Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ucla-cs.ARPA Path: utzoo!watmath!clyde!burl!ulysses!gamma!epsilon!zeta!sabre!bellcore!decvax!ittvax!dcdwest!sdcsvax!sdcrdcf!trwrb!trwrba!cepu!ucla-cs!mccolm From: mccolm@ucla-cs.UUCP Newsgroups: net.games.frp Subject: Re: UltraSpells Message-ID: <5268@ucla-cs.ARPA> Date: Tue, 7-May-85 19:44:26 EDT Article-I.D.: ucla-cs.5268 Posted: Tue May 7 19:44:26 1985 Date-Received: Fri, 10-May-85 02:18:20 EDT References: <1478@aecom.UUCP> <5093@ukc.UUCP> Reply-To: mccolm@ucla-cs.UUCP (Eric McColm) Distribution: net Organization: UCLA Computer Science Department Lines: 29 Summary: In article <5093@ukc.UUCP> ncg@ukc.UUCP (Nigel Gale) writes: > >Low level MUs combining power to produce higher level spells? Keep in mind that some nerdly character will hire 2000 acolytes, just to be able to enchant items at third level. >But the idea has some distinct possibilities... >the need for covens, large numbers of participants in rituals etc. If you're running a spell-point system, the advantages of a powerful magician getting mana from a lot of followers is obvious. But there should be some entropic effect, just to make sure that the WHOLE human race won't become magician's apprentices. The concept of the congregation, the coven, the circle, and other such *collections* of magically-oriented people has no game-based foundation, except as a source of acolytes, unless the leader of such a group can take advantage of the power of the group to work mightier magic than otherwise would be possible. But it's a good idea that the leader of the group must have the knowledge to cast the spell on his/her own, just so there's some innate limits to such activities. -fini- -Eric Shade and sweet water... !{ihnp4,trwspp,ucbvax,cepu}!ucla-cs!mccolm