Something else that the Q&A discussion has not mentioned thus far
(unless I missed it somewhere) are the Delayed Magic rules from HeroWars
pg. 234. Using those rules a person can "pre-cast" magic using rituals,
auspicious time/place, etc and set it to trigger with a
keyword/gesture/event. Thus, the heroes in my game often only have to
perform a single "action" to invoke an entire set of combat magic - at a
nasty power rating. It is not uncommon in my 10w2 power level game to
have folks enter combat with an extra mastery of augments.
Naturally, the villains do the same thing, which has prompted my players
to come up with magic and/or strategies to prevent the enemy from
activating their magic (or preparing it in the first place).
Any thoughts? Is this a totally wacky interpretation of the Delayed
Magic rules?
~Kevin