[Rq-rules] Enhancing Divine Magic

Jim Bickmeyer bick10 at comcast.net
Tue Nov 28 10:50:21 PST 2006


I allow initiates to regain Divine spells on holy days.  Whether they were low or high holy days don’t matter.  The exception is Divine spells that state Non-Reusable.  Priests and Rune Lords only need to worship at a holy site to regain reusable divine spells.  If you want to increase the magic level, then allow the Non-Reusable to be renewed on holy days, or only the high holy day.

As a wrinkle, the priest has to succeed in their Worship skill roll.  Failure results in No renewed spells.  You want to see an angry congregation?  Have a Player Humakt priest fumble his worship roll.  His service ended with drawn blades and a death challenge for the shrine and priesthood.

Also, I added a bit more for critical and special Worship success.  The god pays attention and rewards their flock.

Special/Critical Worship success check at Temple.
Priest ----   Worshiper   ---   Result
Special   +  Normal =  may sacrifice for any one of gods divine.
Critical   +  Special =  may sacrifice for any of gods or allies divine
Critical   +  Critical =  random non-reusable renewed or above, players choice.

Shrines 
Priest ----   Worshiper   ---   Result
Special   +  Normal =  may sacrifice for one shrines divine spell.
Critical   +  Special =  may sacrifice for any of gods divine
Critical   +  Critical =  random non-reusable renewed or above, players choice.

And yes, it did raise the magic level in my game.  But then people used their divine more often and felt better for it.


Jim Bickmeyer

 -------------- Original message ----------------------
From: <tiggermb at verizon.net>
> 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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