Jump to content

2mn spirit magic


Recommended Posts

13 hours ago, HreshtIronBorne said:

The 2 minute duration is most difficult to work with for spells like Vigor and Strength, IMO. They sorta feel right on the cusp of being valuable enough to cast. Protection 4/6 and Bladesharp 4/6 or fireblade are almost always worth getting up if you can get the time before engaging.

If you already have a 1D6 damage bonus, then Strength is actually better than Bladesharp 2 for the same magic points - gets you +10% to hit and +1D6 damage, so average +3.5 instead of +2 damage, and helps your Agility and Manipulation skills as well, including your Shield parry if applicable. 

The only disadvantage is that Strength does not help you against Telmori etc. But Bladesharp and Strength are compatible anyway, so why not both? 

The only problem with Protection, of course, is that it means you aren't casting Countermagic, so some Lunar will probably Befuddle you, but that's why the Gods made Shield. 

13 hours ago, HreshtIronBorne said:

Strength, Vigor, Coordination, and Mobility are really good but, casting them all separately takes way too long to be viable

Vigor and Strength are incompatible anyway. 

  • Like 1
Link to comment
Share on other sites

24 minutes ago, HreshtIronBorne said:

Why would strength and vigor be the only two of the stat spells that are incompatible?

No idea why it is only those two of the stat spells, but it's there in the rules. 

27 minutes ago, HreshtIronBorne said:

Vigor is straight gargage if they are mutually exclusive. 

Not really - there are plenty of people who don't get much from Strength (casters, ranged combatants), but extra hit points are always good. 

Strength does seem a bit backward though - the people who 'need it' most benefit less from it than those who need it least. 

  • Like 1
Link to comment
Share on other sites

1 hour ago, davecake said:

Not really - there are plenty of people who don't get much from Strength (casters, ranged combatants), but extra hit points are always good.

If you've just been stung by a scorpionman, you want Vigor.  Boosts your effective CON up in time to resist the poison if you don't happen to have an antidote handy.

  • Like 5
Link to comment
Share on other sites

1 hour ago, jajagappa said:
3 hours ago, davecake said:

Not really - there are plenty of people who don't get much from Strength (casters, ranged combatants), but extra hit points are always good.

If you've just been stung by a scorpionman, you want Vigor.  Boosts your effective CON up in time to resist the poison if you don't happen to have an antidote handy.

I had not considered use against chaotics and their poisons/diseases. That is actually a really useful point. Also 3 total hp is enough to go up a point in each location, which adds at least another 3 points for a maiming/limbing, not much but, it helps especially at low levels of power. 

I just cannot see what they would be mutually exclusive. Oh well, one less buff you gotta cast, I guess!

Link to comment
Share on other sites

Quote

I had not considered use against chaotics and their poisons/diseases. That is actually a really useful point. Also 3 total hp is enough to go up a point in each location, which adds at least another 3 points for a maiming/limbing, not much but, it helps especially at low levels of power. 

Used to be even better when it was a variable spell.

  • Like 3
Link to comment
Share on other sites

4 hours ago, davecake said:

No idea why it is only those two of the stat spells, but it's there in the rules. 

Because it's what it's been since RQ2?  Because Strength spirits dislike Vigor spirits, and vice versa? 

  • Haha 3
Link to comment
Share on other sites

On 3/3/2021 at 5:01 PM, davecake said:

Not really - there are plenty of people who don't get much from Strength (casters, ranged combatants), but extra hit points are always good. 

Not always! I once had a character who died because he had Vigor cast on him.

It increased his general hit points by 1, and his arm hit points by 1. When his arm was severed, the extra 2 points of damage from double the location took him to exactly 0 hit points and he died. Without the Vigor, he'd have been on 1 general hit point.

Link to comment
Share on other sites

1 hour ago, PhilHibbs said:

Not always! I once had a character who died because he had Vigor cast on him.

It increased his general hit points by 1, and his arm hit points by 1. When his arm was severed, the extra 2 points of damage from double the location took him to exactly 0 hit points and he died. Without the Vigor, he'd have been on 1 general hit point.

The spell was a success but the patient died.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...