Cheers
David
On 15/06/2012, at 2:30 AM, hcarteau_at_FzNJrgvuaehVtXieF9ousTRMivKWYLdu9SF-XMjH7b5Kv0zUGaQcTisGZ1DEOBg8hBJrPMbshA.yahoo.invalid wrote:
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> I remember a RQ 3 rules modification in which lunar magicians could manipulate their battle/spirit magic "spells" (I'm not sure of RQ terminology anymore) the way sorcerers do with their own. They could Boost a Bladesharp 1 to 10, Cast a Disruption that would inflict 1D3+6 damage, Use Farsee to see miles away etc. All this from puny little cantrips like Heal 1 or Vigor 1, but boosted by the Moon. They had specific skills such as "Amplify", "Project", etc.
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