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: A Colorful Magic System (5) Message-ID: <26000014@siemens.UUCP> Date: Fri, 26-Jul-85 11:06:00 EDT Article-I.D.: siemens.26000014 Posted: Fri Jul 26 11:06:00 1985 Date-Received: Sun, 28-Jul-85 13:55:11 EDT Lines: 45 Nf-ID: #N:siemens:26000014:000:2435 Nf-From: siemens!steve Jul 26 11:06:00 1985 I have been doing other things for a month or two, but I finally got back to posting about my "Colorful Magic System". If you are interested, I can send you any of the previous postings. If I get mail from interested people I am more likely to continue posting what little I have left. Here are some of the special spells I have concocted. Most of the spells are up to you as DM to adapt from whatever system you're already using. The next thing I will post probably will be illusion related spell. Some Spells Armor +n (Green, Enchanting or Brewing) To enchant armor to +n is a spell of level n+1. It is necessary that the armor already be enchanted to +(n-1). (Enchanting armor to +2 requires first enchanting it to +1; to brew an ointment to +3 requires first brewing it to +1 and then to +2; etc.) A piece of armor may be enchanted directly, or an ointment may be brewed that must be rubbed onto the armor. To cast this spell of level n, the caster must have proficiency in Green of n and a proficiency in enchanting or brewing of level n. The basic spell lasts until the wearer of the armor is not hit, but would have been if the armor had not been enchanted. That is, until the enchantment of the armor saves the wearer from a hit. Shield +n (Green, Enchanting or Brewing) This is the same as Armor +n but the spell is level n instead of n+1. Weapon +n Damage (Red, Enchanting or Brewing) To enchant a normal weapon to +n is a spell of level n+1. Just like armor, it is necessary that the weapon already be magically +(n-1). A weapon may be enchanted directly, or an ointment can be brewed that must be rubbed onto the weapon. To cast this spell of level n, the magic user must have proficiency in Red of level n and in enchanting or brewing of level n. The basic spell lasts until the weapon makes a hit. Missile Weapon +n Damage (Red, Enchanting or Brewing) This is the same as Weapon +n Damage, but the spell is level n instead of n+1. Weapon +n to Hit (Red, Enchanting or Brewing) This is just like Weapon +n Damage, but the standard spell lasts until the weapon hits, when it would not have hit if it were not enchanted. Missile Weapon +n to Hit (Red, Enchanting or Brewing) This is just like Weapon +n Damage, but the standard spell lasts until the weapon hits, when it would not have hit if it were not enchanted.