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At 10:32 AM 8/19/04 -0400, you wrote: <br>
<br>
<font face="Courier New, Courier" size=2><blockquote type=cite cite> 4)
Blindness: Optional rule suggestion - Since some <br>
</font><font face="arial" color="#000080">I think we can just hand-wave
this without any other rules. Just say that the spell affects the
primary targeting sense of the target in question (hey, it's magic).
Perhaps add a x3 option to eliminate the main targeting sense and other
secondary senses (hearing, smell, vision for bats). <br>
</font><br>
</blockquote><br>
<font size=3 color="#FFFFFF">Cool. That's what I figure as well
just a optional boost in spell. I know like in my current game with
Sharks it would be useful :) Of course to a Giant Monster Sloth
this spell would be useless as they would be blind and have no other
senses anyways :)<br>
<br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
-------------------------------------------------------------------<br>
[New Spell Suggestions]<br>
<br>
<br>
1) Turn Undead: Spell will force the undead (Dead, retures like
skeletons.<br>
<br>
</font><font face="arial" color="#000080">I think the way the game was
going was that the Priests as noted in Heros Magazine had something like
this. While wizards manipulated energies related to the alignments (Law,
Chaos), the Priests worked with the gods (or their avatars) directly. SO
while a Wiazard casts a spell, a Priest invokes a portion of his god's
power into the world.<br>
</font><br>
That said, beings of Undead are Chaos by nature, technically
"minions" of chaos. I would say that "turning them"
is more a priestly idea. A wizard would just as soon blast them, or be
protected from them.<br>
<br>
<font face="Courier New, Courier" color="#FFFFFF">Ugh. Quoting
sucks messing up the stuff..so cut it down.</font></blockquote><br>
<font size=3>Good point. I'm only up to the Es in the b2. I'e
typed up all the spells in my version of short hand and doing up a spell
chart for ease. But when done with the b2 stuff I'm off to the
priesthood, shadow magic and other spells. So I've not memorized or
read the priesthood in awhile. Thanks.<br>
<br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
5) Animal Powers <br>
This family has the following member spells:<br>
BMC: 3 <br>
Alignment: Shmanic<br>
<br>
</font><font size=2 color="#000080">I like the idea, but each spell needs
its own BMC, as expanded in the Book of Tables for other powers.
Remember that the powers BMC is a rough average of the component
BMCs<br>
</font><br>
<font size=3 color="#FFFFFF"></blockquote>I wanted to do that originally
but thought it would look confusing. <br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
6) Camouflage<br>
<br>
</font><font face="arial" color="#000080">I like the concept, not sure
about the mechanics. If P&Pv2 has better (or any) mechanics for
hiding, stealth or notice skills It may have some merit. But as is it is
too similar to invisibility. I think the better way to go is a spell that
lasts something like (EL+1) strategic turns. During this time the ambush
chance of the camouflaged person is increased by some amount. Obviously
the entire party must be affected in order to gain the full increase, but
if at least one member is affected (the point man) you get (EL+1) added
to your ambush chance.<br>
</font></blockquote><br>
<font size=3 color="#FFFFFF">Well its not an illusion or a skill.
Its not invisilibty. But its more you are changed to the appearance
of others. You remain the same. But to others the wavelength of the
surrounding terrain (all green if jungle) is changed to overlap you and
those included. It probably does need some work. You can't
move or there is a chance of being spotted. It works on the concept
of the Elf Forest Hiding ability but more inolved to Merge with the
terrain. <br>
<br>
<br>
</font><font face="arial" size=2 color="#000080"><blockquote type=cite cite> </font><br>
<font face="Courier New, Courier" color="#FFFFFF"> 7) Morale Change [For
lack of better words]<br>
<br>
</font><font face="arial" color="#000080">Suggested spell name:
Rout<br>
</font><br>
<font face="Courier New, Courier">I think some note in the spell needs to
be made depending on the circumstances. And the resulting check should
be considered the same as a skill roll, and the appropriate multipliers
applied. While the case you give might be considered by the GM to be an
"average", doing the same when faced by 10 soldiers or 30+
bandits might be difficult.<br>
</font></blockquote><br>
<font size=3 color="#FFFFFF">That's why its more subjective to the GM to
decide how the effect works. Its more a Dread spell than
anything. Factors like terrain, position (higher elevation),
obstacles (like if enemy in a fort), and fanatical or such will be
assessed. Its just one thing to throw a monkey wrench into enemy
morale. In theory a powerful mage say EL10 spell could sway a great
many soliders away. It wouldn't affect an entire army but some
aspect of it and that could cause a dominoe effect.<br>
It could be tweaked for each caster/GM.<br>
<br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
7) Entropy<br>
<br>
</font><font face="arial" color="#000080">Very strange spell. Not sure
if it has a place in the game as I see "munchkin" written all
over it. Entropy sort of needs to be impersonal and affective of
everything, not just the caster or the caster's enemies. Perhaps
versions of the spell with a tighter focus. For example
"Lethality", in which the entire area becomes more deadly...ALL
combat rolls get a minus (both sides... one would hope that the wizard's
side is better able to take it, or perhaps he just wants both sides to
kill each other off). It's obverse "Blunting" (or whatever)
adds to the combat rolls of all sides. <br>
</font><br>
</blockquote><br>
<font size=3 color="#FFFFFF">It is a very strange spell. Trust
me. I used a form of it as a Ward on a room years ago.
Basically it changes some aspect in the effect area. I
foresee Sidh using it to torment humans. Could be as simple as a
cat being on a chair one minute and the next being on top of a
bookshelf. Or a flassk of oil capped one minnute and the next it is
spilled and happens to be near fire....just some random GM determined
thing...more used for torment or fate changes. I had a few players
go crazy with it but they thought it was strange too. :) I
actually recall I think it was Call of Cthulu? It had something
similar to this...but can't recall the name...<br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
8) Encryption<br>
<br>
</font><font face="arial" color="#000080">Need a more anarchistic term
then encryption. Perhaps "Hidden Meaning" or something. You
need notes about decoding a coded text has an MDV equal to the caster's
MEL and the EL of the spell used to encode.<br>
</font><br>
And use "obscure" and "reveal" rather than
"encode" and "decode". Think Fantasy, not internet.
:}<br>
</blockquote><br>
<font size=3 color="#FFFFFF">Good points. Thanks! I just
first saw these 'coded scrolls' in pnp when first played but nothing
really about them. So figured why not invent a spell to make them
workable :)<br>
<br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
9) Cosmic Powers<br>
</font><font size=2 color="#000080">I don't really like this
one.</font><font face="arial"> I don't think the concepts mesh well with
the PL canon. parts of the power are good though. <br>
</font></blockquote><br>
<font size=3 color="#FFFFFF">Another GM had come up with these about 5
years ago for his Mage. I had to restrict them more but it does add
to fantasy a bit and some game systems use them in varying modes.<br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
A) Meteor Shower<br>
</font><font face="arial" color="#000080">I don't like this one. For all
we know the upper world is truly "above" the middle world...are
these asteroids coming down through it? Does the PL universe even have a
concept of space? For all we know the Sun truly is a God in asbestos
booties hauling ass across the sky by day and resting at night. Seasons
are the play warfare of the gods of summer and winter, not axial
tilt.<br>
</font><font size=3 color="#FFFFFF"></blockquote>My concept of Middle
World is just earth with the Upper and Lower being seperate metaphysical
planes. So there are stars, moon and even meteror<br>
showers. We'll see what Richard put in this for the concept of the
True World.<br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
B) Star Navigation<br>
<br>
</font><font face="arial" color="#000080">Not sure about this one, though
I like the idea. <br>
</font></blockquote><br>
<font size=3 color="#FFFFFF">Its basically a Navigation equivalent for
Sailors and those lost in the wilderness. It uses the cheap
Christmas Story Star concept to move the party along a path :) Via
a bright big star :)<br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
C) Moon Shine<br>
</font><font face="arial" color="#000080">To powerful and too vague. A
light spell at least has the disadvantage in that your light can be seen
by others. Here they have no chance. And it's vague as to "what
exactly can you see by full moonlight?"<br>
</font><br>
I think a better way to go here is another animal power
"Catseyes" that increases you ability to see in darkness. The
actual affects per EL would need to be clearly defined.<br>
</blockquote><br>
<font size=3 color="#FFFFFF">Well we have Dark Sight so that wouldn't
work. This only increases the candle power of the area. In
full moon light I can at times read a book since its so bright. In
combat that could mean the difference. The point of the spell is to
increase the area's light (not through a simple light spell) for the
caster but not for the enemy. Its as if his eyes are affected to
take in more light than the enemy. <br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
D) Cosmic Time<br>
</font><font size=2 color="#000080">I don't like this one primarily on
"feel" alone. Only technological societies need split-minute
timing. This has value, I suppose, if you wish to instruct a minion to
do something at a certain time. But that minion would need to be able to
cast this spell. If such a "timing" spell is needed (call it
"True Timing" or something, the caster spends the BMC, plus
some mana per inclusion and details a time event as a part of the spell.
As the time gets closer the targets will feel a growing sense of
anticipation or unease (no illusionary hourglasses or digital clocks or
such). At the moment of time all participants will feel the spell's
release and "know" this is the time. Perhaps the spell can be
defined with a short phrase (EL+1 words) that is spoken in the
recipient's in the caster's voice, in what ever language he uses.<br>
</font></blockquote><br>
<font size=3 color="#FFFFFF">Well Solar Clocks / Dials have been around
and would exist in pnp time. But they do tend to be subjective even
based on a position of the shadow and season. So this solves many
time issues. Course it assumes invention of more critical time
which could be limited for the civilization. A Barbarian culture
may not use this but an advanced culture that dealw with Science like
Ticasi might use this spell.<br>
<br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>10)
Memorize<br>
</font><font size=2 color="#000080">Decent, though the BMC seems a bit
high and the duration a bit low.<br>
</font><font size=3 color="#FFFFFF"></blockquote>BMC is debatalbe.
The Duration was mainlyf or large texts. I didn't want<br>
wizards to memorize Tomes with 80 pages in just one phase. So I
wanted to restrict it. Even a person today with powers to memorize
everything he sees needs time to invest the material. I just saw
Memorize as a skill in MANY games and figured we neede the same.
pnp2 could even make this a skill rather than a spell. Up to the
GM.<br>
<br>
<br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>11)
Ice Powers<br>
</font><font size=2 color="#000080">A decent add to the system, sort of
counters Fire Powers. The Cold spell is begging to be added to the
family, though.<br>
</font><br>
<font size=2 color="#FFFFFF">I'm all for adding Cold to it if it gets
official status :)</font><font size=3></blockquote>Cold was limited so
figured this would counter many aspects. <br>
<br>
<br>
</font><font face="Courier New, Courier" size=2><blockquote type=cite cite>
D) Ice Movement:<br>
</font><font size=2 color="#000080">Better to call it "Ice
Bridge". Range and duration should be HALVED in desert
conditions/hexes, and conceivably DOUBLED in snow/ice or tundra
hexes.<br>
</font><br>
<font size=3 color="#FFFFFF">True. I thought it was chessy and
ripping off IceMan at first but I tried to convey it for pnp. I
just see it as a wizard needs to cross a ravine where the bridge
has fallen and being chased. Adds a better escape method. But
I personally think of all spells the Ice Shield is the one more useful to
me :) </font></blockquote><br>
<font face="Courier New, Courier" size=2>I will have more just wanted to
do it in spurts and not overwhelm folks with reaidng :)<br>
<br>
I'm only up to the Es in spells. <br>
<br>
Oh as for as Ice Bridge...I figure if Richard wants he could save and
just do a Earth Bridge. That'll cover ALL terrain. But the
problem with that is the earth would have to move and expand a path...Ice
makes more sense...since it can just go away afterwards...<br>
<br>
Up to Richard what he thinks..<br>
<br>
</font>
<BR>
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