View Full Version : Fantasy Hero Spells
MisterD
Aug 14th, '03, 08:04 PM
There is an option for FH Spells to cost one fifth of the real cost.
Can this be done by adding a -5 modifier and naming it FH Spell or something?
Is ther another way to have a spell's cost be adjusted to 1/5 the real cost?
Simon
Aug 15th, '03, 03:46 AM
Originally posted by MisterD
There is an option for FH Spells to cost one fifth of the real cost.
Can this be done by adding a -5 modifier and naming it FH Spell or something?
Is ther another way to have a spell's cost be adjusted to 1/5 the real cost?
Use a -4 modifier. A -5 modifier would make it 1/6 the cost.
slikmar
Aug 15th, '03, 06:55 AM
I created a high cost multipower (100 points so that any spell will fit, not that any spell should even be half this high) for my players that i then gave a custom adder of -100 to zero out the cost of the base multipower, then they buy their spells in it as variable and now the spells cost 1 per 5.
seemed to work fine.
Pax
Aug 15th, '03, 11:34 AM
That is a great idea!
Thanks
Bryan
mudpyr8
Aug 19th, '03, 04:45 AM
I'm curious how this will be addressed. Magic in the Turakian Age, the official FH setting, will have spells costing 1/3 of real cost. So...
30 active point power
-2 lims (the usual)
10 real points
no problem here
THEN divide that cost by 3 to get the final cost to the character.
It's in a sidebar in FH. Will this be addressed?
Simon
Aug 19th, '03, 04:48 AM
It will not be addressed directly in v1, though it will likely come up in v2.
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