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Message no. 1
From: Bruce gyro@********.co.za
Subject: Elements and corresponding Spell Categories
Date: Tue, 27 Jul 1999 13:54:07 +0200
I have been thinking about changing the spell categories associated
with the elements in SR.

Below is my draft proposal for changes to the current system.

SPELL SR3 My
CATEGORY ELEMENTS Elements

Combat Fire Fire
Illusion Water Air
Manipulation Earth Earth
Healing none Water
Detection Air any

Just makes more sense to me. Any comments?

- - BRUCE <gyro@********.co.za>

<hard@****>
Message no. 2
From: Kelson kelson13@*******.com
Subject: Elements and corresponding Spell Categories
Date: Tue, 27 Jul 1999 07:28:07 -0700
On Tue, 27 Jul 1999 13:54:07 Bruce wrote:

>Below is my draft proposal for changes to the current system.

>SPELL SR3 My
>CATEGORY ELEMENTS Elements
>
>Combat Fire Fire
>Illusion Water Air
>Manipulation Earth Earth
>Healing none Water
>Detection Air any

>Just makes more sense to me. Any comments?

You know, I was thinking along these lines awhile back when I was reviewing Elemental
Adepts in 2nd Ed. It really does make more sense, especially given the associations in
some Pagan traditions practiced today. Water is associated with healing and emotions.
Air is associated with the mind (which can easily be interpreted to include illusions).

I may just have to copy your idea on this. I never did put my thoughts on paper, after
all. ;)

> - - BRUCE <gyro@********.co.za>

Justin


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Message no. 3
From: Number Ten Ox number_10_ox@**********.com
Subject: Elements and corresponding Spell Categories
Date: Tue, 27 Jul 1999 08:03:26 -0700 (PDT)
--- Kelson <kelson13@*******.com> wrote:
>
> On Tue, 27 Jul 1999 13:54:07 Bruce wrote:
>
> >Below is my draft proposal for changes to the current system.
>
> >SPELL SR3 My
> >CATEGORY ELEMENTS Elements
> >
> >Illusion Water Air
> >Healing none Water
>
> You know, I was thinking along these lines awhile back when I was
> reviewing Elemental Adepts in 2nd Ed. It really does make more sense,
> especially given the associations in some Pagan traditions practiced
> today. Water is associated with healing and emotions. Air is
associated > with the mind (which can easily be interpreted to include
illusions).

Yes, but then you get a slight imbalance in the game-mechanics end of
things. Specifically, the use of water elementals to add dice to Healing
tests, which makes the game significantly less deadly.


> > - - BRUCE <gyro@********.co.za>
> Justin

--Number 10.
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Message no. 4
From: Kelson kelson13@*******.com
Subject: Elements and corresponding Spell Categories
Date: Tue, 27 Jul 1999 08:17:30 -0700
On Tue, 27 Jul 1999 08:03:26 Number Ten Ox wrote:

> Yes, but then you get a slight imbalance in the game-mechanics end of
>things. Specifically, the use of water elementals to add dice to Healing
>tests, which makes the game significantly less deadly.

I wasn't aware that Elementals could help you cast a spell. I know they can sustain a
spell and I know that they lose Force over time for doing so. If they can aid in the
spellcasting (which may very well be the case), then I am sure that there is some form of
penalty for doing so anyway (like lost Force). If that's the case, I don't have a problem
with it.

>--Number 10.

Justin


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Message no. 5
From: runnerpaul@*****.com runnerpaul@*****.com
Subject: Elements and corresponding Spell Categories
Date: Tue, 27 Jul 1999 14:19:53 -0400 (EDT)
-----BEGIN PGP SIGNED MESSAGE-----

At 08:17 AM 7/27/99 -0700, Kelson wrote:
:I wasn't aware that Elementals could help you cast a spell.

Aid Sorcery, p.187, BBB3 (p.141, BBB2; p.86, BBB1)

:I know they can sustain a spell and I know that they lose Force over
: time for doing so. If they can aid in the spellcasting (which may
:very well be the case), then I am sure that there is some form of
:penalty for doing so anyway (like lost Force). If that's the case,
:I don't have a problem with it.

The Force Loss associated with Aid Sorcery isn't permanent. If an
elemental is reduced to 0 force, it vanishes, but it may be called
again if it is still bound and owes services. When re-called, the
elemental returns at full force. A mage can get extra dice equal to
the elemental's force for as many of that elemental's services that
she chooses to.

Back in first edition, there was also a rule that caused a permanent
Force Loss in an elemental (much like the long-term spell sustaining
does in more recent editions), but that was for buying automatic
successes on the sorcery test. Since automatic successes were dropped
in subsequent editions, so was the rule.

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--
-- Paul Gettle, #186 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344

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Message no. 6
From: Ereskanti@***.com Ereskanti@***.com
Subject: Elements and corresponding Spell Categories
Date: Tue, 27 Jul 1999 16:32:56 EDT
In a message dated 7/27/1999 8:51:24 AM US Eastern Standard Time,
gyro@********.co.za writes:

> Below is my draft proposal for changes to the current system.
>
> SPELL SR3 My
> CATEGORY ELEMENTS Elements
>
> Combat Fire Fire
> Illusion Water Air
> Manipulation Earth Earth
> Healing none Water
> Detection Air any
>
> Just makes more sense to me. Any comments?

Okay Bruce, I can *almost* understand these, but I'm curious what your
reason(s) are for each category. Could you elaborate please?

-K
Message no. 7
From: Ereskanti@***.com Ereskanti@***.com
Subject: Elements and corresponding Spell Categories
Date: Tue, 27 Jul 1999 16:39:56 EDT
In a message dated 7/27/1999 10:11:24 AM US Eastern Standard Time,
number_10_ox@**********.com writes:

>
> Yes, but then you get a slight imbalance in the game-mechanics end of
> things. Specifically, the use of water elementals to add dice to Healing
> tests, which makes the game significantly less deadly.

This is true...

-K
Message no. 8
From: Danyel Woods 9604801@****.ac.nz
Subject: Elements and corresponding Spell Categories
Date: Wed, 28 Jul 1999 08:56:49 +1200
Oops - sorry, folks, I hit SEND for my last post before I put in a subject.
I'm caffeine-deficient at the moment. <<<DISPLAY: self_thwap>>>

Quoth gyro@********.co.za <mailto:gyro@********.co.za> (1354 27-07-99):

>I have been thinking about changing the spell categories associated
>with the elements in SR.
>
>Below is my draft proposal for changes to the current system.
>SPELL SR3 My
>CATEGORY ELEMENTS Elements
>
>Combat Fire Fire
>Illusion Water Air
>Manipulation Earth Earth
>Healing none Water
>Detection Air any
>
>Just makes more sense to me. Any comments?

Looks pretty fair to me. At least now you can actually get an elemental to
assist with learning all spell-categories, instead of Health spells just
withering on the vine...

Danyel Woods - 'The Mad Minute' - 9604801@****.ac.nz
<mailto:9604801@****.ac.nz>
_Just because you're paranoid, doesn't mean they're not out to get you._

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