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Gamesmeister

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Posts posted by Gamesmeister

  1.   

    On 11/5/2022 at 12:36 PM, Scotty said:

    Sadly we don't have the original developers around anymore to answer that question, but as I said:

    I don't see what that has to do with anything, we're talking about the rules in the current volumes, not previous ones.

    Bladesharp 2 is a magic spell that increases the damage of a bronze broadsword by 2 points. 

    Truesword is a magic spell that increases the damage of a bronze broadsword by 1D8+1 points. 

    Where's the difference in these two spells? I assume you're ruling this just because it mentions Telmori in the spell description of Bladesharp, but that doesn't make sense...Fireblade doesn't say it can hurt Telmori in its spell description, but we already know that it can.

    And reminding me that I can rule whatever I like in my game is unnecessary, of course I can. What I'm looking for is consistency in the rules so I don't need to keep coming to these forums every time I get a question. For example, Disruption doesn't mention Telmori, can that hurt them? If so, why?

    Surely(!) it's much easier to state that any (additional) damage generated by magic can penetrate a Telmori hide, and leave it at that?

    • Like 1
  2. On 5/26/2022 at 9:26 AM, Scotty said:

    I'm happy to correct any errors in the Q&A, please pm me with the pages that need changing. Errors occasionally creep in.

     

    Pg 120 of W&E

    Binding a Spirit: If one does not wish to put a bound spirit into an animal as a familiar, one must find or buy a spirit trapping crystal. Once a spirit has been bound within such a crystal, the POW of the spirit is available for the use of the binder. The spirit may not throw spells itself or take other independent action unless the binder is attempting to  control more spirits than their CHA will allow.

    As per the above, please can you remove the entry in the Q&A that says bound spirits can cast spells they know, thanks

    • Like 2
  3. 8 hours ago, Scotty said:

    It is an omission in W&E, however it's a still supplement to the main rules. We can't repeat everything from the Core Rules in supplements, the same goes for within the Core Rules themselves.

    Yes as already stated:

    Or you could, you know, admit you've made a mistake, remove some incorrect entries from the FAQ, and not add yet another one just to double down on that mistake?

  4. 32 minutes ago, French Desperate WindChild said:

    I m not sure of your conclusion

    From my perspective (but that is just mine, no proof, need other answers), spirit as any non mundane world native, is somewhere "frozen" by the great compromise. it cannot change by itself, experience, etc.. Only mundane decision (aka sacrifice, etc...) may add POW to spirit.

    If that were true then a Fetch would never get a POW gain roll

  5. 1 hour ago, French Desperate WindChild said:

    the one who casts determines the POW score

    if you order a spirit to cast a spell, you have to use the spirits POW in any resistance table or other roll

    If you cast the spell yourself, that is  your own POW to use

     

    well it is what I understand

    It also means that the spirit would get POW gain rolls rather than the PC, and raises questions about whether commanding a spirit is your only action of the round. Given that talking is considered almost instantaneous, does this mean you can command your bound spirit to cast a spell while you swing you sword at your foe? Is there a SR cost of commanding the spirit? If the spirit casts Fireblade, an active spell, does that mean the spirit has to concentrate on it rather than the binder? etc.etc.

  6. 1 hour ago, Scotty said:

    No. The binder just has to command it to cast their spell through their mental link. No spells needed.

    GMs are free as usual to interpret the rules as they wish in their games.

    Honestly, I just think your interpretation is wrong here. I appreciate they're different versions, but RQ2 explicitly states that bound spirits cannot cast spells themselves, and there is nothing in RQG that contradicts that. Instead, W&E reinforces it by stating that a bound spirit may not throw a spell itself. There is nothing in the rules that supports the suggestion that the binder commands the spirit to cast the spell. 

    You quote the following paragraph from pg 249 "Those in physical contact with a binding enchantment can mentally communicate with an entity bound inside (if there are no conditions to the contrary) and can command the entity to use its abilities." However, if you then read the following paragraph you'll see that entities have to be released to use their abilities. You can't just handwave that part away. Either they can cast their own spells, in which case they need to be controlled and released, or they can't cast their own spells.

    Conversely, Allied spirits on pg 280 specifically allows the spirit to cast spells. It's written in the rules on Allying a Spirit

    In other words, there's really nothing to support your arguments, but a number of rules and text to contradict it.

     

  7. 1 hour ago, Scotty said:

    No, the spirit casts the spells on the command of the binder. See RQG Binding Enchantment, page 249.

    First, please see Bound Spirits, pg 366

    "Spirits may be bound into a magic crystal, or into a specially prepared object or animal as described in the Binding Enchantment section (page 249). The binder of a spirit can use any spirit magic the spirit possesses and the magic points of the spirit to fuel spells."

    This makes no reference to the binder having to command the bound spirit, it simply gives the binder access to any spells known by the spirit.

    Secondly, Binding Enchantment on pg 249 makes no mention of the spirit being able to cast it's spells while remaining bound. The only relevant rule in there regarding this subject is the following:

    "Some entities have knowledge or abilities which the wielder can use while it is bound within an item. However, many entities are not very effective when so trapped and must be released to be useful (e.g., wraiths, healing spirits, elementals, etc.). Without the use of a control spell, an entity can be released from an item to perform one function, and  then it is free. If a control spell is used before the entity is released, then it can be commanded to perform many actions and return to the binding item. Control spells automatically work against creatures while they are bound in items."

    The first sentence confirms that it's the binder casting the spell, not the spirit. The only way the rules would work according to what you're saying is that I cast a Control spell on my spirit, command it to cast a spell, then release it from the binding enchantment so it can cast the spell, then rebind it back into the enchantment. Which would contradict 40 years of RQ, and be very inefficient to boot. 

    • Like 1
  8. 7 hours ago, Rodney Dangerduck said:

    A shaman, especially a PC shaman who breaks the usual rules like PCs do, can come from most any cult.  I agree that shaman are very effective PCs.  Claiming that Waha is a fine effective PC cult because it's members can be shamans is almost meaningless.  Would one claim that Humakt is a "good knowledge cult" because it's members can also join LM?

    Our party has a Eurmal shaman.  He's super effective because he can do those awesome shamany things.  And, in addition, he can Lie, Crack, and go Invisible!

    Can they? I mean, YGMV of course, and you can allow your players to do whatever works for your game, but I would think that Shamans would be far too busy in the spirit world and doing their spirity things to also find time to worship a non-shamanic deity. I mean, if you want to have a Yelmalio-worshipping shaman at your table then go for it, but to me that goes against the mythology of the god and I wouldn't allow it. I'd also include Eurmal in that category - gods are quite jealous when it comes to sharing worshippers with non-associated beings, and I don't see even Eurmal being keen on his trickster spending all their time in the spirit world holed up with the Horned Man. 

  9. 1) W&E pg.120 states "If one does not wish to put a bound spirit into an animal as a familiar, one must find or buy a spirit trapping crystal." This seems incorrect, as spirits can also be bound into enchantments as per the RQG rulebook pg 249. Am I right in assuming that's just a typo? 

    2) W&E pg 120 states: "Once a spirit has been bound within such a crystal, the POW of the spirit is available for the use of the binder. 

    This seems to omit the rule that the binder can also use the spells of the spirit. RQG pg 366 states that  "Spirits may be bound into a magic crystal, or into a specially prepared object or animal as described in the Binding Enchantment section (page 249). The binder of a spirit can use any spirit magic the spirit possesses and the magic points of the spirit to fuel spells."

    Am I right to assume that when a spirit is bound into a crystal, the binder can also cast spells spells known by that spirit, in addition to using the spirit's POW to fuel spells (its own or the binder's)?

    In fact, to clarify, is the following correct? 

    Once a spirit has been bound, whether into a crystal, an enchanted item or a familiar, the binder can use the MPs of that spirit to fuel any spells they cast, and can cast any spells known by the spirit. The spirit itself can never cast spells while bound, unless and until the binder loses control of that spirit (whether voluntarily or not).

    Allied spirits obviously work differently from this, and aren't included in the above.

    • Like 1
  10. 3 hours ago, soltakss said:

    I never go into a situation thinking what the PCs can or can't do ahead of the situation. If I think "they can't take control of the statue" then I am blocking what they are trying to do. instead, I say "You can try, but it will be difficult" and se what they roll. If they don't roll very well then they have failed to do it.

    However, I am fully aware that my playstyle is not to everyone's taste and many people think that I am too generous in what I allow PCs to try and possibly succeed in.

     

     

     

    I agree, I'm with you on this, hence how he got where he is in the first place. Thanks for your thoughts, I'm going to see what he comes up with and roll with it from there.

  11. Some great ideas in here, thanks for all your suggestions. 

    I'm not sure he'd be able to take control of it, but his character is a master at Orate and Charm, and I have hinted that he senses the presence of the original statue, so perhaps he can use suggestion just to get it to react a little. At the moment it's firmly in place at the bow of the cradle, but if it was to move just a little, it could release the cradle from its grip, while the rest are fighting and possibly dying from Lunar Coders on Wyverns. Garrath can arrive a bit later, rather than be the cavalry.

  12. Hi all, I'm currently running my reasonably high power characters through the Cradle scenario from classic Pavis, and they have reached the Final Battle at Corflu. One of the PC's, via the use of various magic items and bespoke spells he has, has managed to phase himself onto the head of the Watchdog, surrounded by Lunar troops but currently untouchable for the next few rounds, and he's looking for a way to disable the statue or do something to it that will help swing the battle their way.

    I really like the creative way he's used his abilities, so I want to give him something, especially as he's spent a point of permanent POW getting there, but I'm at a loss to come up with something that is meaningful enough to make him feel like he's achieved something, but isn't so powerful that it allows him to overcome the immense Lunar magics that must have been required to animate the statue in the first place. 

    Any suggestions?

    • Like 1
  13. 5 hours ago, Bill the barbarian said:

    Did not see Absorption listed in a search so I assume this has not been noted. Kyger Lytor gives Absoprtion but in the Red Book the ruins powering the spell are Water and Harmony. While a troll with Harmony is possible and Water a little more unlike KL”s runs are Darkness and Man. Is this an oversight?

    For Absorption I'm seeing Earth and Darkness

  14. Hi all, 

    What information do we have, if any, about the heroquest that Kallyr Starbrow performs to create the Dragonrise? I'm currently running my players through a modified Eleven Lights campaign, and they are getting closer to Kallyr's inner circle with each game, so I was thinking about how they could be incorporated into that event.

    Many thanks

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