From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #60 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 Thursday, May 31 2001 Volume 04 : Number 060 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Spell criticism : Through the Eyes of the Dead [RQ-RULES] Spell criticism : Omerta [RQ-RULES] Spell criticism : Steed of Vengeance [RQ-RULES] Spell criticism : Whispers of the Circling Winds [RQ-RULES] Re: Inimitable Tailor Spell Re: [RQ-RULES] Spell criticism : Demon Trap Re: [RQ-RULES] Spell criticism : Through the Eyes of the Dead [RQ-RULES] RE: RuneQuest Rules Digest V4 #59 RE: [RQ-RULES] Spell criticism : The Emperor's New Clothes 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: Thu, 31 May 2001 16:56:39 +0100 From: "Adam Benedict Canning" Subject: [RQ-RULES] Spell criticism : Through the Eyes of the Dead > Date: Tue, 29 May 2001 13:35:55 -0400 > From: Robert Stancliff > Adam Benedict Canning wrote: > > > > Through the Eyes of the Dead > > 1 point spirit spell, temporal, touch > This is an interesting variation of a Lankhor Mhy > knowledge spell > (Reconstruction?). Reconstruction is a lot more powerful, it shows you a 15 minute period in the past you specify. Its also a lot more annoying to GM. 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: Thu, 31 May 2001 16:56:48 +0100 From: "Adam Benedict Canning" Subject: [RQ-RULES] Spell criticism : Omerta > Date: Tue, 29 May 2001 13:35:55 -0400 > From: Robert Stancliff > Adam Benedict Canning wrote: > > > > Omerta > > Thief God, Danfive Xaron > > 1 point divine enchantment, one use, non-stackable. > Give to assassin and spy cults. Also a good chaos > spell. There is > a spell to resist truth spells, but it doesn't kill the recipient. Seal Tongue, which is more expensive [4 points reusable and 2 POW from the target.] but whose use is optional by the recipient and works against truth detection as well as truth forcing spells and is slightly more efficient. Omerta would work against Mind Read but not directly against Detect Truth. (Since you can't talk about the subject you can't lie about it so Detect Truth becomes irrelevant.) Possibly it should be more expensive but I want something slightly more usable than Seal Tongue. Perhaps 1 point reusable and 1 POW from the target. 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: Thu, 31 May 2001 16:56:55 +0100 From: "Adam Benedict Canning" Subject: [RQ-RULES] Spell criticism : Steed of Vengeance > Date: Tue, 29 May 2001 13:35:55 -0400 > From: Robert Stancliff > Adam Benedict Canning wrote: > > > > Steed of Vengeance > > Babester Gor > > 3 point divine spell, reusable, stackable, range touch, > duration 30 > > minutes. > This sounds like a temporary version of Sir > Ethilrist's Black Horse > Troop. It certainly could be confused with one of the Black Horse Demons. > Since most mounts have CON over 23, the likelihood > of death is > usually 5%. I will show this to my players that wanted to > go to hell and > get some nightmares to ride. Good point. but the CON for a Horse is 3D6 so it will kill a good proportion. If the spell worked on Rhinos then it would have to be CON x2 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: Thu, 31 May 2001 16:56:50 +0100 From: "Adam Benedict Canning" Subject: [RQ-RULES] Spell criticism : Whispers of the Circling Winds > Date: Tue, 29 May 2001 13:35:55 -0400 > From: Robert Stancliff > Adam Benedict Canning wrote: > > > > Whispers of the Circling Winds > > Orlanth Thunderous, > > 2 point divine enchantment, one use, stackable, permanent. > Can you say 'Jack of Shadows' by Roger Zelazny? The Symbul of Algarond and Shaitan, both of whom have similar capabilities. I haven't encountered Zelazney's Jack of Shadows. > This > would give an > incredible range to Orlanth's teleport spell. It may need > to be more > expensive, just for that reason, but I could see allowing > it as written. The best ways to make it more expensive is Either a] reduce the range b] make it enchant a talisman that is only usable by the caster. The main problem for the caster is there is no way of turning it off. So people start overloading his concentration by having bards tell stories about him. 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: Thu, 31 May 2001 13:22:17 -0400 From: "Leon B Kirshtein" Subject: [RQ-RULES] Re: Inimitable Tailor Spell I do not see the use for this as a spirit spell. The duration of 5 minutes is a major hangup. It could be used by thief types for getting into places where they would not be admitted normally, but as such it would not be a faivorate of any tailor types. Due to this limited usability I would make it a 2pt non-variable similar with disguise. The only way it would really work for me is etheir sorcery where duration can be extended or as a spirit ritual enchantment with a loss of 1pt POW this would make it permanent if rather expensive. Oh, and as a spirit spell I would take any person names out of the name of the spell since what is usually associated with a sorceror who researches a spell Leon Kirshtein > > Adam Benedict Canning wrote: > > > > > > Dyre’s Inimitable Tailor > > > 1 point spirit spell, instant, touch > > > > You could make this one variable, and have it make > alterations > > sufficient to change between size levels (small, medium, > > large, & troll > > (from the armor size category table)). > > Good Point, though to generalise that would be per 5 SIZ > points of the wearer. > > Variable 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 1 > size level [The 5 SIZ bands of the armour table] per point > in the spell. If it increases the amount of cloth or > fittings used in the garment than additional cloth or > fittings must be provided. > > > > Date: Tue, 29 May 2001 13:35:55 -0400 > > From: Robert Stancliff > > > > Dyre's Inimitable Tailor > > > 1 point spirit spell, instant, touch > > This should be sorcery if it can wear off, > > or a ritual spell from the god of tailors and > > seamstresses otherwise. > > The sorcery spell is Form/set cloth, which doesn't wear off. > > Making it a ritual spell rather implies it takes an hour to > cast. Ritual Craft:Sewing is tempting but I don't think the > spell needs the loss of potency that implies. > > That it is a speciality spirit spell for Tailor/Seamstress > cults and possibly Panash types is reasonable restriction. ___________________________________________________________________ To get your own FREE ZDNet Onebox - FREE voicemail, email, and fax, all in one place - sign up today at http://www.zdnetonebox.com *************************************************************************** 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: Thu, 31 May 2001 13:28:05 -0400 From: "Leon B Kirshtein" Subject: Re: [RQ-RULES] Spell criticism : Demon Trap I would make it variable based on stats of the spirit 1pt - power spirits, 2pt magic spirits, etc. An interesting variation would be to make it a regular spirit spell instead of an enchantment, but you would have cast it at the spirit directly and other come its power. Definantly shamans repertoire. Leon Kirshtein > > Adam Benedict Canning wrote: > > > > > > Demon Trap > > > 1 point spirit enchantment, ranged, permanent. > > This sounds like the rare magic item, 'spirit chain', > > from the RQ2 > > Borderlands pack. It freezes spirits in a radius so that > > they can be > > attacked or fled from. I don't recall the details. > > Spirit Chain is a one use area effect items and prevent any > spirit in the area from disembodying or if disembodied from > moving. It is thus much more powerful. > > And this sort of effect feels like it should be in a shamans > repertoire. > > Adam ___________________________________________________________________ To get your own FREE ZDNet Onebox - FREE voicemail, email, and fax, all in one place - sign up today at http://www.zdnetonebox.com *************************************************************************** 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: Thu, 31 May 2001 13:32:35 -0400 From: "Leon B Kirshtein" Subject: Re: [RQ-RULES] Spell criticism : Through the Eyes of the Dead Definently a divine spell, unless you make it a summoning of the dead person's spirit and it in effect temporarily possess you to allow you to see through their eyes. This way it could be a lot of fun, it may not want to leave :) Leon Kirshtein > > Adam Benedict Canning wrote: > > > > > > Through the Eyes of the Dead > > > 1 point spirit spell, temporal, touch > > This is an interesting variation of a Lankhor Mhy > > knowledge spell > > (Reconstruction?). > > Reconstruction is a lot more powerful, it shows you a 15 > minute period in the past you specify. > > Its also a lot more annoying to GM. > > 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. > ___________________________________________________________________ To get your own FREE ZDNet Onebox - FREE voicemail, email, and fax, all in one place - sign up today at http://www.zdnetonebox.com *************************************************************************** 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: Thu, 31 May 2001 18:46:11 +0100 From: "Adam Benedict Canning" Subject: [RQ-RULES] RE: RuneQuest Rules Digest V4 #59 > Date: Wed, 30 May 2001 11:26:36 +0800 > From: Jeremy Martin > Subject: [RQ-RULES] Permanent Divine Spells > > Hey there, > > First off, thanks Adam for some very interesting > spells, Thank you. > and Robert for > some good commentary on them - that helped a lot > as far as which ones I > might be including in my campaign. By now you've seen my thoughts on what he said. Does > anyone else have some > one-use Divine spells that grant permanent effects? A few more of the things my players have done previously. Donning the Likeness of Another Variable spirit spell, temporal, passive. This spell transforms the caster into a form he has previously consumed with Consume Likeness. He may end this spell at will. The level of this spell must be at least 2 plus the difference inn SIZ between the casters current form and new form. Death is No Escape 2 point spirit ritual summons, active. This spell when cast on the skull of a creature that the caster personally killed summons its spirit from its afterlife to answer questions. The spirit makes a reaction roll to the caster, modified by its feelings about being dead [usually hostile to the caster.] A Hostile spirit will attempt to mislead the caster 80% of the time, unless the information which it imparts to the caster is not beneficial to him. A Neutral Spirit will attempt to mislead the caster 40% of the time. A friendly spirit will only mislead the caster if it thinks that that is in the casters best interest. Regardless of reaction roll all that the spirit says in answer to the casters questions must be true based on what the spirit knew before it died, though it can and will lie by implication or omission. Consume Likeness 1 point (memorisation only) spirit ritual enchant, passive This spell enables the caster to absorb the likeness of someone he has killed. The caster must spend must make a Con x4 check or lose 1 constitution point. He must also expend 1 POW plus 1 POW if the victim is a different sex and 2 extra POW if the victim is a different species. This spell then enables the caster to assume the form of the target as the target was when in normal health by casting Donning the Likeness of Another. If the newly acquired form has any physical abilities lacking in the casters own form then he will have to develop the appropriate skills. [i.e. if a human consumes the likeness of an Wind Child he needs to learn how to fly, If he then consumes a Winged Dragonnewt the skill he has already spent will enable him to fly in that form after a short period of practice.] The spell does not grant innate magical abilities such as a Wind Child's bonus to control Sylphs. Hour of the Dragon Ritual Immanent Mastery, Orlanth DragonFriend etc. 2 point Divine ritual enchantment This spell imbues a dragon tattoo with the ability to grant it’s wearer with the ability to breath flame. The tattoo regains its power by absorbing the wearers natural MP recovery abilities for 5MP per charge recovered. The tattoo holds 1 charge per 2 POW sacrificed in the enchantment. The target may expend charges, up to a maximum of 4 in one round, to breath fire in a cone as follows Number of Charges Range Width of cone Damage 1 POW meters POW/2 meters 2D6 2 POW meters POW/2 meters 3D6 3 POW meters POW/2 meters 4D6 4 POW meters POW/2 meters 4D8 4 2x POW meters POW meters 2D6 Damage is rolled once and applied to the lowest Armour value [Like normal dragon Flame] The tattoo [which must be engraved as the ritual is performed] must cover at least 2 square feet of the targets body surface and must wrap all the way round his neck. It requires a successful Craft: Tattoo check, but the tattoist need not be the enchanter. The target may not have more than one such tattoo, though the enchantment may be repeated to increase the number of charges it can hold. Bubbling Buoyancy Sorcery spell, temporal, ranged, active. By use of this spell the caster can allow normally non buoyant objects to float upon a layer of small bubbles. Up to 5 SIZ[20ENC] per point intensity can be made to float including gold, lead, stone or a living creature. A single object that has been sunk can be raised to the surface if the object is within range. Yes its by a certain well known Greyhawk Wizard. Watchskull 1 point divine ritual enchant. Thanatar The caster enchants a non magical skull so that he can concentrate to see through its eyes if he is within 1 mile per point of POW sacrificed. A caster cannot have more such skulls than his intelligence. Gaidin Bond Ritual enchant, Duration, Permanent, Passive For the sacrifice of a mere 3 POW this enchantment grants the target CON+1 and an additional 1d6 extra to his FP maximum, the ability to sense chaos [base 5%]. While multiple casters could have this spell running on the same target the previous benefits do not stack. The target can sense where the caster is at all times (to within 1 degree and 1 percent of the distance between them), and allowing him to know the general mental and physical condition the caster is in. The caster can likewise sense the target. [If using Pendragon Personality traits the target and caster both gain Loyalty to the other at 1d6] The target is always considered to be at touch range so far as the caster casting mind affecting spells. Within 100 yards the caster can expend the targets FP's rather than her own. Upon the death of either participant the psychic backlash causes the survivor to suffer the equivalent of a Madness spell [testing the other link member's POW vs. his POW] with any Fanaticism being targeted against the others killers. The Target tends to suffer from suicidal depression if the caster predeceases him. [If using Pendragon Personality traits the targets Loyalty Caster becomes Suicidal Depression] This is of course based on Robert Jordan's Wheel of Time. But we were thinking about turning Fixed INT Creatures into Familiars earlier. 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: Thu, 31 May 2001 14:03:15 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Spell criticism : The Emperor's New Clothes > > the caster would have to provide the unseen details. > Illusions are normally real so, the details show through > as it were. > Adam No, this is a misunderstanding of the concept of a Gloranthan illusion. Illusions don't make something transparent or invisible, they lay an alternate image over the reality, and that image is all that can be seen or perceived until the spell ends. It is real in the sense that it can not be disbelieved. The light from the illusion is really seen, the sound from an audible illusion is really heard, and the feel of a physical illusion presses back when touched. The nature and details of the image have to be provided by the caster, and have no relation to what is hidden unless the caster already possesses that knowledge. A full sensorum illusion of an object satisfies all of the senses that the object is there, but it is a hollow shell with no life or substance beyond the casters ability to control the projection. True invisibility is probably derived from the rune of Change since the object is physically modified to allow light to pass through it. The greatest power possessed by the Puppeteers is probably their ability to swap places with their illusory soldiers over great distances: the reality becomes illusion and the illusion becomes reality as a form of teleport. Stancliff *************************************************************************** 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 #60 ************************************ *************************************************************************** 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. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval.