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> Learning Spells
Thanos007
post Jun 14 2004, 02:40 PM
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If I'm reading this right using your sorcery skill dice you have to roll a number equal to or higher than twice the force of the spell your trying to learn. So that means if I'm trying to learn a force 8 spell I have to roll a 16. Is this correct? Yes I know about all the different modifiers. Let's ignore those for now.

Thanos
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TinkerGnome
post Jun 14 2004, 02:54 PM
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Yep. You have to hit a 16 to learn a force 8 spell.
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Capt. Dave
post Jun 14 2004, 09:04 PM
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Of course, if you read the example, it shows Grandfather Bones would only have to roll a TN 6 for an exclusive force 8 spell.
It'd be nice if the examples SR gives were actual, you know, correct examples.
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xizor
post Jun 15 2004, 12:44 AM
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because that rule makes learning magic next to imposible, you may want to allow the reduction of the target number through extra time spent learning
-1 tn per day of extra study up to (applicable magic skill)
and -1 tn per week of extra study past (applicable magic skill days)

this is a possible house rule.
based on the idea of it is esier to pass a math test if you study more
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BitBasher
post Jun 15 2004, 12:50 AM
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I like TN's where they are, it's a self limiting factor of spells. spells above 6 tn get drastically harder to resist, and not in a linear fashion.

A force 6 spell is three times as hard to resist as a force 4. a force 9 is twice as hard as a force 6. a force 12 is 6 times as hard to resist as a force six, and 18 times as hard as a force 4.

It NEEDS to me nigh impossible to learn those.
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JaronK
post Jun 15 2004, 01:03 AM
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Meh, the drain codes get brutal trying to use spells like that though. I'm a big fan of Force 5 spells, since they can pretty much be cast all day without drain.

JaronK
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