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Old 11-13-2018, 05:28 PM   #1
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Error in Aid spell

Page 18: "If ST is given to another figure (for instance, to allow another wizard to cast a spell with a very high ST cost),"

Page 162: "Other effects – like potions and Aid spells – are cumulative with magic items, but only to the limit of 5. You could have a DX +3 ring, and have a +3 Aid spell cast on you – and both would help, but increasing your DX only
to +5."

I.e. the very high ST cost spells can never ever be cast, right?
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Old 11-13-2018, 05:43 PM   #2
Skarg
 
Join Date: May 2015
Default Re: Error in Aid spell

Unless ST for spellcasting is an exception?

e.g. Apprentices cast +12 in Aid spells on a ST 10 wizard.
The wizard can now wield weapons or punch people like he is ST 15, per the limiting rule, but not like were ST 22.
But the wizard can also use Aid ST for casting spells, so he can cast a 20 ST spell and be down to ST 2 (His base ST 10 with 8 fatigue).


On the other hand, if that limit _is_ meant to apply, then yes it would make apprentices and Aid less useful, make ST a bit more important, and make Staff of Power and Staff of Mastery, and jacking up your staff Mana, and/or getting Powerstones, extremely important for casting high-powered spells, making it more challenging to do those, which could be interesting.

Since it would be a major game-changer, I doubt that's what Steve had in mind, and it would be good to have an official word on this.
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Old 11-13-2018, 08:38 PM   #3
Anaraxes
 
Join Date: Sep 2007
Default Re: Error in Aid spell

Putting on my pathological rules lawyer hat, I'll point out that read literally, the wording on p162 only refers to Aid spells in conjunction with magic items, not when they're just stacked with themselves. The whole section is a limitation on items, not magical effects in general. Evidently permanent enchantments don't play well with the temporary sort, or each other, so they have some weaknesses compared to regular spells, as well as advantages.

But I doubt that's really what was meant.
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Old 11-13-2018, 11:24 PM   #4
larsdangly
 
Join Date: Dec 2017
Default Re: Error in Aid spell

well, it isn't a logical error unless you assume 'very high ST spell' means something more than 5 over what you can afford.
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Old 11-14-2018, 12:19 AM   #5
hcobb
 
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Default Re: Error in Aid spell

The maximum practical spell then becomes ST 10 + Aid 5 + Mana 40 = 55

Note that powerstones won't help as per page 163: "but will replace ST
lost through spell-casting or other fatigue."

Dissolve Enchantment can't reach the 100 ST level.

Create Gate is just barely possible as is Revival.

Cleansing can't cover more than two of the seven listed hexes.
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Old 11-14-2018, 01:58 AM   #6
David Bofinger
 
Join Date: Jan 2018
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Default Re: Error in Aid spell

You have to expect the occasional error to be spotted, thirty-five years after the game was published ...
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Old 11-14-2018, 06:52 AM   #7
guymc
 
Join Date: Aug 2004
Default Re: Error in Aid spell

Quote:
Originally Posted by hcobb View Post
Page 18: "If ST is given to another figure (for instance, to allow another wizard to cast a spell with a very high ST cost),"

Page 162: "Other effects – like potions and Aid spells – are cumulative with magic items, but only to the limit of 5. You could have a DX +3 ring, and have a +3 Aid spell cast on you – and both would help, but increasing your DX only
to +5."

I.e. the very high ST cost spells can never ever be cast, right?
The limitation applies only to increasing a stat. In the case of an Aid spell cast as part of a joint spellcasting ritual, the ST is immediately expended as magical energy, not held for any significant time. If trying to raise someone’s physical strength so they can lift a great weight, etc. the Rule of Five would apply.
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Old 11-14-2018, 07:52 AM   #8
hcobb
 
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Default Re: Error in Aid spell

Quote:
Originally Posted by guymc View Post
The limitation applies only to increasing a stat. In the case of an Aid spell cast as part of a joint spellcasting ritual, the ST is immediately expended as magical energy, not held for any significant time. If trying to raise someone’s physical strength so they can lift a great weight, etc. the Rule of Five would apply.
Thanks.

Noting the same in my informal house rules until you guys get time for a comprehensive FAQ. http://www.hcobb.com/tft/house_rules.html#Spells
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