[RQ-Rules] Sorcery spells2

From: MurfNMurf@aol.com
Date: Sun 30 Dec 2001 - 09:16:13 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-

Hinder
Ranged
Each Intensity affects up to 20 SIZ. If overcome, each Intensity in excess of
those used to affect SIZ decreases the target’s Move by 1m, and worsens DEX
SR by 1.
   If DEX SR is reduced to 10, the victim is only able to act once every 2
Melees.
  If the target’s DEX SR is reduced to 20, he is completely immobilized; a
frozen statue, as solid as steel (18 AP), unable to move for the spell's
duration, and immune to most types of damage; magic or otherwise. Attached
objects, or unfortunate individuals in contact with the subject at the time

are included in this stasis.
   Each Melee spent Hindered prior to complete immobilization also causes the

target to lose Fatigue equal to the spell’s Intensity.
JȦyiǝ0mjدmZ{^w)mf


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