10-19-2018, 02:41 PM | #1 | ||
Join Date: Jul 2005
Location: Geelong, Australia
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Spell Energy Cost Reduction
In GURPS there is the concept of decreasing the ST requirement for spells you know really well. I assumed it was in TFT as well but can't find it. Here's the GURPS rule:
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If your IQ is five greater than the spell requirement – reduce the spell’s casting cost by 1. The cost continues to decrease by 1 per each additional five IQ beyond the spell's requirement. Apply the same reduction to the cost to maintain a spell. If you are allowing Arcane Training then it may also be counted to decrease spell casting ST cost. Quote:
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10-19-2018, 02:52 PM | #3 | |
Join Date: Sep 2018
Location: North Texas
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Re: Spell Energy Cost Reduction
Quote:
Can I also assume that the ST cost could never be reduced below 1?
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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10-19-2018, 02:57 PM | #4 |
Join Date: Jul 2005
Location: Geelong, Australia
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Re: Spell Energy Cost Reduction
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10-19-2018, 03:00 PM | #5 |
Join Date: Jul 2005
Location: Geelong, Australia
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Re: Spell Energy Cost Reduction
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10-19-2018, 03:52 PM | #6 | |
Join Date: Sep 2018
Location: North Texas
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Re: Spell Energy Cost Reduction
Quote:
;)
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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10-19-2018, 04:09 PM | #7 |
Join Date: Jul 2005
Location: Geelong, Australia
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Re: Spell Energy Cost Reduction
If some demigod manages to get IQ 33, I think it's entire reasonable for them to throw around 3d+3 Wizard's Wraths for zero cost :D
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10-19-2018, 04:41 PM | #8 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Spell Energy Cost Reduction
GURPS has penalties for maintenance of spells; absent something equivalent, permanent (0 cost to maintain) buffs are likely to be a problem. Also, aid chaining (at IQ 14, cast Aid ST for 1->0. Next turn, use that ST for Aid ST 2. Repeat) would be a problem for casting that doesn't have significant time pressure.
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10-19-2018, 04:56 PM | #9 |
Join Date: May 2015
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Re: Spell Energy Cost Reduction
Or the IQ 21 wizard who can cast Illusions all day long with no fatigue cost.
Or the IQ 13 wizard who can cast images all day long, and keep Blur running forever on as many people as he wants. Or the IQ 14 wizards who keep casting and maintaining 1-point Aid spells for no fatigue? Clearly there needs to be a limit, at least that the savings don't apply to maintenance costs. But that still leaves Image and Illusion able to maintain a group of 12 in rotation, or the arsonist who casts Fire all day long. Perhaps minimum 1 cost is needed in TFT. The spells were all written with the idea they'd cost something. And crit failures should still cost... and if the backfires sometimes have teeth (unpredictable teeth) that can discourage all-day casting. |
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