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<blockquote data-quote="Victim" data-source="post: 500708" data-attributes="member: 78"><p>The chart for bonus spell points could be extended, as a mage could have a 34 int.</p><p></p><p>Compel [Creature]: dance refers to a chart for the AC penalties, etc for dancing. These values are not on the above chart.</p><p></p><p>I don't really like some of the differences in the Abjure [Element] from Protection from [element] spell. Many encounters, like such as battles against dragons or powerful wizards, seem to be designed around the large total coverage that Pro elements provides. If the wimpy 25 HP mage takes 50 damage from a spell attack, then 18 points of resistance doesn't help him as much as, 60 points of protection over the duration. </p><p></p><p>That reminds me. The larger number of elements would require lots of changes to existing monsters.</p><p></p><p>The Alter Reality descirption seems to have an error. When the section discusses wishing for a staff of power, the spell duplicated is teleport. However, duplicating a 5th level spell requires a level 6 alter reality, not level 5, so 0-5th Alters would fail and the XP cost should be 3000.</p><p></p><p>Entrall doesn't list the concentration check DC for casting enchantment spells. </p><p></p><p>I would have liked to see rules for combination effects - like an evoke are: fire and some other effect with a duration to create something akin to incendiary cloud - and minor talents for mage who can do something, put only poorly, like a master evoker with low level healing.</p></blockquote><p></p>
[QUOTE="Victim, post: 500708, member: 78"] The chart for bonus spell points could be extended, as a mage could have a 34 int. Compel [Creature]: dance refers to a chart for the AC penalties, etc for dancing. These values are not on the above chart. I don't really like some of the differences in the Abjure [Element] from Protection from [element] spell. Many encounters, like such as battles against dragons or powerful wizards, seem to be designed around the large total coverage that Pro elements provides. If the wimpy 25 HP mage takes 50 damage from a spell attack, then 18 points of resistance doesn't help him as much as, 60 points of protection over the duration. That reminds me. The larger number of elements would require lots of changes to existing monsters. The Alter Reality descirption seems to have an error. When the section discusses wishing for a staff of power, the spell duplicated is teleport. However, duplicating a 5th level spell requires a level 6 alter reality, not level 5, so 0-5th Alters would fail and the XP cost should be 3000. Entrall doesn't list the concentration check DC for casting enchantment spells. I would have liked to see rules for combination effects - like an evoke are: fire and some other effect with a duration to create something akin to incendiary cloud - and minor talents for mage who can do something, put only poorly, like a master evoker with low level healing. [/QUOTE]
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