11-27-2023, 10:26 AM | #241 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
Quote:
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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12-01-2023, 04:12 PM | #242 |
Join Date: Mar 2005
Location: Beaverton, OR
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Re: Show me the magic!
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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Alphabet Arcane / MacGuffin Alphabet / Unnight Twitter: StefanEJones |
12-01-2023, 06:08 PM | #243 | |
Join Date: Jun 2019
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Re: Show me the magic!
Quote:
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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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 12-01-2023 at 06:12 PM. |
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12-02-2023, 03:46 PM | #244 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
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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-HJC Last edited by hcobb; 12-02-2023 at 03:50 PM. |
12-04-2023, 09:55 AM | #245 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Show me the magic!
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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12-04-2023, 09:59 AM | #247 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Show me the magic!
That makes it tolerably cheap to fill a room with fog. Is that what you want?
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12-04-2023, 10:40 PM | #249 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Show me the magic!
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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12-05-2023, 06:25 AM | #250 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
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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