[Rq-rules] Divine Magic
Esa Tanskanen
esa.tanskanen at tut.fi
Thu Nov 30 16:44:33 PST 2006
Hello,
To us, divine magic was always something you saved for the last moment,
when you REALLY needed it. Sure, for most things spirit magic is plenty,
but it's hard to save anyone from certain death (unlucky critical to
chest / stomach) with Heal 6 before the end of turn, while a Heal Body
makes survival almost certain, if used.
Or the time when you run into that dream-dragon. Bladesharp is nice, but
true (weapon) works better on the really big ones.
Though I have often wondered, if Bless Crops should be a ritual
enchantment used to make the land itself more fertile. While farmers are
probably happy with permanent sacrifices to guarantee crops when the
stocks run low, more return for the investment would be nice.
And you don't mess with 35 point priests. Sure, it will take them a few
days of praying to get their powers back, but if they really DO want it,
you're toast.
Esa Tanskanen
esa.tanskanen at tut.fi
--
Causing offense since 1981
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