Author Topic: Warrior Mage and spells  (Read 2912 times)

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Offline arnecooper

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Warrior Mage and spells
« on: January 10, 2010, 10:45:19 PM »
In RMC2, one of the warrior mage base lists is "combat enhancement." All of the spells on this list are instantaneous spells, mostly enhancing OB and DB such as "Combat III" which adds +15 to both OB and DB. Do these spells automatically take effect when the warrior mage enters battle or does he have to spend one round casting the spell before he can attack? What about spells such as "Bladeturn" or "Deflections"? If he has already attacked during the round, and is in turn attacked, can he not use those spells?

Offline Ecthelion

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Re: Warrior Mage and spells
« Reply #1 on: January 11, 2010, 02:42:22 AM »
In RMC2, one of the warrior mage base lists is "combat enhancement." All of the spells on this list are instantaneous spells, mostly enhancing OB and DB such as "Combat III" which adds +15 to both OB and DB. Do these spells automatically take effect when the warrior mage enters battle or does he have to spend one round casting the spell before he can attack?
The Warrior Mage has to spend a round to cast such spells before entering combat.
Quote
What about spells such as "Bladeturn" or "Deflections"? If he has already attacked during the round, and is in turn attacked, can he not use those spells?
No, if using the core RM2 (and AFAIK also RMC) rules he cannot cast such spell after having attacked. IIRC there exist optional rules in one or more of the old RM2 Companion books which would allow casting instantaneous spells together with other actions in a round.

Offline Rasyr-Mjolnir

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Re: Warrior Mage and spells
« Reply #2 on: January 11, 2010, 05:33:30 AM »
In both the core rules for RM2 and RMC, an instantaneous spell isn't actually instantaneous. It requires the same amount of activity as casting a spell with no preparation rounds.

In the core RM2 tactical/initiative rules. - http://www.ironcrown.com/ICEforums/index.php?action=tpmod;dl=item578 - all spells are declared and cast BEFORE any other actions are declared or performed. This means that spells such as Bladeturn and Deflections must be declared/cast in the spell phase, and then held until a target can be selected in the proper phase later on in the round.

In the RMC tactical/initiative rules, unless you are using an option for "faster instantaneous spells", then they still take 75% activity, and if you do not have that activity available, you cannot  cast the spell.

If you are using a different initiative system, then you will need to consult with your GM, or if you are the GM, make a ruling on it yourself.

Offline Nders

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Re: Warrior Mage and spells
« Reply #3 on: January 11, 2010, 09:22:37 AM »
We use a ruling saying that instantaneous spells require 20% activity and can be cast at any time during the round. Provided you have not already used your spell action.  These spells take effect the same round they are cast.

Offline Vince

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Re: Warrior Mage and spells
« Reply #4 on: January 12, 2010, 04:48:32 PM »
Well, we don't understand that you have to spend a round to cast a "Combat", you just have to declare it on the Begginig of your round like Haste, Bladeturn, etc, but you can attack after. Of course it doesn't take time but it takes initiative, so you can only cast an "instantaneous" spell and do one action in one round.

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Offline markc

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Re: Warrior Mage and spells
« Reply #5 on: January 12, 2010, 04:58:16 PM »
Vince;
 IMO it does take some time as well as some initiative that is why the % activity is there. In this case the word instant means very very fast. 

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Offline Rasyr-Mjolnir

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Re: Warrior Mage and spells
« Reply #6 on: January 12, 2010, 06:55:25 PM »
The thing to remember is that the original RM rules (and RMC as well) has the casting time being based on the spell's level versus the caster's level.

The original intent for instantaneous spells appears to have been to have spells that were outside those original casting time rules.

Remember, in RM2, spells were ALWAYS resolved first, before any other actions were even declared, so having spells with no prep rounds (ever) was sort of the same thing as being truly instantaneous.


Offline arnecooper

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Re: Warrior Mage and spells
« Reply #7 on: January 12, 2010, 09:11:50 PM »
Thanks for all the input, guys. There seems to be a lot of different approaches to this. I can see some spells that are instantaneous as simply meaning that there is no prep time, however certain combat spells such as bladeturn or deflections or even some spell defenses seem like they would be more of a reactive than a proactive spell, thus being truly instantaneous. I will probably handle them on a spell-by-spell basis.

Offline markc

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Re: Warrior Mage and spells
« Reply #8 on: January 12, 2010, 11:06:13 PM »
Thanks for all the input, guys. There seems to be a lot of different approaches to this. I can see some spells that are instantaneous as simply meaning that there is no prep time, however certain combat spells such as bladeturn or deflections or even some spell defenses seem like they would be more of a reactive than a proactive spell, thus being truly instantaneous. I will probably handle them on a spell-by-spell basis.

Very wise.
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Offline DangerMan

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Re: Warrior Mage and spells
« Reply #9 on: January 13, 2010, 12:56:58 AM »
We use a ruling saying that instantaneous spells require 20% activity and can be cast at any time during the round.

Same here, except the spell must be cast at the beginning of the round.
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Offline RandalThor

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Re: Warrior Mage and spells
« Reply #10 on: January 15, 2010, 12:03:56 AM »
To me, the word instantaneous implies a sort of speed not seen in other spells, so the rules should reflect this. If nothing else an initiative mod to give it a better chance of happening before other (spell) actions. Of course, I don't go with the supplied method of initiative order saying all spell actions go first, I tend to prefer the snap, normal, and deliberate method better. If you want to hurry to get your action first, you better snap it and take the negative (-20).
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