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#1 |
Join Date: Aug 2011
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With the introduction of Missile Spell Mastery (Magical Styles p. 28), it is now possible to cast a spell while holding a missile spell. How does this interact with Suspend Spell (M121)?
That is, a wizard with Magery 3 casts Fireball and puts in 9 FPs over 3 seconds, holding a 9d fireball. He then casts Suspend Spell on the held Fireball (at -3, per Missile Spell Mastery), which costs 0 FP (for having Suspend Spell at 15). Can he now rest this FP back, terminate Suspend Spell later (either paying 1FP or using a Kill Switch) and get the Fireball back in his hand instantly, ready to be thrown? Does a Suspended Fireball count as -1 or -2 for spells "on"? That is, Suspend Spell would count as a spell "on", but does a suspended missile spell count as a spell "on" as well? (My guess is that it's only -1, because a missile spell is not really a Temporary Spell as defined in FAQ 4.1.2) However, if this counts as -2 for spells "on", could the mage then cast Maintain Spell on the (suspended) Fireball in order to give it its own supply of energy, reducing spells "on" to -1? If so, and he later cancels Suspend Spell, does it come back in his hand still ready to be thrown (as it is no longer owned by him, but otherwise behaves normally)? Can a mage repeat this process multiple times, building up a stack of suspended Fireballs, resting between each casting? Before Missile Spell Mastery, this was never an issue; a mage could simply not cast another spell while holding a missile spell. The crux of the issue is how to interpret "Temporarily nullify any one ongoing spell". It is not at all clear if a missile spell counts as a temporary, lasting, permanent, or instantaneous spell, because duration is explicitly excluded from the description of missile and melee spells. Also unclear is exactly what constitutes an "ongoing spell". Missile Spell Mastery incurs -3 per Concentrating on Another Spell (M10), so the missile spell does require active concentration while casting another spell and might be considered an "ongoing" spell on that basis. Or maybe not -- perhaps "ongoing" means explicitly "one of temporary/lasting/permanent only" and nothing else. --- On one hand, I want to say that a Missile spell is an instantaneous spell and simply produces a product (like Create Water), which is not a spell and cannot be suspended. --- On the other hand, I note that a mage cannot simply pick up a rock and throw it as if it were a conjured Stone Missile, suggesting that the spell is still ongoing. Indeed, the original restriction that "a wizard cannot cast another spell while holding a missile spell" suggests that it's still an ongoing spell until it's thrown. This doesn't seem to be defined anywhere as far as I can tell. Last edited by Ruien; 02-15-2016 at 05:41 AM. |
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#2 |
Join Date: Nov 2015
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I'm the player currently fueling this headache, and do so shamelessly as the GM welcomes min/maxing and power gaming. Here are a few more bits of information relevant to the situation:
The description for Missile Spell Mastery says that you cast other spells "at -3, as if you were concentrating (p. B238)". This either ignores or implies that there is no spell on penalty derived from the missile spell being held at the moment. But it's still unclear because missile spells in general have no defined Duration, even if they don't fit the description of a Temporary spell (the ones that usually count as spells on). Independently from that, there's the problem of how missile spells interact with Suspend Spell, even if the Suspend is cast by another mage. If I cast fireball and my friend Suspends it then can I cast another one? What if he cancels his Suspend while I'm holding the second fireball? Do I get to carry 2 missile spells? Do I roll DX to catch it before it hits the ground? Or is it Will to avoid being affected by it? If I have 4 arms, can we repeat the process until I'm holding one fireball in each hand? Can I use DWA (or equivalent) with these fireballs? Should the fact that this leads to arguably overpowered builds be addressed by game mechanics (nerf bat) or game world interactions (it's illegal to do that and if you are caught the mage hunters will come after you to chop your hand off)? Finally, there are the descriptions of various other meta spell like Spell Wall, Spell Shield, Ward and Steal Spell where it's explicitly noted that they don't affect missile spells, while Counterspell and Suspend Spell make no such mention. This leads me to believe that missile spells can be Suspended or Countered. If anyone else would care to share their views or bring up more information, it would be very appreciated. |
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#3 | ||||||||||||||||||
Join Date: Sep 2007
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I think it's an interesting question, at least academically. I would have thought the thread would have attracted more attention. (Though the sheer volume of questions is intimidating. TIL that there's a maximum character limit on posts.)
Just to get the caveats out of the way: Quote:
Magic in particular has the repute of being the fuzziest and least-well-defined of any of the books. It's likely to give you more trouble in this regard than all the rest. Quote:
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(Note that the question still applies even when Missile spells are not involved. If Mage B suspends Mage A's spell, does A still have a spell on? Does A pay maintenance? For consistency, I think the answer to all three would be "no".) Quote:
Regardless of what the penalty for holding the Missile spell is, the Suspend spell counts separately. So, -3 to cast the Suspend while holding the Missile spell; then -1 for having the Suspend active. Quote:
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Note that Hang Spell already exists and gives you a perfectly good way to stack up a bunch of Fireballs ready to go. It has a -1 penalty per Hung spell. The Suspend method will also have a -1 penalty per spell, from the Suspend. It also costs maintenance on the Suspend, whereas Hang does not. So the Suspend method is actually slightly inferior to just Hanging the Fireballs. (That's good, since it gives a reason for Hang Spell to exist.) Quote:
The "magically hurled" bit is the only reason that I'd consider there's still an ongoing spell. Another valid interpretation would be that the Missile really is a physical object that you throw with an Innate Attack skill (which in this case really ought to be named Thrown Weapon (Fireball), but that's just a name). Quote:
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Note that this adds a second disadvantage compared to Hang Spell -- if someone hits the Fireball-carrier with Dispel Magic (etc), all those Fireballs reappear at the same time. Since dropping Missile spells involuntarily means they affect you, this is really bad news, and serves as another limit to indefinite stacking. Quote:
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My own preference would be to try to fix the mechanics so that the builds aren't overpowered. (And with the answers I've given, I'm not sure that Suspending Fireballs would be, especially with some of the negative consequences.) Quote:
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That said, I'd allow Counterspell to remove a held Missile spell. That's what you get for hanging on to it where the enemy mages can see you. The GM might also rule that Counterspelling a held Missile means that the Missile is dropped. Like critical hits, this is one of those rules that cuts both ways. If the PCs can do it, the NPCs can do it right back. (The concept here is that you're Countering the ongoing magic that lets the mage hold a flaming sphere or lightning bolt or whatever without damage, not to mention magically hurl it. Remove that, and at the least, the mage can't hold the Missile.) In fact, I think this is one of the chief rival interpretations for Suspending a Missile spell. Do so, and it just disappears or falls, as if Countered. One virtue of this alternative is that everything else gets a lot simpler. You can't stack Missile spells with Suspend, since you're just Counterspelling them as you go. Since there's no stack, most of the other questions simply don't apply. If you want a stack, use Hang Spell. This is a reasonable way to go, but for the sake of the post I ran with the other notion, just because it was more complicated and I wanted to see where that lead me. |
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#4 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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It's that second bit that gets tricky and the point I debate. I don't think Suspend Spell should affect Magical Missiles at all (and Counterspell counters the very missile, not the target's ability to hold it). |
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#5 | |||||
Join Date: Nov 2015
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#6 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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My interpretation is separate ability, but I wouldn't quibble if a GM ruled otherwise on me. |
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#7 | |||||||
Join Date: Aug 2011
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Anaraxes, thanks for the feedback and ideas. It's appreciated.
Here are my thoughts on your comments: Quote:
To be fair, suspending a stack of missile spells isn't any more game-breaking than the Multi-Shot Imbuement. Munchkins will use both together. But is it RAW? That's what's hard to determine, and why I brought this up on the forum. Quote:
Mage A would therefore still have his spell "on" (it just doesn't do anything because Mage B's Suspend is counteracting its effects). Mage A does not pay maintenance, however, because his spell's timer is stopped so it never comes up for maintenance while suspended. If Mage A's spell ends for any reason, the Suspend ends as well for having an invalid target. (and Mage A can terminate his spell early if he wants to) Quote:
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Hang has the same cost as the spell you cast, lasts 1 hour and has the same cost to maintain. So let's do the 9d Fireball with Hang Spell to compare, assuming Fireball-15 and Hang Spell-15: (1) Mage casts Hang Spell, paying 8 FP (2) Mage casts a 9d Fireball, paying 8 FP He's now spent 16 FPs and needs to rest 32 minutes to get this back. He then has to rest another 16 minutes every hour thereafter to keep it up until he's ready to use it. A second Fireball would cost another 16 FPs and increase his required rest to 32 minutes every hour. He also needs to spend a 1-second Concentrate maneuver to get his Fireball back. He can't get it back instantly. Now, compared to Suspend Spell: (1) Mage casts 9d Fireball, paying 8FP (2) Mage casts Suspend (at -3), paying 1/10 of 8 FP (round up to 1 FP), minus 1 for cost reduced by skill: that is, 0 to cast, 0 to maintain. He's now spent 8 FP and needs to rest 16 minutes to get it back. He can keep Suspend going indefinitely at no cost. A second Fireball would just take another 16 minutes of rest, but no additional ongoing maintenance. He could make a stack of 5 with reasonable skill. Note that a normal failure casting Suspend Spell would not have any ill effects, so this is not particularly dangerous. Finally, terminating a Suspend is instant rather than requiring a 1-second Concentrate. This does not imply that Hang Spell is useless. Hang Spell makes a lot of sense for an offensive spell that takes awhile to cast, such as Charm-15. But for a Missile spell I don't think I can say that Hang is superior if Suspend is an option. Quote:
However, I'm not sure about the idea of "get hit with dispel means that a bunch of missiles appear". I consider both spells to be running and Dispel might kill both. But if you're holding a bunch of them, there's likely to be some for which the Missile resisted the Dispel but the Suspend did not. I definitely would do: (1) You can only hold one missile spell. If another appears (someone canceled the Suspend, due to Dispel Magic as described above, etc) then you automatically drop the spell and suffer its effects. (2) I would use DX for the roll. The missile is just appearing *out of nowhere* when you weren't expecting it and you have to react to it before it lands on your chest. (3) I would say that Mage Sight makes it possible to "see" these suspended spell-pairs floating around. This makes him a prime target for a 1-hex Dispel. And if those are Explosive Fireballs then he may be taking a few of his friends with him. I think this serves to make Hang Spell a lot safer (if that gets dispelled, nothing happens besides the prepared spell disappearing) and makes for some interesting mechanics. It would also be interesting if there were a way to selectively Dispel only the Suspends and not the Missiles themselves. Quote:
That RAW might read differently if Magic was written with the assumption that one could cast another spell while holding a Missile spell. Granted, that is speculating on the authors' intent, not the RAW. Quote:
The idea that the "ongoing spell" is really just the magic that holds the physical (if magical) object that's a result of the Missile spell is a really interesting idea. It actually would solve a lot of overpowered/balance problems and be a consistent explanation for why stacking Suspended Missiles doesn't work. And I do agree that this would imply Suspend and Counterspell both mean the missile is dropped. That also fits with the concept of why missile spells can be thrown through a No-Mana Zone. But it would imply that a mage holding a Missile would drop it on himself if he walked into a No-Mana Zone. Is that really what happens per RAW currently? I don't think I've heard of people dropping missile spells on themselves when walking into an NMZ before. Last edited by Ruien; 02-15-2016 at 07:00 PM. |
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#8 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Keep in mind with Compartmentalized mind you can also cast two spells in one turn. |
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#9 | ||||||||||||
Join Date: Sep 2007
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So something has to protect the mage while he's holding the spell. There's not another spell to be cast. So, I assume that's part of the initial conjuration. Your hand becomes immune, or the missile gets a sort of "magical sabot" that lets you hold it but which disappears when it's actually thrown. The throwing itself also seems to be magically empowered. Damage isn't based on the mage's ST, as with completely mundane thrown weapons. But again the mage doesn't spend FP on a separate "Propel Missile" spell. It seems to be built into the original spell (if it exists at all). Also, the physicality of the missiles ties into the reason Spell Walls don't stop them. There's also some 3e tradition in that notion (and Magic didn't really change for 4e, as is often lamented). But those are indeed all just assumptions. RAW doesn't go into that kind of detail. Quote:
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If Suspend just stops the spell, saving its state to be restored later, I think of that as taking it off the active list for the caster. It no longer needs that little bit of "scheduler overhead" to update the process, until the process is back in the ready queue. (Yes, I'm a programmer.) Quote:
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If it seems useful, you could also invent a "Mass Counterspell" that can dispel more than one spell at a time. There might be a version or versions that can dispel any number of spells that (a) are all instances the same spell; (b) same college; (c) same type; (d) any spells at all. Quote:
Missiles also disappear after they hit. So while they may be physical in some sense, a battlefield doesn't get littered with used Stone Missiles or scorched Fireball cores. Perhaps that part of the magic takes out the missile as it fails, like a "dying gasp" from an electronic device that loses power. (Or you could have the edge of the NMZ marked with a neat line of ex-Fireballs as a warning to the next party -- just in case all the skeletons on the ground on the other side next to staves and pointy hats weren't enough of a hint.) |
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#10 |
Join Date: Sep 2004
Location: Canada
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... I rather like that idea, and might want to roll with it. 1) It's kinda cute 2) it removes quirks around the Missile Spell Projectiles Aren't Magic conceit.
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Tags |
delay, missile spell, missile spell mastery, suspend spell |
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