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Old 11-11-2008, 10:49 AM   #11
Not another shrubbery
 
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Default Re: Building up Magic Missiles - Cost and FAQ

Quote:
Originally Posted by vitruvian
Isn't it the case in 4e (in the books, not the FAQ) that you get *no* energy reduction on missile spells?
There's nothing explicit to that effect, as there is for Blocking spells. Are those what you're thinking of?
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Old 11-11-2008, 12:27 PM   #12
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Default Re: Building up Magic Missiles - Cost and FAQ

Quote:
Originally Posted by Not another shrubbery
There's nothing explicit to that effect, as there is for Blocking spells. Are those what you're thinking of?
That may be it - I'll have to check my books when I get home.
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Old 11-11-2008, 01:15 PM   #13
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Default 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.
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Old 11-11-2008, 01:50 PM   #14
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Default Re: Building up Magic Missiles - Cost and FAQ

Quote:
Originally Posted by benz72
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.
You have to remember this is a meta-game mechanic to avoid abuse. In "reality" it'd make more sense for it to be 0.66, 0.66, 0.66.

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.
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Old 11-11-2008, 01:55 PM   #15
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Default Re: Building up Magic Missiles - Cost and FAQ

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Originally Posted by vitruvian
If someone wanted to intersperse turns just holding the missile, I might allow it, but I don't really much see the point.
A held 1d fireball makes a handy torch, and a ready missle weapon in case there's an emergency, if you have skill 15, it's also free. However, 1d isn't much against most armored foes, so the ability to enlarge it if you want to attack something hardy or blow down a door is useful and tactically important that you don't have to toss the 1d fireball and start anew.
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.
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Old 11-11-2008, 02:11 PM   #16
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Default Re: Building up Magic Missiles - Cost and FAQ

Quote:
Originally Posted by Gudiomen
A held 1d fireball makes a handy torch, and a ready missle weapon in case there's an emergency, if you have skill 15, it's also free. However, 1d isn't much against most armored foes, so the ability to enlarge it if you want to attack something hardy or blow down a door is useful and tactically important that you don't have to toss the 1d fireball and start anew.
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.
I see. Of course, as GM I'd be tempted to have the floor be uneven or something like that, making the wielder have to roll vs. DX or drop the missile on their feet...
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Old 11-11-2008, 02:27 PM   #17
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Default Re: Building up Magic Missiles - Cost and FAQ

Can a mage REST while holding a missile spell?
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Old 11-11-2008, 03:07 PM   #18
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Default Re: Building up Magic Missiles - Cost and FAQ

Quote:
Originally Posted by TJA
Can a mage REST while holding a missile spell?
And, if he can, does that mean he can cast, spend 1 fp, wait 5 minutes to recover, enlarge the missle with another fp, wait ... etc. ?

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.
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Old 11-11-2008, 03:20 PM   #19
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Default Re: Building up Magic Missiles - Cost and FAQ

Quote:
Originally Posted by Gudiomen
A held 1d fireball makes a handy torch, and a ready missle weapon in case there's an emergency, if you have skill 15, it's also free. However, 1d isn't much against most armored foes, so the ability to enlarge it if you want to attack something hardy or blow down a door is useful and tactically important that you don't have to toss the 1d fireball and start anew.
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.
That gave me an idea: how about a perk, close to Akimbo, but magically equivalent?
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Old 11-11-2008, 03:20 PM   #20
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Default Re: Building up Magic Missiles - Cost and FAQ

Such questions always raise their head, when we try to play :)

:-(
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