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Enthar

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Everything posted by Enthar

  1. Any word on the various sorcerous cults? Malkioni, Aeolianism, or even just a broader set of sorcerer rules?
  2. I was particularly curious if there was a specific day in July or if it was still somewhat amorphous. I understand that the August releases will coincide with Gen Con.
  3. I realize that just asking might push the date back a week, but any release date yet? Eager eyes wish to read and eager hands wish to hand over monies!
  4. When playing undead sorcerers, Tap is your best friend. Steal Breath is a huge source of MP since you have *no other way to regen MP naturally*. Of course Vampires and such can drain MP using their special abilities, but a sufficiently powerful Steal Breath is really all you need.
  5. Appreciate the reference! This was not at all clear in the base RQG book! Is there a lot like this, which relies on decades of tribal knowledge to have any idea that it exists? I suppose that is more a separate topic, but it is pretty intimidating to run into fairly key concepts like this 3-4 months into my campaign.
  6. As a side question, would not anyone with Chalana Arroy as an associated cult have access to Sleep- along with any other Spirit magic spells? Page 73 RQG: Under Cult Spirit Magic. "An initiate can start with spirit magic spells taught by an associated cult."
  7. Thank you for the guidance, that cleared it up for me as well! Some add on questions: Can you use Skills at the end of that 30 minutes of Ritual practice to further Augment your odds, if required? For example, the cover of the RBM (one of the most beautiful pieces of art I've seen by the way!) has her dancing, would you be able to Ritual Practice for x time, then use Sing/Dance/Speak Spiritspeech for 2 melee rounds before casting the Summon/Command combo without losing the benefit of the Ritual Practice? What Rune(s) would be permissible to invoke to help here? Moon only, or would the elementals Rune work, or only Spirit Rune (which typically isn't something we have access to). Thank you!
  8. That is an interesting choice, I wonder if removing intensity generally doesn't make sorcery too vulnerable. She is really only able to get spells up for this kind of duration and power during week(s) long downtime between adventures, and yes, a spirit magic based dispel is going to have a tough time breaking those, but she did spend a week preparing rather than training a skill or attribute. Seems a fair trade off to me? Vs the instant cast of Rune spells or the relatively quick (if not cheap) casting of Spirit magic. In fact, this is the first time she has had anything but Enhance INT up for any length of time.
  9. She did consider the Shaman archetype, but decided on Sorcerer in the end. As I mentioned above, she seems content to have long duration sorcerer buffs, she just wanted them to be a particular kind of buff that means she doesn't have to spend weeks training the sword to be effective in combat. Given that happy players = happy campaign, I am content with how it turned out in the end. Moonfire is an amazing spell, too bad its gated behind Moon rune. Perhaps if there are casualties (distressingly frequent in RQG) she might consider that.
  10. Illusory Substance Can Illusory Substance be used alone to create a solid, invisible substance? For 4 points, could I wield an invisible weapon that deals 2D6 damage? No, re-read Illusory Substance on RQG 332 / RBM 59. You would need to cast Illusory Motion in tandem with it to be able to move and manipulate your 2D6 invisible weapon. You could create a stationary illusory spike under someone to fall on, but both spells would be needed for something you’d wield in combat. This, from the Q+A, was also extremely persuasive. I added Movement Rune back in. As a follow-up, the player researched the spells, then used SEIT (Smart/Stupid Enhance INT Tricks) to get the two illusion spells on her for 1 season a piece. Such is the trickiness of sorcerers, hope that Broo Sorcerer doesn't have a Neutralize Magic up their sleeve... (probably not, given that they are 21 intensity spells, but might scare her with a few attempts at 15% chance)
  11. That is an excellent point! Ill remove Movement from the rune list, as base illusions can be shifted / moved without needing the movement rune. Sorcerer's Shield (Illusion)(Earth)(Combination) 3pts Personal, Passive, Temporal For the duration of the spell, an invisible shield of illusionary sensation is formed which hovers near the caster. The base shield has 1 HP and covers one hit location (front or back, but not both for a single point). Each point of spell strength increases the HP of the shield by 1 or adds one contiguous hit location to the area of protection. For larger or smaller casters than the human average, adjust the cost of additional hit locations proportionately. Damage which exceeds the HP of the shield penetrates it to strike the hit location behind it. If desired, the protected hit locations can be changed by concentrating on the spell for one melee round, as long as they all remain connected. I am very happy with how these have worked out 🙂
  12. Certainly! The assumptions you gave me were, however, that all the runes and techniques were mastered. Mastering two for Ward vs 4 for this spell is definitely easier and thus an advantage, but my player has all 4 because of her previous investment in illusion spells. Your mileage may vary, but I was mostly going for "this won't break my campaign and force me to nerf it two fights in", while still being useful enough that she would desire to learn and use it.
  13. You could put up 8 points of protection for 5 minutes over your entire front for 17 MP (4 base + 13 intensity). Compared to Ward against Weapons, which will do the same thing against an 8 point hit for 16 MP (well, 95% of the time). Ward won't protect your belongings, SS does, ward doesn't care from where you are attacked, SS does, etc. I definitely don't want it to be too weak, is there some change you would make that sounds reasonable? 18 MP and 14 Free INT are well within her capabilities, and it seems comparable on the surface to Ward, so I wasn't worried at until this point.
  14. I don't have a particular reason to go total hps vs target location other than it is functionally similar to Wall of Flame. A real world argument could be made for either when lighting is involved, but as I am learning Glorantha only casually obeys the 'real world', so it is not a hill I'll choose to die on. If the game balance is better served by a hit location, let us do that. Lightning Stroke (Air)(Summon)2ptsRanged, InstantStarting from the hands (or appropriate item) of the sorcerer, and forming a column 1 meter in diameter and 9 meters long, a stroke of lighting is formed for an instant, followed by a thunderclap as the stroke dissipates. The stroke inflicts damage to a random hit location of anyone in the area of effect, with the amount determined by consulting the Sorcery Strength table. Mundane armor does not protect against this damage, although magical armor and spells do. For each level of strength added to the spell, the length affected increases by 1 meter. The stroke may light nearby flammable materials, and the thunder clap afterwards may deafen anyone struck for 1d10+5 rounds if the strength of the spell overcomes their Con on the resistance table. Sorcerer's Shield (Movement)(Illusion)(Earth)(Combination)4ptsPersonal, Passive, TemporalFor the duration of the spell, an invisible shield of illusionary sensation is formed which hovers near the caster. The base shield has 1 HP and covers one hit location (front or back, but not both for a single point). Each point of spell strength increases the HP of the shield by 1 or adds one contiguous hit location to the area of protection. For larger or smaller casters than the human average, adjust the cost of additional hit locations proportionately. Damage which exceeds the HP of the shield penetrates it to strike the hit location behind it. If desired, the protected hit locations can be changed by concentrating on the spell for one melee round, as long as they all remain connected. I concur, a melee focused Sorcerer who takes a week to cast season long buffs and then wades into combat can be a formidable foe. It is just not the character type she wants to play. It isn't so much effectiveness she is after (although I assure you, she is perfectly capable of munchinking the heck out of things), but style. 🙂 🙂 Thank you for the help!
  15. I am very happy to get all the advice! I will try to summarize things and respond in kind, but because I my account is new I can only post once per 24 hours (for now). Lightning Stroke (Air)(Summon) 2pts Ranged, Instant Starting from the hands (or appropriate item) of the sorcerer, and forming a column 1 meter in diameter and 9 meters long, a stroke of lighting is formed for an instant, followed by a thunderclap as the stroke dissipates. The stroke inflicts damage to the general hit points of anyone in the area of effect, with the amount determined by consulting the Sorcery Strength table. Mundane armor does not protect against this damage, although magical armor and spells do. For each level of strength added to the spell, the length affected increases by 1 meter. The stroke may light nearby flammable materials, and the thunder clap afterwards may deafen anyone struck for 1d10+5 rounds if the strength of the spell overcomes their Con on the resistance table. Compared to Create Wall of Flame (Sorcery, Fire/Summon),general hit points seems the way to go. I do have an open question- it seems that it is possible to interpret the area of Create Wall of Flame as "3m^2" instead of "an square area 3m x 3m, ie 9m^2". I had been using the latter for its area, but is there any official errata that might clear that up? It is why 9 meters is the length of the spell I permitted, as the areas lined up. Basically the advantage of Lighting Stroke is air based vs. fire based (as are Lightning and Thunderbolt in Rune magic) and that it has a secondary deafen effect, instead of being temporal, active, and fire based. Lightning (Rune magic, Air) and Thunderbolt (Rune magic, Air) are stronger in damage, as they should be for Rune spells. For the two illusion spells, comparing Create Sensation, Fire Fingers, Ward against Weapons, skills with weapons and shields, and the sidebar regarding moving Illusions (that side bar is why I did not add Command Rune to the spells). She strongly desired INT as the base stat rather than Dex (She rolled poorly for Dex), for obvious reasons I said no, Enhance INT is already too powerful and arguably not optional for sorcerers in general, no need to give it further synergy. Sorcerer's Shield (Movement)(Illusion)(Earth)(Combination) 4pts Personal, Passive, Temporal For the duration of the spell, an invisible shield of illusionary sensation is formed which hovers near the caster. The base shield has 1 HP and covers one hit location (front or back, but not both for a single point). Each point of spell strength increases the HP of the shield by 1. Additional points of range intensity will cover one additional contiguous hit location. For larger or smaller casters than the human average, adjust the cost proportionately. Damage which exceeds the HP of the shield penetrates it, and reduces the strength of the shield by 1 point. If desired, the protected hit locations can be changed by concentrating on the spell for one melee round. Illusionary Arrow (Movement)(Illusion)(Earth)(Combination) 4pts Ranged, Passive, Temporal This spell summons an invisible arrow of illusionary sensation which can be commanded by the caster to fly at flows to impale them. The caster must concentrate to make an attack, as per the sidebar in RQG, providing the arrow a MOV of 12, otherwise the arrow simply floats nearby. If the target attempts to avoid the arrow (which they may only do if they can perceive it in some way, such as with Pierce Veil, Spirit Sight or similar), the caster makes an attack roll with DEX x5. Damage is determined by consulting the Sorcery Strength. The arrow is otherwise treated as temporarily real normal missile attack in all respects, and as such can not be parried but may be dodged (if it can be perceived) or blocked by a shield positioned shield, armor protects from the damage but the POW of the target need not be overcome, and so forth. They are still more expensive than comparable attack and defense spells For example, she didn't want to use Fire Fingers as she is very illusion based sorcerer already, and it didn't fit with her self conception to suddenly start spinning threads of fire out to do damage. Further, being a refugee from D&D 5e (as I am, after the kafuffle of a few months ago), she objects to being a swordswomen in full plate with a shield, who happens to cast a bit of sorcery if they have time. RQG sorcerers definitely are not battle casters and she is learning that the hard way, but perhaps with even a few rounds preparation before a fray she can feel that she contributes without becoming another 'yet another Rune Lord.' That said, Sorcerer's Shield is essentially summoning a big plate of energy you hide behind, rather less efficient armor basically, and Illusionary Arrow is a slightly more expensive version of Fire Fingers but has the advantage as a result of being invisible and thus being slightly more difficult to defend against (without damaging shields as well as Fire Fingers does). I appreciate all the conversation! It has been extremely illuminating.
  16. Apologies if this is not the right forum for such a question. I thought, as a new GM, I might run some spells my sorcerer player has proposed past the hive mind here to make sure there isn't any particular hidden unpleasantness that I am just not seeing. Some background, she is playing a Lhankor Mhy philosopher, and this is the first time she has had sufficient downtime to seriously create new spells. I have tried to find sorcery spells from previous editions of the game with no success- the 2nd edition rules sold here do not include any sorcerer spells at all (although I enjoyed how much similarity the rules had to the current version). If it matters, her INT is 20 and her POW is currently 18, and she has a bound spirit with 15 POW. I appreciate any comments, thank you! New sorcery spells Lightning Stroke (Air)(Summon) 2pts Ranged, Instant Starting from the hands (or other appendage) of the sorcerer, and forming a column 1 meter in diameter and 9 meters long, a stroke of lighting is formed for an instant, followed by a thunderclap as the stroke dissipates. The stroke inflicts damage to the general hit points of anyone in the area, with the amount determined by consulting the Sorcery Strength table. Neither armor nor spells that protect against physical damage are effective against this spell, though Countermagic, Reflect, and Castback work. For each level of strength added to the spell, the length affected increases by 1 meter. The stroke may light nearby flammable materials, and the thunder clap afterwards may deafen anyone struck for 1d10+5 rounds if the strength of the spell overcomes their Con on the resistance table. Sorcerer's Shield (Movement)(Illusion)(Earth)(Combination) 4pts Personal, Active, Temporal For the duration of the spell, an invisible shield of illusionary sensation is formed which orbits the caster. This caster may attempt to parry any incoming attacks which they are aware of using this shield. The base shield has 1 HP, and the caster has a base chance to parry equal to 20% + their Magic skill bonus. Each point of spell strength increases the HP of the shield by 1. Damage which exceeds the HP the shield penetrates it, and reduces the strength of the shield by 1 point. The shield follows all rules for parrying attacks, including for multiple parries in a round and skills over 100%. The parry chance may be improved through training, research or experience as normal. Unlike Create Sensation, other spells can not be cast on the shield to improve or alter its effects, this is a specific limitation of the Sorcerer’s Shield spell. To learn this spell the caster must know and have currently in mind the Create Sensation spell. Magic Mote (Movement)(Illusion)(Earth)(Combination) 4pts Ranged, Active, Temporal Magic mote summons an invisible mote of illusionary sensation which can be directed by the caster to strike foes within its range on the Dex SR of the caster, +5 SR for each successive attack as normal. Damage and range are as determined by consulting the Sorcery Strength and Sorcery Range tables. The skill for the attack starts at 20% + the Magic skill bonus of the caster and may be improved as usual with training, research, or experience. The mote is treated as a normal missile attack in all respects, and as such can not be parried but may be dodged or blocked by a shield, armor protects from the damage but the POW of the target need not be overcome, and so forth. Likewise Counterspell, Reflect, and Castback (and similar defenses) do not defend as this attack is temporarily real, however Shield and Ward against Weapons (and other similar defenses) will protect as usual. Unlike Create Sensation, other spells can not be cast on the mote to improve or alter its effects, this is a specific limitation of the Magic Mote spell. To learn this spell the caster must know and have currently in mind the Create Sensation spell.
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