SORCERY.

From: paul@phyast.pitt.edu
Date: Wed 09 Jun 1993 - 19:21:52 EEST


  Paul Reilly again. This message _should_ follow a long post
about sorcery. If you get this one first, it will only make sense
when you get the long post.

  In light of Oliver's response when I sent the system to him, let me
try to clarify a point that perhaps was not well developed in the
description.

  Long lasting spells have no fixed Duration, instead they are maintained
by a Sorceror's Presence until he Recalls that Presence. Thus the sorceror
has a certain amount of magic, which he can have "out in the field" in
long duration spells, or can "keep in reserve" as Presence. Recall Presence
is a new magic skill. One still must spend Magic Points to cast the spells,
thus there is a cost associated with switching one's magic.

  We have changed the details of the system a number of times and have
not settled on a definitive system. We were torn on the issue of how
to balance the system: against RQ III Sorcery (ugh!) or against the
other two systems, i.e., shamanism and divine magic. We have tried
to choose the latter.

  After some email from Oliver I want to make a few changes in the system,
some of his ideas are clear improvements.

 - Paul

PS: concerning not recovering MP's for spells that are still on. (Joerg)
We tried another variant that was a bit of fun: spells act as
MP parasites, they need their intensity/day in MP's to function.
They draw this from the person the spell is on or from the casting sorceror.
Typically this comes from the MP recovery rate of a willing subject.
Thus the warrior with a 3 enhancement to strength and dexterity and
2 points of Spell Resistance will have 8 points cut from his daily
MP recovery rate. This limits the amount of magic on a person (to his
POW) and also accounts for the hostility of shamans (who see the spells
as little spirit parasites) and priests (who think that MPs should be
used for worship if possible) to sorcery, and why people from other
cultures don't even want it cast on them. This system preserves the
basic feel of RQ III Sorcery while imposing some limits and a cost to the
person using it, and discourages spirit magic users from getting sorcery
cast on them as well. (If your MP recovery rate is cut to 2 points a
day, you don't really want to cast Heal 6 and Bladesharp 4).


0,,


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