SubjectRe: [dq] Humorous review of DQ magic
FromMichael Scott
DateWed, 19 Sep 2007 02:51:16 +1200
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G-4. Spell of Walking UnseenI'm quite sure there have been at least 57,000 =
discussions between DQ players over the years as to what the difference is =
between being magically Unseen and magically Invisible.  I still don't know=
.  If you're Invisible, then you can't be seen; if you're Walking Unseen, y=
ou just won't be seen.  The end result is that you aren't seen.  Why have s=
eparate spells?  It seems that all detection spells and talents that can de=
tect one can detect the other.  A more accurate name would be Walking Un-no=
ticed, or maybe Hide in Plain Sight
=20
My understanding of this spell is that it works like a somebody else's prob=
lem field in that you are still normally visible its just that other people=
s eyes/minds slide over you without registering on there awareness.
=20
Of course the more obvious you are the more likely they are to notice you h=
ence you combine it with stealth (either using shadows/cover or being curcu=
mspect).
=20
Would be useful escaping into or hiding in crowds except for the touching i=
ssue, maybe if poeple unconscously avoided you it would work better.
=20
The advantage over invisability is no blue glow and even if they can see th=
rough it they still have to make a perception check.
=20
If the effect gave a added bonus to stealth (1% per rk) or screwed with the=
 observers ability to perceive (+ 1% to die roll per rk) those under the sp=
ell it would be a lot more playable.
=20
E.G elven guard with rk14 witchsight and 25PC can see Nod who has a rk10 Un=
seen on, but needs to role 1xPC to notice him. Rolls 21 on die but with +10=
 to his roll from the spell effect still fails to notice Nod.
=20
TTFN
Michael Scott
_________________________________________________________________
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<BLOCKQUOTE>
<BLOCKQUOTE class=3Dcite cite=3D"">
<B>G-4. Spell of Walking Unseen</B><BR>I'm quite sure there have been at le=
ast 57,000 discussions between DQ players over the years as to what the dif=
ference is between being magically Unseen and magically Invisible.&nbsp; I =
still don't know.&nbsp; If you're Invisible, then you <I>can't</I> be seen;=
 if you're Walking Unseen, you just <I>won't</I> be seen.&nbsp; The end res=
ult is that you aren't seen.&nbsp; Why have separate spells?&nbsp; It seems=
 that all detection spells and talents that can detect one can detect the o=
ther.&nbsp; <BR><BR><FONT color=3D#0000ff>A more accurate name would be Wal=
king Un-noticed, or maybe Hide in Plain Sight</FONT><BR>
<FONT color=3D#0000ff></FONT>&nbsp;<BR>
<FONT color=3D#0000ff>My understanding of this spell is that it works like =
a somebody else's problem field in that you are still normally visible its =
just that other peoples eyes/minds slide over you without registering on th=
ere awareness.</FONT><BR>
<FONT color=3D#0000ff></FONT>&nbsp;<BR>
<FONT color=3D#0000ff>Of course the more obvious you are the more likely th=
ey are to notice you hence you combine it with stealth (either using shadow=
s/cover or being curcumspect).</FONT><BR>
<FONT color=3D#0000ff></FONT>&nbsp;<BR>
<FONT color=3D#0000ff>Would be useful escaping into or hiding in crowds exc=
ept for the touching issue, maybe if poeple unconscously avoided you it wou=
ld work better.</FONT><BR>
<FONT color=3D#0000ff></FONT>&nbsp;<BR>
<FONT color=3D#0000ff>The advantage over invisability is no blue glow and e=
ven if they can see through it they still have to make a perception check.<=
/FONT><BR>
<FONT color=3D#0000ff></FONT>&nbsp;<BR>
<FONT color=3D#0000ff>If the effect gave a added bonus to stealth (1% per r=
k) or&nbsp;screwed with&nbsp;the observers ability to perceive (+ 1% to die=
 roll per rk) those under the spell it would be a lot more playable.</FONT>=
<BR>
<FONT color=3D#0000ff></FONT>&nbsp;<BR>
<FONT color=3D#0000ff>E.G elven guard with rk14 witchsight and 25PC can see=
 Nod who has a rk10 Unseen on, but needs to role 1xPC to notice him. Rolls =
21 on die but with +10 to his roll from the spell effect still fails to not=
ice Nod.</FONT><BR>
<FONT color=3D#0000ff></FONT>&nbsp;<BR>
<FONT color=3D#0000ff>TTFN</FONT><BR>
<FONT color=3D#0000ff>Michael Scott</FONT><BR></BLOCKQUOTE></BLOCKQUOTE><br=
 /><hr />Connect to the next generation of MSN Messenger=A0  <a href=3D'htt=
p://imagine-msn.com/messenger/launch80/default.aspx?locale=3Den-us&source=
=3Dwlmailtagline' target=3D'_new'>Get it now! </a></body>
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SubjectRe: [dq] Humorous review of DQ magic
FromMartin Dickson
DateWed, 19 Sep 2007 09:55:23 +1200
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On 9/19/07, Michael Scott <big_mac_kd@hotmail.com> wrote:
>
>
>  *G-4. Spell of Walking Unseen*
> If the effect gave a added bonus to stealth (1% per rk) or screwed
> with the observers ability to perceive (+ 1% to die roll per rk) those under
> the spell it would be...
>
>
...it would be worth a lot more than its current EM of 100 and BC of 40-60%
would lead one to believe.

- Martin

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On 9/19/07, <b class="gmail_sendername">Michael Scott</b> &lt;<a href="mailto:big_mac_kd@hotmail.com">big_mac_kd@hotmail.com</a>&gt; wrote:<div><span class="gmail_quote"></span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">




<div>
<br>
<blockquote>
<blockquote>
<b>G-4. Spell of Walking Unseen</b><br><font color="#0000ff">If the effect gave a added bonus to stealth (1% per rk) or&nbsp;screwed with&nbsp;the observers ability to perceive (+ 1% to die roll per rk) those under the spell it would be...
</font></blockquote></blockquote></div></blockquote><div><br>...it would be worth a lot more than its current EM of 100 and BC of 40-60%  would lead one to believe.<br><br>- Martin<br></div><br><div><br>&nbsp;</div></div><br>

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Subject[dq] Part 2 - Humorous review of DQ Magic
FromKeith Smith
DateWed, 19 Sep 2007 10:13:29 +1200
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Mind College this time.

Keith


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>Date: Tue, 18 Sep 2007 19:46:50 -0000
>Subject: [dq-rules] Part 2 - Humorous review of DQ Magic
>Reply-To: dq-rules@yahoogroups.com
>
>Rule 53: The College of Sorceries of the Mind
>
>I haven't had too many Mind Sorcerers in the=20
>games I've run, and I've never played one.  I=20
>probably would've been into it had DQ been=20
>released when I was still enjoying the Deryni=20
>books (and is it just me, or does everyone=20
>re-read books they enjoyed as youngsters and=20
>think "Wow, those books really sucked"?).
>
>I've never implemented this as a house rule, but=20
>it's occurred to me that some Mind Sorcerers=20
>should get penalties when dealing with minds of=20
>other races.  For example, a human adept=20
>screwing with the mind of a 10,00-year-old elf=20
>should be a little overwhelmed by the situation,=20
>and an elf Mind Sorcerer working over an orcish=20
>mind should be dealing with significant revulsion.
>
>The biggest problem I have with this college is that it isn't very funny. =
 ;)
>
>T-1. Resist Temperature
>
>The damage reduction seems a bit paltry=20
>considering the number of XP you have to shell=20
>out.  I'd probably make it a 1 point reduction=20
>for every 3 ranks.  The immunity to temperature=20
>extremes is a nice benefit, especially for=20
>characters who want to go with Frazetta-esque=20
>"bare necessities" look as far as outfits go.
>
>T-2. Resist Pain
>
>Wow.  An Adept with this talent can't be=20
>tortured or stunned.  The concentration bonus is=20
>nice, too, but automatically avoiding Stun is=20
>huge, huge, huge.  Easily worth the XP.
>
>T-3. Sensitivity to Danger
>
>Considering the XM is the same as for T-2,=20
>there's less bang for the buck here.  I'd think=20
>about raising the bonus to 5 + (3/rank).
>
>G-1. Spell of Extrasensory Perception
>
>The problem with this spell is that the range=20
>makes it fairly worthless at low ranks =96 anyone=20
>within range can probably hear the caster cast=20
>it!  Also, it apparently is not directional=20
>(compare the "pinpoint" reference to S-2=20
>Telepathy in the description of S-1 Mental Attack).
>
>Player: I cast ESP.
>GM: OK, you detect three entities who seem=20
>filled with aggressive curiosity about something=85
>Player: Where are they?
>GM: [Makes secret PC roll] You don't know, but=20
>they're within range of the spell, and their aggressive feelings are=
 growing...
>Player: I just alerted them to my presence, didn't I?
>GM: Evidently.  Now, what's your current Defense?
>
>G-2. Spell of Limited Precognition
>
>Very limited precognition.  I really don't see=20
>much use for this, and it'd be better off as a=20
>talent.  I mean, I understand that this spell in=20
>some ways reflects "historic" precognition:=20
>basically uncontrollable and potentially=20
>irrelevant to the caster.  Still, who wants to=20
>pay 150 per to increase their base chance of=20
>seeing Mordo the Merchant taking his bath three=20
>hours from now?  As a GM, if I wanted to give my=20
>characters a premonition or a precognitive=20
>flash, I'd just give `em one (usually in a dream).
>
>G-3.  Mind Cloak Spell
>
>This is a handy spell =96 as long as you're up=20
>against other Mind Sorcerers.  The problem is=20
>that there are hardly any spells in other=20
>colleges this protects against.  I suppose there=20
>are a handful of beings that can normally=20
>detect/read minds, but really=85 If you were doing=20
>a Deryni game, where everyone was a Mind=20
>Sorcerer, than it would be a useful spell.
>
>G-4.  Spell of Empathy
>
>This seems like a dangerous spell.  OK, you're a=20
>Mind Sorcerer; your buddy is a fighter who's=20
>been hacked up by a hobgoblin.  Do you want to=20
>lay on hands and feel his emotions and physical=20
>sensations? Now there's two of you writhing on=20
>the ground and screaming...  In its favor, this=20
>spell could engender some interesting role-playing possibilities.
>
>G-5.  Spell of Hypnotism
>
>As is mentioned elsewhere, most NPCs don't take=20
>kindly to the knowledge that they were mentally controlled.
>
>DEMONIC FUN: A Rank 20, this spell can be cast,=20
>in theory, from 315 feet away.  However, the=20
>caster must be in verbal communication to cast=20
>the spell.  "YOUR EYELIDS ARE GETTING VERY HEAVY!! CAN YOU HEAR ME!?"
>
>G-6.  Spell of Controlling Animal
>
>I comment on this type of spell elsewhere, but=20
>I'll make the assumption here that domesticated=20
>animals would not ever attack the caster unless=20
>they were made to do something really outrageous=20
>or dangerous.  I'd think this spell would most=20
>often be used to calm or quiet an animal.  It=20
>also makes wild game easy targets for dinner ("Hold still, Bambi=85").
>
>G-7.  Spell of Controlling Person
>
>Here's where this college gets ugly.  It's=20
>interesting to note that, unlike G-5, there is=20
>no requirement for verbal communication.  I'm=20
>therefore assuming this is more of a "puppet=20
>master"-type spell, which might include having=20
>the target stab himself or a comrade, for=20
>example.  I'd probably give the target another=20
>resistance check or something before letting=20
>that happen =96 the old "last burst of willpower=20
>before succumbing" sort of thing.  This spell is=20
>why you have to create NPCs with high=20
>WP.  Really sinister potential for abuse, not to mention plot-busting.
>
>Q-1 Ritual of Binding Will
>
>The possibilities of this ritual seem=20
>obvious.  It's great for having friendly NPCs=20
>turn on the heroes.  Can you hypnotize someone to forget they were bound?
>
>S-1.  Spell of Mental Attack
>
>Yikes =96 a "Virtual Sap" spell.  Who needs the=20
>Assassin Skill?  If you hit a target with this=20
>spell using S-2, they won't know where the=20
>attack is coming from even if it doesn't work=20
>the first time (with the caveat about spell range vs. hearing range).
>
>S-2.  Spell of Telepathy
>
>A powerful spell.  Not only can you read=20
>multiple minds during the duration of the spell,=20
>you're also not concentrating.  I would still=20
>assume that G-3 provides protection from this=20
>spell.  Still, telepathic abilities are a GM's greatest bane.
>
>S-3. Phantasm Spell
>
>What's especially nasty about this is that=20
>there's nothing that says you can't have more=20
>than one of these going simultaneously=85 I'd=20
>limit it to one phantasm per target, though.
>
>DEMONIC FUN:  A Phantasm sent by a Demon has a=20
>total of 55 points to divide between FT and EN,=20
>and it does D+16 damage when it hits.  Which is=20
>every Pulse.  Automatically.  While it's invisible to everyone but the=
 victim.
>
>S-4.  Spell of Molecular Disruption
>
>Interesting name.  Do Adepts really call it=20
>this?  Does that mean that people in a DQ world=20
>(or at least the adepts) are well-versed in=20
>atomic theory?  Interesting that it only works=20
>on "beings."  Apparently, you can take down an=20
>oak tree with it, but it doesn't do jack against=20
>an oaken door -- which implies that what you're=20
>affecting is the link between the being and its=20
>corporeal form, which implies that the spell is=20
>badly misnamed, which implies=85 oh, screw it.
>
>S-5.  Spell of Molecular Rearrangement
>
>Same questions as above, but -- ugh.  The XM and=20
>BC make this useful only if you concentrate on=20
>getting better at it to the exclusion of=20
>everything else.  However, since it lasts for 10=20
>minutes per rank, some Ritual Spell Preparation might make this doable.
>
>The wording of the spell description is a bit=20
>curious (from Second Edition Revised 2.19, page=20
>50): "The Adept may rearrange the cells of any=20
>object that fails to resist, turning it into=20
>anything of the same mass that he desires."  So=20
>are we rearranging cells or molecules=20
>here?  Non-organic objects don't even have=20
>"cells," so I'm assuming the word really should have been "molecules."
>
>But what does "anything of the same mass"=20
>mean?  Does it mean "anything of the same=20
>molecular substance" or "anything?"  In other=20
>words, can you turn a hunk of marble into a=20
>marble statue, or into a 65 Volkswagen Bus?
>
>S-6.  Force Shield Spell
>
>I don't understand this spell.  Shouldn't a=20
>"force shield" absorb damage, rather than=20
>subtract from Strike Chance?  Maybe this is=20
>meant to be taken literally: since it's a=20
>"shield," it adds to your defense.  Spells that=20
>actually increase armor protection are few and=20
>far between, which I don't understand.  Too unbalancing, maybe?
>
>S-7.  Spell of Healing
>
>The fact that this heals EN damage makes it particularly valuable.
>
>S-8.  Spell of Invisibility
>
>Note that this is different from other=20
>Invisibility spells.  This one is straight up,=20
>all-or-nothing invisibility, dependent on a PC=20
>roll with a Difficulty Factor of 1.0.  Nice.
>
>S-9.  Spell of Telekinesis
>
>ABC (Already Been Covered).
>
>S-10.  Spell of Telekinetic Rage
>
>Confusing and scary.  I'm not sure why the=20
>target would take damage just from being moved=20
>quickly through the air =96 it's the landing that=20
>would hurt.  Wouldn't hitting a wall after=20
>flying 20 feet hurt just as much, assuming the=20
>acceleration was instantaneous?  And wouldn't=20
>landing in a giant pile of feathers, or a very=20
>large dish of pudding, tend to lessen the damage?
>
>DEMONIC FUN:  A demon standing right next to you=20
>will hurl you 125 feet.  You would take D+120=20
>damage if you failed to resist.  That's just=20
>sick.  Short of "instant death" spells, I=20
>believe this is the most damage that can be done with a spell.
>
>R-1.  Ritual of Binding Elements
>
>Wow=85 you get your choice!  More on binding elements later.
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<br>
Mind College this time.<br><br>
Keith<br><br>
<br>
<blockquote type=3Dcite class=3Dcite cite=3D"">To:
dq-rules@yahoogroups.com<br>
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Date: Tue, 18 Sep 2007 19:46:50 -0000<br>
Subject: [dq-rules] Part 2 - Humorous review of DQ Magic<br>
Reply-To: dq-rules@yahoogroups.com<br><br>
<b>Rule 53: The College of Sorceries of the Mind<br>
</b><br>
I haven't had too many Mind Sorcerers in the games I've run, and I've
never played one.&nbsp; I probably would've been into it had DQ been
released when I was still enjoying the <i>Deryni</i> books (and is it
just me, or does everyone re-read books they enjoyed as youngsters and
think &quot;Wow, those books really sucked&quot;?).<br><br>
I've never implemented this as a house rule, but it's occurred to me that
some Mind Sorcerers should get penalties when dealing with minds of other
races.&nbsp; For example, a human adept screwing with the mind of a
10,00-year-old elf should be a little overwhelmed by the situation, and
an elf Mind Sorcerer working over an orcish mind should be dealing with
significant revulsion.<br><br>
The biggest problem I have with this college is that it isn't very
funny.&nbsp; ;)<br><br>
<b>T-1. Resist Temperature<br>
</b><br>
The damage reduction seems a bit paltry considering the number of XP you
have to shell out.&nbsp; I'd probably make it a 1 point reduction for
every 3 ranks.&nbsp; The immunity to temperature extremes is a nice
benefit, especially for characters who want to go with Frazetta-esque
&quot;bare necessities&quot; look as far as outfits go.<br><br>
<b>T-2. Resist Pain<br>
</b><br>
Wow.&nbsp; An Adept with this talent can't be tortured or
<i>stunned</i>.&nbsp; The concentration bonus is nice, too, but
automatically avoiding Stun is huge, huge, huge.&nbsp; Easily worth the
XP.<br><br>
<b>T-3. Sensitivity to Danger<br>
</b><br>
Considering the XM is the same as for T-2, there's less bang for the buck
here.&nbsp; I'd think about raising the bonus to 5 + (3/rank).<br><br>
<b>G-1. Spell of Extrasensory Perception<br>
</b><br>
The problem with this spell is that the range makes it fairly worthless
at low ranks =96 anyone within range can probably hear the caster cast
it!&nbsp; Also, it apparently is not directional (compare the
&quot;pinpoint&quot; reference to S-2 Telepathy in the description of S-1
Mental Attack).<br><br>
Player: I cast ESP.<br>
GM: OK, you detect three entities who seem filled with aggressive
curiosity about something=85<br>
Player: Where are they?<br>
GM: [Makes secret PC roll] You don't know, but they're within range of
the spell, and their aggressive feelings are growing...<br>
Player: I just alerted them to my presence, didn't I?<br>
GM: Evidently.&nbsp; Now, what's your current Defense?<br><br>
<b>G-2. Spell of Limited Precognition<br>
</b><br>
<i>Very</i> limited precognition.&nbsp; I really don't see much use for
this, and it'd be better off as a talent.&nbsp; I mean, I understand that
this spell in some ways reflects &quot;historic&quot; precognition:
basically uncontrollable and potentially irrelevant to the caster.&nbsp;
Still, who wants to pay 150 per to increase their base chance of seeing
Mordo the Merchant taking his bath three hours from now?&nbsp; As a GM,
if I wanted to give my characters a premonition or a precognitive flash,
I'd just give `em one (usually in a dream).<br><br>
<b>G-3.&nbsp; Mind Cloak Spell<br>
</b><br>
This is a handy spell =96 as long as you're up against other Mind
Sorcerers.&nbsp; The problem is that there are hardly any spells in other
colleges this protects against.&nbsp; I suppose there are a handful of
beings that can normally detect/read minds, but really=85 If you were doing
a <i>Deryni</i> game, where everyone was a Mind Sorcerer, than it would
be a useful spell.<br><br>
<b>G-4.&nbsp; Spell of Empathy<br>
</b><br>
This seems like a dangerous spell.&nbsp; OK, you're a Mind Sorcerer; your
buddy is a fighter who's been hacked up by a hobgoblin.&nbsp; Do you want
to lay on hands and feel his emotions and physical sensations? Now
there's two of you writhing on the ground and screaming...&nbsp; In its
favor, this spell could engender some interesting role-playing
possibilities.<br><br>
<b>G-5.&nbsp; Spell of Hypnotism<br>
</b><br>
As is mentioned elsewhere, most NPCs don't take kindly to the knowledge
that they were mentally controlled.<br><br>
DEMONIC FUN: A Rank 20, this spell can be cast, in theory, from 315 feet
away.&nbsp; However, the caster must be in verbal communication to cast
the spell.&nbsp; <b>&quot;YOUR EYELIDS ARE GETTING VERY HEAVY!! CAN YOU
HEAR ME!?&quot;<br>
</b><br>
<b>G-6.&nbsp; Spell of Controlling Animal<br>
</b><br>
I comment on this type of spell elsewhere, but I'll make the assumption
here that domesticated animals would not ever attack the caster unless
they were made to do something really outrageous or dangerous.&nbsp; I'd
think this spell would most often be used to calm or quiet an
animal.&nbsp; It also makes wild game easy targets for dinner (&quot;Hold
still, Bambi=85&quot;).<br><br>
<b>G-7.&nbsp; Spell of Controlling Person<br>
</b><br>
Here's where this college gets ugly.&nbsp; It's interesting to note that,
unlike G-5, there is no requirement for verbal communication.&nbsp; I'm
therefore assuming this is more of a &quot;puppet master&quot;-type
spell, which might include having the target stab himself or a comrade,
for example.&nbsp; I'd probably give the target another resistance check
or something before letting that happen =96 the old &quot;last burst of
willpower before succumbing&quot; sort of thing.&nbsp; This spell is why
you have to create NPCs with high WP.&nbsp; Really sinister potential for
abuse, not to mention plot-busting.<br><br>
<b>Q-1 Ritual of Binding Will<br>
</b><br>
The possibilities of this ritual seem obvious.&nbsp; It's great for
having friendly NPCs turn on the heroes.&nbsp; Can you hypnotize someone
to forget they were bound?<br><br>
<b>S-1.&nbsp; Spell of Mental Attack<br>
</b><br>
Yikes =96 a &quot;Virtual Sap&quot; spell.&nbsp; Who needs the Assassin
Skill?&nbsp; If you hit a target with this spell using S-2, they won't
know where the attack is coming from even if it doesn't work the first
time (with the caveat about spell range vs. hearing range).<br><br>
<b>S-2.&nbsp; Spell of Telepathy<br>
</b><br>
A powerful spell.&nbsp; Not only can you read multiple minds during the
duration of the spell, you're also not concentrating.&nbsp; I would still
assume that G-3 provides protection from this spell.&nbsp; Still,
telepathic abilities are a GM's greatest bane.<br><br>
<b>S-3. Phantasm Spell<br>
</b><br>
What's especially nasty about this is that there's nothing that says you
can't have more than one of these going simultaneously=85 I'd limit it to
one phantasm per target, though.<br><br>
DEMONIC FUN:&nbsp; A Phantasm sent by a Demon has a total of 55 points to
divide between FT and EN, and it does D+16 damage when it hits.&nbsp;
Which is every Pulse.&nbsp; Automatically.&nbsp; While it's invisible to
everyone but the victim.<br><br>
<b>S-4.&nbsp; Spell of Molecular Disruption<br>
</b><br>
Interesting name.&nbsp; Do Adepts really call it this?&nbsp; Does that
mean that people in a DQ world (or at least the adepts) are well-versed
in atomic theory?&nbsp; Interesting that it only works on
&quot;beings.&quot;&nbsp; Apparently, you can take down an oak tree with
it, but it doesn't do jack against an oaken door -- which implies that
what you're affecting is the link between the being and its corporeal
form, which implies that the spell is badly misnamed, which implies=85 oh,
screw it.<br><br>
<b>S-5.&nbsp; Spell of Molecular Rearrangement<br>
</b><br>
Same questions as above, but -- ugh.&nbsp; The XM and BC make this useful
only if you concentrate on getting better at it to the exclusion of
everything else.&nbsp; However, since it lasts for 10 minutes per rank,
some Ritual Spell Preparation might make this doable.&nbsp; <br><br>
The wording of the spell description is a bit curious (from Second
Edition Revised 2.19, page 50): &quot;The Adept may rearrange the cells
of any object that fails to resist, turning it into anything of the same
mass that he desires.&quot;&nbsp; So are we rearranging cells or
molecules here?&nbsp; Non-organic objects don't even have
&quot;cells,&quot; so I'm assuming the word really should have been
&quot;molecules.&quot;&nbsp; <br><br>
But what does &quot;anything of the same mass&quot; mean?&nbsp; Does it
mean &quot;anything of the same molecular substance&quot; or
&quot;anything?&quot;&nbsp; In other words, can you turn a hunk of marble
into a marble statue, or into a 65 Volkswagen Bus?<br><br>
<b>S-6.&nbsp; Force Shield Spell<br>
</b><br>
I don't understand this spell.&nbsp; Shouldn't a &quot;force shield&quot;
absorb damage, rather than subtract from Strike Chance?&nbsp; Maybe this
is meant to be taken literally: since it's a &quot;shield,&quot; it adds
to your defense.&nbsp; Spells that actually increase armor protection are
few and far between, which I don't understand.&nbsp; Too unbalancing,
maybe?<br><br>
<b>S-7.&nbsp; Spell of Healing<br>
</b><br>
The fact that this heals EN damage makes it particularly
valuable.<br><br>
<b>S-8.&nbsp; Spell of Invisibility<br>
</b><br>
Note that this is different from other Invisibility spells.&nbsp; This
one is straight up, all-or-nothing invisibility, dependent on a PC roll
with a Difficulty Factor of 1.0.&nbsp; Nice.<br><br>
<b>S-9.&nbsp; Spell of Telekinesis<br>
</b><br>
ABC (Already Been Covered).<br><br>
<b>S-10.&nbsp; Spell of Telekinetic Rage<br>
</b><br>
Confusing and scary.&nbsp; I'm not sure why the target would take damage
just from being moved quickly through the air =96 it's the <i>landing</i>
that would hurt.&nbsp; Wouldn't hitting a wall after flying 20 feet hurt
just as much, assuming the acceleration was instantaneous?&nbsp; And
wouldn't landing in a giant pile of feathers, or a very large dish of
pudding, tend to lessen the damage?<br><br>
DEMONIC FUN:&nbsp; A demon standing right next to you will hurl you 125
feet.&nbsp; You would take D+120 damage if you failed to resist.&nbsp;
That's just sick.&nbsp; Short of &quot;instant death&quot; spells, I
believe this is the most damage that can be done with a spell.<br><br>
<b>R-1.&nbsp; Ritual of Binding Elements<br>
</b><br>
Wow=85 you get your choice!&nbsp; More on binding elements later.<br>
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SubjectRe: [dq] Part 2 - Humorous review of DQ Magic
FromErrol Cavit
DateWed, 19 Sep 2007 10:55:23 +1200
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Do you have a link to the rules version that this is based on?
It's called 'Second Edition Revised 2.19', apparently.
 
Cheers
Errol

-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Keith
Smith
Sent: Wednesday, 19 September 2007 10:13
To: dq@dq.sf.org.nz
Subject: [dq] Part 2 - Humorous review of DQ Magic



Mind College this time.

Keith




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<DIV><SPAN class=881274522-18092007><FONT face=Arial color=#0000ff size=2>Do you 
have a link to the rules version that this is based on?</FONT></SPAN></DIV>
<DIV><SPAN class=881274522-18092007>It's called 'Second Edition Revised 2.19', 
apparently.</SPAN></DIV>
<DIV><SPAN class=881274522-18092007></SPAN>&nbsp;</DIV>
<DIV><SPAN class=881274522-18092007><FONT face=Arial color=#0000ff 
size=2>Cheers</FONT></SPAN></DIV>
<DIV><SPAN class=881274522-18092007><FONT face=Arial color=#0000ff 
size=2>Errol</FONT></SPAN></DIV>
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
  <DIV class=OutlookMessageHeader><FONT face="Times New Roman" 
  size=2>-----Original Message-----<BR><B>From:</B> dq-owner@dq.sf.org.nz 
  [mailto:dq-owner@dq.sf.org.nz]<B>On Behalf Of</B> Keith Smith<BR><B>Sent:</B> 
  Wednesday, 19 September 2007 10:13<BR><B>To:</B> 
  dq@dq.sf.org.nz<BR><B>Subject:</B> [dq] Part 2 - Humorous review of DQ 
  Magic<BR><BR></FONT></DIV><BR>Mind College this 
time.<BR><BR>Keith<BR><BR></BLOCKQUOTE></BODY></HTML>

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