From: carriert@uicc.com (Tom Carrier)
Subject: Product Listing....


Could someone plese send me the address for the product listing.
Thanks in advance.

[Ed. note--	Please send it directly to Tom, not to me.  -Eric]

Tom Carrier
CAD Software Support
Unitrode Integrated Circuit Corp.
Merrimack, NH
carriert@uicc.com

From: phlehman@bongo.cc.utexas.edu (Paul Lehman)
Subject: Re: Modules etc.

>From: Mark Hazen <HAZEN@MAGGIE.DREA.DND.CA>
>Subject: Modules etc.
>Winters Death
>
>Has anyone heard anything about an English translation?  Any noise from
>CG or Frazer on this one? Anyways does anyone have any ideas (knowledge) of
>how 
>we the non-German speaking world can put pressure on for an English version?

The big question I have is whether Columbia knew about it, authorized it
(legal matters, etc.), and, if so, why they did not make it available to
the rest of us through normal channels. As for putting pressure on for an
English translation, the answer is $.  ;-)


>Campaign story lines.
>
>In my groups campaign I have been keeping a narative of the various groups of
>characters adventures over the last several years.
...
>I should note that a couple
>of my narrative have reached sizes of over 100k ie they can be large.  I will
>look into compressing them before sending them to people (I think).

I would be interested in reading these (and might be talked into some
cursory editing). How about putting them on sunbane (in additon to mailing
them out)?

----------
phlehman@bongo.cc.utexas.edu

 *'M ST*P*D - I'd like to buy a vowel Pat, an 'O' please.



From: phlehman@bongo.cc.utexas.edu (Paul Lehman)
Subject: RE: Sidhe + Mystery of Death

>From: Mark Hazen <HAZEN@MAGGIE.DREA.DND.CA>
>Subject: RE: Sidhe + Mystery of Death
>
> >From: Magnus Lycka <dcml@space.combitech.se>
> >How to we treat the humans on Yashain, and other people leading an
> >after-life?


>There is a section in Curse of Hlen dealing with interactions with the
>armies of Larani, I do not have the module with me, but I think that
>they are resurrected the next day with wounds all healed much like in
>the Norse Mythology.

How about some sort of psychic damage (to the soul, Aura, whatever) that
takes longer to heal or that shows up in a person's Aura (and that was
visible with "True Sight" type spells, etc.) Resurrection should also be an
exhausting experience and require lots of rest (on Yashain at least,
regardless of Norse mythology).


> >Another interresting question is: What happens when a powerful mage dies? 
> >If he goes to live on Yashain, where he might well have been before, can he 
> >then return to Kethira or Midgaad or wherever he came from. In that case:
>How 
> >do you get rid of a bad mage. Where is Lothrim for instance? Are the magical 
> >abilities lost when you die (sounds unlikely that one who mastered magic on 
> >Kethira would fail in the magic strong Yashain) or are the dead people 
> >"locked" on Yashain in some fashion? Is it perhaps necessary to trap or 
> >destroy the soul of a mage to get rid of him?

>There is a question in my mind as to whether a bad mage even goes to
>Yashain, she/he would have to have been a worshipper of a particular
>god so that their soul gets snatched and hauled off to the right
>place.  Else where do they go - onto an eternal reincarnation cycle
>until they do something to bring them to the notice of a particular
>god?  I think only the most faithful get brought to life on Yashain
>and these are constrained to follow the wishes of the God. Except for
>the really rare individuals who get higher status (demi-god, or
>demi-demi God) and have more freedom of action. (kind of a depressing
>notion of afterlife now that I think about it).  Then there are the
>mages who have pissed of a demon or other supernatural creature and do
>not have the protection of a God, "crunch crunch, what a tasty little
>soul".

The freedom of action part is important, IMHO. I always pictured the trip
from Kethira to Yashain as one way. Nobody, except the usual demi-whatever
characters, could go back without finding a brand new way to do so ON
YASHAIN. The whole transition would also be rather discombobulating so that
it would take a while for skills and the body itself to adjust to the new
world (more than is required for Barasi points, Gate of Kemdal, etc.) since
the soul is now tied to a whole different plane of existence.

It's sort of like tax laws for resident aliens versus those on tourist
visas. You gotta learn a whole new set of rules when you move to Yashain
permanently.


----------
phlehman@bongo.cc.utexas.edu

 *'M ST*P*D - I'd like to buy a vowel Pat, an 'O' please.



From: phlehman@bongo.cc.utexas.edu (Paul Lehman)
Subject: Re: more spells

>From: lees@snoopy.asf.com (Lee Short)
>Subject: more spells

In general I've gotta agree with R. B. Schmunk's comments about
convocation, except some of the energy/fatigue stuff should be grey/neutral
with the new rules).


>                        MURAZOR'S CLOUD (PELEAHN/VIII)

This spell actually seems to be too high on first inspection. The cloud is
not particuarly dangerous and temporary and limited in its effects. The
only real powerful effect is its growing size. Sounds great for covering a
few companies of soldiers moving about, but still seems like it should be
of much lower level.


>                      MURAZOR'S SUMMONING (PELEAHN/VIII)

This is a great spell, but there are a few questions I have (and which
apply to all summonings): How does the spell pick out which elemental to
summon? What are some examples of the fire elementals that could be
summoned? Does MS and CS allow the elemental to move beyond/use its powers
beyond the seed? How do uncontrolled elementals behave?



>                      MURAZOR'S HASTENING (PELEAHN/VIII)

>                         MURAZOR'S FIELD (PELEAHN/X)

Two very interesting high level spells that both seem essentially Peleahn.
Good stuff.



----------
phlehman@bongo.cc.utexas.edu

 *'M ST*P*D - I'd like to buy a vowel Pat, an 'O' please.



From: klaus@diku.dk
Subject: Re:  more spells

pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk)

	Generally looks like a good bunch of spells to me. The only problem I
	have on first glance is the convocations mentioned above. Then again,
	working on the theory that a mage should be able to duplicate within
	his convocation a spell he's observed, perhaps they can be done. Now,
	can someone offer a rationale in these cases? (Klaus, you're good at
	this. Any comments?)

I would certainly like to hear the author's explanation. Generally you might
consider metabolism a sort of fire, or you might extend peleahn to cover
energy in general.

lees@snoopy.asf.com (Lee Short)


	Here are a few more spells, mostly Peleahn.  One of the neater
	combinations is:   Trigger + Awakening of Murazor   for a method of
	sleeping and keeping guard at the same time.  



	                         FRESHENING OF MURAZOR (PELEAHN/IV)

Why would you want this spell? As written, it simply gives any observers the
impression that you are less tired than you really are. If it also decreases
physical penalty from fatigue, it would be worthwile.


	                         AWAKENING OF MURAZOR (PELEAHN/II)

If you consider metabolism a peleahn process, you might of course waken
someone by increasing his metabolism to the "awake" rate. However, such
fine control would IMHO be difficult. This is one of the cases where I
would let a sorcerer of one convocation (peleahn) create an effect belonging
more naturally in another (fyvria), but at the cost of a higher complexity
level. I think level II is too low for a _peleahn_ spell with this effect.


	                       PERCEPTION OF MURAZOR (PELEAHN/I)

	   This spell determines the level of metabolism of a single
	non-Peleahn creature.  The basic spell simply determines if the
	creature is conscious or unconscious.  


I would assign this a higher level. Also, I would let the basic spell
distinguish death, hibernation and "active" life. Bonus effects
might then detect sleep, unconciousness and resting. You could place
the detect sleep bonus effect so low that a peleahn shek pvar would
get it at learning the spell, while someone learning as a secondary
would have to practise to get there.

I am not sure about unconciousness. Does it decrease your rate of
metabolism? I would guess that it depends on the cause. Hypothermia
and oxygen deprivation: yes, a knock on the head: ?, high fever: no.


	                      MURAZOR'S HASTENING (PELEAHN/VIII)

Me like! This would have considerably lower level as a Fyvria/Savorya
combo (you also have to think fast), but then only a grey sorcerer
could use it. A spell that simply let you run/swim/... faster,
and gave some combat bonuses due to speed, but did not give you more
actions, that is let you make more decisions, would also be easier.

Klaus O K

From: lees@snoopy.asf.com (Lee Short)
Subject: more spells


Further responses to comments on my last batch of spells:

>From Klaus O K
>	                         FRESHENING OF MURAZOR (PELEAHN/IV)
>
>Why would you want this spell? As written, it simply gives any observers the
>impression that you are less tired than you really are. 

That's the point.  This spell was explicitly developed to give the
impression that my Shek-Pvar had had a perfectly normal, restful night
when in fact he had a *very* busy night.  

>	                         AWAKENING OF MURAZOR (PELEAHN/II)
>
>If you consider metabolism a peleahn process, you might of course waken
>someone by increasing his metabolism to the "awake" rate. However, such
>fine control would IMHO be difficult. This is one of the cases where I
>would let a sorcerer of one convocation (peleahn) create an effect belonging
>more naturally in another (fyvria), but at the cost of a higher complexity
>level. I think level II is too low for a _peleahn_ spell with this effect.

I didn't consider any fine control as necessary at all.  You just give
their metabolism a jump-start, and they'll wake up.  I call this the
"Jolt!" spell.  

>	                       PERCEPTION OF MURAZOR (PELEAHN/I)
>I would assign this a higher level. 

So would I.  However, I wasn't doing the assigning, my GM was.  I
think I had placed it at III or maybe IV.  

>I am not sure about unconciousness. Does it decrease your rate of
>metabolism? I would guess that it depends on the cause. Hypothermia
>and oxygen deprivation: yes, a knock on the head: ?, high fever: no.

A perceptive comment.  This needs to be better specified.  


From: phlehman@bongo.cc.utexas.edu (Paul Lehman)

>>                        MURAZOR'S CLOUD (PELEAHN/VIII)
>
>This spell actually seems to be too high on first inspection. The cloud is
>not particuarly dangerous and temporary and limited in its effects. 

To me, it is the extreme density of the cloud that makes it so very
useful -- it reduces visibility to a mere 12 - SI feet.  That's short
enough to make any defense against a missile attack impossible, and
defense against a melee attack is very difficult.  The coughing and
choking makes effective defensive measures (bundle up in the corner
behind your shield, etc.) more difficult.  This spell truly comes into
its own when you can make SI of your companions immune.  

>>                      MURAZOR'S SUMMONING (PELEAHN/VIII)
>
>This is a great spell, but there are a few questions I have (and which
>apply to all summonings): How does the spell pick out which elemental to
>summon? 

This depends on your view of where elementals come from when they're
summoned, and how the summoning works.  I don't really have an
in-depth explanation of this.  Ideas, anyone?

>What are some examples of the fire elementals that could be
>summoned? 

I think there are some in the Bestiary section of HM.  Your GM or you
will have to develop others as needed.  

>Does MS and CS allow the elemental to move beyond/use its powers
>beyond the seed? 

Yes, it can move at will outside the seed fire for the duration of the
spell.  Sorry, this isn't clear at all from the spell description?

>How do uncontrolled elementals behave?

Depends on the individual elemental.  Given that the elemental was
summarily yanked away from whatever it *was* doing, it's probably not
going to be too friendly toward the caster.  It may, however, ignore
him/her and pick on easier victims -- or even decide it wants to go
back to whatever it was doing, and just leave.  


thanks for the feedback,
Lee

Lee Short   lees@asf.com         
"They want you to trust in the power they're wielding
 You might as well jump from the top of a building."   --  Graham Parker

From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk)
Subject: New Savorya spell

With Mark Hazen and Lee Short contributing a bunch of new spells,
I find myself in the mood to create a few, despite not currently
participating in a HarnCampaign. First out of the gate is:

Savorya V
Calspeth's Lance

A spell which inflicts a powerful psionic shock in its victim,
inducing symptoms much like fatigue and head pains. The basic
spell requires the victim be touched. The victim may test his
Endurance to determine whether he avoids being affected; roll
against Endurance x 2 (MS) or Endurance (CS). The effect on the
victim is determined as follows:

CS      Victim accrues 1d6 fatigue points and feels a slight
        headache.
MS      Victim accrues 3d6 fatigue points and feels a powerful
        headache for SI/6 minutes. Victim may continue current
        activity by testing against Endurance x 7 each minute.
MF      Victim accrues 5d6 fatigue points and is felled by a
        blinding headache for SI minutes. Victim may continue
        current activity by testing against Endurance x 4 each
        minute.
CF      Victim accrues 7d6 fatigue points and is felled by a
        migraine headache for SI x 3 minutes. Victim must abandon
        current activity.

[Ed. note--	I think that Robert has the CS-CF backwards.  CF=1d6,
MF=3d6, MS=5d6, and CS=7d6 fatigue points.  I was reading and it just
sounded backwards.  	-Eric]

A victim forced to abandon his current activity will most desire
to seek a dark, quiet place in which to suffer in peace. Fatigue
points inflicted by Lance should be included in physical penalty
if is necessary to perform an activity such as Dodge while finding
such a place.

Special Bonus: A caster with the psionic talent Mental Bolt adds
his SI to Arrow EML.

Bonus Effects

ML41+   Touch no longer required. Range is ML feet.
ML71+   Effect may (at caster's discretion) be over a zone whose
        radius from the caster is SI yards. All creatures (except
        the caster) within the zone are affected.
ML86+   Specified creature(s) may be excluded from the effect of
        the spell when it is cast.

        Fatigue:        (15-SI)x3.5
        Time:           (15-SI)x2 seconds
        Range:          Basic, touch
                        ML41+, ML feet
        Duration:       See above

Comments welcome of course. Note that I figure this spell is
about equivalent to Bolt of Mintara in Complexity.

rbs

--
R.B. Schmunk
Email: pcrxs@nasagiss.giss.nasa.gov
Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA
Vox:   212-678-5637



From: THE_DA-DA_DUMMY <DBLAKE@hamp.hampshire.edu>
Subject: Re: more spells

>Basically, my reasoning is that speed/motion/metabolic rate
>is a Peleahn principle, and things that manipulate or perceive this
>principle are Peleahn.  I would also say that there are Fyvrian
>methods of obtaining the same effect, by manipulating the biological
>processes that control these things, rather than manipulating the
>things themselves.

Um, I really can't find the difference between 'the biological processes'
and the'things'. Metabolic rate *IS* a biological function. A strong argument 
can be made for the other processes as well. I *DO* believe that the effects 
described can be created using Peleahn principles, but not because of
that reason. The princples of forcefull action and combustion (that's one 
way of interacting with the body.... I often have a problem with the
constant well, that spounds Fyvrian to me arguments.... Perhaps
we should ask that spells have some of thier reasoning spelled out.
On the otherhand, we will all assuredly have our own takes on the principles
and how they act, and will disagree with many other takes. Witness this 
very post...

-Duncan


From: THE_DA-DA_DUMMY <DBLAKE@hamp.hampshire.edu>
Subject: Re: more spells

	"To me, it is the extreme density of the cloud that makes it so very
	useful -- it reduces visibility to a mere 12 - SI feet.  That's short
	enough to make any defense against a missile attack impossible, and
	defense against a melee attack is very difficult.  The coughing and
	choking makes effective defensive measures (bundle up in the corner
	behind your shield, etc.) more difficult.  This spell truly comes into
	its own when you can make SI of your companions immune."


Are you saying that the level of the spell is raised because of the
*usefullnes* of the spell? i believe that level should be a function of
*energy expenditure* i.e. how much energy would be needed to create the effect
in question. How many ergs or newtons or footpounds, etc of work is done...
For some of the more esoteric esoterica that is very open to debate I relize,
but saying a spell should cost more because it is a good
aplication of principles is dangerous. One of the important skills in 
spell casting is the use of small energy expenditures carefully crafted
and directed to great effect.


-Duncan
 

From: Sean Matheis <samatheis@ucdavis.edu>
Subject: Re: New Savorya spell

> CS      Victim accrues 1d6 fatigue points and feels a slight
>         headache.
> MS      Victim accrues 3d6 fatigue points and feels a powerful
>         headache for SI/6 minutes. Victim may continue current
>         activity by testing against Endurance x 7 each minute.
> MF      Victim accrues 5d6 fatigue points and is felled by a
>         blinding headache for SI minutes. Victim may continue
>         current activity by testing against Endurance x 4 each
>         minute.
> CF      Victim accrues 7d6 fatigue points and is felled by a
>         migraine headache for SI x 3 minutes. Victim must abandon
>         current activity.
> 
> [Ed. note--	I think that Robert has the CS-CF backwards.  CF=1d6,
> MF=3d6, MS=5d6, and CS=7d6 fatigue points.  I was reading and it just
> sounded backwards.  	-Eric]

Actually, I think these results are supposed to represent the End roll the
victim makes, not the casting of the spell.



From: phlehman@bongo.cc.utexas.edu (Paul Lehman)
Subject: Re: more spells

>>>                        MURAZOR'S CLOUD (PELEAHN/VIII)
>>
>>This spell actually seems to be too high on first inspection. The cloud is
>>not particuarly dangerous and temporary and limited in its effects. 
>
>To me, it is the extreme density of the cloud that makes it so very
>useful -- it reduces visibility to a mere 12 - SI feet.  That's short
>enough to make any defense against a missile attack impossible, and
>defense against a melee attack is very difficult.  The coughing and
>choking makes effective defensive measures (bundle up in the corner
>behind your shield, etc.) more difficult.  This spell truly comes into
>its own when you can make SI of your companions immune.  

It would also make missle attacks IN very difficult! I agree about the
spell's effects being a real hindrance, just not an 8th level hindrance.
Compare its power to aid melee to other lower level spells.

Now I think that spell complexity ought to be determined by the difficulty
of creating the form and the amound of principle to be controlled, but
reality and the SP guidelines both say that the spell's relationship to
other spells already in the game is a good guide to complexity.



----------
phlehman@bongo.cc.utexas.edu

Thoughtcrime was not a thing that could be concealed forever. You might
dodge sucessfully for a while, even for years, but sooner or later they
were bound to get you.
                                 -- George Orwell, Nineteen Eighty-Four



From: phlehman@bongo.cc.utexas.edu (Paul Lehman)
Subject: Re: New Savorya spell

>Savorya V
>Calspeth's Lance
>
>A spell which inflicts a powerful psionic shock in its victim,
>inducing symptoms much like fatigue and head pains. The basic
>spell requires the victim be touched. The victim may test his
>Endurance to determine whether he avoids being affected; roll
>against Endurance x 2 (MS) or Endurance (CS). The effect on the
>victim is determined as follows:

If the effect is psionic shouldn't the victim's Aura play some role, or
does Aura not figure in psionic defence?


>CS      Victim accrues 1d6 fatigue points and feels a slight
>        headache.
>MS      Victim accrues 3d6 fatigue points and feels a powerful
>        headache for SI/6 minutes. Victim may continue current
>        activity by testing against Endurance x 7 each minute.
>MF      Victim accrues 5d6 fatigue points and is felled by a
>        blinding headache for SI minutes. Victim may continue
>        current activity by testing against Endurance x 4 each
>        minute.
>CF      Victim accrues 7d6 fatigue points and is felled by a
>        migraine headache for SI x 3 minutes. Victim must abandon
>        current activity.
>
>[Ed. note--     I think that Robert has the CS-CF backwards.  CF=1d6,
>MF=3d6, MS=5d6, and CS=7d6 fatigue points.  I was reading and it just
>sounded backwards.      -Eric]

I think he has it right. This is the victim's roll, aka Saving Roll.
Apparantly, MS/CS has no differential effect in terms of Lance's
effectiveness.


>Bonus Effects
>
>ML41+   Touch no longer required. Range is ML feet.
>ML71+   Effect may (at caster's discretion) be over a zone whose
>        radius from the caster is SI yards. All creatures (except
>        the caster) within the zone are affected.
>ML86+   Specified creature(s) may be excluded from the effect of
>        the spell when it is cast.

It occurred to me while reading this that lots of spells allow this sort of
progression of abilities (i.e. broadcasting effects and then excluding
individuals). How do others deal with this in terms of PCs using the spell
between ML 71 and 86 without zapping their companions and then using both
abilities at ML86+?

I know I'd do so as a PC. As a GM I think I would make CFs broadcast, but
that still kinda lets the PC off the hook since they never have to
successfully use the broadcasting ability in its indiscriminate mode to
eventually be able to exclude their buddies.

Ideas? 


----------
phlehman@bongo.cc.utexas.edu

Thoughtcrime was not a thing that could be concealed forever. You might
dodge sucessfully for a while, even for years, but sooner or later they
were bound to get you.
                                 -- George Orwell, Nineteen Eighty-Four



From: phlehman@bongo.cc.utexas.edu (Paul Lehman)
Subject: Morgathian/Navehan encounter idea

I thought this might make a great little encounter (or rumor) for PCs in
places with Navehan or Morgathian temples. It shouldn't take too much
imagination to change the details. It comes originally from a post to the
WWII list by Dr.John Gillies:

>One of my favourites is recounted in Allport & Postman's "The
>Psychology of Rumor" (1947): It goes something like this:
>Amid the ruins of post-war Berlin, a young girl is hurrying along
>the Knesebeckstrasse when she is confronted by an elderly man, blind
>and tapping along with a cane. "Can you help me, please?" he asks,
>"I need to find the address on this envelope" - and he holds out a
>letter. The girl looks at it and tells the old man that,
>unfortunately, he still has several blocks to go. "Ach, I'm so tired,
>" he says, "I've walked so far already. I don't suppose I could ask
>you to deliver it for me, if you're going that way?"
>The girl agrees and takes the letter, but as she hurries off
>something makes her glance back - and she sees the "blind" man, his
>cane now tucked under his arm, heading off at a brisk pace.
>Instead of delivering the letter, she takes it to the police - who go
>to the address on the letter and find a house where meat is being
>cooked and prepared for sale on the black market. On inspection, it
>turns out to be human flesh. They open the envelope which the girl has
>given them. The note inside reads: "This is the last one I am sending
>you today".

Enjoy.


----------
phlehman@bongo.cc.utexas.edu

Thoughtcrime was not a thing that could be concealed forever. You might
dodge sucessfully for a while, even for years, but sooner or later they
were bound to get you.
                                 -- George Orwell, Nineteen Eighty-Four



From: phlehman@bongo.cc.utexas.edu (Paul Lehman)
Subject: another perverse idea

This is forwarded from the Medieval History list and was originally posted
by William Diebold. In this case, details should be fewer and easier to
change. I imagine that Agrikans might find it especially appropriate for
final sacrifices. Indeed, PCs might easier misinterpret (or "under"
interpret) either the object itself or a depiction of it, especially if the
later was abstract or worn with age. Might make for some really dangerous
experimentation... 


>        This story, told in many classical sources (Polybius being perhaps
>the most detailed) concerns Phalaris, the sixth-century B.C. tyrant of
>Agrigentum.  A bronze bull was made for him by an artist named Perillus.  The
>unusual feature of this bull was that it was an execution device.  Humans,
>when cooked inside it, would scream; because of Perillus's ingenuity, their
>screams would be transmuted into a sound which simulated the roaring of a
>bull.  Although Phalaris was famous for his cruelty, even he found this a bit
>much and he made Perillus the bull's first victim.
>        This story is included in Orosius' History and was picked up from
>there in the passage describing the paintings at Ingelheim in Ermoldus
>Nigellus's poem in honor of Louis the Pious (the relevant passage is easily
>available in translation in P. Godman, Poetry of the Carolingian Renaissance
>or  C. Davis-Weyer, Early Medieval Art).

----------
phlehman@bongo.cc.utexas.edu

Thoughtcrime was not a thing that could be concealed forever. You might
dodge sucessfully for a while, even for years, but sooner or later they
were bound to get you.
                                 -- George Orwell, Nineteen Eighty-Four



From: phlehman@bongo.cc.utexas.edu (Paul Lehman)
Subject: bibliography

I have just been going through all of my old saved messages and have
compiled a bunch of scattered bibliographic items into a single
semi-formatted and annotated Harn-related list. The main topics are bow and
arrows and novels/fiction, but there is some other stuff. Anyone who wants
a copy of this Word 4.0 for Mac document can email me directly. If I get
enough replies I can post it to the list.


----------
phlehman@bongo.cc.utexas.edu

Thoughtcrime was not a thing that could be concealed forever. You might
dodge sucessfully for a while, even for years, but sooner or later they
were bound to get you.
                                 -- George Orwell, Nineteen Eighty-Four



From: Axel Schudak <Axel.Schudak@arbi.informatik.uni-oldenburg.de>
Subject: Winter's Dead (last one)

I called tho owner of Mania Productions yesterday
and asked her some questions:
First : You can order the module directly from the company
(use already posted adress), but payment must be in advance.
Concrete information is available via fax by the company
Second : Die Toten des Winters will be translated (by MP) and
published in English by CG (enjoy !). This may need some time,
but all maps are ready, the stuff is already published, 
translation will be ready soon, so it is entirely up to CG
(My estimation is 1998).
				Axel

From: John Lambert <vidar@deakin.edu.au>
Subject: Re: Welcome

[Ed. Note --	John is responding to the welcome message.  I thought all of
you might have suggestions for his question.	-Eric]

> 	Welcome to the Harnlist.  It's a rather informal association to say
> the least, but it gives those playing Harn a resoruce to ask questions and
> just shoot the breeze about the system and/or world in general.  We are now
> spread over 10 countries on 4 continents.  It seems that the long arms of good
> gaming are everywhere.  

	Well harn is a wonderful game.  I only just recently got a hold of the
main rule book.  Is there only the 1986 edition or is there a more recent one?
And which supplements and/or modules would you recommend to somebody new to
Harnmaster?  I already have the Lythia, Gods of harn, Melderyn and Tharda
modules (they were what made me interested in harn).

							John.

email: vidar@deakin.edu.au

From: John Lambert <vidar@deakin.edu.au>
Subject: Re: more spells

> 
> >>>                        MURAZOR'S CLOUD (PELEAHN/VIII)
> >>
> >>This spell actually seems to be too high on first inspection. The cloud is
> >>not particuarly dangerous and temporary and limited in its effects. 
> >
>
	Although I haven't seen the original description of the spell I'd have
to agree.  From the discussion of it it seems to be little more than a spell
that produces an obscuring cloud of smoke.  So I would probably make it a
level four spell.


							John.

email: vidar@deakin.edu.au

From: John Lambert <vidar@deakin.edu.au>
Subject: Re: New Savorya spell

> >Savorya V
> >Calspeth's Lance
> >
> >A spell which inflicts a powerful psionic shock in its victim,
> >inducing symptoms much like fatigue and head pains. The basic
> >spell requires the victim be touched. The victim may test his
> >Endurance to determine whether he avoids being affected; roll
> >against Endurance x 2 (MS) or Endurance (CS). The effect on the
> >victim is determined as follows:
> 
> If the effect is psionic shouldn't the victim's Aura play some role, or
> does Aura not figure in psionic defence?
	
	If aura did figure in psionic defence then why does the psionic ability
mental bolt have no resistance?

> >CS      Victim accrues 1d6 fatigue points and feels a slight
> >        headache.
> >MS      Victim accrues 3d6 fatigue points and feels a powerful
> >        headache for SI/6 minutes. Victim may continue current
> >        activity by testing against Endurance x 7 each minute.
> >MF      Victim accrues 5d6 fatigue points and is felled by a
> >        blinding headache for SI minutes. Victim may continue
> >        current activity by testing against Endurance x 4 each
> >        minute.
> >CF      Victim accrues 7d6 fatigue points and is felled by a
> >        migraine headache for SI x 3 minutes. Victim must abandon
> >        current activity.
> >
> >[Ed. note--     I think that Robert has the CS-CF backwards.  CF=1d6,
> >MF=3d6, MS=5d6, and CS=7d6 fatigue points.  I was reading and it just
> >sounded backwards.      -Eric]
>
> I think he has it right. This is the victim's roll, aka Saving Roll.
> Apparantly, MS/CS has no differential effect in terms of Lance's
> effectiveness.
	
	Yes you are right the results above are for the endurance test.  The 
only affect a CS has is an increased likelihood of a failure.

> It occurred to me while reading this that lots of spells allow this sort of
> progression of abilities (i.e. broadcasting effects and then excluding
> individuals). How do others deal with this in terms of PCs using the spell
> between ML 71 and 86 without zapping their companions and then using both
> abilities at ML86+?
> 
> I know I'd do so as a PC. As a GM I think I would make CFs broadcast, but
> that still kinda lets the PC off the hook since they never have to
> successfully use the broadcasting ability in its indiscriminate mode to
> eventually be able to exclude their buddies.
> 
> Ideas? 

	You could have the magician lose control of the spell on a CF.  So that
the effect is felt throughout the entire area of effect INCLUDING the caster.
Or just the caster at low levels.


							John.

email: vidar@deakin.edu.au

From: Mark Hazen <HAZEN@MAGGIE.DREA.DND.CA>
Subject: Re: more spells

This is more of  a general response on the matter of designing spells.
(mostly because we were working on a new odivshe spell last night).
There is a bit of a problem in my mind about how to assign levels to
spells, personally, I find some of the official spells underpowered
for the level.  This may have something to do with the magic poor
nature of Ketheria, but for example look at the difference between the
Breath of Dhivu spell at level III and the level VIII spell called Orb
or something.  As a second point one can look at the damage from first
level Peleahn spells as compared to first level spells of other
convocations. There should be some sort of consistancy in
power/difficulty accross convocations (especially since spell level is
really an administrative device for dm's that may not be reflected in
the player character's view point, that is Fenton the Peleahn mage
does not say to himself "I think that I will create a third level
spell to do this", he says "I think that if I creat a vessel of such
and such characteristics and fill it with power and ethereal fire it
will have the right effect".

So has anyone else out there thought much about this (eg. Klaus??) I
have tried to use examples from the books to set power level but have
had a hard time reconsiling apparant power levels and effects between
spells even within the same convocation.  Note that I am not talking
about the difference between a Peleahn trying to heal someone and a
Fyvrian doing the same.  but within a convocation at what level does
power increase allow area effects - or independent movement of the
spell effects etc.  Another example, if a low level Lyavian spell can
light up an area, then a low level Odivshe spell should be able to
darken by the same amount.  The amount a certain level spell can heat
up for a Peleahn should be matched by an equivalent level spell by an
odvishe spell to cool it down.  If a certain level Fyvrian spell can
twist wood then an equivalent level Jmorvian spell should be able to
twist metal.

The alternative is to say that certain convocations are more difficult
to master and effect.  If this is so my guess is that Peleahn is the
least difficult to master at low levels and perhaps Fyvrian or
Savoryan the most difficult.  Comments?

From: Mark Hazen <HAZEN@MAGGIE.DREA.DND.CA>
Subject: More questions on Panaga (spoilers?)

I guess firts of all, not having received any responses on my first query about Panaga, I have two options, everyone agrees with me, or I am way out to lunch 
(so far out it was not worth it)  Oops a third option, everyone else has given
up on the Panaga set of adventures already.

Well not being the type to pick up on subtle persuasion like being ignored I
am going to continue anyway.

In the Panaga modules Panaga uses an amulet taken from Ikaras to cast very
powerful Savoryan type spells on large groups of people, and he does this while
not very proficient or well attuned to the artifact.  My problem is this
how are the spells maintained?  What is the duration on them?  The spell in
Fanon's staff was described as being about a VIII Savoryan spell - and it took
the magic of the Staff to fight it off over a number of years!  This is an
incredible duration for a spell that has not be installed in an artifact.

Again in the Curse of Hlen, there is a spell that is given high level but has
been maintained for about two years without an artifact to hold it.  Not only
that but the enchantment will effect others who stay in Hlen too long.  How
is this done???  I could see effecting all those people who were in the town
at the time - or being reapplied when ever Panaga drops in, or being on an
artifact left with Radin.  An other possiblity is that the spell is driven
by the dome in Varaxis.  Without the constant powering of the spell it should
be weaker on individual people so that it can be despelled one at a time.  If
it is powered by an artifact then I will have to make one up and place it somewhere.  It occurs to me that even if it is powered from Varaxis there must
be an artifact in Hlen to transfer it accross the planes.

Any thoughts on this subject?

mark hazen

From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk)
Subject: Re: New Savorya spell

Well, since I'm the one who originally wrote the spell, I might as
weel reply.

>> >Savorya V
>> >Calspeth's Lance
>> >
>> If the effect is psionic shouldn't the victim's Aura play some role, or
>> does Aura not figure in psionic defence?
>
>        If aura did figure in psionic defence then why does the psionic ability
>mental bolt have no resistance?

I hadn't thought about this one myself, as Lance is derived from another
spell that didn't require an Aura test, but I agree with Mental Bolt
analogy.

>> >[Ed. note--     I think that Robert has the CS-CF backwards.  CF=1d6,
>> >MF=3d6, MS=5d6, and CS=7d6 fatigue points.  I was reading and it just
>> >sounded backwards.      -Eric]
>>
>> I think he has it right. This is the victim's roll, aka Saving Roll.
>> Apparantly, MS/CS has no differential effect in terms of Lance's
>> effectiveness.
>
>        Yes you are right the results above are for the endurance test.  The
>only affect a CS has is an increased likelihood of a failure.

The success roll results apply to the *victim's* Endurance test. I'll
make that more clear in the final form of the spell.

>> It occurred to me while reading this that lots of spells allow this sort of
>> progression of abilities (i.e. broadcasting effects and then excluding
>> individuals). How do others deal with this in terms of PCs using the spell
>> between ML 71 and 86 without zapping their companions and then using both
>> abilities at ML86+?
>>
>> I know I'd do so as a PC. As a GM I think I would make CFs broadcast, but
>> that still kinda lets the PC off the hook since they never have to
>> successfully use the broadcasting ability in its indiscriminate mode to
>> eventually be able to exclude their buddies.
>
>        You could have the magician lose control of the spell on a CF.  So that
>the effect is felt throughout the entire area of effect INCLUDING the caster.
>Or just the caster at low levels.

First off, when a mage CFs, I start with the mis-fire tabel in TSP.
Though I can't remember details, much of the table leans toward the
mage damaging himself, such as Aural deadening (inability to cast
masgic). However, when mis-effect is the result, two factors come
into play: (1) how creative am I feeling and (2) has anybody in the
gaming group been getting on my nerves. If the answer to (2) is
true I am more likely for CFs to have widespread effect. However,
I don't recall any mage in my last campaign trying any spell
powerful enough to really damage the party during a misfire.

In any event, now you know why the populace is leery of mages. It's
only those adventurers who are crazy enough to hang aorund with
them where they might get turned into toads. (Hmmm... sounds Fyvria
to me.)


But given the commentary, it looks like folks think the spell might
be useful. Glad to hear it.


Finally, a spell file update: since it was last archived to sunbane,
I have added about 19 spells to MS Word spell file. I have about 5
more (by Lee and Mark) to evaluate and then I'll archive the new
edition. I'll try to get it done this weekend.

rbs

--
R.B. Schmunk
Email: pcrxs@nasagiss.giss.nasa.gov
Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA
Vox:   212-678-5637



From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk)
Subject: Re: Welcome

>From: John Lambert <vidar@deakin.edu.au>
>Subject: Re: Welcome
>
>[Ed. Note --    John is responding to the welcome message.  I thought all of
>you might have suggestions for his question.    -Eric]

Gee, I hope mine is not the Nth reply to this.

>        Well harn is a wonderful game.  I only just recently got a hold of the
>main rule book.  Is there only the 1986 edition or is there a more recent one?

Only the magic rules have been updated. Get Tome of the Shek-Pvar (1991?)
and any of the individual spell books that seem appropriate to your PCs.
TSP really cleans things up and the only complaint I've heard about the
spell books is that the Jmorvi convocation has been weakened too much.

If HarnPlayer comes out, you'll likely want to get it so that your
players can read up on background without also seeing info only the
GM needs. However, no recent word on when this supplement will be
published.

>And which supplements and/or modules would you recommend to somebody new to
>Harnmaster?  I already have the Lythia, Gods of harn, Melderyn and Tharda
>modules (they were what made me interested in harn).

When this question has been asked before, it seems that the general answer
is to get Kaldor and two of the adventure modules (Staff of Fanon and
100 Bushels of Rye). This because Kaldor is a large kingdom, structured
along familiar lines to anyone who's read a fantasy or medieval history
book. The two adventures start in Kaldoran villages, but as noted in
their introductions, they can be moved anywhere as the villages are
generic.

But given that you already have some modules, you may want to stick
with Melderyn, as it's a kingdom with lots of room for adventure (I
have to admit that Tharda has never excited me much). Varied
topography, lots of mages, etc. Unlike the Harnic kingdoms, the
politics seem pretty stable, but if you want to deal in the rarified
atmosphere of royalty, you can always create a secret cabal of
Agrikans plotting to overthrow the Council of 11. To supplement
it, again look into the two adventure modules I've mentioned. You
may want to also get the Pilot's Almanac, as Melderyn is a coastal/
island kingdom and it's likely that your PCs will have to hop the
occasional ship to get place to place.

rbs

--
R.B. Schmunk
Email: pcrxs@nasagiss.giss.nasa.gov
Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA
Vox:   212-678-5637



From: 2806rsilv@umbsky.cc.umb.edu
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From: Harry Butler <hgb1@troi.cc.rochester.edu>
Subject: A Couple Jmorvi Spells

Here are a couple Jmorvi spells which my Shek-Pvar, Doran, has come up
with:

THE GOLDEN RUNE
Convocation: Jmorvi
CL: I

Enchants an elemental object to serve as a surface for drawing or
writing (the caster can engrave with his hands). The Golden Rune
may be used to leave messages. The caster is able to write for
about ML seconds (MS) or ML x 3 seconds (CS). A miniature chisel
is required as a seed, which is used to engrave the message.

Bonus Effects:

ML 71+ -- No seed required.
ML 81+ -- The engraving may be hidden below the surface, visible
	only to Jmorvi Shek-Pvar and those who know this spell.
ML 86+ -- The subsurface engraving may be made legible only under
	certain caster-designated conditions.
ML 91+ -- The subsurface engraving may be hidden from all but those
	designated by the caster.

Fatigue: (15-SI) x 1
Time to Cast: 15-SI seconds
Range: Touch
Duratiion: MS: ML days; CS: Indefinite



DORAN'S SKELETON KEY
Convocation: Jmorvi
CL: III

This spell enables the caster to open ordinary (i.e., non-magical)
mechanical locks whose complexity does not exceed the caster's SI without
damaging the locks themselves. It requires use of a small key as a
seed, which is inserted into the lock to be opened.

Bonus Effects:

ML 71+ -- The seed is no longer needed; the caster merely needs to
	touch the lock.

Fatigue: (15-SI) x 1.5
Time to Cast: 30-SI seconds
Range: Touch
Duration: Instantaneous


I have one question too-- do any of you allow the same spell to have
varying fatigue costs and/or levels depending on the version, or are
all Sight of Eneldir spells, for example, the same? I'm toying with
the idea of multiple versions, some of which might be easier to cast
than others.

Harry Butler
hgb1@troi.cc.rochester.edu



From: phlehman@bongo.cc.utexas.edu (Paul Lehman)
Subject: Re: Welcome

>From: John Lambert <vidar@deakin.edu.au>
>Subject: Re: Welcome
>
>        Well harn is a wonderful game.  I only just recently got a hold of the
>main rule book.  Is there only the 1986 edition or is there a more recent one?
>And which supplements and/or modules would you recommend to somebody new to
>Harnmaster?  I already have the Lythia, Gods of harn, Melderyn and Tharda
>modules (they were what made me interested in harn).

There is a second edition HarnMaster out there, and it does have some
differences from the 1st edition, but nothing earth shaking. The biggest
change, of course, has been the magic system which now has several products
devoted to it including the full-size Shek Pvar volume. 

Sounds like you have a pretty good selection of background material. Kaldor
was the first and best developed part of Harn, and thus is IMHO the richest
in detail, although other areas are just as interesting. Get the rule book
if it interests you (and the magic volumes if you want; I quite like the HM
magic system), and maybe one of the adventure modules since you don't have
any of them. Curse of Hlen is the newest; before that there was Araka
Kalai, 100 Bushels of Rye, Kiraz (sorta), among others possibly. Get a copy
of their product listing and then don't believe any of the promised
availability dates. Take the publication of each new product as mana from
heaven (completely in the biblical sense).


----------
phlehman@bongo.cc.utexas.edu

Thoughtcrime was not a thing that could be concealed forever. You might
dodge sucessfully for a while, even for years, but sooner or later they
were bound to get you.
                                 -- George Orwell, Nineteen Eighty-Four



From: tls@mips22.cdev.com (Todd Stevens)
Subject: General Questions ...


Greetings all ...

I have some general "harnic" questions ...

When the group I role-play with started using harn rules, it was very 
unclear as to when "learning rolls" should be made.  Has this issue 
ever been addressed here?  Also, I am curious what approaches other GM's 
have adopted.

Another question I have is related to spells (and perhaps normal effects 
as well) that have an "area-of-effect".

For example, a fireball (I forgot the harnic name) is cast at a player,
is there a impact role for every body location? or is it limited to one
area? or is it somehow averaged over the whole body?

Thanx ...

Todd Stevens (Todd.A.Stevens@cdev.com)
 

From: Sean Matheis <samatheis@ucdavis.edu>
Subject: Re: General Questions ...


> From: tls@mips22.cdev.com (Todd Stevens)
> Subject: General Questions ...
> 
> 
> Greetings all ...
Salve 

> 
> I have some general "harnic" questions ...
> 
> Another question I have is related to spells (and perhaps normal effects 
> as well) that have an "area-of-effect".
> 
> For example, a fireball (I forgot the harnic name) is cast at a player,
> is there a impact role for every body location? or is it limited to one
> area? or is it somehow averaged over the whole body?

Ah, the wonderful Orb of Zatara (sp?).  It's been too long since I got to
cast that one :0

Well, unfortunately (for the victims) you apply the "damage" to EACH body
facing that exposed to the blast (or at least that's how our GM did it).
Try not to get hit by it if you can - ruins the complexion :)

> 
> Thanx ...
> 
> Todd Stevens (Todd.A.Stevens@cdev.com)
>  
> 

Sean
samatheis@ucdavis.edu



From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk)
Subject: Re: General Questions ...

tls@mips22.cdev.com (Todd Stevens) asks:

>When the group I role-play with started using harn rules, it was very
>unclear as to when "learning rolls" should be made.  Has this issue
>ever been addressed here?  Also, I am curious what approaches other GM's
>have adopted.

Spells and skills-used-in-stressful-situations should be checked
soon after use; e.g., combat skills should be checked when the fight
is over. Other skills I usually had my players check once per month,
sort of a midnight-on-the-30th ritual. The rules give examples for
when to award a devo roll for someone who's been studying, etc.,
and if the player *really* wanted the devo roll, I suppose you could
award it after an appropriate period of time. However, I got my players
used to keeping track of all their study hours during the month and
checking on the 30th. They seemed happy.

On the other hand, I never did come up with a good rule on awarding
psionic devo rolls, particularly when they were not used in stressful
situations. For example, when somebody uses Sensitivity to scan for
magic, he's typically under no stress, but he doesn't use it long
enough for the time to add up to anything appreciable at the end of
the month. I'd allow the player to use this as one of his three free
monthly devo rolls (which I limited to skills that were used sometime
during the month), but I did have complaints about this being too
restrictive.

>Another question I have is related to spells (and perhaps normal effects
>as well) that have an "area-of-effect".
>
>For example, a fireball (I forgot the harnic name) is cast at a player,
>is there a impact role for every body location? or is it limited to one
>area? or is it somehow averaged over the whole body?

You should check *each* body location within the AoE. I don't have
it available at the moment, but an example of this was given in the
explosion rules which were once available on HarnLine. I believe a
single impact roll was made for a sample explosion, and then each
appropriate body location was checked (some bodyparts were not
checked due to facing, etc.). As you would expect, this gets very
complex, messy and damaging.

rbs

--
R.B. Schmunk
Email: pcrxs@nasagiss.giss.nasa.gov
Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA
Vox:   212-678-5637



From: lees@snoopy.asf.com (Lee Short)
Subject: more spells


Here's another Peleahn spell I dredged up,

Lee



               MURAZOR'S VISION (Peleahn/VI)

 Fatigue:  (15-SI) * 3.5
    Time:  (15-SI) minutes
   Range:  self
Duration:  SI*2 minutes (SI*4 minutes with CS)

   This spell changes the caster's visual perception.  Under the
effects of the spell, the caster perceives only infrared radiation,
and he loses all ability to perceive detail.  The caster can perceive
the approximate temperature of the heat source and its approximate
size.  He may only perceive temperature differences of 10% or more (on
an absolute scale).  With the basic spell, the caster may not
differentiate between a single large heat source and multiple smaller
heat sources of the same temperature.
   The range of the caster's vision is extended greatly, and is not
impaired by fog.  It is limited by line of sight.  
   The chart below shows the perceptual ability of the caster when
under the effects of this spell:

Range			fire		living matter

to ML yards		candle		dog
to 50*ML yards		cooking fire	person
to SI miles		campfire	horse, or 4-5 people
to ML/3 miles		bonfire		4-5 horses


                              BONUS EFFECTS

  ML 71+   The caster can now discern between multiple small heat
	   sources and a single large source by concentrating for 
	   15-SI seconds.  
  ML 86+   The caster can switch between normal vision and his 
	   enchanted vision.  This requires concentration for 
	   (15-SI) * 2 seconds.  



From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk)
Subject: Another Savorya spell

I must be in a bad mood or something:

Savorya V
Calspeth's Hammer

An enchantment which causes a single victim touched by the caster
to experience the sensations which he would feel if the touched
portion of his body had been struck a blow by a great hammer. In
short, that body location effectively takes 4d6 (MS) or 5d6
(CS) blunt impact. All associated injury rolls, including the kill
roll, should be made as for a normal Warhammer strike, but effects
such as bruising, bleeding, etc., do not follow since the "damage"
is all mental. All effects, of course, fade when Duration expires,
and no healing is required except to control shock, if necessary.

Special Bonus: A caster with the psionic talent Mental Bolt adds
his SI to Hammer EML.

Bonus Effects
ML71+   Touch no longer required, and caster may specify. Range
        is ML feet.
ML91+   Caster may specify more than one person within range to feel
        the effects of Calspeth's Hammer. However, the apparent impact
        is reduced by 1d6 for each additional person.

        Fatigue:        (15-SI)x3
        Time:           (15-SI)x2 seconds
        Range:          Basic, touch
                        ML71+, ML feet
        Duration:       MS, SIx10 seconds
                        CS,  SIx30 seconds


I debated dropping this to CL IV, but left it at V due to the lack
of any saving throw and the area effect at ML91.

Any comments of course appreciated.

rbs

--
R.B. Schmunk
Email: pcrxs@nasagiss.giss.nasa.gov
Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA
Vox:   212-678-5637



From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk)
Subject: Yet another Savorya spell

Here's a peaceful spell useful for detecting processes. :-)


Savorya I
Calspeth's Finger

A spell which allows the caster to measure the consciousness
level of a single person touched during casting. With CS, the
caster also receives a general idea, stateable in no more than
five words, of what the subject is thinking or dreaming.

Special Bonus: A caster with the psionic talent Psychometry adds his SI to
Finger EML.

Bonus Effects
ML61+   Touch no longer required. Range is SI yards.
ML91+   Caster may examine up to SI subjects within range.

        Fatigue:        15-SI
        Time:           15-SI seconds
        Range:          Basic, touch
                        ML61+, SI yards
        Duration:       Instantaneous

--
R.B. Schmunk
Email: pcrxs@nasagiss.giss.nasa.gov
Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA
Vox:   212-678-5637



From: klaus@diku.dk
Subject: Re: more spells

Mark Hazen <HAZEN@MAGGIE.DREA.DND.CA> writes:

	This is more of  a general response on the matter of designing spells.
	There is a bit of a problem in my mind about how to assign levels to
	spells. ...

	There should be some sort of consistancy in
	power/difficulty accross convocations (especially since spell level is
	really an administrative device for dm's that may not be reflected in
	the player character's view point, that is Fenton the Peleahn mage
	does not say to himself "I think that I will create a third level
	spell to do this", he says "I think that if I creat a vessel of such
	and such characteristics and fill it with power and ethereal fire it
	will have the right effect".

	So has anyone else out there thought much about this (eg. Klaus??) I
	have tried to use examples from the books to set power level but have
	had a hard time reconsiling apparant power levels and effects between
	spells even within the same convocation.  Note that I am not talking
	about the difference between a Peleahn trying to heal someone and a
	Fyvrian doing the same.  but within a convocation at what level does
	power increase allow area effects - or independent movement of the
	spell effects etc.  Another example, if a low level Lyavian spell can
	light up an area, then a low level Odivshe spell should be able to
	darken by the same amount.

I do not agree. The way I play magic, going with nature is easier than going
against it. A light source that illuminates something is a common ocurrance,
a darkness source that darkens an area is highly unnatural. If I may mention
That Other Game (TM), I have always let a darkness spell permanently cancel
a continual light. Restoring the order of nature should be easier than
changing it. Note that I am talking about a continuos unnatural effect, not
the natural consequenses of disturbing the order of nature.

	  The amount a certain level spell can heat
	up for a Peleahn should be matched by an equivalent level spell by an
	odvishe spell to cool it down.

I am very much in doubt. It is of course very much easier to produce heat
than cold by natural means. That does not mean that it should also be so
by magical means. Note that unlike heat, cold has a limit. It should get
more difficult to cool things as you aproach absolute zero, while it should
generally not get more difficult to heat things as they get warmer. The
difference between 300K and 0K is NOT the same as the difference between
1000k and 1300K.

	If a certain level Fyvrian spell can
	twist wood then an equivalent level Jmorvian spell should be able to
	twist metal.

Yes, at least in the world of Harn. In other fantasy worlds, it is common
to have iron resistant to magic. On the other hand, life may be resistant
to magic. See below.

	The alternative is to say that certain convocations are more difficult
	to master and effect.  If this is so my guess is that Peleahn is the
	least difficult to master at low levels and perhaps Fyvrian or
	Savoryan the most difficult.  Comments?

Game balance rears its ugly head. Fyvrians can do so many interesting things.
Peleahn sorcerors can do only very limited things, most of it so very
obvious. One of the things they do really well is causing damage. If
Fyvrians are just as good at causing damage, who would want to be a Peleahn
shek pvar? "Realisticly", automatic death ought to be Fyvrian I. Life depends
on so many systems functioning that it should be ridiculously easy to stop,
considering all the other stuff that Fyvrians can do. To avoid this, you
might postulate a "life force" that resists that kind of thing. Similarly,
a spell to raise the temperature of an object by 7K should be very simple
for a Peleahn shek pvar. This is instant certain death, so you have to
exclude living creatures from the effect.

Some days ago, someone (sorry, I don't remember who) claimed that
the level of a spell should not depend on usefulness, but only on
the energy needed. I do agree that usefulness should idealy not be
considered. I do not agree that level is a meassure of energy required.
The levels are complexity levels, and should reflect the complexity of
the manipulation. Of course handling large amounts of energy is more
difficult, and should also increase the complexity level.

I have a very concrete question about spell levels. How do you calculate
the level of a spell that is like another, only with different parameters?

A few examples:

1) Automatic critical. I need a certain effect. I know (of) a certain
   spell that will produce the desired effect on a CS. I want to develop
   a spell that has this effect on MS. Level?

2) Increased duration.

3) Shorter casting time. This may be imposible. Can you do something
   in a more complex but faster way?

4) Decreased fatigue cost. This seems imposible by the rules, but
   should logically be posible.

5) Increasing casting time to decrease complexity level.

6) Instant bonus effect. That is, I desperately need this effect.
   I know (of) a spell that produces this effect as an ML81+
   bonus effect. What level would the spell I am trying to develop
   have? This one is probably very hard to give a general answer
   to. Depending on the original spell, the new one might even have
   a lower level.

Klaus O K

From: Mark Hazen <HAZEN@MAGGIE.DREA.DND.CA>
Subject: RE: A Couple Jmorvi Spells

 >I have one question too-- do any of you allow the same spell to have
 >varying fatigue costs and/or levels depending on the version, or are
 >all Sight of Eneldir spells, for example, the same? I'm toying with
 >the idea of multiple versions, some of which might be easier to cast
 >than others.
 >
 >Harry Butler
First what do you mean by the same spell but different versions?  I
think that there are probably different ways to produce the same
effect that would have different fatigue.  One can easily see a young
inexperienced mage producing a spell that produces a certain effect
but does it in a way that is non-optimal and so takes longer or has a
higher fatigue rating.  As I have posted before I personally am
getting turned off on the level designation since it is really only a
device for DM's to categorize spells while trying to determine what
the fatigue levels and Esoteric Knowledge of a spell are.  The idea of
higher than normal (or lower) fatigue ratings would be a great idea
for spell research rolls that are say marginal successes etc.  As well
it is my contention that level should be indicative of the scope of
the effects and be consistant accross convocations.  That is a small
area fire effect for a Peleahn should be the same level as a small area spirit
effect for a Savoryan.

However, I have to say that in the spirit of personally developed
spells any difference from the well known would then be say "Fenton's
Sight of Eneldir spell".  It has been personallized.  If the mage is
learning from a tract of some sort it could be neat to add in an
understanding factor to simulate their ability to develop the right
type of vessel to fill with power, but if it is different then they
have a new spell (well ok it sounds like a new version doesn't it) eg.
if their understanding is low then there is an increased chance that
they will develop a different version of the spell, which may have
increased or decreased fatigue levels associated.

This is a good idea, (different versions with varying fatigue levels)
I wish I had thought of it.  However, I am having a hard enough time
integrating harnic fatigue and effects into my HarnQuest rules that I
will not probably implement this for the time being.  Currently it is
more Dm discretion where I tell the mage that they are getting very
tired and if they push it they generally shortly thereafter fall over
asleep.  Crude but it has been remarkably well received.

Mark Hazen
Who says it is cold in Canada, it was 8 degrees Celcius this morning
the 14 of December, I may yet be converted to believing in the Green
house effect.

From: Petri Heiramo <Petri.Heiramo@lut.fi>
Subject: Re: General Questions ...

> 
> From: tls@mips22.cdev.com (Todd Stevens)
> Subject: General Questions ...
> 
> 
> Greetings all ...
> 
> I have some general "harnic" questions ...
> 
> When the group I role-play with started using harn rules, it was very 
> unclear as to when "learning rolls" should be made.  Has this issue 
> ever been addressed here?  Also, I am curious what approaches other GM's 
> have adopted.

	We roll them usually after each session or if the adventure is
badly underway, after the adverture. Some rolls (like spells) could be
rolled then and there, but I'd use discretion in those cases.

> Another question I have is related to spells (and perhaps normal effects 
> as well) that have an "area-of-effect".
> 
> For example, a fireball (I forgot the harnic name) is cast at a player,
> is there a impact role for every body location? or is it limited to one
> area? or is it somehow averaged over the whole body?

	I'm not sure I've read this somewhere, but at least in the case of
Orb of Zatara (the fireball) the damage should be applied to all reasonably
uncovered surfases (face, hands, or if covered with only cloth, and so on).
This truly means that the Orb (and most area spells) is a very dangerous
spell (don't missfire). The reason for not applying the damage to covered
body parts is that the duration of the flames is so short that armor
of any kind protects well enough (though they might catch fire).

> 
> Todd Stevens (Todd.A.Stevens@cdev.com)
>  

	Jours, Petri



From: Petri Heiramo <Petri.Heiramo@lut.fi>
Subject: Re: more spells

> 
> From: lees@snoopy.asf.com (Lee Short)
> Subject: more spells

	I don't usually reply these spell posts (I've been 
reading them with interest though. Are the spell tomes for different
convocations worth buying?), but this time I have to comment something.

> Here's another Peleahn spell I dredged up,
> 
> Lee
> 
> 
> 
>                MURAZOR'S VISION (Peleahn/VI)
> 
>  Fatigue:  (15-SI) * 3.5

	Seems VERY heavy to me. I would take it down to (15-SI). The 
spell is far from that exhausting. After all, all it does is adjusts your
vision (Hmmm... sounds fyvrian to me ;) so it might not be that easy
after all. Maybe there was an easier way of doing it. Like feeling the 
heat around? That would be peleahn.).

>     Time:  (15-SI) minutes
>    Range:  self
> Duration:  SI*2 minutes (SI*4 minutes with CS)
> 
>    This spell changes the caster's visual perception.  Under the
> effects of the spell, the caster perceives only infrared radiation,
> and he loses all ability to perceive detail.  The caster can perceive
> the approximate temperature of the heat source and its approximate
> size.  He may only perceive temperature differences of 10% or more (on
> an absolute scale). 

	10% on an absolute scale? Meaning Kelvin? That would mean that the
caster would see everything between +5C and +35C (approx.) as same 
temperature. I mean think about it.
	Anyway, I believe there is some mistake here. It would be reason-
able to have him see differences of 2 to 5 C (4 to 9 F) minimum. 

> With the basic spell, the caster may not
> differentiate between a single large heat source and multiple smaller
> heat sources of the same temperature.
>    The range of the caster's vision is extended greatly, and is not
> impaired by fog.  It is limited by line of sight.

	Does fog (=water) restrict the passage of IR-light? I'm not sure 
but it would sound reasonable it does since it (water) absorbs quite
a lot of energy. Anyway I can't think it over now (no time, can't concent-
rate, got DOOM at home, etc.), but it doesn't sound right. Anyone else
any insights?

>    The chart below shows the perceptual ability of the caster when
> under the effects of this spell:
> 
> Range			fire		living matter
> 
> to ML yards		candle		dog
> to 50*ML yards	cooking fire	person
> to SI miles		campfire	horse, or 4-5 people
> to ML/3 miles		bonfire		4-5 horses

	One can see normal light, even dim, quite well from distance so
I would apply the same here, especially since nothing blocks the line
of sight.

>                               BONUS EFFECTS
> 
>   ML 71+   The caster can now discern between multiple small heat
> 	   sources and a single large source by concentrating for 
> 	   15-SI seconds.  
>   ML 86+   The caster can switch between normal vision and his 
> 	   enchanted vision.  This requires concentration for 
> 	   (15-SI) * 2 seconds. 

	I would let the caster give the ability to others at some point.

	Jours, Petri


From: Axel Schudak <Axel.Schudak@arbi.informatik.uni-oldenburg.de>
Subject: Curse of Hlen (Developing CoNV)

Hi, 
yesterday my player group reached the City of Nascent Visions.
As many here have already noticed, this part of Panage III is
underdeveloped. Since CG will not further devolpe this site
(so they say), I estimate that we could do it.
The proceedings of this development could be stuffed on sunbane
and be made available to all who need this city.
To do this, there must be a coordinator who takes this city
and cuts it into handy parts. These would be handed out to any
of us Harnians who wants to develope part of this environment
(I myself would opt for the Laranian Siege army). The coordinator
must check for any inconsistencies and crossreferences between 
different developments. 
If any of the more involved Harnians will make the coordinator, he
should post it and start (I would like to do it but lack the time).
				Axel

For all who are interested in it :
Seven Trials of Varaxis
My Player group of seven players tried the seven trials. They 
managed the first five trials without a single loss:
In the first trial they actively searched for a invisible bridge.
In the trial of fire one player missed his WILL roll, but none of
them ever considered taking another route or leaving one of their
group back, so they returned and forced him to come with them).
The fighter of the group, a real knight (998 on parent occupation)
hold the golem back while the rest could escape. Then they wisely
avoided leaving the path. In the trial of water two of them nearly
drowned (rolling two consecutive CFs), but eventually all survived.
When they reached the first door of trial six, I handed out the
(randomly drawn) verse of metal ond iron and they all perished.
Actually one touched the key and said "Panaga", and the rest of
the group followed him (lemmings IV, aargh). They didn't even
notice that this was wrong until Varax told them.
Now they must find another way to get those keys.


A
Now they must find another key, Varax won't hand out his.

From: Mark Hazen <HAZEN@MAGGIE.DREA.DND.CA>
Subject: RE: Curse of Hlen (Developing CoNV)

Great Idea and I would be willing to take a section but not the
coordinator job.

How did you rationalize Varaxis even having a key to the boxes?  Is
this just part of being a Savoryan Demi-God?  The module says that he
barely noticed Panaga passing and will not know why the group is
there, why then does he have the key.  And since all died how did they
get to continue???  Varaxis only gives a success to groups where at
least one makes it?  (I know it is pretty bad karma to kill the entire
group even when they are stupid)  I assume that Varaxis must have
looked the boxes over and realized that there was something more going
on and so saved them.  Would this then mean that if they came back
that they would have to undergo the trial again???

Cheers my group is about to go to Varaxis after having killed Radin
last week.  That is if they survive clan justice since they also
killed some members of the ruling clan and Kyman's resurrected wife!!!

Mark Hazen
(it is still raining in this part of Canada - is it really December???)

From: phlehman@bongo.cc.utexas.edu (Paul Lehman)
Subject: Re: A Couple Jmorvi Spells

>I have one question too-- do any of you allow the same spell to have
>varying fatigue costs and/or levels depending on the version, or are
>all Sight of Eneldir spells, for example, the same? I'm toying with
>the idea of multiple versions, some of which might be easier to cast
>than others.

Yes, I do. This seems a natural part of spell casting and magic in general.
I have toyed with systems that have no spell levels, just basic parameters
for magical power (expressed on TOO many scales to be practical). In the
end levels seemed a much better solution since it made play smoother and
quicker. However, I am not quite sure how to be systematic about changing
spell levels. Perhaps something like 2x effects = 2x level, etc. or perhaps
something like each bonus effect that becomes part of the basic spell =
another spell level (other bonus effects would decrease in necessary ML in
a corresponding manner). This whole scheme could also work in reverse
(within limits) so that lower level versions of powerful spells could be
tried. This, of course, seems to me what magic is all about. Lower level
effects/spells prepare one for higher level stuff regardless of how
specific and similar the spell is. 


----------
phlehman@bongo.cc.utexas.edu

"Computers are useless. They can only give you answers."
        -- Pablo Picasso



From: klaus@diku.dk
Subject: Re: General Questions ...

pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk) writes:

	On the other hand, I never did come up with a good rule on awarding
	psionic devo rolls, particularly when they were not used in stressful
	situations. For example, when somebody uses Sensitivity to scan for
	magic, he's typically under no stress, but he doesn't use it long
	enough for the time to add up to anything appreciable at the end of
	the month. I'd allow the player to use this as one of his three free
	monthly devo rolls (which I limited to skills that were used sometime
	during the month), but I did have complaints about this being too
	restrictive.

Sorry to be nitpicking, but that is not what the rules say. The 3 free
rolls are not restricted to skills actually used (for something useful)
during the month. They represent practising. It is a rule meant to keep
down bookkeeping. Instead of having players specify what they practise
and keep a ledger of hours spend, the rules simply assume that a PC
will spend an average of one hour a day practising, and gives 3 rolls
per month for that. The rolls are restricted to skills that could
reasonably have been practised. No swimming rolls in the dessert, no
archery rolls if you have no bow, not much of anything (except psionics!)
if you are in prison. Psi skills can be trained by meditation.

Klaus O K

From: klaus@diku.dk
Subject: Re: more spells

Petri Heiramo <Petri.Heiramo@lut.fi> writes:
	Subject: Re: more spells

	> 
	> From: lees@snoopy.asf.com (Lee Short)
	> Subject: more spells

	>                MURAZOR'S VISION (Peleahn/VI)
	> 
	>  Fatigue:  (15-SI) * 3.5

		Seems VERY heavy to me. I would take it down to (15-SI). The 
	spell is far from that exhausting.

Right. Unfortunately the new magic rules couples fatigue closely with
complexity. I don't like that that at all. Something can be very difficult
to learn without being exhausting to do.

	After all, all it does is adjusts your
	vision (Hmmm... sounds fyvrian to me ;) so it might not be that easy
	after all. Maybe there was an easier way of doing it. Like feeling the 
	heat around? That would be peleahn.).

Smiley noted. However, I don't think you are right here. Is there any
animal with eyes similar to ours which sees infrared light? I am not
talking about waves slightly longer than those we see, but real
infravision, allowing detection of heat sources in the dark. If not
(and I think not), I guess that it is not possible to modify the eyes
in such a way. Even if it is possible, it would be a major alteration,
like growing scales to serve as armour. The shek pvar would also
need to know that there is a kind of "light" emitted by hot objects.
A Fyvrian would not know that IMHO. Would a Lyahvi shek pvar know?
They certainly do know that there is a continuum from violet to red,
but do they know that there is light "redder than red"? If so, how
"red" would you allow them to get? Receive Radio Communication,
Lyahvi II ? Detect heat is of course well within the sphere of a
Peleahn sorcerer, compare with Eye of Ultramarine. If you want more
than a simple detect heat, it will be easier for a Savoryan, senses
being Savoryan. The Savoryan shek pvar PC Narelda, played by Torben
Mogensen, made such a spell in my campaign, and used it to good effect.

	>     Time:  (15-SI) minutes
	>    Range:  self
	> Duration:  SI*2 minutes (SI*4 minutes with CS)
	> 
	>    This spell changes the caster's visual perception.  Under the
	> effects of the spell, the caster perceives only infrared radiation,
	> and he loses all ability to perceive detail. 

This does seem to be an eye alteration, rather than a detect type spell.
Why not let the caster see normally as well? A agree that this spell,
giving much more detail than Eye of Utramarine, should be of higher
level, but at level VI you should be able to see fairly detailed in the
IR while maintaining your normal vision.

BTW I think that it is wrong to use modern, technical terms like "infrared"
in a fantasy game. Take a look at the description of Dekejis in the intro
to Gods of Harn.

	>    The range of the caster's vision is extended greatly, and is not
	> impaired by fog.  It is limited by line of sight.

		Does fog (=water) restrict the passage of IR-light? I'm not 
	sure but it would sound reasonable it does since it (water) absorbs 
	quite a lot of energy.

I don't know either, but water being the nemesis of Peleahn, this would
make sense. Then again, does fire block Eye of Ultramarine?

		I would let the caster give the ability to others at some 
point.  So would I.

Klaus O K

From: Axel Schudak <Axel.Schudak@arbi.informatik.uni-oldenburg.de>
Subject: RE: Playing Varaxis

> From: Mark Hazen <HAZEN@MAGGIE.DREA.DND.CA>
> Subject: RE: Curse of Hlen (Developing CoNV)
> 
> How did you rationalize Varaxis even having a key to the boxes?  Is
I judged that Varaxis holds several powers that are only given to
demi-gods. With one of these powers he determined what the group
needed most for their quest. (Part mind-reading, part divination).
Varaxis is able to produce these keys from midair (kind of savoryan-
jmorvi magic) and offers them to the group if they are willing to
untertake the seven trials. 

> The module says that he
> barely noticed Panaga passing and will not know why the group is
> there, why then does he have the key.  
To make it consistent I had to change the module. He learned all he
knows about the quest from the minds of the group, Panaga has managed
to escape his attention (guess why). 

> Varaxis only gives a success to groups where at
> least one makes it?  (I know it is pretty bad karma to kill the entire
> group even when they are stupid)  
Since this is only a trial within the mind of Varax, I judged that
the group would not die even if all fail. But disappointing Varax was
bad luck indeed. Now they must find the real keys (where ?) or try
to persuade Varax to give them his. Since he is back in his palace,
he won't even listen. If they come again another day, they might
be given a secondary quest by him (Something like : I ever wondered
what the Kameki liked for breakfast. Persuade one to join me for a
while. And when you pass the place, please bring me the Scroll of
indomitable Doom from this monastry in Kanday). 

> Cheers my group is about to go to Varaxis after having killed Radin
> last week.  
Exactly what my group was doing, too. But they managed to kill him
without anybody noticing it (I have a real good assassin in my
group). By behaving stupid they got imprisoned nonetheless and
one of them even managed to get killed (actually by the Lhyavi
mage in the group who made a real bad critical Beam).
					Axel


From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk)
Subject: Re: General Questions ...

I wrote:

>        I'd allow the player to use this as one of his three free
>        monthly devo rolls (which I limited to skills that were used sometime
>        during the month)

Klaus wrote:

>Sorry to be nitpicking, but that is not what the rules say. The 3 free
>rolls are not restricted to skills actually used (for something useful)
>during the month. They represent practising. It is a rule meant to keep
>down bookkeeping.

For some reason, the players in my campaign usually told me during the
month things like "I'll practice my Prestidigitation skill tonight,"
and I would include Prestidigitation as one of the skills he could
use one of the 3 rolls on at the end of the month. However, it was
generally pretty informal. I didn't require that the player make a
note that Prestidigitation had been practiced and didn't demand that he
okay each of the three choices with me. I'd usually take a look at the
character sheets afterwards when I was bookkeeping to see what they had
increased, but that was about it for my cracking the whip.

But thanks for pointing out the use of meditation to raise psionic
ability.

rbs

--
R.B. Schmunk
Email: pcrxs@nasagiss.giss.nasa.gov
Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA
Vox:   212-678-5637



From: Mark Hazen <HAZEN@MAGGIE.DREA.DND.CA>
Subject: RE: Playing Varaxis

Glad to hear that another DM has decided to change the module to make
it more consistant!  Perhaps we should gather our ideas into a file
that could be put on the archive as a resource for other DMs using the
Panaga series.  As an example from previous modules I decided that in
the staff of Fanons citidel there should be some rooms that Panaga
used as his personal rooms.  Of course at the time we did not know his
nature so the ones I made cater to a human - bedroom etc but perhaps
Panaga would still use them as such. I would be willing to try to keep
track of suggestions and put them in a file.  Note this is aside from
City of Nascent Visions development.
 >To make it consistent I had to change the module. He learned all he
 >knows about the quest from the minds of the group, Panaga has managed
 >to escape his attention (guess why). 
Does this mean that in your module Panaga did not undergo the trials?
My thought on this is that Varaxis rather than forcing everyone to
undergo the trials only forces those that are sent by SaveKnor for
conflict resolution.  Then if the group or person fails, whoever was
the opponent wins.  Since, your group were not on trial but attempting
to obtain the key. Their failure merely results in not getting the
key.
 >Since this is only a trial within the mind of Varax, I judged that
 >the group would not die even if all fail. But disappointing Varax was
 >bad luck indeed. Now they must find the real keys (where ?) or try
 >to persuade Varax to give them his. Since he is back in his palace,
 >he won't even listen. If they come again another day, they might
 >be given a secondary quest by him (Something like : I ever wondered
 Yep, this makes much more sense to me then the forcing of the
trials, the group even has the choise of not going through them and
finding someother way of getting the key.  Now the boxes holding the
demon parts in my campaign were manufactured by Panaga (and hence reek
of evil) but why can they only be opened within a certain distance of
Ikaras plus require a key?  Which brings up another question, how does
one remove the eyes etc of a powerful being in the first place?  Now
my guess is that there is a magical process which involves creating a
suitable container which is used to remove them in the first place.
Part of the process involves linking the container to the diriki such
that the parts are protected from harm. (in this case cannot be opened
unless in the vicinity of Ikaras).  As a secondary precaution Panaga
included locks on the boxes.  It is also my guess that only someone
who has had the parts and the diriki together can atune to them and
therefore command the diriki to use his magical powers (mundane orders
like walk over there or eat are excluded).  Thus the locks keep one of
Panaga's underlings from obtaining the boxes and stealing control of
Ikaras from Panaga.  One would expect the key to be kept on Panaga's
person or hidden extremely well, where Panaga's lieutenents would not
be able to find it. (this would seem to count out the City of Nacsent
Visions but not for example the Tol since it is on the other side of
the Laranic army and difficult to get to by a follower of Agrik.

Which brings up another problem that I am working on.  How does Panaga
obtain access to the Tol through the Laranic army?  Surely, he cannot
just disguise himself and wander through!  Does this mean that there
are sleepers within the Laranic army that will pass him.  A question
that I have not yet decided on the answer to.

Back to the boxes, it is also my guess that a Diriki would recognize
the set up to remove his parts and thus the trick Panaga played was to
trick Ikaras into a position close enough to the boxes that Panaga
could activate the removal spell.  Then will Diriki in tCoNV recognize
the boxes and either avoid the players or attack them if the boxes are
not kept hidden.  Or will a Diriki only recognize a container built to
capture their own parts - ie it has to be pre-attuned to one specific
Diriki.

Onto other matters, I have included an artifact in Hlen (hidden in the
Lords bedroom) that is the lythian end of the power conduit from
Varaxis.  The artifact loses its broadcast capability if removed from
the area corresponding to the sphere in VARAX.  This does not remove
the compulsion from those already affected although they can now be
successfully dispelled, one at a time.  But no new people will
succumb.  If the artifact is removed before Mara is killed, then the
spirit loses contact with Mara's spirit and rapidly weakens.  The
sphere in Varax will continue to obtain power from the spirits and
start to expand (keep in mind that expansion will be slow, 1/r^2 in
power).  This is bound to get Varaxis' attention, and if the sphere
grows to much it may find the artifact in Hlen if it has not been
destroyed.  

Enough for now back to work

Mark Hazen


From: pcrxs@nasagiss.giss.nasa.gov (R.B. Schmunk)
Subject: New Odivshe spell

Haven't seen any Odivshe spells posted here lately, so here goes.
Some ideas taken from Figure of Aumos.

Odivshe V
Judral's Form

        A self-enchantment which causes the caster to become a
cohesive body of water. With the basic spell, he may not move
and any possessions on his body (i.e., clothes) are not similarly
enchanted. Any piercing wound suffered during Duration causes bodily
cohesion to fail unless he tests successfully against Will x 5,
with a penalty of 3 x the Injury Points suffered. If the caster
fails this test, or if at any point during Duration he voluntarily
lets cohesion collapse, he flows away unconscious as gravity takes
him. If after Duration he is in a place unsuitable for recorporation
(GM discretion), he further transforms to ethereal water and flows
to the nearest location under open sky and there returns to his
mundane form. Although a piercing wound may cause cohesion of the
caster's form to fail, any wound suffered during Duration does no
real damage.
        While enchanted, the caster is water, and thus is virtually
invisible if he is immersed within a larger body of water.

Bonus Effects
ML41+   Caster may move about normally, but movement faster than
        his base Mobility causes cohesion to fail unless he tests
        successfully vs. Will x 4.
ML61+   Up to SI pounds of posessions on the caster's body may be
        enchanted with him. Any weapon so enchanted has only blunt
        Impact of 0 for Duration, and its use causes the cohesion
        to fail unless the caster successfully tests against Will x 2.
ML81+   Enchantment may be placed on another willing person. Range
        is touch.

        Fatigue:        (15-SI) x 3.5
        Time:           (15-SI) x 4 seconds
        Range:          Basic, self
                        ML81+, touch
        Duration:       MS, ML minutes
                        CS, SI hours

Also, I've temporarily lost ftp access. When the new ftp software
arrives at my office, I will immediately post the new spell file
to the sunbane archive. If you would like it right away and you
have a machine which can read a Binhexed Word for Mac file, send
me e-mail (pcrxs@nasagiss.giss.nasa.gov).

rbs

--
R.B. Schmunk
Email: pcrxs@nasagiss.giss.nasa.gov
Smail: NASA/Goddard Institute, 2880 Broadway, New York, NY 10025 USA
Vox:   212-678-5637



