From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #22 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Friday, February 27 1998 Volume 01 : Number 022 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Liches and Ressurection Re: [RQ-RULES] Spirit Magic [RQ-RULES] SandBlade Re: [RQ-RULES] RE: Annihilate, Earth, Others Re: [RQ-RULES] Spirit Magic Re: [RQ-RULES] SandBlade [RQ-RULES] RE: Earth, Mighty Blow, Lightning Arrows Re: [RQ-RULES] SandBlade Re: [RQ-RULES] Spirit Magic Re: [RQ-RULES] RE: Earth, Mighty Blow, Lightning Arrows [RQ-RULES] Fwd: [RQ-RULES] Re: Weapon enhancing spells Re: [RQ-RULES] True Sword Re: [RQ-RULES] Spirit Magic RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. 4. No anonymous posting, please. Don't say something unless you're ready to stand by it. ---------------------------------------------------------------------- Date: Wed, 25 Feb 1998 18:56:06 GMT From: "Nikk Effingham" Subject: [RQ-RULES] Liches and Ressurection If you try and ressurect a Liche before seven days have elapsed I suppose you might be able to do it. It depends whether you believe the soul has been destroyed or merely severed from the now animated body. Nikk E. Nikk Effingham eng7nje@leeds.ac.uk http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely Where does that leave God?" -- George Daacon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 25 Feb 1998 21:28:03 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] Spirit Magic In a message dated 98-02-25 01:33:04 EST, you write: << To me some of the weaknesses with spirit magic is that there are no multiple spell effects. A sorceror has this ability and also a priest using their spells which makes the shaman or spirit spell using pc at a huge disadvantage. IMO as a result of this, in direct combat the spirit magic user would be at a huge disadvantage cause he has to cast all spells as combat is starting or else they won't be there. >> The balancing factor in spirit magic is that it is cheap to aquire and relatively easy to use. In comparison a sorceror has to increase his skills through long periods of training while a priest sacrifices POW, and still is only able to use a limited number of spells. IMO, and what I have seen in the past, a 4pt spirit spell is equal to about 1pt of divine magic. Example1: Shield 1 to Protection 4 or Countermagic 4 Example2: True Sword to Blade Sharp 4 or Fireblade etc. (I do mean "about", not exact! More on some less on others). This does not mean what every spell must have a parallel in all free forms of magic. If you are to consider equal levels of development for different magicians, I think that you will see spirit magic is a lot more powerful in the begining, losses somewhat at medium levels and evens out at high level of power. Leon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 25 Feb 1998 21:56:08 -0500 From: Tal Meta Subject: [RQ-RULES] SandBlade Note: spell name is tentative... I'm drawing a blank as to what to call it... SandBlade - 4 Points, Touch, Temporal, Passive When cast on a bladed weapon, this spell gives the weapon a dusty, dirty sheen that doesn't reflect light. For the duration of the spell the weilder of the weapon is considered to have a damage bonus one class better (i.e. 0 becomes 1d4, and 1d4 becomes 1d6), and the weapon's armor points are not subject to reduction from damage dealt to it in combat, although damage in excess of it's APs are still passed on to the weilder as normal. Wounds caused by a SandBlade must be allowed to heal naturally; attempting to heal them magically will not work, and in fact will cause an additional point of damage if attempted. Pick away... *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 25 Feb 1998 22:56:24 -0500 From: Tal Meta Subject: Re: [RQ-RULES] RE: Annihilate, Earth, Others Hibbs, Philip wrote: > > Come to think of it, we're getting close. We've got 2 for > Darkness, 2 for Red Moon, 2 for Water, 1 for Air and 1 for Blue > Moon. We could do with another Air spell, and maybe one or two for > Earth. Think, dammit, think. One thing I haven't seen yet is Air's aspect of Storm. (Which surprises the heck out of me, given the Orlanthiocentric outlook of so many RQsters...) I remember someone on the GD saying that Chaos itself was an element; any interest in treating it as such in this project? RE: RedShield > >On those rounds when the shield barely glimmers > >(new, empty), it's armor points are halved. > > How about different effects on the in-between rounds? Any suggestions? I'd like to keep the mechanics as simple as possible, but I'm open to suggestions. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 25 Feb 1998 23:07:30 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Spirit Magic JULIAKIR@aol.com wrote: > The balancing factor in spirit magic is that it is cheap to aquire > and relatively easy to use. If you are to consider equal > levels of development for different magicians, I think that you > will see spirit magic is a lot more powerful in the begining, > losses somewhat at medium levels and evens out at high level of > power. Plus, the true levelling power of spirit magic (for devotees of it) is the fetch. It's a spell matrix/pow source/spirit trap that can't be taken away. Shamans can learn ANY spirit spell, not just those that their cult provides (granted, they may have to search mightily for it, but they're all out there to find). *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 26 Feb 1998 06:09:09 -0800 (PST) From: Danny Smith Subject: Re: [RQ-RULES] SandBlade How 'bout instead of no healing magic (because of earth magic source of damage?), you say wounds caused by sandblade require 1.5x as long to heal or 1-2 points extra healing magic (heal 2 for a 1 pt wound) because of sand in the wound? Danny - ---Tal Meta wrote: > > Note: spell name is tentative... I'm drawing a blank as to what to call > it... > > SandBlade - 4 Points, Touch, Temporal, Passive > When cast on a bladed weapon, this spell gives the weapon a dusty, > dirty sheen that doesn't reflect light. For the duration of the spell > the weilder of the weapon is considered to have a damage bonus one class > better (i.e. 0 becomes 1d4, and 1d4 becomes 1d6), and the weapon's armor > points are not subject to reduction from damage dealt to it in combat, > although damage in excess of it's APs are still passed on to the weilder > as normal. > Wounds caused by a SandBlade must be allowed to heal naturally; > attempting to heal them magically will not work, and in fact will cause > an additional point of damage if attempted. > > Pick away... > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@mpgn.com with the line > 'unsubscribe runequest-rules' as the body of the message. > _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 26 Feb 1998 19:50:43 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] RE: Earth, Mighty Blow, Lightning Arrows Me: >>I'm tempted not to do any major combat spells associated with the >>element of Earth, because of its life/healing associations. Of course, >>those are Gloranthan associations, not RuneQuest ones. Opinions? David Boatright: >Maran Gor and Babester Gor are hardly >nice friendly life\healing cults. Um ... Err ... Um ... They've just got bad press, ok? Fair enough, hit me with all those lovely Earth based weapon spells. Spell descriptions, that is. If we can't come up with any good ones, then I will justly claim to have 'proved' that there are none through this spell classificaiton heroquest. Me: >We could do with another Air spell, Ah, WisperBlow - I forgot that one. Sorry. OK, we have a fair distribution of spells (I think one is enough for Blue Moon, and it's rather a big one), except for Earth. Mighty Blow - 4 points, touch, temporal, passive The weapon affected by this spell will always deal maximum normal weapon damage on a successful attack. If the attack is a special, any additional damage is rolled for as normal, rather than being maximum. For example, a rapier will deal 7 points on a normal hit, and 2d6+9 on an Impale. A critical success is as normal. The spell damages the very air that it passes through, making a low rumbling noise when swung. This spell is incompatible with other spells that affect weapon damage. Lightning Arrows - This is just another name for multimissile! In fact, I'll dig out my rules, type up multimissile and include the description verbatim. Does anyone have the description handy that they can email me? PS. I was rather hoping that there would be more than three people contributing ... Michael A. Pastorello: >IMHO I think that a spells name should have something to do >with its effect. To that end why not make that a spell that a thief would like Why not write up another spell that makes a blow quiet? WhisperBlow is ok as a name, but all spells go under different names in different areas and cultures. I quite like Air Strike as an alternative name for Leon's spell! philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://ourworld.compuserve.com/homepages/phibbs +--------------+ | Philip Hibbs +---------------------------------------------+ | What immortal hand or eye dare frame thy perfect symmetry? | +------------------------------------------------------------+ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 26 Feb 1998 15:32:41 -0800 (PST) From: allen wallace Subject: Re: [RQ-RULES] SandBlade Pick away.... IMO this effect is way too powerful for a four point spell. You've got an unbreakable weaopon spell, a seal wound spell, and a strength spell at up to strength 8 or better in some cases. Any one or maybe any two might be more apprpriate. As a rune spell it has some merit but who would carry it? Allen *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 26 Feb 1998 15:40:41 -0800 (PST) From: allen wallace Subject: Re: [RQ-RULES] Spirit Magic Add to the balancing factors for shamanic tradition. Fetch's defensive value, try overcoming that 30 to 40 effective POW on an old shaman. Also add obscure and tricky spirits and spirit spells no one else has ever heard of. (shamanic Heroquesting) My thoroughly retired old shaman got access to spirits of iron, that really tear up elves and trolls, and can reenchant and repair iron weapons and armor. Allen *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 26 Feb 1998 18:14:58 -0500 From: Tal Meta Subject: Re: [RQ-RULES] RE: Earth, Mighty Blow, Lightning Arrows Hibbs, Philip wrote: > Mighty Blow - 4 points, touch, temporal, passive Interesting... I'm reminded of Stormbringer's virtuous weapons. Air? > Lightning Arrows - This is just another name for multimissile! Maybe HailStorm would be a better alternate name. > Does anyone have the description handy that they can email me? I can... do you have a preferred format? (Over the years I've typed in Spirit Magic, Divine, and every Sorcery spell that I could find.) > PS. I was rather hoping that there would be more than three people > contributing ... Lurkers are slowly chiming in... (I'm surprised at my own performance... sorcery spells are ususally more my speed. ) - -- talmeta@cybercomm.net - Former sysop / netgod, now 'net bum. Do I look like someone who cares what GOD thinks?! / I have no webpage. / Curiosity killed the cat... Loathesome rituals BROUGHT IT BACK! / Will work for cash. / Insert Nifty ASCII graphic here. / Give me Slack, or give me Food. TANJ Lives! *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 26 Feb 1998 19:06:56 -0500 From: Tal Meta Subject: [RQ-RULES] Fwd: From: "Jane Williams" Subject: Re: Earth, axes About to due to insufficient time, but before I go: I think you'll find the connection between Earth and Axes is due to RW links with Minoan Crete and the sacred labrys. Female-dominated culture, lots of earth worship, bull-leaping festivals to add some local colour, and a thing about huge stone axes. And mazes with monsters in, if you believe the Greek stories about them. If you want to know enough about it to nick for a game setting, try Mary Renault's "The King Must Die". Jane Williams jane@williams.nildram.co.uk http://homepages.nildram.co.uk/~janewill/gloranth/ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 27 Feb 1998 11:05:13 +0000 From: CWARD@srv0.bio.ed.ac.uk Subject: [RQ-RULES] Re: Weapon enhancing spells Hi all, Re lightning arrows/hail storm/multimissile I've always felt that this should only work on smaller missiles such as projectiles or thrown rocks, I just cannot see a missile the size of a javelin or throwing axe being so easily replicated. What do the rest of you think ? I know there is a limit on what missiles are affected per spell point in terms of damage done, mainly it would appear to tame heavy crossbows and arbelests. (Incidently has anyone ever come across an NPC with a crossbow that *didn't* know multimissile ?). True Sword/Spear/Custard Pie/Chib In RQ2 I thought truesword only doubled damage up to the maximum of the weapon eg. 9 for a broadsword. Did this change in RQ3 or had I just misunderstood the earlier version (misunderstood something, surely not :>). Personaly I prefair my earlier (mis?)interpretation as being a more reasonable effect. - -------------- Save the Jags. - -------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 27 Feb 1998 10:44:15 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] True Sword > In RQ2 I thought truesword only doubled damage up to the maximum of the weapon eg. 9 for a broadsword. Did this change in RQ3 or had I just misunderstood the earlier version True Sword double only the base weapon damage of the sword, so a dagger will do 2d4+2, a broad sword 2d8+2, a two handed sword 4d8, a scimitar 2d6+4 (and 2d6+4+16 on an special or critical if impaling) Leon Kirshtein To know him is to love him. To love him is to praise him. To praise him is to do justice. To do justice is good. Therefore, it is good to know him. ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 27 Feb 1998 22:21:03 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Spirit Magic allen wallace wrote: > > Also add obscure and tricky spirits and spirit spells no one else > has ever heard of. (shamanic Heroquesting) My thoroughly retired > old shaman got access to spirits of iron, that really tear up > elves and trolls, and can reenchant and repair iron weapons > and armor. Among the odder spirits that our patry's shaman dragged home from the spirit plane.... Voroschkt, the demon, who possessed the shaman's body, killed seven guards (the party was, at the time, in the basement of the capitol city's senete building, getting a closer look at the the assassins who had tried to kill the elven priest in the party) and nearly finished the job the assassins started, before a timely DI from the aforementioned priest got rid of him. Meldek, the cobbler's ghost, who served as guide and translator while they journeyed thru the lands of Vishnu... Daria, the demon, who impersonated a friend of one of the player character's sisters for several months, while helping to set the entire party up for a wide variety of mischief. Mosha, the ubershade, who knoew a wide variety of spells, but never cast any, as they thought he was just a normal shade. Moira, the unthinkably large lune, who had a vested interest in seeing that the one and only heroquest the party went on was a success... *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest-Rules-Digest V1 #22 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Avalon Hill Games. 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