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Post by demoss on Apr 23, 2009 0:01:10 GMT -5
I've just found my way to this great-looking game, and I have a couple questions regarding magic - for spells like Fire Shield (that provide a bonus to armor), does the effect apply for the rest of the quest? If so, it seems like a very cheap way for a Fire Mage to (usually) provide +2 armor to every member of the group. Is this intended?
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Post by emergencyoverride on Apr 23, 2009 9:44:41 GMT -5
Hey Demoss! Welcome to the forum. I'm going to defer to Shaun, Bobby or PJ on this one. Most of the spells list a specific effect or duration time, but this one doesn't which could lead me to believe that it was for the adventure, but it does seem pretty cheap as you said. One of the guys will be on later today and they'll tell us what the "intent " was for the spell. Again welcome to our group. ;D
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Post by shaungamer on Apr 23, 2009 18:19:34 GMT -5
Weapon or Armour bonuses will only last as long as you remain in the room. As soon as you leave the room the spell ends. It was done this way to prevent players from generating a room and then using spells to power themselves up before entering.
There was a section added into the rules (not a good place to put it really)when I removed it from the spell desription. However that section seems to have been deleted or changed to something else.
Thanks for pointing the error out!
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Post by demoss on Apr 23, 2009 21:38:42 GMT -5
It seems to me that the rules would be a good place to put it - there seem to be a number of spells that work that way, and as far as I can tell only a handful with obvious permanent effects such as healing last beyond when a hero leaves a room. Should Invisibility and Shadow Images (and perhaps Night) be the same?
I also noticed one other thing that looks like a version change issue - the Stealth special ability seems superfluous as there is not a die roll involved in detection. I'd suggest a reduction in range would accomplish much the same thing.
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