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Message no. 1
From: Ubiquitous <weberm@*******.NET>
Subject: Re: [SR2] Phys. Mages
Date: Tue, 12 Nov 1996 16:48:08 -0500
At 11:55 PM 11/11/96 -0800, you wrote:
>Essentially, they are i/2 physad, and 1/2 wizard.
>
>The player divides his six magic points in any two ways he wishes. ie.
>2-4, 3-3, 1-5, etc.
>Then chooses how many points will be used for physad powers, and how
>many will be used as his wizard magic rating.
>Any additions are then added to one side or the other.

Close enough. The PhysMage spends as many of his Magic points as he wishes
like a PhysAd. What's left is used as his Magic Rating wrt spell casting,
etc. (Don't forget to take a geas for every two points spent!)

That's the basics. If he wishes to initiate, I believe you choose
whether to increase the magic rating or buy more powers with them.

Oh yeah, magic lost from Deadly wounds etc comes off Magic rating first, so
a really unlucky PhysMage will in effect become a PhysAd if enough points
are lost.

>IMHO, I feel that it is still overpowered, but not as badly so as
>letting wizards quicken enhanced reaction spells on themselves.

I did too until I noticed one has to take a geas for every two points spent.

--
If you're a necrophiliac and your love life is dead, call 1-800-RICKY.
Message no. 2
From: "Robert Pendergrast (Tom)" <3011_3@***.EDU>
Subject: Re: [SR2] Phys. Mages
Date: Tue, 12 Nov 1996 15:19:07 -0700
> >IMHO, I feel that it is still overpowered, but not as badly so as
> >letting wizards quicken enhanced reaction spells on themselves.
>
> I did too until I noticed one has to take a geas for every two points spent.

And the fact that they DO NOT get astral projection or perception.

-Tom
Message no. 3
From: "Q (not from Star Trek)" <Scott.E.Meyer@*******.EDU>
Subject: Re: [SR2] Phys. Mages
Date: Tue, 12 Nov 1996 17:33:23 -0600
On Tue, 12 Nov 1996, Robert Pendergrast (Tom) wrote:

> > >IMHO, I feel that it is still overpowered, but not as badly so as
> > >letting wizards quicken enhanced reaction spells on themselves.
> >
> > I did too until I noticed one has to take a geas for every two points spent.
>
> And the fact that they DO NOT get astral projection or perception.
>
> -Tom
>

That's a huge relief for me. If the guy could project, I'd be basically
out of a job. I guess that makes him more of a cross between a Phys. Ad
and a Sorc. Ad.

-Q

--------------------------------
Is "anal-retentive" hyphenated?

Scott "Q" Meyer
Scott.E.Meyer@*******.edu
http://johnh.wheaton.edu/~smeyer
Message no. 4
From: Brian W Allison <ballison@*******.WAM.UMD.EDU>
Subject: Re: [SR2] Phys. Mages
Date: Tue, 12 Nov 1996 19:27:36 -0500
> Oh yeah, magic lost from Deadly wounds etc comes off Magic rating first, so
> a really unlucky PhysMage will in effect become a PhysAd if enough points
> are lost.

Do PhysMages roll against a T# of their total Magic points, or just
their spellcasting Magic?

It would seem odd to force them to take a geasa for losing spellcasting
Magic, if they have to roll against their total Magic. (Is the Magic point
lost or not?)





Brian W. Allison

Computer Scientist Vocalist Would-be Poet Bicycler Scuba Diver
Hacker(0xca) Nerd(79) GenX(21) #include <witticism.h>
http://www.wam.umd.edu/~ballison

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Message no. 5
From: Jonathan Hurley <jhurley1@******.STEVENS-TECH.EDU>
Subject: Re: [SR2] Phys. Mages
Date: Tue, 12 Nov 1996 22:10:40 -0500
Ubiquitous[SMTP:weberm@*******.NET] wrote:
>At 11:55 PM 11/11/96 -0800, you wrote:
>>Essentially, they are i/2 physad, and 1/2 wizard.
>>
>>The player divides his six magic points in any two ways he wishes. ie.
>>2-4, 3-3, 1-5, etc.
>>Then chooses how many points will be used for physad powers, and how
>>many will be used as his wizard magic rating.
>>Any additions are then added to one side or the other.
>
>Close enough. The PhysMage spends as many of his Magic points as he wishes
>like a PhysAd. What's left is used as his Magic Rating wrt spell casting,
>etc. (Don't forget to take a geas for every two points spent!)
>
>That's the basics. If he wishes to initiate, I believe you choose
>whether to increase the magic rating or buy more powers with them.

I have decided that in my game, the pysical mage will run two separate
initiation levels; one for physical stuff, and one for magical stuff. This
means that much less karma is required to get equivalent power levels.
OTOH, I also give a phys-ad a -0.5 multiplier for initiating.

But I don't have abusive players.


From a Gateway 2000 manual:
Sucking all the chips off your system board with an industrial strength
wet/dry vac is not covered by your warranty
mailto:jhurley1@******.stevens-tech.edu
Message no. 6
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: [SR2] Phys. Mages
Date: Wed, 13 Nov 1996 08:43:21 GMT
Scott.E.Meyer writes

> > And the fact that they DO NOT get astral projection or perception.
> >
>
> That's a huge relief for me. If the guy could project, I'd be basically
> out of a job. I guess that makes him more of a cross between a Phys. Ad
> and a Sorc. Ad.
>
Not the same thing but its close enough for how they play. Note they
can conjour. [more comments in another reply]

Mark

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