From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #123 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 Tuesday, October 23 2001 Volume 04 : Number 123 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Sandy's Sorcery Rules and Munchkins RE: [RQ-RULES] Sandy's Sorcery Rules and Munchkins [RQ-RULES] Re: RuneQuest Rules Digest V4 #121 Re: [RQ-RULES] Re: RuneQuest Rules Digest V4 #121 Re: [RQ-RULES] Re: RuneQuest Rules Digest V4 #121 [RQ-RULES] Sorcery 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: Tue, 23 Oct 2001 00:38:27 -0700 From: sneadj@mindspring.com Subject: Re: [RQ-RULES] Sandy's Sorcery Rules and Munchkins Brad Furst wrote: > > In the campaign in which I play, the medium level characters were > created using Nikk's character creation rules > (Nikk, where is your web site nowadays? > http://members.nbci.com/_XOOM/wakboth/chargen.htm > seems to be a dead end) I'd also like to see these rules, if anyone knows a valid link to them. Thanks- - -John Snead sneadj@mindspring.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: Tue, 23 Oct 2001 03:50:51 -0500 From: "Dury, Pascal" Subject: RE: [RQ-RULES] Sandy's Sorcery Rules and Munchkins Hi, I save some time ago the corresponding web page. I have it in .htm or in Explorer proprietary .mht format. I can send it to anybody interested. If Nikk agree of course ;-) - -----Message d'origine----- De : sneadj@mindspring.com [mailto:sneadj@mindspring.com] Envoyé : mardi 23 octobre 2001 09:38 À : runequest-rules@lists.ient.com Objet : Re: [RQ-RULES] Sandy's Sorcery Rules and Munchkins Brad Furst wrote: > > In the campaign in which I play, the medium level characters were > created using Nikk's character creation rules > (Nikk, where is your web site nowadays? > http://members.nbci.com/_XOOM/wakboth/chargen.htm > seems to be a dead end) I'd also like to see these rules, if anyone knows a valid link to them. Thanks- - -John Snead sneadj@mindspring.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. *************************************************************************** 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: Tue, 23 Oct 2001 07:50:14 EDT From: LordIceheart@aol.com Subject: [RQ-RULES] Re: RuneQuest Rules Digest V4 #121 - --part1_130.3705d17.2906b376_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit I have found that a good way of giving noramls (Rune status and Shamans) a decent chance is to give them access to a spell called Warp Magic (my spell i am afraid) the point of the spell is to create an area around the weapon that disrupts magic without dispelling it. In essence it ignores magical protection of all kinds, including such spells as Boost Armour and Damage Resistance. While this may seem a bit powerful you have to remember that NO magic may be used on the weapon at all (except for the Divine intervention to allow for the use of iron and such). With this spell functioning it comes back to the skill of the combatants in close combat. Although of course it wont get around Sorcerers who have massive stats from thier spells. Try it out you might like it. Warp Magic Temporal, Passive, Spirit 6 Points (Uncommon) - (but becoming more common (Quickly)) When cast this spell creates an area the size of the item that it is cast on to ignore all magical effects that impedits travel through the air. When striking armour or living tissue the resistance of these will slow the weapon down normally but any magic that is on these items will not help to slow it down and reduce the damage. When enchanted with this spell no other magic may be cast on the weapon or the Warp Magic spell creates a back lash that causes 1d4 points of damage to the holder of said weapon. (for those of you that like this spell and want to use it be my guest, and if you make any modifications to it i would appreciate knowing) Thanks All and enjoy Killing those pesky Sorcerer's Drycanthra1@aol.com - --part1_130.3705d17.2906b376_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit I have found that a good way of giving noramls (Rune status and Shamans) a decent chance is to give them access to a spell called Warp Magic (my spell i am afraid) the point of the spell is to create an area around the weapon that disrupts magic without dispelling it.

In essence it ignores magical protection of all kinds, including such spells as Boost Armour and Damage Resistance.
While this may seem a bit powerful you have to remember that NO magic may be used on the weapon at all (except for the Divine intervention to allow for the use of iron and such).
With this spell functioning it comes back to the skill of the combatants in close combat.  Although of course it wont get around Sorcerers who have massive stats from thier spells.

Try it out you might like it.

Warp Magic
Temporal, Passive, Spirit
6 Points (Uncommon) - (but becoming more common (Quickly))

When cast this spell creates an area the size of the item that it is cast on to ignore all magical effects that impedits travel through the air.  When striking armour or living tissue the resistance of these will slow the weapon down normally but any magic that is on these items will not help to slow it down and reduce the damage.
When enchanted with this spell no other magic may be cast on the weapon or the Warp Magic spell creates a back lash that causes 1d4 points of damage to the holder of said weapon.
(for those of you that like this spell and want to use it be my guest, and if you make any modifications to it i would appreciate knowing)

                       Thanks All and enjoy Killing those pesky Sorcerer's
                                          
                                          Drycanthra1@aol.com
- --part1_130.3705d17.2906b376_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: Tue, 23 Oct 2001 08:09:08 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Re: RuneQuest Rules Digest V4 #121 LordIceheart@aol.com wrote: > > Warp Magic > Temporal, Passive, Spirit > 6 Points (Uncommon) - (but becoming more common (Quickly)) I'd probably only make this a 3-4 point spell (2 point in a divine version) or better yet, variable, negating an equal number of weapon enhancing spell points. - -- talmeta@optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - Women...can't live with 'em...can't shoot 'em. -- Steven Wright *************************************************************************** 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: Tue, 23 Oct 2001 08:31:16 -0700 (PDT) From: Leon Kirshtein Subject: Re: [RQ-RULES] Re: RuneQuest Rules Digest V4 #121 In a way this spell has a similar effect to Blade Sharp. It offsets magical protection by bypassing it. IMO, it should therefore be more 'Blade Sharp' like. That do you think about this: Warp Magic Temporal, Passive, Spirit Variable(Uncommon) When cast this spell creates an area the size of the item that it is cast on to ignore all magical effects that impedits travel through the air. When striking armour or living tissue the resistance of these will slow the weapon down normally but magic that is on these items will be less effective in reducing the damage. Each point of Warp Magic will offset 1pt of Spirit or 2pt of Sorcery protection. This spell is less effective vs Divine magic 2pt of Warp Magic is needed to reduce such protection. This spell will have no effect things such as Shimmer since protection granted by such spell is through missdirection. This spell is incompadible with all temporal weapon enhancing magic (no matter the source) but will work in conjuction with weapon enhancing enchantments and magical weapons. If cast on a magic enhanced weapon only spell with the highest intensity will function. - --- LordIceheart@aol.com wrote: > I have found that a good way of giving noramls (Rune > status and Shamans) a > decent chance is to give them access to a spell > called Warp Magic (my spell i > am afraid) the point of the spell is to create an > area around the weapon that > disrupts magic without dispelling it. > > In essence it ignores magical protection of all > kinds, including such spells > as Boost Armour and Damage Resistance. > While this may seem a bit powerful you have to > remember that NO magic may be > used on the weapon at all (except for the Divine > intervention to allow for > the use of iron and such). > With this spell functioning it comes back to the > skill of the combatants in > close combat. Although of course it wont get around > Sorcerers who have > massive stats from thier spells. > > Try it out you might like it. > > Warp Magic > Temporal, Passive, Spirit > 6 Points (Uncommon) - (but becoming more common > (Quickly)) > > When cast this spell creates an area the size of the > item that it is cast on > to ignore all magical effects that impedits travel > through the air. When > striking armour or living tissue the resistance of > these will slow the weapon > down normally but any magic that is on these items > will not help to slow it > down and reduce the damage. > When enchanted with this spell no other magic may be > cast on the weapon or > the Warp Magic spell creates a back lash that causes > 1d4 points of damage to > the holder of said weapon. > (for those of you that like this spell and want to > use it be my guest, and if > you make any modifications to it i would appreciate > knowing) > > Thanks All and enjoy Killing > those pesky Sorcerer's > > > Drycanthra1@aol.com > > ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Make a great connection at Yahoo! Personals. http://personals.yahoo.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: Tue, 23 Oct 2001 16:30:13 +0100 From: "N.J. Effingham" Subject: [RQ-RULES] Sorcery Korhonen Mikko: > I'm currently running campaign in West, so most adversaries are also > sorcerers... ;) I think that the overall limitations of Presence & Skill/10 > balance things out nicely. And also the sorcery spells themselves aren't > overly powerfull either. Ok, Evoke Lightning Multispelled and cast with Speed > or cast from Hold is instant and also can be quite powerfull, but Sorcerer > can usually only do it once or twice before running out of MP:s. Compared to > few stacked Thunderbolts/Sunspears or to Sever Spirit i don't see this as a > problem. Indeed, these sort of spells are fine. In fact, they are if anything underpowered and I rarely see them used except in unusual circumstances. > Problem arises with the "permanent/allways up" Resist Spells, Damage Boosts > and Fly spells. Some limit is the rule that you can only use one active spell > at a time unless you use Multispell also. However this doesn't remove the > problems with the passive spells. I believe the rules as they stand involve active spells requiring all of your concentration. Whivch is great as it stops your sorceror Flying around lobbing even more spells around. > One way to balance sorcery vs. others is to use Spirits and Elementals. > Theists and Spirit Magic users are usually more at home with these. They have > some specialiced magics to control and resist them etc. Sorcerers (or at > least Malkioni sorcerers) don't cope well with these. Rack up a boost damage 12 and elementals suddenly seem a minor inconvenience. > By the way Nikk, how do you handle your Henotheists? Have you them using > Sorcery instead of Battle Magic? This might make some powerful > combinations... I've read through your web material, but this point is still > a bit unclear to me. I run that they use Sorcery and Rune Magic (although only sorcerors have free access to sorcery, the warrior caste a limited in arts and spells, as are the Lords and Farmers). Spirit magic is rare, and considered to be a gift from the gods. It _is_ a powerful combination, which partly makes the position I'm in my own problem, but the problems I am discussing are still centered around sorcery, not the Henotheistic mix. Dury, Pascal: > The number and power of spells that a sorcerer can have is limited by its > presence. > Thus, sorcerers that maintains a lot of spells or big ones will have a > limited use for other magic (exept an emergency spell). Given. But a group boosted through the roof don't really need any more support than the basic Boost Damages etc... they already have. > For Combat issues, I use the idea of concentration Loss > - if you take more than half your location hit point damage, you > will need a concentration roll to maintain your spells. > - if you become inconsious, all your maintained spells vanished. > - You also need a concentration roll if you are using an active > spell and wanted to do other action. > > that make players think before they engage battle since they will probably > be the 1st target. > > about sorcerers using harrassment, how about a "dispel/Neutralize magic" as > first spell cast by the rune lords ? All good plans, but they swing game balance in the opposite direction. A party that relies upon sorcery (i.e. Seshnelans, Fronelans, Henotheists) is consequently going to be screwed over utterly should you drop all of their magic with a dismiss/neutralise spell. As these spells are all or nothing deals, then either their group mops up (if they fail to dispel the magic) or they dispel the magic and trounce the party. Neither appealing choices... Certainly there's something to be said for it, and I've done it in the past, but just how many points of Dismiss Magic can be justified? Tal: > Presence limits this, and a stacked divine Dispel knocks down most > sorcery without breaking a sweat. About the time my group begins to get > heavy with precast sorcery is when the opposition learns to get a few > Dispel's stacked together - one of my house rules is that if any one > part of a multispell is dispelled, the whole framework dissolves, so a > group of six flying damage resistant foes suddenly becomes a gaggle of > plummeting geese when the fly component of the Fly6/DR6-MS6 gets > dispelled. I like that house rule, if one part of the multispell goes, they all tumble apart with it. > > high levels if a sorcery magic using party attacks an enemy who > > relies primarily on rune magic, you attack, get the enemy to cast > > their rune magic, and then run away (using Fly, Haste or Teleport). > > This can work against any magic using group, really. Not quite. In a normal, non-sorcery group, you meer, cast spirit magic, then engage. In a sorcery group, you meet, the boosted knights jump on you whiilst you are rtying to cast a spell, and it takes two or three rounds before you're fighting at the same level as them. Plus, casting spirit magic and rune magic loses magic points, so if I let you do that, then run away since my magic costs no magic points (being sorcery, and maintained via presence) Brad Furst: > In the campaign in which I play, the medium level characters were > created using Nikk's character creation rules > (Nikk, where is your web site nowadays? > http://members.nbci.com/_XOOM/wakboth/chargen.htm > seems to be a dead end) > and the two sorcerers remain vulnerable. That's an excellent question. It seems to have vanished, missing presumed dead. Can anyone recommend free webspace that I can upload stuff onto _without_ needing an FTP utility (i.e. via the web). > One maintains, at best, > Damage Resist 8, and the other maintains Boost Armor sufficient to > give his soft leather AP5 instead of AP1. I think we may have a > Boost Damage 4 on one (maybe two?) weapon(s). We have a small > assortment of 2 point spells maintained. We have barely enough > Presence remaining to try Palsy-6 once or twice. > > I think a "medium level" party can't really beat the same number of > rune level characters. If the sorcerers have their defenses > maintained, then they don't have enough Presence to Boost their > weapons, and vice versa. ? You should easy be riding about 30+ presence. > Boosted weapons are useless when in limbs disabled by called shots > (called shots, aimed blows, are successful often enough when used by > runelords whose attack chances are amplified by magic). Runelords > are often helped by spells cast by allied spirits. Certainly it's not impossible to defeat the sorcerous party (they've had ltos of difficult battles) but they have a powerful, unfair advantage. And this still doesn't stop my group from getting the enemy to cast all of its spells, lose all of its magic points, then do a bunk and come back half an hour later. My group have realised they could do this and, fortunately, choose not to. > Medium level sorcerers which use their Presence in advance rarely > have ability or opportunity to accomplish necessary healing magic > subsequently. > > Is this "medium level sorcery group" REALLY only medium level? How > much Presence does each sorcerer have available? How many (and > which?) spells can they cast at better than intensity 4? My group is actually high level, but this problem applies perhaps even more at medium level. And even a low level magic user should be able to maintain numerous intensity 4 spells (which would require a mere 20% in the spell and 11% in ceremony, all of which your magic bonus alone should go most of the way to providing). A medium level sorceror, in my eyes, has about 40 Presence and about 70% in ceremony and about that in the spells. So you can knock off something like a Boost Damage 10 multispelled 4 times. Which means that for your foes to face you fairly, they would (a) have to have access to Bladesharp 10 (or an equivalent) and (b) spend over a round casting it whilst being whacked by the Boosted weapons. Slightly unfair. > The question for consideration is: In this example, how many points > does the Damage Resist need to resist on the Resistance Table? > > I think Sandy Petersen has ruled that Damage Resist is tested early, > on the outside, and certainly before Protection-2. However, I hope > that is wrong; if Damage Resist is checked before other defenses > subtract damage, then Damage Resist is almost useless (unless it is > cranked up way high). I think that resist damage is too powerful if the roll is after armour reductions. But you are right, it is pretty naff for damge before the reduction. On the upside, it's great against falling damage, running through fires, surviving biting cold and usually gives you a 5% chance of surviving most mortal blows. *************************************************************************** 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 #123 ************************************* *************************************************************************** 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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