Sorcery Traps, Mostali

From: SirOpal_at_aol.com
Date: Sun, 12 Mar 1995 14:27:16 -0500


Takehiro,

       IMO sorcerous traps only require the four enchantments that you mentioned. The only caveat that I would mention is that you might require some sort of Sense Enemy/Life/whatever so that the trap knows when to activate. That might be taken care of by the Attack enchanment. (My Magic Book seems to have grown legs.) I would say that the spell casting is automaticallly successful because the spell has already been cast successfully  into the matrix and is "programmed" to have a specific result. The strength of the spell would be determined by the magic points of the caster at the time of casting. I usually use 15 or 18 as the POW of lurking spells depending on the fierceness of NPC sorcerors. How the spell is affected by Shield or Countermagic would be as standard.

       To use your example the trap would cost 9 POW: 5 for the Venom 5, 2 for magic points (gives you 2 shots), 1 for the Linking, and 1 for the attack condition. When the attack conditon is fufilled the spell would activate and strike the target with a POW equal to the offensive POW of the enchanter. If the target had Shield 2+, Countermagic 4+, etc. the spell would fail. I would rule that if the enchanter's POW increased he could enhance the attacking POW of his enchantment at the cost of 1 POW.

       Unfortunatly the above is mostly opinion as I can't find my rules.

Mostali:

       While the mortar & pestle approach is amusing I don't think it's appropriate for the dwarves as they aren't biological in the same sense as men, aldryami, etc. Then again, this wasn't written to follow canon all that closely. I'll post more on my take on the dwarfs when I get over my cold.

Erich


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