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Old 03-01-2019, 11:01 AM   #1
TippetsTX
 
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Default Combo Spells

Given the fairly limited number of spells available to wizards (as well as the precious nature of starting IQ), I've been thinking about coming up with rules for combining or stacking separate spells to produce new effects. Has anyone else played around with something like this?

For example, a wizard who knows both 'Scrying' and 'Long-Distance Teleport' could manage a teleport tracking spell at twice the normal scrying ST cost.
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Old 03-01-2019, 11:47 AM   #2
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Default Re: Combo Spells

Other than Staff + Brand, most of my combo stuff has been Spell + Talent, which in Raw only has Missile Spell + Missile Weapons talent.
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Old 03-01-2019, 12:04 PM   #3
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Default Re: Combo Spells

Another combo I've been thinking about would expand the usefulness of the 'Pentagram' spell. Basically, I see it as a 'spell booster'... any spell cast from within an active pentagram would be enhanced in some way.

Amat Victoria Curam!
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Old 03-01-2019, 01:38 PM   #4
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Default Re: Combo Spells

Can a Pentagram filter out external interference so you can scry the maker of an item in your hand?
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Old 03-01-2019, 01:47 PM   #5
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Default Re: Combo Spells

Quote:
Originally Posted by hcobb View Post
Can a Pentagram filter out external interference so you can scry the maker of an item in your hand?
Probably not, at least not in the traditional scrying sense, but maybe it could provide some kind of intense 'object read' effect... gleaning information about the maker from the psychic imprint left on the item.
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Old 05-09-2019, 09:25 AM   #6
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Default Re: Combo Spells

BTW, I'm now thinking that rather than trying to come up with a fixed list of valid combinations and associated ST costs, I may leave this to the creativity of my players... giving them the freedom to justify their own 'blended' spell creations as their need dictates.
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