RQ - Magic Additional Rules.txt

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       Additional Rules
       
       
       
       Revised for Mistworld, etc.
       
       
       
       Dance Magic
       
            See RQIII spirit magic; RQII battle magic.
       
            Dance magic is magic conjured by use of physical exertion, a 
       patterned activity and the channeling of magic points (mp).
       
            The general format is as follows:
       
            Roll skill (generally as a d100% test).  Dance at 1  fatigue 
       point  per  melee round for d3 melee rounds per point  of  spell.  
       When  final melee round finished, expend mps equal to the  points 
       of  the  spell.  Each melee round thereafter may cast  the  spell 
       again for one m.p.
       
            Example.   Harrick  has a dance skill of 65% and  knows  the 
       healing  3 dance.  He begins to dance and continues until  he  is 
       able to make a successful d100% roll against his dance skill (one 
       attempt  per melee round).  He then dances for 3d3 melee  rounds.  
       At the end of the last melee round he expends three magic  points 
       (mps).  Healing 3 is successfully cast on one target.  Next melee 
       round  (mr) he expends one magic point and Healing 3 is  success-
       fully  cast  on a second target.  Harrick may continue  until  he 
       runs  out of fatigue, magic points or persons to cast  Healing  3 
       upon.
       
       
       Smith Magic
       
            Cf RQIII Sorcery, World of Wonder Magic.
       
            Smith  magic is magic cast into things for later  discharge.  
       It  generally requires a properly hearthed forge (the term  forge 
       covering the entire smithing area).
       
            The format is as follows:
       
            Make  a successful smithing skill roll for the type of  item 
       worked  on.  (Note that a properly hearthed forge may reduce  the 
       test  to  a d50%, d20% or d10% trial.)  Then  make  a  successful 
       ceremony and a successful enchantment roll.  Note the time taken.  
       Successfully roll for the casting of the sorcery spell (including 
       intensity).
       
            The  smithed item will then contain the spell which it  will 
       discharge by contact.  (Smiths generally are limited to  smithing 












       items for which smith skills are listed.)
       
            E.g.  an arrowhead might be forged by a smith and also  have 
       Venom (at intensity 5) in it.  When it hit its first target,  the 
       Venom spell would also be discharged into the target.
       
            If requisite points are expended (usually POW, but CON, STR, 
       etc.  may also be used), by the Smith or by another willing  par-
       ticipant (who must make a ceremony roll at the end of the  smith-
       ing  for  the transfer to take place -- otherwise no  points  are 
       lost  and no transfer occurs), then the item will  discharge  the 
       spell, to the level of intensity equal to points sacrificed, each 
       time contact is made.
       
            E.g. a sword might have Venom 6 cast on it by the Smith  and 
       the  prospective  owner  might sacrifice 4 points of  POW  and  2 
       points  of CON so that the sword would discharge a Venom 6  spell 
       into each person or thing it hits every time it hits.
       
            The POW of the first contact (for POW v. POW  determination) 
       is  the POW of the Smith.  For later discharges (e.g.  for  those 
       made  permanent) it is the POW of the person wielding  the  item.  
       Note  that even beneficial spells must succeed with a POW v.  POW 
       attack when enchanted in this form.
       
            Also note that in a properly hearthed forge the air and  the 
       earth  are  "forged/smithed  items" for the  purpose  of  imbuing 
       spells.   (I.e. the Smith on her home ground can cast  spells  as 
       fast and in more or less the same manner as a RQIII sorcerer).
       
            Spells may have their intensity increased by being reforged.  
       (Thus  a  sword at Venom 6 could be reforged to Venom 9  for  the 
       time, cost and 3 requisite points).
       
       
       Clerical Chant Magic
       
            This form of magic requires chanting and a properly  endowed 
       staff  cut  from wood of the world tree or  equivalent  material.  
       The  character  chants the basic plain chant  while  holding  the 
       staff  and desiring the result.  This skill takes FREE INT  equal 
       to the level of effect, but no particular training, skill or FREE 
       INT for any individual effect.
       
            To  successfully  use chant magic one must make  a  chanting 
       skill  roll and then continue the chant for 1d2 melee rounds  for 
       each  level  of effect desired.  At the end of the  chant,  magic 
       points equal to the level of effect must be expended.
       
            Level of effect is limited by the square root of the  points 
       of power bound into the staff and by requiring a staff attuned to 
       the  cleric.  (Note that such staves are virtually impossible  to 
       destroy  and will be drawn through shadow to the cleric  to  whom 
       they are bound).
       
            Effects:
       












            Cure  Xd(2*X) points (1d2, 2d4, 3d6, 4d8, 5d10, 6d12).   The 
       range for the effect is touch.
       
            A  Cure spell heals damage to the body at a rate limited  by 
       the  CON  of the person or animal being healed per  melee  round.  
       Thus with 16 points of cure and a CON of 12, 12 points would heal 
       in  the first melee round and 4 points in the second.   The  same 
       cure with a CON of 4 would result in 4 points per melee round for 
       three melee rounds.
       
            Reduce  Undead XdX points to dX undead.  The range for  this 
       effect  is Xmeters*POW in staff.  (Thus a level 3 effect with  12 
       points in staff, would have range 36 meters).
       
            No POW v. POW struggle occurs.  The effect is automatic.
       
            A  Reduce spell reduces the POW of the targeting  undead  by 
       the points noted.  
       
            If  the POW (capacity POW, not generative POW) is <  0,  the 
       undead creature(s) is destroyed.
       
            If  the  POW is 0, the undead creature is stunned  (for  the 
       duration of the attention of the chanter +XdX melee rounds  after 
       the attention is lifted).
       
            If the POW is > 0, the Undead must make a successful POW  v. 
       POW roll (using the reduced POW vs the caster's POW) or be routed 
       until  out  of range.  They may not enter into  range  until  the 
       attention  of the chanter shifts if they lose the  struggle.   If 
       they win, then the chant has no effect (beyond reducing effective 
       POW).
       
            Bless
       
            +X (or X*5%) for XdX melee rounds for dX individuals blessed 
       to   attack/parry  or  any  two  related  opposed  skills   (e.g. 
       scan/search or climb/jump).
       
       
            Protect
       
            +X  to POW and to Armor for XdX melee rounds to XdX  persons 
       protected.  May be sustained once begun by the chanter continuing 
       to chant and concentrating.
       
       
            Trait
       
            Add  2X  to the trait for any trait contests  involving  the 
       trait  over the next X hours, X to the trait for any  trait  con-
       tests  over  the  next  X  days.   Also  allows  an  attempt   to 
       improve/change the trait.  Each Saint/Angel/Hero has five related 
       traits and one virtue that can be affected by this chant.
       
       
            Virtue/Attribute












       
            +X*X  (or  X*5%)  to the singular virtue,  or  the  singular 
       attribute/characteristic or the singular skill attributed to  the 
       patron.   Lasts while the chant is maintained.  Affects one  per-
       son.
       
       
            Purify
       
            X*X  SIZ  points of tainted food and/or water  and/or  other 
       materials.
       
       
            Cure Disease
       
            X  = (1) none; (2) mild; (3) acute; (4) serious; (5)  termi-
       nal; (6) incurable.
       
       
            Regenerate:
       
            X-1 = pts regenerated in a season.  Costs person being cured 
       X-3 in pts from POW/CON (50/50).  Thus with X = 6, a loss to  the 
       body  of 6 permanent hit points of body mass (e.g. an arm  and  a 
       foot) could be regenerated in a season.  POW would be reduced  by 
       2 and CON by 1.









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