WodenKrait wrote:
howareyou wrote:
Do you think we can use Astral Gate to make an emergency escape from a sticky situation. Basically cast Astral Gate blind, ie: WITHOUT spending the 3 rounds to focus on destination. And upon arriving at the destination, which could well be another plane of existence, the Sorcerer casts Astral again, but this time spends the requisite 3 rounds to focus on a familiar destination back on her own plane.
If I was GMing I'd say no for two reasons. Firstly, it seems like common sense that in order to plot a course to a new destination (even using Astral Gate) you need first to know where you are now. Also, to me it makes a mockery of the downside of Astral Gate "...the Gate will emerge onto another plane of reality and any character passing through will then be lost forever..." if it is so easy for the sorcerer to evade it. Note that it doesn't say the traveller
might emerge in another plane of reality, but that they definitely will. Maybe those other planes of reality can't even sustain human life or be compatible with our laws of physics!
I agree that the consequence should not be interpreted so lightly. But the new rulebook says "...A Sorcerer must take three Combat Rounds to visualize his intended destination before casting astral gate. Unless he takes this precaution, there is a 60% chance that the far end of the Gate will emerge onto another plane of reality, and any character passing through will then be lost forever..." So there is a 60% chance that can be taken if the Sorcerer is certain to be dead the next combat round...
WodenKrait wrote:
howareyou wrote:
As described above, use of Burden spell to hold enemies, and at the same time prevent casters from casting spells. Excepting Mystics are not hindered in their casting, and Elementalists are probably still able to use at least some aspects of raw power. Is this how you would "silence" enemy casters?
I'm not sure a Burden spell is a 100% guaranteed way to neutralise a sorcerer (astronauts experiencing heavy gravity during takeoff or reentry for instance can still move their hands, although not necessarily lift their arms), but leaving that aside I suppose the only way to incapacitate a mystic would be to negate their senses so they don't know where or onto whom to cast their spells. Of course they will have countermeasures to a lot of mundane means of obscuration (Darksight, Allseeing Eye, Clairvoyance, Hidden Target, Trance and good old ESP/Premonition).
The rulebook says "... the Burden spell causes the pull of gravity to become so overwhelmingly strong that any being standing there will fall down and be
unable to move until the spell expires..."
That's where I got my idea that this can disable or at least severely cripple casters who need to make gestures, like Warlocks, Elementalists and Sorcerers.
But yeah this is quite open to interpretation. For example Cobbwebbed Dragon's interpretation above that restricts the caster to 4th rank spells and below.
Come to think of it, perhaps Illusion can be used to silence casters...
WodenKrait wrote:
Cobwebbed Dragon wrote:
Transfix ends if the character is attacked, which I'd interpret to mean that a sharp slap from a fellow adventurer will snap them out of it, and so on).
This makes Fossilize a better option if you want to immobilize somebody and then kill them at your leisure; just take to the statue with a sledgehammer. For added gore terminate the spell once you've smashed them to rubble
But Fossilize targets only 1 victim, while Transfix gets up to 8. I think I will choose Transfix most often.