Subject: RQ Discussions 28 First Distribution: January 17, 1992 ====================================================================== From: "Loren J. Miller" Subject: Nota bene: on RQ house rules I'm still working on some of the weapons in the weapons tables. Namely the firearms, since I think the PEN ratings that I used, which I got from the Stormbringer adventure "Rogue Mistress", are not properly balanced with weapon damage. I think that most bullets of the same size should do the same damage, though their penetration might change with projectile velocity. ====================================================================== From: Subject: Wizardry I Please send any comments / suggestions / enhancements or new spells to arthur2@rpi.edu. Thanks, - Rick The Art of Wizardry ------------------- Wizardry is akin to RQ sorcery, highly influenced by the "mana" system and ElfQuest magic. It is at once the most varied and most specific magical art. A spell to do anything could be created, but its complexity may allow only the greatest masters to use it. Each spell is fairly specific in itself. Any number of spells may be learned, but it takes a long time to do so. Wizards do magic. Magic is their thing. They don't generally fight (in the conventional sense), sneak around, con people, scale walls or the like. The use magic for all that stuff. They don't dodge. The ward themselves. They don't bash people. They blast them. Wizardry empowers the individual. Wizards do not rely on deities or spirits for power. They are powerwells. This also requires study and practice (read - lots of time), and in some cases the genes to do this. Spells the wizard is practiced at will have advanced effect over a novice's casting of the same. The spells may seem powerful. They are, but consider: 1) This is what wizards do 2) Wizards should be feared by peon/peasant types 3) Magic battles aren't for warriors 4) Casting is costly in terms of mp 5) Their spells can fail at the time of casting 6) Some spells have a backlashing effect 7) Spells are hard to find outside of schools 8) Spells can take a long time to learn 9) To be effective, Wizards must have high INT and POW Wizards develop a natural skill: "Sense Magic", at base 10% + Magic Bonus. It can be increased as per the perception spells. Success simply means something is noted as magical. Special success tells a bit more (runic ties, etc). Extended contact with a magical object could ferret-out its function/nature, based on INT, obscurity of the item, and described procedure. Extremely powerful magic will trigger the sense skill by its mere presence - no need for the Wizard to check. The skill generally refers to spell-magics, not spirits or creatures themselves. Magic Points ------------ POW as a rolled stat seemed somewhat bogus. Shouldn't the "in-born soul-force" of the person count for a bit more than the volatile stat RQ usually provides? And why should giving yourself to your deity (sacrificing for Runespells) weaken your resistance to attack? Anyway, the following rule should be applied to Wizards, if not everyone. The POW stat is basically constant. This, like INT, is your inborn faculty in this area. Your Will, you might say. It is used to attack and defend (as far as spells go). It can also be used to resist fear, intuit danger, and the like, depending on the creativity of your GM. This static POW attribute also determines the maximum number of mp which a wizard can put into a single spell. Magic points are spell-fuel. I found it silly keeping spirits and crystals around on every significant PC, just to allot them enough mp to get them through an extended adventure. There is no limit to how many magic points you can have. You start with your POW in mp. You will never have more than this unless you have the ability to overcome the will of others, in which case you can gain more. For each success in overcoming another's will, roll POWx1%. If you succeed, your mp count increases by 1d3. Only one increase is allowed per "adventure segment". Lots of mp are required for wizardry, especially if you have low spell skills, so these will burn up quickly. An experienced Wizard could easily have over 30 mp. Draining critters (e.g. Vampires) do not drain POW permanently unless they are of extreme power. They reduce attack/defense POW of the victim. POW can be returned via Runespells or by rolling original POWx3% to regain 1 POW. Such a check may be made once per day. Normal recovery of mp follows the standard rules (POW/day - divided as GM wishes) Some may basically agree with the philosophy, but question how this would work with Shamans and Priests. Good Question. First, I think it works ok with Spirit magic (no more need for pesky spirits/crystals). Initiation into a cult or becoming a shaman can be handled as you like - perhaps switching them to the old system at that point would work. In my campaign, I ignore shamans, and my initiates and priests sacrifice mp instead of POW. They cannot sacrifice below their POW, and the exchange rate is 4mp per POW. Hereafter, I will constrain my discussion to Wizards. Learning a Wizardry Spell ------------------------- Initial Study +1 INT Second Instruction Dice ESL Time (days) /(days) Try at Period(days) <=INT --- ------------- ------- ------ ------------ --------- 0.5 [minimum 1] 3 1 3 3d6(12) 1 2-INT [1] 6 25-INT 10 4d6(16) 2 4-INT [2] 12 2x(25-INT) 20 4d6+1(17) 3 9-INT [3] 18 3x(25-INT) 30 4d6+2(18) 4 16-INT [4] 24 4x(25-INT) 40 5d6(20) 5 25-INT [5] 30 5x(25-INT) 50 5d6+1(21) 6 36-INT [6] 36 6x(25-INT) 60 5d6+2(22) 7 49-INT [7] 42 7x(25-INT) 70 6d6(24) 8 64-INT [8] 48 8x(25-INT) 80 6d6+1(25) 9 81-INT [9] 54 9x(25-INT) 90 6d6+2(26) 10 100-INT [10] 60 10x(25-INT) 100 7d6(28) ESL = Estimated Spell Level (Approximate AD&D level) Initial Study Time = Time for pupil to learn spell through study and practice to attempt memorization without an instructor { ESL^2 - INT days, [Minimum = level days] } Instructor = Person who knows the spell in question at at least 75% +1 to INT per = For purposes of learning the spell, add 1 to INT for each extra [period of time] spent studying it. { ESLx6 days } Second try interval = Time between 1st failed attempt and 1st opportunity to re-try. This interval of time cannot be used to add to the INT value, but INT bonuses from the first attempt are not lost. Time is spent practicing/studying. If second try fails, the spell may only be obtained through an instructor. { ESL x (25-INT) days } Instruction period = Base time for an instructor to teach the spell to a small class. Personal instruction halves this, and aptitude of the instructor or pupil can similarly affect this time. Add the instructor's INT divided by the attempt number (minimum 2) to the INT of the pupil for purposes of learning the spell. { ESL x 10 days } Dice <=INT = This die roll must be made less than or equal to the effective INT of the pupil for the spell to be locked. Skill of Learned Spell ---------------------- First try: [INT - (ESL/2) ]x3% + Magic bonus Second try: [INT - ESL ]x3% + Magic bonus Third try: [INT - ESL ]x2% + Magic bonus Fourth+ try: [INT - ESL ]% + Magic Bonus Note this is actual INT, not the modified-INT as described above. Casting a spell for a wizard is like picking a lock for a thief, each success gives an opportunity for the skill to increase. (Copyright 1991 by Rick Arthur) ====================================================================== From: Subject: Wiz II Sample Schools of Magic ----------------------- School: Psychic Packages: Psychic/Mystic, Divination, Magic, Protection Description: Mystic/Monk Examples: Winnowil, Savah, Jedi, Deryni, Niko School: Hot Shot Packages: Standard, Fire, Storm, Water, Earth, Illusion, Protection, Movement Description: High-falutent, squabbling, petty, mage-dominant, intimidating, wage-wizards Examples: Fizban, Jaric, Randall School: Courtmage Packages: Magic, Protection, Standard, Divination, Movement, Illusion, Beast, Storm, Healing, Exotic/High, Water Description: Extremely competent, good/evil, classic adept Examples: Anskiere, Alain Aspect, Gandalf, Merlin, Enas Yorl School: Antagonist Packages: Standard, Stealth, Fire, Exotic/High, Illusion Description: Classic evil wizard - wide range of competence Examples: Roxanne, Ominor, Faisix, Jodos, Ischade School: Natural Packages: Magic, Fire, Storm, Earth, Water, Healing, Divination, Protection, Beast Description: Shaman/Druid-like pursuits Examples: Tahion, Allanon, The Adept (Snowbrother), Elrond School: Battlemagic Packages: Healing, Standard, Stealth, Blademage Description: With Hunter, Mercenary, Bounty Hunter, Adventurer Examples: Shadowjack, Lythande, Grey Mouser Each package would likely have specialists (e.g. a lore handed down through generations). Spell Packages -------------- Magic: Cantrips Protection: (Stasis/Harmony) Spell Resistance Damage Resistance Neutralize Magic Warding Elemental Shield Fire: Fire Starting Water: Walk On Water Throw Flame Breathe Water Storm: Fall Reduction Earth: Stone Shaping Shocktouch Shardstrike Summon Winds Flight Beast: Speak to Animal Animal Bonding Healing: Healing Divination: Dowsing (In)sobriety Truesight Sterilize Retrocognition Sustenance Sense Presences Neutralize Poison Speak Languages Transcend Pain Sending Mind Read Telescopic Sight Stealth: Movement: Lock/Knock (Illusion/Disorder/Movement) Walk On Water Lock/Knock Flight Disguise Divert Energy Mask Self Kinetic Blast Fall Reduction Bridge Bridge Teleport Teleport Mind Over Matter Stone Shaping Fall Reduction Night Vision Telescopic Sight Standard: Cantrips Psychic/Mystic: (Spirit/Harmony) Disguise Sending Fall Reduction Mind Stun Dowsing Shielding Fire Starting Mind Read Spell Resistance Mental Barrier Neutralize Magic Astral Projection Damage Resistance Empathy Warding Sense Presences Night Vision Healing Kinetic Blast Mind Over Matter Inner Strength Iron Mind Spirit Resistance Illusion: Disguise Suspended Animation Shape Change Paralysis Touch Mask Self Transcend Pain Blademage: (Death) Exotic/High: Divert Energy Turail's Steely Blade Sending Turail's Seeking Blade Korac's Shields Turail's Flashing Blade Suspended Animation Turail's Blurring Blade Lock/Knock Turail's Elemental Blade Teleport Personal Warding Personal Warding Spell Warding Mind Snare Blade of Vengeance Transfer Consciousness Binding Banish Magebolt -------------------------------------------------------------------- SPELL INDEX -------------------------------------------------------------------- Spell Name ESL Noun Verb Form -------------------- --- --------- --------- -------- Animal Bonding 3 Beast Harmony Mastery Astral Projection 8 Spirit Movement Magic Banish 7 Spirit Movement Magic Binding 10 Spirit Stasis Magic Blade of Vengeance 9 Truth Death Magic Breathe Water 4 Water Harmony Mastery Bridge 5 Movement Harmony Magic Cantrips 0.5 Magic Mastery Mastery Damage Resistance 2 Stasis Magic Disguise 2 Man Illusion Mastery Divert Energy 7 Magic Movement Magic Dowsing 3 Truth Magic Elemental Shield 5 Harmony Magic Empathy 5 Harmony Movement Magic Fall Reduction 1 Storm Stasis Mastery Fire Starting 1 Fire Magic Flight 5 Storm Movement Magic Healing 4 Fertility Harmony Magic Inner Strength 3 Man Harmony Mastery Iron Will 4 Spirit Harmony Mastery Kinetic Blast 5 Movement Death Magic Korac's Shields 8 Stasis Magic Light Globe 1 Light/Fire Magic Lock/Knock 2 Disorder Movement Mastery Magebolt 8 Death Magic Mask Self 6 Illusion Magic Mental Barrier 6 Spirit Harmony Mastery Mind Over Matter 6 Movement Spirit Magic Mind Read 5 Spirit Truth Mastery Mind Snare 7 Spirit Stasis Mastery Mind Stun 5 Spirit Stasis Magic Neutralize Magic 4 Magic Death Magic Neutralize Poison 4 Fertility Mastery Night Vision 3 Darkness Truth Mastery Paralysis Touch 5 Man Stasis Magic Personal Warding 2 Stasis Mastery Retrocognition 7 Truth Movement Magic Robinn's (In)sobriety 1 Disorder Harmony Mastery Sending 5 Spirit Truth Magic Sense Presences 3 Spirit Truth Magic Shape Change 4 Illusion Disorder Mastery Spell Name ESL Noun Verb Form -------------------- --- --------- --------- -------- Shielding 5 Spirit Harmony Magic Shardstrike 7 Earth Movement Magic Shocktouch 3 Storm Death Magic Speak To Animal 1 Beast Truth Mastery Spell Resistance 3 Magic Stasis Magic Spell Warding 4 Magic Stasis Mastery Sterilize 2 Fertility Mastery Stone Shaping 4 Earth Movement Magic Summon Winds 8 Storm Movement Magic Suspended Animation 7 Man Stasis Mastery Sustenance 4 Fertility Stasis Mastery Speak Language 4 Man Truth Mastery Teleport 6 Movement Magic Telescopic Sight 3 Truth Mastery Throw Flame 3 Fire Death Magic Transcend Pain 9 Man Harmony Mastery Transfer Conciousness 10 Spirit Disorder Magic Truesight 6 Truth Mastery Turail's Blurring Blade 5 Earth Movement Mastery Turail's Flashing Blade 6 Earth Death Magic Turail's Steely Blade 3 Death Mastery Mastery Turail's Seeking Blade 3 Truth Magic Walk On Water 3 Water Movement Magic Warding 6 Stasis Magic In general, Form refers to outward manifestation of the spell. That is, mastery spells have a mundane appearance, which might be accomplishable without magic. They also would be less likely to be noted (if at all) as magic by observers. Magic spells have a mystic tie, be it concentration, a "presence", or blue bolts of energy, thunderclaps, or aurae of power. (Copyright 1991 by Rick Arthur) ====================================================================== From: malcolm.smith@alcatel.no (Malcolm Smith) Subject: Dragon Pass rules query (see RQ Discussions #25) Robert J McArthur has, in my opinion, just opened a whole can of worms with his Dragon Pass query. I've been playing Dragon Pass off and on (mostly off) since I left college in '82. I've played a few games face to face, but my real enjoyment has been (attempting) to run the game postally. It all started at an games convention in Eindhoven back in '85 when I met two other players (okay, I met hundreds more - but you get my drift) one Henke Langeveld (a recipient of this magazine) and a Neil Mason. It was Neil, I think, who had bought himself a copy of Dragon Pass at the exhibition and I foolishly (i.e. after devouring my body weight in Grolsch Pils and pancakes soaked in rocket fuel) volunteered to run the game postally. We chose "Hearts and Minds" as the scenario (possibly the weakest of them all?) and we started. If I honestly knew what I was getting myself into I don't think I would have bothered. If nothing else it actually forced me to sit down and study the rules and try to learn the damned game; something I wasn't able to do so since '82. Anyway, that's my credentials as a Dragon Pass player/GM. Oh, by the way, the game folded after a few Turns as the discussions over the rules became more important than the game itself. I did run another game, "The Marathon Game" (yes, I am a masochist!) but that too folded when the players discovered that they couldn't cope!! I should further add that neither player now returns my calls nor replies to my letters!!! Robert's problem, I think, is mostly caused by the fact that the rules are written badly. When you think you've grasped them then somewhere else you think you've read something else and then doubt and confusion creep in. I should know, I've been in long discussions by mail with the Chaosium trying to get the various rules sorted out. Let's see if I can clear up Robert's problem. Stacking can be important. It, first of all, determines which of the stacked units are within a structure (see rule [3.1]), if the stack is on a hex marked such. The rulebook [5.2] also states when the order of the stack may be altered. As a reminder, "During each movement phase, the active player can freely rearrange his units within their stacks. During the combat phase, the players can rearrange their units that are involved in combat. The only other time that a player can rearrange the units in one of his stacks is during the rally phase in which a hero, superhero, or dragonewt reappears in the hex that the stack occupies." The first two are rather obvious, and I feel that the third is when a hero or superhero has made an heroic escape. I don't think that I've ever seen this happen in a game. Also it's been so long since I saw a dragonewt being played so I daren't pass comment or judgement on that. Mostly, the stacking order's importance is when a huge stack is sitting on a structure and the player may want to keep some of the units inside, and therefore, 'safe' from attack or, more importantly, from having to attack. The only other important time to have some of your better units inside a structure is when the stack is liable to be attacked by physical magic ([7.7.5] "Terrain and Physical Magic"). Otherwise it's of no great importance, as when the stack moves it can shuffle itself about and also when lining itself up for battle. Battle and casulties. For the selection of casulties of magical attacks the attacker selects the casulties ([7.6.3] "Applying Chaotic magic", [7.7.2] "Resolving Physical Magic Attacks", and, [7.8.4.1] "Applying the Result of a Spirit Magic Attack"). For selecting the casulties of missile fire and melee then the task falls to the defender ([7.9.8] "Applying a Missile Fire Result", and, [7.10.7.2] "Stacks and Casulties"). This is the source of Robert's confusion. The rule [7.10.7] "Taking Casulties" states clearly that "The attacking unit's casulties are selected by the defender, and the defending unit's casulties are selected by the attacker". The ruling in [7.10.7.2] says quite clearly that "casulties taken from a stack must be chosen from the top down", which is, essentially, the choice of the person who set up the stack in the first place. This, I agree, appears to be a contradiction, but look closer at [7.10.7.2] and you'll see in the second paragraph the phrase "Only a few types of units can be bypassed. Herds and units with zero MFs [movement factors] can be bypassed, but they can also be selected as casulties. No other types of units can be bypassed." This clears everything up. Basically, when an attacker has destroyed some units in a melee he then can go down the stack removing the units until he can do no more. If he comes to a herd and a unit with a zero MF then he can choose to bypass that unit so that another unit can take the result. Okay, so the next question I know you're going to ask is: what are these herds and units with zero MFs? Aha, if you read the Introduction you will see the immortal words, "Dragon Pass is the centrepiece of a series of games....". Basically, what you see in the Dragon Pass rulebook is a generic set of rules for all of the games. The herds simply don't appear in Dragon Pass, but do so in Nomad Gods. As for the units with zero MFs you're looking for The Cloak of Darkness, Hungry Jack and a disrupted Spirit of Movement. If you have the Avalon Hill version of the game then the unit listings at the back of the rulebook makes a quick reference chart. I presume that the zero MFs units make a more prominent appearance in one of the other games. But, for all intents and purposes, in Dragon Pass the attacker has no choice over which units gets eliminated in a melee. If we want more information on the other games in the series then in the Chaosium version of the rulebook, in the section before the introduction, marked "Apologia and Explanatia", it mentions that Dragon Pass is the first of three games. The other two being "Nomad Gods" (which I have and find the rulebook to be a mess and unreadable, and the map hopeless) and "the third game, LORDS OF FATE". Incidentally, if anyone has any information, or indeed, a spare copy of LORDS OF FATE then I'm willing to spend good money! Back to Robert. Yes, the Superhero can protect three other units from spirit or chaotic magic. The defender does select which three units are to be protected ([8.4] "Superheroes and Magic"). Note that with magical attacks the ordering of the defending stack isn't important (except if the individual target in sheltering in a structure), so if the Superhero is on the top of the stack and protects three directly under him there is nothing to prevent the attacker selecting the fifth unit, and below, in the stack. In fact, this would be a good idea to do so as if the bottom units were in a structure then the whole stack would be fairly well protected. The rules here aren't adequate but I would rule that the defending player must select the protected units before the attacking player rolls the die. What do other players think about this? Would they have the defender choose his three protected units before the attacker selects the stack as a target, or wait until the attacker declares his intent? There is quite a difference between the two as in the former case the attacker can decide not to attack that stack knowing that the choicest units are definitely protected. This is something, thank goodness, that doesn't crop up in a postal game with a third party as GM. But, I'd like to know your views. That's seemed to have cleared up Robert's problems. Now can anyone help me with mine? I've always had problems with combat [7.4.2], [7.4.3] and [7.4.4] as in; what happens when one active stack ends it's movement phase adjacent to two inactive stacks and there's no other active stacks nearby? Who fights whom, how and why? Similarly, if two active stacks end up adjacent to a single stack, how does the single stack go about it's defense? I have a few ideas on this second aspect,but desperately need someone to point out the correct solution. I'd like to have this clarified as it's caused me and my players no end of headaches. By the way; are there many Dragon Pass players out there? If so, I'd like to hear from you, especially since there's every chance of me being masochistic again and starting another postal game of Dragon Pass sometime in the near future (starting with the smallest scenario and slowly building up!) Malc Smith November 1991 (Sorry about the delay, Malc...) ====================================================================== From: malcolm.smith@alcatel.no (Malc Smith) Subject: Shamans and Spirits (RQ Discussions 25 and 26) In two previous issues of Discussions (numbers #25 and #26) the topic of Shamans and Spirit Magic arose. Since I've had no end of problems with understanding this topic (in fact, with quite a lot of Gloranthian stuff) I would like to add my thoughts on this subject in the hope that either I can get someone to 'put me right', or, preferably, to clear something up. Whatever. The way I see the Spirit Plane is something similar to how the cheap American TV movies perceive the 'afterlife' a dull featureless expanse with a bit a mist swirling around. I see the spirit plane as essentially this but with no depth, i.e. there's no real up or down just around. I suppose it doesn't matter how one sees the Spirit Plane as long as one is quite comfortable with the picture one sees in one's mind. Anyway, with this slightly twisted topological view of the Spirit Plane I wouldn't like to have the Shaman belt off into the Spirit Plane to check whether that there's a POW a few metres in that direction which would co-incide with being on the other side of the door on the Mundane Plane. I would still have it that every point on either Plane is directly adjacent to a single point on the other, there the mappable similarity would end. Since I imagine the Plane to be utterly boring there isn't much point in the spirits wandering around as wandering off from one's Entry Point into the Spirit Plane wouldn't achive anything, except for a feeling of loss. Therefore, this is about the only reason why I'd imagine spirits would hang around a sacrificial site as something interesting might just happen there. Sometime. Or, to put it another way, unless one spirit literally bumps into another there's not much point wandering away to somewhere else. The RQ3 rulebook is quite clear on the point that "When a discorporate creature is on the Spirit Plane, it is normally incapable of interacting with the Mundane Plane, for there is no natural communication between the two." (my capitals). This I agree with quite strongly as if the Spirit Plane is as dull as it sounds then the Mundane Plane, i.e. Gloranthia, will be full of Spirits trying to return. I do like the idea that most Spirits do have the ability to form a weak shimmery appearance on the Mundane Plane. Ghosts, obviously. As an aside. This could be taken further. A Spirit with a high POW could perhaps manifest a place; for example, roll POW against some figure to rattle a chain, or against another to move/knock some objects over. As in a real live haunting (which could explain why some bad tempered, prematurely discorporated entities come back to haunt their descendants in the more prosperous manor houses). >From this point in I feel as if I'm walking on less sure ground. I can imagine why a Spirit would be prepared to enter combat with a character. Anything to get away from the dull Spirit Plane and onto the less, er, mundane Mundane Plane. The character, as we know has the possibility of gaining a new spell and the spirit has the chance of gaining a body. I ask the following questions; what is it that the Shaman, who directs the questing character, gives the character that will attract the 'right sort' of spirit, i.e. "Hello, I'm only looking for those which know Heal 4 and can those which know Heal 12 kindly not bother me as you'll discorporate me as sure as eggs is eggs"? Or, is it so? According to the rulebook, it says that if the Spirit wins the combat then it will return to the Spirit Plane free of control and keeping the spell. The question is, why does it bother? What, then, is this totem that protects the character from possession? The rulebook goes further to state that most Spirits are incapable of attacking anyone on the Mundane Plane. I would suppose that the excellent example of Cormac fighting a Disease Spirit came from the fact that a Broo Shaman ventured onto the Spirit Plane, battled and defeated a Disease Spirit and then brought it back to the Mundane Plane and then tied it onto a skull by means of Binding. I assume that this means that the Spirit isn't able to leave the mundane plane, or from where it was bound until it possessed something else. Otherwise why try to possess Cormac, as Cormac would become 'healed' when he was moved away from the skull. So, would I be wrong in thinking that the only way to escape a binding would be to possess someone else, i.e. move the binding to another object but this time somethingliving? Whether or not this is the case why didn't the Spirit try to possess something else like a rabbit or a passing beetle? Also, am I far wrong in thinking that a caputured Spirit, i.e one that has not been requested to teach the spell, is basically bound onto the character awaiting command? Lastly, why must a spirit on the Mundane Plane make itself visible before attacking? I can see no reason for this, except for dramatic effect - surely the defendant needn't see the attacker? Comments? ====================================================================== The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. Unless specified in the specific article, all RQ Digest material is freely redistributable on a not-for-profit basis as long as author credit is included. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: bell@cs.unc.edu ...!mcnc!unc!bell Request old articles by volume number and issue number.