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seventeenth issue - RPG Review

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RQ III: Speedcast and Multitarget<br />

by Peter Marcani<br />

I've been running a multi­genre classic RuneQuest III campaign for a year now, and one of the PCs is playing a<br />

sorceress. We've been using the standard sorcery rules. I know all the objections to the standard sorcery system, and my<br />

campaign has a number of alternate magic systems in use (including ones that transcend the system, operating on a<br />

strictly conceptual basis).<br />

But the sorceress is basically crippled. It takes her more than a round to cast a single spell, since a decent Venom or<br />

Palsy requires a fairly high number of magic points. She stands there, trying to cast, and at best only gets off one or two<br />

spells before the combat is over ­ and often, her spells have no meaningful impact on the combat at all. Her long­term<br />

enhancement spells are very helpful to the party, of course, but those don't require her presence in dangerous situations.<br />

And she's not getting a shot at Power gain rolls.<br />

So I recently added two new sorcery skills to try to balance sorcery. Both are treated in the same way as the other<br />

standard sorcery spells; they don't increase from experience, for example, and the casting roll must be under the skill as<br />

well in order to apply the skill to the spell.<br />

With one exception: I know that some people have no use for the RQ III sorcery system. I don't need to be told once<br />

again about the many alternatives. I use alternatives ­ hell, I wrote one, and have created many others ­ but I'm<br />

interested in adapting THIS system, not replacing it outright.<br />

Here are the new skills:<br />

Speedcast: Each magic point used in Speedcast halves the casting time of the spell, with a minimum casting time of one<br />

strike rank. The maximum number of points of Speedcast that can be used is limited to 1 MP per full 10% in the skill,<br />

so a sorcerer with a Speedcast of 37% would be limited to no more than three points of Speedcast ­ allowing him to<br />

reduce casting time to 1/8th of the original time needed. Of course, each magic point spent on Speedcast does count<br />

towards the total casting time!<br />

Example: A Venom spell is cast with Intensity 10 and Range 3 by a sorcerer whose Dex SR is 1. By adding Speedcast 3<br />

to the spell, he ups the total cost of the spell to to 16 MP, but if his casting roll is under his Speedcast percentage he<br />

halves the casting time (9 SR), halves it again (4 SR), and halves it again for a final casting time of 2 SR. If his roll is<br />

over his Speedcast skill percentage but under all other skills used in the spell, the spell takes 17 SR. The MP spent on<br />

Speedcast must still be paid for even if the skill fails, and increase the casting time by 1 SR per MP.<br />

Multitarget: Each MP spent on Multitarget increases the number of targets by one. As with Speedcast, the points that<br />

may be spent are capped to full 10% increments of the skill, so a caster with Multitarget at 43% couldn't target more<br />

than five enemies total in a single casting.<br />

46 <strong>RPG</strong> REVIEW ISSUE SEVENTEEN September 2012

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