01-21-2023, 09:29 AM | #11 | |
Join Date: Jan 2008
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Re: DFRPG Spell Charts
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It will auto-expand any prereqs for which there is only one choice, which is most of them. Last edited by sjmdw45; 01-21-2023 at 09:40 AM. |
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01-22-2023, 03:44 AM | #12 | |
Join Date: Oct 2020
Location: Madrid, Spain
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Re: DFRPG Spell Charts
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Thanks for sharing! |
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01-22-2023, 09:39 PM | #13 |
Join Date: Aug 2004
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Re: DFRPG Spell Charts
This isn't what you're looking for, but you might find it interesting or useful: A categorization of DFRPG wizardly spells by Magery prerequisite.
It's mainly good for answering the question "so what spells can I learn if I'm a non-wizard half-elf?" https://www.gamesdiner.com/dfrpg-res...ly-spell-list/
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01-22-2023, 10:23 PM | #14 | |
Join Date: Jan 2008
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Re: DFRPG Spell Charts
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For example, Sound Jet is a decent spell, right? For 2-4 FP a wizard can get one chance at inflicting a HT-4 stun on an enemy (subject to Dodge, potentially with retreat bonuses), with recovery also at HT-4. If you all-out attack you can get TWO chances at HT-4. Furthermore it works with no extra cost even on SZ +3 Homogeneous creatures. But if you're a martial artist with Uninterrupted Flurry and Extra Attack you can get FIVE attacks per 4 FP expended, all at that same HT-4 (and range 4). That's potentially even more cost-effective than Kiai especially considering the recovery penalty. Edit: make that seven attacks with Rapid Strike. Melee spells also have potential. It's not completely clear whether injuring an enemy in the skull with Dehydrate or Frostbite requires an attack roll with a hit location penalty, or allows a defense roll in addition to the HT resistance roll, but if it does then a Scout or Martial Artist is going to be better than a wizard or druid at landing a skull hit. (A scout's Staff skill starts at 17, vs. Staff-14 for a wizard.) Last edited by sjmdw45; 01-23-2023 at 10:56 AM. |
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01-23-2023, 12:31 AM | #15 | |
Join Date: Apr 2013
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Re: DFRPG Spell Charts
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01-23-2023, 06:20 AM | #16 | |
Join Date: Jan 2008
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Re: DFRPG Spell Charts
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"Cast from a distance, it affects the whole victim; cast by touch, harm is limited to the part touched. Armor doesn’t protect!"Frostbite and Dehydrate both have this language. It's unclear what mechanics are involved in touching an opponent while casting a regular spell, but it's clear at least that you can disable a limb or extremity by injuring it, and of course major injury to the skull imposes a -10 penalty on knockdown rolls. If the GM rules that an attack/defense roll is required, Scouts and Martial Artists will have an advantage over wizards with these two spells. Edit: on second thought, I guess it's not much of an advantage, because the wizard could just cast a spell like Agonize, Tickle, or Sleep that also disables the enemy on a failed HT quick contest--the only advantage the scout hypothetically gains is that Dehydrate/Frostbite is cheaper and potentially knocks them unconscious for longer. The Sound Jet synergy is still pretty awesome, and Invisibility also pays greater dividends for a warrior than a wizard. (Instead of just a runaround attack, you'll get a true rear attack, with all of your Extra Attacks.) Last edited by sjmdw45; 01-24-2023 at 11:07 AM. |
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