[Gm Notes]
Time: early afternoon
[Aspects]
Guards are confused.
Fire Wall: Anyone who passes through will be attacked with Fire +3.
Gelnar: On Fire (free invocation)
[Narrative]
Nymh climbs into the back of the wagon, and quickly spots the crate in question, as it is chained to the wagon in 4 places. Mumbling a curse to himself, he pulls out a pick, and quickly unlocks one of them. Outside, the sound of battle continues.
Feathil, adding to the battle sounds, mutters some arcane words, and a line of fire erupts between the wagon with the prize, and the rest of the caravan. Goblins close to the fire shriek in fear, and scurry away from the fire.
Gelnar, seeing the fire rise up, figure out that there is something up at the back of the caravan, and rides his horse back in that direction. He leaps over the wall of fire, though the magical flames catch his clothing, leaving him and the horse smoking.
Bear fires again at the wizard, who seems to be full of tricks, this time the arrow wounds his other arm, though the wizard seems unfazed by it all.
The attractive woman approaches the wall of fire, and raises her hand, singing a prayer to Selune. From seemingly nowhere, rain starts to downpour over the wall of fire. Steam rises from the wall of fire, which flickers, but remains in place.
The goblins continue to harangue the other passenger, most of whom have fled the wagons, and are heading for the water.
[OOC]
[Notes]
Remember when casting spells, there is no “effect” the way we think of it in D&D terms. Really, what you’re trying to do is create an advantage, which gives you plusses or re-rolls when you succeed.
Greg, you’re out of stress boxes, so you’ll take a consequence or two next time you’re injured.
[Rolls]
Nymh [Thief] 4+2 vs 3 = success.
Feathil [Wall of fire] +4 evoc +1 = 5 vs 2: Success. Wall of fire.
Fire vs Gelnar 3 +2 = 5 vs. 2 + 2 = Success +1. [Gelnar used his role to avoid the fire]
Bear [Shoot] 3+1 = 4 vs 0 +2 = 2.
Talia [Summon] 2-1 vs 4.
[Stats]
Nymh FP : 4
Feathil FP 4
Feathil. 4 of 14 (no -). 2 Evo maintained, Stress 1, Stress 2.
Gelnar: Stress 1.
Talia 2 of 10 (no -)
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Greg,
In my overall plan to keep tinkering, I think the use of schools of magic is not helpful. I did it to sort of keep the D&D feel and have some familiarity. In practice, though, I think it just slows us down.
So, I would propose instead of the schools, just one skill “Wizard” would be required, thus saving us from having to figure out how to apply schools. You can re-allocate the other points as you like.
In each round, you can maintain spells up 2 2X the skill. So, you could maintain +8 points work of skills.
In each scene, you can spend up to 3X the skill without a
penalty.
After 3x, you take 1 pt of stress. After 5x, you take 2 pts of stress.
In any event, no single spell can be more than your base skill (+4).
The only limit is that your “spells” should be limited to typically arcane spells (ie, no healing, etc).
Ed, as a reminder, you can substitute your thief spells for any other applicable thief skill. Hiding, sneaking, back stabs, etc.
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