mccolm@ucla-cs.UUCP (04/30/85)
*** REPLACE THIS LINE WITH YOUR DEMON-ID *** OK, ok, so I admit it. I did make those statements within the confines of a limited mind. There are other ways to consider the uses of material components. Sigh. Just when you think you've explained everything, some @$#! comes along and proves how wrong you are. Anyway, the preceding comments reminded me of a game that never gained wide popularity (for other reasons) that featured the most unusual description of magic spells I had yet seen (excepting, of course, the explanation that magic works). It seems that in this game, colonists from Earth landed on a planet, eventually reached a high degree of technology in psychic research, manu- factured a lot of devices that accept psychic directives and produce spell-like effects, buried them in the world's core (?) and then the colony collapsed into a feudal middle-ages, etc, etc. I present this as an example not too far removed from the "demons and angels" idea, with technology replacing metaphysical influences. But the game's combat system sucked rocks in a hailstorm, so I didn't play it. The "demons and angels" idea is certainly natural; should a magician knows how to summon a demon, but doesn't know Cause Fear, summoning a demon and making a fast deal to get the demon to cast the spell is one legitimate way to do it. Also, it provides an explanation for those wandering mystics with their strange powers that even they can't explain. The extension of this idea to a whole system of magic is interesting. But in the campaigns I have refereed, it could only happen if there was a critical shortage of rose petals, burnt incense, and human hearts in Hell, and a demand for them. (No, YOU tell him that just because he's a demon he can't wear Chanel No. 5.) Or maybe they're just delicacies, or they supply the Hades RDA for 57832 vitamins and minerals. On the whole, I prefer to keep such bargains for the powers of such creatures explicit, so I can exact revenge if anyone starts to misuse them. Re: the Bugs Bunny adventure with the Genie in the Lamp (What? Again? Don't Bother me, I've got my first date in 4000 years!). About talismans, using them to alter area of effect, range, duration, damage, strength, casting time, etc, etc, etc, had not occurred to me. But it looks like the great majority of talismans won't be worth the trouble of making, as they produce marginal changes in the spell with which they're used. These are purpose-built talismans (talisman of extend range 10%, for example), and it sounds like a good addition, answering the age-old question: What good is this Star-Giant's tooth, anyway? It'll also increase demand for monster parts. ("Chuck's Monster Dismantler, may I help you?") What I had in mind was the use of an item of holy value (to someone) to enhance the powers of spells not performed by the item. For instance, using a Holy Sword or Cuthbert's Own Hand to increase the power of the spell, just because the caster is a nice guy, and the relic has magical or religious meaning. Of course, the magical item must be used and mentioned specifically by name (if any) in the casting of the spell. This is based on the real-world attempts by historical persons to achieve miracles by calling on the Stone of Scone, wood from the True Cross, the hand of Charlemaign, etc. If anyone has comments on this, let me know. I'm really uncertain about how far I should let this go. -Eric mccolm@ucla-cs.UUCP