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-   -   Great Haste on Spellcasters (http://forums.sjgames.com/showthread.php?t=170282)

WhiteLily 09-18-2020 10:30 AM

Great Haste on Spellcasters
 
My interpretation of the rules is that a spell which calls for multiple seconds to cast, such as Great Haste itself, requires 3 seconds rather than 3 concentration maneuvers to cast.

I know spells can be cast faster at higher spell skills. I'm just wondering if the rules are clear that someone who has multiple maneuvers a round can not concentrate multiple times to speed cast a multi-second spell.

zoncxs 09-18-2020 03:37 PM

Re: Great Haste on Spellcasters
 
Casting times tells you how long you need to concentrate for toncast a spell. A spell that takes 3 seconds means you need to concentrate for 3 seconds. If the caster somehow has more maneuvers than normal per second, weather from great haste or having compartmentalized mind, each of those count as a "second". Time to cast is relative to the casters sense of time, if you can perceive time faster than others then you can cast faster.

So:

someone who has multiple maneuvers a round can concentrate multiple times to speed cast a multi-second spell.

finn 09-18-2020 10:39 PM

Re: Great Haste on Spellcasters
 
My instinct was that Great Haste does speed up spell casting.

Reading page 8 and page 9 of Spells, "turn" and "second" seams to be used interchangeably. The spell description of Great Haste says you perform two "maneuvers" in a "turn", so I could see a GM ruling that Great Haste does not speed up spell casting.

If this came up during a game I ran as a GM, I would allow faster spell casting. It's cool, and there is room to interpret that the descriptions in page 8 and 9 are based to the standard cases where a character can only make one concentrate maneuver per turn. I would rule that it does not rule out faster spell casting by characters that can perform multiple Concentrate maneuvers per turn.

ericbsmith 09-19-2020 06:57 PM

Re: Great Haste on Spellcasters
 
Quote:

Originally Posted by zoncxs (Post 2344182)
If the caster somehow has more maneuvers than normal per second, weather from great haste or having compartmentalized mind, each of those count as a "second".

Compartmentalized Mind (CM) only exists in DFRPG as a monster trait. The description of the trait in DFRPG Monsters doesn't go into very much detail, but in the base GURPS rules CM gives you two independent minds, effectively giving you two concurrent maneuvers (one of which must be mental; the other can be either physical or mental). This means that the two separate "minds" can only work together on things where two independent people could work together; thus, they cannot speed up spell casting, psi, or other mental tasks but CM would allow you to cast two spells at the same time or to cast a spell while taking a physical maneuver.

As for Great Haste, it doesn't just give you two maneuvers per second the description specifically says the two maneuvers happen consecutively, not concurrently, meaning that it allows you to not only do extra things but to do them faster. So Great Haste would allow you to cast spells faster, taking multiple consecutive concentrate maneuvers.

Spartan506 09-19-2020 08:31 PM

Re: Great Haste on Spellcasters
 
Quote:

Originally Posted by ericbsmith (Post 2344415)
As for Great Haste, it doesn't just give you two maneuvers per second the description specifically says the two maneuvers happen consecutively, not concurrently, meaning that it allows you to not only do extra things but to do them faster. So Great Haste would allow you to cast spells faster, taking multiple consecutive concentrate maneuvers.

This is always how we have done it in Peter Dell'Orto's Felltower campaign.


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