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Old 03-07-2020, 06:43 PM   #11
harlandski
 
Join Date: Mar 2020
Default Re: 3/DX check to cast any spell?

Quote:
Originally Posted by Oneiros View Post
One should also note, that since you roll for all spells, almost all spells benefit from "critical hits". Roll a 3, and you get the effect tripled: 3 wolves for the price of one! (For instance).
That's really cool, thanks for pointing that one out!
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Old 03-07-2020, 08:37 PM   #12
harlandski
 
Join Date: Mar 2020
Default Re: 3/DX check to cast any spell?

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Originally Posted by Shostak View Post
Yes, it is 3d against adjDX to successfully cast a spell.
Thank you for the clear and concise answer :-)
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Old 03-25-2020, 01:47 PM   #13
KevinJ
 
Join Date: Sep 2005
Location: Arizona
Default Re: 3/DX check to cast any spell?

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Originally Posted by harlandski View Post
I just played my first game of Wizard, using the "Two Complete Games in One Box" rules. I just want to check one thing - should the player roll against DX for all spells, including Creation spells? It seems logical to roll for missile spells / thrown spells with an unwilling target, but I just wanted to check if a 3/DX roll is necessary to cast other spells too?
The 3/DX roll mechanic represents the Wizard being able to properly speak the words, make the correct gestures at the right time, and not trip and fall down while doing these mental and physical gymnastics. You will notice that some spells do not have range modifiers and some do, this represents the ability of the mage to guess distances on the fly.
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Old 03-25-2020, 09:38 PM   #14
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: 3/DX check to cast any spell?

Note that an iron sword that is also a Lightning Rod is:
  • -4 DX for the holder to cast the Lightning spell
  • -4 DX for the heroine holding it who doesn't know the Lightning spell to use it as a Lighting Rod
  • No DX adjustment for a hero who knows the Lightning spell or any wizard to use it as a Lightning Rod
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