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HreshtIronBorne

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Everything posted by HreshtIronBorne

  1. In my experience we have never really had to worry about spells expiring in either 2 or 5 minute duration. We have very very rarely had a combat situation last long enough that we have to count the number of rounds and track Fatigue (RQ3) and all that jazz. Our biggest hurdle has always been effectively applying Magical augmentation in combat situations before we are engaged, we primarily played RQ3 with many a varied house ruling over the years. In RQ:G we now have Multispell as a stackable Runespell that is Common. I just recently put it to use with a little hitsquad my Humakti is leading on an adventure. We had an Agimori with a Spell Enhancing (Whichever one adds to variable spell intensity) Crystal POW 4 cast Multispell 2 and then Protection 4 (8 effective) and Bladesharp 4 (8 effective) on the while front line by the end of the second round. Made a HUGE difference against the 36 ghouls we were fighting. My Humakti has an item with Strength + Coordination + Mobility Linked together in Matrices which he uses with Multispell 2 to make everyone on the front lines a badass for a fight, he calls it Humakt's War Wind. Our Trickster with Shattering has realized he can cast a Multispell 3 on himself rather than several Shatterings and as long as he has MP to cast them, he can get more Diruption 4s off in a round then he can shatterings, like 3 times as many because of his DEX SR and how we calculate it. In addition we have been using the Shaman in the party that has Spell Extension 5, Spell barrage 3, and Power Within 3 to ridiculous effect. He has been blowing up several (3-6) Ghouls a round with Ignite spells. Against regular dudes he throws out a couple diruption threes around. That is after he has covered the party in Protection 6s, Bladesharp 4s, and whatever else is appropriate. He doesn't need to spend resources on a Multispell every time he wants to buff the party quickly, it does take him a little longer as Spell barrage adds together the MPs of the Combined Spells so it takes way longer than the Multispell version for something like a Bladesharp 6 or a Protection 4 being cast on 3 party members, whereas Multispell has all the spells go off on the Highest of the combined spells SRs, so the Agimori with that sweet sweet crystal can cast Bladesharp 4 (Doubles to 8 )on DEX SR + 3 so, he could buff the whole front line in just one round, especially while under the effects of Coordination and Mobility. End Rant. Sorry for my absolutely rubbish formatting.
  2. Multispell 1 Point Self, Temporal, Stackable This spell allows the caster to combine two spirit magic spells and cast them at once. These are resolved as separate attacks. The only exception to this is the Disruption spell, which can be combined with itself and resolved as one attack doing 2D3 damage to one hit location... An attack using Multispell takes effect at the highest strike rank of any spell included in the combined attack. This leads me to believe even a Multispelled Diruption 4 would still go off on Dex Sr +1. The Combining together of Disruption could mean that it behaves as a single 4 point spell when multispelling, so it could be DEX SR +3 Sr, to cast Diruption 4s with Multispell 3 up, 5 SR between casts means that with low DEX SR you could cast 2 per round. You can still do it every round for 15 minutes, even if you can only do it once or twice a round.
  3. In my experience we have never really had to worry about spells expiring in either 2 or 5 minute duration. We have very very rarely had a combat situation last long enough that we have to count the number of rounds and track Fatigue (RQ3) and all that jazz. Our biggest hurdle has always been effectively applying Magical augmentation in combat situations before we are engaged, we primarily played RQ3 with many a varied house ruling over the years. In RQ:G we now have Multispell as a stackable Runespell that is Common. I just recently put it to use with a little hitsquad my Humakti is leading on an adventure. We had a character with a Spell Enhancing (Whichever one adds to variable spell intensity) Crystal POW 4 cast Multispell 2 and then Protection 4 (8 effective) and Bladesharp 4 (8 effective) on the while front line by the end of the second round. Made a HUGE difference against the 36 ghouls we were fighting. My Humakti has an item with Strength + Coordination + Mobility Linked together in Matrices which he uses with Multispell 2 to make everyone on the front lines a badass for a fight, he calls it Humakt's War Wind. Our Trickster with Shattering has realized he can cast a Multispell 3 on himself rather than several Shatterings and as long as he has MP to cast them, he can get more Diruption 4s off in a round then he can shatterings, like 3 times as many because of his DEX SR and how we calculate it. End rant Some of this might belong in the Techniques thread. Sorry.
  4. M So, my PC now owns a matrix with linked Strength, Coordination, and Mobility. We figured the resulting spell casts in 4 SR + DEX SR and would be touch as some of the linked spell require touch. My question is whether once cast the new spell is treated as separate strength, Coordination, and Mobility for the sake of Dispel Magic, or would it be one 5 pt spirit spell?
  5. I dunno if I should post here or a new thread. I was wondering how other people deal with Humakti gifts in their Glorantha. For example can an initiate taking his intial, up to three in RQG, gifts take the same gift multiple times? Can a new Sword taking as many gifts as he desires take the same gift multiple times? And my personal biggest question, do your Humakti gain Gift/Geas outside of the ceremony of initiation or becoming a Sword? It says in RQG Core book that the Sword can gain as many gift/geas as he desires, it doesn't specifically say right then.
  6. It's why air elementals are easiest to use, as air is primarily widely available. Haha
  7. See, this was our experience the first time we really got the spell into action. I had a bade 100 skill, used sword trance with 29 MP. Used my 390% effective Greatsword skill to dismantle a single target every round and every time I parried I would damage their weapons or get lucky amd completely annihilate them on a special or critical parry. Yes, there are alternative ways to take out the Humakti with Sword Trance but, they can nearly trivialize any melee combat with the Spell. Even Big Club.
  8. This is more my point. This idea combined with generational gameplay will yield a LOT more resources for future characters and adventures. There are non-traditional Humakti threats that are exponentially more fucked up if they can Sword Trance. Illuminate Humakti Sword Broo sneaking in and Obliterating whole clans without any ability to resist.
  9. My Humakti already has 40 MP in addition to his personal power. If he keeps collecting more at this rate he will be able to have 2000% to hit before too long. It only takes 190 MP for a character with base 100 to hit to get to 2000. This is the Hero Wars after all, our characters will probably find no shortage of crystals, we had GOBS of them in our RQ3 campaigns. Is the spell acceptable and unbroken when it can,be cast for a whole day for 2000% to hit? Someone could easily cast a MASSIVE Shield Spell to help protect our BA Sword while he goes to work.
  10. What's the largest Variable Spell you have in your Glorantha's?
  11. This is where our houserule has come from. Sword Trance and Axe Trance don't specifically mention any mental side effects but, we quickly reasoned that they've got to be similar to the RQ3 era Arrow Trance we played with.
  12. We have had to houserule some additional downsides to playing with it extended. I began our campaign with the spell and quickly found an mp crystal which gave an extra 12 MP. This let my Humakti just get bonkers. Even without extension I was rolling around with 300 to Hit and Parry. I tried to suggest using extension with it and my GM basically said, 'as long as you don't mind being a Sword Zombie all season.' So we sorta ruled that it has complicating Mental Effects that you wouldn't want to extend off the battlefield.
  13. Depending on your cult you've already got plenty of opportunities for regaining Rune Points. An Orlanthi or a member of one of the other Major Cults can basically get 1d6 RP back twice a week at minimum every week of the Gloranthan year. I think that is pretty solid. That requires no investment but magic points for worshipping and can be done by a new character. An invested adventurer could have a buttload of Votive Images and other such things guaranteeing their Rune Points every season without any work. We've been running Eleven Lights with RQG basically RAW and seen great success. At least players can use ANY spells before becoming Priests or Runelords in RQG versus RQ2/3
  14. I know you can't see rings on planets in the real world but, in Glorantha how far away exactly do all the Stars/Planets appear? How large are they in the sky? Farsee is a spirit magic spell that is fairly widely available, so I figure people that are interested could see stuff about Planets/Stars.
  15. Excuse my ignorance but, is Alkoth a City, a God, and a Planet/Star?
  16. Hey Glorantha experts, Do any of the planetary bodies in the day or nighttime sky of Glorantha have Ring Systems like Saturn? Mostly asking because I just love astronomy and would love to find some way to incoporate it in future Questing.
  17. Also Thanatar is a horrifying stealer of Rune Magic but, he also takes their head and does wierd shit.
  18. I haven't checked out the Bestiary yet. Hopefully gonna get it soon.
  19. The last spell they sacrificed for, I'd think. Each RP lets you pick a Cult Special Rune Spell, right? The first RP gives all Common Rune Spells, for major cults anyway, and a special spell. So, a Vampire is freaking terrifying. I'm not sure how I would limit RP or spells drained. CHA limits RP in Life.
  20. In all the Heroic histories of Glorantha there has got to have been some incredibly artful Dodger that has Quested for the ability to augment his dodge in fantastic ways.
  21. That is a brilliant idea, Phil!
  22. Nothing quite like that, as far as I know. There are some examples that might shed some light in a RQ Classic book called Plunder. There is Also a thread on the forums here called Plunder 2 that you should be able to search up pretty easy.
  23. Freaking FULL MOON SWORDS!! I am personally a superfan of High Level Glorantha play where you can really get into the myths and tussle with powerful and epic entities. Also, read about Arkat and Nysalor. Read about the creation myths of the Orlanthi. All of the mythology of the different cultures are a living, breathing reality.
  24. Throw Soltakss in your Google and you'll find yourself some phenomenally interesting Glorantha items, objects, PCs, NPCs, just tons of Glorantha goodness. I have absolutely LOVED looking through the rich history of your Glorantha Soltakss.
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