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Post by Linde (x-GM) on Mar 2, 2016 20:35:47 GMT
Extending spells that have a fixed duration: Spells, like summon spells, can be recast when their duration end to extend them for another duration increment. Doing this keep the magic continuous and keep the units from unsummoning or keep the target under the effect of the spell, even though they no longer are within your sphere of magical influence. It cost the same as if casting the spell normally, and can be done for some or all of the units/affected units.
This may be revised later if it proves too strong/weak a buff.
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Post by Maelgwyn ap Cadwgan (TOG) on Mar 9, 2016 1:18:59 GMT
When a single caster uses a spell such as Summon it states 1 unit per level (For tier 1 units). Is this per single casting or the maximum that can be maintained simultanously, independent of the number of times the spell is cast?
Looking at other maintain effects it is per single casting of the spell in question. On the other hand my feeling says for things such as a summon spell the level restriction should be a hard limit on the total of units one is able to summon at the same time, regardless of number of times the spell is cast (while previous units are still active). So, a level 5 caster might cast Summon, for 3 units and the later again for an extra 2 but the total may not exceed his level.
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Post by Godfred Thraw BayardsKing(GT) on Mar 9, 2016 6:20:57 GMT
i don't have said before ? Godfred is a big mage summoner too
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Post by NSE (Uiscae Beathe) on Apr 5, 2016 12:04:13 GMT
I didn't see any battle spells broken out either here or in the Regent's Guide. Are there some examples of them somewhere (especially utility ones since it seems those are the ones druids are best at)?
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Post by Maelgwyn ap Cadwgan (TOG) on Apr 5, 2016 12:40:29 GMT
As far as I know all information regarding them is in the third post. There are no specificly named battle spells as such.
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Post by NSE (Uiscae Beathe) on Apr 5, 2016 12:48:54 GMT
Ah okay, wasn't sure if I just needed to research 'utility' or a bunch of different ones.
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Post by Maelgwyn ap Cadwgan (TOG) on Apr 5, 2016 13:34:54 GMT
Actually, reading everything over I am starting to have doubts myself. As far as I understand, everything that costs 2 RP per PP (modifiers included) is known by the caster. But I am confused myself how the other ones need to be bought Linde (x-GM)This would make it seem as if its 'per spell effect'. This however makes it seem as if it might be 'per Power Point cost level'.
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Post by Linde (x-GM) on Apr 5, 2016 14:09:07 GMT
There are 3 types of battle spells: Attack: known by wizards and sorcerers Defense: known by clerics Utility: known by druids.
The limitation you refer to is because a single casting of the spell can't combine various effects. And you're limited to a single casting per round of combat.
You can learn aditional types of battle spells as if it was a lvl 1 realm spell. Doing so give you access to the entire type of battle spells.
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Post by Maelgwyn ap Cadwgan (TOG) on Apr 5, 2016 14:17:44 GMT
Wait, so my Cleric LT, nor my Regent, does not in fact know any Utility spells to start with? I thought I had used those last battle. Or does does this restriction only count for spell effects that do not fall under this: "cost 2RP per PP are always available to your casters with the appropriate feat."
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Post by Linde (x-GM) on Apr 5, 2016 18:42:10 GMT
Wait, so my Cleric LT, nor my Regent, does not in fact know any Utility spells to start with? I thought I had used those last battle. Or does does this restriction only count for spell effects that do not fall under this: "cost 2RP per PP are always available to your casters with the appropriate feat." The restriction count. Perhaps this is why you haven't won yet. You're only a research action and a gb away per character from learning it though.
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Post by Maelgwyn ap Cadwgan (TOG) on Apr 5, 2016 22:19:34 GMT
Painfully funny. With all the wars, events and random people being annoying I'm quite sure I'll have some research actions available by turn 12
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Post by Linde (x-GM) on Apr 15, 2016 15:17:10 GMT
I thought protective battle magic needed a buff, so I just changed it from only affecting attack magic to being able to counter any battle magic.
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Post by Maelgwyn ap Cadwgan (TOG) on Apr 16, 2016 0:28:10 GMT
Well, you have my thanks for that! Ps. Searing Light of Heaven (Divine 3) is that banned or altered? I do not see it in the list. (Yes, yes, completely unrelated I am asking after an undead destroying spell.)
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Post by Linde (x-GM) on Apr 16, 2016 8:44:09 GMT
If it isn't on the list it works as described in the basic rules.
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Post by Maelgwyn ap Cadwgan (TOG) on Apr 16, 2016 12:05:27 GMT
Hmmm, so 3GB, and 4rp/unit for 2 hits. Meh. Do hits cause morale checks?
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