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 Post subject: Re: Sanctify Weapon spell
PostPosted: Sun Apr 05, 2015 5:38 pm 
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Location: Central Alberta
As I pointed out above, the fact there is no Fine Quality Spirit Bane rune doesn't mean that the spell is useless as there IS an Exceptional Spirit Bane Rune which can be cast at CTN 26. This is fairly steep, but is entirely doable after about Tier 2.5 (my passive at Tier 2.8 is 26 for my primary).

Of course, as you say there are more immediately useful spells available for Beltinians. It is a question of whether you want a spell you can't use effectively now, but would be able to use in a few ranks, or one you can use more often. That is a question only you can answer.

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 Post subject: Re: Sanctify Weapon spell
PostPosted: Sun Apr 05, 2015 7:12 pm 
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Okay I see what you're talking about Cody. I hadn't read that far down in the description. At 2.2 I have a 24 Passive Arcanum skill. That will be at 26 somewhere around 2.6 to 2.8. I might wait and take the spell at Tier 3. Something I will have to think about. I was planning on taking Tier 2 Divine Spell Casting and Personal Remnant at 2.3. Looking at the spell it takes an hour to cast and has no strain. Any reason you can't keep casting until you succeed (assuming conditions allow it)?

Also once we can get Exceptional quality runes I'll have one permanently added to the quarterstaff (it's exceptional and there's an open slot for it). I realize that's down the road but we should see them eventually at Tier 3 play right?

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 Post subject: Re: Sanctify Weapon spell
PostPosted: Sun Apr 05, 2015 7:34 pm 
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Location: Central Alberta
Remember: Spells and Bloodline powers which take up Rune Slots only need A rune slot to function. Pedro has previously ruled for "The Sword of Heaven (ta)" this, which is why you can actually use the Bloodline talent which grants a LEGENDARY runic effect at Tier II. As such, you do not need to worry about having an Exceptional Quality rune or weapon to use this spell. Those restrictions are only for scribed runes.

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 Post subject: Re: Sanctify Weapon spell
PostPosted: Sun Apr 05, 2015 7:44 pm 
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Sorry I was not more clear. What I was saying is that when we get access to Exceptional Runes I have an open slot on the weapon for one. Right now only 2 of the four slots are taken. And being a Beltinian you can bet I will MAKE room for a Spirit Bane Rune on my quarterstaff. :)

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Ursula val'Holryn, Grand Master of the Tralian Hammer 2.2 [Martial]
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 Post subject: Re: Sanctify Weapon spell
PostPosted: Sun Apr 05, 2015 10:22 pm 

Joined: Sun Sep 29, 2013 4:12 pm
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Thanks Cody for listing those out. I knew there were others besides Fire Dragon that didn't stack and probably others that didn't have a Fine rune effect.

Personally, I'd rather have one of the useful at higher CTN ones than the barely useful ever ones (like Fire Dragon). Two different effects that do stack will pretty much always be superior to two effects that only stack when the opponent is immune to one of them. However, I think it would be good if the spell was tweaked for all of those that have issues (whether requiring higher CTN to function or not stacking).

I probably also wouldn't mind so much if it didn't seem like the Fire Dragon always gets the short end of the stick with these types of spells...

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 Post subject: Re: Sanctify Weapon spell
PostPosted: Mon Apr 06, 2015 1:47 pm 

Joined: Thu Nov 07, 2013 9:37 pm
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Location: Michigan
wilcoxon wrote:
I probably also wouldn't mind so much if it didn't seem like the Fire Dragon always gets the short end of the stick with these types of spells...


As compared to Illiir who actually doesn't even have a specific rune?

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 Post subject: Re: Sanctify Weapon spell
PostPosted: Mon Apr 06, 2015 1:49 pm 
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toodeep wrote:
As compared to Illiir who actually doesn't even have a specific rune?


I do recall Henry addressing this at one point, if I recall correctly he said that it was left out intentionally, as the cant hasn't been discovered in-game yet. From the sounds of it, there will eventually be one, and it will likely be something fairly cool.

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 Post subject: Re: Sanctify Weapon spell
PostPosted: Fri Mar 18, 2016 10:59 pm 
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Santify Weapon has several adaptations. They can add another weapon, add a second rune, and increase the power-quality of a rune. Are these adaptations cumulative, or must they be added separately?

For example, if the adaptations for adding a second weapon and a second rune are both applied, does one wind up with two weapons with two runes each or one weapon with two runes and one weapon with a single rune? As a second example, if the adaptations for adding a second rune and increasing the rune's power-quality are both applies, does one wind up with two exceptional rune or one exceptional rune and one fine rune?

My first reaction is to go safe and slow to presume that everything must be advanced separately. By that interpretation, adding a second rune means that each rune must be advanced in power separately rather than one power-adaptation increasing both. Similarly, casting the spell on a second weapon with a second rune adds only 1 net rune, and the dual-rune adaptation would have to be applied twice to get a total of 4 runes. That means two weapons with two fine runes would be CTN 34; two weapons with two exceptional runes would be CTN 58; and two weapons with two legendary runes would be CTN 82.

On the other hand, the CTN cost is high enough that perhaps at those power levels it's reasonable to allow the parallel advancement for a single cost in order to make the spell worthwhile. That means two weapons with two fine runes would be CTN 30; two weapons with two exceptional runes would be CTN 36; and two weapons with two legendary runes would be CTN 42.

Closer examination reveals that there is no text allowing the first two adaptations (additional weapon and two runes) to be applied twice.

While at first glance, the 24-hour duration might imply that a failed casting is not a big deal, and the caster can just try again until succeeding, thereby overcoming any high CTN; consider that the speed cost is 1 hour. Thus, although a failure to cast costs only 1 tick, it also induces 1 hour of Strain; and casting through 1 hour of strain is suicide. Thus, a caster really gets only one chance per hour to cast the spell unless they have Adaptation: Delay Strain or use a Fate Point or really want to take advantage of RAW with immediate Stamina healing after every casting. It's simple enough to rule that everyone can attempt to cast the spell a maximum of once a day.

Thus, after my analysis above, I feel like it is reasonable for the adaptations to be cumulative rather than separately. But the rules aren't explicit.

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 Post subject: Re: Sanctify Weapon spell
PostPosted: Fri Mar 18, 2016 11:02 pm 

Joined: Fri Sep 27, 2013 12:08 am
Posts: 1473
Hello,

Dante wrote:
My first reaction is to go safe and slow to presume that everything must be advanced separately.


And this would be correct.

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 Post subject: Re: Sanctify Weapon spell
PostPosted: Sat Mar 19, 2016 12:03 am 

Joined: Sun Sep 29, 2013 4:12 pm
Posts: 1037
Dante wrote:
two weapons with two exceptional runes would be CTN 58; and two weapons with two legendary runes would be CTN 82.


Are you saying two weapons with one exceptional/legendary run each or two weapons with two exceptional/legendary runes each? I don't think the latter is legal as items can only have a single exceptional and legendary rune (and the parenthetical explanation says fine -> exceptional -> legendary and not fine -> exceptional and fine -> exceptional).

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