[Rq-rules] Re: Forgotten Magics

Leon Kirshtein leonbk at yahoo.com
Mon May 8 16:47:37 PDT 2006


> This looks like a really useful spell. My players
> have always complained 
> that they can only buy "normal" weapons and I
> haven't really dealt with 
> it yet. However, how would you price such a weapon?
> 
>     /Peter J

I take a bit different approach in creating magical
items (including weapons). To make a sword magical,
all you need to do is enchant it with the Enchant
Bronze spell. To add other abilites cast aditional
spells, and pay addtional POW
www.godlearner.d2g.com/MagicItems/rules.asp

BTW, this is the spirit I use for all none combat
skills:

Name: Improve [Skill] 
Resistence Roll: No 
Casting Cost: Variable 
Duration: Temporal 
Combat Description: Miscellaneous 
Range: Touch 
Rarity: Common 
 
Descripion 
This is a wide collection of spells that improve
specific skills. Skills are granted a +10% for pure
skill enhancement. No skill may be improved beyond
twice the base skill. Several examples follow with
common names for the individual spells:

Improve (Ride): Suremount. 
Improve (Dodge): Suppleness. 
Improve (Fast Talk): Eurmals Tongue. 
Improve (Orate): Yelm's Voice. 
Improve (Bargain): Silvervoice.
Improve (Craft Masonary): Dress Stone
Improve (Evaluate): Weights and Measures
Improve (Craft Gardening): Greenthumb  

Leon
 


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