One of my players wants a spell that effectively is a kamehameha blast from Dragon Ball Z. They want to charge it over turns and unleash a huge blast of kick-assery. I am seeking help from the shield wall to make this work and “feel” right.
I like the idea that the other players will have to protect the player who is charging their attack, and if its interrupted it has some negative effects. At first I just thought of adding a die to their attack per turn they charged, bur realized that is effectively the same thing as attacking once each turn. I also am trying to sort out hitting will work: I don’t want them to feel bad after spending 3 turns charging a super attack just to miss.
So far I have this:
Charge Blast: spend one of your actions to “charge” your attack. This attack starts with 1d4 and for each turn you “Charge” you add the next level of dice (1d6,1d8,1d10,1d12-max charge) to the attack roll plus +1 to hit and effort. The range of the attack starts at Close then increases 1 range increment per “charge” at a max of Double far. (close, near,far,double far). If you are hit or interrupted during the charge you must make a (int/wis) check or lose a “charge”. You may use your second action to buckle down and negate this penalty.When you have as many “Charges” as you would like, roll (int/wis) against the Room Rating to hit.
Example: after 3 charges you would roll 1d4,1d6 and 1d8 at Far, with +3 to hit and +3 effort.
this seems clunky but is the best I can come up with on the fly. Any help would be greatly appreciated.
also, for raw coolness I think if they crit on the roll they would instead roll Xd12 for each charge they have