Talent/Spell of the Week: Remove Thrown Spell
At IQ 14, this Thrown spell offers players a powerful and nigh indispensable tool allowing a wizard to do much more than just turn frogs back into princes. Remove Thrown Spell can nullify defensive spells like Avert, Blur, Reverse Missile, and Stone Flesh; utility spells like Dark Vision, Flight, Glamor, Lock, Speed Movement, and Weapon & Armor Enchantment; and offensive spells like Clumsiness, Curse, Freeze, Slippery Floor, and Staff to Snake. It has limits, though; it has no effect on Spell Shield, and, being a Thrown spell itself, it can't be cast reliably at range without buffing up DX with Aid first. And it won't be of much use in battles against foes that don't cast spells or use enchanted weapons.
Any wizard specializing in meta-magic or abnegation should certainly consider this learning spell. Remove Thrown Spell allows priestly/wise woman types to remove curses, and, if the GM has spells that cause paralysis, blindness, deafness, sickness, etc., it would almost certainly be effective against them, too. Enchanting Remove Thrown Spell into a missile weapon could be a great way to give it greater range, though the wording on ITL 155 suggest that this would not work against Turn/Reverse/Dispel Missiles. In my experience, Remove Thrown Spell is often overlooked by beginning players. But put a Curse on a character or turn their friend into a newt and they quickly learn the value of the spell. Conversation starters:
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Re: Talent/Spell of the Week: Remove Thrown Spell
I think, and understandably so, most people are concerned about attack more than defense at first.
As you mentioned, I agree that most spells that are thrown are tough to justify since they suffer dramatically from the thrown range modifiers. At least people with thrown weapons can get a +2. Why not a little love for the spellcaster in this way? |
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This isn't a big advantage in combat because the caster must make a separate to-hit roll to touch a non-cooperating target. |
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Re: Talent/Spell of the Week: Remove Thrown Spell
Lizardman uprising starts sacking frontier towns and eventually is conglomerating about a week's travel distance outside the main city.
"Hey dysfunctional ruler type people we got a great plan. Get some wizards to glamour us as lizardmen and we will go out and capture some of them for interrogation." says the party. "Hmmm, OK" says the bureaucratic idiots that have failed to do anything so far to stem the tide of scaled death. POOF 5 Glamoured lizardmen. You might guess what happened when they successfully returned, approaching the outskirts of the city and realized they had no RTS..... They did eventually rescue themselves from the arena prison, where they were deposited upon capture by the city's military patrols, all before they were to be used in "Death to the lizards" combat games scheduled as distractions for the growing unhappy citizens and refugees. |
Re: Talent/Spell of the Week: Remove Thrown Spell
RTS is a critical spell for when you've been cursed. But how often do you get cursed? And when you are, do you urgently need to be decursed, or can you go to the wizard's guild in the next town and get the problem fixed there? It depends, but IMX mostly the latter.
The problem with RTS to debuff enemies in combat is, of course, range. And in many campaigns it's not common to encounter enemy wizards. The problem with RTS to decurse friends in combat is that the spell you cast is IQ 14, 2 ST and the spell you counter is quite likely to be lower in IQ and you're saving the enemy wizard his maintenance cost. From an economic standpoint it's questionable. RTS should be on your list of spells to buy once your wizard's chest is booted up. Along with... everything else. But is it worth a precious spell point? I'd say most of the time it isn't. |
Re: Talent/Spell of the Week: Remove Thrown Spell
Does RTS help against Word Of Command Freeze?
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Spell Casting/Maintenance Cost Freeze 4 Avert 2+1 Dark Vision 3 Turn Missile 1+1 Dispel Missiles 1+1 Lock 2 Shock Shield 2+1 Speed Movement 2 Control Animal 2+1 Persuasiveness 2+1/minute Conceal 2/4/8/16/32 Reverse Missile 2+1 Eyes Behind 3+1 Invisibility 3+1 Control Person 3+1 Mage Sight 2 Slippery Floor 3 Sticky Floor 3 Stone Flesh 2+1 Stop 3 Telekinesis 2+2 Quote:
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