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Old 08-14-2019, 01:42 PM   #13
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: Missle spells in ITL

Missile spells are still a bargain with the 3 ST limit. Let's look at other spell choices in comparison. Looking at spells the incapacitate or damage a foe immediately. So, not looking at Summons and Illusions.

But first a look at their Spell Type affect on DX for the most common casting situations at foes:

- Thrown: -0 never (you then get a HTH modifier). -1 at range 1 hex (where you are in danger). -2 at range 2 hex.

- Creation: -0 at 1.5 MHx (approx 4 hexes).

- Missile: -0 at 2.5 MHx (approx 6 hexes). -1 at 4.5 MHx (apprx 11 hexes).

The offensive spells for beginning wizards (excluding summons and illusions):

Fire: (IQ 9/Cost 1/Avg Dmg 2/Range 4 at -0) Foe usually exits flames the following turn.

Rope (IQ 11/Cost 2/May incap foe/Range 4 at 0) Best on low DX foes. Otherwise likely to just cause foe to only miss one action phase.

Sleep (IQ 11/Cost 3/Incap foe of ST 19 or less/Range 1 at -1, 2 at -2...)

Fireball (IQ 12/Cost 3/Avg Dmg 7.5/Missile spell range)

Freeze (IQ 12/Cost 4/Incap foe of ST 29 or less/Range 1 at -1, 2 at -2...)

Lightning (IQ 14/Cost 3/Avg Dmg 10.5/Missile spell range).


The thrown spells (Sleep & Freeze) are limited to when the foe is close enough to be a danger to you. Good spells for those emergencies but not ideal. A pole weapon rush will get first attack so if they are so armed, then not good at all. If the creature is stronger than the spell's limit, again the spell is useless.

The creations spells have a useful range and DX modifier but limited effect. Fire has its uses but combat offense is not it. Yes it can be very useful in combat but it is not a damage dealer unless you can trap a foe to a single hex. Rope is quite useful but slow. If cast on a high DX foe, he will be rid of it at the cost of one action phase. If cast on a low DX foe, it will reduce his effectiveness and eventually incapacitate him. Also, Rope is limited to foes with ST of 19 or less.

So at a cost of only 3, you can do a solid amount of damage (Fireball or Lightning) and a fairly safe distance with no or only a small reduction of DX. And no disqualifying situations (foe ST too high or foe DX too high).


Without the ST limit, then we see the same tactic play out vs Giants, Trolls, Dragons, any large creatures: team engages monster so it may not dodge. Wizard cooks it with a large fireball or lightning. All out since due to armor one large Lightning is better than 2 medium ones. Rest wizard and repeat.
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