Re: enchantments in stories

From: Graeme Lindsell (gal502@huxley.anu.edu.au)
Date: Wed 09 Jun 1993 - 03:58:25 EEST


>In <AFBA135845@marketest.wharton.upenn.edu>, you write:
>>>
>The note I just sent reminded me of an old topic for me. When you look at
>fantasy and fairy stories typically a mage casts a permanent enchantment by:
...
>3. allocating a large portion of magical power to spell maintenance, with the
> option to pull it back if it is needed in a pinch (this can be restricted).

>Would it be possible to allow long-term manipulations somehow following the
>schemes of our source material, as above? What do you all think?
>
>-- Loren
><<
>
>3. You mean like in the One-thumb story in Thieves World #1, where the
>sorcerer maintains several (let's call them active) spells for certain
>customers? These spells draw upon his power and reduce it considerably,
>but not enough that he would be blocked from using instantaneous magic.
>
>I would use this concept for long duration spells, but not for
>enchantments.

 This is exactly why I (and a couple of others) proposed the idea of
making the magic points behind spell unregenerable while the spell is
still in force: that specific example from TW #1 was the inspirition.
(This was in the digest a few days ago)

 MP are a sorcerer's expendable magical resource in RQIII. Not
allowing them to be used while his long duration spell is in force
is, I believe, a fairly simple yet flexible way of limiting his
total power. As another pointed out in the digest, in the current
sorcery system the best place to store active is in long duration
spells. Having recently been sent the RQIV draft 1.0 sorcery I
agree with a post a few months back saying it was like cutting
off a sorcerer's arms at birth (more comments in a later post).

 As an example: a sorcerer wants to maintain damage resistance 4
enhance con 4, and spirit resistance 4 on himself continuously.
In RQ III free int of 16 and 2 POW 8 power spirits would allow
him to cast those spells in 3 days out of every month. In the

RQIV draft rules he would (with 75% skills) have to burn 3 POW
every season to keep these spell going, or spend a season to
cast a spell that lasts a season, or (and I think this was the
designers aim) not cast them. The last option makes sorcery into
a system which, while it is a lot more flexible than spirit
magic and rune magic, is a whole lot less efficient in effect
per magic point. So much less effective that I doubt I would
see many players having much of an interest in playing them,
given the amount of effort it takes to play a sorcerer.

 In the system I propose, where the MP's equal to the intensity
of a cast spell are unregenerable while it is still in force,but
the duration table is the same as RQIII, the sorcerer above would
need to dedicate 12 POW to keeping those 3 spells going (3x
Intensity 4 spells).If he wants the MP back, he terminates the spells
(which I suppose hecould do just by switching off the MP supporting
the spells),waits the time needed for the POW spirits to get the
MP back, and starts casting.

>-- Joerg Baumgartner joe@sartar.toppoint.de

---------------------------------------------------------------------
Graeme Lindsell Email: gal502@huxley.anu.edu.au
---------------------------------------------------------------------


0,,


This archive was generated by hypermail 2.1.7 : Sat 05 Jul 2003 - 20:27:32 EEST