08-06-2021, 08:15 AM | #11 | |
Join Date: Aug 2018
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Re: Missile Spells and casting time reduction / multiplication
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I figure this is probably similar to taking Compartmentalized Mind with limitations of it only applying to spells, or only applying to missile spells, being a kind of limitation. I'm just talking about the standard rules though: time reduction not applying to blocking/missiles just seems like maybe it had been noted only because blocking can't be reduced anymore anyway (it's not even a single concentrate it's an active defense) and missiles are already at the minimum time (1 second) But maybe it overlooked (despite being on same page) the Alternate Magic Rituals option of taking x2 time to get +1 skill, in which case a base time of 2 seconds COULD be halved to one second. T38's Spell Defaults also has doubled casting time, so if you were doing both (using double time for +1 on a Spell Default) a missile spell would take 4 seconds to create, meaning that we would have a place where 1/2 or 1/4 casting time could be relevant if legalized. |
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08-06-2021, 08:28 AM | #12 | |
Join Date: Aug 2007
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Re: Missile Spells and casting time reduction / multiplication
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Standard Magic Rituals and Alternate Magic Rituals are an either/or. That's why one of them is an "alternate". Perhaps you've never seen the old quote from Dr Rotwang? He said "Gurps is likea cow. Don't try and eat the whole thing at once. Take what you need and leave the rest.".
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Fred Brackin |
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08-06-2021, 08:50 AM | #13 | |
Join Date: May 2021
Location: Eastern Kentucky
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Re: Missile Spells and casting time reduction / multiplication
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On other notes: I think I'd always say a spell takes 1 second to cast no matter what. So no matter your skill you can't reduce it to below one second. Maybe the gestures or words take that long at a minimum. With that rule I'd be fine with all spells being treated equally. |
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08-06-2021, 10:47 AM | #14 | |
Join Date: Aug 2018
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Re: Missile Spells and casting time reduction / multiplication
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The other two (Time and Cost) I assume still used the same rules. Skill 9 or less (doubled casting time) for example should still multiply 1 second to 2 seconds, so in theory someone with a skill 5 fireball might opt to spend 4 seconds casting it for a higher chance of success (skill 6). |
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08-06-2021, 12:06 PM | #15 | |
Join Date: Aug 2007
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Re: Missile Spells and casting time reduction / multiplication
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Also only if he's bothering with ridiculous characters. To go as low as Skill 5 with a Hard Spell requiores someone with a Magery+IQ of 7. Note that this has to be IQ 6 and Magery 1. If you try and make an IQ 5 character who has Magery 2 he won't be able to learn any languages ands that would include the spoken incantations needed. If the Spell is Fireball it cant be someone with IQ 7 and Magery 0. Such a mage would only be able put 0 energy into a fireball each second.
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Fred Brackin |
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08-06-2021, 04:50 PM | #16 | |
Join Date: Apr 2005
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Re: Missile Spells and casting time reduction / multiplication
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I did so much work on the 3E magic system that I forgot that the rules changed in 4E. In such cases, allowing a Magery 3 to 5 mage to trade skill for speed, reduced energy, increased ROF, or increased damage would get abusive fast in a low-tech setting. OTOH, it would allow high tech mages to hold their own against automatic weapons. |
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08-06-2021, 10:09 PM | #17 | |
Join Date: Aug 2018
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Re: Missile Spells and casting time reduction / multiplication
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I'm also not sure how shock affects spellcasting... I know Low Mana -5 doesn't affect the ritual table |
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08-07-2021, 06:48 AM | #18 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Missile Spells and casting time reduction / multiplication
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Shock would thus affect the final effective skill for a spell cast, but would not affect what rituals the spell required at all.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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08-07-2021, 08:34 AM | #19 | |
Join Date: Aug 2007
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Re: Missile Spells and casting time reduction / multiplication
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Very low probability of success and not a good use of 8 FP so I'm not going to spend a lot of time worrying about rules for if/when it happens.
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Fred Brackin |
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08-07-2021, 09:08 AM | #20 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Missile Spells and casting time reduction / multiplication
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Edit: Nope, apparently not. But since Fireball requires Magery 1 anyway, it's kind of moot.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 08-07-2021 at 09:13 AM. |
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Tags |
alternate magic rituals, casting time, enlarge, missile spells |
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