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whitelaughter

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Everything posted by whitelaughter

  1. This seems like a worthy goal for a PC; to be the first Rune Master of the cult. Requesting it via Divine Intervention, or heroQuesting, or whatever. I would enjoy having an Initiate of Lhankor Mhy become 'Sea Lord': with a minimum 5% chance of any ship being eaten by the Closing (the Open Seas spell seems to be a pass/die casting, though hopefully I've misread it) having the backup of a Runelord who who can DI "boss, we need this spell to work" would be very popular.
  2. Simple solution to avoid the paperwork: since using the augment gives an experience check, rule that augments are only possible if no experience check has been earned yet. Then records only needed for Lores etc. And frankly I don't see that the 1-use rule would apply here; if you are busily negotiating with trolls, you are going to be using your Elder Race Lore or similar constantly.
  3. Hmm, should appropriate Craft skills give half their value as weapon skills then? I certainly wouldn't want a smith swinging a hammer at my head!
  4. Well, weapons can exist within more than one category (frex short spear as both 1H and 2H spear). An in-world solution would be to create a weapon that counts as both a sword and an axe; even if the weapon is completely impractical, your swordsman would have half skill with the 'swax' and then half his swax skill with an axe.
  5. thanks, you've provided me with the errata pages I was looking for when I stumbled over this site! Sadly, they simply reinforce my belief that this edition should never have been sent to the printers; knee jerk responses to problems that happened due to no playtesting or editing. Oh well, there are other games.
  6. Surely magic is high on the list of things to trade? If they want to develop, then Enhance Int and Charisma speed learning. If they want *sensation*, then being hit with Befuddle, Demoralise etc would be tempting
  7. How do you come to that conclusion? Cast the spell, spend the PP, recover the PP next holy day. Heck, if you have Eurmal as an associated cult, someone can cast Sanctuary *any* day and declare it to be the current seasonal holy day of Eurmal.
  8. It's an awesome spell, but not for the reasons given. The spell allows you to gain either POW or magic points to prevent either unconsciousness or death. So if you still have POW, you can't choose POW. Yes, the POW goes away *unless* you back it with a few levels of Extension. Base use is survive long enough to make a POW gain roll. However, consider the primary use for this: Divine Intervention. Initiates don't lose Rune Points during Divine Intervention so can still cast this if it would kill them. This is an awesome spell to trade to Issaries: every body should have it after all. A delightful use would be an assistant Shaman trading for 21 levels, sacrificing all of his POW to his Fetch and then engaging the Bad Man with an effective POW of 42.
  9. Multiple spirit creatures have 'temporary SIZ' that only exists under certain circumstances: Nymphs, Chon-chons, etc. If you can summon a body, why not an arrow? Given the number of people who've been killed by missiles, the spell probably draws death trauma off ghosts to create the missiles. (And yes, they could still be blocked, because the ghosts know that missiles can be blocked).
  10. 1) Yes, it is powerful. So is everything else. Steal Breath is well within the power levels available. If your starting initiate spends 3 POW, they can be maintaining spells for a year - so Find Enemy, Soul Sight, and Spirit Block for everyone, plus 6 cult specific spells. Say for BB, Axe Trance, which if backed by a 10MP enchantment (that you can easily get as a starting PC) allows your Axe skill to be increased to ~480%, ensuring automatic Special Attacks and Parries. 2) This is the Bronze Age, and people believe in reincarnation. Therefore, no one will care about the environmental effects. The idea that humans can permanently alter the environment will not occur for thousands of years. If someone is worried about you, they'll get an Initiate of Storm Bull to Sense you for Chaos, and if none found, assume you are fine. 3) Steal Breath is next to useless in combat. The target gets a POW x 5 roll to be holding their breath (arguably you could get around that by targeting someone who is yelling a battle cry). *IF* they fail, they start taking 1d8 damage a round unless they make a CONx1 roll. If they are close enough to hurt you, they'll do more than that to you and make you fail your INTx3 roll. If they aren't, they simply retreat out of range. 4) Steal Breath is useful during sieges. So long as no one nearby has Dispel Magic, targets will need to use Dismiss Magic to get rid of the spell - each time. As it usually takes 1 day to regain 1d6 Rune Points, a single Sorcerer can tie down dozens of initiates. Sitting in a fortress, attacks can be hurled in any direction, making it hard for the attackers to protect everyone using Spirit magic.
  11. Found this post while trying to find errata on the Sorcerer Summon spell 😕 Not getting a resistance roll sounds massive, until you consider the *time* it takes to cast the spell. Any intelligent spirit is either going to attack or leave, so the spirit needs to be either mindless or somehow restrained for the spell to be useful. So it's balanced. it's also useful; consider an ally who has been possessed by a Disease spirit. Simply place the enchantment on the ally's chest, pull back a few metres and perform the ritual - your ally is free and you have a bound Disease Spirit. I imagine that this is how Broo maintain a supply of bound Disease Spirits. For everyone else, this is great for acquiring Soul Waste spirits, that can then be used to destroy other disease spirits.
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