[Rq-rules] Spirits cults versus religion
Wayne Shaw
shaw at caprica.com
Tue Jul 24 14:03:40 PDT 2007
At 01:08 PM 7/24/2007, you wrote:
>Wayne,
>
>Problem solved, found about 3 posts stuck in my spam filter, it all
>makes sense now, you were talking about this:
>
>" You could make a 1-use only divine spell that was
>effectively Bladesharp 10, but it would be way more powerful than
>most divine spells."
>
>Weren't you ? The marvels of modern technology........
That's the one.
>Aside from all that, the point I was driving at was looking at a
>wider variety of magics from spirit cults, and maybe gods as well.
>In my game world there are loads of little spirit cults/hero cults
>dotted around. Most are nothing special, maybe they teach some
>skills or low powered magics, sometimes they just act as a sort of
>very localised divination source. I just like the idea of lots of
>obscure little cults and groupings being dotted all over.
Well, my approach on that was still to give the spirit cults divine
magic, just a very limited range of it. Sometimes only a single spell.
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