Handling rogue magic?

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LostOne
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Re: Handling rogue magic?

Unread post by LostOne »

It's actually been years since this spell has been used in one of my games, so I'm going from memory here (at work, no books), correct me if I'm wrong.

Doesn't this spell require an attack roll to hit the target?
Can't someone caught in the net free themself if given some time without someone interfering with them or otherwise further subduing them?

My suggestion is to reread the spell in depth and analyze it. IIRC it's below 4th level, it shouldn't be as powerful as it seems to be in your game. There's probably something you're missing in the rules for it.
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Re: Handling rogue magic?

Unread post by Rimmerdal »

Like most spells it can be, but there are ways to avoid that.

A quick out of that is it's a net. Which means the enemy can still move armes and legs. and as such can still shoot, toss grenades, Cast some spells and such.

Thats how you balance the spell.
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Re: Handling rogue magic?

Unread post by SkyeFyre »

Or use numbers. Sure they can trap one guy, but then while the guy's other six buddies jump in, the first guy is cutting his way out.
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Re: Handling rogue magic?

Unread post by drewkitty ~..~ »

What is so unbalancing about CoA and MN? The mage still has to think about how to use them for full effect. And once his power is used up, his spells are as good as a E-weapon with a dead e-clip.

Some GM's make the player roll to hit their target area, but other wise no to strike roll for ether.

If you are having trouble with a player using his nice "new toy", wether mundane or magical, then you need to think of developing some new strategies for your game, not "how to Nerf" the 'new toy'.

But since it a spell you are coming to grips with, you can't just have someone steal it. So why not throw in a few opponents that can break free of the spell quickly. Super strong, Non-Corporal or intangible, spell cancellation, t-port.... are some suggestions for powers that make CoA and MN escapable.
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Re: Handling rogue magic?

Unread post by bigbobsr6000 »

Sometimes I throw in a NPC that magic and/or psionics just don't work on period. He/she/it seeks out casters and attacks them. :twisted:
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bigbobsr6000
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Re: Handling rogue magic?

Unread post by bigbobsr6000 »

I have used No Magic/Psionic Zones. Areas where they do not work period. :twisted:

Used Rift opens and drains all PPE and ISP from all around. :evil:
Mephisto: You have some morbid fantasies. I like it (okay)
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Re: Handling rogue magic?

Unread post by Northern Ranger »

bigbobsr6000 wrote:I have used No Magic/Psionic Zones. Areas where they do not work period. :twisted:

Used Rift opens and drains all PPE and ISP from all around. :evil:



That's one of my favorites too. It usually works well. Especially if the villains have had time to prepare for them!
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