Question About Gaining New Spells

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Question About Gaining New Spells

Loaneal
So question for the community or Archer when he gets back around but basically my question is on page 252 in acquiring new spells there is this paragraph:

When a character gains a new spell by pushing an old one to its limits, they immediately gain
knowledge of how to use the spell and the option to use the newly acquired spell in place of the one that
they were casting at the time, and their next level-up perk is immediately considered spent in advance.
They can still use the newly acquired spell as often as they’d like before actually spending the perk. If a
unicorn or half-breed has the opportunity to learn a new spell by this method but doesn’t want to spend
their next perk, they may elect not to learn it.
My question is this, could one not say, learn a spell up to 95% and continuously push it to the next level and not spend a perk point to achieve it? Because it says one can chose not to learn it but it doesn't say one cannot keep doing so.

For example. Say my character has Teleportation 1. He has used it excessively (in one campaign over 100 times) and over time has reached the 95% learning threshold. He then pushes the spell to the limits to teleport a friend with him (Teleportation 2), but elects not to permanently learn this spell. Could he not, theoretically, keep "pushing an old spell to its limits" and effectively use Teleportation 2 effectively?

Thanks in advance
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Re: Question About Gaining New Spells

archerofhope
Administrator
Short answer: They sure can.  I had a playtester do this once (same spell, actually) and I found that the sheer amount of roleplay and the use of strain on the character was more than enough justification to let him have it.  They're still spending the strain and everything as if it was the next tier spell, yeah?  I would discourage them from doing this for tier 4 spells by plot-related means, but anything below that is pretty much fine.  

If it's a big problem in your group, a nice work around is to have the next level spell cost double the strain to cast until the character actually learns it properly.  It's a good deterrent, especially for characters that focus on frequent casting.
System Creator
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Re: Question About Gaining New Spells

RageLokiCat
As a player, I would still go for abusing the system this way, doubled strain or not, because with a high strain pool it doesn't matter much, since it also refills quickly, and needing to use a perk to learn spells seems like a MASSIVE waste to me. It personally makes magic seem almost worthless because of how much you have to give up to pick up enough useless prerequisites to get a level 3 or 4 spell. I simply don't think forcing a perk is necessary, given already strict limits on the number of spells you can have, and the time and difficulty of training new spells. TLDR, this loophole seems perfectly fine to me.
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Re: Question About Gaining New Spells

Loaneal
In reply to this post by archerofhope
That's actually nice to know! Thanks Archer that pretty much answers everything on that one. Also I accept not being able to do level 4 spells, that could get out of hand (hoof, claw, whatever appendage).

Also Rage not sure what high strain pool you have, but with Magical Savant reducing costs and a utility based unicorn (i.e. healing, shields, teleportation) I tend to blow through roughly 20 strain in a single drawn out battle. Just moving other players around on a battlefield (like dropping a slow moving tank character next to enemies on opposite ends of the battlefield to draw them away from squishy characters while keeping him and everyone else healed) can suck up massive amounts of strain and it recharges hella slow. Protracted or repeated combats can really screw you over. At least it has for me.

Also since you can get basically unlimited level 1 spells you fill out most of the pre-reqs you need pretty easily. And really there's not a whole lot of good magical perks available (I was so happy when I saw 2 new ones in the manual today!) so really I fill them up mostly with spells that are hard to find or that would difficult to get on my own. For example never could find a teacher or spellbook for the level 2 Heal spell, and since I was gonna use it non stop and the next one in the spell tree one day I took it as a perk.

Still hella happy can push limits for now though and be able to play around before choosing which ones though. tl:dr I agree loophole is good