11-11-2008, 10:49 AM | #11 | |
Join Date: Aug 2004
|
Re: Building up Magic Missiles - Cost and FAQ
Quote:
|
|
11-11-2008, 12:27 PM | #12 | |
Join Date: Aug 2004
|
Re: Building up Magic Missiles - Cost and FAQ
Quote:
|
|
11-11-2008, 01:15 PM | #13 |
Join Date: Oct 2006
Location: Chagrin Falls
|
Re: Building up Magic Missiles - Cost and FAQ
This can exten into WHEN the cost is paid too...
If I have skill 15 do I pay 0,1,1 on consecutive turns? 0,0,2 when I am done? this could make a difference if I decide I need to drop the spell and start something else immediately.
__________________
Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
11-11-2008, 01:50 PM | #14 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Re: Building up Magic Missiles - Cost and FAQ
Quote:
In practice, you get the discount when you cast the spell. So... 0, 1, 1 While casting, you get a FP point rebate, but not when enlarging. The important thing to know is that when you're casting the calculation actually goes (1+1+1)-1. You can never get more than 1 FP discount, no matter how you choose to distribute it. The reason RAW says you have to discount at the end of the calculation is to mean that you shouldn't multiply, modify or alter in any way the discount, and that in the case of a fractional number you apply the -1 after any roundings. That doesn't mean, in practice, the mage gets the discount at the end of spellcasting. The rule is about the calculation, to avoid abuse. |
|
11-11-2008, 01:55 PM | #15 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Re: Building up Magic Missiles - Cost and FAQ
Quote:
An ambidextrous character can hold a weapon in one hand and his "torch" on the other, enlarge and throw it at no penalty with only a second's notice. Also, the ability to cast the spell without excessively exhausting yourself, while retaining the ability to pull extra FP in case of need is also tactically useful. In short, it matters. |
|
11-11-2008, 02:11 PM | #16 | |
Join Date: Aug 2004
|
Re: Building up Magic Missiles - Cost and FAQ
Quote:
|
|
11-11-2008, 02:27 PM | #17 |
Join Date: Oct 2004
|
Re: Building up Magic Missiles - Cost and FAQ
Can a mage REST while holding a missile spell?
__________________
4E books: Basic, Powers, Fantasy, Magic, Thaumatology, High Tech, Ultra-Tech, Martial Art, Supers, Space (SC only), Spaceships plus GCA and 66 of 3E books PDF: 4E as above plus Bio-Tech, DF and more |
11-11-2008, 03:07 PM | #18 | |
Join Date: Oct 2006
Location: Chagrin Falls
|
Re: Building up Magic Missiles - Cost and FAQ
Quote:
I don't see anything specifically prohibiting it. It doesn't even count as a spell 'on' does it? it requires no concentration unless you are enlarging it that particular second.
__________________
Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
|
11-11-2008, 03:20 PM | #19 | |
Join Date: Jan 2008
Location: The Wasteland
|
Re: Building up Magic Missiles - Cost and FAQ
Quote:
__________________
Brazilian Vault Dweller, Wanderer and Chosen One. (Feel free to correct my english grammar!) |
|
11-11-2008, 03:20 PM | #20 |
Join Date: Oct 2004
|
Re: Building up Magic Missiles - Cost and FAQ
Such questions always raise their head, when we try to play :)
:-(
__________________
4E books: Basic, Powers, Fantasy, Magic, Thaumatology, High Tech, Ultra-Tech, Martial Art, Supers, Space (SC only), Spaceships plus GCA and 66 of 3E books PDF: 4E as above plus Bio-Tech, DF and more |
Tags |
blocking spells, enlarge |
|
|