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- March 16, 2014 at 8:12 pm #259407AnonymousInactive
You can cast spells as much as you want, but remember each spell has Strain (the number in brackets after the spell speed). If you cast a spell with strain, you take double the amount of damage of the strain you have. If you just cast through one spell it isn’t bad, but it is cumulative.
For example: You cast Diminish Fatigue (Speed 4, strain 2) on tick 1. You go again on Tick 5, and cast Diminish Fatigue again, but this time you have 2 strain, so you take 4 stamina damage. If you don’t want to take this damage, you have to do SOMETHING else for those 2 ticks while the Strain elapses.
Just a reference, if you cast 3 Diminish Fatigues in a row, the caster takes 4 damage, then 12 damage for a total of 16 damage to get 3 spells off, and is left with 6 strain that they still need to burn off.
March 23, 2014 at 5:55 pm #260755AnonymousInactiveI have a quick question on spell casting. Is their a limit on how many spells someone can cast per day or per scene. I ask this question because I have just run the Desperate Measures adventure and during the adventure the party’s Sorcerer -Priest of Sarish just cast the Diminish Fatigue Spell spell over and over during the final scene. Now everyone greatly enjoyed the game and we all had fun but it just seemed odd to us.
There is no rules limit on the number of times one may cast a spell beyond the practical limits imposed by Speed and Strain. Using the same spell over and over is completely allowed. I tend to mix things up a bit, but that is a personal preference. The odd feeling is probably a result of experience playing other game systems, it never feels odd for the warrior to swing his sword every time.
March 24, 2014 at 6:43 pm #260837AnonymousInactiveHere’s a couple for ya Pedro (or any PCI staff) and pardon if this has already been covered previously (I searched, but did not find anything related).
Question #1:
Regarding Equipment and Gear Quality: Pg. 231 of the main rule book states that Fine quality equipment adds +1 to rolls involving the associated skill (if any) and Exceptional quality equipment lowers the encumbrance value by 1 (to a minimum of 1) along with the benefits of Fine quality.How does this affect a Backpack (besides the obvious -1 to Encumbrance)? Will the quality of an Exceptional Backpack permit another benefit (say such as a greater carrying capacity?) since it will not give a skill bonus? More importantly, what impact might this Exceptional Backpack have in the Living Campaign (if at all)?
Question #2:
Blade Upon the Wind talent (pg. 187), a Limited Talent which is provided by the Initiate of the Tal Kanath (Dancer of the Elements) Path (pg. 285), has a Tier III and a Tier IV associated with it. The problem: Acquiring the Talent doesn’t remove the “limited” quality from the it for one to access again, nor does the Initiate of the Tal Kanath Path provide it again for further access. Is this an oversight or was this Talent meant to be taken once allowing the following Tiered abilities to auto-include once a character reaches the appropriate level?As always, thank you for taking the time to ponder my inquiry,
March 24, 2014 at 8:38 pm #260849AnonymousInactiveQuestion #2:
Blade Upon the Wind talent (pg. 187), a Limited Talent which is provided by the Initiate of the Tal Kanath (Dancer of the Elements) Path (pg. 285), has a Tier III and a Tier IV associated with it. The problem: Acquiring the Talent no longer makes it a “limited” talent for one to access again, nor does the Initiate of the Tal Kanath Path provide it again for further access. Is this an oversight or was this Talent meant to be taken once allowing the following Tiered abilities to auto-include once a character reaches the appropriate level?As always, thank you for taking the time to ponder my inquiry,Just gave me a great idea.
March 24, 2014 at 8:41 pm #260850AnonymousInactiveJust gave me a great idea.
You have my attention
heheMarch 25, 2014 at 3:59 am #260910AnonymousInactiveQuestion #1:
Regarding Equipment and Gear Quality: Pg. 231 of the main rule book states that Fine quality equipment adds +1 to rolls involving the associated skill (if any) and Exceptional quality equipment lowers the encumbrance value by 1 (to a minimum of 1) along with the benefits of Fine quality.How does this affect a Backpack (besides the obvious -1 to Encumbrance)? Will the quality of an Exceptional Backpack permit another benefit (say such as a greater carrying capacity?) since it will not give a skill bonus? More importantly, what impact might this Exceptional Backpack have in the Living Campaign (if at all)?
Fine would do.. well.. it would look real good…
Exceptional would reduce the encumbrance to 1, which is nice.
Question #2:
Blade Upon the Wind talent (pg. 187), a Limited Talent which is provided by the Initiate of the Tal Kanath (Dancer of the Elements) Path (pg. 285), has a Tier III and a Tier IV associated with it. The problem: Acquiring the Talent doesn’t remove the “limited” quality from the it for one to access again, nor does the Initiate of the Tal Kanath Path provide it again for further access. Is this an oversight or was this Talent meant to be taken once allowing the following Tiered abilities to auto-include once a character reaches the appropriate level?becoming an Initiate of the Tal Kanath should remove the limited tag for you..
I’ll include it in the current errata.. easy fix
March 29, 2014 at 2:24 am #261273AnonymousInactiveIt seems to me that Guarded Attack would make the most sense as a melee maneuver, but it doesn’t specifically say melee anywhere in the description. Could a character do a Guarded Attack with a ranged weapon?
Bump
April 1, 2014 at 3:52 pm #261376AnonymousInactiveIt seems to me that Guarded Attack would make the most sense as a melee maneuver, but it doesn’t specifically say melee anywhere in the description. Could a character do a Guarded Attack with a ranged weapon?
BumpWell, I’ll give my $.02…
Since this is a base attack option, and it leaves off any description of melee vs. Ranged, I’d say yes, it can be used with ranged attacks. I see it this way, While still attacking an opponent, you are diverting a portion of your attention to protecting yourself. As a result, you are less likely to hit your target, but you are also less likely to get hit. I think it works.
Scott
April 2, 2014 at 4:27 pm #261420AnonymousInactiveIt seems to me that Guarded Attack would make the most sense as a melee maneuver, but it doesn’t specifically say melee anywhere in the description. Could a character do a Guarded Attack with a ranged weapon?
BumpWell, I’ll give my $.02…
Since this is a base attack option, and it leaves off any description of melee vs. Ranged, I’d say yes, it can be used with ranged attacks. I see it this way, While still attacking an opponent, you are diverting a portion of your attention to protecting yourself. As a result, you are less likely to hit your target, but you are also less likely to get hit. I think it works.
Scott
Agreeing with Scott on this one..
in essence you are actively dodging while your setting up your shot… not an easy thing to do, and hence the penalty to hit
April 7, 2014 at 1:45 am #261541AnonymousInactiveI vaguely recall (I do not remember where exactly) that in the Living Campaign that crafters and crafting isn’t really permitted due to the lack of time dedicated to the craft because of adventuring. If so is true, are Paths that require crafting allowed for the Living Campaign? Specifically is the Path Discipulus Geometricus (FiMII, pg. 49) a Living Campaign allowable Path to take?
Thanks,
April 7, 2014 at 1:51 am #261542AnonymousInactiveAt present I do not think that the Master Smith or Discipulus are banned, and there is a chance that crafting will be allowed at some point, but presently there are no campaign-legal rules for crafting so the path may be a ‘wasted’ path. I was going to go for a runesmith as one character but at the first ArcaniCon I found out that there wasn’t likely going to be allowed anytime soon.
April 11, 2014 at 5:38 am #261624AnonymousInactivePardon if this was already asked previously as I was not able to find any related threads concerning this subject. If this has already been addressed, please forward me the link (Thank you
).Puglist Talent (pg. 204, Main rule book) states your unarmed attacks deal d4(Mi) damage.
The spell Body of the Warrior (pg. 367, Main rule book) states “For the remainder of the Scene, your unarmed attacks deal d4(Mi) damage and you gain Natural AR 2.”
My question, seeing how these are two different sources. How does this Talent and Spell interact with each other. Seeing how the Spell’s adaptation allow one to bump the unarmed damage die up by one, would the spell inturn bump the unarmed damage by a die when coupled with Puglist? Add +1? Does Jack and Squat (Jack just left the scene)? Or ….. ?
How would this spell also interact with weapons that increase unarmed damage (Cestus and Gauntlet)?
Thank you in advanced,
April 11, 2014 at 5:50 am #261625AnonymousInactiveI seem to recall this being asked, and the answer was that they don’t stack. Neither one says that it gives a ‘die bump’ per say, they set your damage die to d4(Mi). If body of the warrior were worded differently, say ‘gives a die bump to unarmed damage’ they would stack, but as written they both set your unarmed damage to the same point, so there is no synergy.
April 11, 2014 at 6:31 am #261626AnonymousInactiveSo it won’t do anything initially, but it will bump the damage if applying the Spell’s adaptation ….
Good to know. Thank you
April 11, 2014 at 1:48 pm #261629AnonymousInactiveSo it won’t do anything initially, but it will bump the damage if applying the Spell’s adaptation ….
Good to know. Thank you

And the follow on talent, “Iron Fists” from Codex of Heroes would then give a die bump to the spell as well. So you could bump the d4 to a d6 with the spell adaptation, and then the d6 to a d8 with the talent.
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