From: Tim Leask (tsl@mullauna.cs.mu.OZ.AU)
Date: Thu 13 Jun 1991 - 09:56:33 EEST
I was also wondering how people using socery in their campaigns have
managed to handle the problem of sorceror's running around with lots
of long duration spells up all the time, and how you deal with the problem
of dispelling magic across different spheres of magic.
e.g. Neutralise magic seems an appropriate spell for dispelling sorcery,
but what about spirit(battle) magic and divine (rune) magic. Recently
in a campaign I'm playing in, we found an ancient Orlanth holy site
which was protected by a 4 point warding. An apprentice sorcery in our
party spotted it with his permanent mystic vision and cast neutralise magic -
intensity 12 and blew it away.
Now for a non-sorcery to do this you would need Dispel Magic 8 (not very
common to say the least) or Dismiss(?) Magic 4 (even less likely).
Another big problem that exists is that sorcery spells are extremley
difficult to dispel for anyone but another sorcery. The sorceror in our
party is particularly fond of casting palsy of intensity 6 or higher.
This effectively maims a location and seals the wound for the victim - since
he cannot heal the limb as extremley unlikely to be able to dispel it.
I had a tentative idea for handling the dispelling problem by saying that
each point of dispel magic neutralised 2 points of intensity and that
for each two additional magic points expended when the spell was cast
would neutralise a further one point of inensity. So a PC with dispel magic
2 could neutralise the Palsy 6 by backing in up with an extra 4
magic points. As for sorcerors dispelling non-sorcerous magic I think
this should be twice as difficult as dispelling sorcery.
eg. 4 points of Rune Magic counts as 16 points of intensity and
4 points of Battle magic counts as 8 points of intensity.
Any comments, suggestions, alterations gratefully recieved.
Note- this is a quick fix off the top of my head so go easy on me guys.
cheers
Tim "before whom even the Crimson Bat Trembles" Leask
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