[Torg] Another round of magic questions

Sam Frazier II sdf_ii at yahoo.com
Thu Dec 18 09:28:40 EST 2008


............. clipped ,.....................
>> Impressing a spell isn't like loading a weapon and then later firing it, it's not two separate actions (even though two die rolls are usually involved.) Impressed
>> spells are already cast but the effect is "held in
>> check" by the act of impression

> Oooh nasty. So when you disconnect, all those impressed spells you're holding just go off in a torent of magical energy? After all, the effect has already been called into being, the impressing merely holds it in place. Now that'd be proper NASTY Gming! :)

I remember the first time it came up in my original campaign that was
one of the possibilities I considered, but I decided instead that what
happened was you just lost the impressed spells, they went away. Seemed
nicer than blowing up the poor mage character who had nothing but
fireballs and lightning bolts impressed. :)
............................ ................

We had something like this happen, and we handled it the same way Jim did. Since the disconnection caused impressed spells to be unsupported by character or by the land, they were forgotten, and any work up into them were lost. If I remember correctly, if a spell is impressed, the last part of the spell is to release the impression, thus the mage would be holding back that final drop of magic to enact the impression. Once disconnected, what was saved up until that point was just lost. Disconnection didn't cause that little magic to be added to the forumla to release the stored magic energy. 

While I can see how you might think the magical energy is released, as if the impression was nothing more than a pause button on a VCR/DVD/DVR and the disconnection caused the pause function not to be able to work thus the spells would all play out immediately, I believe it would be more accustom to the setting of c-4 charges, where you set up everything and all you need is to send that detonating spark of electricity to set the explosives off. Since the electricity can't be sent to set the charges off, you just have some interestingly odd pieces of play-do. 

Or perhaps the impression of a spell is like winding up a flywheel to store the energy for later use. Once disconnection occurs, the flywheels function of storing the energy is lost. So it'd be like the flywheel just stopped and the energy just disappated into reality, sucked up by the Everlaw of One. The character and land uneffected.

That was the way we played it at least.

SDF II


      



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