Viewing 15 posts - 61 through 75 (of 186 total)
  • Author
    Posts
  • #261635
    Anonymous
    Inactive

    So 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.

    Correct, it would take a multiple talent investment, but you can do it

    #261883
    Anonymous
    Inactive

    Unique spell: Commune with the Spirits and Advanced Spell creation.

    Commune with the Spirits (pg. 354 of main rule book) states: “ .. You call upon these spirits to grant you a boon; this boon takes shape as a spell from the Corpus, Control, or Illusions Traditions. For the next 24 hours, you may cast that spell as a Primal spell.

    My question. Can a Primal caster with a spell granted via Commune with the Spirits create an advanced spell with a said spell?

    I’d imagine they would have a restriction that such Advanced spell cannot be cast if they didn’t choose the spell granted by Commune (i.e. say {assuming this actually works} the caster creates an advanced spell using a Necromancy and Corpus spell [The Corpus spell was granted by Commune]. Next day, if he/she didn’t have that Corpus spell granted again, they could not cast the Corpus/Necromancy advanced spell). But is this feasible?

    Additional question: Advanced spells. Is it something that can be done on the fly or something a spell caster needs to research, make a scroll, etc, etc, etc and how does this impact the Living Campaign (i.e are created advanced spells allowed)?

    3rd Question (several questions): The Spell Lightning Strike. It states that as a Creation spell, once per scene when attacked by a spell that deals electric damage you may Push 5 to instantly redirect the spell to any target within range. What range does it use, the redirected spell’s range or Lightning Strike’s range? How is it redirected? Does it use the redirected spell caster’s attack roll or do you now make an attack roll? If your character does the attack roll, what is it based off of? Ranged skill or your Arcanum attack roll?

    #261898
    Anonymous
    Inactive

    Unique spell: Commune with the Spirits and Advanced Spell creation.

    Commune with the Spirits (pg. 354 of main rule book) states: “ .. You call upon these spirits to grant you a boon; this boon takes shape as a spell from the Corpus, Control, or Illusions Traditions. For the next 24 hours, you may cast that spell as a Primal spell.

    My question. Can a Primal caster with a spell granted via Commune with the Spirits create an advanced spell with a said spell?

    According to the strict reading of the rules, yes you may.

    Additional question: Advanced spells. Is it something that can be done on the fly or something a spell caster needs to research, make a scroll, etc, etc, etc and how does this impact the Living Campaign (i.e are created advanced spells allowed)?

    Yes, you can create an advanced spell on the fly, but we ask players to have the spell already written out for the GM before they start an adventure.

    3rd Question (several questions): The Spell Lightning Strike. It states that as a Creation spell, once per scene when attacked by a spell that deals electric damage you may Push 5 to instantly redirect the spell to any target within range. What range does it use, the redirected spell’s range or Lightning Strike’s range? How is it redirected? Does it use the redirected spell caster’s attack roll or do you now make an attack roll? If your character does the attack roll, what is it based off of? Ranged skill or your Arcanum attack roll?

    You are using Lighting Strike to redirect the attack:

    Thus, you use Lighting Strike’s range (and targets) which would be 60′ (1 Target) and you would need to make an attack roll as if you where casting Lighting Strike.

    #261916
    Anonymous
    Inactive

    Elemental Blade Talent (Limited, pg. 194 of main rule book) and Runes. This adds Elemental damage (of the appropriate type) to your weapon equivalent to an Exceptional Rune (and requires one have a Rune “slot” available or this Talent overrides an active Rune on the weapon). This source, though, is a Talent. Does it stack with damage granted by actual Runes themselves?

    Example: A Marokene of the appropriate Tier has this Talent and a Fire Rune (Fine) on his weapon. Does the +2 earth damage from this Talent and the +1 fire damage from the Fire Rune stack?

    2nd Q – Armor Runes: on pg. 5 of Forged In Magic I, it states that Armor Runes can be placed on particularly fine clothing. Such clothing must be of exceptional value (noble garb) and must be of Fine quality or better. Is the noble garb an example or the only type of clothing permitted to add an Armor Rune? If noble garb is the only type permitted, what does it consist of (and are their variations)?

    3rd Q – Talent: Exotic Spell (pg. 195 main rule book) and Spell: Seeing the Flame Within (pg. 424 main rule book). Exotic Spell states that you learn one exotic spell (of the appropriate tier) from a Tradition you have access to and have been provided with the opportunity to learn either through a Path or game event. It could be reasoned that such spells would not be presented in the main rule book, but during such adventures (i.e home or living campaign). Seeing the Flame Within is the only exotic spell in the main rule book. Does this (indirectly) imply that it is readily available to be taken once someone of the appropriate Tier with access to the appropriate Tradition takes up the Exotic Spell Talent? If no, are there any plans introduce the spell in a later, yet undisclosed, adventure in the Living Campaign?

    #261919
    Anonymous
    Inactive

    Addendum to Question 1:

    What if you have spells which grant the equivalent of a rune (with the rules of taking up a rune slot, overriding an existing one, etc), such as “Blade of Our Lord”?

    #262073
    Anonymous
    Inactive

    Elemental Blade Talent (Limited, pg. 194 of main rule book) and Runes. This adds Elemental damage (of the appropriate type) to your weapon equivalent to an Exceptional Rune (and requires one have a Rune “slot” available or this Talent overrides an active Rune on the weapon). This source, though, is a Talent. Does it stack with damage granted by actual Runes themselves?

    Nope, they do not stack with eachother.. and if your weapon is full of runes it temporarily replaces one of the weapon’s active runes

    2nd Q – Armor Runes: on pg. 5 of Forged In Magic I, it states that Armor Runes can be placed on particularly fine clothing. Such clothing must be of exceptional value (noble garb) and must be of Fine quality or better. Is the noble garb an example or the only type of clothing permitted to add an Armor Rune? If noble garb is the only type permitted, what does it consist of (and are their variations)?

    I think there was a miss understanding… you have to by clothing worth as much AS noble clothing…. you may have elegant robes in-lined with silver cord… as long as it coast as much as a noble outfit… your good to go.

    3rd Q – Talent: Exotic Spell (pg. 195 main rule book) and Spell: Seeing the Flame Within (pg. 424 main rule book). Exotic Spell states that you learn one exotic spell (of the appropriate tier) from a Tradition you have access to and have been provided with the opportunity to learn either through a Path or game event. It could be reasoned that such spells would not be presented in the main rule book, but during such adventures (i.e home or living campaign). Seeing the Flame Within is the only exotic spell in the main rule book. Does this (indirectly) imply that it is readily available to be taken once someone of the appropriate Tier with access to the appropriate Tradition takes up the Exotic Spell Talent? If no, are there any plans introduce the spell in a later, yet undisclosed, adventure in the Living Campaign?

    Nope, you need to gain access to it though a path or special event…

    BTW you may want to real all the talents (including bloodline) I know it’s in their someplace \":P\"

    #262078
    Anonymous
    Inactive

    BTW you may want to real all the talents (including bloodline) I know it’s in their someplace \":P\"

    \":?:\" \":?:\" \":?:\"

    #262079
    Anonymous
    Inactive

    Pedro, I cant find the reference either. the val’Emman bloodline talent is similar but does not reference the spell.

    #262150
    Anonymous
    Inactive

    For clarification when purchasing fine or exceptional quality clothes to runes. Is the base cost as per the item and final total must be 2gp or more. As that is the cost of Nobel garb or is the base 2gp and therefore 20 gc for fine clothes and an insane 100gc for exceptional clothes. Say trench coat is not based on the cost of the coat for base cost. Just off of noble garb

    #262151
    Anonymous
    Inactive

    For clarification when purchasing fine or exceptional quality clothes to runes. Is the base cost as per the item and final total must be 2gp or more. As that is the cost of Nobel garb or is the base 2gp and therefore 20 gc for fine clothes and an insane 100gc for exceptional clothes. Say trench coat is not based on the cost of the coat for base cost. Just off of noble garb

    Pg. 238 of the main rule book: “You may purchase Fine and Exceptional versions of clothing at 5x or 10x the normal value.

    That’s make your Nobel garb 10 gold (Fine) and 20 gold (Exceptional). Not as expensive, but still adds up.

    As for other clothing, if they cost under 10s, adjust the base cost to 10s and then multiply above (er, if I am reading that right). Now, how to get certain clothing to reach 2 gold … \":wink:\"

    #262152
    Anonymous
    Inactive

    Pg 238 ARPG

    The prices for clothing are generally for average apparel, with a few exceptions. You may purchase Fine or Exceptional quality versions of clothing for 5x or 10x the normal value.

    Nobles Garb base cost is 2 Gc

    Fine Nobles Garb = 10Gc
    Exceptional Nobles Garb = 20Gc

    and similarly if there is the option to purcahse any garb that becomes available thats more than 2gc in base value it can also be used to put runes on. but currently the only garb available is Nobles.

    #262153
    Anonymous
    Inactive

    Was looking over spells and caught something that wasn’t in the errata. Healing Waters, listed as tier 2 in the spells by tradition section (both traditions have it there) but listed as tier 1 in the spell itself. So just a clarification for the next pass of errata to add the extra I.

    #262155
    Anonymous
    Inactive

    2nd Q – Armor Runes: on pg. 5 of Forged In Magic I, it states that Armor Runes can be placed on particularly fine clothing. Such clothing must be of exceptional value (noble garb) and must be of Fine quality or better. Is the noble garb an example or the only type of clothing permitted to add an Armor Rune? If noble garb is the only type permitted, what does it consist of (and are their variations)?
    I think there was a miss understanding… you have to by clothing worth as much AS noble clothing…. you may have elegant robes in-lined with silver cord… as long as it coast as much as a noble outfit… your good to go.

    So are you saying that any clothing that you spend more then 2 Gold can have a rune placed on it? If I spent 2 Gold or 3 Gold to get a Exceptional Sailor’s Garb, more than the required 1 Gold, then I can put a rune on that?
    [50 Copper rounded to 10 Silver x 10 for Exceptional clothing=100 Silver])
    If you are not saying that then only the Noble Garb and the Gown can have runes, because all other Garbs stay below 2 Gold even when going to Exceptional Quality.

    #262159
    Anonymous
    Inactive

    vault, any garb at which the BASE cost is 2gc or more, and thus would not include gowns.

    ill correct the spelling in my original post

    #263732
    Anonymous
    Inactive

    Alright, got a rules question about Counter spell. I think I know the answer, but I do want to get a clarification for a player.

    So under the talent, it states that it is an arcanum talent, so can divine casters take it? From the description and talking to others, the answer seems to be no. Additionally, under the types descriptor on pg. 170, it says that you can only take arcanum talents after you’ve taken the arcane spell casting talent. And under arcane spell casting you are restricted from taken divine spell casting and vice versa for divine spell casting. Again this all points to no, but I was asked to get an official ruling.

Viewing 15 posts - 61 through 75 (of 186 total)
  • The forum ‘Arcanis: Rules & Rulings’ is closed to new topics and replies.