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Old 10-03-2023, 11:29 AM   #1
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Spell Power-ups

From another thread (since I think this is worth a dedicated discussion)...
Quote:
Originally Posted by Drakenbow View Post
Tangent due to a comment: You mentioned for your house rules to waive certain thrown spell DX adjustments. There is for fighters an optional rule on p.127 "Waiting for an Opening" which I've been mulling around in my head for a similar version for wizards I would call "Taking Your Time". This would allow a wizard using the same constraints of not "moving, dodging, attacking, disbelieving, etc," for up to two turns to gain a DX bonus to casting.
For me, it's not only about extra time, but extra power. Overcoming the inherent range-based weakness of thrown spells requires an extra investment of ST in my game.

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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Last edited by TippetsTX; 10-03-2023 at 02:30 PM.
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