Messages in dqn-list group. Page 64 of 80.

Group: dqn-list Message: 3207 From: Charles P. Date: 6/11/2008
Subject: Re: Hello! And a character generation question
Group: dqn-list Message: 3208 From: Jason Winter Date: 6/11/2008
Subject: Re: Hello! And a character generation question
Group: dqn-list Message: 3209 From: Charles P. Date: 6/12/2008
Subject: A question about eBay
Group: dqn-list Message: 3210 From: Jason Winter Date: 6/12/2008
Subject: Re: A question about eBay
Group: dqn-list Message: 3211 From: Charles P. Date: 6/12/2008
Subject: Re: A question about eBay
Group: dqn-list Message: 3212 From: Jason Winter Date: 6/12/2008
Subject: Re: A question about eBay
Group: dqn-list Message: 3213 From: Charles P. Date: 6/16/2008
Subject: on Ebay: DragonQuest Adventure Three, The Enchanted Wood (Mint)
Group: dqn-list Message: 3214 From: ACDurston Date: 6/27/2008
Subject: on Ebay; Blade of Allectus
Group: dqn-list Message: 3215 From: Stephen Field Date: 7/26/2008
Subject: File Uploaded to the Archive section folder
Group: dqn-list Message: 3216 From: gagomez_ar Date: 9/11/2008
Subject: I'm a new GM, need help about mage
Group: dqn-list Message: 3217 From: Gabriel Martinez Date: 9/11/2008
Subject: Re: I'm a new GM, need help about mage
Group: dqn-list Message: 3218 From: Lev Lafayette Date: 9/11/2008
Subject: Re: I'm a new GM, need help about mage
Group: dqn-list Message: 3219 From: Charles P. Date: 9/15/2008
Subject: on eBay [US&UK] DragonQuest - The Enchanted Wood
Group: dqn-list Message: 3220 From: Lev Lafayette Date: 9/24/2008
Subject: RPG Review #1 is now available
Group: dqn-list Message: 3221 From: Christopher Cole Date: 9/25/2008
Subject: Re: RPG Review #1 is now available
Group: dqn-list Message: 3222 From: Lev Lafayette Date: 9/25/2008
Subject: Re: RPG Review #1 is now available
Group: dqn-list Message: 3223 From: ACDurston Date: 9/26/2008
Subject: Re: RPG Review #1 is now available
Group: dqn-list Message: 3224 From: Lev Lafayette Date: 9/26/2008
Subject: Re: RPG Review #1 is now available
Group: dqn-list Message: 3225 From: Ran Hardin Date: 10/1/2008
Subject: Re: RPG Review #1 is now available
Group: dqn-list Message: 3226 From: Lev Lafayette Date: 10/2/2008
Subject: Re: RPG Review #1 is now available
Group: dqn-list Message: 3227 From: darkislephil Date: 10/4/2008
Subject: Rune Magics - G-6 Spell of Illusion
Group: dqn-list Message: 3228 From: D. Cameron King Date: 10/7/2008
Subject: Re: Rune Magics - G-6 Spell of Illusion
Group: dqn-list Message: 3229 From: darkislephil Date: 10/8/2008
Subject: Re: Rune Magics - G-6 Spell of Illusion
Group: dqn-list Message: 3230 From: Jeffery K. McGonagill Date: 10/9/2008
Subject: Re: Rune Magics - G-6 Spell of Illusion
Group: dqn-list Message: 3231 From: Ran Hardin Date: 10/10/2008
Subject: Re: Rune Magics - G-6 Spell of Illusion
Group: dqn-list Message: 3232 From: darkislephil Date: 10/10/2008
Subject: Re: Rune Magics - G-6 Spell of Illusion
Group: dqn-list Message: 3233 From: D. Cameron King Date: 10/27/2008
Subject: Re: Rune Magics - G-6 Spell of Illusion
Group: dqn-list Message: 3234 From: darkislephil Date: 11/7/2008
Subject: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3235 From: Jeffery K. McGonagill Date: 11/7/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3236 From: darkislephil Date: 11/7/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3237 From: Jeffery K. McGonagill Date: 11/7/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3238 From: rthorm Date: 11/8/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3239 From: darkislephil Date: 11/8/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3240 From: casnospam2121 Date: 11/11/2008
Subject: New character sheet added to Files
Group: dqn-list Message: 3241 From: Ran Hardin Date: 11/12/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3242 From: Ran Hardin Date: 11/12/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3243 From: Ran Hardin Date: 11/12/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3244 From: Jeffery K. McGonagill Date: 11/12/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3245 From: darkislephil Date: 11/13/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3246 From: darkislephil Date: 11/13/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3247 From: darkislephil Date: 11/13/2008
Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
Group: dqn-list Message: 3248 From: Mark D Date: 11/14/2008
Subject: Re: Digest Number 806
Group: dqn-list Message: 3249 From: dqn-list@yahoogroups.com Date: 11/15/2008
Subject: New file uploaded to dqn-list
Group: dqn-list Message: 3250 From: arielifan Date: 11/15/2008
Subject: Artifact Costs
Group: dqn-list Message: 3251 From: davis john Date: 1/21/2009
Subject: Dragonquest @ Conception Con 2009
Group: dqn-list Message: 3252 From: lythralis Date: 1/28/2009
Subject: Spectres
Group: dqn-list Message: 3253 From: Edi Date: 1/29/2009
Subject: Re: Spectres
Group: dqn-list Message: 3254 From: lythralis Date: 1/29/2009
Subject: Re: Spectres
Group: dqn-list Message: 3255 From: Alan Date: 3/18/2009
Subject: I can't believe there are still people playing this game!
Group: dqn-list Message: 3256 From: Ran Hardin Date: 4/6/2009
Subject: Re: I can't believe there are still people playing this game!



Group: dqn-list Message: 3207 From: Charles P. Date: 6/11/2008
Subject: Re: Hello! And a character generation question
Thanks Jason.

Very cool.

You don't happen to live in the Pacific Northwest, do you?
Group: dqn-list Message: 3208 From: Jason Winter Date: 6/11/2008
Subject: Re: Hello! And a character generation question
Sadly no, I live in central Minnesota. Moved here a few years ago
and haven't been able to find a group. I commuted for quite a few
years to the Minneapolis area to play but it's a long drive and a
wife and three kids took a toll on leaving for 1 weekend a month to
game. I would love to find a new group to game with. Currently I've
been doing a little online gaming using a map program (maptool) and
voice chat to game with my old group but it's not the same thing.

At 06:33 PM 6/11/2008, you wrote:

>Thanks Jason...
>
>Do you happen to live anywhere near Seattle?
>
>We could certainly use a very experienced player.
>
>
Group: dqn-list Message: 3209 From: Charles P. Date: 6/12/2008
Subject: A question about eBay
I'm going to be selling an item from my DragonQuest collection
on eBay...

Am I allowed to post something here that refers to the auction?

Thank you,

Charles
Group: dqn-list Message: 3210 From: Jason Winter Date: 6/12/2008
Subject: Re: A question about eBay
I would say yes. I'm sure there are multiple people that would be
interested in it.

At 01:51 AM 6/12/2008, you wrote:

>I'm going to be selling an item from my DragonQuest collection
>on eBay...
>
>Am I allowed to post something here that refers to the auction?
>
>Thank you,
>
>Charles
>
>
Group: dqn-list Message: 3211 From: Charles P. Date: 6/12/2008
Subject: Re: A question about eBay
Cool...

I'm going to auction a mint copy of The Enchanted Wood.

http://i281.photobucket.com/albums/kk238/Original_CorPse/dq3.jpg

I'll post a link to the auction on Sunday after it starts.

Thanks!

--- In dqn-list@yahoogroups.com, Jason Winter <JasonWinter@...> wrote:
>
> I would say yes. I'm sure there are multiple people that would be
> interested in it.
Group: dqn-list Message: 3212 From: Jason Winter Date: 6/12/2008
Subject: Re: A question about eBay
One of the best DQ modules ever written in my book! As well as one
of my all time favorites for any system.


At 09:09 AM 6/12/2008, you wrote:

>Cool...
>
>I'm going to auction a mint copy of The Enchanted Wood.
>
><http://i281.photobucket.com/albums/kk238/Original_CorPse/dq3.jpg>http://i281.photobucket.com/albums/kk238/Original_CorPse/dq3.jpg
>
>I'll post a link to the auction on Sunday after it starts.
>
>Thanks!
>
>--- In <mailto:dqn-list%40yahoogroups.com>dqn-list@yahoogroups.com,
>Jason Winter <JasonWinter@...> wrote:
> >
> > I would say yes. I'm sure there are multiple people that would be
> > interested in it.
>
>
Group: dqn-list Message: 3213 From: Charles P. Date: 6/16/2008
Subject: on Ebay: DragonQuest Adventure Three, The Enchanted Wood (Mint)
Hey Gang,

I just put up an auction for The Enchanted Wood on eBay. It's in
fantastic shape and would make a wonderful collector's copy or
a copy for play.

Please follow this link to the auction...

http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=160248536304

If anyone has any ideas about where else to mention this, I would
be most grateful.

Thank you,

Charles
Group: dqn-list Message: 3214 From: ACDurston Date: 6/27/2008
Subject: on Ebay; Blade of Allectus
Group: dqn-list Message: 3215 From: Stephen Field Date: 7/26/2008
Subject: File Uploaded to the Archive section folder
Posted an archive of the Gamemasters screen and the Blade of Allectus
adv. enjoy.
Group: dqn-list Message: 3216 From: gagomez_ar Date: 9/11/2008
Subject: I'm a new GM, need help about mage
For level up the Rk. of spell with character non humans:

Exp x Rk. x Race Multiplier? or Exp x Rk?

Excuse me for my bad english, I'm Agentine and speak spanish.
THX
Group: dqn-list Message: 3217 From: Gabriel Martinez Date: 9/11/2008
Subject: Re: I'm a new GM, need help about mage
Attachments :
    Estimado Gabriel:

    Creo saber quién sos.

    Si tenés dudas, avisá y te las respondo yo.

    Es Exp. X Raza X Rk.

    Bienvenido al club de los masters.

    Saludos.

    Gabriel.
    ___________________________________________________________________________________

    Dear Gabriel,

    I bealive I know who you are.

    If you have a doubt, let me know and I answer your questions.

    Is EXP. X Race X Rk.

    Welcome to the Masters Club.

    Greetings.

    Gabriel.

    ________________________________

    De: dqn-list@yahoogroups.com en nombre de gagomez_ar
    Enviado el: jue 11/09/2008 20:54
    Para: dqn-list@yahoogroups.com
    Asunto: [DQN-list] I'm a new GM, need help about mage



    For level up the Rk. of spell with character non humans:

    Exp x Rk. x Race Multiplier? or Exp x Rk?

    Excuse me for my bad english, I'm Agentine and speak spanish.
    THX
    Group: dqn-list Message: 3218 From: Lev Lafayette Date: 9/11/2008
    Subject: Re: I'm a new GM, need help about mage
    --- On Fri, 9/12/08, gagomez_ar <gagomez_ar@yahoo.com.ar> wrote:

    > From: gagomez_ar <gagomez_ar@yahoo.com.ar>
    > Subject: [DQN-list] I'm a new GM, need help about mage
    > To: dqn-list@yahoogroups.com
    > Date: Friday, September 12, 2008, 9:54 AM
    > For level up the Rk. of spell with character non humans:
    >
    > Exp x Rk. x Race Multiplier? or Exp x Rk?
    >
    > Excuse me for my bad english, I'm Agentine and speak
    > spanish.

    Buenos dias mi amigo!

    Los nohumanos es multiplicador de puntos de experiencia en cualquier capacidad (6,3, segunda edicion). Por lo tanto, exp x rk X raza.

    (Your English is better than my Spanish!)

    HTH,


    Lev
    Group: dqn-list Message: 3219 From: Charles P. Date: 9/15/2008
    Subject: on eBay [US&UK] DragonQuest - The Enchanted Wood
    Hey Gang,

    Just wanted to let you know I've put a mint copy of the DQ adventure - The Enchanted Wood on eBay.

    Find it here along with various other gaming items: http://shop.ebay.com/merchant/c-picard

    And, after 20+ years, I've finally found a group that will at least give DQ a shot.

    Whoohoo!
    Group: dqn-list Message: 3220 From: Lev Lafayette Date: 9/24/2008
    Subject: RPG Review #1 is now available
    Hello everyone,

    I have just released the first edition of RPG Review, a 64 page quarterly.

    http://rpgreview.net/sites/default/files/rpg_review_1.pdf

    It includes a DragonQuest retrospective, with three articles (a review, an interview with the Seagate Adventurer's Guild and a scenario)

    Extremely low-volume mailing list for notifications of future issues:

    http://rpgreview.net/mailman/listinfo/announce_rpgreview.net

    Feel free to promote or comment.

    All the best,



    Lev
    Group: dqn-list Message: 3221 From: Christopher Cole Date: 9/25/2008
    Subject: Re: RPG Review #1 is now available
    Pretty good, I saw a couple of typos and I disagree that Rolemaster and Space Opera have bad character generation systems. Indeed, I like two big things about Rolemaster, at least 1st ed, the different tables for the weapons reflecting the effectivness of certain weapons against certain armors and the rule that you had to pick your next level's skills before starting the present level, thus forcing you to plan ahead. I do not like the experience and money systems. I like the Space Opera character generation chart where you convert a % roll to a number because it allows you to focus your build. But then I am a GURPS fan.
     
    Christopher Cole, The World's Tallest Dwarf

    --- On Thu, 9/25/08, Lev Lafayette <lev_lafayette@yahoo.com.au> wrote:
    From: Lev Lafayette <lev_lafayette@yahoo.com.au>
    Subject: [DQN-list] RPG Review #1 is now available
    To: dqn-list@yahoogroups.com
    Date: Thursday, September 25, 2008, 3:32 AM

    Hello everyone,

    I have just released the first edition of RPG Review, a 64 page quarterly.

    http://rpgreview. net/sites/ default/files/ rpg_review_ 1.pdf

    It includes a DragonQuest retrospective, with three articles (a review, an interview with the Seagate Adventurer's Guild and a scenario)

    Extremely low-volume mailing list for notifications of future issues:

    http://rpgreview. net/mailman/ listinfo/ announce_ rpgreview. net

    Feel free to promote or comment.

    All the best,

    Lev


    Group: dqn-list Message: 3222 From: Lev Lafayette Date: 9/25/2008
    Subject: Re: RPG Review #1 is now available
    Hey, don't get me wrong I think Rolemaster is a great game (I wouldn't be an ICE freelancer if I didn't) and I have no complaint about the points you made.. but boy, character generation can sure take a *long* time and it's not very intuitive to a newcomer. :)

    All the best,


    Lev
    --- On Fri, 9/26/08, Christopher Cole <gruundehn@yahoo.com> wrote:
    From: Christopher Cole <gruundehn@yahoo.com>
    Subject: Re: [DQN-list] RPG Review #1 is now available
    To: dqn-list@yahoogroups.com
    Date: Friday, September 26, 2008, 7:38 AM

    Pretty good, I saw a couple of typos and I disagree that Rolemaster and Space Opera have bad character generation systems. Indeed, I like two big things about Rolemaster, at least 1st ed, the different tables for the weapons reflecting the effectivness of certain weapons against certain armors and the rule that you had to pick your next level's skills before starting the present level, thus forcing you to plan ahead. I do not like the experience and money systems. I like the Space Opera character generation chart where you convert a % roll to a number because it allows you to focus your build. But then I am a GURPS fan.
     
    Christopher Cole, The World's Tallest Dwarf

    --- On Thu, 9/25/08, Lev Lafayette <lev_lafayette@yahoo.com.au> wrote:
    From: Lev Lafayette <lev_lafayette@yahoo.com.au>
    Subject: [DQN-list] RPG Review #1 is now available
    To: dqn-list@yahoogroups.com
    Date: Thursday, September 25, 2008, 3:32 AM

    Hello everyone,

    I have just released the first edition of RPG Review, a 64 page quarterly.

    http://rpgreview. net/sites/ default/files/ rpg_review_ 1.pdf

    It includes a DragonQuest retrospective, with three articles (a review, an interview with the Seagate Adventurer's Guild and a scenario)

    Extremely low-volume mailing list for notifications of future issues:

    http://rpgreview. net/mailman/ listinfo/ announce_ rpgreview. net

    Feel free to promote or comment.

    All the best,

    Lev



    Group: dqn-list Message: 3223 From: ACDurston Date: 9/26/2008
    Subject: Re: RPG Review #1 is now available
    --- In dqn-list@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
    >
    > Hello everyone,
    >
    > I have just released the first edition of RPG Review, a 64 page
    quarterly.
    >
    > http://rpgreview.net/sites/default/files/rpg_review_1.pdf

    Lev,

    Good Stuff. Have skimmed most and will read in depth later. Looks like
    the Alusia folk used Harn's Lythia map as a basis for a bulk of their
    world eh? (Guilty as charged here as well using Lythia in the west
    merged with Oerdi in the east and the Sanctuary maps as part of the
    south... )

    Ciao,
    Andrew
    Group: dqn-list Message: 3224 From: Lev Lafayette Date: 9/26/2008
    Subject: Re: RPG Review #1 is now available
    --- On Fri, 9/26/08, ACDurston <adurston3@comcast.net> wrote:

    > From: ACDurston <adurston3@comcast.net>
    > Subject: [DQN-list] Re: RPG Review #1 is now available
    > To: dqn-list@yahoogroups.com
    > Date: Friday, September 26, 2008, 9:54 AM
    > --- In dqn-list@yahoogroups.com, Lev Lafayette
    > <lev_lafayette@...> wrote:
    > >
    > > Hello everyone,
    > >
    > > I have just released the first edition of RPG Review,
    > a 64 page
    > quarterly.
    > >
    > >
    > http://rpgreview.net/sites/default/files/rpg_review_1.pdf
    >
    > Lev,
    >
    > Good Stuff. Have skimmed most and will read in depth later.
    > Looks like
    > the Alusia folk used Harn's Lythia map as a basis for a
    > bulk of their
    > world eh? (Guilty as charged here as well using Lythia in
    > the west
    > merged with Oerdi in the east and the Sanctuary maps as
    > part of the
    > south... )
    >
    > Ciao,
    > Andrew

    Thanks for the kind comments Andrew.

    The use of a earth-like map seems to have quite a tradition in RPGs, As you mention there is more than a passing resemblance between Lythia and the Seagate Guild map. But one also finds it in Powers & Peril's Perilous Lands, the Warhammer world map and D&D's Known World.

    Well, I guess if you've got something that works ... :)

    All the best,


    Lev
    Group: dqn-list Message: 3225 From: Ran Hardin Date: 10/1/2008
    Subject: Re: RPG Review #1 is now available

    That was a very enjoyable read, and I look forward to future issues.

    My only complaint is the need for better proofreading.  There's a quite a few grammatical, usage, and typographical errors.  Sometimes they became a distraction for me (especially in the D&D4e review).  The good thing is that is easily correctable.  The thought processes and knowledge behind the articles was great to see.

    If you need more proofreaders, consider me a volunteer -  I'd love to help out, and the more readers, the better.  In the meantime, punctuation generally goes inside the quotation marks.  :)

    --- In dqn-list@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
    >
    > Hello everyone,
    >
    > I have just released the first edition of RPG Review, a 64 page quarterly.
    >
    > http://rpgreview.net/sites/default/files/rpg_review_1.pdf
    >
    > It includes a DragonQuest retrospective, with three articles (a review, an interview with the Seagate Adventurer's Guild and a scenario)
    >
    > Extremely low-volume mailing list for notifications of future issues:
    >
    > http://rpgreview.net/mailman/listinfo/announce_rpgreview.net
    >
    > Feel free to promote or comment.
    >
    > All the best,
    >
    >
    >
    > Lev
    >

    Group: dqn-list Message: 3226 From: Lev Lafayette Date: 10/2/2008
    Subject: Re: RPG Review #1 is now available
    Thanks for your comments Ran. I had another look and realised that I hadn't included all the proofreading that had been done!

    Anyway if you wish to help out for the next issue that would be most excellent. Please email to lev@rpgreview.net and we'll get you on board..

    All the very best & thanks again!


    Lev

    --- On Thu, 10/2/08, Ran Hardin <dantalion64@excite.com> wrote:
    From: Ran Hardin <dantalion64@excite.com>
    Subject: [DQN-list] Re: RPG Review #1 is now available
    To: dqn-list@yahoogroups.com
    Date: Thursday, October 2, 2008, 7:07 AM

    That was a very enjoyable read, and I look forward to future issues.

    My only complaint is the need for better proofreading.  There's a quite a few grammatical, usage, and typographical errors.  Sometimes they became a distraction for me (especially in the D&D4e review).  The good thing is that is easily correctable.  The thought processes and knowledge behind the articles was great to see.

    If you need more proofreaders, consider me a volunteer -  I'd love to help out, and the more readers, the better.  In the meantime, punctuation generally goes inside the quotation marks.  :)

    --- In dqn-list@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
    >
    > Hello everyone,
    >
    > I have just released the first edition of RPG Review, a 64 page quarterly.
    >
    > http://rpgreview.net/sites/default/files/rpg_review_1.pdf
    >
    > It includes a DragonQuest retrospective, with three articles (a review, an interview with the Seagate Adventurer's Guild and a scenario)
    >
    > Extremely low-volume mailing list for notifications of future issues:
    >
    > http://rpgreview.net/mailman/listinfo/announce_rpgreview.net
    >
    > Feel free to promote or comment.
    >
    > All the best,
    >
    >
    >
    > Lev
    >


    Group: dqn-list Message: 3227 From: darkislephil Date: 10/4/2008
    Subject: Rune Magics - G-6 Spell of Illusion
    Thought I would see how others have handled this spell  According to the description the image created will be inanimate.

    However the ending Note for the spell says that "will have tactile, auditory, olfactory, and visual elements (all though it will lack the mobility of the object it represents)."

    So if it is the illusion of a sleeping bear does that mean that it appears to breathe?  Without that it wouldn't be a very convincing illusion.

    For that matter, while there is probably a rune for a bear having one for sleeping bear seems a bit unlikely.

    I wonder if the intent was that the image would be stuck in that particular spot and not actually inanimate.

    So for those of you that have had Rune Mages in your campaigns what did you do?

    Group: dqn-list Message: 3228 From: D. Cameron King Date: 10/7/2008
    Subject: Re: Rune Magics - G-6 Spell of Illusion
    I take it as given that an immobile illusion of a normally mobile object will not be a very convincing illusion.  I always assumed the spell was intended to create an extremely basic illusion that would not pass any sort of scrutiny, possibly so as not to eclipse the true masters of illusion, the Adepts of the College of Illusions.


     


    To: dqn-list@yahoogroups.com
    From: phergus@gmail.com
    Date: Sun, 5 Oct 2008 00:15:36 +0000
    Subject: [DQN-list] Rune Magics - G-6 Spell of Illusion

    Thought I would see how others have handled this spell  According to the description the image created will be inanimate.

    However the ending Note for the spell says that "will have tactile, auditory, olfactory, and visual elements (all though it will lack the mobility of the object it represents)."

    So if it is the illusion of a sleeping bear does that mean that it appears to breathe?  Without that it wouldn't be a very convincing illusion.

    For that matter, while there is probably a rune for a bear having one for sleeping bear seems a bit unlikely.

    I wonder if the intent was that the image would be stuck in that particular spot and not actually inanimate.

    So for those of you that have had Rune Mages in your campaigns what did you do?



    Get more out of the Web. Learn 10 hidden secrets of Windows Live. Learn Now
    Group: dqn-list Message: 3229 From: darkislephil Date: 10/8/2008
    Subject: Re: Rune Magics - G-6 Spell of Illusion
    What's it been, two years since you last posted Cameron?

    Anyway I think that assumption is a bit extreme since the only
    statement limiting the effect of the spell is that it is immobile. If
    it was intended to be an extremely basic illusion I don't think it
    would have included all of the senses or it would have been limited to
    just one sense at a time.

    It is certainly no threat to Illusionists. It must be prepared ahead
    of time and doesn't move from the spot it is on. Not to mention that
    the GM has to agree that there would be a Rune for the entity or
    object in question.

    So did you actually play or GM a Rune Mage?

    --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@...>
    wrote:
    >
    >
    > I take it as given that an immobile illusion of a normally mobile
    object will not be a very convincing illusion. I always assumed the
    spell was intended to create an extremely basic illusion that would
    not pass any sort of scrutiny, possibly so as not to eclipse the true
    masters of illusion, the Adepts of the College of Illusions.
    >
    >
    >
    >
    > To: dqn-list@...: phergus@...: Sun, 5 Oct 2008 00:15:36
    +0000Subject: [DQN-list] Rune Magics - G-6 Spell of Illusion
    >
    >
    > Thought I would see how others have handled this spell According to
    the description the image created will be inanimate.However the ending
    Note for the spell says that "will have tactile, auditory, olfactory,
    and visual elements (all though it will lack the mobility of the
    object it represents)."So if it is the illusion of a sleeping bear
    does that mean that it appears to breathe? Without that it wouldn't
    be a very convincing illusion.For that matter, while there is probably
    a rune for a bear having one for sleeping bear seems a bit unlikely.I
    wonder if the intent was that the image would be stuck in that
    particular spot and not actually inanimate.So for those of you that
    have had Rune Mages in your campaigns what did you do?
    > _________________________________________________________________
    > Get more out of the Web. Learn 10 hidden secrets of Windows Live.
    >
    http://windowslive.com/connect/post/jamiethomson.spaces.live.com-Blog-cns!550F681DAD532637!5295.entry?ocid=TXT_TAGLM_WL_domore_092008
    >
    Group: dqn-list Message: 3230 From: Jeffery K. McGonagill Date: 10/9/2008
    Subject: Re: Rune Magics - G-6 Spell of Illusion
    I both GM and have played a Rune Mage. Olfactory doesn't require movement
    of any kind; Audio, it makes some sort of sound; Visual, doesn't require
    movement; Tactile, feels solid. Basically, you have a programed illusion, a
    looped tape.

    ~Jeffery~

    ----- Original Message -----
    From: "darkislephil" <phergus@gmail.com>
    To: <dqn-list@yahoogroups.com>
    Sent: Wednesday, October 08, 2008 9:00 PM
    Subject: [DQN-list] Re: Rune Magics - G-6 Spell of Illusion


    > What's it been, two years since you last posted Cameron?
    >
    > Anyway I think that assumption is a bit extreme since the only
    > statement limiting the effect of the spell is that it is immobile. If
    > it was intended to be an extremely basic illusion I don't think it
    > would have included all of the senses or it would have been limited to
    > just one sense at a time.
    >
    > It is certainly no threat to Illusionists. It must be prepared ahead
    > of time and doesn't move from the spot it is on. Not to mention that
    > the GM has to agree that there would be a Rune for the entity or
    > object in question.
    >
    > So did you actually play or GM a Rune Mage?
    >
    > --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@...>
    > wrote:
    >>
    >>
    >> I take it as given that an immobile illusion of a normally mobile
    > object will not be a very convincing illusion. I always assumed the
    > spell was intended to create an extremely basic illusion that would
    > not pass any sort of scrutiny, possibly so as not to eclipse the true
    > masters of illusion, the Adepts of the College of Illusions.
    >>
    >>
    >>
    >>
    >> To: dqn-list@...: phergus@...: Sun, 5 Oct 2008 00:15:36
    > +0000Subject: [DQN-list] Rune Magics - G-6 Spell of Illusion
    >>
    >>
    >> Thought I would see how others have handled this spell According to
    > the description the image created will be inanimate.However the ending
    > Note for the spell says that "will have tactile, auditory, olfactory,
    > and visual elements (all though it will lack the mobility of the
    > object it represents)."So if it is the illusion of a sleeping bear
    > does that mean that it appears to breathe? Without that it wouldn't
    > be a very convincing illusion.For that matter, while there is probably
    > a rune for a bear having one for sleeping bear seems a bit unlikely.I
    > wonder if the intent was that the image would be stuck in that
    > particular spot and not actually inanimate.So for those of you that
    > have had Rune Mages in your campaigns what did you do?
    >> _________________________________________________________________
    >> Get more out of the Web. Learn 10 hidden secrets of Windows Live.
    >>
    > http://windowslive.com/connect/post/jamiethomson.spaces.live.com-Blog-cns!550F681DAD532637!5295.entry?ocid=TXT_TAGLM_WL_domore_092008
    >>
    >
    >
    >
    > ------------------------------------
    >
    > Yahoo! Groups Links
    >
    >
    >
    Group: dqn-list Message: 3231 From: Ran Hardin Date: 10/10/2008
    Subject: Re: Rune Magics - G-6 Spell of Illusion
    That's kind of how I see it, too. I interpret "immobile" as "fixed
    in place" rather than "utterly motionless." I don't think a limited
    amount of movement is outside the purview of the spell. (I'm
    talking about the rhythmic breathing of a bear, as opposed to
    something more complex, like the movements of a flamenco dancer...)

    However, I think either interpretation is perfectly viable, as long
    as the GM makes it known to the player in advance how he interprets
    the rule.


    --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
    wrote:
    >
    > I both GM and have played a Rune Mage. Olfactory doesn't require
    movement
    > of any kind; Audio, it makes some sort of sound; Visual, doesn't
    require
    > movement; Tactile, feels solid. Basically, you have a programed
    illusion, a
    > looped tape.
    >
    > ~Jeffery~
    >
    > ----- Original Message -----
    > From: "darkislephil" <phergus@...>
    > To: <dqn-list@yahoogroups.com>
    > Sent: Wednesday, October 08, 2008 9:00 PM
    > Subject: [DQN-list] Re: Rune Magics - G-6 Spell of Illusion
    >
    >
    > > What's it been, two years since you last posted Cameron?
    > >
    > > Anyway I think that assumption is a bit extreme since the only
    > > statement limiting the effect of the spell is that it is
    immobile. If
    > > it was intended to be an extremely basic illusion I don't think
    it
    > > would have included all of the senses or it would have been
    limited to
    > > just one sense at a time.
    > >
    > > It is certainly no threat to Illusionists. It must be prepared
    ahead
    > > of time and doesn't move from the spot it is on. Not to mention
    that
    > > the GM has to agree that there would be a Rune for the entity or
    > > object in question.
    > >
    > > So did you actually play or GM a Rune Mage?
    > >
    > > --- In dqn-list@yahoogroups.com, "D. Cameron King"
    <monarchy2000@>
    > > wrote:
    > >>
    > >>
    > >> I take it as given that an immobile illusion of a normally
    mobile
    > > object will not be a very convincing illusion. I always assumed
    the
    > > spell was intended to create an extremely basic illusion that
    would
    > > not pass any sort of scrutiny, possibly so as not to eclipse the
    true
    > > masters of illusion, the Adepts of the College of Illusions.
    > >>
    > >>
    > >>
    > >>
    > >> To: dqn-list@: phergus@: Sun, 5 Oct 2008 00:15:36
    > > +0000Subject: [DQN-list] Rune Magics - G-6 Spell of Illusion
    > >>
    > >>
    > >> Thought I would see how others have handled this spell
    According to
    > > the description the image created will be inanimate.However the
    ending
    > > Note for the spell says that "will have tactile, auditory,
    olfactory,
    > > and visual elements (all though it will lack the mobility of the
    > > object it represents)."So if it is the illusion of a sleeping
    bear
    > > does that mean that it appears to breathe? Without that it
    wouldn't
    > > be a very convincing illusion.For that matter, while there is
    probably
    > > a rune for a bear having one for sleeping bear seems a bit
    unlikely.I
    > > wonder if the intent was that the image would be stuck in that
    > > particular spot and not actually inanimate.So for those of you
    that
    > > have had Rune Mages in your campaigns what did you do?
    > >>
    _________________________________________________________________
    > >> Get more out of the Web. Learn 10 hidden secrets of Windows
    Live.
    > >>
    > > http://windowslive.com/connect/post/jamiethomson.spaces.live.com-
    Blog-cns!550F681DAD532637!5295.entry?ocid=TXT_TAGLM_WL_domore_092008
    > >>
    > >
    > >
    > >
    > > ------------------------------------
    > >
    > > Yahoo! Groups Links
    > >
    > >
    > >
    >
    Group: dqn-list Message: 3232 From: darkislephil Date: 10/10/2008
    Subject: Re: Rune Magics - G-6 Spell of Illusion
    --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
    wrote:
    >
    > Basically, you have a programed illusion, a
    > looped tape.

    That's been my interpretation pretty much.

    Simple, canned illusions. A bear sleeping. A guy waving. A
    campfire. A dog barking.

    Just enough movement (and smell or sound) to pass a cursory inspection
    but a close inspection would see the lack of reaction or interaction
    by the illusion to the environment.
    Group: dqn-list Message: 3233 From: D. Cameron King Date: 10/27/2008
    Subject: Re: Rune Magics - G-6 Spell of Illusion
    Yeah, it's probably been a couple of years.  I'm surprised (and flattered) that you noticed my inactivity, but then again, we're a pretty small group.
     
    I never actually played a Rune Mage.  I think I may have GM'd one a time or two, but I don't have any specific memory of it.  In any case, I like the "looped tape" analogy, and if I were going to run a DQ game with a Rune Mage now, I'd probably go with that interpretation.
     
    -Cameron

    > To: dqn-list@yahoogroups.com
    > From: phergus@gmail.com
    > Date: Thu, 9 Oct 2008 04:00:46 +0000
    > Subject: [DQN-list] Re: Rune Magics - G-6 Spell of Illusion
    >
    > What's it been, two years since you last posted Cameron?
    >
    > Anyway I think that assumption is a bit extreme since the only
    > statement limiting the effect of the spell is that it is immobile. If
    > it was intended to be an extremely basic illusion I don't think it
    > would have included all of the senses or it would have been limited to
    > just one sense at a time.
    >
    > It is certainly no threat to Illusionists. It must be prepared ahead
    > of time and doesn't move from the spot it is on. Not to mention that
    > the GM has to agree that there would be a Rune for the entity or
    > object in question.
    >
    > So did you actually play or GM a Rune Mage?
    >
    > --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@...>
    > wrote:
    > >
    > >
    > > I take it as given that an immobile illusion of a normally mobile
    > object will not be a very convincing illusion. I always assumed the
    > spell was intended to create an extremely basic illusion that would
    > not pass any sort of scrutiny, possibly so as not to eclipse the true
    > masters of illusion, the Adepts of the College of Illusions.
    > >
    > >
    > >
    > >
    > > To: dqn-list@...: phergus@...: Sun, 5 Oct 2008 00:15:36
    > +0000Subject: [DQN-list] Rune Magics - G-6 Spell of Illusion
    > >
    > >
    > > Thought I would see how others have handled this spell According to
    > the description the image created will be inanimate.However the ending
    > Note for the spell says that "will have tactile, auditory, olfactory,
    > and visual elements (all though it will lack the mobility of the
    > object it represents)."So if it is the illusion of a sleeping bear
    > does that mean that it appears to breathe? Without that it wouldn't
    > be a very convincing illusion.For that matter, while there is probably
    > a rune for a bear having one for sleeping bear seems a bit unlikely.I
    > wonder if the intent was that the image would be stuck in that
    > particular spot and not actually inanimate.So for those of you that
    > have had Rune Mages in your campaigns what did you do?
    > > _________________________________________________________________
    > > Get more out of the Web. Learn 10 hidden secrets of Windows Live.
    > >
    > http://windowslive.com/connect/post/jamiethomson.spaces.live.com-Blog-cns!550F681DAD532637!5295.entry?ocid=TXT_TAGLM_WL_domore_092008
    > >
    >
    >
    >
    > ------------------------------------
    >
    > Yahoo! Groups Links
    >
    > <*> To visit your group on the web, go to:
    > http://groups.yahoo.com/group/dqn-list/
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    >



    Store, manage and share up to 5GB with Windows Live SkyDrive. Start uploading now
    Group: dqn-list Message: 3234 From: darkislephil Date: 11/7/2008
    Subject: Reworking of Earth & Air Magics plus a Natural Magics college
    Never been particularly happy with the so-called elemental colleges in
    DQ and so I have been reworking them off and on over the years. I
    just uploaded PDFs into the files section for the three that were
    completed to the point that they have been used in my campaign.

    95 Air Magics New.pdf - is of course the reworked Air Magics.
    Probably the least tweaked of the three.

    98 Earth Magic New.pdf - lots of new/changed spells. Made it more
    elemental (IMO) by splitting out the druidic stuff into a separate
    college.

    99 Natural Magics.pdf - a lot of the old Earth GK spells moved to here
    plus a number of new ones. A Druid/Shaman type college.

    Comments, concerns, spelling/grammar corrections all welcome.
    Group: dqn-list Message: 3235 From: Jeffery K. McGonagill Date: 11/7/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    Just checked and couldn't find them.

    ~Jeffery~

    ----- Original Message -----
    From: "darkislephil" <phergus@gmail.com>
    To: <dqn-list@yahoogroups.com>
    Sent: Friday, November 07, 2008 1:13 PM
    Subject: [DQN-list] Reworking of Earth & Air Magics plus a Natural Magics
    college


    > Never been particularly happy with the so-called elemental colleges in
    > DQ and so I have been reworking them off and on over the years. I
    > just uploaded PDFs into the files section for the three that were
    > completed to the point that they have been used in my campaign.
    >
    > 95 Air Magics New.pdf - is of course the reworked Air Magics.
    > Probably the least tweaked of the three.
    >
    > 98 Earth Magic New.pdf - lots of new/changed spells. Made it more
    > elemental (IMO) by splitting out the druidic stuff into a separate
    > college.
    >
    > 99 Natural Magics.pdf - a lot of the old Earth GK spells moved to here
    > plus a number of new ones. A Druid/Shaman type college.
    >
    > Comments, concerns, spelling/grammar corrections all welcome.
    >
    >
    >
    > ------------------------------------
    >
    > Yahoo! Groups Links
    >
    >
    >
    >
    Group: dqn-list Message: 3236 From: darkislephil Date: 11/7/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    They show up for me and on the group home page it says "3 New Files".

    Did you look under New Spells?

    --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
    wrote:
    >
    > Just checked and couldn't find them.
    >
    > ~Jeffery~
    Group: dqn-list Message: 3237 From: Jeffery K. McGonagill Date: 11/7/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    I finally found them.
    ----- Original Message -----
    From: "darkislephil" <phergus@gmail.com>
    To: <dqn-list@yahoogroups.com>
    Sent: Friday, November 07, 2008 5:53 PM
    Subject: [DQN-list] Re: Reworking of Earth & Air Magics plus a Natural
    Magics college


    > They show up for me and on the group home page it says "3 New Files".
    >
    > Did you look under New Spells?
    >
    > --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
    > wrote:
    >>
    >> Just checked and couldn't find them.
    >>
    >> ~Jeffery~
    >
    >
    >
    > ------------------------------------
    >
    > Yahoo! Groups Links
    >
    >
    >
    >
    Group: dqn-list Message: 3238 From: rthorm Date: 11/8/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    Group: dqn-list Message: 3239 From: darkislephil Date: 11/8/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    Thanks Roger. Been so long since I actually used the email option in
    a Yahoo group I just assumed everyone goes to the group home page
    where new stuff shows up as clickable links.

    --- In dqn-list@yahoogroups.com, "rthorm" <rthorm@...> wrote:
    >
    > The URL should be
    >
    > http://games.groups.yahoo.com/group/dqn-list/files/New%20Spells/
    >
    Group: dqn-list Message: 3240 From: casnospam2121 Date: 11/11/2008
    Subject: New character sheet added to Files
    I should be starting up a new DragonQuest campaign for a local group
    soon and decided to build a character sheet of my own design.

    It can be found in the DQN-List Group:

    http://games.groups.yahoo.com/group/dqn-list/files/Character%20Sheets/

    The character sheet is based on the Seagate Adventurer's Guild rules
    (modified), but it should have the basics for any DQ campaign. It's a
    PDF document that is form-fillable. Some of the PDF fields do have the
    wrong tooltip, but that shouldn't affect filling it out or printing it.

    It's of my own design so it has my own quirks, most notably the large
    left margin and it's spread over 4 pages rather than condensed down to 1.

    If you find any glaring problems, please let me know. Comments (good
    and bad) are welcome.
    Group: dqn-list Message: 3241 From: Ran Hardin Date: 11/12/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    Just read over Air Magics, and I like the changes. I noticed that
    the listing is missing a spell designated G-8. I'm guessing this is
    Protection from Non-Magical Cold?


    --- In dqn-list@yahoogroups.com, "darkislephil" <phergus@...> wrote:
    >
    > Never been particularly happy with the so-called elemental
    colleges in
    > DQ and so I have been reworking them off and on over the years. I
    > just uploaded PDFs into the files section for the three that were
    > completed to the point that they have been used in my campaign.
    >
    > 95 Air Magics New.pdf - is of course the reworked Air Magics.
    > Probably the least tweaked of the three.
    >
    > 98 Earth Magic New.pdf - lots of new/changed spells. Made it more
    > elemental (IMO) by splitting out the druidic stuff into a separate
    > college.
    >
    > 99 Natural Magics.pdf - a lot of the old Earth GK spells moved to
    here
    > plus a number of new ones. A Druid/Shaman type college.
    >
    > Comments, concerns, spelling/grammar corrections all welcome.
    >
    Group: dqn-list Message: 3242 From: Ran Hardin Date: 11/12/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    To clarify, I was looking at 95 Air Magic New.pdf.

    --- In dqn-list@yahoogroups.com, "Ran Hardin" <dantalion64@...>
    wrote:
    >
    > Just read over Air Magics, and I like the changes. I noticed that
    > the listing is missing a spell designated G-8. I'm guessing this
    is
    > Protection from Non-Magical Cold?
    >
    >
    > --- In dqn-list@yahoogroups.com, "darkislephil" <phergus@> wrote:
    > >
    > > Never been particularly happy with the so-called elemental
    > colleges in
    > > DQ and so I have been reworking them off and on over the years.
    I
    > > just uploaded PDFs into the files section for the three that were
    > > completed to the point that they have been used in my campaign.
    > >
    > > 95 Air Magics New.pdf - is of course the reworked Air Magics.
    > > Probably the least tweaked of the three.
    > >
    > > 98 Earth Magic New.pdf - lots of new/changed spells. Made it
    more
    > > elemental (IMO) by splitting out the druidic stuff into a
    separate
    > > college.
    > >
    > > 99 Natural Magics.pdf - a lot of the old Earth GK spells moved
    to
    > here
    > > plus a number of new ones. A Druid/Shaman type college.
    > >
    > > Comments, concerns, spelling/grammar corrections all welcome.
    > >
    >
    Group: dqn-list Message: 3243 From: Ran Hardin Date: 11/12/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    Took a quick gander at 98 Earth Magic New.pdf. I was leery of
    splitting out the druid stuff, but I like the "purer" elemental
    aspect of this version.

    I noticed that the effects of G-10 and G-5 seem to overlap. Both
    can give accurate info of earth materials within range. G-10 has a
    higher BC, a larger area, and other benefits besides (although G-10
    does not state how far down minerals can be detected). Were you
    making a distinction between "minerals" in G-10 and "ores" in G-5?
    Is it a necessary distinction? Seems like these two spells could be
    combined.

    That's really the only issue I had, though. I would definitely
    offer this as an otion to a player interested in playing an Earth
    Mage.

    K64

    --- In dqn-list@yahoogroups.com, "darkislephil" <phergus@...> wrote:
    >
    > Never been particularly happy with the so-called elemental
    colleges in
    > DQ and so I have been reworking them off and on over the years. I
    > just uploaded PDFs into the files section for the three that were
    > completed to the point that they have been used in my campaign.
    >
    > 95 Air Magics New.pdf - is of course the reworked Air Magics.
    > Probably the least tweaked of the three.
    >
    > 98 Earth Magic New.pdf - lots of new/changed spells. Made it more
    > elemental (IMO) by splitting out the druidic stuff into a separate
    > college.
    >
    > 99 Natural Magics.pdf - a lot of the old Earth GK spells moved to
    here
    > plus a number of new ones. A Druid/Shaman type college.
    >
    > Comments, concerns, spelling/grammar corrections all welcome.
    >
    Group: dqn-list Message: 3244 From: Jeffery K. McGonagill Date: 11/12/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    Speaking of minerals and ores, does anyone have any data on output,
    production, value of various mines? I have a player in my group who has
    become a Duke and while I can deal with most other things in the duchy, I
    don't have knowledge on this topic.

    Any input would be appreciated.

    ~Jeffery~


    ----- Original Message -----
    From: "Ran Hardin" <dantalion64@excite.com>
    To: <dqn-list@yahoogroups.com>
    Sent: Wednesday, November 12, 2008 1:40 PM
    Subject: [DQN-list] Re: Reworking of Earth & Air Magics plus a Natural
    Magics college


    >
    > Took a quick gander at 98 Earth Magic New.pdf. I was leery of
    > splitting out the druid stuff, but I like the "purer" elemental
    > aspect of this version.
    >
    > I noticed that the effects of G-10 and G-5 seem to overlap. Both
    > can give accurate info of earth materials within range. G-10 has a
    > higher BC, a larger area, and other benefits besides (although G-10
    > does not state how far down minerals can be detected). Were you
    > making a distinction between "minerals" in G-10 and "ores" in G-5?
    > Is it a necessary distinction? Seems like these two spells could be
    > combined.
    >
    > That's really the only issue I had, though. I would definitely
    > offer this as an otion to a player interested in playing an Earth
    > Mage.
    >
    > K64
    >
    > --- In dqn-list@yahoogroups.com, "darkislephil" <phergus@...> wrote:
    >>
    >> Never been particularly happy with the so-called elemental
    > colleges in
    >> DQ and so I have been reworking them off and on over the years. I
    >> just uploaded PDFs into the files section for the three that were
    >> completed to the point that they have been used in my campaign.
    >>
    >> 95 Air Magics New.pdf - is of course the reworked Air Magics.
    >> Probably the least tweaked of the three.
    >>
    >> 98 Earth Magic New.pdf - lots of new/changed spells. Made it more
    >> elemental (IMO) by splitting out the druidic stuff into a separate
    >> college.
    >>
    >> 99 Natural Magics.pdf - a lot of the old Earth GK spells moved to
    > here
    >> plus a number of new ones. A Druid/Shaman type college.
    >>
    >> Comments, concerns, spelling/grammar corrections all welcome.
    >>
    >
    >
    >
    > ------------------------------------
    >
    > Yahoo! Groups Links
    >
    >
    >
    >
    Group: dqn-list Message: 3245 From: darkislephil Date: 11/13/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    Actually it is just an error in the renumbering. G-1 provides
    protection against non-magical cold. So G-9 should be G-8. Thanks
    for catching that.

    Would like to get a couple more GK spells in there for a bit more
    variety in the GK area.

    --- In dqn-list@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
    >
    > Just read over Air Magics, and I like the changes. I noticed that
    > the listing is missing a spell designated G-8. I'm guessing this is
    > Protection from Non-Magical Cold?
    >
    >
    > --- In dqn-list@yahoogroups.com, "darkislephil" <phergus@> wrote:
    > >
    > > Never been particularly happy with the so-called elemental
    > colleges in
    > > DQ and so I have been reworking them off and on over the years. I
    > > just uploaded PDFs into the files section for the three that were
    > > completed to the point that they have been used in my campaign.
    > >
    > > 95 Air Magics New.pdf - is of course the reworked Air Magics.
    > > Probably the least tweaked of the three.
    > >
    > > 98 Earth Magic New.pdf - lots of new/changed spells. Made it more
    > > elemental (IMO) by splitting out the druidic stuff into a separate
    > > college.
    > >
    > > 99 Natural Magics.pdf - a lot of the old Earth GK spells moved to
    > here
    > > plus a number of new ones. A Druid/Shaman type college.
    > >
    > > Comments, concerns, spelling/grammar corrections all welcome.
    > >
    >
    Group: dqn-list Message: 3246 From: darkislephil Date: 11/13/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    Definitely a bit of overlap between the two but, as you suggested, I
    was differentiating between minerals and metallic ores. That could be
    made more clear.

    In my mind (though not so well covered by the description) G-10 would
    only reveal those resources that were at or very near the surface
    whereas G-5 could potentially go as deep as 60 feet.

    My thinking behind spells like these was that adepts would develop
    spells that serve themselves or the communities they live in. Much
    like a blacksmith can make weapons most of their efforts go to making
    horseshoes, tools and implements that the average person needs.

    So lately my thinking on colleges and the GK spells was more what
    would an adept need to do on a regular and recurring basis. Maybe a
    lot of those wouldn't be obviously useful in a combat but I think they
    will provide more opportunity for roleplay and creative thinking.

    At least I hope so.

    --- In dqn-list@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
    >
    >
    > Took a quick gander at 98 Earth Magic New.pdf. I was leery of
    > splitting out the druid stuff, but I like the "purer" elemental
    > aspect of this version.
    >
    > I noticed that the effects of G-10 and G-5 seem to overlap. Both
    > can give accurate info of earth materials within range. G-10 has a
    > higher BC, a larger area, and other benefits besides (although G-10
    > does not state how far down minerals can be detected). Were you
    > making a distinction between "minerals" in G-10 and "ores" in G-5?
    > Is it a necessary distinction? Seems like these two spells could be
    > combined.
    >
    > That's really the only issue I had, though. I would definitely
    > offer this as an otion to a player interested in playing an Earth
    > Mage.
    >
    > K64
    >
    > --- In dqn-list@yahoogroups.com, "darkislephil" <phergus@> wrote:
    > >
    > > Never been particularly happy with the so-called elemental
    > colleges in
    > > DQ and so I have been reworking them off and on over the years. I
    > > just uploaded PDFs into the files section for the three that were
    > > completed to the point that they have been used in my campaign.
    > >
    > > 95 Air Magics New.pdf - is of course the reworked Air Magics.
    > > Probably the least tweaked of the three.
    > >
    > > 98 Earth Magic New.pdf - lots of new/changed spells. Made it more
    > > elemental (IMO) by splitting out the druidic stuff into a separate
    > > college.
    > >
    > > 99 Natural Magics.pdf - a lot of the old Earth GK spells moved to
    > here
    > > plus a number of new ones. A Druid/Shaman type college.
    > >
    > > Comments, concerns, spelling/grammar corrections all welcome.
    > >
    >
    Group: dqn-list Message: 3247 From: darkislephil Date: 11/13/2008
    Subject: Re: Reworking of Earth & Air Magics plus a Natural Magics college
    Would love to see a good, moderately detailed writeup on this issue
    that was targeted at GMs.

    I seem to recall that the original Chivalry & Sorcery rules may have
    included details about this. I definitely remember a large section on
    crop production.

    --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
    wrote:
    >
    > Speaking of minerals and ores, does anyone have any data on output,
    > production, value of various mines? I have a player in my group who
    has
    > become a Duke and while I can deal with most other things in the
    duchy, I
    > don't have knowledge on this topic.
    >
    > Any input would be appreciated.
    >
    > ~Jeffery~
    >
    >
    > ----- Original Message -----
    > From: "Ran Hardin" <dantalion64@...>
    > To: <dqn-list@yahoogroups.com>
    > Sent: Wednesday, November 12, 2008 1:40 PM
    > Subject: [DQN-list] Re: Reworking of Earth & Air Magics plus a Natural
    > Magics college
    >
    >
    > >
    > > Took a quick gander at 98 Earth Magic New.pdf. I was leery of
    > > splitting out the druid stuff, but I like the "purer" elemental
    > > aspect of this version.
    > >
    > > I noticed that the effects of G-10 and G-5 seem to overlap. Both
    > > can give accurate info of earth materials within range. G-10 has a
    > > higher BC, a larger area, and other benefits besides (although G-10
    > > does not state how far down minerals can be detected). Were you
    > > making a distinction between "minerals" in G-10 and "ores" in G-5?
    > > Is it a necessary distinction? Seems like these two spells could be
    > > combined.
    > >
    > > That's really the only issue I had, though. I would definitely
    > > offer this as an otion to a player interested in playing an Earth
    > > Mage.
    > >
    > > K64
    > >
    > > --- In dqn-list@yahoogroups.com, "darkislephil" <phergus@> wrote:
    > >>
    > >> Never been particularly happy with the so-called elemental
    > > colleges in
    > >> DQ and so I have been reworking them off and on over the years. I
    > >> just uploaded PDFs into the files section for the three that were
    > >> completed to the point that they have been used in my campaign.
    > >>
    > >> 95 Air Magics New.pdf - is of course the reworked Air Magics.
    > >> Probably the least tweaked of the three.
    > >>
    > >> 98 Earth Magic New.pdf - lots of new/changed spells. Made it more
    > >> elemental (IMO) by splitting out the druidic stuff into a separate
    > >> college.
    > >>
    > >> 99 Natural Magics.pdf - a lot of the old Earth GK spells moved to
    > > here
    > >> plus a number of new ones. A Druid/Shaman type college.
    > >>
    > >> Comments, concerns, spelling/grammar corrections all welcome.
    > >>
    > >
    > >
    > >
    > > ------------------------------------
    > >
    > > Yahoo! Groups Links
    > >
    > >
    > >
    > >
    >
    Group: dqn-list Message: 3248 From: Mark D Date: 11/14/2008
    Subject: Re: Digest Number 806
    --- On Thu, 11/13/08, dqn-list@yahoogroups.com <dqn-list@yahoogroups.com> wrote:
    ________________________________________________________________________
    > 1a. Re: Reworking of Earth & Air Magics plus a Natural
    > Magics college
    > Posted by: "Jeffery K. McGonagill"
    > igmod@comcast.net arielifan
    > Date: Wed Nov 12, 2008 4:58 pm ((PST))
    >
    > Speaking of minerals and ores, does anyone have any data on
    > output,
    > production, value of various mines? I have a player in my
    > group who has
    > become a Duke and while I can deal with most other things
    > in the duchy, I
    > don't have knowledge on this topic.
    >
    > Any input would be appreciated.
    >
    > ~Jeffery~
    >

    Mine output will depend on ore quality / concentration...that is how much 'pure' metal is contained within a ton of earth/rock. Some modern mines, deep tunnel mines or even strip mines, for example can yield 16-64 ounces of refined silver per ton of ore. I was curious about your question so I checked a mine's website and pulled up the following information:

    "The Crescent Mine was historically the highest-grade producer in the Silver Belt (Idaho). While the average grade of Crescent historical production is between 25 and 30 ounces (of silver) per ton, there were a number of years in which the average grade of production was greater than 50 ounces (of silver) per ton silver for the entire year."

    [Taken from the following page: http://www.snssilver.com/projects/crescentmine.htm%5d

    The output of the mine also depends on the type of material being mined. Copper and lead are typically much more prevalent in concentration and therefore have higher refined metal weight per ton of earth/rock than say silver and gold.

    This level of production also assumes that there is massive earth removal over a large area. If restricted just to Surface mining, the ore veins will have a shorter production period (the vein will run out or run too deep to mine with low technology). Of course, with magic to aid in finding the high grade ore and the specific veins as well as to tunnel to the vein and use wall spells to reinforce the excavated tunnels....an exceptionally higher effective yield could be achieved because you wouldn't necessarily have to excavate and remove entire areas of material to get to the ore you want.

    For purposes of RPing, the DM should determine the amount of refined metal weight available at the mine (using a range of the yield rates consistent with the modern mines -- that is literally how much silver is in a ton of earth/stone. I suggest that the DM create a table that lays out the grade of the ore (low, moderate, high, very high), the maximum refined metal weight for the mine spot/area, and a difficulty modifier to control the rate of mining: ranging from "is the ore clumped into veins?" (easy) to "is the ore scattered in small concentration across a larger area (aluvial deposit)?" (hard). These factors will determine the amount of work force / time / cost the mining will take to extract the ore/metal.

    Just some thoughts and ideas.

    Mark
    Group: dqn-list Message: 3249 From: dqn-list@yahoogroups.com Date: 11/15/2008
    Subject: New file uploaded to dqn-list
    Hello,

    This email message is a notification to let you know that
    a file has been uploaded to the Files area of the dqn-list
    group.

    File : /Artifact Costs.xls
    Uploaded by : arielifan <igmod@comcast.net>
    Description : Artifact Costs

    You can access this file at the URL:
    http://groups.yahoo.com/group/dqn-list/files/Artifact%20Costs.xls

    To learn more about file sharing for your group, please visit:
    http://help.yahoo.com/l/us/yahoo/groups/original/members/web/index.htmlfiles

    Regards,

    arielifan <igmod@comcast.net>
    Group: dqn-list Message: 3250 From: arielifan Date: 11/15/2008
    Subject: Artifact Costs
    I've uploaded the Excel spreadsheet I use to determine the price
    charged for Artifacts made by Shapers.

    The price is modified by entering the Rank of the Shoppe, Stock Status,
    the Rank of the Spell and the base cost of the item being made into an
    Artifact.

    In my world, most Shapers are not willing to risk the perils of Mana
    Rich areas and operate in cities, thus Mana Poor areas.
    Group: dqn-list Message: 3251 From: davis john Date: 1/21/2009
    Subject: Dragonquest @ Conception Con 2009





    If anyone is going to this Convention next week i am running at least 1 slot of Dragonquest, and probably 2 of Victorianquest (my homebrew, which uses the same rule set)
     
    JohnD



    Are you a PC? Upload your PC story and show the world
    Group: dqn-list Message: 3252 From: lythralis Date: 1/28/2009
    Subject: Spectres
    Anyone have any idea if there is a minimum level to the Rank of a
    Spectre's spells/rituals? My personal opinion was that it should at
    least be Rank 10, since that is what Wights are, and a Spectre is
    basically the top-line noncorporeal undead...

    Any help would be appreciated.
    Group: dqn-list Message: 3253 From: Edi Date: 1/29/2009
    Subject: Re: Spectres
    Not stated in the game book, either 2nd or 3rd Edition. However, as you
    say, wights have Rank 10 or above. Wraiths have Rank 8 or above. So I'd
    peg spectres at either Rank 9 or 10 minimum. They don't necessarily need
    as much magic as wights or wraiths, however, as they can interact with
    the physical world in corporeal form and thus set traps and other
    nastiness and they are practically invulnerable while incorporeal.
    Wights are physical and can be physically destroyed, so they need to be
    more careful. Wraiths can't affect the physical world but are not as
    vulnerable as wights. They have lower minimum Rank, so I think that
    reasoning for having spectres at Rk 9 or Rk 10 has merit, but 8 could be
    just as good.

    Up to the GM, of course.

    --------------

    lythralis wrote:
    >
    > Anyone have any idea if there is a minimum level to the Rank of a
    > Spectre's spells/rituals? My personal opinion was that it should at
    > least be Rank 10, since that is what Wights are, and a Spectre is
    > basically the top-line noncorporeal undead...
    >
    > Any help would be appreciated.
    >
    >
    >
    >
    Group: dqn-list Message: 3254 From: lythralis Date: 1/29/2009
    Subject: Re: Spectres
    --- In dqn-list@yahoogroups.com, Edi <edirr@...> wrote:
    >
    > Not stated in the game book, either 2nd or 3rd Edition. However, as
    you
    > say, wights have Rank 10 or above. Wraiths have Rank 8 or above. So
    I'd
    > peg spectres at either Rank 9 or 10 minimum. They don't necessarily
    need
    > as much magic as wights or wraiths, however, as they can interact
    with
    > the physical world in corporeal form and thus set traps and other
    > nastiness and they are practically invulnerable while incorporeal.
    > Wights are physical and can be physically destroyed, so they need
    to be
    > more careful. Wraiths can't affect the physical world but are not
    as
    > vulnerable as wights. They have lower minimum Rank, so I think that
    > reasoning for having spectres at Rk 9 or Rk 10 has merit, but 8
    could be
    > just as good.
    >
    > Up to the GM, of course.
    >
    > --------------
    >
    > lythralis wrote:
    > >
    > > Anyone have any idea if there is a minimum level to the Rank of a
    > > Spectre's spells/rituals? My personal opinion was that it should
    at
    > > least be Rank 10, since that is what Wights are, and a Spectre is
    > > basically the top-line noncorporeal undead...
    > >
    > > Any help would be appreciated.
    > >
    > >
    > >
    > >
    >

    That works. I'll probably go with 10, which would make a "new"
    Spectre Rank 5 as they are listed as half-strength.

    I actually had one character become a Spectre in a campaign I was in
    way back in the 80's. GM there started me out as Rank 1 in all
    abilities, for balance reasons. (With the double cost in experience
    to advance and all). Exceptions were any Celestial spells or rituals
    I had at a higher rank. (Starfire was a notable...)

    Was fun, albeit having some serious restrictions on travel... :)
    Group: dqn-list Message: 3255 From: Alan Date: 3/18/2009
    Subject: I can't believe there are still people playing this game!
    What I find! Thanks to Google! I've been thinking of reviving a DQ group this summer and, on a lark, started looking for resources. This is great!
    Group: dqn-list Message: 3256 From: Ran Hardin Date: 4/6/2009
    Subject: Re: I can't believe there are still people playing this game!
    --- In dqn-list@yahoogroups.com, "Alan" <squeekyabacus@...> wrote:
    >
    > What I find! Thanks to Google! I've been thinking of reviving a DQ group this summer and, on a lark, started looking for resources. This is great!
    >

    Still some of us diehards out there! :)