Spirit Magic Casting Chance

From: JARDINE@RMCS.CRANFIELD.AC.UK
Date: Thu 14 Apr 1994 - 18:32:00 EEST


Ref: X-RQ-ID: 3604 (Devin Cutler)

Devin points out that RQ supplements need better proof reading (non argument). However he then goes on to state that the RQ3 chance of casting Spirit Magic is POW*5 + Magic Bonus - ENC. This is not the way I play it (no Magic Bonus) but since I keep quite a few bits of RQ2 in my play to cover up the obvious holes in RQ3 I did not comment immediately.

Finally I got round to looking in the RQ3 magic book and sure enough the casting chance for spirit magic is POW*5 - ENC; the magic bonus is not mentioned and the text implies that this is the complete formula. I think that this was on page 16 or thereabouts. Also divine magic is 100 - ENC. Only in sorcery and ritual magic is the magic bonus included (as it would have to be with the casting chance for spells starting at d6% - ENC.

Note the reason why sorcerors must have at least +10% magic bonus is to allow apprentices to be able to cast one 1 pt. spell per day! Remember that a typical set of clothes is about 3 ENC and this is subtracted from a d6 roll! Thus any sorceror starting to learn a new spell is down to his magic bonus (or less) as a casting chance. Thus he can cast a number of 1 point spells per day equal to his POW. (Actually it does not effect things that much if he tries to cast higher versions of the spell, unless he fumbles). I rather like the idea of apprentice wizards having to strip off their robes in order to cast spells, especially in the stuffier churches such as the Rokari.


	Lewis

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