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RE: mutate





-----Original Message-----
From:	Steve Ames [SMTP:steve@ns1.cioe.com]
Sent:	Wednesday, July 15, 1998 11:45 AM
To:	gmlist@cioe.com; kris@cioe.com
Subject:	Re: mutate


I think we need some clarifications on how long a mutate takes to complete.
Does it take a day? is it instant? A week?
[Daniel Lawrence]  4 rounds, which is 16 seconds.

I believe we didn't used to be able to mutate creature abilities. It took
a different rules clarification to allow this :) Love working in that
vaccum.
[Daniel Lawrence]  we are not. Here it is.

						-Steve

[Daniel Lawrence]  straight out of the book.

MUTATE
Time to Cast: 4 R               
Resist Check: 4d6 vs PWR negates     
      Target: touch                  
    Duration: permanent              
        Area: 1 creature
      Effect: "improve" species

          Mutate empowers the caster to make changes or "improvements" to a
species. Extra arms or legs can be added or removed, eye position and
number changed, skeletal shape altered, etc. One change can be made with
the base spell, plus one change for every two finesses.

[Daniel Lawrence]  There is NO mention of added abilities. The description
specifically improves an existing species... it does not change the target to
a different speices. It does not heal damaged tissue. It can create a wing, but
it does not let the target fly. It does not increase muscle strength. It does not
change health/agility/strength. It can not make you beautifull.

Spells do what they say they do.... rather than doing everything they don't
say they don't. It amazes me as to just how people can intrupret english.

					dan