MarbitChow wrote:duplicate spells
ETheBoyce wrote:Actually most 1st level spells are really only useful for one purpose and has only one way of working (Note: I'm using the rules listed on the initial post): Hiya does damage, Revitalize heals, Roll The Bones increases the damage of one attack, Space Out removes 1/2 enemy actions, Reanimator creates a 1AP warrior, Craft Cloak negates 1 basic attack/shockamancy. Veil has a greater number of ways it can be used, I talked about hiding important units as unimportant ones, but the opposite is also a possibility; make low level/weak units appear as high level units to draw the fire of strong enemies, and it is this mechanism that lets you disguise vulnerable wounded units make them appear to be units with much higher defense!
Edit: Honestly Foolamancy actually seems more useful that Dollamancy in combat situations at first level
ETheBoyce wrote:The problem with what you are trying to do is that there are two types of vision in Erfworld, normal vision and stat-o-vision as evidenced by Parson's glasses, presumably whil you could change the look of an injured unit, other units could still seeits current hits stat which is unaffected by Foolamancy
MarbitChow wrote:Foolamancy is about being able to trick the senses so that what is false FEELS RIGHT. There is no reason to doubt it until the veil drops.
It sounds to me like you want to learn how to call up the odious Diversion Beast. That's probably its own spell.Nnelg wrote:On a related note, what would happen if I, for instance, decided to make a Phantasm of a Bone Dragon in front of the marbit jailers. Of course they would recognize that it's an illusion almost instantly, but using real-world logic they should at least be startled for a second or two. (So, maybe one round's reprieve, max.) I'm just asking, because I'd like to know your opinion of such "logical" effects before I try them in-combat (and before you shut them down like my veiling wounds plan).
MarbitChow wrote:A caster will be able to mix and match any effect(s) they want into a spell.
Each effect will have a well-defined game mechanic.
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