* New Rules to Adventure #7 A) Enhancement - This has been changed in the past but now I've agree that each enhancement rite/spell will be distinct. So if you have Enhancement - Garlic then it will be increased separately. This prevnts the more generic MUs from waving a hand and poof. Info in Rules file. B) UNDECIDED - NOT FIRM YEt How do you guys feel about a spell for magic items? So you would need to cast said spell before using rings or such. Like a Activate Spell. It would prevent items for EL restrctions. So a activate EL5 would only allow 0-5 ELs but not a EL6 ring. I'd probably make it a long duratoin like a hour or two. Not seconds or turns. Let me know what you guys think on this. C) Documentation Rule and NEW rule only Knowledge Spells use the alone method not instructed system on learning things or casting. So you gain the basic Die roll points not the instructed bonus. This is only a simple clarification but I'll add it to the rules file. As a reminder when you use this spell to in some fashion cheat. Some feel that way. You don't just learn things out right. A spell or Skill needs the X to learn. But something more unclear ike how to change a flat tire on a wagon might be harder to determine. I'd assign a cost to learn and then apply those points to it. Just a reminder on the method. D) Making Items - There are already rules for making items with failure of certain items destroying the items. I've already gotten around the side step to this - Divination before casting - and its proven well. Div is nice but not perfect for this and not a good cheat. :) But for now I think we will need to make things a bit tougher. This will be a case by case basis. But when you want a item it hsould be illustrated fully (not an image but fleshed out detail wise). A simple talisman of Might fine. But aside from color, size, gems, chain, etc those items may need to be sught for. Adding gems to a sword hilt might take a extra bit of time than the basic rules. Fooks have been making items for now 15 years. I thinkgoing forward it will be mroe realistic than just gather items, cast spell and poof item made. IT wlil truly be a mystical epic level thing than just wave of hands. This will not be set in stone in terms of This or That. But if you plan to make things ask ahead of time. I can outline any changes needed. Also read the Laws of Magic on the P&P site if you are to make items. It is 2 image files from Heroes. Short article. But I think I'll be using those Laws more closely. Too many items out there exist and common. Some depend on these items way too much. Some need those items to even function. I do think more realism is needed in this area So while there is NO set stone rules for this I will try to use the Laws more closer. NEW Rule: Making items will be more restrictive in term sof the number of stuff on it. I will use the simple EL of the spell involved. For example a wizard with EL5 Ensorcellment can make 5 properties of the item. But not a 6th. Keep in mind improving the EL will not add another slot. This is more kin to a "lifeforce" of a item stone or gem or such. Thus once it is determined X properties then that's it. Going forward I will make this # in each item. So you will know how many slots are left. This is more realistic in knowing that the item is going to be X not A, B, C and maybe later in two years E and F. It should be planned from the start. This applies for all of the Perm Magics. So a new MU wiht EL0 Enchantment will maybe make a simple 1 attribute effect ring and that's it. So I will do 1 slot for EL0 spells. I actually kind of like this new change. :) E) Possible future change? Unsure yet. Some do 200 spells a day during IBT. This is fine by the rules of free form gaming. But there has to be some logic behind it. Keep in mind the rules on Rep and Effect below. One could cast fire dart at a wall 100 times ad ay. But the gods might find this annoying. On a "hes doing it again?" basis. So I may reduce the amount of expertise/experience given by the gods. The problem is no set rule can be done. It will need to be done case by case. So that 100 Fire Darts you might get the first 20 full rewards. But the god who gives you that ability after 50 might give up and let you earn less or nothing. Think of it this way. Playing a Video game. You are stuck on Level 13. After three months you've memorized the bad guys movements and patterns. YOU know you need to jump here pull that lever there. Afer the 3,000th attempt is this real experience to you? You just have learned the new brain cells to make yoru hand move such a way. So bam you pass to level 14. I hope this makes sense. This may reduce the number of spells but in PNP I think dogs should have more input (not me as god but as the pnp gods). This is NOT to punish anyone but to serve as a more realistic use of divine influence. If we assume ALL magic is given by the gods then casting Luck to win Dice 800 times in one day might win you tons of gold but the gods may get tired of it and thus affect the reward. I will consider this IBT time and base on things use this as a new rule if you are doing 1200 Lucks in an hour. :) Right now nothing is set in stone. F) Heailng cost: I have had a home brew rule on healing since pnp came out. BUt it was never documented and will not be This is to ensure that healing is more realistic. Otherwise if the rule is known a Healer can say well he could last another 5 minutes so I'll wait. Healing must be fast and effective. This rule tells me the chance for healing will save a life. A simple % chance. So at -1 hpv and you heal 30 does this mena automatic? No. It is based on the stats, the wound and other factors. Death healing: With magic stuff costs. Well I think a new rule is that depends on the level of damage and % chance to save you MAY lose some Energy. This will not be the cast always. But lets say PCA is -10 and PCB is -4. Healer heals PCA for 12 and PCB for 8. Well the -10 by log wuld need more lifeforce to revive. But it is based on the wound. So PCB may have a dagger in eye causing acid in the brain. But PCA might have a simple arrow in the body no where close to organs Well the eyeball wound would might need some of the healer's life force to heal that acid. So a number of Enl may be taken and given to the victim. This is more realistic to the movies we all see the gal has to save her love but will drain her own body. This factor will not be known. But it will be small maybe a d10 at most. Depends on the style of wound. So effecitve now this will be used. I think it gives the aspect of Energy lifeforce a better shot. So life from the gods to the healer to the victim makes more sense than mana from gods to healer and no divine energy from the gods. If you understand. A kid who has been in a frozen river for 1 hour the chance of healing is low. So the healer should be forced to give soem Enl to him. G) Magic has a cost. I actually used this system years ago but around late 90s it faded away. With that great TV Show Once Upon a Time it is back in my head. I do think that magic should not just be free like paper towels. There should be a cost. Granted it will be for the most powerful spells. A BMC 15 would have a higher cost than a BMC2. Not all costs are visible or known. Not EVERY spell will to pay something back. A simple healing a lizard might have no cost but if you heal 100 lizards in your garden that hour then the gods might give a cost like you start to sneeze or sniffle. IT might be something very low like that. But soemthing more powerful like a Fire Dart might cost your mouth to dry out or lose water. Cuainsg you to tire slightly faster. A spell Tracking may depending on your EL cost you distractions thus making you more vulnerable to influences A hurricane spell might be bogus powerful but cost that 1000 miles away a insanely huge heat wave due to the wetness far away being sucked away. Cuasing massive death and crop daamge. This will not be set in stone like X causes Y. But keep in mind using magic will now have some cost from nothing to drastic stuff. As a player you may NEVER know the cost. This is not to make magic less effective. It is to balance the use of magic used already Those MUs who use 1500 spells a day might have many bad effects but a wizard who only does 1 spell a month might never see anything but a coughing time for a hour. Again this is NOT purnishment or should make you do LESS. I don't care if you do 1200 spells. All I am saying is know magic has a cost now. H) Reputation. Back into play. I mentioned this maybe 2 adventures ago. Reputation can be done on many levels. By the people around you, friends, enemies, the government and most importantly the gods. If a healer goes into a land and cures 10000 from a plaque then his reputation in THAT land will be extremly high. In soem circles he might be higher like the healing community and maybe government in other lands. To the gods like the lawful gods he would be seen as a great help. But the same wizard who goes only to cure 3 peole wlil not be to the gods. On the other side a Chaos wizard who enters a land and sends disease and plaque to KILL 50,000 will have a High rep of evil for the people, government. But to the Chaos gods he might be soght as a Avatar to their will as a reward. To the lawful guys he would be a bane to be taken care of. I will be using this as always. What you do has consquences for many and many you never see. There will never be the posted rules on this in terms of X points for this deed and Y for that deed. it is subjective and a home brew that I've used for decades. But I do have numbers on the rep for each person. so be a boring food vendoer for 40 years doing nothing will have a low rep. Being Super Hero Barbarian Ax Man of Doom to kill all the bad guys he hates and end the rebellion will have a bigger rep. Rep will be either slanted to one side depending on POV. So again the Balance gods will have their own POV compared to a God of Chaos. Keep this in mind. My gneeral rule is that the higher the rep the more enmies one gets. More friends they get like the High Elder recently. A guy who has been killing 1,000 villagers a month for 30 years will be sought by Law Avatars to stop it. But the same Chaos gods might reward him. Thanks to one player for some tips on this to get me started on this topic. I have updated the rules file and will post it to the current #7 website. Thanks for reading... Hmmm.I think I lost one rule. Oh well. If I remember it I'll mention it But think I didn't save this file and typed over the stuff. :< Bad to have the same file in 2 windows Bad bad! But you get the gist.