09-20-2023, 11:20 PM | #181 | |
Join Date: Sep 2023
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Re: Show me the magic!
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But as a side note, I treat magic items with a bit more durability unless the item was fragile to start with, eg glass ball. Not that the characters need to toss it in some volcano, but still a bit tougher. The Magic Fist gets a greater chance to do 5 points as the IQ goes up. As I see it, it is sort of like going from a Light Crossbow to a Heavy Crossbow in damage stepping. |
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09-21-2023, 06:58 AM | #182 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Show me the magic!
In the hands of an NPC that's a powerful ability which will terrify the PCs. In the hands of a PC it's an unfortunate side effect which will irritate the PCs.
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09-21-2023, 08:15 AM | #183 | ||
Join Date: Dec 2021
Location: Indiana
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Re: Show me the magic!
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Here is the related text from ITL, page 167. Quote:
Unless there are some definite interpretation that can be pointed out here, I would have to leave the mechanics of this up to the GM. The one thing that does seem definite is that behooves the wizard to cast a 3 die bolt for maximum assurance of the PC or NPC missing the savings roll. In my own application of this, I would probably stop at one item and randomly roll which of multiple enchantments are removed. I don't throw out massive amounts of treasure in my game so, wholesale removal of enchantments would seem a bit harsh to me unless the PCs had a better chance of recovering them with some game time and money. Last edited by Bill_in_IN; 09-21-2023 at 08:35 AM. |
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09-21-2023, 08:49 AM | #184 | |
Join Date: Sep 2018
Location: North Texas
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Re: Show me the magic!
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Perhaps we could get clarity on that?
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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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09-21-2023, 10:25 AM | #185 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
IQ 10 Jump (T) Subject treats megahexes as hexes for the purposes of jumping as per ITL 104. Each ten feet of vertical change during a jump (up, down, or over) counts as one of these megahexes. Costs 1 fatigue per turn.
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-HJC |
09-21-2023, 10:25 AM | #186 | |
Join Date: Sep 2023
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Re: Show me the magic!
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IQ 8 Missile Spells I: Each spell takes one point to learn and does 1-2 damage per ST, up to 3 ST. This spell will progressly become more powerful with a higher IQ and training to use the higher IQ. Having learned one IQ level will include the lower IQ versions (as with Fire Hex, Image, and Illusion spells). Magic Fist Fireball Lightning Frost Ball Acid Splash IQ 12 Missile Spells II: Same as the IQ 8, but does 1-1 per ST. Same list. IQ 14 Missile Spells III: A more powerful version of the IQ 8 and 12 doing 1+0 per ST. Same list IQ 18 Missile Spell IV: ditto. This version does 1+1 per ST. Same list. I look at this in different ways. What's the difference between an IQ 18 Wizard's Wrath Lightning Bolt compared to the IQ 14 version? Damage is the primary difference. When looking at the character's attributes, only a Goblin could start with an IQ 18 (ST 6, DX 8). All other characters would be IQ 14 with four more points to ST and/or DX. So, using what is on p.167 for Destruction of Magic Items there is no actual difference between IQ 18 and IQ 14. Three dice are three dice no matter what spell. Now are scrolls immune to a Fireball or Fire Hex damage? Probably not. Why should Lightning get to have all the fun? Third, I also look at the Wizard book, p.12. "Since missile spells travel in a straight line, they are blocked by walls. However, a Lightning spell can blast through a created wall hex. When the course of the spell passes through such a wall, roll for damage. If it puts more than 5 hits on the wall, that wall hex vanishes and the rest of the force goes through and can hit a target." The RAW in the Legacy core p.167 implies that the actual damage rolled means nothing, but it is the number of dice damage. A wizard could do 3 points on three dice or 12 points on three dice - it doesn't matter. However, I consider the rule from Wizard p.12 about damage against a magical Wall as a a threshold the Lightning must do before checking. This hopefully clarifies a previous statement made about the average damage of a 3d6-6 IQ 8 variant. Hence, I would have a required threshold of 5 damage (after armor) done before checking any saving throws. Come to think of it, a Wizard's Staff would thus be vulnerable |
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09-21-2023, 10:27 AM | #187 |
Join Date: Sep 2023
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Re: Show me the magic!
BTW I love the insights. There are several things which I have forgotten between the 80s and the now.
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09-21-2023, 10:38 AM | #188 | |
Join Date: Sep 2023
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Re: Show me the magic!
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Movement allowance is the same then as the character bounds up/down/over the landscape? Is a recipient of this spell limited to 10 feet vertical for a single Jump or could the character jump much higher for combined 5 points of movement? Or is jumping over something which would normally cost 3 MA over a single hex be the 1 MH vertical? |
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09-21-2023, 11:55 AM | #189 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
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-HJC |
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09-21-2023, 08:00 PM | #190 | |
Join Date: Sep 2023
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Re: Show me the magic!
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Answer was: Into a hex requires 3vsDX, 1MA only. Jumping over a hex is 3MA for 2 hexes, no save needed. I was thinking it was 3MA for one hex to jump. |
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