From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #57 Reply-To: runequest-rules@lists.ient.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Monday, May 28 2001 Volume 04 : Number 057 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Sandy Peterson's Sorcery [RQ-RULES] Re: changing addresses [RQ-RULES] Some spells for criticism [Long] [RQ-RULES] Weapon Category skills Re: [RQ-RULES] Weapon Category skills 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: Sat, 26 May 2001 13:57:13 +1000 From: Bruce Probst Subject: Re: [RQ-RULES] Sandy Peterson's Sorcery On Sat, 26 May 2001 11:04:21 +0800, Jeremy Martin wrote: >Boost Damage is listed as Ranged, which got me thinking. What happens >when the target of a Ranged spell leaves the set range? If the target >comes back in range, does the spell reassert itself? > >For Boost Damage, casting it on a crossbow will be practically useless - >you'd have to cast it on the missile if you wanted to fire it at >someone, right? Then you'd need range for it to work beyond 10 >meters... No ... the range counts for when the spell is *initially* cast. Once it's cast, the range doesn't matter any more (except for spells that specify otherwise). - ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au ICQ 6563830 Melbourne, Australia MSTie #72759 "Bow down! Bow down before me Jor-El!" ASL FAQ http://users.senet.com.au/~mantis/ASLFAQ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 26 May 2001 01:24:52 EDT From: SPerrin@aol.com Subject: [RQ-RULES] Re: changing addresses - --part1_54.150ef1bb.28409824_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit It is my intent to unsubscribe from this list under my AOL address and subscribe under my other address: steveperrin@surfcity.net. I've sent appropriate subscribe and unsubscribe messages to the majordomo. If you see this message, and don't see any others from me for awhile, check with me at the above address and we'll see what I did wrong... Steve Perrin - --part1_54.150ef1bb.28409824_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit It is my intent to unsubscribe from this list under my AOL address and
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- --part1_54.150ef1bb.28409824_boundary-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 27 May 2001 00:21:56 +0100 From: "Adam Benedict Canning" Subject: [RQ-RULES] Some spells for criticism [Long] Since it seems likely that I'm about to start running an RQ game for my D&D group I have found myself in need of converting some of their more exotic individually research spells from previous games. [Which to some degree will make converting them easier] I thus find myself in need of informed opinion about the power levels, capabilities, etc of the following, which are the ones I've found easiest. Spirit Magic Dyre’s Inimitable Tailor 1 point spirit spell, instant, touch This spell will adjust the size of one piece of non-magical clothing to fit the wearer. It will not, however, increase or decrease the size of a piece of clothing by more than 50%. If it increases the amount of cloth or fittings used in the garment than additional cloth or fittings must be provided. Fire Shuriken 2 point spirit spell, range 30 meters When this spell is cast the mage makes a flicking motion of the wrist, firing out a razor sharp pinwheel of fire. A hit roll must be made using the characters shuriken skill (base 5% effective range 20m maximum 30m). A successful hit causes 2d8 damage from the flames and sharp edges. Creatures Immune to fire take 1d3 damage from the edges and of course ignore the damage from the flames. In both cases half the casters damage bonus is added to the damage as would be the case for any normal thrown weapon. The shuriken does damage and is defended against as if it were a normal flaming weapon, thus reflection or countermagic would have no effect but normal armour and shield or protection spells would. Mirror, Mirror 1 point spirit spell, temporal, touch This spell will crystallise 1 square meter of the outer layer of any inorganic solid causing it to reflect light. Note: this would be effective in reflecting gaze weapons. Demon Trap 1 point spirit enchantment, ranged, permanent. This subtle enchantment will prevent a demon, ghost or similar creature from leaving a body it has possessed, thus condemning it to the fate of the body. Instead of the demon escaping when the body dies, he dies with it. Immortal creatures, of course, would not die permanently; they would, however, be treated as if killed on this plane. This would also effect spell casters using magic to possess a creature. Secure Correspondence 2 point spirit enchantment, Utilising this ritual the caster enchants a non magical letter or scroll so that if the seal is broken by some one other than the caster or the addressee or one of their executors, then the text and any diagrams on the letter go blank. The letter may subsequently be enchanted with other defensive spells. Dispel magic will not remove this ritual but divine intervention from a knowledge god (Lankhor Mhy, Irripi Ontor, Thanater, etc.) will. Bonds of the Past 1 point spirit spell, instant, touch When casting this spell, the caster brings two surfaces into contact with one another. Possibilities include the surface of a jewel and that of a safe, or the surface of an arrow and that of a bow. If the two surfaces were ever before adjacent, the spell so indicates, and if the surfaces were ever directly connected as a single item, a stronger reading results. Lungs of the Herald 1 point spirit spell, temporal, touch This simple spell grants the recipient the ability to effortlessly speak in a loud clear voice for the duration. Persons as far away as 100 meters can hear the recipient of Lungs of the Herald over a normal crowd as if they were standing next to him. Opening the Tome of the Animals Mind 1 point spirit spell, temporal, touch This spell causes the caster to be able to read the animals memories of the previous day. The further the animal is from human the more difficult the caster is likely to find interpreting it’s memories. If the caster simply scans the animals memory he will see those memories most important to the animal [ i.e. where the squirrel hid its nuts]. If the caster is looking for a particular incident or encounter then he will need to make an INTx4 check to discover if the animal remembers anything of relevance. This check should be modified by the referee with regards to the animals ability to observe the incident and its importance to the animal. Through the Eyes of the Dead 1 point spirit spell, temporal, touch This spell causes a recently killed corpse's blood to pool and an image what it last saw before its demise to be shown in the blood. This spell only works if the blood is still fresh enough to flow. If rigor mortis has worn off or if the body has been animated or otherwise magically tampered with [this does not include freezing the body to preserve it.] then the spell will fail. If the recipient was killed by a gaze attack, those observing the pool suffers this attack as well, but with a +4 bonus to any relevant statistic for defending against the effects. Vladmir's Little Green Amulet Variable point spirit enchantment, Duration indefinite until activated, then 30 days. Utilising this spell the wizard enchants a 1 ounce green glass amulets per point of the spell. [Each amulet must be 1 ounce +/- 5%]. Each of these amulets when worn against the skin for at least 1 day act as a perfect contraceptive against natural means of conception so long as the amulet is worn. The amulets last for 30 days from first being activated and turn red two days before expiring and black when they expire. The amulet only works for the female person [or Hermaphrodite] who first wears it. Writing on the Tablet of the Mind Variable point spirit enchantment, This spell allows the caster to store information in the unused portions of a sentient targets brain for later recall. The information thus stored will be available for complete recall ,when the caster is touching the target, as if the caster was reading the information from a parchment in his hands. Spells and other magical writings cannot be stored in this way. The caster is able to store up to two pages of information per point of this spell. If at a later time, the wizard wishes to add more information, or change the information that is current in a targets brain, then the wizard will be required to recast the spell. There can only be one such spell active one individuals brain at anyone time. Casting this spell on a target already subject to it enables access to information stored by another caster. If Consume Mind, Consume Text or Create Head are used on the target then the information stored becomes available to the caster of those spells as is appropriate for the spell. Divine Spells. These have the most likely appropriate Gloranthan deities listed. Its a little worrying how many of these appear to be trickster spells. Move Tree Aldrya, Flamal. 3 point divine spell, 25 meter range, reusable, nonstackable. In the week after the casting of this spell, all trees in the area will up root themselves and creep out of it. Only nonmagical trees are affected by this spell and once out of the area they will replant themselves in the first desirable spot. In the centre of some farmer's field for example. Personal Immolation Lodril, Firshala, Zorak Zoran. 2 point divine spell, temporal, reusable, nonstackable. This spell causes the caster to burst out in flames. Creature within one meter of the caster receives 1D6 fire damage, those touching or being touched by the caster 2D6 fire damage. Combustible materials are set afire when touched. The casters equipment and clothes are not affected. The heat and light from the flames make it harder to hit the caster: -15% in melee, -10% ranged. Successful attacks in melee cause 1D6 fire damage to the attacker, and wooden weapons burn. This spell is not cumulative with shimmer or invisibility. The Caster is immune to normal fire and heat for the duration of the spell. Sex Change Trickster, Androgeus 3 point divine spell, reusable, nonstackable. This spell causes the victim's sex to change. Thus, a male becomes female and vice versa. The target's sex and entire body are changed, as if the target was born the new sex. The target's clothes may, also at the caster's option, change to fit it. The change takes 1 round; to dispel the spell, Dispel Magic must be cast during this period, after which the spell is no longer in effect. At the caster's option, the target may be made to actually think and act as though it was the new sex. If a d20 roll, made each day, is less than or equal to 20 minus the target's Intelligence, the target no longer wishes to return to its own sex and finds it natural to act as its new sex. The Emperor's New Clothes Trickster, Puppeteers 1 point divine spell, temporal, reusable, nonstackable. This spell causes all of the target's clothing and bodily possessions to become invisible, but not the target itself. The target sees his or her clothes as they normally are. Swords in scabbards are considered bodily possessions, but not if in hand. Any clothes put on after the spell is cast do not become invisible. Invisible items remain so for the duration of the spell or until dispelled. The People's Revolutionary Silhouette Trickster 1 point divine spell, temporal, reusable, nonstackable. This spell causes the affected person's shadow to rebel, for the duration of the spell. The shadow will not act properly, will disappear at will, reappear in the wrong place and in general do everything in its power to make the affected creature look bad. Bloodlust Shargash, Blood Sun 3 point divine spell, temporal, reusable, nonstackable. This spell makes the recipient bloodthirsty, giving him sadistic thrills at every blow. For every 2 points of damage done to an enemy in melee combat the caster will recover 1 point of damage to his most damaged location. General Hit point damage is recovered last. Yinkin's Blessing Yinkin 3 point divine spell, temporal, reusable, nonstackable. Cat spirit grants many of the abilities traditionally associated with cats, though it does not significantly alter the features of the recipient. The spell grants a +10% bonus to stealth skills, as the recipient's tread will be absolutely quiet for the duration. The spell also halves all damage taken from falls and allows the recipient to automatically land on his feet for any fall of more than 1m. Finally, it grants the ability to grow claws, allowing each hand to do 1d4 points of damage (Claw attack base 5%). It does not, however, improve singing ability. An Excellent Use For 4 Mice And A Pumpkin Trickster, Teelo Norri 2 point divine spell, Duration until midnight, reusable, nonstackable. This spell causes 4 mice and a pumpkin (Not the Hungry Eater, Jack O'bears etc.) to transform into a coach and four for the duration of the spell. Omerta Thief God, Danfive Xaron 1 point divine enchantment, one use, nonstackable. This spell prevents the willing target from disclosing the secrets of the organisation specified by the caster. The target may discuss public knowledge freely but they may not disclose secrets to anyone not a member of the organisation. If the target is compelled by magic he may resist it on a successful POW verses POW check against the magics caster. If he fails he dies after speaking 2d10 words on the subject. This spell can be removed by a successful divine intervention by a Truth rune god, but nothing less will do. Whispers of the Circling Winds Orlanth Thunderous, 2 point divine enchantment, one use, stackable, permanent. This spell enables the caster to perceive when his name is spoken within 5 miles per spell stacked and everything said for 1 minute per spell stacked afterwards at the place his name was spoken. The effect of perceiving identifies the speaker if the caster has met him before and enables the caster to teleport to the spot as if it were in line of sight so long as the caster does this during the duration he can hear what is going on at the spot. While this perception does not interfere with concentration it will wake the caster up and if there are multiple conversations with the casters name in going on within range of the spell the caster will have to concentrate on a single one of them at a time. Steed of Vengeance Babester Gor 3 point divine spell, reusable, stackable, range touch, duration 30 minutes. This spell transforms a horse into a ferocious magical mount. Its coat becomes jet black, and its eyes fiery red. It becomes a carnivore with a taste for blood. The horse's teeth transform into fangs and its hooves become razor sharp. Each additional spell stacked with the casting doubles the spells duration. This spell is not compatible with Extension. The horse gains an additional 2d8 hit points and it attacks at +15%, it does double damage with its hooves [Counting as a magic for hitting targets that can only be hit by magic.], and receives 3 additional armour points to each location. The horse is mind linked to the caster so that she can ride without making skill checks except in the most extreme of circumstances. At the end of the duration the horse must make a Con x 4 check or die. None of the damage the horse has sustained is lost at the end of the spell, if this means the horse is below 1 hit point after loosing the additional hit points then the horse drops dead at the end of the spell. Commentary appreciated. Adam *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 28 May 2001 09:08:55 +0800 From: Jeremy Martin Subject: [RQ-RULES] Weapon Category skills Okay guys, A quick survey. I just noticed that in 3E, the characters are really learning 1-handed sword, not Scimitar or Broadsword (for example) and that they can use the skill they pick up with one for the other. This seems somewhat counter-intuitive to me, though I don't claim any real knowledge in the area. How do you run your games? Do you apply any penalties for switching from Staff to Maul? What about Dagger to Sai, where there is a 10% difference in Base %? Can a character with no bonuses take Dagger at 15%, increase 5% and then switch to Sai with a 20% skill? Please let me know your thoughts and/or house rules on the subject. Thanks, Jeremy *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 28 May 2001 12:58:21 +0800 From: Jeremy Martin Subject: Re: [RQ-RULES] Weapon Category skills Also, what about going from 1-handed to 2-handed, with a Battle Axe, for instance. Do you revert to base skill, half best skill, -25%...? Since you could follow Scimitar => Bastard Sword 1H => Bastard Sword 2H => Greatsword, would you use the same rules for someone trained in Scimitar picking up a Greatsword? How about Warhammer to Great Hammer? Thanks for your thoughts. Jeremy Jeremy Martin wrote: > Okay guys, > > A quick survey. I just noticed that in 3E, the characters are really > learning 1-handed sword, not Scimitar or Broadsword (for example) and > that they can use the skill they pick up with one for the other. > > This seems somewhat counter-intuitive to me, though I don't claim any > real knowledge in the area. How do you run your games? Do you apply > any penalties for switching from Staff to Maul? > > What about Dagger to Sai, where there is a 10% difference in Base %? > Can a character with no bonuses take Dagger at 15%, increase 5% and then > switch to Sai with a 20% skill? > > Please let me know your thoughts and/or house rules on the subject. > > Thanks, > > Jeremy *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V4 #57 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Hasbro/Avalon Hill Games. 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