| Stormy's Magic Dampening Field (SPELL): |
| Before you begin to read this spell, I suggest you go to the Master's Inn and speak to my husband, Verminaard. This spell was created to be used by players and DM/GMs who don't have a problem combining games. I know some people flat out refuse to believe that you can play different style games together...we've had a few of them actually in our parties from time to time. I, for one, love being a mage with a fleet of starships. There's only one thing better than being famous on your planet...being famous in the galaxy!!! |
| Original Idea (Option #1): I created this spell to be used by magic users who will be traveling in any vessel empowered with technology. Magic users must board vessels of their own accord, in other words, Scotty can't beam you up. Before boarding the vessel, the magic user must cast the Magic Damping Field spell to limit the magical energy field around their body so that technology is not destroyed. DM/GM SET THE LIMITS: We recommend a severe negative effect should the magic user roll a low number when the spell is cast (provided of course, that you still use the dice method). {Example: Spell backfires and all technology within 50 feet of the magic user ceases to work.} We also recommend that once on board the vessel, the magic user would be unable to directly touch any technology without negitive effect on the magic user and/or the technology. We Be Beamin (Option #2): Another idea is that the damping field would turn the magic user into a non magic user for a set amount of time. Then they could be beamed aboard the vessel. We recommend using a 6-sided dice to determine the number of hours the spell would last. {Example: 3 = 3 hours.} Remember, this is just an idea...don't email us telling us that if the magic user has a spell to make them a non magic user...then there would be a magical energy there because of the spell in the first place. We know. It's just an idea. DM/GM SET THE LIMITS: The reason why we mention this option is mostly due to the fun you can have as the DM/GM. First, we recommend setting a severe negative effect should the magic user be on the vessel when the spell time is up. Even worse would be to keep the 6-sided die roll from the player so that they have no idea when the jig is up. We also recommend a negative effect for a low die roll when casting this spell {Example: Spell works as normal, but after the effects wear off, the magic user has lost 1-20 spells.} If you're the truely wicked sort, you could give a power score {Example: 20 = Spell never wears off.} |