RE: Military Magicians

From: Hibbs, Philip <philip.hibbs_at_tnt.co.uk>
Date: Tue, 22 Dec 1998 18:15:10 -0000


>an idea how the units create these powerful long range effects?

The magic that we are familiar with is all in some way a re-enactment of a ritual. Most can be performed by one person, some (such as learning a spell) need more than one. Some of the really powerful rituals need many participants. These are not detailed in game terms, because they are rare and usually out of the scope of most PCs.

As for game mechanics, the official answer has to be "Wait for Hero Wars", as that has group participation rules for magic.

Unofficially, in RQ terms, how about this:

Each participant must roll their Ceremony skill in order to effectively participate
If they succeed, they may contribute 1 MP to the spell If they special, they may contribute up to 5 MP to the spell If they critical, they may contribute up to their POW in MP to the spell If they fumble, then everyone's level of success is lowered by one level.

Base range is 50m, each MP spent on increasing this range increases it by the number of participants in meters.

Procedure:
All participants state their maximum MP contribution The group decides what range the effect is to be cast at All participants roll
All results are reduced by 1 level of success per rolled fumble Calculate MPs in the effect
Subtract MPs spent on range
If there are any left, calculate result as per spell description

This requires a whole new set of spell descriptions for multi-person spell effects.

philip.hibbs_at_tnt.co.uk
http://www.snark.freeserve.co.uk/
Failure is not an option, it's integral to the o/s.


End of The Glorantha Digest V6 #361


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