C&S Basic Magick for RQ

From: Steve Gilham Entropy requires no maintenance (STEVEG@ARC.UG.EDS.COM)
Date: Wed 06 Oct 1993 - 19:08:27 EET



This is the only coherent bit of the C&S/RQ fusion, part of that quest for the alchymic marriage of C&S magick and RQ skills that, in certain quarters at least, was the Great Work for the 1980's. What nostalgia.

This approach makes the spells into variable cost battle magic, creating one volume as the basic unit, with a 40m range and 1 round duration. The magic-point costs of all the various aspects - create, detach &c. - are paid in the one casting.

			CR	D	A	AAI	C
Dark/Light		2	1	1	1	1
Cold/Heat		2	1	1	1	1
Ice			1	1	2	2	2
Rock			2	2	2	2	2
Earth/MagickFire	1	1	2	2	2
Sand/Fire/Flame		1	1	1	1	1
Water			1	1	1	1	1
Spray/Mist		1/2	1	1/2	1	1
Air			1	1/2	1/2	1	1
Poison Gas		4	2	2	3	3

CR = Create or Remove
D = Detach
A = Affix
AAI = Accelerate or Amplify or Intensify C = Concentrate

Sum points, rounding odd halves up to get per-volume magic point cost. The per volume effects are

Rock - 3D6 damage (armour counts) and 20 vs target SIZ for knockdown
Earth - 2D6, same knockdown.
Walls of the above have 30HP, sheets 20. Rock has 8pt armour, earth 4.
Sand has a value of 20 that can be split among up to 3 opponents, roll the individual value vs target SIZ for knockdown.

Ice is like Earth, but with 10 HP less as sheet or wall. Water attacks like sand, but with a base value of 45.

Fire and Flame do 1D6 as per a salamander, Magick Fire 3D6. All these are doubled by Intensify.

Gas is poisonous with potency = caster POW.

Targeting skill base = POW+INT. Other values will have to be fudged.



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