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#1 |
Join Date: Apr 2005
Location: San Rafael, CA
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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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#2 |
Join Date: Dec 2009
Location: Saint Paul, MN
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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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#3 |
Join Date: Aug 2013
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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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Formerly known as Spartan506 |
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#4 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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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. |
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#5 |
Join Date: May 2015
Location: Brazil
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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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