Fantasy Trip Wizard dismissing spell?
Sorry for question likely already asked - but I dont see a way to search "dismiss spell" - it seems to find "spell" - which is too common a word.
Using the latest rules, if a wizard casts say 3 hex fire, but before it would naturally expire, they want to dismiss/cancel the spell. Can the wizard dismiss it early in some way? What are the mechanics to dismiss (takes action as if casting a spell, or free action? only on wizard's turn? all 3 hexes cancel as one action? etc). If this is in the book, can you please share what page? Thanks. |
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For creations: "at any time their master wants them to vanish" -ITL 137
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If you are looking for an orderly way to shut off a spell, as a GM, you can remind the player during the Spell Renewal phase of the turn. Otherwise, it can be shut off just about anytime.
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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. |
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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!" |
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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. |
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