[pnpgm] Game Update #14 - File #180 - Party prepares for battle

john haight lithalis at yahoo.com
Wed Jun 10 07:29:55 CEST 2009


Thanks for the academic lesson:) After reading the decision on teleports I had actually thought about resorting to Insubstatiability and Flight before teleporting but didn't see it until after the game post was up. A bit slower than what I wanted but much safer too:)




________________________________
From: J Hooten <jhooten at binary.net>
To: PBEM List <pnpgm at abroere.xs4all.nl>
Sent: Tuesday, June 9, 2009 5:25:18 PM
Subject: Re: [pnpgm] Game Update #14 - File #180 - Party prepares for battle

<Teleportation theory: Since normal teleports do not damage people from merging with air, the teleport obviously displaces the space the person will occupy. Thus Air is quickly pushed away in all directions and the person pops in. Since air is very low density, this tends to work quite easily but makes a little noise. Teleporting into water may also work as water can be displaced, but it takes more effort to do so. Thus the water could fail to move quickly enough and something bad could occur. 'Solid' objects obviously will cause even more trouble though in some cases could be displaced enough. Side effects: Rapid displacement in 'solids' or higher density materials results in heat and noise. If the material cannot be displaced enough the forces may recoil and attempt to compress the person and cause damages. In the worst cases the materials merge, but this does not result in nuclear reactions as materials have a lot of empty space. But it is very bad
 for both materials as the merger will attempt to expand from electrostatic forces and create a lot of heat and can even explode.
  <Thus we at the Academy of Magical Sciences encourage our students to take advantage of the other spells included in the Travel Powers classes for just this reason. Insubstantiabilitly will prevent the merger issues all together and levitation will cover the cases where you mis target too high and also aid moving through solids. As an object lesson, on display here is a student that learned the hard way. Mage Phil of Delphia experimented too much without proper over site or safety precautions and one experiment failed quite badly resulting in his demise. Had immediate help been available, it is possible he would have survived. But such help was too far away and the pain and shock was too much for him to cast his own spells to remove himself from the Iron Door that bisected his body. The Academy purchased the remains and preserved it to put on display so that others will not repeat his experiments. As you can see, the door did not bisect the heart or
 brain, so he could have been healed if removed from the door quickly enough. The damage to his body would still have been severe as shown by the obvious burns to the flesh around the door and by the warping of the iron. Our healers determined that he had lived for a few minutes after his accident, but there was no one around to help him.
  <So always remember to practice with supervision, and in designated safety areas. Use other spells to reduce your risks as much as you can. Even targeting a safe area can go wrong in practice, so be careful.

<LOL good scene, such fun! TskTsk lack of concentration cost a boot this time. Going through too much material is always tricky.
<Once approaching 300', Raban should cast Multiarrow at max (he may only have El0? can it go up during the combat?). Recast as needed.
<Lets see closing 6000' in 5 minutes? That means maybe 5 phases for 300' not much time for shooting, they are very fast!

_______________________________________________
pnpgm mailing list
pnpgm at abroere.xs4all.nl
http://abroere.xs4all.nl/cgi-bin/mailman/listinfo/pnpgm



      
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://www.powersandperils.org/pipermail/pnpgm/attachments/20090609/1c149898/attachment.htm>


More information about the pnpgm mailing list