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Scotty

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Everything posted by Scotty

  1. Did you send them a message via https://www.dholeshouse.org/Contact or via https://twitter.com/TheDholesHouse? I've alerted Lee to your message here.
  2. Adventurers start with all common spells the god/ess allows and three other spells and three rune points. If you want to increase your Rune point pool and learn a new spell: Then you can sacrifice a point of POW to add to your rune pool, and you can choose another spell regardless of the spell's rune point cost: The rune point pool limit is the adventurers CHA. In a small number of cases (Major cults like Orlanth and Ernalda) have more spells than the human max CHA of 21 (including Enchantments and associate cult rune magic). By then your adventurer will be pushing their rune point overflow (above CHA) into one-use magic, enchantments, divine intervention and their Hero Soul, to learn all the spells. My players figured out that getting the higher point spells at Character Creation was cheaper than getting them later. For example: with Orlanth Adventurous, Earth Shield (3pts), Summons of Evil (3pts) and Teleportation (3pts) (from Mastakos) would require a donation of 600L each (30 cows!), so are a must at character creation (it cannot be denied that this makes interesting adventurers).
  3. Can you restate the question (as it isn't clear what you are asking for clarification on).
  4. So an initiate summons a Large fire elemental, then next round another, and next round another. They now have three large fire elementals roaming around. After 15 mins they all disappear. Next time the initiate can choose which of the three it wants.
  5. If they have a physical characteristic - yes. So the Demons in the Demon section (page 168) have physical characteristic - so yes.
  6. Note that Seven Mothers initiates have access to all Spirit Magic (except cult specials) via Jakaleel the Witch's shamans. In character creation cost is not important, you still get 5 points. Also in the Q&A here: https://basicroleplaying.org/topic/15243-runequest-qa/page/46/#comment-255415
  7. The thread has wandered away from the original question and crossed onto a well worn path. If you wish to continue this thread please create a new one with a relevant title.
  8. I'm happy to correct any errors in the Q&A, please pm me with the pages that need changing. Errors occasionally creep in.
  9. 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:
  10. From the upcoming Prosopaedia: kuh-SHEEL
  11. Please note that is a new thread, the old one is here: https://basicroleplaying.org/topic/4064-upcoming-glorantha-publications-old-thread-2015-2022/
  12. Posted Jan 31 2022: See also: RuneQuest Starter Set – Q&A - includes corrections and current Q&A.
  13. Yes it's the section: It conflicts with page 366, which i'll add to the Q&A. 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.
  14. W&E is a supplement to the Core Rules, and as such doesn't repeat everything in the Core Rules. See above. No. the binder can only use the spirit's magic points and spells if it has any. Yes. No, the spirit casts the spells on the command of the binder. See RQG Binding Enchantment, page 249. No. The spirit can cast its spells or use other abilities (if available) under the command of the binder. It can only do it independently if the binder is trying to control more spirits that they have CHA. See RQG Binding Enchantment, page 249.
  15. I've printed out a load recently for my game and they all printed fine. But I'll have a look again, I don't think I did anything fancy I'm pretty sure I just pressed print. [pause] Okay, mine prints out no problem
  16. Yes they can attack the spirit in spirit combat on SR12, if they don't do anything else that round, and have declared it in their SoI other than what's allowed (half move, parring, etc.) When a shaman discorporates, his fetch occupies their body. The discorporate fetch is their spirit. The shaman can attack a corporate spirit though.
  17. Maybe, it depends what they are doing. The players know that there is a spirit starting to appear as the GM will reveal in the statement of Intent (SoI) the round before: the spirit makes itself visible in the Middle World the melee round prior to its first attack. The adventurers may be doing something else - involved in their own fight, doing something that requires concentration, barricading the door, etc., they may not have time to notice. Overall this is a GM call. Yes, if they don't do anything else that round, and have declared it in their SoI other than what's allowed (half move, parring, etc.) Yes or other bound or pact bound spirits (or all of them). Correct, he has to discorporate and that take an hour. Yes, or relevent shamanic abilities (show spirit can reveal a spirit in the round it declares it's appearing). Distraction is a fantastic spell for an adventurer with a high POW. When a combatant disengages, the combat is over. Spirits return to the Spirit World. If the spirit wishes to renew the combat, it must first become visible for one melee round before it can initiate spirit combat again. Only if already engaged, however most spirits would have fled if outnumbered 3-1. Otherwise as above. As above. Yes. If they succeed in a spirit dance roll or at spirit combat per Disengaging from Spirit Combat, page 370. No, it must disengage. Spirits don't have spirit Dance, If you want to allow them that option, I'd just suggest a spirit combat roll, with the usual -1/mp per (see Spirit Dance, page 353). If they fail they then remain engaged. Only if you succeed... Adventurers can't learn this skill unless an apprentice shaman. It's a 00% skill, so doesn't work even with a positive magic category modified (see Base Chance, page 163). To bind the creature into the enchantment, an adventurer must have a relevant control spell (such as Spirit Binding or Command Cult Spirit), Spirit Binding page 249. They just need to succeed in a POW vs POW roll (don't forget they add their fetches POW too). Most will augment with either a skill (Spirit Lore), passion or rune. Shaman have lot's of help in this - shamanic abilities, spirit helper, their fetch, etc. You can only do it once engaged. Adventurers, unless shaman or assistant shaman are rarely good with spirit combat. Good luck with that. Unless you have spirit dance (unlikely), you need to succeed in a spirit combat roll while in combat with the spirit. Most adventurers, cast Spirit Block, Spirit Screen or run in my experience.
  18. You certainly can make opposed tests with yourself, see below. Yes, see below. The Starter Set covers opposed roles of: Passion vs. passion (mandatory rolls) rune vs. rune rune vs passion See Book 1 - Rules:, page 20: Mandatory Rune and Passion Rolls Conflicting Runes Runes and Passions Passion vs. passion is only explicit in mandatory rolls, it's used in the soloquest (93, 96) as Vasana's passion is at 90%. This is slightly streamlined. It is however possible for a GM or player to use it in other situations if they wish (as in the Core Rules). Again, if you have the Core Rules use those and not the Starter Set rules to avoid confusion.
  19. @greger That's fine. You'll be using English rules and as you say there are no Norwegian editions.
  20. Invision say: However, look at his reply to get round it: https://invisioncommunity.com/forums/topic/444591-emoticons-limit-in-messages/#comment-2736053 note that these are emoticons (uploaded) as opposed to emojis (international standard)
  21. I will have a look to see if it’s possible. How many does it take to reach your limit?
  22. Look the Q&A on Shield, treat the different spells as layers, with spellcasting taking place between the protection and shield layer. Countermagic doesn't stop the adventurer casting spells, it only applies to spells cast on the adventurer (incoming). The spell description does not state anything about casting spells on on others when the caster is protected by countermagic. The Magic chapter - Resisting Spells, page 244. You may find System Crash in the Q&A helpful to read
  23. An adventurer can always cast magic on themself. Likewise they do not need to resist spells cast by themself on themself, they don't have to resist spells cast by others if they don't want to (Healing for example). GMs and players are welcome as usual to make the game more complex for themselves, but I really advise against it per MGF. Yes.
  24. In my games to avoid any issues arising, Shield & Countermagic are incompatible. I find dropping any complexity makes the game run faster and promotes MGF.
  25. See the Q&A on Shield. Yes. In many cases there won't be any point in casting countermagic. The point is that Shield and Countermagic don't stack. Yes. The damage mechanic is different. In theory you subtract the the Shield Protection first then the Protection spell protection, but in practice combining the two works the same.
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