[RQ-Rules] Sorcery spells3

From: MurfNMurf@aol.com
Date: Sun 30 Dec 2001 - 09:18:05 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-

Ironmind
Touch
This spell requires Intensity equal to 1/2 the Sorcerer’s INT for the spell
to have any effect. For the spell’s duration, the Sorcerer is permitted
powerful concentration, and will be able to undertake any activity, or even
suffer damage without having his concentration broken, though he can do so on
his own.
   This spell also protects against any mind effecting magics, such as
Madness, etc.

JȦyiǝ0mjدmZ{^w)mf


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