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Originally Posted by DeathDaisy
IIRC, you can use the Bestow a Penalty modifier to lower their resistance roll.
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Quote:
Originally Posted by Jaware
I was under the impression that the bestow a bonus/penalty modifier had to be used on a separate spell that pierced the targets defenses so that they would be "under the effects of the -resistance" spells, in order for the other one to actually be used.
Can you use the bestows a penalty in order to make a spell you cast harder to resist if that is part of the spell?
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Quote:
Originally Posted by DeathDaisy
I can't say where I read it without looking around a bit, but I'm 98% sure that you can add Bestow a Penalty to a ritual to make the spell harder to resist. I'm sure someone will correct me if I misremember. On the offchance that I remember wrong, which has happened, I have played that way in campaigns without issues, so shouldn't pose a problem even if it turns out it's not RAW.
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Quote:
Originally Posted by Humabout
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Since this is the third or fourth thread I have read this morning with this in it let me make it clear: Adding additional energy to a spell via Bestows a Bonus for energy-gathering Ritual Path Magic is probably (as PK has noted) probably a crock.
However, effect-shaping Ritual Path Magic probably isn't and I am in fact using it in my current campaign. DF19 makes it explicitly allowable for that particular system.
Quote:
Originally Posted by Jaware
As for batteries, I was thinking of using the exempt on Ravens and pennies about the ability to make one time use "batteries" for it since my game is only a 150 pt fantasy game.
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Let me know how that goes.
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Originally Posted by DeathDaisy
I checked out the batteries on raven and pennies, and that should work great. Ghostdancer is something of a real life magician when it comes to RPM, so if I happen to say something that goes against what he has written, I'm probably wrong.
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Pfft.
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Originally Posted by Jaware
Alright. I bought the article. I'm glad that I did. It's pretty much indispensable now.
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Heh.
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Originally Posted by Jaware
I do have a couple questions though. PKs example had conduit at lvl 4, I thought talents had a cap of 3?
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Nope. Level four (or higher depending on the campaign).
Quote:
Originally Posted by Jaware
And in the section of ritual symbols on pg 13, why does it change farm creation time to 2 hours? That seems a bit excessive to me. What am I missing there?
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Mostly as a tradeoff for the bonuses symbols give (lower difficulty of core skill, reduced energy cost, and reduced penalty per gathering attempt).
Quote:
Originally Posted by Jaware
And lastly (for now), the perk, mighty spell, what is its text? It may be because I'm extremely tired, but I can't seem to find how it works.
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GURPS Thaumatology: Magical Styles (p. 27) explains it.