wen said:So then a spell that requires two or more runes requires two or more runecasting rolls????????
atgxtg said:wen said:So then a spell that requires two or more runes requires two or more runecasting rolls????????
No, you only have to make the runcasting roll for the rune that is asscoiated with the spell-it is the one that is in italics.
For eaxmple: The Babel spell on page 68 requires that the character has integrated the Communication and Disorder runes to learn. As Disorder is in italics, it is the runcasting skill used to cast the spell.
gamesmeister said:atgxtg said:wen said:So then a spell that requires two or more runes requires two or more runecasting rolls????????
No, you only have to make the runcasting roll for the rune that is asscoiated with the spell-it is the one that is in italics.
For eaxmple: The Babel spell on page 68 requires that the character has integrated the Communication and Disorder runes to learn. As Disorder is in italics, it is the runcasting skill used to cast the spell.
Talking of Babel... (whoop whoop, threadjack alert!)
Does this prevent the target casting any spells? I assume yes...
Lord Twig said:Can anyone tell me what the game effect of the Emotion spell is? There doesn't seem to be any.
I guess it would just be up to the individual GM to determine? :?
Lord Twig said:Another derailment.
Can anyone tell me what the game effect of the Emotion spell is? There doesn't seem to be any.
I guess it would just be up to the individual GM to determine? :?
am strongly leaning towards throwing out all the spells that were not in a previous edition of RQ, and changeing the spells back to the old effects. Allof the "derailments" are the direct result on a change or addtion.
zanshin said:I remember whinging a lot about the loss of Harmonize with RQ3 , but in retrospect it was very overpowered in RQ 2.
simonh said:Just about everything was overpowered in RQ2. The list of common magic available to just about everybody was stacked with super powerful/useful magic, elementals kicked arse, etc. I remember thinking RQ3 would be a lot less fun when I first read it, because it was so much harder to get all the cool magic powers but in fact it allowed far more differentiation between characters.
Absolutely. That's the trouble with new rules - you got to try them...zanshin said:I think I will look at them on a case by case basis. I like some of them from flavour wise, some seem too strong and some too weak. Testing will tell.
...because of this! Every PC had harmonize...zanshin said:I remember whinging a lot about the loss of Harmonize with RQ3 , but in retrospect it was very overpowered in RQ 2.
Gnarsh said:Yes and no. Spells were also a whole heck of a lot harder to get, and magic point storage devices were much much rarer. I distinctly recall a group of our characters saving every penny and pooling our funds to buy one character a heal 6 spell so we'd have someone who could heal and restore limbs and such.
Gnarsh said:A typical highly experienced RuneLord or Priest typically also had only his personal magic points, his allied spirit and maybe a bound spirt to draw on for spells. You really had to ration your spellcasting in RQ2. Versus RQ3 where power spirits are cheap and spells are cheap. They had to slightly weaken the common spells in order to make things work.
POW Storage crystals were not always that rare. If you fought a highish level NPC who had a POW Storage Crystal and defeated him, then it became yours. Do this often enough and you build up a huge collection of POW Storage. Defeat someone who was as powerful as you were and you got all their crystals as well. It soon mounts up.
soltakss said:POW Storage crystals were not always that rare. If you fought a highish level NPC who had a POW Storage Crystal and defeated him, then it became yours. Do this often enough and you build up a huge collection of POW Storage. Defeat someone who was as powerful as you were and you got all their crystals as well. It soon mounts up.