SubjectRe: [dq] Next Guild meeting booked??
FromStephen Martin
DateTue, 14 Feb 2006 12:41:42 +1300 (NZDT)
I'm still bartering with the council over the venues.
We've been trumped on Grey Lynn by another group that is using it every Sunday.
We should be able to get Western Springs for the first 3 meetings but unlikely for the 4th,
working on that one.

Cheers, Stephen.

Errol Cavit said:
> Um, so has the booking been made (and I missed an announcement), or is everyone hoping someone
> else has done it?
>
> Is this best done in person rather than online to maximise chances of getting the "community
> benefit" discount?
>
> Cheers
> Errol
>
> -----Original Message-----
> From: Errol Cavit [mailto:ecavit@tollnz.co.nz]
> Sent: Tuesday, 31 January 2006 13:30
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Next Guild meeting
>
>
>
> The past couple(? more) of years Stephen has kindly wrestled with
> officialdom to do the bookings, and announced the result at about this time.
>
> So this would be the planned date, not yet confirmed.
>
> Cheers
> Errol
>
>> -----Original Message-----
>> From: dq-owner@dq.sf.org.nz [ mailto:dq-owner@dq.sf.org.nz
> <mailto:dq-owner@dq.sf.org.nz> ]On Behalf Of
>> Struan Judd
>> Sent: Tuesday, 31 January 2006 13:20
>> To: dq@dq.sf.org.nz
>> Subject: Re: [dq] Next Guild meeting
>>
>>
>> According to my calculations, Sunday 12th March.
>>
>> Stephen?
>>
>> TTFN, Struan.
>>
>> On 1/31/06, Jonathan Bean - TME <Jonathan@tme.co.nz> wrote:
>> > Hi all,
>> >
>> > What is the date of the next guild meeting please.
>> >
>> > Jono


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Subject[dq] {Rulebook} The Weather Table again and Control Weather
FromErrol Cavit
DateTue, 14 Feb 2006 17:41:08 +1300
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This directly affects the results of the Air College ritual R-3 Control
Weather.

The Weather Table since at least the 2001 rulebook has shown limits for =
the
impact of Control Weather (unformatted table 1.0 below, page 67 of 2004
rulebook) at various ranks.

There are three problems with what is there:

1. "* Maximum variation Rank 5 in Control Weather Ritual" etc is a =
lousy
description of the limits trying to be imposed (as I understand them). =
What
it is trying to say (I think) is that at that the line is the most =
extreme
that can be reached with the rank (note that you can move the weather =
to
lower-numbered lines, which is quite nasty in the case of temperature). =


2. It's illogical that there are two lines with each of ** and *** in =
the
wind section. It's surprising that there is no line with * in =
temperature.

3. There is no justification in the ritual write-up for these =
rank-based
limits. All it says is=20

"This ritual will not cause weather effects outside the
normal climatic range of the area (as determined by
the GM)."


Given this, I'm thinking that the *s are relevant for earlier versions =
of
the ritual, and should be removed as confusing and redundant. Note that =
the
limit of 'normal climatic range' applies, and should be included in the =
note
for "R-3 Control Weather (Air Mage Ritual)" at the bottom of the table.

All comments welcome.

Cheers
Errol


Control Weather (R-3)
Duration: 8 hours + 8 hours / Rank
Experience Multiple: 300
Base Chance: 2 =D7 MA + 3% / Rank
Resist: None
Storage: None
Target: Area
Cast Time: 1 hour
Actions: Dance (2 FT when unencumbered)
Concentration Check: None
Effects: The Adept may change one or more of
the three components which make up the weather by
performing a ritual dance. The three components of
weather are;
* Precipitation, Density
* Temperature, Gauge
* Wind, Force
The GM should consult the weather table and advise
the Adept of the current level of each of these three
components before they start dancing. The Adept
may change the current components by a total of 1
+1 per 2 full ranks.
Example At rank 12, the Adept can change a Force 3
wind into a Force 10 wind or Force 3 into Force 7 and Density
5 into Density 2 cloud cover.
All the changes may be in any direction on the table.
This ritual will not cause weather effects outside the
normal climatic range of the area (as determined by
the GM). The weather will change gradually over
(30 - 1 / Rank) minutes per level shifted on the table
and the three components will change simultaneously.
The area of effect is circular with a radius of 1
mile / Rank (minimum 1). Casting this ritual counts
as strenuous activity and the Adept will lose fatigue.
This ritual cannot backfire.




18.9 Weather Scale Table 1.0
Force Wind Specification Speed (mph)
0 Calm Smoke rises vertically < 1
1 Light air Direction indicated by smoke only 1-3
2 Light breeze Wind felt on face, leaves rustle 4-7
3 Gentle breeze Leaves and twigs in constant motion, wind extends light =
flag
8-12
4 Moderate breeze Wind raises dust and loose paper, small branches move
13-18
5 Fresh breeze Small trees in leaf start to sway, crested wavelets on =
inland
waters 19-24
6 Strong breeze Large branches in motion, whistling through trees 25-31
7 Near gale Whole trees in motion, inconvenient to walk against wind =
32-38
8 * Gale Twigs break from trees, difficult to walk 39-46
9 ** Strong gale Slight structural damage occurs 47-54
10 ** Storm Trees uprooted, considerable structural damage occur 55-63
11 *** Violent storm Widespread damage 64-73
12+*** Hurricane Widespread damage 74 and above


Gauge Temperature Specification Degrees Celcius
0 *** Arctic Dangerous -20 and below
1 ** Arctic Salt water freezes -15
2 * Arctic Branches become brittle -10
3 Arctic-like Dangerously cold if not dressed in winter clothing -5
4 Sub-arctic Water freezes, numbness, precipitation becomes hail, snow,
sleet 0
5 Sub-arctic Cold, uncomfortable if poorly clothed 5
6 Sub-tropical Cool 10
7 Sub-tropical Comfortable 15
8 Sub-tropical Comfortable, warm 20
9 Tropical Hot, uncomfortable if poorly clothed 25
10 Tropical Uncomfortably hot, sub-tropical plants wither 30
11 ** Desert-like Extreme heat, sub-tropical plants die, tropical =
plants
wither 35
12+*** Desert Debilitating, tropical plants die 40 and above


Degree Cloud Precipitation Inches / Hour
0 Clear Dry, high fire danger 0
1 Clear Dry, fires easy to start 0
2 Clear Comfortable 0
3 Sparse Humid, uncomfortable in high temperature 1
4 Light Damp 2
5 Cloudy Drizzle, fog in cold conditions 3
6 Overcast Showers 4
7 Heavy Cloud Light rain, leaves move, fires difficult to start 5
8 Dark Cloud Average rain 10
9 Low black cloud Heavy rain, small branches move, small fires doused =
20
10 * Oppressive Torrential rain, river rise, large fires doused 40
11 ** Oppressive Flood warning, rivers burst their banks 80
12+*** Oppressive Flash floods 160


* Maximum variation Rank 5 in Control Weather Ritual
** Maximum variation Rank 10 in Control Weather Ritual
*** Maximum variation Rank 15 in Control Weather Ritual

T1 Aerial Affinity (Air Mage Talent) Due to their close association =
with the
environment the Adept can modify the Force downwards, and Gauge upwards
on the Weather Scale Table by 1 per 4 rank, for themselves.
S-12 Resist Cold (Air Mage Spell) This spell protects the target from =
the
effects
of cold temperature by increasing the Gauge by 1 (+ 1 / 4 full ranks) =
up to
a
maximum of Gauge 7.
R-3 Control Weather (Air Mage Ritual) The Adept may change the current
components by 1 + 1 per 2 full ranks.
Example At rank 12, the Adept can change a Force 3 wind into a Force 10 =
wind
or Force
3 into Force 7 and Density 5 into Density 2 cloud cover. Each of the =
changes
may be in
any direction on the table.

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<P><FONT SIZE=3D2>This directly affects the results of the Air College =
ritual R-3 Control Weather.</FONT>
</P>

<P><FONT SIZE=3D2>The Weather Table since at least the 2001 rulebook =
has shown limits for the impact of Control Weather (unformatted table =
1.0 below, page 67 of 2004 rulebook) at various ranks.</FONT></P>

<P><FONT SIZE=3D2>There are three problems with what is there:</FONT>
</P>

<P><FONT SIZE=3D2>1. &quot;* Maximum variation Rank 5 in Control =
Weather Ritual&quot; etc is a lousy description of the limits trying to =
be imposed (as I understand them). What it is trying to say (I think) =
is that at that the line is the most extreme that can be reached with =
the rank (note that you can move the weather to lower-numbered lines, =
which is quite nasty in the case of temperature). </FONT></P>

<P><FONT SIZE=3D2>2. It's illogical that there are two lines with each =
of ** and *** in the wind section. It's surprising that there is no =
line with * in temperature.</FONT></P>

<P><FONT SIZE=3D2>3. There is no justification in the ritual write-up =
for these rank-based limits. All it says is </FONT>
</P>

<P><FONT SIZE=3D2>&quot;This ritual will not cause weather effects =
outside the</FONT>
<BR><FONT SIZE=3D2>normal climatic range of the area (as determined =
by</FONT>
<BR><FONT SIZE=3D2>the GM).&quot;</FONT>
</P>
<BR>

<P><FONT SIZE=3D2>Given this, I'm thinking that the *s are relevant for =
earlier versions of the ritual, and should be removed as confusing and =
redundant. Note that the limit of 'normal climatic range' applies, and =
should be included in the note for &quot;R-3 Control Weather (Air Mage =
Ritual)&quot; at the bottom of the table.</FONT></P>

<P><FONT SIZE=3D2>All comments welcome.</FONT>
</P>

<P><FONT SIZE=3D2>Cheers</FONT>
<BR><FONT SIZE=3D2>Errol</FONT>
</P>
<BR>

<P><FONT SIZE=3D2>Control Weather (R-3)</FONT>
<BR><FONT SIZE=3D2>Duration: 8 hours + 8 hours / Rank</FONT>
<BR><FONT SIZE=3D2>Experience Multiple: 300</FONT>
<BR><FONT SIZE=3D2>Base Chance: 2 =D7 MA + 3% / Rank</FONT>
<BR><FONT SIZE=3D2>Resist: None</FONT>
<BR><FONT SIZE=3D2>Storage: None</FONT>
<BR><FONT SIZE=3D2>Target: Area</FONT>
<BR><FONT SIZE=3D2>Cast Time: 1 hour</FONT>
<BR><FONT SIZE=3D2>Actions: Dance (2 FT when unencumbered)</FONT>
<BR><FONT SIZE=3D2>Concentration Check: None</FONT>
<BR><FONT SIZE=3D2>Effects: The Adept may change one or more of</FONT>
<BR><FONT SIZE=3D2>the three components which make up the weather =
by</FONT>
<BR><FONT SIZE=3D2>performing a ritual dance. The three components =
of</FONT>
<BR><FONT SIZE=3D2>weather are;</FONT>
<BR><FONT SIZE=3D2>* Precipitation, Density</FONT>
<BR><FONT SIZE=3D2>* Temperature, Gauge</FONT>
<BR><FONT SIZE=3D2>* Wind, Force</FONT>
<BR><FONT SIZE=3D2>The GM should consult the weather table and =
advise</FONT>
<BR><FONT SIZE=3D2>the Adept of the current level of each of these =
three</FONT>
<BR><FONT SIZE=3D2>components before they start dancing. The =
Adept</FONT>
<BR><FONT SIZE=3D2>may change the current components by a total of =
1</FONT>
<BR><FONT SIZE=3D2>+1 per 2 full ranks.</FONT>
<BR><FONT SIZE=3D2>Example At rank 12, the Adept can change a Force =
3</FONT>
<BR><FONT SIZE=3D2>wind into a Force 10 wind or Force 3 into Force 7 =
and Density</FONT>
<BR><FONT SIZE=3D2>5 into Density 2 cloud cover.</FONT>
<BR><FONT SIZE=3D2>All the changes may be in any direction on the =
table.</FONT>
<BR><FONT SIZE=3D2>This ritual will not cause weather effects outside =
the</FONT>
<BR><FONT SIZE=3D2>normal climatic range of the area (as determined =
by</FONT>
<BR><FONT SIZE=3D2>the GM). The weather will change gradually over</FONT=
>
<BR><FONT SIZE=3D2>(30 - 1 / Rank) minutes per level shifted on the =
table</FONT>
<BR><FONT SIZE=3D2>and the three components will change =
simultaneously.</FONT>
<BR><FONT SIZE=3D2>The area of effect is circular with a radius of =
1</FONT>
<BR><FONT SIZE=3D2>mile / Rank (minimum 1). Casting this ritual =
counts</FONT>
<BR><FONT SIZE=3D2>as strenuous activity and the Adept will lose =
fatigue.</FONT>
<BR><FONT SIZE=3D2>This ritual cannot backfire.</FONT>
</P>
<BR>
<BR>
<BR>

<P><FONT SIZE=3D2>18.9 Weather Scale Table 1.0</FONT>
<BR><FONT SIZE=3D2>Force Wind Specification Speed (mph)</FONT>
<BR><FONT SIZE=3D2>0 Calm Smoke rises vertically &lt; 1</FONT>
<BR><FONT SIZE=3D2>1 Light air Direction indicated by smoke only =
1-3</FONT>
<BR><FONT SIZE=3D2>2 Light breeze Wind felt on face, leaves rustle =
4-7</FONT>
<BR><FONT SIZE=3D2>3 Gentle breeze Leaves and twigs in constant motion, =
wind extends light flag 8-12</FONT>
<BR><FONT SIZE=3D2>4 Moderate breeze Wind raises dust and loose paper, =
small branches move 13-18</FONT>
<BR><FONT SIZE=3D2>5 Fresh breeze Small trees in leaf start to sway, =
crested wavelets on inland waters 19-24</FONT>
<BR><FONT SIZE=3D2>6 Strong breeze Large branches in motion, whistling =
through trees 25-31</FONT>
<BR><FONT SIZE=3D2>7 Near gale Whole trees in motion, inconvenient to =
walk against wind 32-38</FONT>
<BR><FONT SIZE=3D2>8 * Gale Twigs break from trees, difficult to walk =
39-46</FONT>
<BR><FONT SIZE=3D2>9 ** Strong gale Slight structural damage occurs =
47-54</FONT>
<BR><FONT SIZE=3D2>10 ** Storm Trees uprooted, considerable structural =
damage occur 55-63</FONT>
<BR><FONT SIZE=3D2>11 *** Violent storm Widespread damage 64-73</FONT>
<BR><FONT SIZE=3D2>12+*** Hurricane Widespread damage 74 and =
above</FONT>
</P>
<BR>

<P><FONT SIZE=3D2>Gauge Temperature Specification Degrees =
Celcius</FONT>
<BR><FONT SIZE=3D2>0 *** Arctic Dangerous -20 and below</FONT>
<BR><FONT SIZE=3D2>1 ** Arctic Salt water freezes -15</FONT>
<BR><FONT SIZE=3D2>2 * Arctic Branches become brittle -10</FONT>
<BR><FONT SIZE=3D2>3 Arctic-like Dangerously cold if not dressed in =
winter clothing -5</FONT>
<BR><FONT SIZE=3D2>4 Sub-arctic Water freezes, numbness, precipitation =
becomes hail, snow, sleet 0</FONT>
<BR><FONT SIZE=3D2>5 Sub-arctic Cold, uncomfortable if poorly clothed =
5</FONT>
<BR><FONT SIZE=3D2>6 Sub-tropical Cool 10</FONT>
<BR><FONT SIZE=3D2>7 Sub-tropical Comfortable 15</FONT>
<BR><FONT SIZE=3D2>8 Sub-tropical Comfortable, warm 20</FONT>
<BR><FONT SIZE=3D2>9 Tropical Hot, uncomfortable if poorly clothed =
25</FONT>
<BR><FONT SIZE=3D2>10 Tropical Uncomfortably hot, sub-tropical plants =
wither 30</FONT>
<BR><FONT SIZE=3D2>11 ** Desert-like Extreme heat, sub-tropical plants =
die, tropical plants wither 35</FONT>
<BR><FONT SIZE=3D2>12+*** Desert Debilitating, tropical plants die 40 =
and above</FONT>
</P>
<BR>

<P><FONT SIZE=3D2>Degree Cloud Precipitation Inches / Hour</FONT>
<BR><FONT SIZE=3D2>0 Clear Dry, high fire danger 0</FONT>
<BR><FONT SIZE=3D2>1 Clear Dry, fires easy to start 0</FONT>
<BR><FONT SIZE=3D2>2 Clear Comfortable 0</FONT>
<BR><FONT SIZE=3D2>3 Sparse Humid, uncomfortable in high temperature =
1</FONT>
<BR><FONT SIZE=3D2>4 Light Damp 2</FONT>
<BR><FONT SIZE=3D2>5 Cloudy Drizzle, fog in cold conditions 3</FONT>
<BR><FONT SIZE=3D2>6 Overcast Showers 4</FONT>
<BR><FONT SIZE=3D2>7 Heavy Cloud Light rain, leaves move, fires =
difficult to start 5</FONT>
<BR><FONT SIZE=3D2>8 Dark Cloud Average rain 10</FONT>
<BR><FONT SIZE=3D2>9 Low black cloud Heavy rain, small branches move, =
small fires doused 20</FONT>
<BR><FONT SIZE=3D2>10 * Oppressive Torrential rain, river rise, large =
fires doused 40</FONT>
<BR><FONT SIZE=3D2>11 ** Oppressive Flood warning, rivers burst their =
banks 80</FONT>
<BR><FONT SIZE=3D2>12+*** Oppressive Flash floods 160</FONT>
</P>
<BR>

<P><FONT SIZE=3D2>* Maximum variation Rank 5 in Control Weather =
Ritual</FONT>
<BR><FONT SIZE=3D2>** Maximum variation Rank 10 in Control Weather =
Ritual</FONT>
<BR><FONT SIZE=3D2>*** Maximum variation Rank 15 in Control Weather =
Ritual</FONT>
</P>

<P><FONT SIZE=3D2>T1 Aerial Affinity (Air Mage Talent) Due to their =
close association with the</FONT>
<BR><FONT SIZE=3D2>environment the Adept can modify the Force =
downwards, and Gauge upwards</FONT>
<BR><FONT SIZE=3D2>on the Weather Scale Table by 1 per 4 rank, for =
themselves.</FONT>
<BR><FONT SIZE=3D2>S-12 Resist Cold (Air Mage Spell) This spell =
protects the target from the effects</FONT>
<BR><FONT SIZE=3D2>of cold temperature by increasing the Gauge by 1 (+ =
1 / 4 full ranks) up to a</FONT>
<BR><FONT SIZE=3D2>maximum of Gauge 7.</FONT>
<BR><FONT SIZE=3D2>R-3 Control Weather (Air Mage Ritual) The Adept may =
change the current</FONT>
<BR><FONT SIZE=3D2>components by 1 + 1 per 2 full ranks.</FONT>
<BR><FONT SIZE=3D2>Example At rank 12, the Adept can change a Force 3 =
wind into a Force 10 wind or Force</FONT>
<BR><FONT SIZE=3D2>3 into Force 7 and Density 5 into Density 2 cloud =
cover. Each of the changes may be in</FONT>
<BR><FONT SIZE=3D2>any direction on the table.</FONT>
</P>

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SubjectRe: [dq] {Rulebook} The Weather Table again and Control Weather
From
DateTue, 14 Feb 2006 18:58:19 +1300
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without of the benefit of the ritual infront of me, i see two advantages to having rank-based limits to the effects:

1. A mage with Rank 5 (etc) cannot affect weather that is already outside their limit.
2. A mage with Rank 5 (etc) cannot adjust existing weather beyond an absolute limit, as well as only being able to adjust it by a rank-dependent amount. So wild weather can be adjusted down easily, but not up beyond a (rank dependent) point.

The problem for me is that Rank 15 is at the extremes of the table, which suggests the weather can go beyond the table, but only if it is natural for the area to do so.

I also feel the 'local natural weather limit' needs to be emphasised (i glossed over it last week when reading it).

Ian



> 
> From: Errol Cavit <ecavit@tollnz.co.nz>
> Date: 2006/02/14 Tue PM 05:41:08 GMT+13:00
> To: dq@dq.sf.org.nz
> Subject: [dq] {Rulebook} The Weather Table again and Control Weather
> 
> This directly affects the results of the Air College ritual R-3 Control
> Weather.
> 
> The Weather Table since at least the 2001 rulebook has shown limits for the
> impact of Control Weather (unformatted table 1.0 below, page 67 of 2004
> rulebook) at various ranks.
> 
> There are three problems with what is there:
> 
> 1. "* Maximum variation Rank 5 in Control Weather Ritual" etc is a lousy
> description of the limits trying to be imposed (as I understand them). What
> it is trying to say (I think) is that at that the line is the most extreme
> that can be reached with the rank (note that you can move the weather to
> lower-numbered lines, which is quite nasty in the case of temperature). 
> 
> 2. It's illogical that there are two lines with each of ** and *** in the
> wind section. It's surprising that there is no line with * in temperature.
> 
> 3. There is no justification in the ritual write-up for these rank-based
> limits. All it says is 
> 
> "This ritual will not cause weather effects outside the
> normal climatic range of the area (as determined by
> the GM)."
> 
> 
> Given this, I'm thinking that the *s are relevant for earlier versions of
> the ritual, and should be removed as confusing and redundant. Note that the
> limit of 'normal climatic range' applies, and should be included in the note
> for "R-3 Control Weather (Air Mage Ritual)" at the bottom of the table.
> 
> All comments welcome.
> 
> Cheers
> Errol
> 
> 
> Control Weather (R-3)
> Duration: 8 hours + 8 hours / Rank
> Experience Multiple: 300
> Base Chance: 2 × MA + 3% / Rank
> Resist: None
> Storage: None
> Target: Area
> Cast Time: 1 hour
> Actions: Dance (2 FT when unencumbered)
> Concentration Check: None
> Effects: The Adept may change one or more of
> the three components which make up the weather by
> performing a ritual dance. The three components of
> weather are;
> * Precipitation, Density
> * Temperature, Gauge
> * Wind, Force
> The GM should consult the weather table and advise
> the Adept of the current level of each of these three
> components before they start dancing. The Adept
> may change the current components by a total of 1
> +1 per 2 full ranks.
> Example At rank 12, the Adept can change a Force 3
> wind into a Force 10 wind or Force 3 into Force 7 and Density
> 5 into Density 2 cloud cover.
> All the changes may be in any direction on the table.
> This ritual will not cause weather effects outside the
> normal climatic range of the area (as determined by
> the GM). The weather will change gradually over
> (30 - 1 / Rank) minutes per level shifted on the table
> and the three components will change simultaneously.
> The area of effect is circular with a radius of 1
> mile / Rank (minimum 1). Casting this ritual counts
> as strenuous activity and the Adept will lose fatigue.
> This ritual cannot backfire.
> 
> 
> 
> 
> 18.9 Weather Scale Table 1.0
> Force Wind Specification Speed (mph)
> 0 Calm Smoke rises vertically < 1
> 1 Light air Direction indicated by smoke only 1-3
> 2 Light breeze Wind felt on face, leaves rustle 4-7
> 3 Gentle breeze Leaves and twigs in constant motion, wind extends light flag
> 8-12
> 4 Moderate breeze Wind raises dust and loose paper, small branches move
> 13-18
> 5 Fresh breeze Small trees in leaf start to sway, crested wavelets on inland
> waters 19-24
> 6 Strong breeze Large branches in motion, whistling through trees 25-31
> 7 Near gale Whole trees in motion, inconvenient to walk against wind 32-38
> 8 * Gale Twigs break from trees, difficult to walk 39-46
> 9 ** Strong gale Slight structural damage occurs 47-54
> 10 ** Storm Trees uprooted, considerable structural damage occur 55-63
> 11 *** Violent storm Widespread damage 64-73
> 12+*** Hurricane Widespread damage 74 and above
> 
> 
> Gauge Temperature Specification Degrees Celcius
> 0 *** Arctic Dangerous -20 and below
> 1 ** Arctic Salt water freezes -15
> 2 * Arctic Branches become brittle -10
> 3 Arctic-like Dangerously cold if not dressed in winter clothing -5
> 4 Sub-arctic Water freezes, numbness, precipitation becomes hail, snow,
> sleet 0
> 5 Sub-arctic Cold, uncomfortable if poorly clothed 5
> 6 Sub-tropical Cool 10
> 7 Sub-tropical Comfortable 15
> 8 Sub-tropical Comfortable, warm 20
> 9 Tropical Hot, uncomfortable if poorly clothed 25
> 10 Tropical Uncomfortably hot, sub-tropical plants wither 30
> 11 ** Desert-like Extreme heat, sub-tropical plants die, tropical plants
> wither 35
> 12+*** Desert Debilitating, tropical plants die 40 and above
> 
> 
> Degree Cloud Precipitation Inches / Hour
> 0 Clear Dry, high fire danger 0
> 1 Clear Dry, fires easy to start 0
> 2 Clear Comfortable 0
> 3 Sparse Humid, uncomfortable in high temperature 1
> 4 Light Damp 2
> 5 Cloudy Drizzle, fog in cold conditions 3
> 6 Overcast Showers 4
> 7 Heavy Cloud Light rain, leaves move, fires difficult to start 5
> 8 Dark Cloud Average rain 10
> 9 Low black cloud Heavy rain, small branches move, small fires doused 20
> 10 * Oppressive Torrential rain, river rise, large fires doused 40
> 11 ** Oppressive Flood warning, rivers burst their banks 80
> 12+*** Oppressive Flash floods 160
> 
> 
> * Maximum variation Rank 5 in Control Weather Ritual
> ** Maximum variation Rank 10 in Control Weather Ritual
> *** Maximum variation Rank 15 in Control Weather Ritual
> 
> T1 Aerial Affinity (Air Mage Talent) Due to their close association with the
> environment the Adept can modify the Force downwards, and Gauge upwards
> on the Weather Scale Table by 1 per 4 rank, for themselves.
> S-12 Resist Cold (Air Mage Spell) This spell protects the target from the
> effects
> of cold temperature by increasing the Gauge by 1 (+ 1 / 4 full ranks) up to
> a
> maximum of Gauge 7.
> R-3 Control Weather (Air Mage Ritual) The Adept may change the current
> components by 1 + 1 per 2 full ranks.
> Example At rank 12, the Adept can change a Force 3 wind into a Force 10 wind
> or Force
> 3 into Force 7 and Density 5 into Density 2 cloud cover. Each of the changes
> may be in
> any direction on the table.
> 
> 

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<P><FONT SIZE=2>This directly affects the results of the Air College ritual R-3 Control Weather.</FONT>
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<P><FONT SIZE=2>The Weather Table since at least the 2001 rulebook has shown limits for the impact of Control Weather (unformatted table 1.0 below, page 67 of 2004 rulebook) at various ranks.</FONT></P>

<P><FONT SIZE=2>There are three problems with what is there:</FONT>
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<P><FONT SIZE=2>1. &quot;* Maximum variation Rank 5 in Control Weather Ritual&quot; etc is a lousy description of the limits trying to be imposed (as I understand them). What it is trying to say (I think) is that at that the line is the most extreme that can be reached with the rank (note that you can move the weather to lower-numbered lines, which is quite nasty in the case of temperature). </FONT></P>

<P><FONT SIZE=2>2. It's illogical that there are two lines with each of ** and *** in the wind section. It's surprising that there is no line with * in temperature.</FONT></P>

<P><FONT SIZE=2>3. There is no justification in the ritual write-up for these rank-based limits. All it says is </FONT>
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<P><FONT SIZE=2>&quot;This ritual will not cause weather effects outside the</FONT>
<BR><FONT SIZE=2>normal climatic range of the area (as determined by</FONT>
<BR><FONT SIZE=2>the GM).&quot;</FONT>
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<P><FONT SIZE=2>Given this, I'm thinking that the *s are relevant for earlier versions of the ritual, and should be removed as confusing and redundant. Note that the limit of 'normal climatic range' applies, and should be included in the note for &quot;R-3 Control Weather (Air Mage Ritual)&quot; at the bottom of the table.</FONT></P>

<P><FONT SIZE=2>All comments welcome.</FONT>
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<P><FONT SIZE=2>Cheers</FONT>
<BR><FONT SIZE=2>Errol</FONT>
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<P><FONT SIZE=2>Control Weather (R-3)</FONT>
<BR><FONT SIZE=2>Duration: 8 hours + 8 hours / Rank</FONT>
<BR><FONT SIZE=2>Experience Multiple: 300</FONT>
<BR><FONT SIZE=2>Base Chance: 2 × MA + 3% / Rank</FONT>
<BR><FONT SIZE=2>Resist: None</FONT>
<BR><FONT SIZE=2>Storage: None</FONT>
<BR><FONT SIZE=2>Target: Area</FONT>
<BR><FONT SIZE=2>Cast Time: 1 hour</FONT>
<BR><FONT SIZE=2>Actions: Dance (2 FT when unencumbered)</FONT>
<BR><FONT SIZE=2>Concentration Check: None</FONT>
<BR><FONT SIZE=2>Effects: The Adept may change one or more of</FONT>
<BR><FONT SIZE=2>the three components which make up the weather by</FONT>
<BR><FONT SIZE=2>performing a ritual dance. The three components of</FONT>
<BR><FONT SIZE=2>weather are;</FONT>
<BR><FONT SIZE=2>* Precipitation, Density</FONT>
<BR><FONT SIZE=2>* Temperature, Gauge</FONT>
<BR><FONT SIZE=2>* Wind, Force</FONT>
<BR><FONT SIZE=2>The GM should consult the weather table and advise</FONT>
<BR><FONT SIZE=2>the Adept of the current level of each of these three</FONT>
<BR><FONT SIZE=2>components before they start dancing. The Adept</FONT>
<BR><FONT SIZE=2>may change the current components by a total of 1</FONT>
<BR><FONT SIZE=2>+1 per 2 full ranks.</FONT>
<BR><FONT SIZE=2>Example At rank 12, the Adept can change a Force 3</FONT>
<BR><FONT SIZE=2>wind into a Force 10 wind or Force 3 into Force 7 and Density</FONT>
<BR><FONT SIZE=2>5 into Density 2 cloud cover.</FONT>
<BR><FONT SIZE=2>All the changes may be in any direction on the table.</FONT>
<BR><FONT SIZE=2>This ritual will not cause weather effects outside the</FONT>
<BR><FONT SIZE=2>normal climatic range of the area (as determined by</FONT>
<BR><FONT SIZE=2>the GM). The weather will change gradually over</FONT>
<BR><FONT SIZE=2>(30 - 1 / Rank) minutes per level shifted on the table</FONT>
<BR><FONT SIZE=2>and the three components will change simultaneously.</FONT>
<BR><FONT SIZE=2>The area of effect is circular with a radius of 1</FONT>
<BR><FONT SIZE=2>mile / Rank (minimum 1). Casting this ritual counts</FONT>
<BR><FONT SIZE=2>as strenuous activity and the Adept will lose fatigue.</FONT>
<BR><FONT SIZE=2>This ritual cannot backfire.</FONT>
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<P><FONT SIZE=2>18.9 Weather Scale Table 1.0</FONT>
<BR><FONT SIZE=2>Force Wind Specification Speed (mph)</FONT>
<BR><FONT SIZE=2>0 Calm Smoke rises vertically &lt; 1</FONT>
<BR><FONT SIZE=2>1 Light air Direction indicated by smoke only 1-3</FONT>
<BR><FONT SIZE=2>2 Light breeze Wind felt on face, leaves rustle 4-7</FONT>
<BR><FONT SIZE=2>3 Gentle breeze Leaves and twigs in constant motion, wind extends light flag 8-12</FONT>
<BR><FONT SIZE=2>4 Moderate breeze Wind raises dust and loose paper, small branches move 13-18</FONT>
<BR><FONT SIZE=2>5 Fresh breeze Small trees in leaf start to sway, crested wavelets on inland waters 19-24</FONT>
<BR><FONT SIZE=2>6 Strong breeze Large branches in motion, whistling through trees 25-31</FONT>
<BR><FONT SIZE=2>7 Near gale Whole trees in motion, inconvenient to walk against wind 32-38</FONT>
<BR><FONT SIZE=2>8 * Gale Twigs break from trees, difficult to walk 39-46</FONT>
<BR><FONT SIZE=2>9 ** Strong gale Slight structural damage occurs 47-54</FONT>
<BR><FONT SIZE=2>10 ** Storm Trees uprooted, considerable structural damage occur 55-63</FONT>
<BR><FONT SIZE=2>11 *** Violent storm Widespread damage 64-73</FONT>
<BR><FONT SIZE=2>12+*** Hurricane Widespread damage 74 and above</FONT>
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<P><FONT SIZE=2>Gauge Temperature Specification Degrees Celcius</FONT>
<BR><FONT SIZE=2>0 *** Arctic Dangerous -20 and below</FONT>
<BR><FONT SIZE=2>1 ** Arctic Salt water freezes -15</FONT>
<BR><FONT SIZE=2>2 * Arctic Branches become brittle -10</FONT>
<BR><FONT SIZE=2>3 Arctic-like Dangerously cold if not dressed in winter clothing -5</FONT>
<BR><FONT SIZE=2>4 Sub-arctic Water freezes, numbness, precipitation becomes hail, snow, sleet 0</FONT>
<BR><FONT SIZE=2>5 Sub-arctic Cold, uncomfortable if poorly clothed 5</FONT>
<BR><FONT SIZE=2>6 Sub-tropical Cool 10</FONT>
<BR><FONT SIZE=2>7 Sub-tropical Comfortable 15</FONT>
<BR><FONT SIZE=2>8 Sub-tropical Comfortable, warm 20</FONT>
<BR><FONT SIZE=2>9 Tropical Hot, uncomfortable if poorly clothed 25</FONT>
<BR><FONT SIZE=2>10 Tropical Uncomfortably hot, sub-tropical plants wither 30</FONT>
<BR><FONT SIZE=2>11 ** Desert-like Extreme heat, sub-tropical plants die, tropical plants wither 35</FONT>
<BR><FONT SIZE=2>12+*** Desert Debilitating, tropical plants die 40 and above</FONT>
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<P><FONT SIZE=2>Degree Cloud Precipitation Inches / Hour</FONT>
<BR><FONT SIZE=2>0 Clear Dry, high fire danger 0</FONT>
<BR><FONT SIZE=2>1 Clear Dry, fires easy to start 0</FONT>
<BR><FONT SIZE=2>2 Clear Comfortable 0</FONT>
<BR><FONT SIZE=2>3 Sparse Humid, uncomfortable in high temperature 1</FONT>
<BR><FONT SIZE=2>4 Light Damp 2</FONT>
<BR><FONT SIZE=2>5 Cloudy Drizzle, fog in cold conditions 3</FONT>
<BR><FONT SIZE=2>6 Overcast Showers 4</FONT>
<BR><FONT SIZE=2>7 Heavy Cloud Light rain, leaves move, fires difficult to start 5</FONT>
<BR><FONT SIZE=2>8 Dark Cloud Average rain 10</FONT>
<BR><FONT SIZE=2>9 Low black cloud Heavy rain, small branches move, small fires doused 20</FONT>
<BR><FONT SIZE=2>10 * Oppressive Torrential rain, river rise, large fires doused 40</FONT>
<BR><FONT SIZE=2>11 ** Oppressive Flood warning, rivers burst their banks 80</FONT>
<BR><FONT SIZE=2>12+*** Oppressive Flash floods 160</FONT>
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<P><FONT SIZE=2>* Maximum variation Rank 5 in Control Weather Ritual</FONT>
<BR><FONT SIZE=2>** Maximum variation Rank 10 in Control Weather Ritual</FONT>
<BR><FONT SIZE=2>*** Maximum variation Rank 15 in Control Weather Ritual</FONT>
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<P><FONT SIZE=2>T1 Aerial Affinity (Air Mage Talent) Due to their close association with the</FONT>
<BR><FONT SIZE=2>environment the Adept can modify the Force downwards, and Gauge upwards</FONT>
<BR><FONT SIZE=2>on the Weather Scale Table by 1 per 4 rank, for themselves.</FONT>
<BR><FONT SIZE=2>S-12 Resist Cold (Air Mage Spell) This spell protects the target from the effects</FONT>
<BR><FONT SIZE=2>of cold temperature by increasing the Gauge by 1 (+ 1 / 4 full ranks) up to a</FONT>
<BR><FONT SIZE=2>maximum of Gauge 7.</FONT>
<BR><FONT SIZE=2>R-3 Control Weather (Air Mage Ritual) The Adept may change the current</FONT>
<BR><FONT SIZE=2>components by 1 + 1 per 2 full ranks.</FONT>
<BR><FONT SIZE=2>Example At rank 12, the Adept can change a Force 3 wind into a Force 10 wind or Force</FONT>
<BR><FONT SIZE=2>3 into Force 7 and Density 5 into Density 2 cloud cover. Each of the changes may be in</FONT>
<BR><FONT SIZE=2>any direction on the table.</FONT>
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