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#11 | |
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Join Date: Sep 2018
Location: North Texas
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(Looks me and @phiwum had the same idea at the same time... heh) How often does SUMMON DRAGON get used in actual play, i wonder? I can't recall the last time a player selected it in one of my games.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#12 | |
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Join Date: Sep 2023
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#13 | |
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Join Date: Sep 2018
Location: North Texas
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The DETECT LIFE model works too, though I think I would make the ST cost (for creation spells) increase the further out you wanted to push the radius. So 1 ST for the first (extra) MH increment, 3 ST if you extend 2 MH and a whopping 9 ST for an additional 3 MH beyond the default radius.
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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; 10-05-2023 at 09:33 PM. |
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#14 |
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Join Date: May 2020
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This is indeed a great discussion/idea.
TippetsTX use of xtra ST cost to negate range modifiers is a fantastic and balanced house rule. However, it does border on and diminish the use of the aid spell which is in essence what the wizard is doing. Increasing creation spell range (as suggested by shostak) is also a fun idea but I shudder at the potential of having fire hexes/myrmidons/giants being created at missile weapon like ranges (4MH? 5MH? 6MH!!!!). Obviously, the cost could be exponential to try and keep the attacking wizards from flaming the top of the city wall etc. However, I have just decided that my next wizard is going to be a stone mage and his main spell will be "crush" ie summon stone walls 1MH (12'+) in the air that will "drop" on the target hex? Does that work? Need to look up the physics on that and maybe start a new thread LOL. Back on topic.... I think these casting modifiers could be better balanced as new "Talents" for wizards (I know this idea has been proposed/discussed before). examples IQ 12 "Thrown Spell" (1) Gives +1DX modifier to all (T) spells. can be taken up to 3 times (just like Missile Weapons) or IQ 13 "Thrown Spells" (2) +2DX modifier for all (or just 1) thrown spells IQ 14 "Creation Range" (2) add +1 MH to creation range of spells. May be taken a second time (total 4 IQ) for +2 MH range. All in all I like the flavor and expanded tactical choice any of these methods bring to the table. |
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#15 | ||
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Join Date: Oct 2015
Location: New England
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