[RQ-Rules] Temporal Spells

bick10 at attbi.com bick10 at attbi.com
Mon Apr 14 15:30:18 UTC 2003


As I recall, Temporal Spirit Magic lasts 5 minutes or 25 melee rounds.  While 
25 melee rounds sounds like a lot, a little out of combat action can really eat 
into it.  A good chase or hunting will cause those Temporal spells to power 
down at the wrong moment.  My PC's learned the hard way not to cast Spirit 
Magic too early.  "Oh so sorry, your Protection is down cause you cast that 
well before combat."

Tony, a thing to remember, Speeddart is a Temporal spell.  So those missile 
weapons can be prepared a little ahead of time and fired as the enemy comes in 
range.  Also that Speeddarted Javelin can be thrown back with the Speeddart 
still on it.  Another tactic with Speeddart, is the PC/NPC can take a turn to 
aim and gain a +10% to hit.  Not possible with the Instant Multi-missile.

As a side note, I assigned a player to help track turns in large combats.  And 
yes, I have run them out of temporal magic.  Some really started to like Divine 
for the 15 minute duration.

Jim Bickmeyer




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