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Post by verthicca on Jan 11, 2020 14:09:19 GMT -6
so far as i can tell there is no rule about casting multiple spell combos in one turn. is this correct?
A PC has a spell combo that takes a half action, does this mean they can do it twice in one turn?
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Post by Amanojyaku on Jan 11, 2020 14:30:36 GMT -6
Book 1, p.243. A player cannot take the same half action twice in the same turn.
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Post by sliprunner on Jan 16, 2020 16:20:47 GMT -6
When using the feat "Spell Might", with say, a damage spell. Does the +10 apply to the damage as the 'Final' result of the spell, or to the 'Final' result of the magic test? Likewise if you apply it to a spell that doesn't have a rolled effect, would it apply to the magic test?
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Post by Amanojyaku on Jan 16, 2020 16:55:49 GMT -6
Not all spells deal damage. Therefore, it applies to the Focus Power test.
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Post by verthicca on Jan 25, 2020 14:27:00 GMT -6
is there a way to sunder armor off of a creature. attacking the armor to break it?
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Post by Traskus on Jan 25, 2020 16:23:28 GMT -6
Crisis zone has an advantage that has a penalty to ap.
Apart from that, you can always houserule it.
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Post by verthicca on Feb 1, 2020 13:05:39 GMT -6
is it fair to declare a 0k0 on a focus power spell an automatic failure?
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Post by Amanojyaku on Feb 1, 2020 13:10:10 GMT -6
No. Keeping no dice implies a characteristic rating of 0; you're rolling a single die that does not explode. This isn't an automatic failure specifically because static bonuses could still make it work.
That being said, with the dickery you'd have to go through to make both a characteristic and a magic school be zero for the casting, you may as well arbitrarily declare the player unable to succeed... in for a penny, in for a pound, so they say.
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Post by sliprunner on Feb 1, 2020 14:37:58 GMT -6
For the context of it helps (for future reference) Weaken the veil at level 2, added a static bonus of 6 to the focus power test. Spell might was -2k0 to the test to add 10 to final result. So what happened was... 5k4 to cast blink, 1 school, 4 characteristic. 5k4+6 weaken veil -> 2k2+6 fettered-> 0k0+6+10 (16) spell might be TN 15 (blink)
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Post by verthicca on Feb 22, 2020 15:31:25 GMT -6
so the Minion system. you dont roll damage against them, instead killing a number of them equal to your raise over attack rolls, but how do you deal with Flamers which do no have attack rolls?
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Post by Lestat on Feb 23, 2020 22:34:21 GMT -6
Realistically: it's a broken part of the system, you can only fiat, and make crude houserules.
RAW Nightmare Clown Land: Minions use Threat Rating as the number of kept dice for ALL combat rolls, including needing to make a Dex test. They would roll XkY (X = number of minions in squad, Y = Threat Rating). If they succeed nothing happens, if they pass they are hit, and would take damage normally if they weren't minions. Instead they lose 1 minion + 1 for every raise made on the attack. You would kill one minion because you do hit, but there was no attack that got raises, only a failed test that got checks.
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Post by jakinbandw on Feb 24, 2020 18:13:12 GMT -6
So I'm in a game using a wraithbone mace and I'm curious if the only spell that it works with is Energy Grasp, or if it works with any spell that is cast in melee range. Like could I use Weaponry + Level to hit with prismatic ray if I was in melee range of my target?
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Post by Amanojyaku on Feb 24, 2020 18:22:18 GMT -6
No. Wraithbone melee weapons check for the Touch keyword... the one that has you make a Brawl+DEX test to hit the target. You do not get to channel a Ranged Touch spell this way.
And it also works with Draining Touch.
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Post by jakinbandw on Feb 24, 2020 18:32:41 GMT -6
Okay. I figured I'd ask because wraithbone weapons don't mention the touch keyword at all.
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Post by GuardianTempest on Feb 25, 2020 18:36:44 GMT -6
To be fair, melee-range spells are the ones with the Touch keyword, because you need to get right next to your opponent to hit them. It also mentions Weapon Skill+Level instead of Brawl+Level, as the latter is what's used in the keyword's definition.
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