[RQ-Rules] Re: Fireblade
Nikk Effingham
phl0nje at leeds.ac.uk
Mon Apr 14 10:36:41 UTC 2003
It should do 3d6 plus damage bonus. It is a powerful spell. However, it can't
be stacked with truesword, nor bladesharp, can't impale, if you use slash
special rules I wouldn't let it do that either. It also costs 4 magic points to
cast (doesn't it?) which makes it a hefty spell for beginning characters to (a)
learn (4 points is a lot to begin with, plus you'll have to be in a cult that
teaches it - how many are there of those?) (b) cast. If you've got an average
character with, say, 13 magic points he'll probably have about a 50/50 chance
of casting spirit magic anyway whilst in armour, so it could take two or three
tries to knock it off. And that's a heck of a lot of SR. At the level where you
characters have access to a few mp matrices, an allied spirit to cast the spell
for them etc... it does become rather good, but not much better than a 2d8
greatsword. It's like a Greatsword with, what, Bladesharp 4 cast on it. So it
isn't grossly overpowered. At higher levels it sucks.
If your PC is lopping of limbs it's because RQ combat has a lot of lopping off
limbs. If he's charging through the enemy like butter, then you've misjudged
how powerful your group have become. Increase the level of the enemies ability
to fight, and increase the rewards they get for defeating them accordingly.
Just my two clacks.
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