Re: RQ III Sorcery and New Sorcery

From: Jeff Okamoto (okamoto@hpccc.hp.com)
Date: Thu 07 Jun 1990 - 09:56:33 EEST



>Subject: Is Frothing at the Mouth a Storm Bull Skill?, Volume 5, Number 1
>From: mikec@cbmvax.commodore.com (Michael Colligon)
>
>Subject: Re: RQ III Sorcery
>
>Yes, a sorcerer can cast spells that last a long time, but the more
>free int he puts into duration, the less he can put into intensity.

Unless he has a magic item that contains points of the spell (either intensity or duration). Then he can combine the points in the magic item with his own Free INT and come up with Intensity 20, Duration 20 Damage Resistances.

>I don't like the way the sorcery treat wounds spell works. The spirit
>and divine heal spells are instantaneous. The sorcery treat wounds
>spell takes one hour per point to be healed.

Not true. It restores one point instantaneously.

My favorite spell is the Rokari school's Neutralize Damage. If your DEX SR is 2, you can crank off two 1-point spells in a melee round. Attempting to neutralize a 5-point wound, you have a 51% chance of COMPLETELY eliminating the wound.

>Casting of divine magic is 95% successful and casting of spirit magic
>is successful on POWx5%. [less encumbrance penalty -- ACB]

Actually divine magic is 100% - encumbrance. A roll of 96-00 is an automatic failure.

>[Only one? Given a decent POW spirit or two, or a familiar, you could
>be putting up multiple damage boosts a day. -- ACB]

Actually, I just realized that you'd need to duration every DB. But if you know a battle's coming, just spend enough duration for 2 days, using up every crystal, familiar, POW spirit, etc. before hand. Betcha you could get 20 or more DB 6's on a sword.

>From: bell@cs.unc.edu (Andrew Bell)
>
>Subject: New Sorcery: Absorb Magic and Absorb Spell
>
>Absorb Magic
>ranged, temporal, passive
>
>If not, the magic points in the spell are "absorbed" by the target,
>who then has these magic points available as if he/she had them in a
>magic point storage matrix or the like.

Is there an upper limit to the amount of MP stored?

[No, no more than there is on Absorption. The loss of 10% of the MPs every 10 minutes should make it impossible to use it as a magic point matrix, however.]

>Absorb Spell
>ranged, temporal, passive
>
>When this spell is in effect, spells cast at the target must make a
>resistance roll against the intensity of this spell. If the roll
>succeeds, the spell is treated as normal. If not, the spell is
>absorbed by the target, and no further spells can be absorbed.

I assume that divine spells count as double the actual POW cost with respect to intensity?

[This seems to be the default, and I see no reason to change it. --ACB]

This spell seems too powerful to me. There's a minimum 50-50 chance of a 1-point spell being retargettable. I'd say you match the points of the incoming spell against the (Intensity - 3) of the Absorb spell. That seems more fair.

[I agree that it is probably too powerful as is. I assume with your change, you would need at least a 4 point spell? -- ACB]

Jeff



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