Pulp Magical Combat

Page history last edited by Michael 1 yr ago

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Casting spells takes strike ranks:   3 SR + Caster's DEX SR + Magic points spent in the spell. This is the only case in which an action going beyond SR12 does not cost the character a statement of intent for that round. Unless the spell is an attack, it will take effect 1 SR after it is completed; attack spells take effect immediately.

 

While casting a spell, if the character is hit for damage, he or she must succeed at an INT x 3% roll to maintain concentration. For each point of damage taken (i.e. that passes armor and/or magical protections) subtract 5% from the roll value.

 

A sorcerer that passes out as the consequences of shock (< 2HP), becoming "functionally incapacitated", or exhaustion cannot keep control of his or her spells and drops ALL of them at once. Any spell effects last until the end of the round in which the sorcerer loses consciousness. This is not true with Spirit/Divine spells, since they are temporal rather than actively maintained.

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