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<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">Asher:</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">> I have a series of "getting started" questions. In no particular order<BR>> of importance, here's entry #1: Magic in RQ III.<BR></DIV>
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<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">> Types of magic: Spirit, Divine & Sorcery. Is there a consensus on how<BR>> these three schools stack up against each other? Or are there many<BR>> partisans for each?<BR></DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">Generally, for starting characters, Spirit Magic is by far the easiest and best. It is cheap, easy to learn, has a number of commonly available spells and is relatively easy to cast. The spells are quite useful, with spells such as Heal, Bladesharp/Bludgeon and Protection ideal for starting combat. You don't have to start off with high-pointage variable spells, with starting characters Bladesharp 1, Heal 2 or Protection 2 can be life-savers.</DIV>
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<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">Shamanism is quite complicated, so I'd avoid it. I wouldn't particularly split things up into absolutes with Shamanism, Theism and Wizardry as it makes things difficult. Make some Spirit Magic commonly available so that all the PCs can learn spells. If they want to become an apprientice shaman then fair enough, but I wouldn't recommend it as a starting option. If you want spirits, it's best to pay an NPC to fetch and bind them for you.</DIV>
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<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">Divine Magic is generally more powerful than Spirit Magic, but for starting characters it in one-use, which a lot of people don't like. I'd leave cults out for a bit until people get used to the setting and the rules. Let them choose cults later on. Divine Magic can be very powerful, especially for Acolytes/Priests as they have reusable magic. If you have highly-stacked spells (Shield 8 for example) you get some very strong characters, but that's only really for advanced play. Cults do teach specialist skills and spells, so they are useful from a gaming point of view. Each cult has its own outlook and affects its members' behaviour to a certain extent so they can be used to enhance roleplaying.</DIV>
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<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">Sorcery can be useful after a while, but a beginning sorcerer will end up having to cast spells again and again and again before they go off. If you don't have Sorcery Schools then you have to decide which spells are available, where the spels can be learned and so on. I'd leave sorcery for NPCs, unless there was a compelling reason not to, or unless a player wants to play a sorcerer.</DIV>
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<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">I'd also allow anyone to learn Spirit or Divine Magic, even Sorcerers. It makes things easier to handle and is less restrictive.</DIV>
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<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">> Also, when working one's character up to shaman, priest, or adept<BR>> status, what are likely pitfalls or frustrations on each path?</DIV>
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<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">Time and effort. You will be working on skills that don't have much game relevance, just to qualify for the position. You have to spend POW to get Divine Magic, a Fetch or to make Enchantments. You will be asked to perform Cult/School Duties. You will have to do things you don't want to do as a player, just because your cult/culture expects them.</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif"><BR>See Ya</DIV>
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<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">Simon</DIV>
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