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At 03:35 PM 9/7/04 -0400, you wrote: <br>
<br>
<font face="arial" size=2 color="#000080"><blockquote type=cite cite>All
in all I'm pretty dumbfounded with all the info. I have not run the core
rules in a long while, so I can't add too much to this mass of data.
Lots of time on your hands, huh? :}<br>
</font><br>
<br>
<font size=3 color="#FFFFFF">Well actually most of the stuff already
exists. One file is jsut a rehashed but much summarized and tight
version of the Book 2 magic spells. The other file was all the
other spells out there like priesthood, shadow and such from website all
in one file. The only thing I really added to it was the last file
the big GM screen like reference chart which if printed out and formated
right would be a great assest for GMs. No need for the book since
it will have all the important details right in one chart.
Yep. Free time. When I run out of books to read I get cretive
:)</blockquote><br>
Take a look at the reference chart :)<br>
<br>
</font><font face="arial" size=2 color="#000080"><blockquote type=cite cite> <br>
</font><br>
<font face="Courier New, Courier" size=1 color="#FFFFFF"> 1) Abandon:
No MDV Limit? Seems like this spell would do good with<br>
a MDV Limit. I had an optional rule for this spell but think<br>
a new spell and family group might fit this better. See
below.<br>
<br>
</font><font face="arial" size=2 color="#000080">This question leads to
an overall meta question that has to be answered - what are the various
"rules" of magic in the world, as enforced by the gods above?
These meta rules will define what sort of resistances targets
have.<br>
</font><br>
For example, there must be some sort of covenant or tie that keeps the
gods themselves from coming down and capping your ass if you get too
big...they must resort to champions or lesser avatars, of which they do
not have an unlimited supply (as seen in nearly all fanatasy stories I
know of, otherwise the heros would die as soon as they flipped off the
first god. :}). Who/what defines or enforces this covenant? What limits
are there on the powers that be in their impinging of the middle
world?<br>
<br>
Looking at this, let us assume for example the covenant for the middle
world has a ban that frowns on the elimination of free will. This means
that users of magics in the middle world will find limitations on spells
that remove free will (compulsion, abandon, fascination, etc). How the
ban is structured will tell you what limits these spells need to observe,
be it an MDV limit (skill in the spell required to overcome a being's
personal power) or a recovery rate (spell does control "damage"
that is "healed" at a certain rate and control is lost when
back to 0) or a simple chance to break free (using INT or WILL rolls, per
some time period).<br>
<br>
All spells should be examined and properly classified. This process will
probably point out spells that are out of whack as defined for the middle
world covenant (the "default" as far as the players go; for
other worlds all bets are off as to what is banned and what is not) that
may need to be tweaked into line, or properly "priced" as
"covenant breaking" spells (that will get you all sorts of
unwanted attention from covenant enforcement and/or the other
side).<br>
<br>
Of course, Richard is the final say as the Meta-god here. :} But it
would be easier to make judgments on spells once we were aware of the
underlying laws that judge their use. Having such a framework may also
suggest new spells or "loopholes" for other covenant breakers.
<br>
<br>
As a side note, my brother runs a game using the lands and the list of
gods, but with his own system. In this game Tehuti (sp? The big Kahuna
Balance God) is the ultimate judge of the covenant (much like Arachne
Solara in "RuneQuest") and this does make sense, preventing the
hideous wars of law/chaos sidhe/kototh from shattering the middle
world.<br>
<br>
Obviously the gods (or Meta-god Richard) has to decide which is
"worse" on a scale - "control" is obviously worse
than "influence", and death by Fireball is probably worse than
death by loss of soul. But is being instantly killed by a death spell
worse than being vaporized by a high-level fireball, or is it truly a
matter of degree?<br>
</blockquote><br>
<font size=3 color="#FFFFFF">Good questions. I've always tried to
obtain a better Cosmoology guide. Then richard came out with that
big god info awhile back. I think someone or richard alwo did Magic
Flavors and such that almost entails this. I have free time bu ti
won't be doing this as God stuff is a bit more time consuming and has to
be really creative. In my universe though MW no gods have powers
other than through basic Avatars. They can influence that
way. But a god can't just poof down and do stuff. This would
break the balance and thus a Godly war would result. As we saw with
the True World and all that. No. Now in the UW that's
different. Gods rule. They are limited by their domains but
they are the supremee being (pardon the pun) there.<br>
<br>
<br>
<br>
<br>
</font><font face="Courier New, Courier" size=1><blockquote type=cite cite>
2) Astral Paths: Should there be some form of this spell used to<br>
travel via the Lower World instead of Upper? I've thought of<br>
it but cna't reason out a good way but anyone ever think about
it?<br>
I know in theory this spell works on the godly mystical
aspects<br>
of the Upper World. but ther are also supernatural forces of<br>
the Lower World. So a alternative or option might work, no? <br>
<br>
</font><font face="arial" size=2 color="#000080">I view astral paths as a
sort of "glass walkway" about 20 miles up. One can see the
terrain and roughly where you are, based on gross landmarks (and anything
man-made big enough to show. There is therefore no counterpart for
lower. I can't remember if you can get encounters on the path, but I
would at least make a roll when you "re-enter" (either terrain
or aerial, whichever makes more sense).<br>
</font></blockquote><br>
<font size=3 color="#FFFFFF">I only used the pasths once myself. So
No big experience in this area.<br>
<br>
<br>
</font><font face="Courier New, Courier" size=1><blockquote type=cite cite>
4) Blindness: Optional rule suggestion - Since some animals like
Bats,<br>
Dolphins, etc. use radar/extrasensory things to 'see' how
about<br>
an optional rule so this spell works on those creatures.
Maybe<br>
a x3 mana cost for this to be effected or a x2? Say your
swimming<br>
and suddenly a shark is coming toward you..you cast this spell
and<br>
its magnetic sense/blood sense is lost and it goes off in
some<br>
random direction. In some regard I recall reading a myth
about<br>
underwater creatures (like Mermen) that had this ability to
use<br>
on the sea creatures when in danger.<br>
<br>
</font><font face="arial" size=2 color="#000080">I say it should just be
simplified to blinding the primary targeting sense. This will affect
vision in humanoids, a bat's sonar, and shark's blood smell. For 3x cost
a secondary targeting sense can be muted (hearing in humanoids, vision
for a bat, sensing motion in the water for sharks, etc).<br>
</font><br>
<font size=3 color="#FFFFFF"></blockquote>Yep. But it should be
expanded. how many times do we find our guys in plate armor falling
over and seeing sharks coming near...course they don't have to worry
about sharks too much :)<br>
<br>
<br>
<br>
<br>
</font><font face="Courier New, Courier" size=1><blockquote type=cite cite>
13) Dark Sight: Alternative or optional suggestion. How about<br>
a IR/heat night vision effecT? Instead of a spell for night<br>
viewing how about something to see heat or UV signatures like<br>
animals do? Maybe a x3 mana option or something.<br>
<br>
</font><font face="arial" size=2 color="#000080">I would toss the
"infravision" D&D stuff and just say it increases your
sensitivity to light (like a cat's eyes). Or we can just go the
"it's real magic" route and just say that darkness is as much
an element in the world as light is...twighlight is an equal bending of
light and darkness elements, but light is never truly eliminated, only
overwhelmed by sheer volume of darkness. Thus the darksight is actually
the ability to filter out the volume of darkness out to that range,
presenting you with a candle-level illumination in the area
described.<br>
</font><br>
This suggests a counterpart spell "Light Sight" that filters
out the mass of light in an area that might be too bright to see, down to
the level of shade in a deep forest in full daylight. Obviously an
uncommonly used spell, except for around the desert areas (an dyou would
need to add ambush or spotting mods if it is too bight to see properly
(perhaps on the same scale as "too dark" mods. Only on the
plane of light would one get 100% light and need this spell to not be
absolutely blind.<br>
</blockquote><br>
<br>
<font size=3 color="#FFFFFF">Interesting. A magical set of
sunglasses :) <br>
<br>
</font><font face="Courier New, Courier" size=1><blockquote type=cite cite>
14) Fog of Death: How does weather affect this spell. Does it<br>
magically remain say in high gusts or will it blow away?<br>
<br>
</font><font face="arial" size=2 color="#000080">It should like any sort
of poisonous miasma.<br>
</font><br>
</blockquote><br>
<font size=3 color="#FFFFFF">Just want to clarify. The magic could
preven tit rom that so wanted to<br>
clarify it. I think it should since it could backfire on the enemy
:)<br>
<br>
<br>
</font><font face="Courier New, Courier" size=1><blockquote type=cite cite>
24) Fatal Spear: I always wondered if there is this and Elf-Shot
why<br>
a spear? Why not dagger? It seems even the most lowly beggar<br>
can find and use daggers. Fatal Dagger seems to be more
common<br>
than a spear :)<br>
<br>
</font><font face="arial" size=2 color="#000080">In my world elves use
"Ael-metal" (sort of an aluminum-bronze ally) for strong, let
light weapons. They tend to use Elvish Longknives (sot of a cross
between a dagger and a short sword) in matched sets or Greatblades. The
metal is precious, however, so they use hardened wood * leather armor,
with Ael-metal rings or plates in the right places...no elven
plate.<br>
</font><br>
<font size=3 color="#FFFFFF"></blockquote>I do something similar.
But with the spell I always figured a dagger would fit best in some ways
as even poor beggars have daggers :)<br>
<br>
<br>
<br>
</font><font face="Courier New, Courier" size=1><blockquote type=cite cite>
26) Fire Ball: I always wondered what the logic of only 2 phases<br>
was for the Fire ball? I know a gaseous ball has to
dissipate<br>
fast but theres no way to vary this based on EL say a bit
longer<br>
so it could do down a LONG hall? :)<br>
<br>
</font><font face="arial" size=2 color="#000080">I think the spell should
be redone such that speed is fairly constant, though distance will
improve. Unless it is a burning ball of pitch it can travel only so fast
and still hold together. But again, it's "real magic", so it
can do whatever it damn well wants in this world. <br>
</font><br>
We did have variants on this one that I can't remember at the moment, but
how about a "Fire Fan" where arc is increased to 120 degrees
and range cut in half. (1 phase spell)? <br>
<font size=3 color="#FFFFFF"></blockquote>More of a blast to me than a
ball. But could work. I actually have 3 new Fire Powers in my
list of new spells Inferno, Fire Wall and err..what was the other
one...Oh yeah...Nova :)<br>
<br>
<br>
<br>
<br>
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