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#1 |
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Join Date: Aug 2019
Location: Maine
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A Creation Spell for a given area includes all the spells
of the same type for lesser areas. For instance, a wizard who knows 3-Hex Fire is also assumed to know the one-hex Fire spell, at no extra IQ cost. A wizard with 7-Hex Illusion automatically knows 4-Hex Illusion and Illusion . . . and so on. Does that mean that when they reach the next level spell that it is for free? |
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#2 | |
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Join Date: Aug 2004
Location: Carrboro, NC
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Quote:
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#3 |
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Join Date: Oct 2015
Location: New England
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I think that is up to the interpretation of the GM. In my games, I prefer to have things work according to the example of the new Staff spells, which have lesser versions of a spell be prerequisites for the greater ones.
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#4 |
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Join Date: Sep 2018
Location: North Texas
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I think the general guidance has been that the wizard must still pay 500 XP to unlock the higher-IQ version of the spell. Purchasing one of the multi-hex versions at character creation provides a definite advantage, then.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#5 |
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Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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I always played that if you bought a creation spell at a certain level, then you automatically knew all the spells at lower levels. If you wanted the next level up then you bought that like any other spell.
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#6 |
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Join Date: Jun 2018
Location: Durham, NC
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I like Barmace's and Tomc's take on this. We have not played it that way, but it makes sense. I think we will be adding this interpretation to our games.
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#7 |
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Join Date: Oct 2020
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I've always dropped that rule, and treated the different sizes as completely different spells.
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#8 |
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Join Date: Aug 2004
Location: Pacheco, California
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Inclusion of the lesser area creation spells in the larger version was explicitly noted in first edition. (First edition Advanced Wizard page 4)
(Where memory points were much more costly.)
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-HJC |
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#9 | |
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Join Date: Jan 2018
Location: Portland, Maine
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Quote:
A wizard may also use this spell to produce controlled fire in his own or an adjacent hex. He could light his own cigar, a friend’s torch, or an enemy’s beard. Thus, someone who knows 7 hex fire can control it down to 3 hexes or just light that cigar. Edit: This sentence and the one below are my conclusions from the quote above. As far as working your way up the Fire Hex Chart, if you already know 3 hex fire and buy 7 hex fire, well you can light one to seven hexes. However, I would consider the lower Fire Hex spells to be pre-requisites for the bigger ones. So you'd have to buy 3 hex fire also to buy 7 hex fire on character creation.
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- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com Last edited by JohnPaulB; 09-22-2021 at 09:30 PM. Reason: added a comment |
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#10 |
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Join Date: May 2020
Location: Maine, USA
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So, is there an official ruling on this for the Legacy Edition? I might be conflating this with Gurps magic, which has prerequisites you must pay for.
So, must I buy 3-Hex Fire and then buy 7-Hex fire at character creation if I want to start with 7-Hex Fire? What about Staff? Do I buy Staff I, II, and III and then buy IV? ---------------------------------------- Side Note: 3 people from Maine in this thread. What are the chances? ---------------------------------------- |
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