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Article #489

Re: net.rpg - eliminating mundane magic

#489
From: Robert J. Hall
Date: Mon, 21 Dec 1992 20:17
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 > Could have a bizaare effect on the type of magic cast in a world where
 > magic works as described above.  Every mage would constantly be trying
 > to come up with new spells, as old ones are used up.  All the obvious
 > spells would have been used up ages ago, so magic would be pretty weird.
 > Forget your average fireball spell.  That went ages ago.  These days
 > people cast 'poison confetti rain' spells etc...

I made another post that I hope clears up this little misunderstanding. To
repeat: it is not the spells that are used up, but rather the spell using the
particular components researched by the Wizard. The Wizard is free to keep
finding new components that can be put together to make a Fireball spell, but
once he has done so, the spell begins losing its effectiveness each time it
is used. The spells can have the same name and similar properties, but if they
use different components, they are considered different spells. Finally, the
number of possible components is nearly infinite, but they are difficult to
discover - requiring hefty investments in time and materials. A novice wizard
is unlikely to know more than a few components or spells.
 
-- 
 Bob Hall                   |  if [ -bs message ]; then
 Boeing Computer Services   |      mv message /compost/heap/$$
 root@chicken.ca.boeing.com |  fi
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Newsgroups: rec.games.design
Path: arc1-ca.pugleaf.net!sparky!uunet!bcstec!hall
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Subject: Re: net.rpg - eliminating mundane magic
Message-ID: <BzMLoo.n2G@bcstec.ca.boeing.com>
Organization: Boeing
Date: Mon, 21 Dec 1992 20:17:12 GMT
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