Andrew Mellinger
Multispell: Wow
this is really powerful. Using ceremony one of our wizards can damage
resist the entire group for ~8 points. With the presence he can
maintain it for however long. Most times our mages usually always
multispell, 'cause for one extra point they can increase their effect
twofold. Does anyone else think a party of characters each with a
Damage Resist 8 up is unbalancing?
How does multispell
really work? How can a single extra spell increase the effect so much?
It isn't an area-of-effect type of skill, 'cause it doesn't follow the
law of conservation of magic. Multi-spell should instead be called
Multiply.
Philip Hibbs
I'm interested in
this "law of conservation of magic", I've never heard of it.
Andrew Mellinger
What we will
probably do in our campaign is that Multispell allows the caster to cast
multiple spells with only one extra presence and SR per extra spell.
In essence the caster builds the spell construct then uses it repeatedly
to cast copies of the spell quickly. This means that each copy must be
paid for in MP but not in time, or presence. The multispell levels
will increase presence but not MP. I.E Jed casts his Palsy 4 one 3
brigands who jumped out of an alley. He pays 4MP for the base palsy 4,
then uses multispell 2 to get the other two guys. So, the time to case
is DEX SRM + 4 (base palsy) + 2 (multispell). Presence is 4 (base
palsy) + 2 (multispell) = 6. MP is 3 4-point palsys for 12 points.
Philip Hibbs
Sounds fair, but one
of the principles of magic in RQ3 is that 1MP = 1SR
Andrew Mellinger
This solution
doesn't solve the problem of a whole party Damage Resisted level 8,
except maybe they can't get enough MP.
Philip Hibbs
In fact, SP's rules
are more restrictive in this respect, because in RQ3 you could do DR8 on
each person individually, provided you had the MP, and it would last
for a week, or more if you had a matrix. In Sandy's, this is much more
restricted
Andrew Mellinger
As a comment on
posts made long ago sandy talked about using Multispell to increase a
wizards chance of Dominate. I was pretty sure that the results of
Multispell couldn't be used on the same target if they were the same
spell. If they can, then that is *really* unbalancing. The first thing
my wizards will do is multispell 6 point lightning bolts into the same
guy.
Philip Hibbs
I don't recall and
can't find any reference to targetting multiple spells on the same
person, this is a standard tactic in my experience.
Andrew Mellinger
Presence: Wow,
essentially permanent duration. While being easy to conceptualize and
easy for characters to use, it strikes me leading to non-gloranthan
sitations. I.e. The Ecclesiarh of Seshnela decrees that all wizards
will maintain a 2 point light spell on his cathedral at all times,
demonstrating his glory to Malkion. Or Guilmarn has each wizard
maintaining a light spell in the capital. While these are simple
examples, let your imagination roam.
Maybe to solve this
presence should be bound by initial casting range? That means that
maintaing spells on oneself are easy, but on others are really
dangerous.
Philip Hibbs
See my Eastern
Sorceror rules and look for the "stale presence" rule
Sandy Petersen
What is your
perceived advantage of having Presence go "stale"?
Philip Hibbs
That was to answer a
concern of Andrew Mellinger's, he thought it was too good to let a
sorceror use all of his Presence on personal protection/enhancement
spells, and to just drop the less essential ones when combat starts.
This rule forces the sorceror to be more careful about the spells he
keeps up.
Sandy Petersen
It seems like an
extra bookkeeping complication for not much of an advantage. I rather
like the idea of sorcerers keeping certain spells up all the time.
Nick Effingham
Andrew mellinger
mentions the UnGloranthan situation of each sorceror maintaining a Light
spell on his cathedral, I find this *very* Gloranthan. The Priesthood
would merely point that the very spirit of the nation can be seen in the
light at the center of the city. And at night, when the sun has gone,
the spirit shines on -- just like in the Darkness.
Philip Hibbs
It seems odd that
this one spell (Pasly) should be controllable by just throwing a point
of POW at the problem. You can't do this with Dirsupt, or Lightning.
Sandy Petersen
Hmm. This is a
cogent point -- it _is_ unusual to have this spell work this way. Okay.
I'll alter it so that you can spend "extra" Intensity to modify the d20
HLT die roll by 1 point per extra level.
Philip Hibbs
I would prefer to
see Range used to modify the roll, rather than Intensity. It seems
logical that you could have, say, a Palsy spell at Intensity 5, Range 5,
Hold 5. You can then either loose it off at someone 320m away with a
random location, or the guy sitting next to you with +/- 5 on the die
roll, or 40m down the street with +/-3 on the roll. Accuracy thus
decreases with distance. The distinction is less meaningful if the spell
is being cast straight away, but it affects such things as St.
Josselyne's (add INT to Intensity - is this still right, or has it
changed again? ;-> )
Sandy Petersen
I can go for having
Range modify the die roll. I'll add that to the Art description. I
especially like the decrease in accuracy with distance. Off hand I can't
think if we have any Touch range spells that go for a random hit
location. If we do, clearly you could use an "aimed blow" to target
better.
Philip Hibbs
More generally, what
do you think of the philosophical side, the Journeys etc?
Sandy Petersen
I don't like the
Journeys as they now stand because they provide a permanent benefit for a
temporary inconvenience. I am oddly attracted to them, though, and when
I have more time to brood on it, I will no doubt have more intelligent
remarks.
Nick Effingham
I like journeys, but
don't think they should replace Vows. I think that Journeys should just
be treated like HeroQuests. I had already decided that in the
Henotheistic nation of Otkorion they possessed sorcerous HeroQuests
merely to increase presence. I think a lot of sorcerous lands would have
appropiate HeroQuests, and all use Journeys/Pilgrimages to increase
Presence via proving their piety. I think that Atheists would use Vows
as well, and using Journeys very rarely when they come in contact with a
cult that allows them access to the appropiate rituals to cast the
spell neccessary to start the Journey.
BTW, have you
noticed that as a sorceror gains power they lose free will through the
aquisition of Vows???? Very Gloranthan, whereas Journeys do not offer
this.
Philip Hibbs
Yes, I thought of
this very same analogy just the day before reading your email! This is
another justification for the Malkioni being the best sorcerors in the
world (if you subscribe to that opinion), in that they are doing it
properly by exchanging free will for otherworldly power.
Philip Hibbs
... those Pagans
that don't like Vows ...
Sandy Petersen
Huh? Every pagan
religion I've ever heard of has Vows,
Philip Hibbs
The basic thrust of
my rules is to cover a classification of people which has arisen through
play - that of the atheist sorceror, worshipping no God, owing no duty
to any entity, manipulating the world through applied force of will.
Sandy Petersen
My rules were
specifically aimed at permitting atheists in play. The Vows aren't like
geasa -- they're not sacrifices aimed at pleasing some big god; they are
mental/spiritual disciplines adherence to which gives the practitioner
more control over the otherworld. If one's own philosophy happens to be
close to one of the disciplines and thus have greater meaning, you might
get more power from that Vow. Example: the Rokari are big on chastity,
thus the Celibacy Vow gives them more oomph than other sects. But there
are plenty of atheist philosophies.
Why can't an atheist
adhere to a discipline in order to gain power. An atheist could
certainly choose to sacrifice his own APP, POW, etc. or to keep from
tainting his soul with Spirit Magic. One could create special atheist
vows, such as Never Participate in Worship Ceremony, or Shun Holy
Ground.
Philip Hibbs
These people are out
there, in most peoples Gloranthas (Gloranthae?), and they cannot be
converted to the Western Sorcery rules, because their whole
personalities and lifestyles would have to be left behind as they take
on the Vows necessary to get enough Presence to achieve what they had
previously taken for granted.
Sandy Petersen
Why? Why do the Vows
destroy their personalities & lifestyles? Sorcerers EVERYWHERE in
glorantha are supposed to be eccentric, and morally peculiar, and often
physically malformed. The Vows support this concept. The Vows aren't
peculiarly Western.
Philip Hibbs
That is,
unfortunately, the way that they are perceived. There could be a middle
ground alternative here - the Vows listed are very 'western' or could
almost be called 'christian', and this adds to their reputation for
being religious in nature. If a decent set of Vows more suited to the
Dragon Pass adventurer could be devised, then this problem would be
alleviated. The problem with this is that you would have to keep the
list on a par with the western list in terms of diffuculty, while still
allowing characters to go on more-or-less as they used to. Otherwise the
idea that 'the westerners have the best sorcerors' becomes difficult to
explain. This criticism could be levelled at the Journey system, but
Journey sorcerors get a worse deal on the High Vow / Vessel equivalent.
Sandy Petersen
I really am stumped
by your perception of my rules. Why can't a sorcerer be self-centered,
arrogant, and irrelgious under them?
Philip Hibbs
That's not the
point, they just seem to funnel sorcerors down a particular path, giving
them a list of 'things I can't do'. OK, this list is different for each
sorceror, but a sorceror still becomes 'a bloke with a list of stuff he
can't do'. Journeys has been praised for its tendency to make Sorcerors
strange and eccentric, because they keep doing different things, like
hedonism followed by chastity, calling everyone by the wrong gender
titles for a bit, then later refusing to go through doors, only flying
upside-down, etc. It has been suggested that season-long Journeys should
be introduced, with an INTx1 roll to gain the presence, to add more
variety.
Philip Hibbs
Andrew has raised
some gameplay points, such as how do you handle a party of sorcerors all
with Damage Resistance and Spell Resistance, against a similar bunch -
the dice rolls get out of hand
Sandy Petersen
I wrote Andrew about
this. Having a lot of Resist spells up does make for a lot of
die-rolling. I'm not sure what the answer is yet. I have come up with a
few possibilities, but I'm not ready to write them out yet. If you have
suggestions, please pass them on.
Sandy Petersen
I'll post the new
sorcery when I'm more happy with it than I am now -- mainly I want to
fix the "too many die rolls" problem inherent in the Resist spells. I'm
not sure whether to do this by ...
A) making the Reist
spells more costly (but even better, to make up for the cost!), so that
not so many of them are being maintained at once, or
B) making the Rsist
spells work totally differently, so that no die roll is involved.
Philip Hibbs
The Animate Dead
spell (6 SIZ or 1d6 STR per Intensity) seems outrageously cheap,
compared to the rather crap Divine alternatives.
Sandy Petersen
To keep a skeleton
animated costs only 6 Presence, but it can be dispelled. The Rune spell,
as an enchantment, cannot be. Probably the Rune and shamanic versions
of creating skeletons & zombies needs to be looked at.
Philip Hibbs
In my experience,
dispelling magic is very unusual, especially vs sorcery, because spells
generally have quite a high Intensity compared to spirit or divine
magicians' capabilities.
Philip Hibbs
Is the result of a
Sorcery Animate Dead spell detectable as undead?
Sandy Petersen
I'd say yes.
Certainly Humakti & the ilk woudl consider it, at the best, to be an
"undeadoid", to coin a word. And I agree that Turn Undead, etc. would
match vs. the Intensity of the spell (NOT the total MPs, just Intensity,
as with other Sorcery).
Sandy Petersen
Artificial figurines
are reasonably popular familiars among certain groups of sorcerers ...
No good in combat, but how many familiars are?
Philip Hibbs
Chonchons, Hags,
shapechanged Sperm Whales, Dream Dragons ...
Philip Hibbs
Would you think a
familiar is subject to the right Dominate [species] spell? I would say
it is, but I've heard it argued against, as it is no longer a normal
member of that species.
Sandy Petersen
I think that
Dominate works on familiars.
Philip Hibbs
Can a Magic spirit
animate materials?
Sandy Petersen
Not under normal
conditions. [It has no DEX]
Philip Hibbs
This is a shame. I
have used 'poltergeist' effects both as player and referee a few times. I
suppose you could use Fly, but there are no rules for attacking with
flying objects.
Philip Hibbs
How can you
realistically learn Intensity to 90% without knowing any spells?
Sandy Petersen
You can learn &
cast sorcery spells without knowing any Arts at all. So no one needs to
learn Intensity to 90 before learning spells. Most Western non-Sorcerers
do this, for instance. As well as East Islanders.
Philip Hibbs
This point is based
on the 'ranks' text, where the Apprentice must first learn one Art, then
learn spells and other Arts. I guess non-Sorcerors don't follow this
progression, but can an Apprentice learn spells before/during acquiring
the first Art?
Sandy Petersen
Here is the current
version of Josselyne's Blessing:
Josselyne's Blessing (6 POW): Josselyne may be invoked for four
purposes, depending on one's (current) caste.
FARMER (temporal):
the user's CON is doubled.
KNIGHT (temporal):
the user's damage bonus is doubled.
WIZARD: Invoked only
while casting a sorcery spell. The user's INT is added to Intensity at
no additional MP cost.
LORD (temporal):
Invoked over a building, bridge, or other construction, the structure's
strength and Armor Points (if appropriate) is doubled until nightfall.
Kevin Rose
I think that most
conceptions of the West include that they make no use of int and magic
spirits.
Philip Hibbs
I've been trying to
think of a good justification for not using spirits. They seem
purpose-built for use by spellcasters, what could persuade them that
they are a bad idea? Surely that's what the Creator intended them for?
Andrew Mellinger
All the games I play
in recently have been based on RQIV which is a lot more lenient with
spirits than RQIII. It also deals with spellcasting and other things
that changes the dynamics of magic subtlely but pervasively. Personally I
like using lots of spirits. Of course, due to the skills and MP
required they will only be found by those with money, time, and power,
but not the general populance.
Specifically I would
see Wizards using spirits for MP. I wouldn't see them dealing with
elementals (leave them to the pagans), other nature spirits, or chaos
spirits. Most would consider Demons evil, but otherwise they would use
spirits of the Power, Intellect, Healing, etc. varieties.
Nick Effingham
I think it absurd
that sorcerors would not make use of the Spirits. Power spirits,
intellect spirits and magic spirits would be staple diet for any Wizard
worth his salt.
Philip Hibbs
Sandy's latest Spell
Matrix directly imbues the caster with 10% skill per point of matrix,
plus the ability to use Intensity if they don't already have it, and the
caster then has to cast the spell with this skill plus his magic bonus,
so most people can manage one more point of spell than the Matrix has. I
can only presume it also imbues the caster with enough temporary
Presence to use the spell. This presence probably stays until the user
loses contact with the matrix.
Andrew Mellinger
Hmm. I remember
Sandy once saying that anyone who didn't have presence (i.e. not a
wizard caste) could maintain one (1) spell at whatever he could cast it
at. Thus a knight could not have presence but use the intensity art and
his Bless 50% to maintain a 5 point bless.
I would probably do
the same thing with the magic item. It wouldn't give him any presence,
but he couldn't maintain or cast any other spells while the one from the
item is in effect. Thus a group of warriors could pass around a holy
sword with a 100 Bless matrix on it. They could each cast an 11 point
bless and maintain it forever. Sure, imbalancing, but Sandy has often
claimed to intentionaly ignore balance.
Kevin Rose
Why carry around a
wand with evoke 10 if it takes the same 15 SR's to cast as if they cast
it themselves, particularly if it only works 40% of the time.
Philip Hibbs
In sandy's new
rules, the 10 points adds 100% to your skill, so you end up with 200%+.
Thus you can blow some of the extra 10 points on Speed.
Andrew Mellinger
I prefer the %ile
arts to the 'digital' effects of Sandy's.
Philip Hibbs
By this I presume
you mean Arts as a skill, with the Arts being used limiting the chance
of success, as per RQ3.
I'm not sure I prefer
it, but it seems the only way of doing it for my Pagans. I think it is
one of the ways in which Sandy has tried to 'simplify' the rules, so you
don't have to keep working out your chance to cast a spell or the
number of points you can do with it depending on *what* you are doing
with it, you just have to know your spell %age and it all falls from
that.
If I could think of a
compatible way that 'my' Pagans could gain an Art without taking a Vow,
I would probably use it.
Andrew Mellinger
In general for game
system I like gradual or widely variable skills. I prefer having a
skill rating of 1-20 or greater. Some game systems have skill rating of
1-6 or even 1-4. I don't feel that leads to enough variation in
characters and doesn't provide for nice gradual, realistic advancement.
One of my favorite things about RQ is that the players get better ~3%
every few adventures providing for constants feelings of success and
power gain.
Thus I prefer a
gradual % system for increase of a skill and a variable effects produced
by such a skill rather than a 'You have it or you don't.'
Nick Effingham
I play that the arts
are skills, so that all sorcerors learn magic just like the Brithini.
First of all, this removes the need for expenditure of POW etc... to
gain the arts, but more importantly, takes the sorceror back to
sprawling over tomes and researching knowledge. The maximum amount that
you may manipulate an Art is limited by your skill in that art divided
by 10.
Farmers have no
intensity, therefore will never have the opportunity to cast a spell
above 1 intensity. Warriors would learn the Intensity skill, requiring
no sacrifice of POW, and in doing so would gain a Presence of somewhere
between 1-10, as they gain the High Vow. In this case, a spell matrix
does not give you access to Intensity.
Jean Durupt
This amendment came after some exchange with Sandy Petersen.
A character can cast
a sorcery spell without presence. He is limited by his percentage in
the spell and in the manipulations he uses.
He can maintain this spell until one of these cases:
a) he sleeps
b) he casts another
spell
c) he falls
unconscious
d) he loses control
of his thoughts (for example he is affected by befuddle, demoralize
would not cancel the spell because the character is still in charge of
his actions)
This allows the trap
in Maugre's tower to work under the new rules.
This allows the
Malkioni that will not or cannot sacrifice POW to St Malkion in order to
learn the arts to still use non instant spells with an intensity
greater than 1.
Jean Durupt
As the rules stands,
with one vow you may have a produce light 1 (ie glow 1) that lasts
forever.
Each week a spell
stored in the sorcerer's presence grows of 1 point (like regenerate).
The dwarves (and
maybe the Brithini and the Vadeli) have the Art of maintain.
Maintain:
With this art the
sorceror can cancel the growth of the spell he is casting, if he is not
using permanency. He has to put as many points in maintain as he put in
the highest other art used in the spell.
The dwarves' special
enchantment have now to use maintain instead of duration.
Jean Durupt
Break condition (Enchanter Specialist) touch
This spell allows an
enchanter to break the conditions in an echantment in order to use it.
The sorceror has to use as many level of multispell as there are
conditions in the enchantment. The spell must have at least half the POW
points of the enchantment in intensity to work. The caster pits his MP
against the POW points in the enchantment. If he is successful he can
now use the enchantment.
Jean Durupt
I don't like the
idea that a sorcery spell matrix increases the percentage in the spell.
I play that they
give a number of points that a sorceror can add to his manipulations.
Example:
Cybex the sorceror
has 65% in Call Light, and owns a matrix of Call Light with 4 points in
it. Without ceremony he can put 7 (his skill) + 4 (the matrix) = 11
points in Call Light with a 65% chance of success. With ceremony
(assuming he has at least 61% in ceremony and 18 points of free
presence), he can put 7 (his skill) + 7 (the ceremony) + 4 (the matrix) =
18 points in Call Light with a 130% chance of success.
Nick Effingham
I haven't found that
Mutlispelling large amounts of magic was a problem. For example, last
week my party embarked on an adventure. They had three sorcerors, two of
whom had cast between them Resist Damage, Boost Armour, Boost Damage
etc... on the other party members, using Multispell to reduce the
presence cost. However, when one of the sorcerors was ambushed alone,
and slaughtered, the spells all dissappeared. When the second sorceror
died (unfortunately the party had a high fatality rate that session) the
warriors were charging into combat with a hideous Undead monster. And
then suddenly found themselves bereft of all their extra magic. So, if
you play in a sorcerous area then the most common battle tactic would be
to target the sorcerors first.
Nick Effingham
I don't like the
idea of having to refuel a Permanenct enchantment. It seems pointless,
and surely the POW point gives the magic it's "fuel" forever??
Nick Effingham
Adepthood is
exceedingly expensive, three parton saints at an average of 3 POW per
saint is 9 POW sacrificed. Most players will try at least to gain a
worthwhile patron saint, so might have to spend 12 POW on Saints alone.
Sandy Petersen
I. How does Magic work in Glorantha?
This question
contains a number of false assumptions. First, everything in
Glorantha is magic. Birth is magic – there are gods, spirits, nymphs,
and entire cults devoted to this one act. Death is magic. The fact that
you can see things far away is magic. Your heart steadfastly pumping,
pounding, till you die, is magic. A sorcerer’s power to drain another’s
soul is just another aspect of Gloranthan reality. The use of the term
"Magic" in the RuneQuest game has masked the fact that much of this kind
of power works perfectly well on Earth. When you don a witch’s mask,
the impulse to cackle is all but irresistable. Hearing a certain inane
melody rouses me to tears, because I associate that song with a period
in my life. An angry glare and body language can Demoralize an adversary
as readily in a Dallas alleyway as in Boldhome. "Psyching" oneself up
for a race demonstrably increases both speed and stamina. Much
Gloranthan "magic" is no more than the recognition and utilization of
these effects on a regularized basis.
Obviously, there are
more impressive powers available for the studious or talented. But
these powers have little in common except that all are unavailable to
the common ruck of humanity. The underlying principles of sorcery are
quite dissimilar to the foundations of spirit or rune magic. At this
time, there is no functioning equivalent to the Monomyth to explain
magic relationships.
Each type of magic
uses its own unique approach in drawing upon its power source. In all
cases, the magic-wielder must train his soul and intellect to understand
and internalize the nature of his reality. This discipline, whether
formal or inherent, hampers the wielder in comprehending any other power
source. Hence, it is impossible for a shaman to learn the higher
arts of sorcery, though he might learn a cantrip or two by rote.
Similarly, no sorcerer or formal rune priest can gain a fetch. This is
not to say that there is no overlap between the varieties of magic, but
that the overlaps themselves are based on differing interpretations of
reality. For instance, a priest might worship Orlanth with a cult
structure. A shaman in the wilds of Prax might contact Orlanth and gain
storm powers, but the shaman is dealing with Orlanth as simply a
powerful spirit. The priest’s attitude is quite different, and this is
why he gains so many more aspects of power from his god, at the cost of
certain freedoms.
II. SHAMANISM
Shamans
simultaneously exist in both the mundane and spirit worlds. Actually, so
does everyone else, but shamans are aware of this and can see
into both worlds at once. Shamans possess spiritual organs which extend
into the spirit plane, and can bring spirits "through" the life/death
barrier into the mundane (and vice-versa). Spirit spells are simply
ripples in the ether, formed by our own focus of will. They are created
by concentration and drawing upon our spiritual and emotional strength.
The ripples are unstable by nature, and once formed, dissipate at once.
The lesser spirit spells are really no more than an adrenaline rush and
can be seen every day on Earth. Who has not been Fanaticized by rage,
had a mother’s kiss Heal a minor injury, or focused one’s Strength or
Coordination at time of dire need? The stronger spells surpass these
abilities, but in a quantitative manner only. Now, in a most tedious
way, I will explain the various aspects of spirit spells and how they
apply to the theory of magic.
Casting time – it
takes time to focus our minds, align our muscles and bones properly, and
draw upon our souls’ power to cast a spell. Spirits, to whom spells are
far more natural, need only draw upon their power – the focussing and
alignment is taken for granted.
Spell Strength –
more MPs in a spell create a larger ripple in the ether. If the extra
MPs are just thrown into the mix, they do not make the spell itself more
effective, but just add to its "bulk", so to speak. This is what
boosting a spell does, to make it likelier to crash through defenses. If
you understand how to formulate the spell in a more complex way, you
use the extra MPs to make a more powerful spell, not just boost it.
Duration -- spells
have no duration. They evaporate practically at the moment of casting,
and are gone. However, the effects of spells can be
longer-lasting. The Fireblade spell sets up a framework in which a keen
edge actually slices the ether and in reaction produces flame out of
seemingly nothing. (Which is why there is no Firemace spell and, if
there was, it would work on different principles.) The spell is gone,
but the effect lasts for approximately five minutes. And, naturally
enough, the strength of the framework set up is equal to the strength of
the spell – in fact, the MPs used to support the spell’s structure,
ever so briefly, are incorporated into the framework itself. When the
framework finally falters, the MPs vanish into the spirit world, where
they are presumably recycled.
Spells lacking
Duration, such as Heal, do not create a framework to hold their MPs.
Instead, the spell’s form itself directs the MPs as raw energy to affect
the target object in the desired way. Thus, the MP contained within a
Disrupt spell is used up in causing damage to the target, and then fades
off into the spirit plane, leaving the damage behind.
An interesting
variant on this process is Speedart, which is both temporal and
instant. The spell sets up a framework on the arrowhead which contains
the MP of the spell. When the arrow is launched, the framework "fires",
in effect casting a second spell. This spell-within-a-spell takes the
energy from the framework (destroying it in the process) and adds it to
the missile as kinetic energy, increasing its velocity. Hence, the arrow
goes faster and straighter, for a better chance to hit, and more
damage upon impact.
Range -- the answer to this is complicated, and I don’t feel like
writing it all down right now, but suffice it to say that there are
different types of "ripples" and energy patterns that can be created.
Two are the static and the transient types, corresponding to the
touch-only and ranged spell types. Be it known that Ranged spells are
not exactly 50m, but vary a bit from person to person. One man might get
only 48 meters, while another got 51.
Learning spells –
spell spirits are, in effect, permanent ripples in the universe, capable
of creating their spell whenever suitably powered by MPs. A human who
defeats one of these beings through spirit combat is able to get his
mind "around" the ripple, feel its impress upon his mind, and thus
understand its nature. Thereafter, he can cast the spell himself,
assuming he’s capable of doing so. A sorcerer has far more trouble
understanding a spirit spell, even if he goes through the same process
as other folks, because his mind is the wrong "shape" to readily take
the imprint.
AM: I was hoping
to find some magic theory somewhere so that rules fixes could be made
easier. One of my questions was: Why is there a range component to
spells? Why is it not line of sight?
SP:Why not? Why
should spells be exempt from the effects of distance? For instance,
vision and hearing degrade steadily with range. Missiles have no effect
at all beyond a certain distance. Spells are a toggle effect -- either
there is enough stability for it to take effect, or else it cannot
perform the job. So it seems like the spell is full force out to app.
50m, and then goes away, but in reality parts of the spell's creation
may extend far more than 50m, but are no longer coherent.
AM:the God
Learners would have spent some time trying to figure it all out.
SP:Yes. And they're
all dead. Not only that, but there is evidence that the way magic
worked when they were alive was not the same as it does nowadays.
Rules Digest
What is the mechanism at work that
enables enchantment conditions to work?
Sandy Petersen
My theory is that trolls, elves,
worshipers of Orlanth, etc., each emit a unique psychic aura. If you set
up a magical template which is sensitive to that aura, it can
automatically trigger other objects in your enchantment. It's the same
principle by which Detection spells work -- they're just wave-patterns
which react to the presence of their designated auras.
Rules Digest
What kind of information can the
condition act upon?
Sandy Petersen
Well, I think there are limits. I
think that it can identify species, sex, race, god (because you've set
up a psychic link to your god), and cult "level" (i.e., whether you're a
priest, initiate, lay member). Other things might be detectible by
certain enchanters and not others.
For instance, I would say that an
ancestor worshiper or Yelmite could set up an enchantment which could
distinguish between people based on their lineage, but that a Malkioni
or Orlanthi could not do this. As another example, I think that a
Malkioni could set up an enchantment that could distinguish between
different sects of Malkionism, but that a theist could not. This is not
because the enchantment is using the Malkioni's perceptions, but because
he's better-equipped to recognize the minor variations in aura that
sect membership causes. Thus, he can set up wave-patterns in his
enchantments that can distinguish this.
Philip Hibbs
If a sorcery user has not taken the
High Vow, they have no Presence, thus their spells last for 10 minutes
rather than being maintained. A logical extension of this rule would be
that a Sorceror who exceeds his Presence can still cast spells, but they
will only last for 10 minutes. This avoids the rather embarassing
situation whereby a peasant with a spell matrix and a large reserve of
magic points can cast more, and bigger, spells than a magus with the
same equipment.
Sandy Petersen
"A commoner can only have one (1)
spell in effect at a time. He can drop his spell at any time, if he
wishes to cast a second spell. In any case, his spells cannot last
longer than ten minutes. If a sorcerer has more total levels in effect
than his Presence, he cannot cast any spells, until enough of his spells
have been dropped to reduce the total levels below his Presence."
Philip Hibbs
How about giving lay-sorcerors
"temporary presence" equal to their magic modifier, which can be used to
hold spells, but only for 10 minutes. This "temporary presence" is
converted to proper presence by taking the High Vow. They can thus be
targetted by presence-reducing magic, they can use the "Tap Int" variant
which gives Presence, and can gain from presence-boosting artefacts.
Philip Hibbs
I feel that there is a need for two
types of ranged spell: Those that are fully ranged, ie they stop working
when the target is out of range, and those that are ranged when cast,
but are not limited by range thereafter. At present, all ranged spells
are in the former category. This is fair enough for spells like
Dominate, it would be unreasonable to be able to dominate a wolf at 10m
range, and have it run to the next town and eat someone. However, is it
right that if you Palsy an opponent, then run away, that they can
instantly get up and run after you? Or that you cannot Haste your
companion so that they can run quickly to the other side of town with a
message?
Sandy Petersen
Suggestions on how to distinguish?
Perhaps active or transient spells require you to be in range, but not
passive spells?
Philip Hibbs
Bob Stancliff suggests that the
spell's Range is actually centered on the target rather than the caster,
as that is the 'business end'. This would allow all spells to stay in
existence regardless of where the sorceror is, but like you suggest,
Active spells would become Inactive, and Transient spells would
disappear. This solves most problems.