If a spell which inflicts damage over an extended duration (such as Pain or
Doom Missile) scores an armour defeating attack, then it is classed as
armour defeating for the entire duration. This is implied in the
description of Doom Missile, but never clarified anywhere.
If a spell affects a target over multiple rounds, and there is a roll of
some sort to determine whether the target is affected for that round (eg.
Pain, Bone Dance, etc), then make the roll before initiative. If the
target is unaffected then he can declare an action and roll initiative as
normal. Roll the damage for multiple round damage spells before initiative
also (eg. Blizzard Sphere, Doom Missile).
In general, the effect test for a Named spell is rerolled whenever
applicable, rather than rolling once when the spell is cast and recording
the result. This prevents magicians from getting huge bonuses and
desperate spell charms and then Naming a spell with a huge effect roll. It
also means that you don't have to record the number anywhere and then
fiddle around trying to find it again. The GM should reroll whenever he
thinks is applicable, based on the spell. Most spells would be rerolled
each day.
Eg. A Named Counterspell would be rerolled once per encounter.
Eg. A Named Earth Blend would be rerolled each time it was moved, or each
time that new people were looking at it.
According to Lou's clarification, this knack should be more correctly
called "Forced Threadweaving". The character may force multiple threads
together, but since he has made a threadweaving test to do so he may not
cast the spell in the same round (unless he has some other special ability
to allow him to do so).
We decided to put a limitation on Named spells, otherwise the game world
would be overrun with them. Named spells must be powered by a thread of
rank equal to spell circle in order to have effect. If a thread is not
woven (or the thread is removed) then the Named spell is still present,
but it is 'dormant', so has no effect until a new thread is woven. The
thread may be woven by anybody, and follows the normal procedure for
weaving threads to items, ie. the weaver must know the Name of the spell.
The weaver pays LPs for the thread as normal, starting at 100.
An attacker is only struck by the lightning if his attack would normally
have hit but fails to hit because of the lightning shield (ie. rolled
an average success but less than a good success). This is still a very
powerful spell.
A target affected by Bone Dance has a -3 penalty to physical defense
because he cannot defend himself properly.
An affected target flees out of LOS of the caster, but once out of LOS he
may act normally. If he comes back into LOS for any reason during the
duration of the spell then he must flee again. This spell has severe
social stigmas attatched if used in public.
Affected targets flee out of LOS of the caster, but once out of LOS they
may act normally. They may come back into LOS, but may not enter the fog.
The target is only incapacitated if he actually suffers damage from the
spell. Roll the damage before initiative, so that if the target is
unaffected that round he can take an action like normal.
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Spell Rules and Clarifications
House Rules: By Kos
Armour-defeating duration spells
Effects of duration spells
Effect tests on Named spells
Forced Spellcasting
Naming spells
Elementalist Spells
Lightning Shield
Nethermancer Spells
Bone Dance
Death's Head
Fog of Fear
Pain