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Old 03-23-2021, 12:20 PM   #22
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: Aid Spell, Damage, and Fatigue

Quote:
Originally Posted by hcobb View Post
  1. Any fatigue can be countered with Drain Strength, Mana or Powerstones.
  2. Aid can't boost an effective attribute by more than five points.
  3. Aid can be used to pay for "very high ST cost" spells.
Therefore if a ST 10 wizard is given 50 points of Aided ST then he hits for unarmed damage and can lift weights as per ST 15.

If in this time he is hit for 15 points he falls unconscious and another point will kill him.

He can pay any fatigue cost he suffers during the two turns of effect (but not previous expenditure) from the 50 points of Aided ST.

If he was hit for 12 points then he would die once the Aid wears off.
I'm with you all the way 'til the last sentence. In fact, it's quite a good reading of how the use of Aid in spell-casting is consistent with the limitation of 5 attribute enhancers.

Here are the three possibilities for how Aid works when current ST is reduced for some reason.

(1) If a spell is cast, fatigue is taken off of the Aid reserve first.
(2) If fatigue arises for any other reason, it is taken off of the Aid reserve first.
(3) If wounds are taken for any reason, they are taken off the Aid reserve first.

Far as I know, everyone accepts (1). Skarg rejects (2), but I don't know about others. I'm the only one vocal about accepting (3) given (1) and (2).
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buffs, fatigue, magic, strength, wizards


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