[Rq-rules] Enhancing Divine Magic

Robert Hoffman IQuinn at surewest.net
Tue Nov 28 10:24:47 PST 2006


I agree completely; when using RQ3 character generation the players that
roll divine magic for beginning characters feel gypped compared to the
players who get a practical spirit spell.  That in turn provides little
motivation to sacrifice for these spells later on.  Shouldn't these spells
be more epic like Mass Heal (Heals all allied characters in 20' radius 4
points), or Lightning Storm (damages target plus 1D4 adjacent targets).
These power should be erupting from the character with god like fury,...
Bless Crop doesn't quite have that feel.


-----Original Message-----
From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com]
On Behalf Of tiggermb at verizon.net
Sent: Tuesday, November 28, 2006 10:01 AM
To: rq-rules at crashbox.com
Subject: [Rq-rules] Enhancing Divine Magic

I am sure this has been talked about before, but I figured I would bring up
the following topic:

When I look at the RQ III magic rules, sometimes I think - "Why would anyone
want to use certain one use divine magic spells?"  For Example, sacrificing
one point of POW for 2 points of healing ONE TIME ONLY seems a poor trade
when one considers that the Spirit Magic spell of the same ability can be
used as long as one has the MP to spare. 


Does anyone allow initiates to have multiple use spells? I would think that
tithing, prayer, and spell regeneration limitations (need to be at a temple)
would be enough of a limitation on the power of Divine spells. I was
thinking of allowing initiates multiple use spells, and having certain
spells be "Priest Only" like Worship, Excommunication, Sanctify, and some of
the very "Powerful" spells. 

I was just wondering what other's thoughts on Divine magic have been, and
how they have made it more appealing for characters to use in their
campaigns

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