. You literally could not run from it anymore.
Also, having the attack ‘modified’ by Dimensional Magic was better than adding flat damage based on my skill level, since it would add some variable damage on top. When pressed, my familiar did a little math and said it would average out to an extra 16.5 points of damage–increasing as the skill went up–which sounded good to me.
I moved on to step 2 of Project: Unavoidable Harm.
I went back to Oblivion Orb and reworked its trigger. I dropped the critical damage bonus, as much as it pained me, but added a more refined version of the armor-bypassing teleport. I couldn’t get the spell to avoid all defenses without a massive increase in cost, but I could get it to bypass a specific defense.
Arlo’s Oblivion Orb
Dimensional
5 mana
Requirements: INT 20, Dimensional Magic 20
Make an INT Planar attack against a target you can touch. This attack cannot be blocked.
Now I could throw a hammer that could not be dodged, tipped with a spell that would teleport through my enemy’s shield–or whatever else they blocked with–directly into their unguarded bodies.
It was simple, potent, and inescapable, just like my masculine musk of sandalwood and fresh-cut mahogany. What would my opponents do? I expected they would just have to smile and take it.
I took a break and listened to Grotto monologue about our inexorable conquest of the globe using the time-tested method of forcing our enemies to choose between the lesser of two harms. After a visit to the bathroom and a quick glass of water, I was ready to move to the next skill.
The big boy.
The bane of cooldown counters and healthy eardrums.
That’s right, it was time to make Explosion! not suck.
Not that it did suck. It was a pretty good spell overall, just with a narrow band of use cases. No, I wasn’t going to make it not suck. I was going to make it fucking broken.
Broken as in it would be really good. Mechanically it would be completely balanced from the standpoint of stat and skill requirements, damage, range, effects, etc.
Balanced in the way BORKEN ASS abilities are balanced!
Balanced like a quarterstaff made from a motherlovin’ mop!
Balanced like your no-life ex-roommate’s favorite MOBA character! Pre-patch!
Okay, it’d be good but not off-the-walls crazy. Anyway, I’ll get back to the discussion.
Explosion! was a simple spell on its surface: Charge it up, make a big-ass explosion. Under the hood, there was a lot going on. Free-form targeting, charge time, variable AoE size, multiple scaling damage types–Sonic, Kinetic, Spatial–a somatic component, the Deafened status, and a boost from chanting ominous phrases.
Looking at everything going on, it was no wonder the spell had a huge cooldown. The requirements were minuscule, needing only Dimensional Magic and Physical Magic slotted as intrinsics–no mandatory stats or levels needed.
Grotto and I took the spell apart, trying to discern what it would take to have the spell function the way it already did, but without a cooldown. We ended up with the following requirements: INT 70, Dimensional Magic 60, Physical Magic 55.
I did not meet those requirements.
I did have much higher stats and levels than the spell currently called for, but if all I did was alter the requirements to match my present capabilities that would cut the cooldown by about half. With my cooldown reduction evolution from Physical Magic, I’d have a version of the spell I could use every 25-ish minutes. That was a big difference from the current 47 minute cooldown, but not enough to get it where I wanted.
However, the variable cooldown from Reckless Shortcut could be used to my advantage. Right now, Explosion! triggered its cooldown regardless of how long I charged it. What I wanted to do was match Reckless Shortcut’s ability to cause a cooldown based on how hard I went with the spell. I also wanted to streamline the damage types and take some inspiration from the Spatial spells I’d seen Baltae using, weaving in some more effective forced movement.
Reckless Shortcut
Gravity Anchor (Aura)
Dispel
Reverse Card (Aura)
Aura of Persistence
Arlo’s Life Warden
I had buffs to protect myself and my allies, countermagic to fuck over casters, skills for mobility and counter-mobility, a powerful summon, and three attack skills that were hard to avoid. I stroked my beard as I stared at the empty eleventh slot.
“What am I missing?” I said. I was half talking to myself and half posing the question to Grotto.
[Your last serious battle saw you being taken apart by a high-Speed Physical fighter wielding a massive bardiche.]
“Hmm. I’ve gained a decent amount of Speed and defense since then. I don’t think I’d have as much trouble with Roach if we had to go at it again.”
[Perhaps, but the answer to a fast melee fighter is not necessarily to match their strengths. You are gaining a fair amount of competency with armed combat, but your emphasis on spells will always see you lagging behind dedicated melee fighters.]
“So you think I should find a different counter? That’s part of what I was trying to accomplish with Gravity Anchor.”
[Gravity Anchor will prevent an enemy from fleeing, but it immobilizes melee fighters within striking distance. Explosion! may knock them down, but you would need to mana-shape the spell to keep from harming yourself. Plus, it is possible that skill might be on cooldown, even with our modifications. I believe you need a more dedicated skill that hinders movement and interferes with martial capabilities.]
“Right. Does that mean we’re diving back in to forge a new skill?”
[I do not believe that is necessary. Forging a new skill from scratch takes a great deal more time than the altering existing skills. No, I believe this will complement your current skill set quite nicely.]
Grotto waved a feeler, and the System offered me a new skill.
Elemental Barrier
Physical
Cost: 20 mana
Requirements: INT 20, Physical Magic 20
When you cast this spell, choose either the Cold, Fire, Lightning, or Sonic damage type.
A stationary spherical barrier of elemental force erupts in a radius around you equal to half your Physical Magic skill level in feet, warding against approach by hostile forces. When you create this barrier and every 6 seconds thereafter, make an INT Physical attack against all non-party entities that are touching or inside the barrier. The damage of this attack is the damage type chosen when you cast the spell.
Entities hit by this attack are pushed to the edge of the barrier. Additionally, if the damage type was Cold, entities hit by this attack are Slowed; if Fire, they are Ignited; if Lightning, they are Shocked; and if Sonic, they are Deafened and knocked prone.
So long as you focus, this effect remains active.
It took me a moment to digest the possibilities, but the skill really did look like it would mesh very well with my other skills. It was a stationary AoE, but in some ways that was a benefit. I could cast it on myself, or I could cast it on a stationary ally like Etja, helping to keep baddies from wandering too close.
I could cast Gravity Anchor and Shortcut into a group of enemies, pulling them all in close to me. Then I could blast them with Elemental Barrier to deal constant damage as I wailed on them with my hammers. They’d be Immobilized, Deafened, and constantly get knocked away, pulled back in, and thrown to the ground. That would definitely make it difficult to swing a sword. Or a giant bardiche.
Plus, if the knockdown wasn’t effective, I could swap to a different element. The skill gave me more options and greater control over melee combatants.
I slotted it as my eleventh skill and stood up from the ultra-thick woolen rug.
“You can just offer us skills now?”
[Since I am no longer bound by the System’s restrictions, yes.]
“Like, whenever you want? All willy-nilly?”
[Yes. As willy or as nilly as I so desire.]
“Oh, nice.” I stretched my arms toward the ceiling and my stomach rumbled. “Now, we have lunch! Then, we play around with all this new shit!”
[It is closer to breakfast time than lunch.]
“I thought it was midday when Pio’s group finished the Delve.”
[It was. You have been staring at your mana matrix for 14 hours.]
“Oh.” I shrugged. “Fuck it. Yara said this is my sovereign domain, so lunch can damn well be whenever I say it is. I’m having a turkey sandwich.”
I marched out of the meditation room and toward the kitchen, with Grotto close behind.