10baseT Posted March 15, 2016 Share Posted March 15, 2016 How many battlemagic spells can I cast in a melee round while I’m in combat? (I’ve searched and haven’t been able to find a clear answer.) I’ll set the scenario up. Below taken from page 36, new RQ classic rule book. (Spells may vary so using Disruption for example.) *My spell is ready (wearing ring with focus) so SR0 *Casting Disruption, 1 POW, so SR0 *My DEX is 16 so SR1 Therefore, to cast a ready Disruption spell in combat, I go at SR1. On page 19 on combat, right column ‘MULTIPLE ATTACKS WITHIN MELEE’ it states I can attack/defend physically or magically. I choose magically… and let’s say my opponent goes at SR7 (I’m going at 1 remember). Then below paragraph ‘MAGICAL ATTACKS AND STRIKE RANK’ states 5 SR are added if switching from a weapon to a spell. That does not apply to me because I’m ready with a spell and not switching from a weapon, so I’m still at SR1 to attack. Therefore, assuming I have enough power, can I cast Disruption at SR 1, 2, 3, 4, 5, 6, and 7? (I’ll assume I attack before my opponent who attacks physically at SR7). I don’t have to ready my spell because it’s already readied (ring on finger). What if my total spell attack SR were 0, could I then cast as many Disruptions spell as I want, all on 0? (assuming I have the power). Now what if I’m not in combat, but watching my party fight from a distance. Can I also machinegun a bunch of disruptions as well? We just started playing RQ2 again and I think we only did 1 spell per melee back in the day. But I don’t see in the rules where it says otherwise. Have I been playing it wrong then… I’m probably missing something. Thanks, G Quote Link to comment Share on other sites More sharing options...
soltakss Posted March 15, 2016 Share Posted March 15, 2016 Your first spell is at SR 1. Your second spell has a 5 SR delay as you need to ready that spell (the fact that it is Disruption doesn't matter as it is a different instance of the spell) and you have to add your DEX SR, so this adds 6 to your original SR, so you cast at SR 1, 7, 12. I don't have the new RQ Classics rulebook to hand, but I thought you could do 2 things per round, out of attack/parry/cast spell, so you probably couldn't cast 3 Disruptions. Missiles are slightly different as they go by DEX SR, so you can shoot three arrows (Prepare/Fire, Reload/Fire, Reload/Fire). Quote Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. www.soltakss.com/index.html Jonstown Compendium author. Find my contributions here. Link to comment Share on other sites More sharing options...
Zit Posted March 15, 2016 Share Posted March 15, 2016 (edited) Classic RQ allows only 1 single battle magic spell per round. p.36, point "6" Edited March 15, 2016 by Zit 1 Quote Wind on the Steppes, role playing among the steppe Nomads. The running campaign and the blog Link to comment Share on other sites More sharing options...
Salla Posted March 15, 2016 Share Posted March 15, 2016 Yep 1 per round. You would be ready to cast straight away on the next round though. It is a bit confusing and i have played games where you can cast 2. Quote Link to comment Share on other sites More sharing options...
10baseT Posted March 15, 2016 Author Share Posted March 15, 2016 Thanks everyone. This clears things up. Quote Link to comment Share on other sites More sharing options...
Zit Posted March 15, 2016 Share Posted March 15, 2016 this point #6 was not in the RQ2 original version but has been added in the new edition. However, it was said in the melee round section that only either one single attack, parry or offensive spell were allowed. Quote Wind on the Steppes, role playing among the steppe Nomads. The running campaign and the blog Link to comment Share on other sites More sharing options...
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