Kharille wrote:
You know, surely a sorcerer can do things to power up some spells so that they don't expire or get dispelled so easily. We see elements of it when we're allowed to add magic points to certain spells and I believe it is possible to do a 'harder psychic fatigue' roll to strengthen some of the spells. I'm basing this on memories of book 2 since I can't be bothered retrieving it. I think wall of magic was one of them.
Can we play around with this? Can't we use double magic points so that things won't expire after the first expiry rolled? Have you played around with this? What guidelines would you apply? I'd suppose a mystic can only increase the 'level' of a spell up to his own current level.
I have some house rules, and they kinda work a bit like this:
- You can boost any spell.
- You can only boost a spell with up to as many Magic Points as the level of the spell.
- If you want to boost a spell further, you have to cast the spell as if it were a higher level spell (but for no other effect - for example, to boost Dragonbreath with 2 effects, you'd have to cast it as a second level spell for 2MPs, but get no bonus for doing so - so it would cost 4MP in total to cast, but still only have 2 boost effects).
- Each MP boost enables one of the following to be applied to the spell:
- Increase Magical Attack by 1 for the purpose of resolving the effect of this spell (may be taken more than once).
- Increase Speed by 1 for the purpose of resolving the effect of this spell (may be taken more than once).
- Double the range of the spell.
- Increase damage of a spell by 1HP (may be taken more than once).
- Change spell expiry roll to 2d8 (expiring on 16). The spell can no longer be terminated before natural expiry.
- Some spells have special boost effects available in the spell description.
- Boosting a spell causes additional Taint (about which I've written elsewhere on this forum, so won't repeat here).