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Mailing List Logs for ShadowRN

Message no. 1
From: jaimie.nicholson@********.otago.ac.nz (Jaimie Nicholson)
Subject: Quickening
Date: Mon, 5 Aug 1996 12:52:40 +1200 (NZST)
Who thinks quickened spells go off when the caster dies? Who thinks they don't?

And the wings thing: It just occured to me, if you can learn to walk, you
should be able to learn to flap some wings. For flying, they'd require a
phenomenal power source, plus all manner of complex weight-reducing
techniques (light alloys, plastics, magic, whatever). Personally, I think
you'd be better off with a locked or quickened levitate person spell and a
red cloak.

PLAYTHING OF A CRUEL GOD
JAIMIE NICHOLSON
Message no. 2
From: Nightblade <wgreason@*****.ocis.temple.edu>
Subject: Re: Quickening
Date: Sun, 4 Aug 1996 20:59:46 -0400 (EDT)
Quickened spells maintain until the spell is taken out through
astral combat (at least, as of Grim I, --I still don't have Grim II
or Awakenings, sorry).

According to that source, the death of the caster has nothing to
do with the ending of a quickened spell.

peace
Dave
Message no. 3
From: winter@******.med.harvard.edu
Subject: Quickening
Date: Sun, 4 Aug 1996 21:20:33 -0400
If you want the spell to croak for a plot-driven reason, then let it
be so. But if not, then I would argue that the spell is now powered
by that link to astral-space and will continue until you pass thru a
ward-thingy.


-winter (whose brain is slightly less viscous than
blood-pudding at the moment)
Message no. 4
From: mneideng@****.caltech.edu (Mark L. Neidengard)
Subject: Re: Quickening
Date: Sun, 4 Aug 1996 22:10:46 -0700 (PDT)
According to Jaimie Nicholson:
>Who thinks quickened spells go off when the caster dies? Who thinks they don't?

I don't think they should expire: if the magician doesn't have to sustain the
spell any more, it should be effectively independent.

>And the wings thing: It just occured to me, if you can learn to walk, you
>should be able to learn to flap some wings. For flying, they'd require a
>phenomenal power source, plus all manner of complex weight-reducing
>techniques (light alloys, plastics, magic, whatever). Personally, I think
>you'd be better off with a locked or quickened levitate person spell and a
>red cloak.

You spend a lot of time when you're a little kid learning to walk when your
plasticity is at its lifetime high. If you're not born with wings, you're
going to have a _much_ harder time learning to use them...if you can figure
out how to make people actually move/feel them in the first place.
--
/!\/!ark /!\!eidengard, CS Major, VLSI. http://www.cacr.caltech.edu/~mneideng
"Fairy of sleep, controller of illusions" Operator/Jack-of-all-Trades, CACR
"Control the person for my own purpose." "Don't mess with the Dark
Elves!"
-Pirotess, _Record_of_Lodoss_War_ Shadowrunner and Anime Addict
Message no. 5
From: "Ferri Pagano" <Ferri_Pagano_at_STRM__Amsterdam1@******.com>
Subject: Re: Quickening
Date: Mon, 05 Aug 96 14:57:29 EST
______________________________ Reply Separator _________________________________
Subject: Quickening
Author: plotd@********.itribe.net at Internet
Date: 04-8-96 20:54


Who thinks quickened spells go off when the caster dies? Who thinks they don't?

And the wings thing: It just occured to me, if you can learn to walk, you
should be able to learn to flap some wings. For flying, they'd require a
phenomenal power source, plus all manner of complex weight-reducing
techniques (light alloys, plastics, magic, whatever). Personally, I think
you'd be better off with a locked or quickened levitate person spell and a
red cloak.

PLAYTHING OF A CRUEL GOD
JAIMIE NICHOLSON
----------------------------------------------------------------------
I think "desolation angel" was after the cool outfit.
Somehow red capes with locks just don't qualify. :)
F.

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