Way too powerful. No way am I allowing that in my game, not for just the one resistance roll. Maybe for a resist against every "concentrate" action. Sorcery has gone from being rubbish in AHRQ3 to outrageously overpowered in MRQ2. Unless I'm missing something - negotiating a grimoire's spell list with the GM is one way to restrain the power - not letting anyone have both Tap and Restoration for example - but Wrack is just the best combat spell ever. 3D6 damage per round to each of 5 targets? Sure, you might be unlucky and not get the same location more than once, and not take any of them down.Deleriad said:Concentration spells have been clarified elsewhere.... So, if you cast Wrack with Range and at 5 targets then for a total of 3 MPs, for the duration of the spell, you can Wrack those targets as often as you like.
Not nice.
My simulations indicate that three random location hits have about a 37% chance of hitting the same location more than once, so that's a 15% (0.67^5) chance of not taking out at least one of those five targets in three combat actions, given that 2d6 to any single location is likely to be the end of your fight. After 5 actions of Wracking, each target has an 85% chance of having a location hit twice, and a 20% chance of two locations each having been hit twice.
Two times out of three, you will have hit at least one of them twice in two locations in 5 combat actions of Wracking.
Yes, I was bored.