From: Graeme A Lindsell (graeme.lindsell@anu.edu.au)
Date: Tue 15 Feb 1994 - 21:10:06 EET
Graeme here replying to George Harris
> Mr. Newton states that Babeester Gor was intended to be powerful.
> I agree. However, this doesn't justify the existance of a one-point divine
> spell that could easily add 2000% to someone's attack percentage. It is a
Add Great Parry and Counterchaos and say good riddance to the Crimson Bat.
I'm sure even a small cult like BG could muster 200 points of stored MP
for important tasks. Counterxhaos is harder, but I think the occansional
Issaries could have traded for one casting, and that's all you need.
> poorly defined spell. Now, if Axe Trance were defined as a stackable spell
> that adds 20% per point, then it would be in line with other divine magic,
> and Babeester Gor would *still* have the best selection of divine magic for
> combat of *any* cult, Humakt included (Axe Trance, Slash, Shield, Great
> Parry, Heal Wound, Heal Body, Invigorate, Berserk... need I go on?).
Just want to put in my vote of support for George here; even without
Axe Trance of any sort, that spell list is unequalled. While the idea
of a ferocious female combat cult is a good one, there is no reason to break
the game to provide it with good spells. The +20%/point rune spell would
still be better than most other other rune enhancing spells, though I'd
tend to go for a spell more like ZZ's Crush: +10%, +1d4/point. The general
rule seems to be 1 point of rune magic can provide the equivalent of 2-4
points of spirit magic (Shield is the best example).
> --
> George W. Harris gharris@jade.tufts.edu
Graeme Lindsell a.k.a graeme.lindsell@anu.edu.au
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