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Old 06-23-2019, 11:30 AM   #17
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: Least Useful Spells

Quote:
Originally Posted by Axly Suregrip View Post
On page 140 of ITL in the Continuing Spells section it says spell cost and continuation cost is multiplied by the number of hexes of the target. So, in your example the Avert spell on a 14 hex dragon would cost 28 initially and then cost 14 more per turn. That means you would spend 42 ST just to affect one movement phase and then 14 ST per turn thereafter. Seems too expensive for what you get.

Even against a 3 hex giant it seems to much to pay (6 initially, 3 per turn, thus 9 ST cost to get 2 hexes more distant for the first movement). Assuming you can spare the 9 ST, how long can you maintain this?

Maybe against a high ST single hex sized foe this is a good spell. (Bear, Troll, etc). Lower ST foes are better dealt with Sleep, Freeze, Rope or even Trip. Trip for that matter can handle the high ST foes and has an immediate useful affect.
I don't see any such restriction in the Wizard rules. This is why I'm more interested in using the rules from Melee and Wizard and then judiciously adding rules from ITL, rather than using everything from ITL. I'm not interested in that added complexity.
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