Re: Using Sea Magics to fight a ghost

From: Todd Gardiner <todd.gardiner_at_YFXnJZQOWiCDY5GPc3hjVq_aG00rgPu5p_Mp92jIolnX6fkEW__y5jyGXwQcLG>
Date: Thu, 18 Feb 2010 12:53:03 -0800


There is also

Dowse Flame against Fireball Spell.

On Thu, Feb 18, 2010 at 11:42 AM, <hcarteau_at_npOQRnblCtv08Yegl5os3ZDepeGksCGLtDWD35bm6hHVDdH4amkobYR4YpVMf0frUNATFIbA.yahoo.invalid> wrote:

>
>
> Selon Todd Gardiner <todd.gardiner_at_2w9gPjZVyY3-Fta2MCJhfMs6L7MSn5IDDHycYZBTQKrDXfSsu7TsmFL_uwb8MhyhQ4Fm6rwrQJ4Iht0tuJAUNAZ7.yahoo.invalid <todd.gardiner%40gmail.com>>:
>
>
> > What sort of ability is the ghost using to attack?
> /// He's / It's a sorcerer of the False Sun and basically threw a fireball
> in
> the PC's skiff. He has 15M2 in "False Sun Grimoire", giving him powers of
> Light,
> Fire and also Illusion (since Ehilm is a false sun).
>
>
> Perhaps the Sea Magic could offer a counter to that attach, depending on
> the
> (essence) ghost's key traits.
> >
> > Crash of Waves vs. Moan-full Wail
> /// Very interesting idea. Drowning out the ghost's wail.
>
>
> > Wash away sins vs. Soul Tainting Touch
> /// Or wash away Fear, or anything the PCs don't like...
>
>
> > Water's Reflection vs. Terrifying Appearance
> /// I like this one best. It fits perfectly with reflecting the light
> magics the
> ghost commands.
>
>
>

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