Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   The Fantasy Trip (https://forums.sjgames.com/forumdisplay.php?f=100)
-   -   Fantasy Trip Wizard dismissing spell? (https://forums.sjgames.com/showthread.php?t=193788)

catopower 03-12-2024 05:07 PM

Re: Fantasy Trip Wizard dismissing spell?
 
Quote:

Originally Posted by Shostak (Post 2518553)
There is nothing to clarify--the rules are explicit that wizard can create certain things that last for 12 turns, regardles of how inconvenient they might become in that time: Fire, Wall, and Shadow.

I'm not arguing with you. I'm merely commenting on how I like how this rule can play out. Sorry if this out of line.

Shostak 03-12-2024 06:22 PM

Re: Fantasy Trip Wizard dismissing spell?
 
Quote:

Originally Posted by catopower (Post 2518598)
I'm not arguing with you. I'm merely commenting on how I like how this rule can play out. Sorry if this out of line.

Not out of line at all. I hope you didn't find my comment gruff--I was trying to be supportive!

hcobb 03-13-2024 05:01 PM

Re: Fantasy Trip Wizard dismissing spell?
 
If you do allow dismissal, does this cover partial dismissal?
"Leave these two edge hexes of my 3-hex fire and dismiss the middle hex!"

Axly Suregrip 03-13-2024 07:47 PM

Re: Fantasy Trip Wizard dismissing spell?
 
Quote:

Originally Posted by hcobb (Post 2518715)
If you do allow dismissal, does this cover partial dismissal?
"Leave these two edge hexes of my 3-hex fire and dismiss the middle hex!"

yes, I allow individual hexes to be dismiss.

Bill_in_IN 03-14-2024 11:57 AM

Re: Fantasy Trip Wizard dismissing spell?
 
Quote:

Originally Posted by hcobb (Post 2518715)
If you do allow dismissal, does this cover partial dismissal?
"Leave these two edge hexes of my 3-hex fire and dismiss the middle hex!"

Quote:

Originally Posted by Axly Suregrip (Post 2518726)
yes, I allow individual hexes to be dismiss.

While casting, I believe that the multi-hex creations are required to be connected hexes. Now, if you are taking about dismissing hexes of a creation cast in a previous turn, I may need to be convinced. I have been treating it as all or nothing. If a 3-hex fire or wall is cast, the same creation is dismissed. I have no problem with them being deactivated prior to 12 turns. I guess that I can't get my mind off of the the consecutive hex requirement when cast and then carry it through as such.

orrgaaszm 04-10-2024 07:42 PM

Re: Fantasy Trip Wizard dismissing spell?
 
Quote:

Originally Posted by Axly Suregrip (Post 2508769)
Candy Crush said : I allow wizards to end all creation spells at will. Yes, it is only images and illusions that have this documented but by extension it is reasonable. Fire spell allows for a lot more control in that the wizard may create smaller useful (not dangerous) fires.

This is how I see it:

The shadow, wall or fire is a magical creation that exists strictly because the wizard made it and is still tied to it because he may recast it from beyond creation spell range. Since he is able to extend its existence he should be able to end it.

The fire, wall, shadows do last 12 turns if the wizard should die.

I would be fine playing with a GM that did this either way. As long as done consistently.

I concur.Since he is able to extend its existence he should be able to end it.

Axly Suregrip 04-12-2024 08:27 PM

Re: Fantasy Trip Wizard dismissing spell?
 
It is also worth noting that Destroy Creation spell removes 1 hex of a creation spell, like Fire, regardless of the original size.

Given the above, I will stick with allowing wizards to dismiss any of the fire/walls/shadow hexes they created without dismissing the whole thing.

Bill_in_IN 04-14-2024 08:46 AM

Re: Fantasy Trip Wizard dismissing spell?
 
Quote:

Originally Posted by Axly Suregrip (Post 2521465)
It is also worth noting that Destroy Creation spell removes 1 hex of a creation spell, like Fire, regardless of the original size.

Given the above, I will stick with allowing wizards to dismiss any of the fire/walls/shadow hexes they created without dismissing the whole thing.

This thread gives some interesting takes on the creation spells. We were always fine with dismissal before the 12 turns expire. I don't think anyone ever wanted to do a partial dismissal. Our dismissals were for each casting. I guess that I would allow partial dismissals too.


All times are GMT -6. The time now is 06:41 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.