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#31 | |
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Join Date: Oct 2015
Location: New England
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Quote:
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#32 |
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Join Date: Sep 2018
Location: North Texas
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So there have been alot of changes to my rules since I started this thread in 2018 (and TBH, I was surprised when it got resurrected). Now, when I talk about boosting spells it's more like this...
As a general rule, spells cannot be 'stacked' in order to multiply their effects. For example, a wizard cannot cast REDUCE twice to shrink a figure more than what the spell describes. They can be renewed (when applicable) or cast again in order to extend their duration, but expending more ST will not increase the effects except when explicitly noted like missile spells. A wizard may use extra ST, however, to increase the potency of their Thrown (T) 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).
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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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#33 |
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Join Date: Dec 2021
Location: Indiana
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#35 |
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Join Date: Sep 2018
Location: North Texas
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Except for the last one which allows the wizard to replicate the other missile spells (a feature which I prefer to remove).
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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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#36 |
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Join Date: May 2024
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No disputing with Gus: I particularly like the feature of Wizard's Wrath duplicating the effects of other spells. It makes the position of Wizard's Wrath as the capstone missile spell more secure. (No, in my campaign it is not possible for anyone to create a "Bolt of Doom" missile spell, requiring an even higher IQ than Wizard's Wrath but doing 1d+2 damage per point of St put into it. Not even my pet NPC wizards.)
My house rule is that while Fireball does not give free knowledge of Magic Fist, and Lightning does not give free knowledge of either of those, Wizard's Wrath does give free knowledge of all three lesser missile spells. Which is useless, most of the time, but if you get hit with a Confusion spell and so cannot cast Wizard's Wrath, but still have the IQ 14+ needed for Lightning...
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I was denied tenure at IOU. |
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