Re: Using Magic As Active Abilities

From: Stephen Tempest <e-g_at_...>
Date: Thu, 02 Dec 2004 20:16:07 +0000


"Rob" <robert_m_davis_at_...> writes:

>I believe the rules say that unconcentrated, you may not use the
>common magic as active abilities. The character concerned does not
>have any healing abilities. So augment 6?

How about this:

/Narrator/: ...so his axe comes slashing round, and you're not quick enough to get out of its way. You lose 16AP.

/Player/: Ouch! I clutch my hand to my side and mutter a healing charm . The pain stops, and new strength fills me as I lunge at his head! Hopefully he won't be expecting me to strike back so quickly after wounding me, and I'll get past his defences - I bid 12, and I'm now using my Heal Flesh ability for a +2 augment to my Spear Combat...

/Narrator/: Not so fast... you're already in combat, so you'll have to do an unrelated action first to activate the magic...

>Talk to ancestor magic sounds pretty much like an active type spell
>to me. What would you augment that with?

Well, Relationship to Ancestors is part of the Heortling keyword, and I assume that includes talking to them and asking them for favours. The magic makes it more likely that they'll actually listen to your requests...

Stephen

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