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Old 07-15-2016, 11:06 AM   #10
Anders
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Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: [Sorcery] Those Other Spells...

Quote:
Originally Posted by Sombreiro View Post
He could actually make a much cheaper ally, and put in some group modifier, so he could throw many "alarm-o-boys".
Yeah, I thought about that but I didn't want to use more supplements than absolutely necessary. If you do go with the reduced cost, I would still make it a single Ally costing 2 points and improvise the spell. It's such a minor effect that it would make a great improvised spell.

You could also improve the Detect ability with Cosmic: No Die Roll Required which would allow you to detect anyone where the combined penalties for Range and whatever else you can think up is -11. Assuming Range is the only penalty, this gives the spell an effective range of 150 yards even if the Ally stays put in one place.
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