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Join Date: Sep 2018
Location: North Texas
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From another thread (since I think this is worth a dedicated discussion)...
Quote:
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.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 10-03-2023 at 02:30 PM. |
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