04-21-2021, 10:46 AM | #1 | |
Join Date: Jun 2018
Location: The Wired
|
Thaumatology rolls to identify spells
Quote:
What this rule brings to mind is a scene in the anime Slayers where the main character scares off some assailants by casting a light spell and pretending it's a fireball. Both are common spells, and IIRC one of the assailants even knew them, but the spells have similar-sounding incantations, and of them both create orbs of light. The main character seems to have combined the spell with a successful Acting roll and taken advantage of her Reputation as a vicious, powerful murderhobo. If a player tried this, I think I might rule that it requires an exaggerated ritual with double casting time, but instead of receiving the typical +1, the user turns the Thaumatology roll to identify the spell into a Quick Contest vs. Acting to convince the enemy that a different spell (either another from the same college or some unrelated but plausible lookalike from another college) is being cast. |
|
04-21-2021, 04:25 PM | #2 |
Join Date: Sep 2007
|
Re: Thaumatology rolls to identify spells
Give the Thaumatology roll to ID the spell the same modifiers from the more or less detailed ritual used by the caster. +1 if they're doing the whole thing with extra time, 0 for regular casting, harder when the caster is just using a word or gesture, etc.
|
Tags |
spell magic |
Thread Tools | |
Display Modes | |
|
|