RQ mailing list stuff

From: Eric Rowe (rowe@ocf.Berkeley.EDU)
Date: Thu 27 Feb 1992 - 09:56:33 EET


New sorcery spells:

Flame Burst - Caster explodes in flame. Harmless to self. Damage depends on
                range of targets and intensity. Armor protects at value of
                least armored location. Duration and range skills not usable.
                cost -- range 1m 2m 3m 4m
                1mp 0
                2mp 1 0 Damage
                3mp 2 1 0
                4mp 3 2 1 0
                etc...

Delayed Teleport - 10m teleport. Takes away one point of free int until
                set off. Takes 1SR to set off. Can be cast on others or
                multiple times on self at one free int per spell. Note. This
                useful spell while on someone makes them glow as do most
                spells in my campaign. Some cities, governments and regions
                consider long duration spells or spells like delayed teleport
                illegal and provoking.

Wind Storm - Stong Wing heads away from caster. Range and duration skills
                do not apply.
                cost reduces mv blows (x)enc back 10m
                1mp 0 1
                2 1 2
                3 1 3
                4 2 4
                5 2 5
                6 3 6
                etc...

Magic Zorel - (Zorel is the generic riding beast on Erzo) Creates an invisible
                Zorel for carrying goods. For every point of intensity the
                Zorel can add one to its base move of zero, or it can carry
                100 enc. Caster must concentrate to move Zorel. Duration can
                be added.

New sorcery skill:

Speed - This is a skill which has the potential for much abuse and very
        powerful sorcerers. Handle with care. The sorcerer may add additional
        magic points at a cost of one per SR to hasten his spell to a minimum
        casting time of one. After announcing how many additional points
        they wish to spend during the statment of intent the sorcerer then
        they rolls his speed skill. If he makes it then he casts his spell
        as he would normally at the hastened SR. If the speed roll fails then
        the spell must be cancelled or cast when it normally would have been.
        Either way, the points used for speed are spent. Note that this speed
        roll is not used like other skills where you use the lowest skill of
        all those used. It is a separate roll.

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