sorcery extras?

The place to discuss using and abusing the first edition Mutants & Masterminds rules. Rules questions, rules interpretations, house rules, and more rules.
Shadow
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Post by Shadow » Tue Aug 16, 2005 6:35 pm

Sorry....got another one. :cry:

Starting with sorcery 10 ranks

you have the spell incoporeal, if you want incoporeal:extras ghost touch & phase attack, do you mdify your current spell or have to buy a new stunt/spell?

farik
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Post by farik » Tue Aug 16, 2005 9:02 pm

Shadow wrote:Sorry....got another one. :cry:

Starting with sorcery 10 ranks

you have the spell incoporeal, if you want incoporeal:extras ghost touch & phase attack, do you mdify your current spell or have to buy a new stunt/spell?
As I said it's debated point. Personally I'd make it a different spell (in fact it would be a different spell for each attack the ghost attack applies to)
One man's hobo booze is another man's fiiiine sippin' wine.

Oh, and by the way, I don't use drawbacks in my game, just complications.

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