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#11 | |
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Join Date: Sep 2018
Location: North Texas
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#12 |
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Join Date: Dec 2017
Location: behind you
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#13 | |
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Join Date: May 2024
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My house rules allow increased duration to many (most) spells in exchange for paying a higher up-front St cost. But then I've also increased the base duration of most spells, as an alternative to giving wizards more St batteries/powerstones/platoons of apprentices casting Aid spells/etc.
For obvious reasons, missile spells don't get an increased duration. As for more St giving more area to area-effect spells, nope! You want more area, you gain the IQ needed to learn the more area versions of Fire, Illusion, Wall, etc. Quote:
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I was denied tenure at IOU. |
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#14 |
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Join Date: Jan 2018
Location: Sydney, Australia
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Knowing a hex-based creation spell lets you cast the spell with a smaller area. It's an obvious house rule candidate to extend this to creation spells like Summon Dragon and thrown spells like Megahex Freeze and Megahex Sleep. If anyone has done this, what were your experiences?
Last edited by David Bofinger; 08-02-2024 at 09:25 AM. Reason: misspoke |
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#15 |
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Join Date: May 2024
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I've house-rule extended the list of "includes" spells, and would have to go back to check which ones are official and which are via my house rules. In any case, nothing has blown up.
As I've mentioned above, the part I haven't nailed down is whether (e.g.) an IQ 17 wizard who knows Freeze and Summon Small Dragon will automatically get Megahex Freeze and Summon Dragon on increasing to IQ 18, or whether the new spells have to be "under study" for that to happen. The more I think about it, the more I'm inclined to allow the first.
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I was denied tenure at IOU. |
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#16 | |
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Join Date: Apr 2012
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Maybe allow Wizard 2 to invest X amount of time and cash to expand a 1 hex spell to 3 when IQ is high enough. Also require Wizard 1 to invest similar time and cash to learn the lower hex spells once the higher one is bought. |
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#17 |
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Join Date: Oct 2015
Location: New England
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I used to be in the camp that believes that a wizard who knows a basic version of a spell, like Avert, must spend XP to learn an advanced version of that spell—in this case Megahex Avert. But I’ve come around to thinking that it harms nothing to let a wizard get the advanced version simply by virtue of increasing IQ to meet the prerequisite. This approach also increases fun, in my experience, by allowing the player to spend the precious XP on spells or talents that broaden the character’s abilities rather than deepening them.
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#18 | |
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Join Date: Jun 2019
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I see no reason to have charged Wizard 2 more points to get to the same level with the same spell as Wizard 1. Nor should Wizard 1 have room to know three more spells than Wizard 2 once they are both at the same IQ, that being the IQ needed for the 7-hex spell.
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"I'm not arguing. I'm just explaining why I'm right." |
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#19 | |
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Join Date: Apr 2012
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That was the point of my suggestion of allowing both wizards to spend cash and time instead of XP/IQ points to add the extra hex spells no matter which one was learned first. Not a perfect solution as the one who buys the 1 hex spell still has several adventures worth of benefit of the spell that the one who waits until later doesn't get. But it does avoid the issue of one wizard spending 1 IQ point and the other 4 to get to the same place. |
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#20 | |
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Join Date: Oct 2015
Location: New England
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