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> Spellcasting One-Shots, Numbercrunching for the mojoslingers.
maa01
post Oct 28 2005, 10:10 PM
Post #26


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QUOTE (blakkie)
P.S. The chaos demon possessing a giant would not nessasarly be down come the end of the Combat Turn.  Regeneration isn't want it used to be, but it's still a PITA to have on a critter. So make sure to [metagame ;) and] cast the Stunbolt in an early IP so you have a chance to take him into Physical overdamage before the end of the Combat Turn.

we play it that regeneration on spirit work normally while he's in normal damage track, but once he is disrupted, he's gone, even with regeneration.

I can take care of them with my "rah tilt"(*). and my ally spirit. and the second mage, specialized in conjuring. and that magicaly enhanced troll with magical styche ... well, nevermind :) let's get back to topic :)

... force 6 or 7 stunbolt can take care of normal human most of time.

(*) this is spell from one old anime - it's the strongest spiritual spell that can take out even one of the stronges demons in one shot, and the only reason why it can't level a city is that it's singletarget ... and that there is black magic for this.
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Xenith
post Oct 29 2005, 12:05 AM
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I wanna Ragnablade spell! That would rock. ^_^

I'm surprised there were never melee weapon "reach" spells. Kind of a step above touch range. Probably no drain adjustment (since the reach gives you a bonus to melee) but how would one handle the reach and damage? +1 reach to a max of 3 (or 4?) per two successes? I dunno.
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maa01
post Oct 29 2005, 04:08 PM
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QUOTE (Xenith)
I wanna Ragnablade spell! That would rock. ^_^

I'm surprised there were never melee weapon "reach" spells. Kind of a step above touch range. Probably no drain adjustment (since the reach gives you a bonus to melee) but how would one handle the reach and damage? +1 reach  to a max of 3 (or 4?) per two successes? I dunno.

We had houseruled flame/ice/acid/whatever weapon with same statistics like sustained nonarea elemental spell and drain f/2 + 2 + reach, that were used with sorcery as a combat skill. not much good until you had 8th initiation grade where you can take "double sustaining" metamagic that allows you to ignore one of +2 for spell sustaining. or sustaining focus. or quickened spell from some high-grade initiate so it's switchable.
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Hasaku
post Oct 30 2005, 04:15 AM
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Reminds me of the old Mageblade spells, including the classic lightsaber handle anchoring focus.
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Azralon
post Oct 31 2005, 04:36 PM
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QUOTE (blakkie)
He is usually pretty good about keeping that stuff in check....mainly because of his accomplished munchkinism that lets him know about that stuff. :)

Takes a munchkin to catch a munchkin! I fully subscribe to that gaming philosophy.
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