From owner-dq@dq.sf.org.nz Sun Mar 7 19:22:53 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id TAA12372; Sun, 7 Mar 1999 19:22:53 +1300 Received: from smtp2.ihug.co.nz (tk2.ihug.co.nz [203.29.160.14]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id TAA12369 for ; Sun, 7 Mar 1999 19:22:52 +1300 Received: from phaeton.ihug.co.nz (p2-max8.akl.ihug.co.nz [206.17.116.194]) by smtp2.ihug.co.nz (8.8.8/8.8.8) with SMTP id TAA06811 for ; Sun, 7 Mar 1999 19:10:37 +1300 Message-Id: <3.0.5.32.19990307190920.007cc570@pop.ihug.co.nz> X-Sender: phaeton@pop.ihug.co.nz X-Mailer: QUALCOMM Windows Eudora Light Version 3.0.5 (32) Date: Sun, 07 Mar 1999 19:09:20 +1300 Subject: Rulebook changes Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" From: Keith Smith To: dq-announce@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz X-Loop: dq-announce@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Reply-To: dq@dq.sf.org.nz Below is the list of rulebook changes for the next edition as requested by the Gods Meeting. Please let me know if you think I have missed something. Keith (phaeton@ihug.co.nz) Amendments for the 1999 DQ Rulebook April '98 Change the Air College Summoning Elemental Ritual to the following (this was supposed to be in the previous release but didn't seem to make it): Conjuring and Controlling Air Elemental (R-2) Range: 20 feet Duration: Concentration: No Max Experience Multiple: 200 Base Chance: MA (+ 5 / Rank) Resist: May not be resisted Storage: Investment, Ward, Magical Trap Material: None Target: Air Elemental Cast Time: 1 hour Actions: None Concentration Check: Standard Effects: The Adept may summon an Air Elemental and bind it to temporary service by performing this ritual. At the end of the ritual, the player makes a Cast Check. If the ritual is successful the Elemental is summoned and controlled. If the ritual backfires (the Cast Check exceeds the Base Chance by 30 or more) then the Elemental is summoned but not controlled and will attack the summoner and their friends. If the ritual fails it has no effect. The Air Elemental will always appear within 20 feet of the summoner. It has a combined Endurance and Fatigue equal to 15 (+15 / Rank). The Elemental will remain until it is sent back to its home plane by the Adept (with a Special Knowledge Counterspell of the College of Air Magics) or banished. If it is controlled by the summoner it will remain controlled until the summoner's concentration is broken. Jun '98 Healer is to be amended to allow them to heal animals that they are familiar with by having that animal type as a Beastmaster. Note that non-sentients are non-resurrectable. Banishment is required to dismiss a summoned creature except that a Greater Summoner may use their Counterspell to dismiss something that they have summoned. Sep '98 When counterspelling a spell that has been cast multiple times on a target, a nominated instance can be countered. This includes queued spells. Rune weapons made of yew are to be treated as natural poisons. Nov '98 Changes to Mechanician 1) Change the Mechanician version number to 2.1. 2) Number the headings in 39.4 to make reading and locating abilities easier. Replace "39.4 Special Abilities" with "39.4 Complex Locks", "39.5 Trap Construction", and "39.6 Spell Containment". 3) Replace the current paragraphs entitled "Spell Containment" with : Construction - The Mechanician with the "Spell Containment" and "Fine Materials" abilities can build a mechanical device into which a spell can be stored. The device is usually referred to as a magical trap, or a spell container. The device is made out of silver, truesilver or starsilver. Often the device is built inside or incorporating other materials with which the mechanician is familiar. Spell Storage - A single charge of a suitable spell may be stored in the trap or container by an Adept successfully casting a spell into the device after performing Ritual Spell Preparation. A double or triple effect stores an enhanced spell as specified by the Adept. A failure has no effect. A backfire affects the adept as normal, and also results in the device being damaged so that 20% more time and materials are required before another try at storing a spell may be attempted. The spell to be stored must include a Storage type of "Magical Trap". Triggering - The precise actions that will trigger the device must be specified at the time that the device is constructed. When these actions are performed the spell is released. The spell stored must either affect only the entity or object that triggered the release of the spell, or affect an area in relation to the device. All variable spell effects, such as direction and volume affected, must be defined at the time of storage. Once the spell has been triggered the device is useless, although metal equal to 10% of the cost may be recovered. If the spell is dissipated, then 20% of the cost may be recovered. Formulae : Time to construct : 25 - (2 x Mechanician Rank) hours Time to store spell : (Spell Rank - Mechanician Rank) hours, (minimum 1, and maximum 10). Cost : (Spell Rank (minimum 1) x Spell EM) + 100 sp. Minimum Weight : (16 - Mechanician Rank) ounces. Changes to rituals. Rituals are now like spells i.e. they can double, triple, and backfire. 1) Water R-1 Water Elemental : Remove "(the Cast Check exceeds the Base Chance by 30 or more)". 2) Celestial College Ritual Q-2: Remove "(the Cast Check exceeds the Base Chance by 30 or more)". 3) Add a line to Purification stating "Purification cannot backfire". 4) Investment Ritual : Change version number to 1.1 and add "If the Investment ritual backfires, then it is as though the spell being invested has backfired." 5) Remove Curse Ritual : Add "This ritual does not backfire" 6) Bardic Magics R-2 Resounding Instrument : Alter the last sentence to read "If the ritual backfires then the instrument is destroyed, in addition to the normal backfire effect". 7) Binding R-3 Item Divination : Add "This ritual does not backfire". 8) Fire R-1 Fire Elementals : Alter "If the result is 30 or more higher than the Base Chance," to "If the ritual backfires,". 9) Remove "Backfires, doubles and triples may occur as the spell' from the Ritual of Illusionary Fog. Active Talents require a Pass Action to implement. Feb '99 Remove the Echosense spell from Bardic. Replace the Great Shout spell with the following: Shout of Thunder Range: 15 feet + 15/rank Duration: Immediate. Experience multiple: 250 Base Chance: 25% Resist: active & passive Target: entity Storage: investment, ward, magical trap. The Adept projects a thunderous shout of rage at the target. If the target fails to resist it suffers D-5 (+ 1/Rank) damage and is automatically stunned. The target will also be deafened for D-5 (+ 1/2 Ranks) minutes and will have a very nasty headache which will make concentration one level more difficult until it wears off or is cured by a healer. There is a chance equal to 5% + 1/rank that this deafness will be permanent until cured by the arts of a Healer of Rank 4 or greater, or by Ritual of Cure Deafness and Muteness. The sound is clearly audible in the area surrounding the target. -- see unsubscribe instructions in message headers --