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Thread: A few ramblings on Magic
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05-06-1999, 07:20 AM #11JulesMrshn@aol.coGuest
A few ramblings on Magic
In a message dated 5/5/99 5:37:18 PM Central Daylight Time, madfox@wxs.nl
writes:
>
Why woudl the casting tie take a full month? I have always figured the
casting time is the time of a small ceirmony. Just that he can only do one
every three months because of the sheer energy of it.
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05-06-1999, 07:35 AM #12
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A few ramblings on Magic
Joao Clark Medeiros wrote:
> Another obvious use for warding is to trap armies. Imagine a ploy in which a unit
> serves as a decoy and lures a country's army into a province and then a wizard
> casts warding around that province. BANG. You have an entire country exposed to
> foreign invasion. By the time the army is actually able to do something about it
> then their homeland will be gone and they will have no means of support.
>
> Bearcat
>
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> > I've always thought the idea of trapping a regent of a large domain would mean that
the rest of his domain sort of brakes up into it's component parts as per the feudal
system, which means the invading army more or less faces several single (or dual)
province "domains" instead of the large and unified one. So when the warding goes
down the rest of the domain is taken over ?
Sindre
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05-06-1999, 10:28 AM #13TriztGuest
A few ramblings on Magic
GeeMan wrote:
> general, I think there should be some sort of restriction on the amount of troops that
> a regent can raise in a warded province, because: A) he can't get his orders through
> as easily demanding conscription, B) It's harder to get a cartload of money into the
> province to pay for this conscription, C) Same with equipment, armor, weapons, food
> and the sundries that troops require. Existing stores could certainly account for
> some of this, but being warded should have some effect on this sort of thing.
>
> How about this: A province can normally raise units of troops equal to its province
> level, right? What if a warded one can only raise units equal to half its province
> level, rounded down? That sounds like a decent compromise....
I think even the type of troops which can be raised in the warded province is
limited, as new mercs will hardly appear in the province. So my suggestion is
that provinces of level 6 or higher can raise one unit which isn't a milita
unit.
//Trizt
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05-07-1999, 03:27 AM #14MemnochGuest
A few ramblings on Magic
Actually, Madfox, in this case is correct. The "casting time" of realm
spells takes the entire month (1 domain action). The vast majority of time
is spent in meditation, the rest in spell component gathering. The actual
time that it takes to summon the spell energy (the actual spell casting) is
about 8 hours.
There is no limit to the number of realm spells that can be cast in a Domain
Turn, other than the restriction on 1 domain action per action round, and
only 3 action rounds per domain turn. However, with a Lieutenant action, 4
such spells could be launched within 1 domain turn.
Memnoch
- -----Original Message-----
From: JulesMrshn@aol.com
To: birthright@mpgn.com
Date: Thursday, May 06, 1999 2:30 AM
Subject: Re: [BIRTHRIGHT] - A few ramblings on Magic
|In a message dated 5/5/99 5:37:18 PM Central Daylight Time, madfox@wxs.nl
|writes:
|
|>
|
|Why woudl the casting tie take a full month? I have always figured the
|casting time is the time of a small ceirmony. Just that he can only do one
|every three months because of the sheer energy of it.
|************************************************* **************************
||'unsubscribe birthright' as the body of the message.
|
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05-07-1999, 05:46 AM #15BenGuest
A few ramblings on Magic
I like to add other factors than just spell components and meditation,
particularly when casting really high-level spells. For instance, I might
say that the spell requires the casting to take place in a building made for
the purpose, or that casting the spell requires the channeling of so much
power through the caster that he/she must take precautions to keep from
dying--or bursting into flame. I make big time realm spells require big time
preparation---it helps explain why spells cost so much money.
Ben A.
- ----- Original Message -----
From: Memnoch
To:
Sent: Thursday, May 06, 1999 10:27 PM
Subject: Re: [BIRTHRIGHT] - A few ramblings on Magic
> Actually, Madfox, in this case is correct. The "casting time" of realm
> spells takes the entire month (1 domain action). The vast majority of
time
> is spent in meditation, the rest in spell component gathering. The actual
> time that it takes to summon the spell energy (the actual spell casting)
is
> about 8 hours.
>
> There is no limit to the number of realm spells that can be cast in a
Domain
> Turn, other than the restriction on 1 domain action per action round, and
> only 3 action rounds per domain turn. However, with a Lieutenant action,
4
> such spells could be launched within 1 domain turn.
>
> Memnoch
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