RQ III sorcery

From: Dirk Walls (dirk@csuchico.edu)
Date: Wed 30 May 1990 - 09:56:33 EEST


   Does anybody else find the sorcery rules confusing? If an adept with the spell damage resistance or damage increase with a high free intelligence casts one of the spells with, say 5 points on intensity to the increase or resistance and 10 points to the duration he can get the spell to last for quite some time (I don't have the book with me at the moment, so I'm not sure of the specifics). I know it is possible to get the spell to last at least a month. This is nearly a permanent magic item. Can a mage cast another dmg resistance the next day and stack it on top of the week long spell he cast the day before? The spell Treat Wounds is also very confusing In the description, it states that an intensity 2 spell will immediately cure one point of dmg and heal one point per hour until the wound is healed. It also says that a higher intensity spell will automatically extend the time of the spell, which already lasts until the wound is healed. Huh? I really like the idea of having sorcery as a third type of magic, but I don't like any of my players to have it because we can't figure out how it is supposed to work.

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