-----Original Message-----
From: D. Cameron King <
hacking@ucdavis.edu>
To:
dqn-list@egroups.com <
dqn-list@egroups.com>
Date: Friday, April 16, 1999 5:14 PM
Subject: [DQN-list] Re: Namers and curse removal (was: minor curse
removalcost)
>On Thu, 15 Apr 1999, Jim Arona wrote:
>
>> A Ritual of Dissipation may only remove spells that are cast from the
>> General or Special Knowledge of a College (ref. 39.5 Ritual of
>> Dissipation:...In order to perform the Ritual, the Namer must know the
exact
>> name of the spell that was cast over the character, what College the
spell
>> was a part of, and whether or not the spell was General or Special
>> Knowledge.
>> Therefore, a spell like Curse, which has no College, and indeed can be
>> taught by any Adept who has reached Rank 6 in it, does not have a
particular
>> College for it to belong to.
>
>An excellent analysis; thank you. However, you are assuming that
>spells like Major Curse are of *no* College rather than *every*
>College. I have always assumed it to be the other way around: a
>Major Curse cast by a Fire Adept is a Special Knowledge Spell of
>the College of Fire Magics, while a Major Curse cast by an Earth
>Adept is a Special Knowledge Spell of the College of Earth Magics.
>I base this assumption on 32.3, which says (in part): "Only those
>individuals who know the Investment Ritual OF THE COLLEGE that was
>used to store the spell..." This seems to imply that each College
>has a separate and distinct Investment Ritual, and thus a separate
>and distinct Warding Ritual, Remove Curse Ritual, Major Curse
>Spell, and so on. Hence, a Namer could determine (through 39R-1)
>the exact name of the spell (Major Curse), what College the spell
>was a part of (whatever College the Adept who cast it was a member
>of), and whether it was General or Special Knowledge (Special).
Your contention is drawn from an implication. It isn't in the ruleset. To
continue along this vein, I could say that Curse was entered in the manual
in the section concerned with consequences, thus implying that an
alternative approach should be taken with to the one offered by the section
governing general magic. It is, after all, not general magic.
Further, I have never heard of anyone allowing college bonuses and penalties
to apply to Curses, and I find it hard to know how a Mind mage, whose magic
depended on the clear functioning of the aforementioned organ would be able
to cast, once they were dead. Yet, the spell explicitly states that an Adept
can cast a Curse, should they be in such a state.
This would lead me to infer that Curse is not a college magic, that it is
something that exists outside of the demesne that a college might be said to
offer an Adept.
>By the way, I'm not aware of any rule stating that a character
>must have Rank 6 or better in a spell or ritual to teach it; 87.4
>says only that "the character must pay (200 x Ordinal Number)
>Silver Pennies to an Adept who knows the spell." Perhaps you
>are thinking of a house rule?
You may be right, I can't find one in the book...It's been such a part of
our campaign that I've forgotten that rule's provenance.
>
>> Further, this implies that Namers can't Dissipate the effects of
backfires,
>> except where that spell was an inappropriately targetted one. Then, the
>> spell can be Dissipated. They cannot Dissipate a simple reverse affect,
>> because that has no spell name.
>
>I would agree that Namers cannot dissipate backfire curses (results
>above 61). A reversed effect (26-45) is quite a different matter:
>a Spell of Fireproofing which backfires and takes effect upon the
>caster rather than the intended target is still a Spell of Fire-
>proofing.
Not my point. If the spell happens to be targetted on the Adept instead of
someone else, then it is clearly Dissipateable. If the spell is reversed so
that they are Water-proofed, for example, then it is not Dissipateable.
> The reason Namers cannot dissipate backfire curses is
>not because they have no name, but because they are not the "effects
>of a spell cast over an individual or object" (39Q-1), but simply
>the results of a botched attempt to cast a spell.
If that were the case, then no backfire effect would be Dissipateable. What
you are saying is that backfires are botched attempts to cast, and cannot be
dealt with in this way. I fail to see how a retargetted spell would be any
different. How can there be any difference between blindness and a spell
retargetting? Surely, they are all the same thing, if you use that line of
argument.
>
>> However, this is just toying with rules. The real question is whether or
not
>> you want anyone to be able to get rid of curses by having a Namer
Dissipate
>> them.
>
>Agreed. As I said before, the situation has never come up in any
>of my campaigns. (We once had a major curse turn a PC into a monkey,
>but the character happened to be brand-new, so his player decided to
>simply roll up another.) If it did, I probably wouldn't allow it to
>work on Major Curses. I was merely pointing out that there's nothing
>in the official rules which prohibits Namers from doing so.
You have yet to show me any thing to convince me to alter the way I run my
game. Even if there were no such explicit rule that said that Curses could
not be Dissipated, I would still run my game that way. I believe it to
engender a better style of game.
>
>> I believe that such a situation would reduce the range of variation
within
>> the game. A Namer would quickly become critical to the game, since they
can
>> Dissipate spells and Curses, and potentially backfire effects.
>
>It really changes very little, unless you have a curse-intensive game
>world. Frankly, in our world nobody ever wants to be a Namer because
>they tend to be such one-trick wonders.
In a campaign of about 120 characters, you find quite a few characters.
Consider. A Namer requires no special amount of MA to know their College
(3). This means that other stat points can be focussed elsewhere. They
derive bonuses from their Rank in Individual and Generic True names, and
they always know their own. This means that they can cast on themselves with
larger bonuses than their MA might initially indicate. They make good
warrior types, because of the high value of their other stats, and their
Magic Resistance can be modified upward to very high levels.
In addition, if you wanted to be Mage bane, Namers cast faster than other
spell casters, and while the other mage is trying to get out of the area of
the Counterspell, the aforementioned Mage bane can be tearing him apart with
his hand and a half.
>
>> Where possible, it is better to have a game offer wider alternatives than
to
>> lump everything under one flag, and say they (in this case Namers) can
deal
>> with it.
>
>It's funny you should say that, because to me it seems that the
>"wider alternative" offered would be to allow for Namers dissipating
>curses *as well as* other Adepts removing them. That's one of the
>things I love about DQ, actually--there's rarely only one way of
>solving a problem.
>
I seriously doubt that it would widen anything. All that would happen is
that one of the players would be detailed to be the Namer, in much the same
way that one of the players has to be the cleric in AD&D.
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