From: Korhonen Mikko (Mikko.Korhonen@future121.com)
Date: Wed 12 Dec 2001 - 10:50:50 EET
Hi all,
i've been using Sandy's sorcery rules in my campaign as i think that they are
Question #1: The Art of Hold. Can sorcerer keep multiple spells in "hold"?
Question #2: Permanence and Range. How do you handle the range problem? Do
Question #3: Elementals and Dominate spells. Basically, sorcerer could find
Question #4: Has anyone collected sorcery spells in electronic format for RQ?
best Sorcery rules for RQ so far. However, i keep running in to funny
questions every once in a while. I use the latest version i have, i think it
is the same version that was in print in YBOT #1.
Like few evoke lightnings, damage boosting, shapechange and maybe a teleport
spell or two?
you use range as in the "initial casting", as someone suggested long time ago
in rq-rules list? For example, sorcerer casts damage boost on his warriors
and makes them permanent, and when they move out of the initial casting range
do the spells:
- drop?
- go dormant?
- stay up as usual?
first Gloranthan airline company using bound sylphs and dominate (sylph)
spell... So, have you guys used any limitations for how long the sorcerer can
keep the elementals under domination and active? I know that Dominate being
active spell needs concentration is thus a bit limited but any other
limitations?
I could use a few new spells...
Thanks guys in advance!
Cheers,
Mikko
Mikko Korhonen | Consultant
Future121 Oy
www.future121.com
mikko.korhonen@future121.com
Mob +358 40 549 1551
Tel +358 9 5491 2226
Fax +358 9 5491 2360
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