Casting in combat

danonano

Mongoose
From the rules, you can parry while casting Common Magic, but you cannot while casting Sorcery. Is this intended? Also, what is the rule for Divine Magic?
 
danonano said:
From the rules, you can parry while casting Common Magic, but you cannot while casting Sorcery. Is this intended? Also, what is the rule for Divine Magic?
Yes it is intended. Sorcery is far more complex, difficult and powerful so the caster must focus himself completely during the casting.

Nearly all Divine spells are cast in a single CA, so this doesn't apply to them.
 
danonano said:
"Nearly all" :D. What about Elemental Summoning?
Elemental Summoning still only takes 1 CA to cast. Its just that the elemental takes a while to get there. :wink:

If you want to specifically have the priest performing an extended ritual until the elemental turns up, then house-rule it and treat them as a sorcerer.
 
Why can Sorcerors move up to their full move rate while casting spell (pg 129), while those casting common magic can only move up to half their move rate? This seems odd, especially as casters of common magic can parry or evade - which presumably implies quite a bit of active movement!

Antalon.
 
Antalon said:
Why can Sorcerors move up to their full move rate while casting spell (pg 129), while those casting common magic can only move up to half their move rate? This seems odd, especially as casters of common magic can parry or evade - which presumably implies quite a bit of active movement!
That's a bug. Casting Common Magic should allow you to walk up to your full movement rate just like sorcerers.
 
Denalor said:
Nearly all Divine spells are cast in a single CA, so this doesn't apply to them.

Actually where can I find that vital information in the rulebook ?
Page 118, top of the second column. 'Unless specifically stated in its description, Divine Spells take 1 Combat Action to invoke.'
 
The time to cast and the inability to defend themselves is the major drawback of sorcery. In this respect, RQII sorcerers are a lot like traditional wizards in other game systems, creating the need for the sorcerer to stand in the back and wave his hands around while the grunts take the initial assault.

Fortunately, there are a lot of spells that can do a lot in one CA, and also since RQII is a classless system, once the Sorcerer runs out of magic points, s/he is not instantly worthless.

Sorcerers can do some scary stuff, though. Multi-target teleports, wracks, diminishes, palsy, holdfasts, healings (good or bad depending on who is doing it).
 
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