Heroquesting for Wizardry spell

From: parental_unit_2 <parental_unit_2_at_...>
Date: Tue, 31 Jan 2006 19:37:52 -0000


Well, as I expected, a player character in my Jansholm game has expressed some interest in learning a new Wizardry spell through heroquesting. He would be emulating an Aeolian saint to gain a spell against vampires.

I told him I thought the resistance at the critical station to learn a new spell at 13 would be at least 10W3, and after re-reading the rules I see it might be as much as 10W6.

Presumably, the heroquest would have station bonuses that would put the goal somewhat more in reach if play succeeded at all those stations, but I told the player he would probably need substantial community support, and would need to do preparatory rituals and maybe a practice quest to succeed at the main quest.

I also told the player that there might be an order or school somewhere that has a spell against in its formulary or grimoire, in which case members can learn it automatically by traveling to the appropriate node.

Does that all sound like it's in the ballpark? I've been playing theist Orlanthi up to now, so I'm kind of vague on the Wizardry rules, especially where they intersect with heroquesting.

Rob

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