Re: [RQ-Rules] Martial Arts Spirit Spells

From: sneadj@mindspring.com
Date: Sat 19 Jan 2002 - 11:07:22 EET


On 19 Jan 02, at 4:34, David Smart wrote:

> How about some "skill spirits" that can teach the basics of the Ki
> skills from Land of the Ninja?

Excellent Idea. I remember a 2 point ranged spell that I designed
for a RQ game back in the late 80s. It produced a blast of magical
force that did 2D6 of knockback, without doing any real damage.
Useful, but not overpowering and very wuxiaesque.
 
> As for spirit spells, I offer the following:
>
> MOUNTAIN STANCE variable, self only, duration 1 round
> This spell's turns the caster into the fabled "Immovable Object",
> allowing him to ignore all knockback effects (only) from damage
> received as well as rush attacks, the famous Shield Push skill, wind
> (including hurricane force), water flow (including tidal waves), etc.
>
> While this spell is in effect, however, the caster must remain in
> place, unable to move his legs which have become locked to the ground.
> The caster can still choose to (but not be forced to) twist and bend
> from the waist up and attack any foe that comes within weapon range.
> This effectively reduces the caster's Dodge by 75% (to a minimum of
> 0%)and all weapon attacks by 10%.
>
> This is great for those who stand in a doorway or narrow corridor and
> insist "None Shall Pass."
>
> Rip this apart all you want; I just thought of it while reading your
> email and haven't playtested it.

If it's a 3 point spell, then I think it should have the normal 5 minute
duration. 1 round of immobility and holding a passage is notably
less good than being able to hold it throughout the battle, also the
spell has enough negative aspects that I don't see any possible
reason not to give it the longer duration.

-John Snead sneadj@mindspring.com


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