BardStephenFox said:I'm curious Hypersmurf, why would you require that they each be activated? Why not have one command word turn the who shebang on?
Hypersmurf said:Because it's two abilities.
I wouldn't let a wizard cast Shield, Mage Armor, and Cat's Grace with one Cast a Spell action. I wouldn't let a fighter activate multiple command word abilities with one Activate Magic Item action.
-Hyp.
Hypersmurf said:Because it's two abilities.
I wouldn't let a wizard cast Shield, Mage Armor, and Cat's Grace with one Cast a Spell action. I wouldn't let a fighter activate multiple command word abilities with one Activate Magic Item action.
-Hyp.
I'm just not sure I entirely agree. It doesn't seem like it is that big an issue to activate all the elemental affects with one standard action. If you have a character with a dual weapon, does it require two standard actions to spark up the flames on both sides?Hypersmurf said:Because it's two abilities.
I wouldn't let a wizard cast Shield, Mage Armor, and Cat's Grace with one Cast a Spell action. I wouldn't let a fighter activate multiple command word abilities with one Activate Magic Item action.
-Hyp.
BardStephenFox said:I'm just not sure I entirely agree. It doesn't seem like it is that big an issue to activate all the elemental affects with one standard action. If you have a character with a dual weapon, does it require two standard actions to spark up the flames on both sides?
I'm more looking for the balance implications of forcing multiple standard actions to activate multiple elemental affects. Does it provide too big an advantage to a PC?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.