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Old 11-27-2023, 09:26 AM   #241
hcobb
 
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Originally Posted by Shostak View Post
Nice. Does this do anything to standard Fire damage? Does it make Slippery Floor even more slick? Why not allow standard Creation range?
Magical Fire ought to remove the fog in its hex.
This spell isn't limited to Creation Spell range because it needs to be thicker than that to have much effect.
Being in a Fog hex reduces DX by two to make Slippery Floor more of a hassle.
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Old 12-01-2023, 03:12 PM   #242
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I listened to a YouTube video of "Good King Wenceslas" today, and now I'm now wondering about the nature of his supernaturally heated footsteps.


A spell? The gift of a deity? A freak mutation? A highly specialized form of Steadfast?
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Old 12-01-2023, 05:08 PM   #243
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I listened to a YouTube video of "Good King Wenceslas" today, and now I'm now wondering about the nature of his supernaturally heated footsteps.


A spell? The gift of a deity? A freak mutation? A highly specialized form of Steadfast?
Lesser Magic Item: enchanted socks? May that's why the stockings get hung by the chimney with care?

A seriously good observation. I know I for one tune out all those old carols after decades of hearing them, but look at the good story embedded in this one that I'd never appreciated. Much of the old Anglo-Celtic folk music is full of magical references, but I see I need to delve more into the sub-category of wassailing songs.
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Old 12-02-2023, 02:46 PM   #244
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Hotfoot: An alternative casting style for 7-hex Fire as a thrown spell. The target of this spell gains flaming feet (that may startle but not harm them directly) for the next 12 turns. This adds +2 to their kick damage. This is on top of their Unarmed Combat kicks. Brawlers can also kick at +1 to punch damage and -4 DX, and untalented persons kick as untalented brawlers. Costs 4 fatigue to cast, and 4 per minute to maintain.

For the duration of this spell the target can walk on water or snow on a thin layer of steam at +2 MA (if they stay on a wet surface for the duration of their move), but this counts as a slippery floor.
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Old 12-04-2023, 08:55 AM   #245
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IQ 13 Hold Wound (T)
One of the RAW consequences is that if you've taken damage in one day then you're vulnerable to dying in the next. The effect of this spell seems to be to get rid of that effect. Do you think it's undesirable? What effect should wounds have, if not this?
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Old 12-04-2023, 08:56 AM   #246
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One of the RAW consequences is that if you've taken damage in one day then you're vulnerable to dying in the next. The effect of this spell seems to be to get rid of that effect. Do you think it's undesirable? What effect should wounds have, if not this?
Kill it not with Fire, but instead Remove Thrown Spell.
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Old 12-04-2023, 08:59 AM   #247
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Fog (C) IQ 12
At the base cost of 1 fatigue fills the caster's and the six adjacent hexes with a thick fog. [...] The radius increases by one hex for each additional fatigue spent in the casting and whatever the radius costs only 1 fatigue per minute to maintain.
That makes it tolerably cheap to fill a room with fog. Is that what you want?
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Old 12-04-2023, 10:40 AM   #248
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That makes it tolerably cheap to fill a room with fog. Is that what you want?
That four fatigue would get you a 7-hex fire instead.
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Old 12-04-2023, 09:40 PM   #249
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Kill it not with Fire, but instead Remove Thrown Spell.
But a party could go quite a few fights without meeting a wizard who get close enough to engage that character with Remove Thrown Spell, and decides to do it. So for most campaigns it greatly reduces that effect of wounds. Which is cool, if that's what you want to do, but in that case it's worth asking what effect wounds are supposed to have instead.
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Old 12-05-2023, 05:25 AM   #250
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Remember that a four point hold wound costs 20 fatigue all at once and the only way to use the spell again while that is in effect is to spend 25 fatigue for a level five and negate one additional point of damage.
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