Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: Notesfiles $Revision: 1.6.2.14 $; site siemens.UUCP Path: utzoo!watmath!clyde!burl!ulysses!allegra!princeton!siemens!steve From: steve@siemens.UUCP Newsgroups: net.games.frp Subject: Colorful Magic (4) Message-ID: <26000012@siemens.UUCP> Date: Fri, 31-May-85 09:45:00 EDT Article-I.D.: siemens.26000012 Posted: Fri May 31 09:45:00 1985 Date-Received: Sat, 1-Jun-85 02:58:10 EDT Lines: 76 Nf-ID: #N:siemens:26000012:000:3476 Nf-From: siemens!steve May 31 09:45:00 1985 Spell-Storing ------------- There are two forms of spell-storing magic: writing the spell on a scroll and storing the spell in a device enchanted especially for that purpose. A magic-user must study scroll-writing (as if it were another method) for one level in order to write scrolls; to progress further he need only study general spell-storing. Finally, the one level of study of scroll-writing is not useful for storing spells in magical devices. Levels of Study Level of Proficiency Scroll General Scroll General 0 n 0 n 1 n n+1 n (n >= 0) Any magic user can release a stored spell, although a spell-storing device may not be immediately recognizable as such. Material components are required for writing scrolls (not just any parchment and ink will do); other devices must be enchanted; this will be explainedin the description of the particular spell. Enchanting Magic ---------------- To enchant something permanently, or even just for more than one use, it is necessary to have some proficiency in Yellow (time). For a basic spell of level n, the actual spell level and required proficiency in Yellow are: Level Yellow enchant for one use n 0 enchant for 2-8 uses n+1 1 enchant for 5-50 uses n+2 2 enchant permanently n+3 n+3 The number of uses an item has should not be readily known to the magic user. It should require some fairly detailed detect magic spell. Here is an example: To enchant a sword to +3 damage permanently, first it must already be +2 permanently. The basic spell of Weapon +3 damage is 3 + 1 = 4, but to be permanent it will be 4 + 3 = 7. The caster must have a proficiency in Yellow of 7 as well as proficiencies in Red and Enchanting of 7. (The spell Weapon +n damage is non-standard in the proficiencies it requires.) A magic user with 17 intelligence would have to be at least 10th level to have the proficiencies required to cast the spell and it would require expending 23 fatigue points per level of spell * 7th level = 161 fatigue points to do the enchantment. This would take about two to three weeks, depending on how many fatigue points per day he could expend. A quick detail of why he would have to be 10th level to have the proficiencies: each level from 1 to 4 he increments his primary color (which will have to be Red or Yellow; say Red) and two others, Yellow and Enchanting. This leaves him at Red-4, Yellow-4, and Enchanting-4. Thereafter he increments his proficiency in Red (his primary color) and only one other per level; if he alternates between Yellow and Enchanting he will have, after increasing six more levels to 10th level, Red-10, Yellow-7, and Enchanting-7. This magic-user would be able to do little other than enchant weapons, by the way, because he is so highly specialized. Brewing Magic ------------- The mechanics of brewing magic are pretty uninteresting. Virtually all brewing magic spells are standard in the proficiencies they require. Anyone may use brewed magic items, which are things like ointments, potions, gases, salves, polishes etc. A brewed magic item must be consumed to be activated. ("Consumed" in the sense of "used up", not necessarily "ingested".) Brewed magic items require material components; most of the other kinds of magic do not.