Subject[dq] Part 5 - Humorous review of DQ magic
FromKeith Smith
DateTue, 02 Oct 2007 08:29:13 +1300
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Yes, I know it's the old Fire College but it's still amusing.


>From: "Ran Hardin" <dantalion64@excite.com>
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>Date: Wed, 26 Sep 2007 13:19:24 -0000
>Subject: [dq-rules] Part 5 - Humorous review of DQ magic
>Reply-To: dq-rules@yahoogroups.com
>
>Rule 58: College Of Fire Magics
>(aka "How many different ways can we cause 3rd-degree burns?")
>
>Who hasn't had the fun, if only once, of playing=20
>a Fire Mage? This was by far the most popular=20
>college in my gaming group, mostly because Fire=20
>Mage =3D walking flame-thrower.  "Fire is good; fire is our friend."
>
>T-1 Infravision
>
>A nice idea, but this needs a serious=20
>re-write.  First of all, the BC is low.  It's a=20
>talent, for cryin' out loud, not a double-digit=20
>special knowledge spell.  Secondly, it can be=20
>actively resisted?  How in the world do you=20
>actively resist having someone look at your heat=20
>signature?  Are you supposed to be sending out=20
>little magical waves of heat=20
>confusion?  Thirdly, if the Adept is successful=20
>with the talent, he learns not only the=20
>species/general nature of the object, but also=20
>whether it's magical.  So magical things give out magic heat?  I don't get=
 it.
>
>G-1. Spell of Pyrogenesis
>
>Such an elegant term for giving someone a=20
>hotfoot.  While the notes indicate that the=20
>spell is not intended for use against human-size=20
>characters, couldn't it be used to set someone's=20
>hair on fire?  How about if they're wearing the skins of small furry=
 animals?
>
>INTERESTING ASSUMPTIONS DEPT: The note also=20
>gives "light matches" as an example of what the=20
>spell can do.  Matches are a 19th century=20
>invention, which makes me wonder at what tech=20
>level this designer saw a typical DQ=20
>world.  From the details of the Mechanician=20
>skill, and the curious range of social classes=20
>available, it's evident that, from a technical=20
>standpoint, the designers saw DQ as more of an=20
>early Renaissance game (sans gunpowder) than the=20
>typically medieval D&D et al.
>
>I decided that my world had matches, although=20
>they were not 100% reliable.  I called them=20
>"Belials" to riff on the term "Lucifers" used=20
>for the highly sulfurous matches of older times.
>
>One final question: Why would you need a spell=20
>to light a match?  Just scratch it across your hauberk and get on with it.
>
>G-2. Spell of Heat Production
>
>Blacksmiths love this spell; men in metal armor=20
>do not.  Can anyone tell me how other metals=20
>heat up "accordingly" with the benchmark for=20
>bronze given.  Does steel heat up faster or=20
>slower than bronze?  How about silver?  Gold?  Iron?
>
>G-3. Spell of Fire Resistance
>
>The benefits of this spell are limited, even=20
>with several ranks.  I say you're better off=20
>pumping your XP into the Spell of Protection=20
>from Magical Fire, although the much higher BC=20
>of this spell makes it more palatable to some.
>
>G-4. Spell of Light
>
>Necessary spell, although I think the volume=20
>illuminated should go up by 100 cubic feet or so per rank.
>
>G-5. Spell of Temperature Alteration
>
>Interesting note about this spell: it states=20
>that while the range is "touch" (which usually=20
>indicates a successful Strike Check must be=20
>made), this spell states that the touching is=20
>part of the spell casting process. In other=20
>words, if you roll well enough to cast the=20
>spell, it's assumed you touched the target.  Odd, isn't it?
>
>G-6. Wall of Smoke Spell
>
>Something of a misnomer.  The Air Magics=20
>equivalent is called "Spell of Conjuring Mist,"=20
>which is a bit more apropos.  You can have the same fun with both spells.
>
>G-7. Spell of Fireproofing
>
>Rule 1 in Fire Mage school:  "ALWAYS have the=20
>Spell of Fireproofing up at ALL times."  That=20
>way, when trouble starts you can hop into the=20
>nearest medium fire and get that tasty +10 right=20
>away.  Plus, it's fun to freak out the local=20
>hoopleheads by warming your hands IN the=20
>fireplace.  It's also a great way to get rid of=20
>lice, fleas, ticks, and other parasites.  God, being  Fire Mage is fun.
>
>G-8. Spell of Protection Against Magical Fire
>
>Don't go dragon-hunting without it.  Does this=20
>spell protect the caster from damage incurred by=20
>his own backfires?  I ruled that it did, if only=20
>because the BC is so low, you risk incurring=20
>backfire by casting it, and I like to reward bravery.
>
>Q-1. Ritual of Binding Fire
>
>OK, I won't go on about the whole "binding"=20
>thing again, except to mention that our=20
>long-standing party's fire mage used to get into=20
>it with the GM over this ritual a lot.  He=20
>claimed that he should be able to carry a bound fire in his backpack.
>
>Ken: (playing said Fire Mage):I have it bound;=20
>I'll just order it not to burn the backpack.
>Pete (long-suffering GM): No.
>
>Actually, I always though that should=20
>work.  Throw a burning log into your backpack,=20
>and tell the bound element to allow just enough=20
>heat to escape to affect the backpack to keep=20
>you nice and toasty warm on those cold winter=20
>days=85 Hey, if you can control all facets of the=20
>element, that should include the direction of radiant heat, right?
>
>DEMONIC FUN: A demon can cause a bound fire to=20
>become 400 times larger than it originally=20
>was.  I actually used this idea once, involving=20
>a nasty Adept who summoned Avnas or someone like=20
>that, and was setting large fires across the=20
>city by having the demon use this trick.  A=20
>demon could also create a fire elemental that=20
>could not only toast you in about three seconds,=20
>but could also whup your ass in chess.
>
>S-1. Wall of Fire Spell
>
>I house ruled that most animals should roll on=20
>the Fright Table when one of these pops up,=20
>including animals owned by the party to which the Fire Mage belonged.
>
>S-2. Bolt of Fire Spell
>
>Here we go with the damage spells, starting with=20
>the cheapest and most user-friendly.  This spell=20
>also has the advantage of setting the target on=20
>fire if he really blows his resistance roll.  Spectacular.
>
>S-3. Ball of Fire Spell
>
>An improvement over the D&D equivalent, in that=20
>it doesn't expand to 10,000,000 cubic feet and=20
>fry everything in an entire dungeon level.
>
>S-4. Web of Fire Spell
>
>A piece of nastiness.  Not only are you=20
>restrained, you're also getting burned to=20
>death.  Great for zombie hordes.  Or hordes of=20
>anything, except maybe salamanders.
>
>S-5. Spell of Self-Immolation
>
>"I am the Dread Pirate Roberts!"  Another=20
>misnomer, as the spell can also be cast on=20
>someone else.  Strange fact: the target is=20
>"temporarily unaffected by heat or flames of a=20
>magical nature."  However, the target also takes=20
>D-4 damage from the spell.  But isn't it=20
>creating heat and flames of a magical=20
>nature?  Maybe it takes just a quick second for=20
>the immunity to kick in, and the target gets scorched in that time=85
>
>S-6 Imploding Fireball Spell
>
>Fire Damage Spell variation #573.  What's the point?
>
>S-7 Weapon of Flames Spell
>
>I love creating nasty weapons from=20
>nothing!  Very impressive.  Fire Mages have great visuals.
>
>DEMONIC FUN: Since you can use the Fire=20
>College's version of this spell to create=20
>missile weapons, too, how about a Fiery Long=20
>Bow? (BC 76, damage +11, assumed chance of setting flammable targets on=
 fire.)
>
>S-8 Demonic Firebolt Spell
>
>Is this necessary?  Just pump up ranks in regular Bolt of Fire.
>
>S-9 Spell of Hellfire
>
>Variation #739.  The one drawback to this=20
>college is these infinite permutations.
>
>S-10 Spell of Dragon Flames
>
>The most popular spell in the entire college.=20
>D+1 plus four per rank damage?  Insane.
>
>DEMONIC FUN: The spell does D+81 damage when cast by a demon.
>
>S-11 Web of Dragon Flames Spell
>
>Brutal at high ranks; save only reduces damage by half.
>
>S-12 Storm of Fire
>
>Three overlapping fireballs.   I wonder if the=20
>next spell will also be a damage spell?
>
>S-13 Malignant Flames Spell
>
>It eats up characteristics.  Ouch.  Can you=20
>imagine a dungeon full of wards with this spell on the trigger?
>
>S-14 Spell of Incineration
>
>Whoof. You're dead.  God, I love these.  So=20
>tempting, and yet so easy to backfire and affect=20
>your friends, or yourself, or some random joe on the street.
>
>S-15 Spell of Summoning Salamander
>
>Why would you ever do this?  I guess it's for=20
>those occasions where you need a really BIG=20
>distraction, like everything in the area getting set ablaze.
>
>S-16 Spell of Summoning Efreet
>
>This is powerful.  It's also one of the very few=20
>summoning spells where the summoned entity is of=20
>a helpful disposition.  I'd imagine that an=20
>Adept player who over-used this spell would=20
>start finding the efreeti rather less kindly disposed =85
>
>R-1 Ritual of Summoning and Controlling Fire Elemental
>
>I've made my comments on this type of ritual elsewhere.
>
>Sadly lacking from this college is a spell for=20
>controlling fires.  Sure, binding fire is nice=20
>when you have the time for the ritual, but if=20
>your horse kicks over your lantern and sets your=20
>barn on fire, you don't have time to dig out the=20
>powdered agrimony or whatever.  Here's my suggestion:
>
>G-9 Spell of Controlling Normal Fires
>
>Range: 15 feet plus 15 feet per rank
>
>Duration: Concentration (Maximum of five minutes plus five per rank)
>
>Experience Multiple: 225
>
>Base Chance: 25%
>
>Resist: N/A
>
>Effects: The caster may control the actions of a=20
>normal (i.e. non-magical) fire. He may decrease=20
>or snuff out the fire, or cause it to move along=20
>a certain path (provided that the path contains=20
>combustible materials to sustain the fire).  The=20
>size of fire the Adept may control is dependent on his rank with the spell:
>
>0-3 torch, lantern
>
>4-6 small campfire
>
>7-9 bonfire
>
>10-14 house fire
>
>15+ GM's discretion (may include forest fires, town/city fire, etc.)
>__._,_.___
>
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Yes, I know it's the old Fire College but it's still amusing.<br><br>
<br>
<blockquote type=3Dcite class=3Dcite cite=3D"">From: &quot;Ran Hardin&quot;
&lt;dantalion64@excite.com&gt;<br>
X-Yahoo-Profile: kakashi64<br>
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Date: Wed, 26 Sep 2007 13:19:24 -0000<br>
Subject: [dq-rules] Part 5 - Humorous review of DQ magic<br>
Reply-To: dq-rules@yahoogroups.com<br><br>
<b>Rule 58: College Of Fire Magics<br>
</b>(aka &quot;How many different ways can we cause 3<sup>rd</sup>-degree
burns?&quot;)<br><br>
Who hasn't had the fun, if only once, of playing a Fire Mage? This was by
far the most popular college in my gaming group, mostly because Fire Mage
=3D walking flame-thrower.&nbsp; &quot;Fire is good; fire is our
friend.&quot;<br><br>
<b>T-1 Infravision<br>
</b><br>
A nice idea, but this needs a serious re-write.&nbsp; First of all, the
BC is low.&nbsp; It's a talent, for cryin' out loud, not a double-digit
special knowledge spell.&nbsp; Secondly, it can be actively
resisted?&nbsp; How in the world do you actively resist having someone
look at your heat signature?&nbsp; Are you supposed to be sending out
little magical waves of heat confusion?&nbsp; Thirdly, if the Adept is
successful with the talent, he learns not only the species/general nature
of the object, but also whether it's magical.&nbsp; So magical things
give out magic heat?&nbsp; I don't get it.<br><br>
<b>G-1. Spell of Pyrogenesis<br>
</b><br>
Such an elegant term for giving someone a hotfoot.&nbsp; While the notes
indicate that the spell is not intended for use against human-size
characters, couldn't it be used to set someone's hair on fire?&nbsp; How
about if they're wearing the skins of small furry animals?&nbsp;
<br><br>
INTERESTING ASSUMPTIONS DEPT: The note also gives &quot;light
matches&quot; as an example of what the spell can do.&nbsp; Matches are a
19<sup>th</sup> century invention, which makes me wonder at what tech
level this designer saw a typical DQ world.&nbsp; From the details of the
Mechanician skill, and the curious range of social classes available,
it's evident that, from a technical standpoint, the designers saw DQ as
more of an early Renaissance game (<i>sans</i> gunpowder) than the
typically medieval D&amp;D et al.&nbsp; <br><br>
I decided that my world had matches, although they were not 100%
reliable.&nbsp; I called them &quot;Belials&quot; to riff on the term
&quot;Lucifers&quot; used for the highly sulfurous matches of older
times.<br><br>
One final question: Why would you need a spell to light a match?&nbsp;
Just scratch it across your hauberk and get on with it.<br><br>
<b>G-2. Spell of Heat Production<br>
</b><br>
Blacksmiths love this spell; men in metal armor do not.&nbsp; Can anyone
tell me how other metals heat up &quot;accordingly&quot; with the
benchmark for bronze given.&nbsp; Does steel heat up faster or slower
than bronze?&nbsp; How about silver?&nbsp; Gold?&nbsp; Iron?<br><br>
<b>G-3. Spell of Fire Resistance<br>
</b><br>
The benefits of this spell are limited, even with several ranks.&nbsp; I
say you're better off pumping your XP into the Spell of Protection from
Magical Fire, although the much higher BC of this spell makes it more
palatable to some.<br><br>
<b>G-4. Spell of Light<br>
</b><br>
Necessary spell, although I think the volume illuminated should go up by
100 cubic feet or so per rank.<br><br>
<b>G-5. Spell of Temperature Alteration<br>
</b><br>
Interesting note about this spell: it states that while the range is
&quot;touch&quot; (which usually indicates a successful Strike Check must
be made), this spell states that the touching is part of the spell
casting process. In other words, if you roll well enough to cast the
spell, it's assumed you touched the target.&nbsp; Odd, isn't it?<br><br>
<b>G-6. Wall of Smoke Spell<br>
</b><br>
Something of a misnomer.&nbsp; The Air Magics equivalent is called
&quot;Spell of Conjuring Mist,&quot; which is a bit more apropos.&nbsp;
You can have the same fun with both spells.<br><br>
<b>G-7. Spell of Fireproofing<br>
</b><br>
Rule 1 in Fire Mage school:&nbsp; &quot;ALWAYS have the Spell of
Fireproofing up at ALL times.&quot;&nbsp; That way, when trouble starts
you can hop into the nearest medium fire and get that tasty +10 right
away.&nbsp; Plus, it's fun to freak out the local hoopleheads by warming
your hands IN the fireplace.&nbsp; It's also a great way to get rid of
lice, fleas, ticks, and other parasites.&nbsp; God, being&nbsp; Fire Mage
is fun.<br><br>
<b>G-8. Spell of Protection Against Magical Fire<br>
</b><br>
Don't go dragon-hunting without it.&nbsp; Does this spell protect the
caster from damage incurred by his own backfires?&nbsp; I ruled that it
did, if only because the BC is so low, you risk incurring backfire by
casting it, and I like to reward bravery.<br><br>
<b>Q-1. Ritual of Binding Fire<br>
</b><br>
OK, I won't go on about the whole &quot;binding&quot; thing again, except
to mention that our long-standing party's fire mage used to get into it
with the GM over this ritual a lot.&nbsp; He claimed that he should be
able to carry a bound fire in his backpack. <br><br>
Ken: (playing said Fire Mage):I have it bound; I'll just order it not to
burn the backpack.<br>
Pete (long-suffering GM): No.<br><br>
Actually, I always though that should work.&nbsp; Throw a burning log
into your backpack, and tell the bound element to allow just enough heat
to escape to affect the backpack to keep you nice and toasty warm on
those cold winter days=85 Hey, if you can control all facets of the
element, that should include the direction of radiant heat,
right?<br><br>
DEMONIC FUN: A demon can cause a bound fire to become 400 times larger
than it originally was.&nbsp; I actually used this idea once, involving a
nasty Adept who summoned Avnas or someone like that, and was setting
large fires across the city by having the demon use this trick.&nbsp; A
demon could also create a fire elemental that could not only toast you in
about three seconds, but could also whup your ass in chess.<br><br>
<b>S-1. Wall of Fire Spell<br>
</b><br>
I house ruled that most animals should roll on the Fright Table when one
of these pops up, including animals owned by the party to which the Fire
Mage belonged.<br><br>
<b>S-2. Bolt of Fire Spell<br>
</b><br>
Here we go with the damage spells, starting with the cheapest and most
user-friendly.&nbsp; This spell also has the advantage of setting the
target on fire if he really blows his resistance roll.&nbsp;
Spectacular.<br><br>
<b>S-3. Ball of Fire Spell<br>
</b><br>
An improvement over the D&amp;D equivalent, in that it doesn't expand to
10,000,000 cubic feet and fry everything in an entire dungeon
level.<br><br>
<b>S-4. Web of Fire Spell<br>
</b><br>
A piece of nastiness.&nbsp; Not only are you restrained, you're also
getting burned to death.&nbsp; Great for zombie hordes.&nbsp; Or hordes
of anything, except maybe salamanders.<br><br>
<b>S-5. Spell of Self-Immolation<br>
</b><br>
&quot;I am the Dread Pirate Roberts!&quot;&nbsp; Another misnomer, as the
spell can also be cast on someone else.&nbsp; Strange fact: the target is
&quot;temporarily unaffected by heat or flames of a magical
nature.&quot;&nbsp; However, the target also takes D-4 damage from the
spell.&nbsp; But isn't it creating heat and flames of a magical
nature?&nbsp; Maybe it takes just a quick second for the immunity to kick
in, and the target gets scorched in that time=85<br><br>
<b>S-6 Imploding Fireball Spell<br>
</b><br>
Fire Damage Spell variation #573.&nbsp; What's the point?<br><br>
<b>S-7 Weapon of Flames Spell<br>
</b><br>
I love creating nasty weapons from nothing!&nbsp; Very impressive.&nbsp;
Fire Mages have great visuals.<br><br>
DEMONIC FUN: Since you can use the Fire College's version of this spell
to create missile weapons, too, how about a Fiery Long Bow? (BC 76,
damage +11, assumed chance of setting flammable targets on
fire.)<br><br>
<b>S-8 Demonic Firebolt Spell<br>
</b><br>
Is this necessary?&nbsp; Just pump up ranks in regular Bolt of
Fire.<br><br>
<b>S-9 Spell of Hellfire <br>
</b><br>
Variation #739.&nbsp; The one drawback to this college is these infinite
permutations.<br><br>
<b>S-10 Spell of Dragon Flames<br>
</b><br>
The most popular spell in the entire college. D+1 plus <i>four</i> per
rank damage?&nbsp; Insane.<br><br>
DEMONIC FUN: The spell does D+81 damage when cast by a demon.<br><br>
<b>S-11 Web of Dragon Flames Spell<br>
</b><br>
Brutal at high ranks; save only reduces damage by half.<br><br>
<b>S-12 Storm of Fire<br>
</b><br>
Three overlapping fireballs.&nbsp;&nbsp; I wonder if the next spell will
also be a damage spell?<br><br>
<b>S-13 Malignant Flames Spell<br>
</b><br>
It eats up characteristics.&nbsp; Ouch.&nbsp; Can you imagine a dungeon
full of wards with this spell on the trigger?<br><br>
<b>S-14 Spell of Incineration<br>
</b><br>
Whoof. You're dead.&nbsp; God, I love these.&nbsp; So tempting, and yet
so easy to backfire and affect your friends, or yourself, or some random
joe on the street.<br><br>
<b>S-15 Spell of Summoning Salamander<br>
</b><br>
Why would you <i>ever</i> do this?&nbsp; I guess it's for those occasions
where you need a really BIG distraction, like everything in the area
getting set ablaze.<br><br>
<b>S-16 Spell of Summoning Efreet<br>
</b><br>
This is powerful.&nbsp; It's also one of the very few summoning spells
where the summoned entity is of a helpful disposition.&nbsp; I'd imagine
that an Adept player who over-used this spell would start finding the
efreeti rather less kindly disposed =85<br><br>
<b>R-1 Ritual of Summoning and Controlling Fire Elemental <br>
</b><br>
I've made my comments on this type of ritual elsewhere.<br><br>
Sadly lacking from this college is a spell for <i>controlling</i>
fires.&nbsp; Sure, binding fire is nice when you have the time for the
ritual, but if your horse kicks over your lantern and sets your barn on
fire, you don't have time to dig out the powdered agrimony or
whatever.&nbsp; Here's my suggestion:<br><br>
<b>G-9 Spell of Controlling Normal Fires<br>
</b><br>
<b>Range</b>: 15 feet plus 15 feet per rank<br><br>
<b>Duration</b>: Concentration (Maximum of five minutes plus five per
rank)<br><br>
<b>Experience Multiple</b>: 225<br><br>
<b>Base Chance</b>: 25%<br><br>
<b>Resist</b>: N/A<br><br>
<b>Effects</b>: The caster may control the actions of a normal (i.e.
non-magical) fire. He may decrease or snuff out the fire, or cause it to
move along a certain path (provided that the path contains combustible
materials to sustain the fire).&nbsp; The size of fire the Adept may
control is dependent on his rank with the spell:<br><br>
0-3 torch, lantern<br><br>
4-6 small campfire<br><br>
7-9 bonfire<br><br>
10-14 house fire<br><br>
15+ GM's discretion (may include forest fires, town/city fire, etc.)<br>
__._,_.___ <br><br>
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Subject[dq] Part 6 - Humorous Review of DQ Magic
FromKeith Smith
DateTue, 02 Oct 2007 08:30:37 +1300
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And now it's the turn of the Earth College

>From: "Ran Hardin" <dantalion64@excite.com>
>X-Yahoo-Profile: kakashi64
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>Date: Mon, 01 Oct 2007 14:09:49 -0000
>Subject: [dq-rules] Part 6 - Humorous Review of DQ Magic
>Reply-To: dq-rules@yahoogroups.com
>
>Rule 59: College of Earth Magics
>
>Ahh, the good ol' days=85  It was the summer=20
>before my senior year in high school, I had a=20
>hot girlfriend, a car, and I played an Earth Mage named Barnaby Wylde. =
 Sweet.
>
>I love how the DQ designers made Druids, well,=20
>Druids.  Not afraid of a little blood sacrifice,=20
>these boys.  And if you wanted to play a=20
>panty-waisted, D&D-style "druid," you could do that, too.
>
>Out of curiosity, what's your rules for how long=20
>a sprig of mistletoe remains "fresh?"
>
>T-1 Detect Aura
>
>A pretty worthless talent, really=85 "Whenever=20
>confronted by an object whose nature is unknown=20
>to him=85" And how often is that, exactly?  Do you=20
>ever have trouble telling a human corpse from a=20
>parrot?  How about an elf from a petunia?
>
>Druid: I detect "formerly living matter as part of an object."
>
>Druid's pal: No @$&#, Sherlock.  It's called a "chair."
>
>OK, I know.  The Earth Mage encounters some=20
>strange humanoid in voluminous robes, and can't=20
>tell if it's human or undead or whatever.  Still.
>
>G-1 Spell of Converse with Animals
>
>Yep, you can talk to the animals.  Actually, you=20
>can talk with "fauna."  So what constitutes=20
>fauna?  The dictionary definitions I've seen all=20
>say it's "animals."  So what's an animal?  Does=20
>it include=20
>mammals?  Yes.  Birds?  Probably.=20
>Invertebrates?  Well, they're part of the animal=20
>kingdom =96 do they count as fauna?  How about=20
>fish?  I dunno.  What limits do you place on=20
>this spell?  I tend toward the very broad=20
>definition =96 hey, the caster is an Earth Mage,=20
>so if it's a natural creature, I figure the mage=20
>should be able to talk to it, although once=20
>again, the depth of conversation you'll get from=20
>a deer fly is liable to be somewhat limited.
>
>G-2 Spell of Converse with Plants
>
>One of the trippiest spells in the=20
>book.  Really, what kind of conversation are you=20
>going to have with crabgrass?  Note that "the=20
>mode and extent of communication is up to the=20
>GM's discretion."  Translation: "yeah, we=20
>couldn't think up how this works, either.  Good luck."
>
>When long-suffering GM Pete introduced his=20
>chaos-world, talking to plants took on a surreal quality:
>
>Barnaby Wylde: So, grass, has anyone else walked by here recently?
>Grass: Yes.
>Barnaby: What did they look like?
>Grass: I'm grass, you idiot.  I don't have eyes.
>Barnaby: OK, how many of them were there?
>Grass: I'm grass.  I can't count, either.
>Barnaby: And yet you can form complete sentences.  How is that?
>Grass: Don't ask such stupid questions.
>
>G-3 Spell of Controlling Animals
>
>As always, make sure your last command is "run=20
>far away" to avoid those nasty end-of-spell attacks.
>
>G-4 Spell of Blending
>
>We've touched on this elsewhere.
>
>G-5 Spell of Walking Unseen
>
>Ditto.
>
>G-6 Spell of Healing
>
>Looks like the designers read Lord of the Rings=20
>too.  ("Kingsfoil?  Aye, it's a weed=85")
>
>G-7 Spell of Detecting Traps and Snares
>
>One of the many synergies between this college and the Ranger skill.
>
>G-8 Spell of Detecting Poisons
>
>Nice general use spell.
>
>G-9 Spell of Lesser Enchantment
>
>Is this really worth burning a FT point?  I say thee nay.
>
>G-10 Spell of Herbal Lore
>
>A much more useful spell now that the herbalism rules are available.
>
>G-11 Spell of Tracking
>
>Ranger + Earth Mage =3D Good.
>
>Q-1 Ritual of Summoning Animals
>
>Great, you get a bunch of small animals.  Get=20
>the stewpot ready, Marge! (With the exception of=20
>Fire Mages, you need never carry rations with an=20
>elemental mage in the party: just summon=20
>something, kill it, cook it, and eat it.)  Has=20
>anyone actually found a use for this spell,=20
>other than making a ball gown for Cinderella?
>
>S-1 Earth Hammer Spell
>
>The best thing about this spell is the amount of=20
>rubble it leaves behind.  Must be puzzling for=20
>someone happening upon a battle site where lots=20
>of Earth Hammers were thrown around.
>
>S-2 Hands of Earth Spell
>
>One of the best spells in the book.  Visually=20
>striking, and useful, too.  Did it come from Zelazny's The Changing Land?
>
>S-3 Strength of Stone Spell
>
>Handy spell.  If you take the Fatigue option,=20
>beware the spell's expiration time!
>
>S-4 Armor of Earth Spell
>
>You know, I wish these armor spells would let=20
>you create an armor of the appropriate element=20
>at higher ranks.  How cool would it be to cause=20
>a bunch of earth and rocks and stuff to form around you into armor?
>
>S-5 Diamond Weapon Spell
>
>Come on =96 this spell doesn't increase the damage=20
>the weapon does?  As a matter of fact, I'd think=20
>it more likely it would increase damage without increasing Strike Chance.
>
>S-6 Spell of Gem Creation
>
>AKA "Spell of ripping off yokels."  I mean, what=20
>other use does this spell have other than straight-up fraud?
>
>S-7 Spell of Animal Growth
>
>Barnaby Wylde eventually used this spell and his=20
>Beastmaster skill to raise a wolf pup that had=20
>this spell continually cast upon it.  He rode it=20
>into battle.  The food bills were outrageous, though.
>
>S-8 Spell of Enchanting Plants
>
>Two words: poison ivy.
>
>S-9 Spell of Binding Animals
>
>Infinite duration (with weekly checks).  That=20
>can get you a whole boatload of guardian animals.
>
>S-10.  Spell of Conjuring and Controlling Earth Elementals
>
>Yikes. It's a spell, not a ritual.  I'm assuming=20
>most successful warrior-kings have an Earth Mage=20
>to provide a quick conclusion to those pesky sieges.
>
>S-11.  Spell of Sinking Doom
>
>If you sink thousands of XP into this, it might=20
>actually work.  Another spell with a great visual.
>
>S-12.  Wall of Stone
>
>Like all similar creation spells, this is=20
>surprisingly flexible.  I've seen an Earth Mage=20
>prop up a crumbling ceiling by conjuring stone pillars.
>
>S-13.  Wall of Iron
>
>Is there an advantage of having a wall of iron=20
>over one of stone?  It's stronger, I guess.  It=20
>could also be fun to team with an air mage and=20
>have him throw a lightning bolt along an iron wall that enemies were=
 scaling=85
>
>S-14.  Spell of Tunneling
>
>Clever Earth Mages will find interesting uses=20
>for this spell:  impromptu pitfalls, momentary=20
>hiding places, etc.  A couple of these will play hell on a cavalry charge,=
 too.
>
>S-15.  Trollskin Spell
>
>Not as useful as it would appear on the surface.=20
>While unspecified, I'm assuming the EN damage=20
>must take place while the spell is in=20
>effect.  So, you're in combat, you take EN=20
>damage=85 and then you have to wait 6 more Pulses=20
>until it starts working.  If you die in the meantime, do you still=
 regenerate?
>
>S-16.  Spell of Smoking Magma
>
>("What kind of magma are you smoking, man?"  Ah,=20
>teenage humor=85)  It's good to remember that=20
>smoking magma can harm plenty of non-living=20
>things as well (crops, trees, buildings, circles of protection, etc.).
>
>DEMONIC FUN: The pool has a radius of 25 feet,=20
>and does D+15 damage.  That'll mellow out an=20
>angry mob in a hurry (and by "mellow out," I=20
>mean "singe into unrecognizability").
>
>S-17 Spell of Diamond Javelins
>
>A fun spell to jack up ranks with.
>
>DEMONIC FUN: A demon casting this spell creates=20
>11 javelins, each with a BC of 105 and D+6 damage.  Blood will be spilled.
>
>S-18.  Spell of Earth Transformation
>
>Stone edifices will be toppled.  Traffic in=20
>muddy city streets will be brought to a=20
>standstill.  Wall of Stone spells will be rendered silly.  Hilarity ensues.
>
>R-1.  Ritual of Binding Earth
>
>This requires a sacrifice?  Why?  And if you can=20
>summon and control an elemental as a spell, why=20
>is it so much more arduous to bind the=20
>element?  The inconsistencies and gray area=20
>between binding an element and summoning an=20
>elemental kind of piss me off sometimes.  It=20
>really needed to be explained in greater detail=20
>(have I said this often enough already?).
>__._,_.___
>
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And now it's the turn of the Earth College<br><br>
<blockquote type=3Dcite class=3Dcite cite=3D"">From: &quot;Ran Hardin&quot;
&lt;dantalion64@excite.com&gt;<br>
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Date: Mon, 01 Oct 2007 14:09:49 -0000<br>
Subject: [dq-rules] Part 6 - Humorous Review of DQ Magic<br>
Reply-To: dq-rules@yahoogroups.com<br><br>
<b>Rule 59: College of Earth Magics<br>
</b><br>
Ahh, the good ol' days=85&nbsp; It was the summer before my senior year in
high school, I had a hot girlfriend, a car, and I played an Earth Mage
named Barnaby Wylde.&nbsp; Sweet.<br><br>
I love how the DQ designers made Druids, well, Druids.&nbsp; Not afraid
of a little blood sacrifice, these boys.&nbsp; And if you wanted to play
a panty-waisted, D&amp;D-style &quot;druid,&quot; you could do that,
too.<br><br>
Out of curiosity, what's your rules for how long a sprig of mistletoe
remains &quot;fresh?&quot;<br><br>
<b>T-1 Detect Aura<br>
</b><br>
A pretty worthless talent, really=85 &quot;Whenever confronted by an object
whose nature is unknown to him=85&quot; And how often is that,
exactly?&nbsp; Do you ever have trouble telling a human corpse from a
parrot?&nbsp; How about an elf from a petunia?<br><br>
Druid: I detect &quot;formerly living matter as part of an
object.&quot;<br><br>
Druid's pal: No @$&amp;#, Sherlock.&nbsp; It's called a
&quot;chair.&quot;<br><br>
OK, I know.&nbsp; The Earth Mage encounters some strange humanoid in
voluminous robes, and can't tell if it's human or undead or
whatever.&nbsp; Still.<br><br>
<b>G-1 Spell of Converse with Animals<br>
</b><br>
Yep, you can talk to the animals.&nbsp; Actually, you can talk with
&quot;fauna.&quot;&nbsp; So what constitutes fauna?&nbsp; The dictionary
definitions I've seen all say it's &quot;animals.&quot;&nbsp; So what's
an animal?&nbsp; Does it include mammals?&nbsp; Yes.&nbsp; Birds?&nbsp;
Probably.&nbsp; Invertebrates?&nbsp; Well, they're part of the animal
kingdom =96 do they count as fauna?&nbsp; How about fish?&nbsp; I
dunno.&nbsp; What limits do you place on this spell?&nbsp; I tend toward
the very broad definition =96 hey, the caster is an Earth Mage, so if it's
a natural creature, I figure the mage should be able to talk to it,
although once again, the depth of conversation you'll get from a deer fly
is liable to be somewhat limited.<br><br>
<b>G-2 Spell of Converse with Plants<br>
</b><br>
One of the trippiest spells in the book.&nbsp; Really, what kind of
conversation are you going to have with crabgrass?&nbsp; Note that
&quot;the mode and extent of communication is up to the GM's
discretion.&quot;&nbsp; Translation: &quot;yeah, we couldn't think up how
this works, either.&nbsp; Good luck.&quot;<br><br>
When long-suffering GM Pete introduced his chaos-world, talking to plants
took on a surreal quality:<br><br>
Barnaby Wylde: So, grass, has anyone else walked by here recently?<br>
Grass: Yes.<br>
Barnaby: What did they look like?<br>
Grass: I'm grass, you idiot.&nbsp; I don't have eyes.<br>
Barnaby: OK, how many of them were there?<br>
Grass: I'm grass.&nbsp; I can't count, either.<br>
Barnaby: And yet you <i>can</i> form complete sentences.&nbsp; How is
that?<br>
Grass: Don't ask such stupid questions.<br><br>
<b>G-3 Spell of Controlling Animals<br>
</b><br>
As always, make sure your last command is &quot;run far away&quot; to
avoid those nasty end-of-spell attacks.<br><br>
<b>G-4 Spell of Blending<br>
</b><br>
We've touched on this elsewhere.<br><br>
<b>G-5 Spell of Walking Unseen<br>
</b><br>
Ditto.<br><br>
<b>G-6 Spell of Healing <br>
</b><br>
Looks like the designers read <i>Lord of the Rings</i> too.&nbsp;
(&quot;Kingsfoil?&nbsp; Aye, it's a weed=85&quot;)<br><br>
<b>G-7 Spell of Detecting Traps and Snares<br>
</b><br>
One of the many synergies between this college and the Ranger
skill.<br><br>
<b>G-8 Spell of Detecting Poisons<br>
</b><br>
Nice general use spell.<br><br>
<b>G-9 Spell of Lesser Enchantment<br>
</b><br>
Is this really worth burning a FT point?&nbsp; I say thee nay.<br><br>
<b>G-10 Spell of Herbal Lore<br>
</b><br>
A <i>much</i> more useful spell now that the herbalism rules are
available.<br><br>
<b>G-11 Spell of Tracking<br>
</b><br>
Ranger + Earth Mage =3D Good.<br><br>
<b>Q-1 Ritual of Summoning Animals<br>
</b><br>
Great, you get a bunch of small animals.&nbsp; Get the stewpot ready,
Marge! (With the exception of Fire Mages, you need never carry rations
with an elemental mage in the party: just summon something, kill it, cook
it, and eat it.)&nbsp; Has anyone actually found a use for this spell,
other than making a ball gown for Cinderella?<br><br>
<b>S-1 Earth Hammer Spell<br>
</b><br>
The best thing about this spell is the amount of rubble it leaves
behind.&nbsp; Must be puzzling for someone happening upon a battle site
where lots of Earth Hammers were thrown around.<br><br>
<b>S-2 Hands of Earth Spell<br>
</b><br>
One of the best spells in the book.&nbsp; Visually striking, and useful,
too.&nbsp; Did it come from Zelazny's <i>The Changing Land</i>?<br><br>
<b>S-3 Strength of Stone Spell<br>
</b><br>
Handy spell.&nbsp; If you take the Fatigue option, beware the spell's
expiration time!<br><br>
<b>S-4 Armor of Earth Spell <br>
</b><br>
You know, I wish these armor spells would let you create an armor of the
appropriate element at higher ranks.&nbsp; How cool would it be to cause
a bunch of earth and rocks and stuff to form around you into
armor?<br><br>
<b>S-5 Diamond Weapon Spell<br>
</b><br>
Come on =96 this spell doesn't increase the damage the weapon does?&nbsp;
As a matter of fact, I'd think it more likely it would increase damage
without increasing Strike Chance.<br><br>
<b>S-6 Spell of Gem Creation<br>
</b><br>
AKA &quot;Spell of ripping off yokels.&quot;&nbsp; I mean, what other use
does this spell have other than straight-up fraud?<br><br>
<b>S-7 Spell of Animal Growth<br>
</b><br>
Barnaby Wylde eventually used this spell and his Beastmaster skill to
raise a wolf pup that had this spell continually cast upon it.&nbsp; He
rode it into battle.&nbsp; The food bills were outrageous,
though.<br><br>
<b>S-8 Spell of Enchanting Plants<br>
</b><br>
Two words: poison ivy.<br><br>
<b>S-9 Spell of Binding Animals<br>
</b><br>
Infinite duration (with weekly checks).&nbsp; That can get you a whole
boatload of guardian animals.<br><br>
<b>S-10.&nbsp; Spell of Conjuring and Controlling Earth Elementals<br>
</b><br>
Yikes. It's a spell, not a ritual.&nbsp; I'm assuming most successful
warrior-kings have an Earth Mage to provide a quick conclusion to those
pesky sieges.<br><br>
<b>S-11.&nbsp; Spell of Sinking Doom<br>
</b><br>
If you sink thousands of XP into this, it might actually work.&nbsp;
Another spell with a great visual.<br><br>
<b>S-12.&nbsp; Wall of Stone<br>
</b><br>
Like all similar creation spells, this is surprisingly flexible.&nbsp;
I've seen an Earth Mage prop up a crumbling ceiling by conjuring stone
pillars.<br><br>
<b>S-13.&nbsp; Wall of Iron<br>
</b><br>
Is there an advantage of having a wall of iron over one of stone?&nbsp;
It's stronger, I guess.&nbsp; It could also be fun to team with an air
mage and have him throw a lightning bolt along an iron wall that enemies
were scaling=85<br><br>
<b>S-14.&nbsp; Spell of Tunneling<br>
</b><br>
Clever Earth Mages will find interesting uses for this spell:&nbsp;
impromptu pitfalls, momentary hiding places, etc.&nbsp; A couple of these
will play hell on a cavalry charge, too.<br><br>
<b>S-15.&nbsp; Trollskin Spell<br>
</b><br>
Not as useful as it would appear on the surface. While unspecified, I'm
assuming the EN damage must take place <i>while</i> the spell is in
effect.&nbsp; So, you're in combat, you take EN damage=85 and then you have
to wait 6 more Pulses until it starts working.&nbsp; If you die in the
meantime, do you still regenerate?<br><br>
<b>S-16.&nbsp; Spell of Smoking Magma<br>
</b><br>
(&quot;What kind of magma are you smoking, man?&quot;&nbsp; Ah, teenage
humor=85)&nbsp; It's good to remember that smoking magma can harm plenty of
non-living things as well (crops, trees, buildings, circles of
protection, etc.).<br><br>
DEMONIC FUN: The pool has a radius of 25 feet, and does D+15
damage.&nbsp; That'll mellow out an angry mob in a hurry (and by
&quot;mellow out,&quot; I mean &quot;singe into
unrecognizability&quot;).<br><br>
<b>S-17 Spell of Diamond Javelins<br>
</b><br>
A fun spell to jack up ranks with.<br><br>
DEMONIC FUN: A demon casting this spell creates 11 javelins, each with a
BC of 105 and D+6 damage.&nbsp; Blood will be spilled.<br><br>
<b>S-18.&nbsp; Spell of Earth Transformation<br>
</b><br>
Stone edifices will be toppled.&nbsp; Traffic in muddy city streets will
be brought to a standstill.&nbsp; Wall of Stone spells will be rendered
silly.&nbsp; Hilarity ensues.<br><br>
<b>R-1.&nbsp; Ritual of Binding Earth<br>
</b><br>
This requires a sacrifice?&nbsp; Why?&nbsp; And if you can summon and
control an elemental as a spell, why is it so much more arduous to bind
the element?&nbsp; The inconsistencies and gray area between binding an
element and summoning an elemental kind of piss me off sometimes.&nbsp;
It really needed to be explained in greater detail (have I said this
often enough already?).<br>
__._,_.___ <br><br>
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SubjectRe: [dq] Part 6 - Humorous Review of DQ Magic
FromErrol Cavit
DateWed, 3 Oct 2007 14:20:46 +1300
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Have we made this much more useful, or has a limiting interpretation been
used by these people?
 
Cheers
Errol

-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Keith
Smith
Sent: Tuesday, 2 October 2007 08:31
To: dq@dq.sf.org.nz
Subject: [dq] Part 6 - Humorous Review of DQ Magic


And now it's the turn of the Earth College




T-1 Detect Aura

A pretty worthless talent, really... "Whenever confronted by an object whose
nature is unknown to him..." And how often is that, exactly?  Do you ever
have trouble telling a human corpse from a parrot?  How about an elf from a
petunia?

Druid: I detect "formerly living matter as part of an object."

Druid's pal: No @$&#, Sherlock.  It's called a "chair."

OK, I know.  The Earth Mage encounters some strange humanoid in voluminous
robes, and can't tell if it's human or undead or whatever.  Still.




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<DIV><FONT face=Arial color=#0000ff size=2><SPAN class=359590801-03102007>Have 
we made this much more useful, or has a limiting interpretation been used by 
these people?</SPAN></FONT></DIV>
<DIV><FONT face=Arial color=#0000ff size=2><SPAN 
class=359590801-03102007></SPAN></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial color=#0000ff size=2><SPAN 
class=359590801-03102007>Cheers</SPAN></FONT></DIV>
<DIV><FONT face=Arial color=#0000ff size=2><SPAN 
class=359590801-03102007>Errol</SPAN></FONT></DIV>
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
  <DIV class=OutlookMessageHeader><FONT face="Times New Roman" 
  size=2>-----Original Message-----<BR><B>From:</B> dq-owner@dq.sf.org.nz 
  [mailto:dq-owner@dq.sf.org.nz]<B>On Behalf Of</B> Keith Smith<BR><B>Sent:</B> 
  Tuesday, 2 October 2007 08:31<BR><B>To:</B> dq@dq.sf.org.nz<BR><B>Subject:</B> 
  [dq] Part 6 - Humorous Review of DQ Magic<BR><BR></FONT></DIV>And now it's the 
  turn of the Earth College<BR><BR>
  <BLOCKQUOTE class=cite cite="" type="cite"><FONT face=Arial color=#0000ff 
    size=2></FONT><BR><B>T-1 Detect Aura<BR></B><BR>A pretty worthless talent, 
    really... "Whenever confronted by an object whose nature is unknown to him..." 
    And how often is that, exactly?&nbsp; Do you ever have trouble telling a 
    human corpse from a parrot?&nbsp; How about an elf from a 
    petunia?<BR><BR>Druid: I detect "formerly living matter as part of an 
    object."<BR><BR>Druid's pal: No @$&amp;#, Sherlock.&nbsp; It's called a 
    "chair."<BR><BR>OK, I know.&nbsp; The Earth Mage encounters some strange 
    humanoid in voluminous robes, and can't tell if it's human or undead or 
    whatever.&nbsp; Still.<BR><BR></BLOCKQUOTE></BLOCKQUOTE></BODY></HTML>

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SubjectRe: [dq] Part 6 - Humorous Review of DQ Magic
FromMichael Scott
DateWed, 3 Oct 2007 17:17:29 +1200
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=20
It would be nice to have the old write ups to better understand his referan=
ces and interpretations.
=20
TTFN
Michael

Have we made this much more useful, or has a limiting interpretation been u=
sed by these people?
=20
Cheers
Errol

=20
_________________________________________________________________
Express yourself instantly with MSN Messenger! Download today it's FREE!
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&nbsp;<BR>
It would be nice to have the old write ups to better understand his referan=
ces and interpretations.<BR>
&nbsp;<BR>
TTFN<BR>
Michael<BR><BR>
<BLOCKQUOTE>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN class=3DEC_359590801=
-03102007>Have we made this much more useful, or has a limiting interpretat=
ion been used by these people?</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN class=3DEC_359590801=
-03102007></SPAN></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN class=3DEC_359590801=
-03102007>Cheers</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN class=3DEC_359590801=
-03102007>Errol</SPAN></FONT></DIV>
<BLOCKQUOTE dir=3Dltr style=3D"MARGIN-RIGHT: 0px">
<DIV class=3DEC_OutlookMessageHeader><FONT face=3D"Times New Roman"></FONT>=
&nbsp;</DIV></BLOCKQUOTE></BLOCKQUOTE><br /><hr />Express yourself instantl=
y with MSN Messenger! <a href=3D'http://clk.atdmt.com/AVE/go/onm00200471ave=
/direct/01/' target=3D'_new'>MSN Messenger</a></body>
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