[RQ-Rules] Sorcery spells

From: MurfNMurf@aol.com
Date: Sun 30 Dec 2001 - 09:12:57 EET


   Hi gang,
   While Houseruling the Sorcery rules, I noticed several spells that you
might be interested in.
   Some are modified versions of already existing spells, some are inspired
by MERP spells, some are 2 spells jammed together.
   Forgive in advance if I've posted any of these previously.
  -Ken-

Create Sorcerer's Staff
Ritual Enchantment
A variation on the Create Familiar spell. With this Ritual, a Sorcerer's
Staff is made into a Familiar-like thing, but is not transformed into a
Complete Creature. A Staff need not be an actual Staff. Sorcerers have been

known to have pieces of jewelry, wands, or weapons Enchanted in this way.
   If the Sorcerer created the object himself, the roll needed to create the

Staff must be under both the Sorcerer's Enchanting Ritual, and whatever Craft
skill he used to create the object. If the Sorcerer instead uses an object
created by someone else, he must sacrifice 1 POW to attune the item.
   By using Multispell, this Ritual permanently transfers 1 or more points
from the Sorcerer's INT or POW to the Staff. Unlike other Enchantments, a
Sorcerer won't be able to add additional characteristics later, as the Staff

will have been completed.
   For each point of the Sorcerer's INT used, the Staff gains 2D6 INT.
   For 1 POW, the Staff will have a POW equal to the Sorcerer's; regaining MP

at the same rate as the Sorcerer.
    The Sorcerer and Staff have only a minor Telepathic link. The Sorcerer

has a perpetual awareness of the approximate distance and direction of the
Staff to his POW in kms.
   The Sorcerer can use the Staff's INT to store spells, and its MP to cast

spells. To do this, the Staff must either be in the Sorcerer's possession,
or in plain sight within his POW in meters.
   The Staff is unable to cast spells using its own initiative, but may be
ordered to cast a particular spell under certain circumstances, or at a given

time. The Staff will do this even if the Sorcerer isn't present when the
conditions are satisfied.
   If using the Staff as a weapon, it is possible to increase the damage
done with a single strike by +1D6 damage per pt of the Staff's POW the
Sorcerer chooses to expend; the target taking this additional damage if his

MP are overcome by those of the Staff.
   Emotion-affecting spells will not affect the Staff, nor be transmitted to

the Sorcerer. Only spells actually directed at the Staff in an attempt to
damage or destroy it can affect it; assuming its MP are overcome.
   A Sorcerer may have only a single Staff at any given time, and if he
wishes to have a new one, must first destroy the old one.
   A Sorcerer's Staff has +1/2 AP, regardless of its material or form.
   If the Staff is broken, or reduced to zero POW, it becomes dead and
useless.

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