Ah, glad that one's cleared up. I was idly wondering
about some stunts my character pulled at continuum,
thinking that I was augmented up the chuff and then
(~gasp~) improvised a feat on top of it all.
It suddenly seemed to me that active magic from
"Advanced Basic Roleplaying" was rearing it's head
again.
Thanks,
Ash
- flynnkd2 <flynnkd_at_...> wrote:
> --- In HeroQuest-rules_at_yahoogroups.com, ASHLEY
> MUNDAY <aescleal_at_b...>
> wrote:
> > Mike brought up the son of "you can only use three
> > mundane augments" in Hero Wars, namely you can
> > generally only use 1 magic augment, anything more
> than
> > one takes an age to perform and anything more than
> 3
> > takes "practise" or a ritual.
> >
> > Somewhere in the rules there's an example where
> the
> > gruesome assemblage of characters are ambushed and
> the
> > Humakti geezer whips out two affinities with none
> of
> > this "first magic" followed by 1 to 5 minutes guff
> for
> > the second.
> >
> > Does anyone know if this example has been taken
> > outside and shot, or does it reflect something
> that I
> > don't know about?
> >
> > Cheers,
> >
> > Ash
>
> I queried this some time back and the answer I got
> was that I had
> mis-read the headings in the rules. Basically the
> limit on magic
> stacking is only at first contact, working on the
> theory that a spell
> lasts for an event and if you cast it too much
> before an event it is
> over before the event starts... If you are
> good/prepared/ritualise
> it, then you can have 2 or 3 spells running at the
> start of an event.
> But normally you can enter an event with only one
> magic (the one you
> keep in your minds eye ).
>
> Once the event starts you can activate as many
> magics as you can fit
> into your actions and they all run quite happily.
>
>
>
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