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From: "J.D. Falk" <jdfalk@****.CAIS.COM>
Subject: ADMIN: REVOKE IMPLOSION?
Date: Sat, 4 Mar 1995 20:01:55 -0500
*sigh* Active week in our little mailing list, huh?
It looks like we've got the six signatures for revokation of the
Implosion spell -- now it's up to one of y'all (probably Robert Hayden,
since he proposed the REVOKE) to list 'em all in one message as described
in the FAQ.
Since somebody asked for it, here's the original Implosion
submission, along with the relevant portion of a message sent privately
to me asking that it be adjusted slightly.

---------------
Date: Thu, 23 Feb 1995 11:54:33 EST
From: Shadowdancer <BRIDDLE@*****.VINU.EDU>
To: Multiple recipients of list NERPS <NERPS@*****.NIC.SURFNET.NL>
Subject: SUBMISSION: Implosion

Shadowlore II
R-01
New spell: Implosion
--------
Manipulation

Type: Physical Range: LOS Target: Body/Willpower (R)

Damage: (F+3)M (spcl) Duration: Sustained Drain: (F/2)+3 M (spcl)

The Implosion is an underground all purpose destruction spell. Do
not bother looking for it in the published texts. It is very nasty, and
the only current spell that can cause an Astral Vortex.

The spell works by imploding the target on a molecular level. This
happens very fast, and can be seen as the target shrinking in toward
the center of gravity.

Implosion causes both mental and physical damage. The mental is
from the intense pain. Target, if capable of taking mental damage, must
resist both damages. Every two boxes of damage reduce the
appropriate attributes, physical or mental, by one. The damage caused
is perminant; the only way to heal it is utilizing a ritual team of at least
4 magicians and a spirit/elemental. Not even technology can help.

This spell is nasty in three respects; the amount of damage caused, the
time it is caused in, and the potential for a vortex. The damage amount
is stated, but the time is not. When this spell is cast, the target must
resist EVERY COMBAT PHASE! That is, if Ralph the Mage uses this
spell against your character in phase 23, you resist in 23, 22, 21, 20
etc. But, the magician gets nailed too. He/she must roll the spell dice
(for purposes of damage) and resist drain every combat phase that
he/she sustains the spell.

The magician has one other problem. Reality has a certain threshold
that will allow bending, but when this is breached, Vortexes form. In the
game, the threshold is measured in net successes. When ever a
magician rolls for damage, the successes do not count for upstaging.
Instead, they are placed in a seperate pool. If this success pool every
reaches 6+Magic Rating of the magician, the target is instantly
destroyed, totally collapsed. But this intense gravity caused by mana
rips a hole in the physical relm, creating a Vortex. The base force of
the Vortex is the force of the spell, range multiple is equal to Magic
Rating.

This spell can affect anything.
---------------
Date: Wed, 1 Mar 1995 15:25:12 EST (GMT-5)
From: Shadowdancer <BRIDDLE@*****.VINU.edu>
To: "J.D. Falk" <JDFALK@****.COM>
Subject: Shadowlore II

. . . I have an errata for the Astral Vortexes.
Where it talks about the opposed tests, add this: If the character wins
the test, s/he can move away from the center a number a meters
equal to STR x successes. If the Vortex wins, the character is pulled
toward the center a number of meters equal to base force x
successes.
. . .
---------------

-------------========== J.D. Falk <jdfalk@****.com> =========-------------
| NERPS Project Leader (Editor & General Motivator), Keeper of the FAQ |
--------========== http://www.cais.com/jdfalk/home.html ==========--------

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.