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| Cold-Hearted Immortal |
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Joined: Fri Mar 10, 2006 3:46 pm Posts: 1771 Location: Left Coast, USA
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nerdwerds wrote: ScrivenerB wrote: Re: mercurial magic, I'd try to go with it as-is (love the ghost idea) but I'd consider that to be one "implementation" of Read Magic. If you can find or research another version of Read Magic it would work differently for you. So right there he has a goal, find a more usable version of this important spell. (That's just a house rule, I don't pretend it's the intent of the rules-as-written). You might also consider allowing someone to suppress a spell's MM effect if they take a penalty to their roll, perhaps equal to spell level. Those are both interesting ideas!  Glad to hear it. And yes, that 'research alternate version' idea is rock solid. Give it a little time, and you'll switch Mercurial Magic to the "Three Things I Love About DCC" thread...! 
_________________ Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11. Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will! Here Be DCC Monsters...
Pbp Secret of Bone Hill characters: Flavia, WAR, Beekeeper, L, Str 10, Agi 10, Stm 7, Per 10, Int 12, Lck 7, AC 10 hp 5, staff, jar of honey, 10-ft pole, 1 pc chalk, 50' rope, 2 torches (1 lit) Hector, DWARF Apothecarist, L, Str 5, Agi 11, Stm 12, Per 10, Int 6, Lck 10, AC 10, hp 11, sword, shield, cudgel, steel vial, chest, flint & steel, empty flask, lg sack Chendris, WIZ, Alchemist, N, Str 11, Agi 9, Stm 12, Per 15, Int 13, Lck 15, AC 10, hp 3, staff, empty flask, 50' rope, 2 candles, lg sack, oil (1 flsk), 1 torch, snakeskin tome; speaks gnoll Darrow, CLR, Hunter, N, Str 11, Agi 12, Stm 8, Per 16, Int 7, Lck 12, AC 10 hp 5, short bow, 6 arrow, 10-ft pole, deer pelt, torch (lit)
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