Touch Spells, Concentration Spells

Denalor

Mongoose
I suppose I’m making something wrong as I can’t find any reference to this topic yet. But surely this must have come up before ?

Touch Spells
I haven’t really found any rules to handle this.
As it is, any touch spell (be it runic, divine or sorcerous) requires the caster to stay in contact with the target for the whole casting time.
Okay, so a combat round is 5 seconds, so that mere combat action required to cast a “Casting Time 1”-spell could be handled with a successful Unarmed (or Martial Arts) attack.
Perhaps you could even make this a simple attack (i.e. +20%) as you do not intend to actually do damage with your fist but only want to touch your foe.
Even so, you’d actually need to make this an opposed roll, which in itself causes the problem of taking damage when the attack is parried (see page 60 RQ Deluxe). If it is parried, would you still allow the spell effect to take place (you touched – or rather were touched by – the foe’s weapon/shield not the foe himself)? Or would you demand a persistence roll for taking the damage from the parry and if that failed you lose the spell before it takes effect ?
It’s getting far worse when the Casting time is longer than a single combat action. How do you handle the keeping in touch ? Grappling is no option as you are not allowed to cast spells while grappling.
Or do you completely ignore the rules and allow the casting and then a keeping the charge until you successfully touch an opponent ?

Concentration Spells
Looking at the sorcery spells in RQ Deluxe I find that many are touch spells. Actually, all sorcerous spells that deal with damaging the opponent are touch spells (Diminish, Tap, Venom). So this is really an issue.
Being loathe to find the sorcerer in melee trying to touch his opponents (with the above mentioned rule mechanism dilemma) while all the time provoking free attacks I found the Sense Projection spells and thought Bingo. That thought lasted about a second or so, for when I saw that this spell is a concentration spell I realized that you can’t cast spells. Thing is, they are actually writing that you can cast spells through, but you simply can’t, as your combat action is spent keeping the concentration !
You’re suggesting to try a Combine ? Yeah, great, combine Touch Projection, Sight Projection and the actual spell (let’s say a Diminish CON), that’s a whopping -30% to all skills involved, including – of course – the Magnitude. 3 MP (and 5 skills) to get a touch spell through ?
What happens when the duration of spells is different ? The book mentioned a combined use of “Form/Set” and “Animate”. The first is instant, the latter is concentration. Chuckle, now what ? Casting Time 3 to allow a single swipe of the opponents’ weapons at their wielders (Magnitude, Combine, Target, Animate Bronze, Form/Set Bronze; all at -20%, 3 MPs… oh, and you’d need to develop weapons skills too).

So, how do you handle these issues I’m struggling with ?
Sigh, guess I should have stayed with runic and divine magic and never dabbled in sorcery.
 
Denalor said:
Touch Spells
Or do you completely ignore the rules and allow the casting and then a keeping the charge until you successfully touch an opponent ?

In most cases, this, probably with the proviso that you can only hold the charge for a short period of time, so sorcerors cant just walk around "pre-loaded" (at least not without a great deal more effort...)


Denalor said:
Concentration Spells
You’re suggesting to try a Combine ? Yeah, great, combine Touch Projection, Sight Projection and the actual spell (let’s say a Diminish CON), that’s a whopping -30% to all skills involved, including – of course – the Magnitude. 3 MP (and 5 skills) to get a touch spell through ?
What happens when the duration of spells is different ? The book mentioned a combined use of “Form/Set” and “Animate”. The first is instant, the latter is concentration. Chuckle, now what ? Casting Time 3 to allow a single swipe of the opponents’ weapons at their wielders (Magnitude, Combine, Target, Animate Bronze, Form/Set Bronze; all at -20%, 3 MPs… oh, and you’d need to develop weapons skills too).
This is the general principle of Sorcery. It takes a lot of time and effort to get all those manipulation skills up to the point where you can reliably use them all, but then once you can, you are able to do all sorts of things that other magicians can't - like making all your opponents weapons attack them, or using those "touch only" spells from a safe distance where you can't be hacked to bits trying to reach past their sword...
 
A lot of the sorcery (and some of the other spell) traits are mangled. Shocking & surprising, I know.

Part of the problem was that they lost the active/passive distinction from older versions of RQ and then replaced it with concentration.

I deal with it by making several (but not all) of the concentration spells back into normal duration spells but allow for the spell to be changed in some way by concentrating for the period of the change. I give these spells the trait Active.

E.g. all the animations, form/set, sense projections, illusions, control spells and so on are normal duration but active. This means that a) if the target of the spell leaves its casting range it is no longer affected and b) you can usually manipulate or use the spell in some way while it is in effect by concentrating. If anything breaks your concentration while manipulating the spell then the spell ends.
 
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