I talked to my long-time players about cancelling spells in Felltower.
According to them, we're run it as requiring a Concentrate maneuver. You can cancel multiple spells, though.
Your options are:
- cancel one spell
- cancel all spells
You can't prune the list, and pick-and-choose some to leave up and some to end, except one by one.
I'm inclined to leave that for DF Felltower. Vic's Felltower-adjacent game can be run however he likes. It's just when we return to Felltower the rules there - both the ones that enhance Magery (multiple cost reductions for missile spell buildup, simplified missile spell explosion range, expanded spell list beyond DFRPG Spells, combined spells) and the ones that limit it (this one, mostly.)
DF Felltower isn't RAW, so "by the RAW it's a free action" is nice to know but won't change things. Like, say, the multiple cost reductions and different explosion rules for missile spells, the RAW isn't how the game works. It's just the underlying base we use to get started.
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