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HreshtIronBorne

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Everything posted by HreshtIronBorne

  1. I remember rq3 extension doubling duration per point? I still remember having charts on the back of my character sheet where i calculated each point of extension i owned and how long it made whatever spell it got stacked with.
  2. I honestly think Jason's answer that all Non-Stackable spells aren't extendable is just too broken a fix in the other direction. I personally am loving the new feel of RuneQuest and how it has had the ability to model what the fluff has always said about what happens in Glorantha. This is a world where legitimately everything is magical. People are described as walking with their gods all the time. We don't even have rules for HQ abilities officially yet but, there have been casual mentions frlm official sources of Powers like Permanent Shield 4. So, I think the power level for this entire game is shifting much more towards KoDP and HQ sources, and I am in love with it for consistency with Glorantha as I have always seen it. For this line of reasoning alone I would be fine extending most of the spell kit for most gods. Or you make the PCs go on a HeroQuest and get an item the God got that let them Do The Thing. Edited to add: With the ruling that all Non-Stackable spells are incapable of Extension all of the Odaylans lose out on their best magics completely. I personally really like the idea of some Odaylans preferring to hunt in the Great Hunt as Men and some Hunt as Bears! None of the Transformation Spells are stackable, though the individual spells have Temporal Status. If you allow at least the individual Transformation spells to be stacked with Extension then Badass Initiates and Rune-Lords with massive CHA can at least transform for a week or a season.
  3. I think nearly every spell Orlanth has access to is worth Extending. Leap 1 is solid, Leap 3 allows you to compete with chaos features, lol. Darkwalk is AMAZING. Flight is cool but, has lots of drawbacks that Jumping everywhere doesn't. Truesword has been a favorite for my Humakti PC. You could also do Detect Truth and get your Inquisitorial Death God jollies.
  4. When you ransom a guy, you *don't* take his stuff?
  5. I have seen and looked through plunder. I have as talking about something that collated all the loot from old published adventures, so I could remember where I found that one something or other. As well as find the average number of crystals per adventure. The actual number of crystals we found in old adventures was truly ridiculous. Multiple times we were stripped to 0 additional MP and ended up with another 6-12, depending on casting needs, or so of varying capacity apiece before long. I remember even random encounters having power crystals in some of the adventure books. It was also a symptom of resisiting with temporary POW or current MP. Had to have sources for NPCs to cast at least their regular spells from or they would be immediately susceptible to any offensive spells.
  6. I would love to see some statistical breakdowns of the magic loot possibly collected from past adventures. I know there was the old Plunder Book that had some charts for loot and specific magic items, I don't know how common crystals were on those charts.
  7. I don't think spirit magic works on spirits in RQ:G Enchanted Rune Metals, and Rune Magic work I think. Attacking with Weapons and Spells Corporeal entities may attack a spirit that is engaged in spirit combat with enchanted weapons and spells. The physical attack is resolved normally, but opposed by the spirit’s Spirit Combat skill. However, the magic point damage from physical weapons is based on its magical nature: . Temporary damage boosts from Rune magic (such as True Weapon) do harm spirits but only to the amount of extra damage caused by the spell. For example, True Sword would do 1D8+1 if cast on a broadsword. . Enchanted weapons (such as enchanted iron or other Rune metals) do normal damage, but gain no damage bonus from STR+SIZ. . Offensive damage-causing spells (such as Disruption or Lightning) can harm spirits. . Temporary damage boosts from spirit magic (such as Bladesharp, Fireblade, etc.) do not harm most spirits, nor do unenchanted Rune metal weapons (such as unenchanted iron). Damage from enchanted weapons or spells reduces the spirit’s magic points.
  8. The rules for MP matrix specifically state that POW is Sacrificed to Create the 1d10 in potential MP storage. They are refilled from your personal MP or Temporary power for RQ2ers out there. Sacrificing POW is in no way required for crystals unless you Fail in attempting to attune a Crystal. You have to spend a week figuring out if it is Powered or Not. All crystals have some sort of innate POW. You are NOT enchanting them in the act of attuning them. In our Glorantha people use their whole skills for all rolls. I have had characters get up to several hundred % before in older games. In RQ:G we have maxed out around right under 200% with full buffs for most party members, sans Sword Trance. I have used Sword Trance as written to literally delete a whole Lunar Garrison at 600% skill, swinging 6 times a round or auto-specialing every swing.
  9. I have made efficient use of spirits and crystals on this particular character. Crystals: POW 10 - POW 12 Spirit POW 10 - POW 12 Spirit POW 9 - POW 15 Spirit POW 6 - no spirit, new loot! POW 3 - POW 18 Spirit
  10. From the Spirit Magic Spell Magic Point Enchantment "It takes one melee round to store 1 Magic Point in an enchanted item." Pg. 263 RQ:G So, you can fill all your MP into your crystals with some meditation before bedtime every night. Giving you on average 12 mp for a newish guy, 21 for a Baller Rune-Lord Priest, per day.
  11. It seems like you could infer that it takes up to a week and a POW struggle to restore MP to a Crystal. Which might be decent for consistent POW checks if you have a big ol Dead Crystal.
  12. Just as the bones of dead gods provided Glorantha with bronze, the blood of dead and wounded gods provided crystals. These are marvelous items and are being found all the time. Magic crystals, being of the blood of the gods, are not subject to the effects of Divine Intervention spells. They are also indestructible. They come in two varieties: POW storing and powered. Determining the Nature of a Crystal The only way to tell if a crystal is powered is by attempting to attune it, as described below. If the crystal is only a POW storing crystal, the adventurer will find they have just stored a magic point. If it is a powered crystal, the adventurer must overcome its POW, also described below. To attempt this attunement, an adventurer must give up the attunement of any crystals they may have already attuned, because the attunement attempt will not work otherwise. If the adventurer then finds that the new crystal is a POW storing crystal, they can re-attune their old crystal, with no chance of failure but no chance of a POW gain roll. The adventurer may also abandon attunement of a new crystal and re-attune the old one. There is no limit to the number of POW storing crystals an adventurer may have, although they may have only one attuned powered crystal at any time. Spirit Trapping/ POW Storing Crystals About 70% of the magic crystals are “empty.” They have no intrinsic power of their own. However, they can be used to either contain a spirit or to store magic points for an adventurer, in effect giving them an additional source of magic points which they can “charge” out of their own POW. Each of these “storage” crystals has a limit to the magic points it can store. This found by rolling 2D6+3. This limit does not apply, however, to the POW of a spirit contained within a crystal. These crystals have two primary uses: . 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. If the bound spirit’s POW is reduced to 0, the spirit is destroyed. Note that gods and demigods may not be bound. . POW Storage: The owner of a POW storing crystal may store magic points within it, up to the limit it will accommodate, for use as desired. These magic points can only be used once. Each point is gone until the owner replaces it. The magic points in a storage crystal can be used to cast spells, but they do not count in magic resis-tance. The crystal also cannot be used to replace any magic points that an adventurer has used from their own reserve to cast spells. A magic crystal can be used to do only one of the two things listed above. It cannot be used to store a spirit and magic points as well under any circumstances. Binding a spirit into a crystal with POW in it will force the magic points out. It cannot be tucked into “corners” the spirit doesn’t fill. If an adventurer owning a crystal with a spirit bound in it is killed, the spirit returns to the spirit plane immediately. This is from the Rune Metal & Magic Crystals Preview for RQ:G that I have.
  13. Literal phonespasm. I apologise for this mispost.
  14. Wouldn't all of these doublings occur after armor has been penetrated? So, you'd roll your 1d8+1 or whatever then whatever gets through parries/armor/magic would be multiplied by 16. Are some interpreting that you would account for these modifiers before rolling dice? True Greatsword with above gifts would be 4d8 x 16 = 64d8? I never even rolled that many dice playing Stormbringer! I don't even think I own that many dice. Our Glorantha has always been pretty chill with Humakti being the Extra-Mega-Death Specialist. All the doubling actually double. With the above Gifts and an iron sword if even a point got through to the head the Uzko would suffer x16 damage for sure. Humakt has Death and it Ends Things.
  15. In our Glorantha my Hunakti with Truesword swings normally for 4d8 + DB, specials for 8d8 + DB, and crits for 64 + DB. His weapon is iron so a troll/elf would take double damage from whatever rolled damage happened to get past armor. With the Gift that doubles All damage that gets past armor we would double all rolled damage that got past armor, ya know after accounting for parries and magic and everything. An example: Our PC rolls 51 on 153% skill, not a special crit or anything whether or not you reduce skills over 100. Rolls 4d8 + 1d6 gets 25, an excellent roll! D20 is a 1, the left leg The opponent parries with a regular bronze broadsword absorbing 12 points of damage, his protection 4 absorbs another 4 points, and his bronze greaves absorb 6 points, leaving 3 damage past armor. These 3 points would double to 6 damage to the Left Leg, in Our Glorantha. If it were a troll the damage would double again to 12 because iron. In our Glorantha these Gifts can be taken multiple times and are not exclusive with each other. A humakti would have a Gifted sword that double All damage past armor, All damage past armor To The Head, and All damage past armor to Broo. If you hit a broo in the head with the same stats as the earlier example the 3 points of final damage earlier would be double to 6, double to 12, then double to 24. Or 8x damage.
  16. Well, if you disallow boosting to empower defensive spells then you only have to worry about the sizes of spells you allow players to come by in Your Glorantha, in terms of spirit magic anyway. In theory a Rune-Lord, Priest, or Initiate could drop up to their whole CHA in RP on a single spell, which for humans would be about 21 without magically breaking species maximums. Even Countermagic 42 through shield is bustable with sufficient casting time. With 4 rounds and a decent pile of either Multispell or Simultaneous Casting a shaman could throw out a Grossly huge stacked Disruption powered by 50 or so MP. It would blow through almost any defenses. Also shaman get their fetch to add to spell struggles which makes even a relatively weak/new shaman easily capable of winning most POW struggles on a 95% chance, even against Rune-Lords defending with 21 POW always.
  17. Storm Bull, Angry Alcoholic Humakti, maybe some crazy devotees of other Death Gods... Harrek...
  18. I don't think so. Boosting MPs dissipate once they have overcome whatever countermagic effect there may have been. But why limit your blade to just Truesword? Add a few points of Shield with the same amount of Extension, and any dispel needs to overcome that Countermagic effect. As soon as you recognize the opposition starting their dispels, have one of your spirits add a Countermagic to those points of Shield. The increased MP for the weapon make parrying with it a much smoother experience. Also - if you (plan to) have such a weapon, why didn't you bind a spirit into it? That spirit will resist enemy magic with its own POW as a second layer of protection in case the first layer (the Countermagic) has been overcome, as the sword is its body. Throwing up a couple points of Shield on the weapon itself is actually the method I used in Play to protect my spells from being messed with too bad. It quickly becomes incredibly expensive in RP to put several spells up on just the Sword. And the sword would have a spirit in it but, ai am not a Rune-Lord yet. Without a grib of POW to throw down on getting the blade enchanted gotta wait tol I can do it myself or be gifted the Allied Spirit.
  19. Eh, either way. We all have fun. My question still stands though. Is there a point to boosting a spell like Truesword to keep it from being dispelled?
  20. 63 current available additional MP, yeah. Across several crystals, most with spirits. Serial Dispels really only started to come out when the Humakti was facing Troll Rune-Lords or other similar level threats. Soul Sight allows the caster to see all spells up, as far as we can tell and is cheap and easy to throw up at the start of any big engagement. The Troll just dispelled everything the Humakti tried to cast on himself so, we eventually just fought with our Lead and Iron. I think the thing that really instigated my GM nuking the Humakti's spells was using Sword Trance to trivialize several engagements and basically steal the show. I think he was mostly trying to show that he definitely knows the rules and there are weaknesses to every strategy.
  21. I got this idea from thread that just went around about boosting spells with magic points. In the rulebook on page 248 it says: "Boosting a Spell A caster may always use additional magic points to boost a spell, regardless of type. This is typically done to overcome a Countermagic or Shield spell, or other magical defenses." I am ignorant about the fancy forun techniques and currently on mobile. Many apologies. Now, them rules up there state that you can boost any spell regardless of type. My idea is to use the 63 MP from storage and throw up a Truesword with Extension 5 for the year that should, in theory be immune to dispel magic? My question is basically, does boosting non-attack spells, i.e. those that do not interact with Countermagic, increase the spell's resistance to dispelling? I am trying to figure out how to actually KEEP a truesword spell. My DM just throws Dismiss Magic and Dispel Magic around all the time and the Humakti shines a lot less. With truesword being a 1 point spell it only takes Dismiss 1 or Dispel 2, cheap and fast, which is immensely frustrating.
  22. Isn't that basically one of the Lunar Empire's main strategies in expanding into foreign territories? They've been doing it for like, centuries. It can be one of the main downsides to Good Orlanthi Generosity, Bad Friends Happen.
  23. I think this quote is just the wordy and technical way of getting to Shield 4, Spirit Block 6, and other spells which simply get better as you 'combine castings'. It is tragic the same term is used in spells like Transform Self, which specifically stacks non-stackable spells. That's kinda the point though. The only upshot to Transform Self is that it is instantly castable at the beggining of round 1 with RAW. Oh and the duration being upped to an hour, but it also makes the spell not work with Extension anymore. Individually Transforming for the season of a great hunt is possible with individual spells and extension, with a boatload of RP and CHA. Lol
  24. Well, if you special against a miss I believe you do full damage over AP. Which has led to many a sword exploding before my Humakti. Crits lay waste to opposing armaments.
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