[PnP] Magic spell project -- Flood revision
Scott Adams
longshotgm at comcast.net
Fri Apr 27 06:19:17 CEST 2012
Doh! This is your variant. Just realized this
today. Will add it to my altmagic. file where I
have probably 50 odd variants like this. Thanks.
At 04:36 PM 4/25/2012, you wrote:
>"Tightness" is borrowed from RQ ships. Ships
>had structure and tightness. When tightness is
>reduced to 0, the ship starts taking on
>water. A ship with 0 structure presumably is a
>floating hulk that can only drift.
>
>On Apr 24, 2012, at 10:43 PM, Scott Adams wrote:
>
> >
> > Thanks. This was Richard's spell 100% I
> believe. Its a bit of a blur now. But I did
> some like Water Detection, Hurricane, Tempest
> to name a few plus the 50 spells that just
> relate to water and ships. But yeah I don't
> even know what the Tightness is. So must've
> been Richard or something. But I'll make a
> note on it. Thanks for the comment. All is appreciated.
> > Now that I have an actual answer from a
> Expert in Ancient Ships (sadly just a one liner
> answer) I can continue some work. Sadly more
> is nexst month Diablo 3 comes out and I've not
> had serious game time in well...since diablo 2
> came out :) Due to computers. But now that I
> have a nice computer can play a decent
> game. Sadly that may delay my work. :< But
> from Sept to Dec. is my vacation time. So
> might be able to get some serious work on the project then if not now.
> >
> >
> > At 07:20 PM 4/23/2012, you wrote:
> >> Flood Revision (note: ship damage may need
> to be tweaked to fit your rules)
> >>
> >>
> >> Allows the Caster to move bodies of FRESH
> WATER in such a way as to flood surrounding
> terrain, or to move water away from an area in
> order to uncover the bottom. The source of
> water must be a part of the affect area. There
> are three ways the water may be moved.
> >>
> >> Firstly, as a flood the Caster causes the
> waters of a river, pond or lake to overflow its
> banks into the area affected, spreading out at
> the indicated Speed as the MR, up to the
> indicated range. The waters will then remain
> in the region for the listed duration. When
> the duration ends, the waters return VIOLENTLY
> to their original banks over 2 phases. Anyone
> in a flooded area must make a 1d100 roll
> against Strength or be washed away, taking
> (EL+1)x1d10 damage from impacts and
> drowning. Drowned characters can be saved
> through the use of an Average (x10) Healer
> skill, subtracting the amount of damage the
> victim is below 0. If saved, they recover all
> but 25% of the lost Life, otherwise they are
> dead if damage exceeds DTV. Rescue must take
> place within 5-DTV minutes, and it takes 1 minute to make a rescue attempt.
> >>
> >> Example: An EL10 flood has an effect Radius
> of 220 feet around the Caster. He can draw the
> water from the source to cover any portion of
> that area at a rate of 110 per turn and the
> area will remain flooded for up to 33 turns. A
> character with DTV -4 that has been drowned must be saved within 9 minutes.
> >>
> >> Secondly, the Caster may raise a body of
> water UP so that fixed structures will be
> placed under water, or grounded ships
> floated. For this method the water may not
> travel more than the indicated range from its
> source but the target area may be raised by the
> indicated depth above the normal water level
> (or ground) for the indicated duration. The
> water returns as for the wider flood above,
> though the return is not as rough, allowing
> anyone in the flood area to use DOUBLE their Strength for their test.
> >>
> >> Example: A wizard is pissed at a merchant
> who he feels has robbed him. He uses an EL6
> Flood spell to raise the waters of a river next
> to the merchants warehouse by 14, flooding
> the space and ruining his stock of spices.
> >>
> >> Thirdly, the water may be lowered within the
> source and pushed aside so as to expose the
> bed. The indicated depth is the amount that
> the depth at any point in the effect area can
> be reduced. The water moves away at the
> indicated speed and remains parted for the
> indicated duration. When the waters return,
> anyone that is in the bed takes drowning damage
> as noted in the first form above, resisted by
> an Average Swimming skill roll instead of
> Strength. Boats that have been grounded by
> this spell will take damage to their Structure,
> resisted by their Tightness those that are in
> the flood area but still floating take HALF damage, rounded down.
> >>
> >> NOTE The primary value of this spell, in
> play, is to put impediments in the way of
> enemies, cross water and get at of treasures on the bottom of Lakes, etc.
> >>
> >> Range: (EL+1)x20" radius
> >>
> >> Duration: (EL+1)x3 turns
> >>
> >> Depth: (EL+1)x2 feet
> >>
> >> Speed: EL+1
> >>
> >>
> >>
> >> On Apr 8, 2012, at 7:35 PM, Scott Adams wrote:
> >>
> >>> At 11:54 AM 4/8/2012, you wrote:
> >>>> I have some spell changes/clarifications I
> made for my custom system (but based in the
> Perilous Lands), I can convert back and mail.
> >>>
> >>> IF typed it up send them my way. I'll add
> them to my files. I'm waiting for Mark to
> finish some of his spells he never did finish
> before I can close the files for good. :)
> >>>
> >>>
> >>>
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