From: | Bryan Prince <WALAB@******.HH.VANDERBILT.EDU> |
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Subject: | Spell locks, ect... |
Date: | Tue, 17 May 1994 08:09:18 -0600 |
I know how you feel about the Incr Rxn+3 Spell locks.
We had a similar problem in our group with mages having
multiple spell locks, and screwing up game balance. I
finally had to do the following:
A mage may have up to his base INT rating in bound
spell locks. If not of initiate grade, he may only
have ONE active spell lock at any one time. An initiate
may have one+his initiate grade active at any one time.
It takes one action to activate/deactivate a spell lock.
Quickened spells count toward this total.
This reflects the ability to channel magical energies.
An initiate will have more experience and skill in
handling those energies than a non-initiate.
A mage who takes a single wound of S, must
save for each spell lock or quickened spell indivually
to see if it retains the crucial link to Astral Space.
The TN-the force the spell was cast at.
If he takes a wound of D, either singly or in combination,
all spell locksor quickened spells are lost-no save. The
spell locks are not destroyed, and can be reused. The
Karma used to bind it however is gone...
This may not fit into your game system, or your style
of play-but I thought you might be able to use it.
Bryan Prince aka SHADOWMASTER
WALAB@******.HH.VANDERBILT.EDU
Also, I tried to send this to your email address, but your server
kept sending it back.