[RQ-Rules] Nasty tricks:
David Smart
jurrubin at earthlink.net
Fri Aug 20 18:56:55 UTC 2004
One nasty trick that can be used by a sorcerer is to create a spell matrix that contains a pre-manipulated spell. For example, Palsy Intensity 7. Such a spell will be cast at Intensity 7 without manipulation by anyone able to use the item.
A sorcerer can then further manipulate the Intensity even higher, resulting in some potentially incredible Intensities and "one shot, one kill" effects.
The player with this item in my campaign has used INT spirits to hold all his non-critical spells. With virtually all his INT freed up (16 points in fact), he was able to launch an Intensity 23 Palsy at a hostile shaman's abdomen, dropping the shaman with one spell.
Such a tactic can be used for any spell. The best trick is to create such a spell matrix to be usable by a sorcerer's familiar and train up the familiar in the casting of that spell. That way, the familiar can be winding up the spell while the sorcerer is busy with other things.
I'd say the most powerful sorcerers are those who have figured out how to delegate spell casting to entities (spirits, familiars, etc.) under his control.
Other nasty sorcerer tricks are using layered defenses such as Cast Back and Resist Magic and creating binding matrices that release the bound hostile spirit if touched by anyone other than the sorcerer. Someone else has mentioned using Sight Projection as a way to teleport into an area and attack without warning.
David
-----Original Message-----
From: Matt Conrad <mattley at gmail.com>
Sent: Aug 20, 2004 12:47 PM
To: "RuneQuest rules discussion." <rq-rules at crashbox.com>
Subject: [RQ-Rules] Nasty tricks:
On Fri, 20 Aug 2004 09:03:22 -0500 (GMT-05:00), David Smart
<jurrubin at earthlink.net> wrote:
> I've always figured what's good for the goose is good for the gander.
>
> As a GM, I've learned quite a few nasty tricks from various players over the years and had certain NPCs use them.
Want to share? Feel free to throw in, anybody.
I'm (essentially) a new GM. So far our game hasn't had much combat,
but I'd like to steal any clever ideas for when the players actually
go up against foes with brains.
Matt
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