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PostPosted: Thu Aug 30, 2018 5:57 pm 
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Gongfarmer

Joined: Thu Aug 30, 2018 5:41 pm
Posts: 1
FLGS: Pegasus Games or I'm Board Games
On page 127 of the DCC core rulebook, Detect Magic, Detect Evil, Binding, and Paralysis are all listed with an asterisk because they are also cleric spells.

At the the bottom of the page, there is the following:
"* As per cleric spell of the same name. Because the wizard version of the spell is a different spell level, the wizard receives a -2 when casting it. ..."

This doesn't seem correct as written, namely, because detect magic is a level one spell for both classes. Should it be something like, "The Wizard suffers a -2 for each level of difference between the 2?" Furthermore, Paralysis is level 3 wizard spell, but a level 1 cleric spell, so the penalty should be greater, right?

Sorry if this is pedantic. My googling skills turned up nothing on this. I'm just starting out and want to make sure I'm ready to run this next week, and more importantly, that I understand the reasons for the rules.

Thanks!
*edit: added bit abou paralysis


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PostPosted: Tue Sep 18, 2018 9:01 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3358
Location: Left Coast, USA
FLGS: Bizarro World
Sorry to see this post has gone unaddressed for so long!

My 2cp is that it's a flat -2. And I think maybe the Detect Magic situation is a typo on the asterisk.

But it's been said before: Run it your way. If you like the effect of -2 per level, go with it!

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7 • AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11 • AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9 • AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10 • AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

RIP
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