![]() |
![]() |
#1 |
Join Date: Apr 2014
Location: Bahia, Brazil
|
![]()
Is it possible to use a regular spell from the Magic skills as spells from Basic Set on two targets at once?
Example: Target A is 4 hexes ahead of caster and Target B is 3 hexes on the caster's left. Caster want to cast Resist Fire or use a heal spell or any other Regular spell on both with a single turn. Any thoughts on how to do it? |
![]() |
![]() |
![]() |
#2 |
Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
|
![]()
By Raw? Compartmentalized mind or Altered Time rate (spellcasting only).
But I would probably call it a technique, -6 as rapid strike. |
![]() |
![]() |
![]() |
#3 | |
Join Date: Apr 2014
Location: Bahia, Brazil
|
![]() Quote:
Probably a technique per spell, paying the cost for each affected target. |
|
![]() |
![]() |
![]() |
#5 |
Join Date: Apr 2014
Location: Bahia, Brazil
|
![]()
Would something akin to Heroic Spellslinger [20] (HS) from Delvers to Grow p.33 be used to halve the penalty?
HS is similar to Heroic Archer, it lets you concentrate and throw at the same turn with -3 on each roll, or gain the missile Acc if you Concentrate on turn 1 and throw on turn 2. Add Magery to Innate Attack and halve close combat penalties. I imagine it would halve the -6 penalty to -3 for all Regular spells. But I can't think what else it would do. Maybe reduce the distance penalty? Also, would it be possible to have HS for different spell classes? One for Melee/Blocking spells creating a melee combat mage. Another one for Jet spells (even if they are a subset of Regular spells, I think they should be separated from regular spells for this advantage). Maybe Area spells too? |
![]() |
![]() |
![]() |
#6 |
Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
|
![]()
So, fo melee it's probably cast and attack as rapid strike. For blocking it's you can use blocking spells with cumulative -5 penalty(halving is too much). Jet with rapid strike would probably use High Tech option for flamethrowers, but maybe with advantage it would do full damage and not 1/3. Hmmm
For all other stuff... I suppose you can look through Thaumatology Magical Styles perks and find something there. I don't even know why you need advantage there. But here you go. And yes, of course you need to pay per spell, it's 2 different spells, just at the same turn. With different penalties for distance and whatever else. And by technique I mean unbuyable one. Like rapid strike for short) Edit: Now I'm thinking -3 for two spells per turn sounds kinda broken. At the same time you could use area spell... I don't know. As a GM I would say yes to -6, but no to spellslinger(but I say no to any other Weapon Master/Gunslinger/whatever, so I'm not a specialists in that) Edit Edit: I forgot, Thaumatology have different options, you can give them to spellslingers. Or you can make ceremonial casting by yourself (it would go nicely with decreased penalties for distance of area/regular spells while ceremoning). Or threshold limited magic options for non threshold casters. (Okay, maybe thats not really an awesome idea). Last edited by Flowergarden; 11-19-2024 at 12:16 PM. |
![]() |
![]() |
![]() |
Tags |
magic, spell caster |
Thread Tools | |
Display Modes | |
|
|