Re: RQ III Sorcery

From: bell@cs.unc.edu ((bell@cs.unc.edu))
Date: Thu 07 Jun 1990 - 09:56:33 EEST



In issue 5#1, Mike Colligon indicates that he thinks my proposed changes to the sorcery rules weaken sorcerers too much.

>Your system makes palsy a completely useless spell until the caster gets
>to be at least 40%, because you have to manipulate the intensity to
>overcome the target's location hit points, then you probably want to use
>range as well (unless you like getting within 10 meters of your target).

If we assume our target has 5 point limbs, we need a 6 intensity spell to palsy it. This would require 30% skill, or with the correction in issue 5#1, a 25% skill. I don't think that's excessively high. As for getting within 10 meters of your target, that is a fairly good distance, albeit much shorter than the range of spirit or divine magic.

   If you are wimp sorcerer, why not cast hinder? It works on monsters of all sizes, and doesn't need much intensity to be very useful.

>A few questions:

>Have you modified the chance for successful casting to offset this handicap?

As a GM, I would make sorcery skills require only half the training time of other skills, and I would want to include "related" skills bonuses to spells of the same or similar type. Maybe one day I'll get the free time to actually work out the modifiers...

If you find this rule weakens sorcerers too much, I have an alternate rule: A sorcerer can only boost a spell by 1 point per 5% he has in the relevant skill, with no input from his/her skill in the particular spell. Thus, for example, a sorcerer with 37% intensity, 24% range, and 40% duration could boost a spell by 8 points of intensity, 4 points of range, and 8 points of duration.

Now, one last bit of new sorcery magic:

Steal Spell
ranged, instant

This spell allows the caster to "take" a spell from a target and make its target him or herself. The caster must be able to see the spell through magical means (Second sight, soul sight, or mystic vision). The spell must be at least twice the intensity of the target spell, and must succeed in a resistance roll of 1/2 the spell's intensity versus the intensity of the target spell. Defensive magic will affect the Steal Spell spell.

Again, this hasn't been playtested, and all comments are welcome.

   -Andrew



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