View Single Post
Old 04-03-2016, 10:34 AM   #1
rsqrdroberts
 
Join Date: Feb 2015
Location: Los Alamos, New Mexico
Default [RPM] Punching Through Wards

I couldn't find this one answered elsewhere in the forum...

I notice on GT:RPM p. 10, under Strengthen Magic the following passage:
Lesser Strengthen Magic can oppose an attempt to cancel a spell, or enhance a spell’s ability to punch through a ward (pp. 24-25) or similar “anti-magic shield.”
This sounds like a violation of Stacking Spells, rule 3 (GT:RPM p. 15). I could add a Bestows Penalty to the Path Skill for the ward's QC. Isn't that just the flip side of Bestows Bonus to **my** Path Skill (which is strictly forbidden)?

I'm aware of the Medicine Bag, Resist Magic, and Sorcerous Mark spells, but they work more passively.

If you know that there is a spell ward up, how would you modify your spell to "punch through" the spell ward without violating the Stacking Spells rules?

In any case, adding an extra Lesser Strengthen Magic[3] plus a Bestows Penalty (-2 Narrow)[2] seems to be too cheap of a way to break through a Spell Ward.
__________________
“Bob loses saving throw vs. shiny with a penalty of -5. Bob takes 2d8 damage to the credit card.”
― Charles Stross, The Fuller Memorandum
rsqrdroberts is offline   Reply With Quote