[Rq-rules] Getting Started: Query #1

David Smart jurrubin at gmail.com
Mon Feb 4 15:56:54 PST 2008


Hmm..here's my two cents' worth.

Sorcery is the most complicated yet most flexible form of magic. It's
strictly for a character with very high Intelligence who's going to be
dedicated solely to becoming a mage. It's best to try to start at Adept
level but even then the most successful (i.e. survivable) Adept is one that
becomes essentially a one-trick pony until he can get his skill levels up.
The most effective player sorcerer I've ever had in any of my campaigns
(since 1982) specialized in Palsy and created an item that allowed him to
boost its Intensity to a very scary level. He became one heck of a sniper
with it. Anyone working toward Magus level will become a support spell
caster for the group out of necessity and should have at least one decent
weapon skill for self-protection. Oh, and the Magus wannabe had better work
on being able to bind Power spirits as fast as possible..sorcery spells suck
Magic Points like a desert sucks moisture.

Spirit magic is great as quick response ability boosting magic used by
everyone. Becoming a shaman can be tough in that having a fetch leads to
random, unexpected attacks from the Spirit plane. All of my players over the
years chose to use spirit magic either by itself or in conjunction with
Divine magic. Speaking of which...

Divine magic has three major downsides. The first is it requires a permanent
reduction in a character's Power to buy spells, reducing said character's
ability to protect themselves _and_ reducing the Magic Points used for
casting spirit magic spells. The second downside is regaining spells (i.e.
praying for them in a safe, Sanctified area) is nearly impossible out in the
wilderness. The third is a full-fledged priest must give 90% of his time to
his cult, blocking the player's freedom most of the time. Given these
negatives, divine spells are essentially RQ's heavy artillery. If a player
really wants a divine magic caster, I recommend he/she become an Acolyte
instead and combine a few select divine spells with some really choice
spirit magic spells. For details on Acolytes, see the RQIII's section on
Glorantha.
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