[Rq-rules] Enhancing Divine Magic

Steve Perrin steve at perrinworlds.com
Tue Nov 28 17:03:38 PST 2006


My current approach to Divine Magic for Initiates and Acolytes is to make it renewable. They are just limited on how many spells they can sacrifice for and may have a problem with how they renew them (Holy days are good, or returning to the shrine they got the spell from...)

Steve Perrin
  ----- Original Message ----- 
  From: Styopa 
  To: Discussion of RuneQuest rules. 
  Sent: Tuesday, November 28, 2006 11:46 AM
  Subject: Re: [Rq-rules] Enhancing Divine Magic


  I especially like the benefit for special and critical worship successes - talk about an incentive to prosytelize.  :)

  I had the same problem, I found few people (including myself) that believed reward=>cost for Divine Magic.  So I spent a lot of time coming up with rationales for the various magics, to explain why they were different, and more importantly, how those differences could come through in gameplay. 

  My rationales:
  General Spirit Magics are cantrips; the kind of magics performed by hedge-wizards and local witches with minor effects like lighting a little fire or mending a broken pot.  (Game rule: just about anyone could learn them, but no player could have spirit magics greater than character's POW/6).  
  More powerful spirit magics (4+) involve actually trafficking with minor spirits.  These aren't actually represented in-game i.e. with stats, but the effects would be described that way: a bladesharp 5 might be a keening spirit borne on the sharp edge of a sword etc.  Game effects (and non-canonical spells) would be things that you could have such a creature do - put out a light, distract someone, find someone, etc...the more powerful the spell, the more efficacious the spirit.  Works better: on living creatures; Works worse: against inanimate objects (particularly manufactured ones like a door) and the undead (unless the undead's spirit itself can be dominated and controlled) 

  Sorcery was easy.  I always personally liked RQ3 sorcery, with it's pure mechanistic effects.  With Sandy's Tekumel spell lists it didn't take much fluffing.  Works best: in high mana areas (I created a map of Glorantha with Ley Lines arcing across it) Works worst: in low mana places 

  Divine magic is a) intrinsically more powerful and b) guided by the hand of a nearly omniscient god.  So a blast-effect spell can be detonated in the midst of the party and it would only affect the bad guys.  I tended to give bonus effects to spells cast on party members that participated in worship and weren't of an inimical cult.  A healing spell would give precise feedback about what remained to be healed/fixed.  Works best: in/near worshippers; Works worst: in enemy temples/consecrated grounds. 



  On 11/28/06, Jim Bickmeyer <bick10 at comcast.net> wrote:
    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. 




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