luke
09-29-2003, 10:09 AM
So a GM (eruditus) raised some complaints about this spell a while back, and i finally had a chance to go over it again this weekend.
First off, I don't think it is over-powered at all. It takes 5 actions to cast, which is a relatively long time for a "combat spell".
And it's effects are far from over-powering: Caster rolls against Ob 4. For every three successes over that, +1D is added to the caster's Will.
Then caster's Will plus bonus dice are rolled to Lock opponent (as per a regular old Lock). The victim gets to test his Natural Defenses. This must be done within the presence of the caster. If the victim rolls more successes than the caster, then the spell is broken.
We had a Power 5 vs a Will 5. On the first go round, the wizard got an extra success and rolled 6D for the Lock. He nearly incapacitated his victim, but in the end he barely managed to escape. On the second go round the wizard was successful, because his
sword singer companion managed to give his victim a midi wound during the fray.
It's important to remember that you always get your full Power dice for resisting Locks, even if you are Locked up. Adrenaline kicks in and you fight harder for those last few seconds! Of course, experienced Lockers know well how to easily deal with this phenomenon. But's another thread for another forum!
First off, I don't think it is over-powered at all. It takes 5 actions to cast, which is a relatively long time for a "combat spell".
And it's effects are far from over-powering: Caster rolls against Ob 4. For every three successes over that, +1D is added to the caster's Will.
Then caster's Will plus bonus dice are rolled to Lock opponent (as per a regular old Lock). The victim gets to test his Natural Defenses. This must be done within the presence of the caster. If the victim rolls more successes than the caster, then the spell is broken.
We had a Power 5 vs a Will 5. On the first go round, the wizard got an extra success and rolled 6D for the Lock. He nearly incapacitated his victim, but in the end he barely managed to escape. On the second go round the wizard was successful, because his
sword singer companion managed to give his victim a midi wound during the fray.
It's important to remember that you always get your full Power dice for resisting Locks, even if you are Locked up. Adrenaline kicks in and you fight harder for those last few seconds! Of course, experienced Lockers know well how to easily deal with this phenomenon. But's another thread for another forum!