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Fixes for Mage: Sorcerer's Crusade magic?
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<blockquote data-quote="Pielorinho" data-source="post: 5214283" data-attributes="member: 259"><p>I disagree with you. I'm not making them fundamentally inflexible in their abilities. They certainly may make an effort to create a spark in the powder room. However, they'll almost certainly not succeed at it without a great deal of work and drama. They'll find that more indirect approaches will work better. Off the top of my head:</p><p>-Mind magic to convince the helmsman that the wind has shifted directions and to come about, costing the enemy ship the best use of her cannons for a turn.</p><p>-Force and/or matter magic to settle the seas for an instant around the PC ship, giving them a stable platform for firing.</p><p>-Spirit magic to summon a wind-spirit to foul the enemy ship's sails.</p><p>-Force and/or matter magic to ward the PCs' ship from enemy fire.</p><p>-Correspondence/mind magic combined to improve the aim of the PC ship's cannoneers.</p><p>-Entropy magic to control waves such that they're least favorable to the enemies when enemy cannons fire, and most favorable to PCs when PC cannons fire.</p><p>-On boarding the enemy ship, all sorts of crazy magic.</p><p></p><p>There's a lot that can be done. But, as I said, fights against interesting opponents won't be solved with insta-kill effects.</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 5214283, member: 259"] I disagree with you. I'm not making them fundamentally inflexible in their abilities. They certainly may make an effort to create a spark in the powder room. However, they'll almost certainly not succeed at it without a great deal of work and drama. They'll find that more indirect approaches will work better. Off the top of my head: -Mind magic to convince the helmsman that the wind has shifted directions and to come about, costing the enemy ship the best use of her cannons for a turn. -Force and/or matter magic to settle the seas for an instant around the PC ship, giving them a stable platform for firing. -Spirit magic to summon a wind-spirit to foul the enemy ship's sails. -Force and/or matter magic to ward the PCs' ship from enemy fire. -Correspondence/mind magic combined to improve the aim of the PC ship's cannoneers. -Entropy magic to control waves such that they're least favorable to the enemies when enemy cannons fire, and most favorable to PCs when PC cannons fire. -On boarding the enemy ship, all sorts of crazy magic. There's a lot that can be done. But, as I said, fights against interesting opponents won't be solved with insta-kill effects. [/QUOTE]
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