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From: Stephen Guilliot s.guilliot@**********.edu
Subject: A different take on "Slaughter Enemies".
Date: Wed, 14 Jun 2000 23:16:27 -0500
>Slaughter (Enemies)
> Drain Target Drain Level
>Base Drain - (Damage Level)
>Type: M - -
>Target: W(R) - -
>Duration: S +1 -
>Range: LOS - -
>Area of Effect - (Damage Level+1)
>Restricted Target -1 -
>----------------------------------------------
>Final Drain: (Damage Level+1)
>Ayup. Not that big a deal (game balance-wise)

This is my first post to the ShadowRN mailing list, but I'll be brave and
say "I disagree." The point behind giving restricted-target bonuses in spell
creation is to reward a less effective spell with weaker drain. Spells which
only effect trolls, for example, are less powerful than spells which can
attack anyone. Therefore, we give them a lower drain (-1TN). Also, "combat
spells and damaging manipulation spells, those that channel and focus
significant amounts of lethal energy in a split second, cannot be sustained"
(p.118 Grimoire2).
Spells that only effect enemies are NOT weaker than their general
counterparts. Is it a detriment for a combat spell to only effect enemies?
Who else would you want to effect? In fact, Slaughter Enemies greatly
benefits from this "restriction". The mage gets to have an equally effective
spell (against his enemies) and not worry about hurting his comrads. A great
benefit, indeed(!!!) (...I say, as I cast Slaughter Enemies into a melee.
All the bad guys drop and all my buddies are left standing over the
corpses.)
Instead of a rewarding a more powerful spell with lower drain, I would view
this spell as a combination of Detect Enemies and Manaball. The favorable
selective effect of targeting foes without affecting friends should also be
considered in the power of the spell, but I'll keep my point simple. Viewing
Slaughter Enemies as both a combat and detection spell, I would suggest
using the "Detection Spell Drain Table" (p.119) as well as the "Combat
Spell
Drain Table".

Slaughter Enemies, type=M target=W(R) range=LOS dur=I drain= +1(drain
level+2)

Area of effect-combat, +1 level
Superficial mind interaction, +1 target
Area of effect-detection, +1 level

Also note that, for game balance, combat spells require that mages be able
to at least see their targets. If you can't see 'em, you can't hurt 'em.
Cheers!

Steve.

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