Changing Health Spells, Compiled suggestions |
Changing Health Spells, Compiled suggestions |
Mar 25 2005, 01:38 AM
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
A third spell area that probably could use some changes is Health spells. Specifically, I think the Increase Reaction/Reflexes I/II/III spells should be scrapped in favor of a single Increase Initiative spell:
Increase Initiative Type: M Target: (10-Essence) Duration: S Drain: +1(D) Increase Initiative enhances the subject's ability to react quickly. For each success, up to the maximum of the spell's Force, increase the subject's Reaction by 1 for purposes of initiative and Surprise tests. Additionally, for every two successes, add 1d6 to the subject's Initiative dice, up to half the spell's Force. For example, a Force 4 Increase Initiative with six successes can increase the subject's Reaction by 4 and add 2d6 to his initiative total. Magical increases to Reaction and Initiative overlap (do not stack) with any other increases to reaction and initiative. In any case, a caster cannot receive more than 4d6 in extra initiative dice from this spell; there's only so much magic can do to make people react faster. Of course, this assumes that initiative is largely unchanged from SR3, which is not necessarily a valid assumption, Still, sound reasonable? Too powerful? Any other spells you'd like to see changed? |
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