[PnP] Magic spell project -- Flood revision

Scott Adams longshotgm at comcast.net
Fri Apr 27 06:19:17 CEST 2012



Doh!  This is your variant. Just realized this 
today.  Will add it to my altmagic. file where I 
have probably 50 odd variants like this.  Thanks.

At 04:36 PM 4/25/2012, you wrote:
>"Tightness" is borrowed from RQ ships.  Ships 
>had structure and tightness.  When tightness is 
>reduced to 0, the ship starts taking on 
>water.  A ship with 0 structure presumably is a 
>floating hulk that can only drift.
>
>On Apr 24, 2012, at 10:43 PM, Scott Adams wrote:
>
> >
> > Thanks.  This was Richard's spell 100% I 
> believe.  Its a bit of a blur now.  But I did 
> some like Water Detection, Hurricane, Tempest 
> to name a few plus the 50 spells that just 
> relate to water and ships.  But yeah I don't 
> even know what the Tightness is.  So must've 
> been Richard or something.  But I'll make a 
> note on it.  Thanks for the comment.  All is appreciated.
> > Now that I have an actual answer from a 
> Expert in Ancient Ships (sadly just a one liner 
> answer) I can continue some work.  Sadly more 
> is nexst month Diablo 3 comes out and I've not 
> had serious game time in well...since diablo 2 
> came out :)  Due to computers.  But now that I 
> have a nice computer can play a decent 
> game.  Sadly that may delay my work. :<  But 
> from Sept to Dec. is my vacation time.  So 
> might be able to get some serious work on the project then if not now.
> >
> >
> > At 07:20 PM 4/23/2012, you wrote:
> >> Flood Revision (note: ship damage may need 
> to be tweaked to fit your rules)
> >>
> >>
> >> Allows the Caster to move bodies of FRESH 
> WATER in such a way as to flood surrounding 
> terrain, or to move water away from an area in 
> order to uncover the bottom.  The source of 
> water must be a part of the affect area.  There 
> are three ways the water may be moved.
> >>
> >> Firstly, as a flood the Caster causes the 
> waters of a river, pond or lake to overflow its 
> banks into the area affected, spreading out at 
> the indicated Speed as the MR, up to the 
> indicated range.  The waters will then remain 
> in the region for the listed duration.  When 
> the duration ends, the waters return VIOLENTLY 
> to their original banks over 2 phases. Anyone 
> in a flooded area must make a 1d100 roll 
> against Strength or be washed away, taking 
> (EL+1)x1d10  damage from impacts and 
> drowning.  Drowned characters can be saved 
> through the use of an Average (x10) Healer 
> skill, subtracting the amount of damage the 
> victim is below 0. If saved, they recover all 
> but 25% of the lost Life, otherwise they are 
> dead if damage exceeds DTV.  Rescue must take 
> place within 5-DTV minutes, and it takes 1 minute to make a rescue attempt.
> >>
> >> Example: An EL10 flood has an effect Radius 
> of 220 feet around the Caster.  He can draw the 
> water from the source to cover any portion of 
> that area at a rate of 110’ per turn and the 
> area will remain flooded for up to 33 turns.  A 
> character with DTV -4 that has been drowned must be saved within 9 minutes.
> >>
> >> Secondly, the Caster may raise a body of 
> water UP so that fixed structures will be 
> placed under water, or grounded ships 
> floated.  For this method the water may not 
> travel more than the indicated range from its 
> source but the target area may be raised by the 
> indicated depth above the normal water level 
> (or ground) for the indicated duration.  The 
> water returns as for the wider flood above, 
> though the return is not as rough, allowing 
> anyone in the flood area to use DOUBLE their Strength for their test.
> >>
> >> Example: A wizard is pissed at a merchant 
> who he feels has robbed him.  He uses an EL6 
> Flood spell to raise the waters of a river next 
> to the merchant’s warehouse by 14’, flooding 
> the space and ruining his stock of spices.
> >>
> >> Thirdly, the water may be lowered within the 
> source and pushed aside so as to expose the 
> bed.  The indicated depth is the amount that 
> the depth at any point in the effect area can 
> be reduced.  The water moves away at the 
> indicated speed and remains parted for the 
> indicated duration. When the waters return, 
> anyone that is in the bed takes drowning damage 
> as noted in the first form above, resisted by 
> an Average Swimming skill roll instead of 
> Strength.  Boats that have been grounded by 
> this spell will take damage to their Structure, 
> resisted by their Tightness ­ those that are in 
> the flood area but still floating take HALF damage, rounded down.
> >>
> >> NOTE — The primary value of this spell, in 
> play, is to put impediments in the way of 
> enemies, cross water and get at of treasures on the bottom of Lakes, etc.
> >>
> >> Range:                (EL+1)x20" radius
> >>
> >> Duration:            (EL+1)x3 turns
> >>
> >> Depth:                 (EL+1)x2 feet
> >>
> >> Speed:                 EL+1
> >>
> >>
> >>
> >> On Apr 8, 2012, at 7:35 PM, Scott Adams wrote:
> >>
> >>> At 11:54 AM 4/8/2012, you wrote:
> >>>> I have some spell changes/clarifications I 
> made for my custom system (but based in the 
> Perilous Lands), I can convert back and mail.
> >>>
> >>> IF typed it up send them my way.  I'll add 
> them to my files.  I'm waiting for Mark to 
> finish some of his spells he never did finish 
> before I can close the files for good. :)
> >>>
> >>>
> >>>
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