Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you’ve been affected by it. In the example above, a spell that removes the enfeebled condition from you would remove it entirely—the spell wouldn’t need to remove it twice...
with no allies is a Moderate encounter for four PCs, and the player is surprised that he can only reliably shut down the Wizard’s spell casting with a single action using a Trained skill into which he has made no additional investment, and uses an ability he hasn’t even maxed out on...
Feats: Shrewd Tactician, Acadamae Graduate, Intensified Spell, Dazing Spell. Magus arcana: Circle of Order. Mythic feat: Warrior-Priest (Mythic). Mythic ability: Mythic Poison, Favorite Metamagic - Intensified, Favorite Metamagic - Dazing, Material Freedom. Everything can be disabled in the mod...
That is, +1 bonus per spell level. So ignition at level 1 would deal 2d4+1, or 2d4+2 at level 3, 2d4+3 at level 5, etc. Being more extreme, just give them +ability modifier like in the good old days. With needle darts, that's 3d4+4 ~ 11.5, which is about the same as...
A PC that is only trained with 8 in the ability modifier has a save roll of 1+level, pretty much the minimum. Even a fully maxed out legendary PC in the same save is a max of 15 + level. Max difference of 14 at 20th level. With a more common difference of no more than 5. ...
Spell casting in direct combat is highly dangerous. I really, really disagree with that. Wizard (in smart hands) is dominant in 2E in a way that it could never be in 3.X or PF. It may be that you didn't play with optimization-focused players in that era but... yeah. I mean...
Sacrificing a prepared spell is more similar to regular spellcasting and ought to be easier to learn. Malk_Content Jan 19, 2019, 10:22 am Mathmuse wrote: Sigh, most of the text said, "Your maximum number of Spell Points is equal to your key ability modifier," as if key ability ...
Magic missile, for example, can be cast using from one to three actions, giving you an additional missile for each action you spend on casting it! Between turns, each character also has one reaction they can take to interrupt other actions. The fighter, for example, has the ability to ...