[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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