Spell Power-ups
From another thread (since I think this is worth a dedicated discussion)...
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From my house-rules... A wizard may use extra ST to increase the potency of their thrown spells. For each extra point expended, they can offset one increment of the range penalty for targets 1 or more hexes distant. For example, a wizard casting TRIP on an opponent 3 hexes away can choose to empower the spell with 2 extra points of ST (4 total) and reduce the range modifier to -1 DX. Boosting spells in this way does come with a drawback, however. Casting time is increased and the spell’s energy is not released until after all other actions in the turn have been resolved (much like the second arrow option for archers). I'd like to hear more ideas for overcoming spellcasting penalties (usually DX) from the rest of you. |
Re: Spell Power-ups
Other types of spell-boosting rules are welcome here as well.
For example, what if extra ST into an illusion made it harder to disbelieve? |
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I like Drakenbow's p.127 "Waiting for an Opening" with thrown spells. Thrown spells need something to make them a bigger part of the game. This does it and does it in a way that fit within the current rules by using the current rules. Perfect. I will be using this.
Regarding making illusions harder to disbelieve: neat idea but not one I will take up. Illusion is the most powerful for the cost spell that can be used too often. It does not need help to make it more useful. Instead, I like my players having to make the call: if they see wizards or other smart foes, they can summon instead of illusion. Or they get creative with mixing illusions and summons. Otherwise illusions becomes used even more often. |
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Of course this would be a House Rule choice to allow it. |
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I think Creation spells are useful enough. At least in my games, PCs choose them over Thrown spells more often than not.
Making Thrown spells more useful is, well, more useful. |
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