1469 lines
50 KiB
Plaintext
1469 lines
50 KiB
Plaintext
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From rmr@inferno (Robert Reimann) Sun Jul 9 22:00:23 1989
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From: rmr@inferno.wpd.sgi.com (Robert Reimann)
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Newsgroups: rec.games.frp
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Subject: Mage-to-Mage Magical Combat System (SDL) Update
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Message-ID: <37616@sgi.SGI.COM>
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Date: 8 Jul 89 19:25:04 GMT
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Organization: Silicon Graphics, Inc., Mountain View, CA
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Lines: 1458
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Keywords: Revised, now includes illusions
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Here is the latest draft of the Mage-to-Mage Magical Combat System,
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the first (to my knowledge) system to make use of a comprehensive
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magical language to tie together all aspects of magic in a gaming
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environment. Since my last posting of the system, I have made minor
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syntax changes, added an operator (thanx to Brad Knowles), added a
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new class of mages, and integrated demonology and illusionism into
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the system. Still coming are the much sought-after biological and
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psychic set of effects.
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If anyone has been using the system, I'd love any feedback you may
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have.
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Robert.
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rmr@sgi.com
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-----------------------------------------------------------------------
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Preface
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-------
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Presented here is the first draft of the Mage-to-Mage Magical Combat
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System and Spell Description Language, that hopefully addresses the issues
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raised in recent discussions of spell programming languages and mage-to-mage
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combat, while remaining more general than previous offerings of this type.
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Some spell construction systems attempt to provide all the functionality
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of AD&D spells by enumerating hundreds of specialized primitives.
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The high number of primitives present in the some systems
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reflects AD&D's lack of a distinction between *effects*, the actual
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physical, biological, or psychic manifestations of magical forces,
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and *operators* which act to shape those forces into useful configurations.
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Note that what most systems call "effects" are actually combinations
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of effects and operators, as I've defined them above.
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AD&D-style spells do not require much distinction between effects and
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operators-- they seem to work better without it-- but an object-oriented,
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constructive approach really needs to distinguish between objects (effects)
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and predicates (operators) to be successful and at the same time remain simple.
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The system presented here consists of 32 physical effects (an equal numbers
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of biological and psychic effects are currently being developed) and 26
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operators. The effects presented here are part of a rationale for magic
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that is built into the world; you are welcome to change them to better
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fit your needs, but they were chosen with consistency in mind. The operators
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are the real heart of the system, you should modify them only with great care.
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Too many non-general operators will spoil this system.
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The Mage-to-Mage Spell Description Language (SDL) uses a straightforward
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left-to-right, top-to-bottom, multi-line syntax. For the most part, each
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line of spell description represents one spell (mana) point worth of
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magical effect. Mage-to-Mage uses a spell point system to determine the
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spell cost; there is no distinction of "spell levels"; spells may be designed
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with arbitrary complexity, the limiting factor is the number of spell points a
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mage has available to expend casting it. Spell points are assigned on the
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basis of mage level, intelligence, and wisdom.
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Mage-to-Mage also provides a painless and logical way of producing
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magical items, while at the same time keeping their power limited
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to reasonable levels. Demonology illusion, necromancy, alchemy, and magical
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medicine/healing can all be implemented within the same framework
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(some of these are still under development).
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Lastly, Mage-to-Mage has been designed to work within any combat system
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that makes use of melee rounds as units of combat action.
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Enjoy, and feel free to write/post comments or suggestions.
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MAGE-TO-MAGE Magical Combat System
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and Spell Description Language
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Version 0.75
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Copyright 1989 Robert M. Reimann
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All rights reserved.
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I. The Nature of Magic and Spellcasting
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"Magic" itself is not an energy source in any true sense. It is rather an
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ability of some entities to alter the fabric of reality in a way that
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changes the "natural" balance of "elemental forces" in a localized area
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and channel it in a useful fashion. This ability is inate to some
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creatures, but others (humans among them) must be trained.
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"Spell" is the name given to the psycho-physical manipulations a mage or
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magical creature must perform to produce a magical effect. Spellcasting
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can, therefore be thought of as a psionic skill, with an important exception.
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Once a spell is cast, it's semi-physical nature gives it a certain "life
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of it's own"; it does not *need* to be constantly maintained after it
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has been cast, although it *may* be altered once it has been cast, by
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the original caster, or by another mage of sufficient power.
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The existence of any spell is, however, intimately bound to the existence
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of the casting entity; if the caster is killed, the spell will cease
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*unless* spell "ownership" has been transfered to another casting
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entity before the original caster dies.
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Spells themselves cannot be written down, but "recipes" for spells
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may be recorded using the spell description language described below.
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Spell descriptions have no magical power themselves, they must be
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interpreted by a spell caster. Of course, true, active spells may
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be bound to scraps of paper, thus filling the role of AD&D-style
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magical scrolls.
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As with any skill, magical ability improves with practice. As mages
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gain spell casting experience, the number of spells a mage can cast
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and/or the complexity of his spells will increase. Spell casting is an
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exhaustive effort requiring intense powers of will. Spell points are
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an arbitrary method of measuring a spell's complexity. A mage is, in
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a sense, "rated for" a certain number of spell points per day, based on
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his experience (level), and his mental prowess.
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He can't exceed this rating, not because he would do himself harm, but rather,
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because it is simply beyond his current level of capability. As in AD&D,
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an appropriate amount of rest will restore a mage's spell point "rating" to
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full.
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Spells need not be written or memorized, they may be cast "on the fly".
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In fact, this is quite common in magical combat. Spells are, in general,
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non-permanent for reasons outlined above.
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III. Elemental Forces, Matter, and Effects
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The structure of all matter is created by the flow of elemental forces through
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the material plane. Were there no flow of these energies, the material plane
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would consist of formless chaos. The world in which magic exists is entirely
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shaped by an intricate flow of elemental energies that yields land, oceans, air,
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living things, etc. All living things possess the ability to alter the flow of
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elemental forces to a certain degree by physically interacting with them.
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Sentient beings further posess the ability to alter the flow of these forces,
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and hence the world around them, purely by using their mind, i.e., by magic.
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There are four primary elemental forces, each residing on a separate plane:
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EARTH
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AIR
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FIRE
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WATER
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However, each of these planes overlaps, to a certain extent, the other three
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planes, yielding a total of 16 subplanes.
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Earthy Earth Airy Air Fiery Fire Watery Water
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Airy Earth Earthy Air Earthy Fire Earthy Water
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Fiery Earth Fiery Air Airy Fire Airy Water
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Watery Earth Watery Air Watery Fire Fiery Water
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Lastly, there are two states for each of these 16 forces, a high energy
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state and a low energy state. These two states are called "Light" and
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"Dark" respectively. Each of the 16 permuted forces above can be
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manipulated in either the Light or Dark form, yielding a total of 32
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different elemental flows. Each type of flow generates a unique set
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of EFFECTs.
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There are three manifestations of an effect; physical, biological, and psychic.
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Each manifestation is separate and independent of the other two. Physical
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effects are primarily for combat. Biological effects can be used to
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cure and cause illnesses, and to bestow qualities of living creatures
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on inanimate objects. Psychic effects can be used to cure and cause
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mental disorders, to bestow qualities of sentient creatures on
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non-sentient things, and to deal with spirits, which have no physical
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characteristics. Biological and psychic effects are more complex,
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and may not be used until the mage has gained higher levels:
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Level Manifestations Usable
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----- ---------------------
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1+ Physical
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5+ Physical, Biological
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9+ Physical, Biological, Psychic
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Currently, the system covers only physical effects; biological and psychic
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effects will be added in future versions.
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One final characteristic of some importance is that dissimilar effects
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may not occupy the same physical space in the Material Plane. Thus,
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when two different effect types come together, one must give way. This
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quality can be used to a mage's defensive advantage. If he casts a barrier
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of dissimilar effect in the path of another, oncoming force, and his force
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is as potent or more so than the oncoming force, it will be blocked.
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Note that this only works for effects that are manifested in the same way;
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e.g., a physical effect will not block a psychic effect, for instance.
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III. Magical Training and Aptitude
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Unlike AD&D, this system offers mages the opportunity to specialize in
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areas of expertise, giving them greater control over more limited resources.
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Initial training of a mage lasts a maximum of 12 years. In that time, the
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mage may divide his studies among one or more elemental forces, such as
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Fiery Air.
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Each force studied includes both Light and Dark effects, as well as all
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three manifestations (physical, biological, psychic). When a mage learns
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a force, he generally learns both the Light and Dark versions (exception:
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Elemental Mages, below).
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The following table shows how studies may be divided, how much time they
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take, and what abilities each term of study confers on the mage.
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Study Time Skill Class Potency Range Know/Use Resist
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---------- ----------- ------- ----- -------- ------
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12 years Elemental* d8/lev 80'+8'/lev 40%+4%/lev 20%+2%/lev
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10 years Singular** d12/lev 120'+12'/lev 60%+6%/lev 30%+3%/lev
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6 years Major d8/lev 80'+8'/lev 40%+4%/lev 20%+2%/lev
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4 years Minor d6/lev 60'+6'/lev 30%+3%/lev 15%+2%/lev
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2 years Minimal d4/lev 40'+4'/lev 20%+2%/lev 10%+1%/lev
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* Elemental Mages learn all four Light or Dark effects (not both) of an element;
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thus a Mage of Light Air would learn Light Airy Air, Light Watery Air,
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Light Fiery Air, and Light Earthy Air.
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** Singular Mages may not learn any other force beyond their singular
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specialty; their minds are too "coloured" by their magic to permit
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learning a new kind.
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So, Medwyn the Mage could spend his 12 years of study becoming an
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Elemental Mage of Light Water or a Singular Mage in Fiery Air, or
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he could spend 6 getting a Major in Fiery Air, and 6 more getting
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another Major in, say, Earthy Water.
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Or he could get two Minors and and two Minimals, etc.
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Spending more time learning a particular force allows the mage to use
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it more effectively; a singular mage gets d12 per level damage from his
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effects, twice the damage of a mage with a similar Minor. Similarly, his
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casting range is larger, his ability to recognize (Know) magic of his
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specialty and make use of it (Use) is better as well. Finally, he is
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also able to better Resist magic of the type in which he received the
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training.
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Spell points are assigned to Mages according to the following formula:
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Spell Points = (INT+WILL)*level/4
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This is the same for all mages regardless of training. All fractional
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points should be rounded up.
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As a mage casts spells, his spell points are depleted. They are regained
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with sleep; 1/10 of a mage's total points are replenished per hour of rest.
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There is one important exception to this rule: if a spell is still operating,
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the spell points used to create it *cannot* be replenished until the spell
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has been stopped. Once it has stopped, the points may be replenished as
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described above. This effectively limits the number of semi-permanent spells
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that a mage is able to cast.
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IV. Physical Effects
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The following is a complete list of physical effect.
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EARTH
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LEE: Crystal/Glass DEE: Stone
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LAE: Sand DAE: Dust
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LWE: Loam DWE: Mud/Quicksand
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LFE: Lava DFE: Metal
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WATER
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LWW: Water DWW: Ice
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LAW: Foam DAW: Erosion
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LEW: Glue DEW: Liquid [Poison]
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LFW: Steam DFW: Oil
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FIRE
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LFF: Fire DFF: Shadow Fire [Cold]
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LAF: Plasma DAF: Ash
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LEF: Heat DEF: Alkali
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LWF: Electricity DWF: Acid
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AIR
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LAA: Air/Wind DFF: Shadow/Darkness
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LWA: Ambient Light DWA: Fog/Cloud/Mist
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LEA: Illusion DEA: Gas [Poison]
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LFA: Radiant Light DFA: Smoke
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V. Operators
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Operators are the core of the Mage-to-Mage SDL, providing the syntax
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for spell description and execution. This section gives a summary of all
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SDL operators. followed by complete descriptions of the syntax and semantics
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of each operator. Examples are included.
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V.1 Operator Summary
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Basic (Effect) Operators
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------------------------
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create create a new effect
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destroy destroy a previously created effect
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move move an effect to a new location
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rotate rotate an effect around any axis
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scale resize a previously created effect
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shape form an effect into a desired shape
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Path (Shape) Operators
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----------------------
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fill fill a closed polygonal (2D) area
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lineto extrude an effect along a given line
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surface mold an effect along a given surface
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volume form an effect to fit a specified volume
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Flow Operators
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--------------
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halt stop a spell
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if...then...else conditional determined by input events
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repeat...until loop until event
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wait until pause spell until event
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Event Operators
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---------------
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and |
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or | boolean operators for combining events
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not |
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interrupted signals a spell has been interrupted
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<object><action><proximity> general format for events
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Special Operators
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-----------------
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bind bind a spell's range relative to a given object
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interrupt alter a given spell
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makeowner reassign ownership of given spell to a new mage
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power change a spell's power
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range change a spell's range
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resume resume an interrupted spell
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<spellname>: assign a spell a name
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V.2 Operator Details
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This section describes the operators summarized above in detail.
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In the descriptions below, variables are in angle brackets, and
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optional arguments are in straight brackets. Each operator is listed
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followed by a paragraph describing what it does, followed in
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turn by an example of usage.
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V.2.1 Basic Operators
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CREATE
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create <effect> [<effectname>]
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Create a point source of the given effect on the tip of the
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caster's index finger (right or left). This is an initialization
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operator, creating the link to another plane. For physical effects,
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the effect must be scaled or otherwise shaped to a physical dimension
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before any force is actually released (see scale, shape). The effect
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may optionally be given a name by which other operators may refer to it.
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Examples:
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create (p)LAA
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create Wind
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create Wind mywind
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All three of the above perform the same function. The first
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specifies the physical effect Light Airy Air. The second
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uses the more colloquial description of Wind. The third gives
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the effect a name, making it easier to refer to it later in the
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spell. This is useful if you are using multiple effects that
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are doing different things.
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DESTROY
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destroy [<effectname>]
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Removes the last created effect, or the one corresponding to
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<effectname> if it is given. When a spell terminates, all effects
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are automatically destroyed. Any effect which goes outside
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the spellcaster's range is also destroyed.
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Example:
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destroy mywind
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MOVE
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move [<effectname>] to <distance> pointdir
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move [<effectname>] to lookat <objectname>
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||
|
move [<effectname>] to <n1>x <n2>y <n3>z
|
||
|
|
||
|
|
||
|
Move the last created effect a specific distance in a direction
|
||
|
indicated by a pointing gesture, to a named object specified by
|
||
|
looking at the object, or a specific position in space relative
|
||
|
to the last position. If the object has been specified in an event,
|
||
|
or has been identified previously in the spell, lookat is not necessary.
|
||
|
If an effect name is given, that effect is moved rather
|
||
|
than the last created effect. An effect may be moved anywhere within
|
||
|
the spellcaster's range, unless somehow obstructed.
|
||
|
|
||
|
|
||
|
Examples:
|
||
|
|
||
|
move mywind to lookat orc
|
||
|
move mywind to 10' pointdir
|
||
|
move mywind to 5'x 10'y 15'z
|
||
|
|
||
|
The first example moves the Wind ball used in an earlier example
|
||
|
in a straight line to the surface of an object specified by lookat,
|
||
|
in this case, an orc. The second example moves the ball
|
||
|
in a straight line 10 feet in the direction the caster points.
|
||
|
The third moves the ball 5' to the caster's right, 10' up, and
|
||
|
fifteen feet forward, away from wherever it was, with respect to
|
||
|
the caster.
|
||
|
|
||
|
|
||
|
|
||
|
ROTATE
|
||
|
rotate [<effectname>] <ang>x <ang>y <ang>z [origin <distance> pointdir]
|
||
|
rotate [<effectname>] <ang>x <ang>y <ang>z [origin lookat <object>]
|
||
|
rotate [<effectname>] <ang>x <ang>y <ang>z [origin <n1>x <n2>y <n3>z]
|
||
|
|
||
|
|
||
|
Rotate an effect around any axis (x,y,z), relative to the center
|
||
|
point of the effect (default) or a named point.
|
||
|
|
||
|
Example:
|
||
|
|
||
|
rotate firewall 90y origin lookat orc
|
||
|
|
||
|
This fragment rotates a wall of fire (previously shaped)
|
||
|
ninety degrees around the y (up-down) axis with the body of a
|
||
|
given orc as the center of rotation. Note that the point of
|
||
|
rotation does not need to be a point inside the effect itself.
|
||
|
|
||
|
|
||
|
|
||
|
SCALE
|
||
|
scale [<effectname>] <n1>x <n2>y <n3>z
|
||
|
|
||
|
|
||
|
Scale the last created effect to the given size. If the effect
|
||
|
was not previously shaped, the scaled object will be a spheroid.
|
||
|
Scaling is always performed using the center of the effect as
|
||
|
an origin (see create, shape). If a name is given, that effect
|
||
|
is scaled rather than the last created effect. An effect may
|
||
|
be scaled up to the limit of the spellcaster's range.
|
||
|
|
||
|
|
||
|
Example:
|
||
|
|
||
|
scale mywind 2'x 2'y 2'z
|
||
|
|
||
|
This example takes the Wind created in the create example
|
||
|
and enlarges it to a 2' diameter sphere.
|
||
|
|
||
|
|
||
|
|
||
|
SHAPE
|
||
|
shape [<effectname>] <pathop1>
|
||
|
[<pathop2>]
|
||
|
...
|
||
|
[<pathopN>]
|
||
|
|
||
|
|
||
|
Shape the last created effect using a path described by a "subspell"
|
||
|
consisting of valid Path Operators. If a name is given, that effect is
|
||
|
shaped rather than the last created effect. When an effect is shaped,
|
||
|
any previous scaling or shaping is forgotten; the newly formed effect
|
||
|
will have the same shape and size as the object it was modeled after.
|
||
|
Position of the effect is maintained. An effect may be shaped from
|
||
|
anything fitting within the mage's spellcasting range.
|
||
|
|
||
|
|
||
|
Examples:
|
||
|
|
||
|
shape mywind surface 1'thick lookat box
|
||
|
shape mywind volume lookat donut
|
||
|
shape mywind lineto 2"thick lookat corner1
|
||
|
lineto 2"thick lookat corner2
|
||
|
lineto 2"thick lookat corner3
|
||
|
lineto 2"thick lookat closeit
|
||
|
fill
|
||
|
|
||
|
The first example shapes the wind into a hollow box (i.e., the wind only
|
||
|
blows in the planes that form the sides). The second example forms a
|
||
|
solid torus of wind. The third example shapes the effect into a 4-sided
|
||
|
filled polygon (like a wall) of uniform two-inch thickness. (See Path
|
||
|
Operators, below.)
|
||
|
|
||
|
|
||
|
|
||
|
V.2.2 Path Operators
|
||
|
|
||
|
|
||
|
FILL
|
||
|
fill
|
||
|
|
||
|
|
||
|
Fills any closed polygon defined by a list of
|
||
|
lineto operators within a shape operator.
|
||
|
The fill operator must directly follow the
|
||
|
list of lineto operators. The fill operator
|
||
|
will use the line thicknesses of each lineto
|
||
|
to fill with, interpolating if necessary.
|
||
|
The lines must form a closed polygon, or the
|
||
|
fill will fail. See SHAPE for example.
|
||
|
|
||
|
|
||
|
|
||
|
LINETO
|
||
|
lineto <n>thick <distance> pointdir [smooth]
|
||
|
lineto <n>thick [lookat] <objectname> [smooth]
|
||
|
lineto <n>thick <n1>x <n2>y <n3>z [smooth]
|
||
|
lineto <n>thick trace
|
||
|
|
||
|
|
||
|
Used only in conjunction with the shape operator. Adds a line
|
||
|
of thickness <n> to the shape of the effect. The current postion
|
||
|
of the effect (or the endpoint of the last line drawn, if there is
|
||
|
been no use of the move operator since the last line was drawn) forms
|
||
|
the beginning point of the line, the endpoint may be specified with
|
||
|
a distance from the beginning point and a pointing gesture for
|
||
|
direction, or by looking at a named endpoint. For the latter,
|
||
|
the endpoint must be a physical object. If the object has been
|
||
|
previously identified in the spell, lookat is not necessary.
|
||
|
If smooth is specified, the endpoint will be smoothed to a curve
|
||
|
if another line is drawn from it.
|
||
|
|
||
|
The third form of lineto allows the mage to specify precise coordinates
|
||
|
in space to draw the line to, relative to the current position of the
|
||
|
effect or the endpoint od the last line drawn.
|
||
|
|
||
|
The fourth form of lineto allows the mage to trace a path with
|
||
|
the tip of his finger. This may only be done with newly created
|
||
|
(i.e., unmoved, unscaled, previously unshaped effects).
|
||
|
|
||
|
See SHAPE for examples.
|
||
|
|
||
|
|
||
|
|
||
|
SURFACE
|
||
|
surface <n>thick [lookat] <objectname>
|
||
|
|
||
|
|
||
|
Shapes an effect to match the size and contours
|
||
|
of the selected object. The object is selected
|
||
|
by looking at it; it must be within spellcasting
|
||
|
range, and must fit entirely with the spellcasting
|
||
|
range. The surface thickness is determined by <n>.
|
||
|
See SHAPE for example.
|
||
|
|
||
|
|
||
|
|
||
|
VOLUME
|
||
|
volume [lookat] <objectname>
|
||
|
|
||
|
|
||
|
Like the surface path operator, but fills
|
||
|
the entire volume with the effect. (See above).
|
||
|
See SHAPE for example.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
V.2.3 Flow Operators
|
||
|
|
||
|
|
||
|
HALT
|
||
|
halt
|
||
|
|
||
|
|
||
|
Halts a spell. A halt is not necessary at the end of
|
||
|
a non-looping spell, as it is implied.
|
||
|
|
||
|
Example:
|
||
|
|
||
|
if (nonhuman and intelligent) 10'
|
||
|
then halt
|
||
|
else ...
|
||
|
|
||
|
This spell fragment halts the spell if an intelligent nonhuman
|
||
|
comes within 10' of the caster, or wherever the caster may have
|
||
|
bound the spell.
|
||
|
|
||
|
|
||
|
|
||
|
IF...THEN...ELSE
|
||
|
|
||
|
if <eventop1>
|
||
|
[<eventop2>]
|
||
|
...
|
||
|
[<eventopN>]
|
||
|
|
||
|
then <operator1>
|
||
|
[<operator2>]
|
||
|
...
|
||
|
[<operatorN>]
|
||
|
|
||
|
[else <operator1>
|
||
|
[<operator2>]
|
||
|
...
|
||
|
[<operatorN>] ]
|
||
|
|
||
|
|
||
|
Conditional that determines spell flow based on the truth
|
||
|
value of the event operators (see Event Operators).
|
||
|
|
||
|
Example:
|
||
|
|
||
|
boltbox:
|
||
|
bind to touch box
|
||
|
repeat if (orc or kobold) 30'
|
||
|
then if orc 30'
|
||
|
then create bolt Fire
|
||
|
move to orc
|
||
|
scale 1'x 1'y 1'z
|
||
|
else create bolt Electricity
|
||
|
move to kobold
|
||
|
scale 1'x 1'y 1'z
|
||
|
wait 2 sec
|
||
|
destroy bolt
|
||
|
until me "off"
|
||
|
|
||
|
This spell creates a 5 foot radius bolt lasting 2 seconds
|
||
|
when either an orc or a kobold comes within 30 feet of a
|
||
|
box the mage touched when he cast the spell. If it is an
|
||
|
orc, the bolt is of fire, if it is a kobold, the bolt is
|
||
|
of electricity.
|
||
|
|
||
|
|
||
|
|
||
|
REPEAT
|
||
|
repeat [<var>=]<num> <operator1>
|
||
|
[<operator2>]
|
||
|
...
|
||
|
[<operatorN>]
|
||
|
|
||
|
|
||
|
repeat <operator1>
|
||
|
[<operator2>]
|
||
|
...
|
||
|
[<operatorN>]
|
||
|
|
||
|
until <eventop1>
|
||
|
[<eventop2>]
|
||
|
...
|
||
|
[<eventopN>]
|
||
|
|
||
|
|
||
|
Repeats part of a spell for a set number of times, or until
|
||
|
a specified event becomes true. A loop variable may be used
|
||
|
for spell effects that want to keep track of iteration (see
|
||
|
Event Operators).
|
||
|
|
||
|
|
||
|
Examples:
|
||
|
|
||
|
torch:
|
||
|
bind to touch endofstick
|
||
|
create Fire
|
||
|
scale 1"x 1"y 1"z
|
||
|
repeat move to endofstick
|
||
|
until me "off"
|
||
|
|
||
|
This spell creates a torchlight at the end of a staff which will stay
|
||
|
lit until the mage says "off" (and is within range).
|
||
|
|
||
|
|
||
|
|
||
|
WAIT
|
||
|
wait <time>
|
||
|
wait until <eventop1>
|
||
|
[<eventop2>]
|
||
|
...
|
||
|
[<eventopN>]
|
||
|
|
||
|
|
||
|
Wait for a specified length of time, or until a specified series
|
||
|
of events (see Event Operators, below).
|
||
|
|
||
|
|
||
|
Examples:
|
||
|
|
||
|
wait 10 min.
|
||
|
wait until event: human "bang" 10'
|
||
|
|
||
|
In the first example, the next spell action will be delayed by
|
||
|
10 minutes. In the second, it will be delayed until the word
|
||
|
"bang" is uttered by a human within 10' of the spell's position.
|
||
|
A spell's position is either the place it was cast, or the position
|
||
|
of an object to which it is currently bound (if any).
|
||
|
|
||
|
|
||
|
|
||
|
V.2 4 Event Operators
|
||
|
|
||
|
|
||
|
AND
|
||
|
OR
|
||
|
NOT
|
||
|
INTERRUPTED
|
||
|
|
||
|
Event operators take the following general form:
|
||
|
|
||
|
<objects> <actions> <proximity>
|
||
|
|
||
|
|
||
|
Objects in events can be any physical object, entity, or effect
|
||
|
that the mage can visualize clearly in his mind. Actions can consist
|
||
|
of any physical action the mage can visualize happening. Proximity must
|
||
|
be a distance within the mage's casting range. The action of spreaking
|
||
|
a phrase can be abbreviated by placing the phrase in quotes.
|
||
|
|
||
|
The following is a special action:
|
||
|
|
||
|
interrupted [by <being>]
|
||
|
|
||
|
|
||
|
"Interrupted" means that the spell has been tampered with by a mage
|
||
|
using the interrupt operator (see below). Interrupted is a trap
|
||
|
that prevents a spell from being tampered with. Interrupted is also
|
||
|
an action, and can be treated as such. If no objects are given
|
||
|
with an action, anything performing the action will trigger the
|
||
|
event; if no proximity is given, the maximum casting range of the
|
||
|
spellcaster is assumed.
|
||
|
|
||
|
Objects, actions, and proximity can all be modified using the
|
||
|
following boolean operators:
|
||
|
|
||
|
and or not
|
||
|
|
||
|
Parentheses can be used for clarity of logical groupings.
|
||
|
|
||
|
Examples:
|
||
|
|
||
|
if (man with tatoo and pegleg) (spit and "howdy") 5'
|
||
|
then create Fire
|
||
|
|
||
|
if interrupted
|
||
|
then halt
|
||
|
|
||
|
The first example triggers the if...then operator if a man
|
||
|
with a tatoo and a pegleg spits and says "howdy" within
|
||
|
five feet of the spell. The second example halts the spell
|
||
|
if it is interrupted. (A good trap if the spell was, say,
|
||
|
holding up the ceiling!)
|
||
|
|
||
|
|
||
|
|
||
|
V.2.5 Special Operators
|
||
|
|
||
|
|
||
|
BIND
|
||
|
bind [<spellname>] to touch <objectname>
|
||
|
|
||
|
|
||
|
Binds the named spell in to a named object, which is
|
||
|
selected by touching the object. Once a spell is bound to an
|
||
|
object, any effects the spell may generate will operate within
|
||
|
the max spellcasting range of the mage, but *relative to the object
|
||
|
to which it is bound*, not the mage himself. Bind may be used
|
||
|
multiple times in a spell to switch bindings of other spells, or
|
||
|
even the spell in which the binds occur (good for cursed items!).
|
||
|
If you are binding the spell in which the bind occurs, you do
|
||
|
not need to specify the spellname.
|
||
|
|
||
|
Note: binding a spell to an object has no effect
|
||
|
on the postion of effects. Movement of effects must be done
|
||
|
explicitly within the spell.
|
||
|
|
||
|
Example:
|
||
|
|
||
|
bind to touch rod
|
||
|
|
||
|
This binds the spell in which the bind operator occurs to a rod.
|
||
|
|
||
|
|
||
|
|
||
|
INTERRUPT
|
||
|
|
||
|
interrupt <spellname> at "<breakpoint>" [revert]
|
||
|
<operator1>
|
||
|
[<operator2>]
|
||
|
...
|
||
|
[<operatorN>]
|
||
|
|
||
|
|
||
|
Allows a mage to interrupt a working spell at a stated
|
||
|
point, and replace that line with a series of new lines.
|
||
|
If revert is used, and the spell was interrupted inside
|
||
|
a loop, the new spell fragment will execute only once,
|
||
|
otherwise the changes are permanent (for as long as the
|
||
|
spell lasts). If a halt operator is used in the interruption,
|
||
|
the interrupted spell will stop, even if it was in a loop.
|
||
|
|
||
|
The breakpoint specified must be a single line from the spell.
|
||
|
A mage automatically knows breakpoints for his own spells.
|
||
|
If he is trying to interrupt another mage's spell, he must
|
||
|
roll his Know/Use percentage to figure out the spell. The
|
||
|
other mage must then roll his Resist roll to prevent the
|
||
|
interruption. Know/Use and Resist rolls must be made for
|
||
|
all spells, even bound ones where the caster is not in the
|
||
|
vicinity.
|
||
|
|
||
|
Note: interrupt spells do not have names, and cannot be
|
||
|
interrupted themselves. Spells that have been
|
||
|
interrupted may, however, may be reinterrupted any
|
||
|
number of times with new changes.
|
||
|
|
||
|
Example:
|
||
|
|
||
|
Take a variation of the torch spell described earlier:
|
||
|
|
||
|
torch:
|
||
|
bind to touch endofstick
|
||
|
create Fire
|
||
|
repeat scale 1"x 1"y 1"z
|
||
|
move to endofstick
|
||
|
until me "off"
|
||
|
|
||
|
Suppose Medwyn is holding his lit staff, and an orc
|
||
|
comes around the corner. Medwyn casts:
|
||
|
|
||
|
interrupt torch at "move to endofstick" revert
|
||
|
move to lookat orc
|
||
|
scale 10'x 10'y 10'z
|
||
|
wait 10 sec
|
||
|
|
||
|
What happens is that the torchlight is turned into a fireball,
|
||
|
and then reverts back to a torch! It's important to interrupt
|
||
|
a spell in an active part; if Medwyn had changed anything before
|
||
|
the repeat loop, nothing would have changed, because that part
|
||
|
of the spell was already done.
|
||
|
|
||
|
|
||
|
|
||
|
MAKEOWNER
|
||
|
|
||
|
makeowner <spellname> touch <spellcaster>
|
||
|
|
||
|
|
||
|
Transfers ownership of the named spell to another spellcaster.
|
||
|
The new owner must have enough spell points to have cast the spell
|
||
|
but need not have the appropriate training in the effects the
|
||
|
spell uses. The new owner loses the number of spell points
|
||
|
equal to the cost of the spell, for as long as the spell is active.
|
||
|
The old owner regains the points he had lost while he owned the spell.
|
||
|
If the new owner understands the spell, he may interrupt it at will.
|
||
|
|
||
|
Example:
|
||
|
|
||
|
makeowner torch touch Medwyn
|
||
|
|
||
|
This changes the owner of a spell called torch to Medwyn.
|
||
|
torch is a 5 point spell, so Medwyn loses 5 spell points for
|
||
|
the duration of the spell (or until he stops it himself).
|
||
|
|
||
|
|
||
|
|
||
|
POWER
|
||
|
RANGE
|
||
|
power <spellname> <mult>
|
||
|
range <spellname> <mult>
|
||
|
|
||
|
|
||
|
All spells have a default power and range, determined by the
|
||
|
caster's training and skill level. This power and range can
|
||
|
be increased at great cost. Two amplify a spell's range or
|
||
|
power by <mult> The caster must expend mult^2 the usual number
|
||
|
of spell points spent for the *entire remainder of spell*.
|
||
|
This also works if the mult is a fraction (for reduced power
|
||
|
and range spells). Even so, the minimum any spell can cost
|
||
|
is 1/4 its base cost, no matter how weak it is. Spell costs
|
||
|
are always rounded up to the nearest integer.
|
||
|
|
||
|
Range and power operators should come at the
|
||
|
beginning of the spell, right after the spellname.
|
||
|
|
||
|
Example:
|
||
|
|
||
|
iceball:
|
||
|
power iceball 2
|
||
|
range iceball 2
|
||
|
create Ice
|
||
|
scale 6"x 6"y 6"z
|
||
|
moveto lookat target
|
||
|
|
||
|
This example creates a simple ball of ice and hurls it at
|
||
|
an opponent. It does double usual damage and can be hurled
|
||
|
for double the mage's usual range, but cost *8 times* the
|
||
|
normal spell points (24 instead of 3).
|
||
|
|
||
|
|
||
|
|
||
|
RESUME
|
||
|
resume [<spellname>] at "<breakpoint>"
|
||
|
|
||
|
|
||
|
The resume operator is useful in conjunction with the
|
||
|
interrupted event. You can write a spell which checks
|
||
|
for an interrupt cast on it, and which then performs
|
||
|
a special task to counteract the intrusion (such as
|
||
|
blasting the person who attemtped the interrupt).
|
||
|
|
||
|
After this is done, you may want to resume the spell
|
||
|
at a convenient place. This is what the resume operator
|
||
|
is for.
|
||
|
|
||
|
Example:
|
||
|
|
||
|
torch:
|
||
|
bind to touch endofstick
|
||
|
create Fire
|
||
|
repeat scale 1"x 1"y 1"z
|
||
|
moveto endofstick
|
||
|
until me "off"
|
||
|
# check for interrupt #
|
||
|
if interrupted by me
|
||
|
then move to lookat target
|
||
|
scale 10'x 10'y 10'z
|
||
|
wait 10 seconds
|
||
|
resume at "repeat scale 1"x 1"y 1"z"
|
||
|
else if (interrupted by being) and (being is not me)
|
||
|
then move to being
|
||
|
scale 10'x 10'y 10'z
|
||
|
wait 10 sec
|
||
|
resume at "repeat scale 1"x 1"y 1"z"
|
||
|
|
||
|
|
||
|
This version of the torch spell will actively fireball
|
||
|
anyone except the casting mage who tries to interrupt
|
||
|
the spell.
|
||
|
|
||
|
|
||
|
|
||
|
SPELLNAME
|
||
|
|
||
|
<spellname>:
|
||
|
|
||
|
|
||
|
You must begin every spell with a spell name.
|
||
|
This does not add any cost to the spell.
|
||
|
|
||
|
Example:
|
||
|
|
||
|
fireball:
|
||
|
create Fire
|
||
|
move to lookat orc
|
||
|
scale 5'x 5'y 5'z
|
||
|
wait 5 sec
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
VI. Spell Cost and Duration
|
||
|
|
||
|
Spells cost 1 point per line of spell description, with the following
|
||
|
exceptions: spellname, power, and range operators, which have no cost
|
||
|
(although the power and range operators do change the *overall* cost of
|
||
|
the spell as described in the last section).
|
||
|
|
||
|
Because spells can loop, they have a potential duration limited only
|
||
|
by the life of the owner of the spell (i.e., the original caster, or
|
||
|
a new owner assigned using the makeowner operator). However, since
|
||
|
the spell points used to maintain a spell cannot be recovered until
|
||
|
the spell has ceased (or been terminated), it is in the interest of
|
||
|
a mage not to leave too many semi-permanent spells lying around.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
VII. Mage-to-Mage Combat
|
||
|
|
||
|
Unlike most systems, Mage-to-Mage allows mages to directly counter
|
||
|
spells cast by other mages under certain conditions. Of particular
|
||
|
importance, then, is the way in which mages can determine what other
|
||
|
mages are casting. This is called "reading".
|
||
|
|
||
|
Reading a spell being cast within range is like a sixth sense,
|
||
|
it requires no more time or energy than watching a fighter draw a sword.
|
||
|
If a spell is not understood by a mage, it is like watching a fighter draw an
|
||
|
unfamiliar weapon. Mages cannot "read" precast spells in the same fashion;
|
||
|
it is the act of casting that allows them to be read. Reading precast spells
|
||
|
is a skill that requires several minutes of concentration. A spell being
|
||
|
cast by another mage may be read successfully by another mage only if
|
||
|
the following conditions are met:
|
||
|
|
||
|
1. The reading mage must be within his spell casting range of the enemy.
|
||
|
|
||
|
2. The spell may only contain effects with which the reader has been trained.
|
||
|
|
||
|
3. The reader must make his Know/Use roll successfully.
|
||
|
|
||
|
|
||
|
Another crucial element of magical combat is its timing and scheduling.
|
||
|
Instead of trying to gauge specific casting times for spells, a more
|
||
|
general rule is used for the scheduling of magical combat; one that
|
||
|
will hopefully make it easier to integrate Mage-to-Mage into existing
|
||
|
combat systems.
|
||
|
|
||
|
In Mage-to-Mage, all normal offensive and defensive spells
|
||
|
take 1 melee round to cast. Spells cast in one melee
|
||
|
round start to take effect (execute) in the following round.
|
||
|
Execution of a spell is automatic, a mage does not need to
|
||
|
maintain the spell once he has cast it.
|
||
|
|
||
|
There is a 3rd variety of spell beyond offensive and
|
||
|
defensive (which can be auto-flash or normal shields).
|
||
|
This is the interrupt spell, a spell which alters another
|
||
|
spell. Since this is a modification to an existing
|
||
|
spell, it is relatively instantaneous in its casting
|
||
|
and its execution. An interruption to a spell effectively
|
||
|
delays the final outcome to the beginning of the next round,
|
||
|
at which time it can be once again altered by an interruption.
|
||
|
Only one mage may interrupt a given spell in a round; if more
|
||
|
than one tries, the outcome is decided by an initiative roll.
|
||
|
A mage can always interrupt his own spells (unless he fails
|
||
|
an interruption initiative roll in a given round), but to
|
||
|
interrupt another mage's spell, The interruptor must beat the
|
||
|
enemy's Resist percentage, as well as having been successful
|
||
|
at reading the enemy's spell as it was cast.
|
||
|
|
||
|
Interrupt spells themselves cannot be interrupted.
|
||
|
|
||
|
|
||
|
A mage may perform one of the following options in any given melee round:
|
||
|
|
||
|
1. He can try to interrupt (change) an incoming spell
|
||
|
|
||
|
2. He can cast an offensive spell (which will execute on the following
|
||
|
round).
|
||
|
|
||
|
2. He can cast a defensive spell (which will execute on the following
|
||
|
round).
|
||
|
|
||
|
4. He can interrupt (change) his own offensive or defensive spell.
|
||
|
|
||
|
|
||
|
Precast offensive and defensive spells are, of course, safe
|
||
|
from enemy interruptions. If a precast offensive spell is
|
||
|
triggered by an event, it executes immediately; the only
|
||
|
defense against a precast offensive spell that has just been
|
||
|
triggered is a precast defensive spell.
|
||
|
|
||
|
|
||
|
In general, a mage-to-mage combat may go as follows:
|
||
|
|
||
|
Round 1
|
||
|
-------
|
||
|
Mage 1 casts offensive spell
|
||
|
Mage 2 casts defensive (shielding) spell
|
||
|
|
||
|
Round 2
|
||
|
-------
|
||
|
Mage 2 interrupts and changes Mage 1's spell (or fails and is zapped)
|
||
|
Mage 1 casts defensive spell
|
||
|
|
||
|
Round 3
|
||
|
-------
|
||
|
Mage 1 interrupts and changes Mage 2's defensive spell
|
||
|
...
|
||
|
|
||
|
And so on, until somebody slips up. There are, of course,
|
||
|
many other possible strategies, some of the most useful
|
||
|
involving precast defesive spells which the enemy cannot
|
||
|
interrupt.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
VIII. Other Combat
|
||
|
|
||
|
Combat against a non-mage follows the same rules outlined above.
|
||
|
A spell takes one round to cast, and only one spell may be cast
|
||
|
by a mage in a given round. The spell begins to take effect at
|
||
|
the beginning of the next melee round.
|
||
|
|
||
|
A mage may cast an offensive spell, a defensive spell (again,
|
||
|
the distnction between the two is blurred), or may interrupt
|
||
|
one of his own precast spells. As with standard spells, the
|
||
|
effects of an interrupt begin at the start of the next melee
|
||
|
round.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
IX. Level Advancement
|
||
|
|
||
|
Mage level advancement is directly determined by the amount of magic
|
||
|
the mage uses "in the line of duty". A mage gets one experience point
|
||
|
for every line of spell description he casts in melee or other non-casual
|
||
|
situations. Advancement of levels becomes harder with each level advanced.
|
||
|
Going from first to second level requires 100 xp. From second to third
|
||
|
requires 200 *more* xp. Third to fourth requires an additional 300 xp.,
|
||
|
and so on.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
X. Saving Throws and Extended Duration Effects
|
||
|
|
||
|
There is one standard saving throw for all types of magic, corresponding
|
||
|
to a "Save vs. Magic" in AD&D. Since all magic items in the Mage-to-Mage
|
||
|
system are essentially spells bound to objects, there is no need for a
|
||
|
separate saving throw for wands, staves, etc.
|
||
|
|
||
|
Making a saving throw has one of two results. If the save is versus an
|
||
|
area of effect, it means the victim takes half damage in that round
|
||
|
*and any succeeding round* in which he is still immersed in the effect.
|
||
|
If the save is versus an effect of which the victim is the sole target,
|
||
|
making the saving throw negates (destroys) the effect.
|
||
|
|
||
|
For effects lasting more than one melee round, damage is taken by those
|
||
|
in range of the effect in *each succeeding round*. However, for each
|
||
|
round that a victim must take damage, he is entitled to a new saving throw,
|
||
|
until he is successful.
|
||
|
|
||
|
Thus, an orc that is caught in a sheet of flame for 3 rounds would take
|
||
|
full damage from the flame each round, unless he made his saving throw.
|
||
|
If he doesn't make it the first round, he can roll again in the second
|
||
|
round, and so on. If the orc were to make the saving throw in his second
|
||
|
round, he would only receive half damage in the second and third rounds.
|
||
|
|
||
|
Now let's suppose that the orc is the victim of a spell that puts darkness
|
||
|
over his face and keeps it there for three rounds, hence blinding him.
|
||
|
This is a target-victim spell, not an area of effect, so if the orc were
|
||
|
to save on the second round, the darkness would be negated.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
XI. Demons and Elementals
|
||
|
|
||
|
Unlike living creatures of the material plane, which consist of complex
|
||
|
matrices composed of varying amounts of all the elemental forces, demons
|
||
|
and elementals are composed of only a single force.
|
||
|
|
||
|
Each demon or elemental lives in the subplane to which it is attuned.
|
||
|
Thus one would expect to see wind demons, ice demons, fog demons, etc.
|
||
|
Demons and elementals are very similar; the key difference is that demons
|
||
|
are sentient, whereas elementals are only of animal intelligence (if that).
|
||
|
|
||
|
Demons and elementals may be summoned from a pure flow of any
|
||
|
appropriate elemental force that is large enough to pass them through
|
||
|
to the material plane (pentagrams for demons, trigrams for elementals).
|
||
|
Elementals may be summoned relatively easily, while demons usually appear
|
||
|
only if their True Name is uttered by the mage during the summoning
|
||
|
ritual. A demon will almost always attempt a contest of wills before obeying
|
||
|
a mage; usually in the form of magical combat. If the mage loses, he
|
||
|
is liable to be consumed, or worse if the demon is particularly vengeful.
|
||
|
If the mage wins, the Demon is bound to obey a single command as issued
|
||
|
by the mage. The most common command is to enter an object of power
|
||
|
and maintain its magic (in other words, take ownership of any spells
|
||
|
bound to the object), remaining there until the object or its magic
|
||
|
is destroyed. This allows the creation of permanent magical items,
|
||
|
since demons are immortal.
|
||
|
|
||
|
Demons are always Singular Mages in the force to which they are attuned,
|
||
|
at a level (and with spell points) commensurate with their hit dice.
|
||
|
|
||
|
There is a small chance that ordinary use of magic may cause an elemental,
|
||
|
or even in rare cases a demon, to be summoned inadvertantly.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
XII. Spirits.
|
||
|
|
||
|
Spirits are the disembodied minds of once-living sentient beings that
|
||
|
for some reason were not extinguished when the being died. They too
|
||
|
can be summoned by name, using a circle of Darkness.
|
||
|
|
||
|
Summoning a spirit involves much the same dangers as summoning a demon; spirits
|
||
|
are often waiting for the chance to inhabit a living body again, and will
|
||
|
attempt to do so by turning a mage's power against him, and then invading the
|
||
|
freshly-dead body. Most forms of what are commonly called "the undead" are the
|
||
|
result of spirits gaining control over physical objects (corpses, skeletons,
|
||
|
etc).
|
||
|
|
||
|
Spirits who were mages when they were alive have all the magical ability they
|
||
|
had at that time. Spirits who were not mages are not useful for creating
|
||
|
permanent magic items, because they cannot use make use of spell points.
|
||
|
They may, however, be useful for questioning and as servants.
|
||
|
|
||
|
Spirits which are not mages may be subdued fairly easily by use of Radiant
|
||
|
Light. All spirits have the innate ability to manipulate Darkness like a
|
||
|
Singular Mage at a level of ability commensurate with their hit dice.
|
||
|
However, this ability cannot be harnessed for use with a magic item by
|
||
|
the summoning mage.
|
||
|
|
||
|
In darkness, spirits also have the ability to life-drain at a touch. Summoners
|
||
|
of spirits must be very careful not to allow themselves to be surrounded by
|
||
|
darkness, lest he be trapped by the spirit. Once the spirit has been subdued
|
||
|
in contest, it will remain so until it has completed the task commanded of it.
|
||
|
|
||
|
|
||
|
|
||
|
XIII. Summoning Rituals
|
||
|
|
||
|
All discorporeal entities (demons, elementals, and spirits) require special
|
||
|
summoning rituals to call them to the mage's service. There are four parts
|
||
|
to any summoning ritual, which must be executed in order:
|
||
|
|
||
|
1. Gate
|
||
|
2. Naming
|
||
|
3. Sacrifice
|
||
|
4. Contest
|
||
|
|
||
|
|
||
|
Gate
|
||
|
----
|
||
|
|
||
|
The summoner must create (via spell) a gate of appropriate elemental
|
||
|
force, and of the appropriate configuration. The configurations are:
|
||
|
|
||
|
Trigram: Elementals
|
||
|
Pentagram: Demons
|
||
|
Circle: Spirits
|
||
|
|
||
|
These may be created on any flat, solid surface (stone floors or
|
||
|
walls are the most common places). The Gate for summoning a
|
||
|
demon or elemental is composed of the elemental force to which
|
||
|
the being to be summoned is attuned; the Gate for summoning a
|
||
|
spirit is always composed of Darkness.
|
||
|
|
||
|
|
||
|
Naming
|
||
|
------
|
||
|
|
||
|
Once the Gate has been created, the mage must call upon the being
|
||
|
by name. In the case of demons and spirits, the True Name of the
|
||
|
being must be uttered three times. in the case of elementals, which
|
||
|
have no specific names, the general name of the kind of elemental
|
||
|
desired must be uttered instead. The naming is generally accompanied
|
||
|
by a rhythmic chant (sometimes accompanied by drums) which helps
|
||
|
guide the being to the entrance of the Gate. The Naming may take
|
||
|
from several minutes for a minor elemental, to hours or even days
|
||
|
for a very great demon. The naming is complete when a "presence"
|
||
|
is felt near the Gate, usually accompanied by a drop in temperature
|
||
|
in the vicinty of the ritual. This means that something (hopefully
|
||
|
the summoned being) is on the threshold of the Gate.
|
||
|
|
||
|
The chance of of a being hearing the call is equal to the suumoner's
|
||
|
Know/Use percentage -5% for every level above the summoner that the
|
||
|
being is, +3% for every level below the summoner the being is.
|
||
|
|
||
|
|
||
|
Sacrifice
|
||
|
---------
|
||
|
|
||
|
All summoned creatures require a sacrifice to bring them across the
|
||
|
threshold of the Gate. Elementals require only freshly slaughtered
|
||
|
animals; demons generally require a living, sentient sacrifice to
|
||
|
consume.
|
||
|
|
||
|
Spirits are different; their sacrifice must be an object that was
|
||
|
important to the spirit while it was alive. Images of loved ones,
|
||
|
or symbols of glory are the two most often used objects, but others
|
||
|
may be more appropriate to given instances.
|
||
|
|
||
|
Sacrifices are delivered to the center of the Gate, usually via a
|
||
|
rope or cart, or some other mechanism. Naught but that which is
|
||
|
to be sacrificed should enter the Gate at this time, any person
|
||
|
who does so is in great peril.
|
||
|
|
||
|
At this point, the being will either accept the sacrifice and enter
|
||
|
through the Gate to take it and meet the summoner, or will reject it
|
||
|
and depart.
|
||
|
|
||
|
|
||
|
Contest
|
||
|
-------
|
||
|
|
||
|
If the being accepts the sacrifice, the summoner must immediately
|
||
|
be on his guard, for the being will almost certainly attempt a
|
||
|
Contest of Will. In the case of an elemental, it will attack unless
|
||
|
shown an immediate demonstration of force. After this is done,
|
||
|
the elemental will obey a single command before returning to its
|
||
|
plane of origin. Demons and spirits wiil engage in a full magical
|
||
|
battle with the mage. If the demon or spirit surrenders, it will
|
||
|
obey a single command as well. Commands can be phrased so as to
|
||
|
allow a mage to permanently contain a demon or spirit within a magic
|
||
|
item. Elementals do not serve in this purpose because they have
|
||
|
no magical ability (being non-sentient); their attacks are purely
|
||
|
physical (since they are composed of pure force).
|
||
|
|
||
|
If the mage loses the battle (which must be fought one-on-one for
|
||
|
the victory conditions to hold), the demon or spirit may take
|
||
|
possession of the mage's body and/or soul, unless it is stopped by
|
||
|
companions of the mage.
|
||
|
|
||
|
|
||
|
|
||
|
XIV. Illusions
|
||
|
|
||
|
Mages specializing in Light Earthy Air learn the ability to cast
|
||
|
illusions; spells which create images and other stimuli that fool
|
||
|
the senses. The physical manifestation of LEA allows the mage to
|
||
|
create only images and sounds; tactile and olfactory illusions
|
||
|
must be effected using the biological manifestation of LEA, and the
|
||
|
more complicated illusions which adjust to creatures' perceptions
|
||
|
are possible only using the psychic manifestation of LEA.
|
||
|
The shape of visual illusions is determined by the shape of the
|
||
|
effect; the actual image is arbitrary. Auditory, tactile, and
|
||
|
olfactory illusions are active within the volume defined for the effect
|
||
|
by the mage. It may sometimes be useful to divide illusions into
|
||
|
separate effects, some of which overlap (i.e., the sound of an
|
||
|
illusory breaking glass should be heard beyond the volume defined
|
||
|
by the glass itself).
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XIV.1 Illusion Complexity by Level of Caster
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The complexity of cast illusions rises with the level of the
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caster. This is in part due to the fact that the more complicated
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biological and psychic manifestations of the LEA force are accessible
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only at higher levels, and in part due to the fact that truely refined
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illusions are possible only with great experience and practice.
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The following table lists the type of illusions allowed at each level.
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In general each level builds on the previous one.
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1st level: Auditory effects only.
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2nd level: Separate auditory and non-animated visual effects.
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3rd level: Mixed auditory and non-animated visual effects.
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4th level: Mixed auditory and animated visual effects.
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5th level: Like above plus separate olfactory effects. (start biological)
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6th level: Like above but mixed.
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7th level: Like above plus separate tactile effects.
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8th level: Like above, but all mixed.
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9th level: Like above but includes objects that enter into the illusion
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as part of the illusion (i.e., arrows you shoot at the illusory
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monster will *appear* to stick in it). (start psychic)
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10th level: Like above, but living things that enter the illusion are included
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as part of the illusion (Targ *seems* to be crossing the
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illusory bridge; he's really fallen to a gory death).
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11th level: Like above, but sentient beings who enter the illusion believe
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it themselves (Targ thinks he is crossing the bridge up to
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the instant he is killed by impact with the ground below).
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Note that the lower level illusions will have inconsistencies that
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may be spotted by intelligent characters (given the time). A 2nd level
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illusory floor covering a pit has no tactile sense, so you can put your
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hand right through it. A 7th level one would appear solid were it hit
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with a pole a character was holding (assuming the tactile part of the
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illusion were cast in a area around the pit that the characters would
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pass the pole and their hands through), but anything thrown on top of it
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would still fall right through. It would take a 9th level version to
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circumvent that precaution. In a 10th level version a character would
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appear to be fine on top of it, but the party may still hear a scream
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and a thud. An 11th level version is completely deadly unless someone
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makes a lucky roll, and the character notices some small flaw in the
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illusion (like, the characters visible on top aren't saying much...).
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XIV.2 Caster Familiarity
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A caster need not be exceptionally familiar with the illusion he creates.
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This is especially true for illusions of creatures or objects invented
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by the illusionist.
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In the case of illusions of very specific beings or objects, one would
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expect the caster to be knowledgeable enough to convince others who
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knew the being or object well, otherwise they would get suspicious,
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even if the illusion were technically perfect.
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XIV.3 Disbelief
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Disbelief of an illusion isn't really a matter of looking
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at, say, a wall and saying "I don't believe that's there!", but rather
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a process of noticing inconsistencies or technical flaws in the illusion
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that give it away. How likely characters are to notice these flaws
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is dependent in my system on the character's Reasoning Factor (INT+WIS)/2
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and the caster's level.
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If a character makes his RF roll on a d20, he then has a base 35% chance of
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hestating and detecting a flaw in the illusion -3% per level of the caster
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over 1, +5% for each level of the victim over that of the caster.
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Characters always have at least a 5% chance if they make their RF roll.
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XIV.4 "Deadly" Illusions
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In the case of an illusion which a character believes will cause him
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deadly harm, the character rolls a save vs. Magic. If s/he saves,
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the character is stunned d6 rounds. If s/he fails, s/he must make a
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CON roll; if successful, the character faints. If not, the character
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suffers heart failure (note: s/he could be revived with CPR or similar
|
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drugs/techniques, but it must be done quickly, and probably will keep
|
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the character out of action for several days).
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Note: for illusions like a baseball thrown hard at your head, in other
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words, illusions that might cause some harm, but aren't deadly, use only
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the save vs. Magic, and eliminate the CON roll.
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