[PnP] Magic spell project -- Flood revision

Scott Adams longshotgm at comcast.net
Sat Apr 28 23:53:25 CEST 2012


Appreciate  the comments.  EQ was Richard's v1 
stuff as well.  I did Earth 
Bridge....hmmm...think that's it for earth 
related spells.  Saw your other post on no 
change.  Need to bug MArk on the spells he still 
owes me.  So I can finish. (Mark! If your reading get to it!) :)



At 03:42 PM 4/27/2012, you wrote:
>Not sure if it's really a variant, more like a 
>clarification.  The rules for flood are 
>originally pretty vague and pretty grim when 
>used against players (or when players use 
>them).  The damage (instead of "death") is an 
>attempt to put some limiters on it (why cast 
>EL10 when an EL1 flood can kill you just as well?).
>
>I have some similar clarifications with Earthquake, which I will post.
>
>
>On Apr 27, 2012, at 12:19 AM, Scott Adams wrote:
>
> >
> >
> > 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 merchant’s 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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