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Old 02-23-2018, 11:56 AM   #8
Anaraxes
 
Join Date: Sep 2007
Default Re: Magic: Rive (M&B)

Quote:
Originally Posted by Ailluminus View Post
Missile spells take time to get up to snuff and are capped.
Only 3 seconds max, and that can be done before combat (which is a lot more likely when you're going for the all-eggs-in-one-basket win-or-lose die roll you get when you blow all your energy on one spell). Either 1s or 3s is irrelevant out of combat time, which is when you're most likely to be destroying walls and doors and such.

The cap on Missile spells is pretty high -- 9d even for your basic starting mage (3 x Magery 3). That's pretty much the same as the effective FP cap of 10 FP for an average human. Sure, maybe you've got 12 FP, or are willing to take some damage -- not an earthshaking difference. If you're playing with Threshold Magic or heavily discounted ERs, maybe you'd want to throw in a cap so it's similar to a Missile spell. Missile spells can easily have a 1.5x or 2x injury modifier, but then, Rive can't affect living creatures at all, so that's something of a moot point. (Against all those targets, Rive is capped at 0...)

I've never seen anyone even take the spell, much less try to abuse it. But have fun storming the castle!
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