04-15-2022, 10:26 AM | #1 |
Join Date: Apr 2005
Location: San Rafael, CA
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Energy Cost Reduction for Missile Spells
How do you handle the energy cost reduction for high spell skill levels when casting missile spells? The cost reduction on the first round of charging is straightforward. I am wondering, however, if you get the cost reduction on each subsequent round of charging. I suspect not.
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04-15-2022, 12:20 PM | #2 |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Energy Cost Reduction for Missile Spells
Officially, you get the cost reduction only on the first turn. It's not an uncommon house rule to declare otherwise.
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04-22-2022, 08:02 AM | #3 |
Join Date: Aug 2013
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Re: Energy Cost Reduction for Missile Spells
Correct. That's a house rule in Peter Dell'Orto's Felltower that is used frequently--you can build it up for 3 rounds and get the discount each round.
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04-23-2022, 05:45 PM | #4 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Energy Cost Reduction for Missile Spells
Technically, it's once per Spell Cast. A possible compromise for Missile Spells would be to allow for added cost savings if you make additional spell skill rolls, that way the added savings have a, ahem, cost.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
04-24-2022, 08:18 PM | #5 |
Join Date: May 2015
Location: Brazil
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Re: Energy Cost Reduction for Missile Spells
Energy Cost Reduction
The higher your base skill with a spell, the less energy it requires to cast. If you know it well enough, you can cast it at no cost! Exception: Blocking spells (p. 14) always have full cost. Calculate the entire cost to cast a spell – for instance, by multiplying cost for the size of the subject or area affected – before applying energy cost reductions for high skill. pg9 spells As i see sum the total cost of the missile and reduce the cost one time only |
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