10-25-2009, 03:58 AM | #1 |
Join Date: Feb 2008
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Magic: Fast Fire (fire colage spell) broken?
In GURPS Magic on page 73 is the Fast Fire spell
here are the stats as written H regular, 2 energy for double rate, 3 triple and so on My question is shouldn't it be an Area spell like slow fire? shouldn't there be a fix limit on how much stroger the flames could get? The big stuff is the area versus regular spell, because it sounds too cheap. You can cast large flame area and in make it hotter this way, byt there is no difference between small camp fire and burning down an army camp.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
10-25-2009, 06:08 AM | #2 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Magic: Fast Fire (fire colage spell) broken?
Yeah, that is pretty abusive. You can use the SM to increase costs, that'd make more sense. Or simply use "Area" instead, since Slow Fire does this. I'd check errata to see if this hasn't been addressed.
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10-25-2009, 06:11 AM | #3 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Magic: Fast Fire (fire colage spell) broken?
Like all Regular spells, you have to adjust for SM. Remember that to find the SM of a circular area, you look up the diameter on the Size Modifier Table (p. B19) and add 2.
For example, if you cast Create Fire with a 5-yard radius, that's a 10-yard diameter which is SM +4, +2 for being a circle, for a final SM of +6. So Fast Fire would cost 7x as much to cast on that fire.
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10-25-2009, 02:38 PM | #4 |
Join Date: Feb 2008
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Re: Magic: Fast Fire (fire colage spell) broken?
Thanks both of you, you were realy helpfull.
I will change the spell type for area, it looks easier to use with create fire.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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