View Full Version : defensive spells
Thomas Thomas
01-06-2004, 09:02 AM
Hi all, personally I tend to play a relatively defensive game and was wondering how to defend against spells (other than the Eldritch Shield. In burning wheel the counter spell has to finish casting in the same volley as the spell being countered. I was unable to find rules on whether or not a sorcerer can tell what spell an enemy is casting and/or how much time is left until it finishes. What degree of assess is required to get that information? Thanks
Kaare Berg
01-06-2004, 09:20 AM
how about examine assess then sorcery skill against opposing spell obstacle?
Granted my book is at home.
We usually require that the sorcerer use the Sense and make an Aura Reading test as per the obstacles listed under that skill.
If you don't play with Aura Reading yet, a Perception test could suffice just fine. Perhaps obstacle equal to the spell obstacle? Failure to meet the obstacle grants knowledge of some of the facets, but not the total spell?
just some suggestions.
-L
Kublai
01-06-2004, 09:49 AM
I agree with Abzu with the Sense Perception test.
I also would suggest that you sit with your sorcerer and create some more defensive spells using the Abstraction Chapter. I know there is a way to create many other defensive spells, including a Spell Reversal shield! :twisted:
Thomas Thomas
01-06-2004, 12:12 PM
spell reversal shield? Ouch, that sounds like fun :twisted: As for the Sence I will have to look into that, thanks.
Another question I found has to do with white fire. I noticed in the spell description that the power of the spell is caster's will plus 2 for every extra success. Then to determine damage most spells act as a weapon and do power plus caster's will. Then roll the IMS. So am I correct in concluding that will is factored in twice for the damage? Come to think of it a lot of spells are described that way. Thanks
Will is considered the "Power" for figuring base IMS. Spells (and extra successes) are then the weapons that we add on top of that.
So base IMS damage is equal Will (or some part of Will). Extra successes add to that Power (like a weapon), depending on the type of element used.
-L
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