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Jens

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Posts posted by Jens

  1. 2 hours ago, Kloster said:

    without collaboration, fixed cost spell matrix of more than 3 points would not be possible

    Spell Matrix Enchantment explicitly mentions that in addition to increasing variable matrices a point at a time, you can also create other matrices over the course of weeks or even seasons- the matrix just doesn't work until you sacrifice all of the required POW (page 265 core rules). This applies to other types of enchantments as well- you can either collabourate to create them, or just slowly enchant them over time.

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  2. 3 hours ago, PhilHibbs said:

    I can't actually find the rule that says that you can increase your RP pool by sacrificing a point of POW. Where is that?

    Page 313 of the core rules-

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    At the end of the week, the adventurer sacrifices 1 or more POW points and gains an equal number of Rune points.

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  3. 4 hours ago, Squaredeal Sten said:

    The max number of personally usable rune spells is now (count of common) + CHA but if you make that change it is simply CHA

    It's only your Rune Point pool (per cult) that is restricted by your CHA- while the normal way of learning a rune spell is to sacrifice a point of POW and both increase your pool while learning a new spell, it is possible to learn a new rune spell without increasing your rune points, and vice versa.

  4. On 2/4/2024 at 3:27 AM, Agentorange said:

    I don't see why shaman automatically get all the spells.

    The Well has some good clarifications on this (search for learning spirit magic)-  https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-15-shamans/#ib-toc-anchor-40

    Quote

    The visit to the spirit world once per day is an abstraction of the whole process on page 374. It assumes that the shaman has a good knowledge of their spirit world, knows their way around and has a good collection of Spirit Vortices.

    It also talks about restricting spells by size and rarity (based on RBoM page 107), and has a suggestions on how to modify search rolls for finding appropriate spirits.

    If you want to limit the spells available to a spirit cult, you could say that shamans of that cult only know of Spirit Vortices related to their spirit entity; that would restrict the spells the shamans could teach unless they went on more dangerous trips into the spirit world. 

  5. 9 hours ago, PhilHibbs said:

    According to the official corrections

    Which is later contradicted in that same document-

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    Can a priest teach a spell that he knows if it is not a cult spell?

    Yes, it says any spirit magic spell.

    This seems wrong as it sets up a situation that a priest can not teach a cult spirit spell, but can teach a non-cult spell.

    If you don’t know the spell, you can’t teach it.

    Along with the switch to using CHA to determine how many spirit magic spells you can learn, there has been an overall shift to the description of how spirit magic works in RQ:G. It's not learning a formula, like you do with Sorcery; instead you attract a spirit helper that from then on causes the magical effect. To quote Jeff-

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    Spirit Magic: Nearly universal, this is the use of spirits to affect the mundane world

    To bring this back to the subject of rune levels teaching spirit magic spells, it would then seem that in RQ:G RAW, Rune Lords and Priests learn the secret of how to reproduce any spirit helpers they themselves have attracted, and attach them to a student. Whether this is part of their training, or a benefit of being blessed by their God, is unclear, as is whether anyone else (other than a shaman) can learn to do the same.

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  6. 7 hours ago, Nick Brooke said:

    Obviously literary executors see things differently.

    Clearly a key difference between recovering and publishing old drafts after the author has died, and actively collabourating with them on a project. 

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  7. 12 hours ago, ajs said:

    I'm assuming that this is similar to having a spirit in a binding enchantment

    As long as the spirit’s POW is less than the Shaman’s Fetch’s POW (minus any already captured spirits), the spirit is automatically captured in the Fetch as soon as its MPs are reduced to zero. No spirit binding or control spell is required. While captured in the fetch, the spirits act as if they are bound (cast spells, provide MP, or release them to perform a single task unless you cast a control spell first). 

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  8. 3 minutes ago, metcalph said:

    How do you know they aren't the same God within a different environment?

    There are people still living that met the Seven Mothers when they were human; some even saw them ascend. YT fought Humakt to prove his godhood, and Humakt is uniquely Hostile to 7M and no other cult. While some of those shenanigans may have happened with the same being in God Time, the Great Compromise would have to be frayed indeed for them to happen as they did WITHIN time. 

  9. On 12/17/2023 at 11:06 PM, g33k said:

    I think I'd say that the Buserian has to do 3 things (before they can get a LM spell not listed for B):

    1. They need to learn the story, the myth, of LM having the power that forms the basis of the spell.
    2. They need to believe in the story, have faith that it's True.
    3. They need to accept that LM and B are masks of one another, but their godhead is one and the same.

    IMHO when you learn a new rune spell, you are actually engaging in a minor heroquest, guided by the local priest, that shows your god performing or embodying that new spell. This should handily satisfy all 3 of your requirements. 
     

    On 12/18/2023 at 12:22 AM, metcalph said:

    common crossover examples of Lhankor Mhy -> Irrippi Ontor, Humakt -> Yanafal Tarnils and Issaries -> Etyries

    Those are fundamentally different examples. Buserian and Lhankor Mhy are names/masks/manifestations of the same divine entity. The Seven Mothers may have worshipped those other gods initially, but they transcended (or transgressed) that origin and became new gods in their own right. 

  10. True, but Blueface is also a centuries old heroquester from a previous edition, so RQ:G rules don’t apply for many reasons. 

    For me it comes down to MGF- unless you commit to the seasonal model, or retire Rune level characters (including Shamans)/use some kind of character rotation/troupe play system, it’s just less fun if they’re occupied most of the time- especially if you also follow the RAW around one experience and POW check per season. 

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  11. 27 minutes ago, Wheel Shield said:

    Is there a specific time required to learn spirit magic spells?

    According to the core rules (page 253), it takes a week of instruction to learn a spirit magic spell, with the exception of certain cult spirit magic that may be learned during holy day ceremonies. No other training can occur during the week you learn a new spell. 

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  12. Shamans are very much tied to physical locations in RQ:G, as well as to their tribes- they must lead weekly worship ceremonies at any spirit shrines they establish. In the RAW, they couldn't be on the road for more than a few days without their spirit cult dissolving, unless they can find someone else to lead those weekly worship ceremonies. This is not dissimilar from Priests now that more cults are getting weekly minor holy days- they'd need to spend a whole day leading those ceremonies every week. 

    RQ:G tries to square this through the seasonal play model- if you're only spending a week "on-screen" in each season, you can easily fulfil your tribal/cult duties during the days you are "off screen". Of course, many of us do not follow the seasonal play model, so need either GM permission or house rules that vary that 90% commitment. Either that, or everyone's just a God Talker 😉

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  13. 1 hour ago, Akhôrahil said:

    One has to wonder exactly how you practice horse archery without a horse... and exactly how you're supposed to use a cavalry force that can't in fact ride.

    Kuschile is a cult secret, likely discovered on a heroquest by the Yelmalian hero Kuschile, which allows you to practice without a horse. It lets your normal infantryman become a mounted skirmisher if there's a horse available during a campaign- borrowed from allies, captured, etc. They ride badly so wouldn't engage the enemy with a charge, but can stay far away and shoot arrows at them, encouraging the enemy to bring the fight to your phalanx.

  14. 6 hours ago, Steve said:

    p.15, Kero Fin and Orlanth both have a “4” label which seems redundant.

    It’s not redundant, the 4 on Orlanth indicates that 4. Orlanth is the offspring of Umath and 4. Kero Fin (unlike 1. Kolat from 1. MoS or 2. Storm Bull from 2. Mikyh). Where it gets extra confusing is that 1 and 2 are then reused for Ernalda and Fralar/Himile- should likely be A/B or I/II for the additional instances. Might also be clearer if the parent number came after the name and the child number in front. 

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  15. 8 hours ago, Akhôrahil said:

    just learn to Ride the bloody thing in the first place

    As MOB has pointed out, the beauty of Kuschile is you don’t need an animal to practice, but your skill works if you ever find yourself on one. It’s like how the Canadian army has almost no attack or transport helicopters, but trains our troops to use them in case we ever “borrow” some from the US. 

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