[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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