<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Mage 2 Mage 0.89 --> <!--X-From-R13: X Q Znjerapr <pynjNxnatn.ah> --> <!--X-Date: Wed, 18 Nov 1998 22:07:07 -0800 --> <!--X-Message-Id: E0zgNFD-0008MZ-00#mail,kanga.nu --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Mage 2 Mage 0.89</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:claw#kanga,nu"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00845.html">Previous</a> | <a href="msg00847.html">Next</a> ] Thread: [ <a href="msg00847.html">Previous</a> | <a href="msg00845.html">Next</a> ] Index: [ <A HREF="author.html#00846">Author</A> | <A HREF="#00846">Date</A> | <A HREF="thread.html#00846">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Mage 2 Mage 0.89</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Mage 2 Mage 0.89</LI> <LI><em>From</em>: J C Lawrence <<A HREF="mailto:claw#kanga,nu">claw#kanga,nu</A>></LI> <LI><em>Date</em>: Wed, 18 Nov 1998 22:07:07 -0800</LI> <LI><em>cc</em>: <A HREF="mailto:andrew#moonstar,com">andrew#moonstar,com</A></LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Andrew C.M. McClintock forward this newer version to me a long while back (thanks!) and I prompty forgot about it. <sigh> Recent archeological expeditions however unearthed it in all its great glory. Its a damned slick system. Play with it for a while and you might be surprised how very fun it actually can be: <A HREF="ftp://ftp/kanga.nu/pub/MUD/Docs/Mage2Mage.089.txt.gz">ftp://ftp/kanga.nu/pub/MUD/Docs/Mage2Mage.089.txt.gz</A> --<cut>-- MAGE 2 MAGE Spell System Version 0.89 Copyright 1989-1995 by Robert M. Reimann Preface - ------- Presented here is the latest draft of the Mage 2 Mage Spell System and Spell Description Language, a modular, playable magic system that attempts to integrate all aspects of magic in a cohesive and sensible way, allow sophisticated mage-to-mage combat, and present a general method of constructing complex, unique spells. The core mechanism is SDL, a general spell description language consisting of magical *effects* (manifestations of magical force) and *operators* which control and shape the effects into useful configurations. (Note that what most systems call "effects" are actually combinations of effects and operators, as defined above.) The Mage 2 Mage system consists of 32 physical effects (equal numbers of biological and psychic effects are currently being developed) and 27 operators. The effects presented here are part of a rationale for magic that must be built into your world; you are welcome to change them to better fit your needs, but they were chosen with consistency in mind. The operators are the real heart of the system; you should modify them only with great care. Too many non-general operators will spoil this system. Mage 2 Mage uses a spell point system to determine the spell cost; there is no concept of discrete "spell levels", although some effects cannot be used by low level mages. Spells may be designed with arbitrary complexity, the limiting factor is the number of spell points a mage has available to expend. Spell points are assigned on the basis of mage level, and the extent of the mage's "gift". Mage 2 Mage also provides a painless and logical way of producing magical items, while at the same time keeping their power limited to reasonable levels. Demonology and necromancy have been implemented within the same framework, and systems of alchemy and magical medicine are currently under development. Lastly, Mage 2 Mage has been designed to work within any combat system that makes use of melee rounds as units of combat action. I. The Nature of Elemental Magic and Spellcasting "Magic" itself is not an energy source in any true sense. It is rather the ability of some entities to alter the fabric of reality in a way that changes the natural balance of elemental forces in a localized area and channel it in a useful fashion. This ability is innate to some creatures, but others (humans among them) must be trained. "Spell" is the name given to the psycho-physical manipulations a mage or magical creature must perform to produce a magical effect. Spellcasting can therefore be thought of as a psionic skill, with an important exception. Once a spell is cast, it's semi-physical nature gives it a certain "life of it's own"; it does not *need* to be constantly maintained after it has been cast, although it *may* be altered once it has been cast, either by the original caster, or by another mage of sufficient power and skill. The existence of any spell is, however, intimately bound to the existence of the casting entity; if the caster is killed, the spell will cease *unless* spell "ownership" has been transferred to another casting entity before the original caster dies. Spells themselves cannot be written down, but "recipes" for spells may be recorded using the spell description language described below. Spell descriptions have no magical power themselves, they must be interpreted by a spell caster. However: true, active spells may be bound to scraps of paper, thus filling the role of "traditional" magical scrolls. As with any skill, magical ability improves with practice. As mages gain spell casting experience, the number of spells a mage can cast and/or the complexity of his spells will increase. Spell casting is an exhaustive effort requiring intense powers of will. Spell points are an arbitrary method of measuring a spell's complexity. A mage is, in a sense, "rated for" a certain number of spell points per day, based on his experience (level), and his magical prowess, or gift. He can't exceed this rating, not because he would do himself harm, but rather, because it is simply beyond his current level of capability. An appropriate amount of rest will restore a mage's spell point "rating" to full value. Spells need not be written or memorized, they may be cast "on the fly". In fact, this is quite common in magical combat. Spells are, in general, non-permanent for reasons outlined above. II. Elemental Forces, Matter, and Effects The structure of all matter is created by the flow of elemental forces through the Material Plane. Were there no flow of these energies, the Material Plane would contain only formless chaos. The world in which magic exists is entirely shaped by an intricate flow of elemental energies that yields land, oceans, air, living things, etc. All living things possess the ability to alter the flow of elemental forces to a certain degree by physically interacting with them. Some sentient beings further possess the ability to alter the flow of these forces, and hence the world around them, purely by using their mind, i.e., by magic. There are four primary elemental forces, each residing on a separate plane: EARTH AIR FIRE WATER However, these planes overlap each other to a certain extent, thus yielding a total of 16 subplanes: True Earth True Air True Fire True Water Airy Earth Earthy Air Earthy Fire Earthy Water Fiery Earth Fiery Air Airy Fire Airy Water Watery Earth Watery Air Watery Fire Fiery Water Lastly, there are two states for each of these 16 forces, a positive energy state and a negative energy state. These two states are called "Light" and "Dark" respectively. Each of the 16 permuted forces above can be manipulated in either the Light or Dark form, yielding a total of 32 different elemental flows. Each type of flow generates a unique set of effects. These forms are usually abbreviated by their initials, e.g., LWE (Light Watery Earth), DTA (Dark True Air), etc. There are three manifestations of an effect; physical, biological, and psychic. Each manifestation is separate and independent of the other two. Physical effects are primarily for combat. Biological effects can be used to cure and cause illnesses, and to bestow qualities of living creatures on inanimate objects. Psychic effects can be used to cure and cause mental disorders, to bestow qualities of sentient creatures on non-sentient things, and to deal with spirits, which have no physical characteristics. Biological and psychic effects are more complex, and may not be used until the mage has gained higher levels: Level Manifestations Usable - ----- --------------------- 1+ Physical 5+ Physical, Biological 9+ Physical, Biological, Psychic (Currently, these rules cover only physical effects; biological and psychic effects will be added in future versions.) One final characteristic of some importance is that dissimilar effects may not occupy the same physical space in the Material Plane. This is called the Law of Exclusion. Thus, when two different effect types come together, one must give way. This quality can be used to a mage's defensive advantage. If he casts a barrier of dissimilar effect in the path of another oncoming force, and his force is as potent or more so than the oncoming force, it will be blocked. Note that this only works for effects that are manifested in the same way; e.g., a physical effect will not block a psychic effect, for instance. III. Magical Training and Aptitude Unlike some systems, this system offers mages the opportunity to specialize in areas of expertise, giving them greater control over more limited resources. Initial training of a mage lasts a maximum of 12 years. In that time, the mage may divide his studies among one or more elemental forces. Each force studied includes both Light and Dark effects, as well as all three manifestations (physical, biological, psychic). When a mage learns a force, he generally learns both the Light and Dark versions (exception: Elemental Mages, below). The following table shows how studies may be divided, how much time they take, and what abilities each term of study confers on the mage. Study Time Skill Class Max. Potency Range Know/Use Resist - ---------- ----------- ------- ----- -------- ------ 12 years Elemental* d8/lev 80'+8'/lev 40%+4%/lev 20%+2%/lev 10 years Singular** d12/lev 120'+12'/lev 60%+6%/lev 30%+3%/lev 6 years Major d8/lev 80'+8'/lev 40%+4%/lev 20%+2%/lev 4 years Minor d6/lev 60'+6'/lev 30%+3%/lev 15%+2%/lev 2 years Minimal d4/lev 40'+4'/lev 20%+2%/lev 10%+1%/lev * Elemental Mages learn all four Light or Dark effects (not both) of an element; thus a Mage of Light Air would learn Light True Air, Light Watery Air, Light Fiery Air, and Light Earthy Air. ** Singular Mages may not learn any other force beyond their singular specialty; their minds are too "colored" by their magic to permit learning a new kind. So, Medwyn the Mage could spend his 12 years of study becoming an Elemental Mage of Light Water or a Singular Mage in Fiery Air, or he could spend 6 getting a Major in Fiery Air, and 6 more getting another Major in, say, Earthy Water. Or he could get two Minors and and two Minimals, etc. Spending more time learning a particular force allows the mage to use it more effectively; a singular mage gets d12 per level damage from his effects, twice the damage of a mage with a similar Minor. Similarly, his casting range is larger, his ability to recognize (Know) magic of his specialty and make use of it (Use) is better as well. Finally, he is also able to better Resist magic of the type in which he received the training. Spell points are assigned to Mages according to the following formula: Spell Points = (GIFT)*level/2 GIFT is a new statistic measuring a character's magical aptitude. It is in the range 1-50. Human max is usually around 30; only very magical creatures are in the 40-50 range. Most sentient creatures require training for their GIFT to be useful. Spell points are calculated the same way for all mages regardless of training. All fractional points are rounded up. As a mage casts spells, his spell points are depleted. They are regained with sleep; 1/10 of a mage's total points are replenished per hour of rest. There is one important exception to this rule: if a spell is still operating, the spell points used to cast it or those used during its operation *cannot* be replenished until the spell has been stopped. Once it has stopped, the points may be replenished as described above. This effectively limits the number of semi-permanent spells that a mage is able to cast. Note: Spell points expended *during the execution* of a spell are replenished at the normal rate. IV. Physical Effects The following is a complete list of physical effects associated with each elemental form. Also included is the *unit volume* associated with each effect. Each unit volume of an effect used in a spell represents 1 die (of the appropriate type according to mage training) of damage. Thus, a 10th level Mage can produce a maximum volume of effect equal to 10 times the unit volume. See the cost column under Section V.1, Operator Summary. (Note: Full descriptions of these effects and their various uses will be included in future versions of the system). EARTH - ----- Form Physical Effect Unit Volume - ---- --------------- ----------- LTE Crystal/Glass (0.10 m)^3 LAE Sand (1.00 m)^3 LWE Loam (1.00 m)^3 LFE Lava (0.01 m)^3 DTE Stone (0.50 m)^3 DAE Dust (1.00 m)^3 DWE Mud/Quicksand (0.50 m)^3 DFE Metal (0.10 m)^3 WATER - ----- Form Physical Effect Unit Volume - ---- --------------- ----------- LTW Water (1.00 m)^3 LAW Foam (1.00 m)^3 LEW Glue (0.10 m)^3 LFW Steam (0.10 m)^3 DTW Ice (0.50 m)^3 DAW Snow (1.00 m)^3 DEW Poison (Liquid) (0.01 m)^3 DFW Oil (0.10 m)^3 FIRE - ---- Form Physical Effect Unit Volume - ---- --------------- ----------- LTF Fire (0.50 m)^3 LAF Plasma (0.01 m)^3 LEF Brimstone (0.10 m)^3 LWF Electricity (0.10 m)^3 DTF Rust (0.10 m)^3 DAF Ash (1.00 m)^3 DEF Alkali (0.10 m)^3 DWF Acid (0.10 m)^3 AIR - --- Form Physical Effect Unit Volume - ---- --------------- ----------- LTA Air/Wind (1.00 m)^3 LWA Fog/Cloud/Mist (1.00 m)^3 LEA Ambient Light (1.00 m)^3 LFA Radiant Light (0.10 m)^3 DTA Shadow/Darkness (1.00 m)^3 DWA Storm (1.00 m)^3 DEA Gas (Poison) (0.10 m)^3 DFA Smoke (0.50 m)^3 V. Operators Operators are the core of the Mage 2 Mage SDL, providing the syntax for spell description and execution. This section gives a summary of all SDL operators. followed by complete descriptions of the syntax and semantics of each operator. Examples are included. V.1 Operator Summary The following table summarizes the name, cost, and function of each operator. Except where noted, this cost is accrued at the time the spell is cast. This casting cost is based on the occurrence of each operator in the written syntax of the spell. Operator Cost Description - ------------------------------------------------------------------------ Basic (Effect) Operators - ------------------------ alter 1* alter an existing object using an effect create 1* create a new effect destroy 1 destroy a previously created effect move 1** move an effect to a new location rotate 1** rotate an effect around any axis shape 1** form an effect into a desired shape Path (Shape) Operators - ---------------------- fill 1 fill a closed polygonal (2D) area lineto 1 extrude an effect along a given line scale 1 resize a previously created effect surface 1 mold an effect along a given surface volume 1 form an effect to fit a specified volume Flow Operators - -------------- halt 1 stop a spell if...then...else 1/1/1 conditional determined by input events repeat...until 1/1 loop until event wait until 1 pause spell until event Event Operators (all 0 cost) - --------------- and | or | boolean operators for combining events not | interrupted signals a spell has been interrupted <object><action><proximity> general format for events Special Operators - ----------------- bind 1 bind a spell's range relative to a given object interrupt 1 alter a given spell makeowner 1 reassign ownership of given spell to another mage resume 1 resume an interrupted spell <spellname>: 0 assign a spell a name * 1/2 point x (potency^2 + range^2) is expended for each effect created and 1/2 point x range^2 for each object altered during the execution of the spell, subtracted from the mage's spell points at the time the effect is created/object is altered. See ALTER and CREATE. ** 1/2 point per unit volume of the effect operated on is expended for each effect operated on during the execution of the spell, subtracted from the mage's spell points when the operation occurs. For SHAPEd effects, the volume of the effect after the SHAPE operation is used. For MOVE and ROTATE, the current volume of the effect is used. See MOVE, ROTATE, & SHAPE. V.2 Operator Details This section describes the operators summarized above in detail. In the descriptions below, variables are in angle brackets, and optional arguments are in straight brackets. Each operator is listed followed by a paragraph describing what it does, followed in turn by an example of usage. V.2.1 Basic Operators ALTER alter lookat <objectname> using <effect> [<effectname>] [range <r>] Create a connection between the spell and an existing source of manifested elemental force. This works similar to CREATE, except that the link to the elemental plane is connected to an existing object. Thus, when the mage manipulates the elemental force in the spell, it will directly modify the nature of the object. If the object is very nearly "pure" in the elemental sense, the changes will be most pronounced. ALTERing an object consisting of mixed elemental forces may have unpredicatble results, depending on the form of the effect chosen. The effect may optionally be given a name by which other operators may refer to it. Each time a new object is ALTERed in a spell, 1/2 spell point is subtracted from the mage's available spell points. These points are replenished in the usual fashion. Note that these points are *in addition to* the casting cost of each ALTER operator. A mage's spell may only ALTER one *simultaneous* object per level of the mage's experience. For example, a 3rd level mage may only alter 3 objects at the same time; if he wishes to alter a 4th object, his spell must be designed so that one of the 3 objects is no longer being ALTERed before the next one is ALTERed. A spell will terminate if too many effects are simultaneously ALTERed. Example: alter lookat pebble using Stone shape volume lookat pebble scale 10'x 10'y 10'z This example SDL fragment alters a pebble by scaling it up to boulder size. If this was performed on a different object, only that part of the object consisting of Stone would be effected, yielding an unpredictable result if only part of the original object consisted of Stone (the less Stone, the less predictable the result). CREATE create <effect> [<effectname>] [ potency <p>] [range <r>] Create a point source of the given effect on the tip of the caster's index finger (right or left depending on handedness) or, if the spell is BINDed elsewhere, create the point source at the location of the BINDing. This is an initialization operator, creating the link to another plane. For physical effects, the effect must be scaled or otherwise shaped to a physical dimension before any force is actually released (see SCALE, SHAPE). The effect may optionally be given a name by which other operators may refer to it. Each time a new effect is CREATEd in a spell, 1/2 spell point is subtracted from the mage's available spell points. These points are not recoverable until the spell is stopped/finished. Note that these points are *in addition to* the casting cost of each CREATE operator. A mage's spell may only CREATE one *simultaneous* effect per level of the mage's experience. For example, a 3rd level mage may only create 3 effects that exist at the same time; if he wishes to create a 4th effect, his spell must be designed so that one of the existing effects is DESTROYed before the next one is CREATEd. A spell will terminate if too many effects are simultaneously created. Examples: create (p)LTA create Wind create Wind mywind All three of the above perform the same function. The first specifies the physical effect Light True Air. The second uses the more colloquial description of Wind. The third gives the effect a name, making it easier to refer to it later in the spell. This is useful if you are using multiple effects that are doing different things. DESTROY destroy [<effectname>] Removes the last created (or, alternatively, the named) effect or causes any object ALTERed using the effect to revert to normal. When a spell terminates, all effects are automatically destroyed. Any effect which goes outside the spellcaster's range is also destroyed. Example: destroy mywind MOVE move [<effectname>] to <distance> pointdir move [<effectname>] to lookat <objectname> move [<effectname>] to <n1>x <n2>y <n3>z Move the last created (or named) effect a specific distance in a direction indicated by a pointing gesture, to a named object specified by looking at the object, or a specific position in space relative to the last position. If the object has been specified in an event, or has been identified previously in the spell, lookat is not necessary. An effect may be moved anywhere within the spellcaster's range, unless somehow obstructed. Each time an effect is MOVEd in a spell, 1/2 spell point is subtracted from the mage's available spell points for each unit of current volume of the effect. These points are replenished in the usual fashion. Note that these points are *in addition to* the *casting* cost of each MOVE operator, whose points are not recoverable until the spell is stopped. If the effect is smaller than 1 unit volume, the correct fraction is subtracted. Examples: move mywind to lookat orc move mywind to 10' pointdir move mywind to 5'x 10'y 15'z The first example moves the Wind ball used in an earlier example in a straight line to the surface of an object specified by lookat, in this case, an orc. The second example moves the ball in a straight line 10 feet in the direction the caster points. The third moves the ball 5' to the caster's right, 10' up, and fifteen feet forward, away from wherever it was, with respect to the caster. ROTATE rotate [<effectname>] <ang>x <ang>y <ang>z [origin <distance> pointdir] rotate [<effectname>] <ang>x <ang>y <ang>z [origin lookat <object>] rotate [<effectname>] <ang>x <ang>y <ang>z [origin <n1>x <n2>y <n3>z] rotate [<effectname>] pointdir [origin <distance> pointdir] rotate [<effectname>] pointdir [origin lookat <object>] rotate [<effectname>] pointdir [origin <n1>x <n2>y <n3>z] Rotate the last created (or named) effect around any axis (x,y,z), relative to the center point of the effect (default) or a named point, OR rotate to an angle specified by gesture. Each time an effect is ROTATEd in a spell, 1/2 spell point is subtracted from the mage's available spell points for each unit of current volume of the effect. These points are replenished in the usual fashion. Note that these points are *in addition to* the *casting* cost of each ROTATE operator, whose points are not recoverable until the spell is stopped. If the effect is smaller than 1 unit volume, the correct fraction is subtracted. Example: rotate firewall 90y origin lookat orc This fragment rotates a wall of fire (previously shaped) ninety degrees around the y (up-down) axis with the body of a given orc as the center of rotation. Note that the point of rotation does not need to be a point inside the effect itself. SHAPE shape [<effectname>] <pathop1> [<pathop2>] ... [<pathopN>] Shape the last created (or named) effect using a path described by a "subspell" consisting of valid Path Operators. When an effect is shaped, any previous shaping is forgotten. Position of the effect is maintained. Each time an effect is SHAPED in a spell, 1/2 spell point is subtracted from the mage's available spell points for each unit of current volume of the *final* effect. These points are replenished in the usual fashion. Note that these points are *in addition to* the *casting* cost of each operator, whose points are not recoverable until the spell is stopped. If the effect is smaller than 1 unit volume, the correct fraction is subtracted. The SHAPE operation yields one die of damage for each unit volume of the effect, subject to modification by the potency multiple (see CREATE). If the shaped volume is smaller than 1 unit volume, it is considered to be 1 unit volume for the purposes of spell point cost and damage. A mage may not SHAPE an effect to occupy more than L unit volumes, where L is the level of the mage. Examples: shape mywind surface 1'thick lookat box shape mywind volume lookat donut shape mywind lineto 2"thick lookat corner1 lineto 2"thick lookat corner2 lineto 2"thick lookat corner3 lineto 2"thick lookat closeit fill shape mywind scale 2'x 2'y 2'z The first example shapes the wind into a hollow box (i.e., the wind only blows in the planes that form the sides). The second example forms a solid torus of wind. The third example shapes the effect into a 4-sided filled polygon (like a wall) of uniform two-inch thickness. (See Path Operators, below.) V.2.2 Path Operators FILL fill Fills any closed polygon defined by a list of lineto operators within a shape operator. The fill operator must directly follow the list of lineto operators. The fill operator will use the line thicknesses of each lineto to fill with, interpolating if necessary. The lines must form a closed polygon, or the fill will fail. See SHAPE for example. LINETO lineto <n>thick <distance> pointdir [smooth] lineto <n>thick [lookat] <objectname> [smooth] lineto <n>thick <n1>x <n2>y <n3>z [smooth] lineto <n>thick trace Used only in conjunction with the shape operator. Adds a line of thickness <n> to the shape of the effect. The current position of the effect (or the endpoint of the last line drawn, if there is been no use of the move operator since the last line was drawn) forms the beginning point of the line, the endpoint may be specified with a distance from the beginning point and a pointing gesture for direction, or by looking at a named endpoint. For the latter, the endpoint must be a physical object. If the object has been previously identified in the spell, lookat is not necessary. If smooth is specified, the endpoint will be smoothed to a curve if another line is drawn from it. The third form of lineto allows the mage to specify precise coordinates in space to draw the line to, relative to the current position of the effect or the endpoint od the last line drawn. The fourth form of lineto allows the mage to trace a path with the tip of his finger. This may only be done with newly created (i.e., unmoved, unscaled, previously unshaped effects). See SHAPE for examples. SCALE scale <n1>x <n2>y <n3>z Scale an effect to a given size. If the effect was not previously shaped using other Path Operators within the same SHAPE operation, the scaled object will be a spheroid. Scaling is always performed using the center of the effect as an origin (see CREATE, SHAPE). An effect may be scaled up to the limit of the spellcaster's range or spell points, whichever comes first. See SHAPE for examples. SURFACE surface <n>thick [lookat] <objectname> Shapes an effect to match the size and contours of the selected object. The object is selected by looking at it; it must be within spellcasting range, and must fit entirely with the spellcasting range. The surface thickness is determined by <n>. A surface can be formed from anything withing the mage's spellcasting range. See SHAPE for example. VOLUME volume [lookat] <objectname> Like the surface path operator, but fills the entire volume with the effect. (See above). See SHAPE for example. V.2.3 Flow Operators HALT halt Halts a spell. A halt is not necessary at the end of a non-looping spell, as it is implied. Example: if (nonhuman and intelligent) 10' then halt else ... This spell fragment halts the spell if an intelligent nonhuman comes within 10' of the caster, or wherever the caster may have bound the spell. IF...THEN...ELSE if <eventop1> [<eventop2>] ... [<eventopN>] then <operator1> [<operator2>] ... [<operatorN>] [else <operator1> [<operator2>] ... [<operatorN>] ] Conditional that determines spell flow based on the truth value of the event operators (see Event Operators). Example: boltbox: bind to touch box repeat if (orc or kobold) 30' then if orc 30' then create bolt Fire move to orc shape scale 1'x 1'y 1'z else create bolt Electricity move to kobold shape scale 1'x 1'y 1'z wait 2 sec destroy bolt until me "off" This spell creates a 1 foot radius bolt lasting 2 seconds when either an orc or a kobold comes within 30 feet of a box the mage touched when he cast the spell. If it is an orc, the bolt is of fire, if it is a kobold, the bolt is of electricity. REPEAT repeat [<var>=]<num> <operator1> [<operator2>] ... [<operatorN>] repeat <operator1> [<operator2>] ... [<operatorN>] until <eventop1> [<eventop2>] ... [<eventopN>] Repeats part of a spell for a set number of times, or until a specified event becomes true. A loop variable may be used for spell effects that want to keep track of iteration (see Event Operators). Examples: torch: bind to touch endofstick create Fire shape scale 1"x 1"y 1"z repeat move to endofstick until me "off" This spell creates a torchlight at the end of a staff which will stay lit until the mage says "off" (and is within range). WAIT wait <time> wait until <eventop1> [<eventop2>] ... [<eventopN>] Wait for a specified length of time, or until a specified series of events (see Event Operators, below). Examples: wait 10 min. wait until human "bang" 10' In the first example, the next spell action will be delayed by 10 minutes. In the second, it will be delayed until the word "bang" is uttered by a human within 10' of the spell's position. A spell's position is either the place it was cast, or the position of an object to which it is currently bound (if any). V.2 4 Event Operators AND OR NOT INTERRUPTED Event operators take the following general form: <objects> <actions> <proximity> Objects in events can be any physical object, entity, or effect that the mage can visualize clearly in his mind. Actions can consist of any physical action the mage can visualize happening. Proximity must be a distance within the mage's casting range. The action of speaking a phrase can be abbreviated by placing the phrase in quotes. The following is a special action: interrupted [by <being>] "Interrupted" means that the spell has been tampered with by a mage using the interrupt operator (see below). Interrupted is a trap that prevents a spell from being tampered with. Interrupted is also an action, and can be treated as such. If no objects are given with an action, anything performing the action will trigger the event; if no proximity is given, the maximum casting range of the spellcaster is assumed. Objects, actions, and proximity can all be modified using the following boolean operators: and or not Parentheses can be used for clarity of logical groupings. Examples: if (man with tatoo and pegleg) (spit and "howdy") 5' then create Fire if interrupted then halt The first example triggers the if...then operator if a man with a tatoo and a pegleg spits and says "howdy" within five feet of the spell. The second example halts the spell if it is interrupted. (A good trap if the spell was, say, holding up the ceiling!) V.2.5 Special Operators BIND bind [<spellname>] to touch <objectname> Binds the named spell in to a named object, which is selected by touching the object. Once a spell is bound to an object, any effects the spell may generate will operate within the max spellcasting range of the mage, but *relative to the object to which it is bound*, not the mage himself. BIND may be used multiple times in a spell to switch bindings of other spells, or even the spell in which the binds occur (good for cursed items!). If you are binding the spell in which the BIND occurs, you do not need to specify the spellname. Note: binding a spell to an object has no effect on the postion of effects. Movement of effects must be done explicitly within the spell. Example: bind to touch rod This binds the spell in which the bind operator occurs to a rod. INTERRUPT interrupt <spellname> at "<breakpoint>" [revert] <operator1> [<operator2>] ... [<operatorN>] Allows a mage to interrupt a working spell at a stated point, and replace that line with a series of new lines. If revert is used, and the spell was interrupted inside a loop, the new spell fragment will execute only once, otherwise the changes are permanent (for as long as the spell lasts). If a halt operator is used in the interruption, the interrupted spell will stop, even if it was in a loop. The breakpoint specified must be a single line from the spell. A mage automatically knows breakpoints for his own spells. If he is trying to interrupt another mage's spell, he must roll his Know/Use percentage to figure out the spell. The other mage must then roll his Resist roll to prevent the interruption. Know/Use and Resist rolls must be made for all spells, even bound ones where the caster is not in the vicinity. Note: interrupt spells do not have names, and cannot be interrupted themselves. Spells that have been interrupted may, however, may be reinterrupted any number of times with new changes. Example: Take a variation of the torch spell described earlier: torch: bind to touch endofstick create Fire repeat shape scale 1"x 1"y 1"z move to endofstick until me "off" Suppose Medwyn is holding his lit staff, and an orc comes around the corner. Medwyn casts: interrupt torch at "move to endofstick" revert move to lookat orc shape scale 10'x 10'y 10'z wait 10 sec What happens is that the torchlight is turned into a fireball, and then reverts back to a torch! It's important to interrupt a spell in an active part; if Medwyn had changed anything before the repeat loop, nothing would have changed, because that part of the spell was already done. MAKEOWNER makeowner <spellname> touch <spellcaster> Transfers ownership of the named spell to another spellcaster. The new owner must have enough spell points to have cast the spell but need not have the appropriate training in the effects the spell uses. The new owner loses the number of spell points equal to the cost of the spell, for as long as the spell is active. The old owner regains the points he had lost while he owned the spell. If the new owner understands the spell, he may interrupt it at will. Example: makeowner torch touch Medwyn This changes the owner of a spell called torch to Medwyn. torch is a 5 point spell, so Medwyn loses 5 spell points for the duration of the spell (or until he stops it himself). RESUME resume [<spellname>] at "<breakpoint>" The resume operator is useful in conjunction with the interrupted event. You can write a spell which checks for an interrupt cast on it, and which then performs a special task to counteract the intrusion (such as blasting the person who attempted the interrupt). After this is done, you may want to resume the spell at a convenient place. This is what the resume operator is for. Example: torch: bind to touch endofstick create Fire repeat shape scale 1"x 1"y 1"z moveto endofstick until me "off" # check for interrupt # if interrupted by me then move to lookat target shape scale 10'x 10'y 10'z wait 10 seconds resume at "repeat shape scale 1"x 1"y 1"z" else if (interrupted by being) and (being is not me) then move to being shape scale 10'x 10'y 10'z wait 10 sec resume at "repeat shape scale 1"x 1"y 1"z" This version of the torch spell will actively fireball anyone except the casting mage who tries to interrupt the spell. SPELLNAME <spellname>: You must begin every spell with a spell name. This does not add any cost to the spell. Example: fireball: create Fire move to lookat orc shape scale 5'x 5'y 5'z wait 5 sec VI. Spell Cost, Execution Speed, and Duration To cast a spell generally costs 1 point per operator, with the exception of the spellname operator, which has no cost and the shape, move, and rotate operators, whose cost depends on the volume of the specific effect. Event operators also have no cost. The points expended to cast a spell cannot be recovered until the spell has stopped, at which point they are recovered with rest. In addition to the cost of spell casting, an additional cost of 1/2 point is accrued every time an active spell CREATEs an effect. Furthermore, 1/2 point is expended for each unit volume of an effect SHAPEd, MOVEd or ROTATEd. These points are replenished in the usual fashion. See section V.1 for a summary of operator costs. All spells execute at the rate of one "tick" (1/10 of a second) per operator, in a linear fashion. Thus, it is important for a mage to construct loops efficiently, minimizing unnecessary CREATE, SHAPE, MOVE, and ROTATE operations, or his spell points will rapidly diminish. Note: The best way to do this is to use the WAIT... or IF...THEN operators to decide when the costly operators are actually necessary, and in general to minimize manipulating large volume effects in loops. Because spells can loop, they have a potential duration (depending on the spell) limited only by the life of the owner of the spell (i.e., the original caster, or a new owner assigned using the makeowner operator). However, since the spell points used to maintain a spell cannot be recovered until the spell has ceased (or been terminated), it is in the interest of a mage not to leave too many semi-permanent spells lying around. Also, any spell which repeatedly creates, moves, or rotates new effects will slowly subtract from a mage's available spell points. If the mage's points are used up in this way, a looping spell will terminate when it cannot execute the CREATE, MOVE, ROTATE, or SHAPE operator due to lack of points. Spells that do not routinely CREATE, MOVE, ROTATE, or SHAPE effects are potentially infinite in duration, given a constant supply of owners (or an immortal owner). VII. Mage 2 Mage Combat Unlike most systems, Mage 2 Mage allows mages to directly counter spells cast by other mages under certain conditions. Of particular importance, then, is the way in which mages can determine what other mages are casting. This is called "reading". Reading a spell being cast within range is like a sixth sense, it requires no more time or energy than watching a fighter draw a sword. If a spell is not understood by a mage, it is like watching a fighter draw an unfamiliar weapon. Mages cannot "read" precast spells in the same fashion; it is the act of casting that allows them to be read. Reading precast spells is a skill that requires many minutes of concentration (see section IX). A spell being cast by another mage can be read successfully if the following conditions are met: 1. The reading mage must be within his spell casting range of the enemy. 2. The spell may only contain effects with which the reader has been trained. 3. The reader must make his Know/Use roll successfully. Another crucial element of magical combat is its timing and scheduling. Instead of trying to gauge specific casting times for spells, a more general rule is used for the scheduling of magical combat; one that makes it easier to integrate Mage 2 Mage into existing combat systems. In Mage 2 Mage, all normal offensive and defensive spells take 1 melee round to cast. Spells cast in one melee round start to take effect (execute) in the following round. Execution of a spell is automatic, a mage does not need to maintain the spell once he has cast it. There is a 3rd variety of spell beyond offensive and defensive (which can be auto-flash or normal shields). This is the interrupt spell, a spell which alters another spell. Since this is a modification to an existing spell, it is relatively instantaneous in its casting and its execution. An interruption to a spell effectively delays the final outcome to the beginning of the next round, at which time it can be once again altered by an interruption. Only one mage may interrupt a given spell in a round; if more than one tries, the outcome is decided by an initiative roll. A mage can always interrupt his own spells (unless he fails an interruption initiative roll in a given round), but to interrupt another mage's spell, the mage must successfully read the enemy's spell as it is cast, AND the enemy must fail his or her Resist roll. Interrupt spells themselves cannot be interrupted. A mage may perform one of the following options in any given melee round: 1. He can try to interrupt (change) an incoming spell 2. He can cast an offensive spell (which will execute on the following round). 2. He can cast a defensive spell (which will execute on the following round). 4. He can interrupt (change) his own offensive or defensive spell. Precast offensive and defensive spells are, of course, safe from enemy interruptions. If a precast offensive spell is triggered by an event, it executes immediately; the only defense against a precast offensive spell that has just been triggered is a precast defensive spell. In general, a mage-to-mage combat may go as follows: Round 1 - ------- Mage 1 casts offensive spell Mage 2 casts defensive (shielding) spell Round 2 - ------- Mage 2 interrupts and changes Mage 1's spell (or fails and is zapped) Mage 1 casts defensive spell Round 3 - ------- Mage 1 interrupts and changes Mage 2's defensive spell ... And so on, until somebody slips up. There are, of course, many other possible strategies, some of the most useful involving precast defensive spells which the enemy cannot interrupt. VIII. Other Combat Combat against a non-mage follows the same rules outlined above. A spell takes one round to cast, and only one spell may be cast by a mage in a given round. The spell begins to take effect at the beginning of the next melee round. A mage may cast an offensive spell, a defensive spell (again, the distinction between the two is blurred), or may interrupt one of his own precast spells. As with standard spells, the effects of an interrupt begin at the start of the next melee round. IX. Detecting Magic (Precast Spells) In non-combat situations, it is possible for mages to detect the exact nature of a precast spell. A mage can detect a spell within his casting range which involves elemental forces in which he has training, by concentrating for 10 minutes, -1 minute per level of the mage over 1st. This is necessary only for spell that are not obviously active. Once the existence of a spell has been determined, the mage can discover the exact workings of the spell at the rate of one line of spell "code" per minute, -5 seconds per level over 1st. The mage will not be able to decipher lines containing references to effects he does not understand. Each line is also subject to a Know/Use roll; if the roll is successful, the mage knows the line of spell code and if not, he knows only that there is a line of code, but does not know its contents. X. Level Advancement Mage level advancement is directly determined by the amount of magic the mage uses "in the line of duty". A mage gets one experience point for every line of spell description he casts in melee or other non-casual situations. Advancement of levels becomes harder with each level advanced. Going from first to second level requires 100 xp. From second to third requires 200 *more* xp. Third to fourth requires an additional 300 xp., and so on. XI. Spell Damage and Saving Throws This section explains how damage and saving throws work for both single-target and area effect spells of both instantaneous and extended duration. XI.1 Spell Damage Spells cause damage when an effect interacts with an existing object or being. Spells can also cause non-damaging results, which depend on the properties of the given effect. Damage is based on the the quantity of the effect that interacts with the target. The damage potential of the effect is 1 die of damage per unit volume of the effect that interacts with the target(s) (rounded up to the nearest unit volume), multiplied by the potency of the effect (see CREATE). For example, an orc is hit by a standard fireball, .5 cu. meters in volume, cast by a 5th level Singular Fire Mage. The unit volume of Fire is .5 m, and is equal to 1 die of damage, or 1d12 in this case. As this was a single target, and the fireball is smaller than the orc, the orc absorbs the full damage of the effect, 1d12 damage (assuming he does not make his saving throw). Now let's imagine an area of effect fireball, cast by the same mage. This fireball is scaled up to a 2.5 m diameter sphere (~8 cu. m in volume), for 16d12 total damage. This fireball is aimed between two orcs, and partly engulfs both of them. Each orc has about 1 cu. m engulfed in the flame. This means that each orc (assuming they fail their saving throws) gets 2d12 of Fire damage. Both of these examples assume a potency of 1; increasing the potency multiple will multiply the damage taken by that amount. XI.2 Saving Throws There is one standard saving throw for all types of magic, corresponding to a "Save vs. Magic" in other systems. Since all magic items in the Mage 2 Mage system are essentially spells bound to objects, there is no need for a separate saving throw for wands, staves, etc. Making a saving throw has one of two results. If the save is versus an area of effect, it means the victim takes half damage in that round *and any succeeding round* in which he is still immersed in the effect. If the save is versus an effect of which the victim is the sole target, making the saving throw negates (destroys) the effect. For effects lasting more than one melee round, damage is taken by those in range of the effect in *each succeeding round*. However, for each round that a victim must take damage, he is entitled to a new saving throw, until he is successful. Thus, an orc that is caught in a sheet of flame for 3 rounds would take full damage from the flame each round, unless he made his saving throw. If he doesn't make it the first round, he can roll again in the second round, and so on. If the orc were to make the saving throw in his second round, he would only receive half damage in the second and third rounds. Now let's suppose that the orc is the victim of a spell that puts darkness over his face and keeps it there for three rounds, hence blinding him. This is a target-victim spell, not an area of effect, so if the orc were to save on the second round, the darkness would be negated. XII. Demons and Elementals Unlike living creatures of the Material Plane, which consist of complex matrices composed of varying amounts of all the elemental forces, demons and elementals are composed of only a single force. Each demon or elemental lives in the subplane to which it is attuned. Thus one would expect to see wind demons, ice demons, fog demons, etc. Demons and elementals are very similar; the key difference is that demons are sentient, whereas elementals are only of animal intelligence (if that). Demons and elementals may be summoned from a pure flow of any appropriate elemental force that is large enough to pass them through to the Material Plane (pentagrams for demons, trigrams for elementals). Elementals may be summoned relatively easily, while demons usually appear only if their True Name is uttered by the mage during the summoning ritual. A demon will almost always attempt a contest of wills before obeying a mage; usually in the form of magical combat. If the mage loses, he is liable to be consumed, or worse if the demon is particularly vengeful. If the mage wins, the Demon is bound to obey a single command as issued by the mage. The most common command is to enter an object of power and maintain its magic (in other words, take ownership of any spells bound to the object), remaining there until the object or its magic is destroyed. This allows the creation of permanent magical items, since demons are immortal. Demons are always Singular Mages in the force to which they are attuned, at a level (and with spell points) commensurate with their hit dice. There is a small chance that ordinary use of magic may cause an elemental, or even in rare cases a demon, to be summoned inadvertently. XIII. Spirits and Necromancy. Spirits are the disembodied minds of once-living sentient beings that for some reason were not extinguished when the being died. They too can be summoned by name, using a circle of Darkness. Summoning a spirit involves much the same dangers as summoning a demon; spirits are often waiting for the chance to inhabit a living body again, and will attempt to do so by turning a mage's power against him, and then invading the freshly-dead body. Most forms of what are commonly called "the undead" are the result of spirits gaining control over physical objects (corpses, skeletons, etc). Spirits who were mages when they were alive have all the magical ability they had at that time. Spirits who were not mages are not useful for creating permanent magic items, because they cannot use make use of spell points. They may, however, be useful for questioning and as servants. Spirits which are not mages may be subdued fairly easily by use of Radiant Light. All spirits have the innate ability to manipulate Darkness like a Singular Mage at a level of ability commensurate with their hit dice. However, this ability cannot be harnessed for use with a magic item by the summoning mage. In darkness, spirits also have the ability to life-drain at a touch. Summoners of spirits must be very careful not to allow themselves to be surrounded by darkness, lest he be trapped by the spirit. Once the spirit has been subdued in contest, it will remain so until it has completed the task commanded of it. XIV. Summoning Rituals All discorporeal entities (demons, elementals, and spirits) require special summoning rituals to call them to the mage's service. There are four parts to any summoning ritual, which must be executed in order: 1. Gate 2. Naming 3. Sacrifice 4. Contest Gate - ---- The summoner must create (via spell) a gate of appropriate elemental force, and of the appropriate configuration. The configurations are: Trigram: Elementals Pentagram: Demons Circle: Spirits These may be created on any flat, solid surface (stone floors or walls are the most common places). The Gate for summoning a demon or elemental is composed of the elemental force to which the being to be summoned is attuned; the Gate for summoning a spirit is always composed of Darkness. Naming - ------ Once the Gate has been created, the mage must call upon the being by name. In the case of demons and spirits, the True Name of the being must be uttered three times. in the case of elementals, which have no specific names, the general name of the kind of elemental desired must be uttered instead. The naming is generally accompanied by a rhythmic chant (sometimes accompanied by drums) which helps guide the being to the entrance of the Gate. The Naming may take from several minutes for a minor elemental, to hours or even days for a very great demon. The naming is complete when a "presence" is felt near the Gate, usually accompanied by a drop in temperature in the vicinity of the ritual. This means that something (hopefully the summoned being) is on the threshold of the Gate. The chance of of a being hearing the call is equal to the summoner's Know/Use percentage -5% for every level above the summoner that the being is, +3% for every level below the summoner the being is. Sacrifice - --------- All summoned creatures require a sacrifice to bring them across the threshold of the Gate. Elementals require only freshly slaughtered animals; demons generally require a living, sentient sacrifice to consume. Spirits are different; their sacrifice must be an object that was important to the spirit while it was alive. Images of loved ones, or symbols of glory are the two most often used objects, but others may be more appropriate to given instances. Sacrifices are delivered to the center of the Gate, usually via a rope or cart, or some other mechanism. Naught but that which is to be sacrificed should enter the Gate at this time, any person who does so is in great peril. At this point, the being will either accept the sacrifice and enter through the Gate to take it and meet the summoner, or will reject it and depart. Contest - ------- If the being accepts the sacrifice, the summoner must immediately be on his guard, for the being will almost certainly attempt a Contest of Will. In the case of an elemental, it will attack unless shown an immediate demonstration of force. After this is done, the elemental will obey a single command before returning to its plane of origin. Demons and spirits will engage in a full magical battle with the mage. If the demon or spirit surrenders, it will obey a single command as well. Commands can be phrased so as to allow a mage to permanently contain a demon or spirit within a magic item. Elementals do not serve in this purpose because they have no magical ability (being non-sentient); their attacks are purely physical (since they are composed of pure force). If the mage loses the battle (which must be fought one-on-one for the victory conditions to hold), the demon or spirit may take possession of the mage's body and/or soul, unless it is stopped by companions of the mage. --<cut>-- -- J C Lawrence Internet: claw#kanga,nu ----------(*) Internet: coder#kanga,nu ...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00845.html">[MUD-Dev] META: FAQ's bios.</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00847.html">[MUD-Dev] Game library notes</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00847.html">[MUD-Dev] Game library notes</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00845.html">[MUD-Dev] META: FAQ's bios.</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00846"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00846"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00903" HREF="msg00903.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></strong>, Greg Underwood <a href="mailto:gunderwood#donet,com">gunderwood#donet,com</a>, Fri 04 Dec 1998, 03:40 GMT </LI> </ul> </ul> </ul> </LI> <LI><strong><A NAME="00854" HREF="msg00854.html">[MUD-Dev] ScryMUD [CUSTOM] Code release 1.8.1</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Mon 23 Nov 1998, 06:00 GMT <LI><strong><A NAME="00850" HREF="msg00850.html">[MUD-Dev] World Building Page</A></strong>, Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Sun 22 Nov 1998, 17:30 GMT <LI><strong><A NAME="00847" HREF="msg00847.html">[MUD-Dev] Game library notes</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 19 Nov 1998, 21:35 GMT <LI><strong><A NAME="00846" HREF="msg00846.html">[MUD-Dev] Mage 2 Mage 0.89</A></strong>, J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 19 Nov 1998, 06:07 GMT <LI><strong><A NAME="00845" HREF="msg00845.html">[MUD-Dev] META: FAQ's bios.</A></strong>, Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Tue 17 Nov 1998, 18:12 GMT <LI><strong><A NAME="00843" HREF="msg00843.html">[MUD-Dev] The Innerworld Project</A></strong>, Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Mon 16 Nov 1998, 06:25 GMT <LI><strong><A NAME="00841" HREF="msg00841.html">[MUD-Dev] More module ideas</A></strong>, Mark Gritter <a href="mailto:mark#erdos,Stanford.EDU">mark#erdos,Stanford.EDU</a>, Sat 14 Nov 1998, 03:46 GMT <LI><strong><A NAME="00839" HREF="msg00839.html">[MUD-Dev] Re: MUD clients, testing</A></strong>, Scatter <a href="mailto:scatter#thevortex,com">scatter#thevortex,com</a>, Fri 13 Nov 1998, 09:54 GMT </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>