[Rq-rules] Enhancing Divine Magic

David Smart jurrubin at gmail.com
Tue Nov 28 10:26:27 PST 2006


I don't allow Initiates to have reusable spells but I've ported the concept
of Alcolyte into my campaigns and it works pretty well. Other than that, all
my players go with Spirit magic because you're right; it's much more useful
for the cost.

On 11/28/06, tiggermb at verizon.net <tiggermb at verizon.net> wrote:
>
> 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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