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Godlearner

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Everything posted by Godlearner

  1. Yes, Rune Magic is a lot more common. With combats being short, people go all out. Very much a YGWV thing. Most of the games I played in have PCs with at least 15 extraneous magic points, either from spirits of magic point matrices. Same for NPCs who are initiates or above.
  2. Yes, we are talking semantics here, the effect of a sorcery spell can be stored in potion. Agreed, but the difference, at least according to the current rules, is that an Inscription is only usable to the sorcerer who made it.
  3. The Inscriptions currently can be made into anything and are usable only by the sorcerer who made them. Having them be expanded into matrixes for additional POW is a bit lame. Sorcery is already very POW intensive. If the grimoires give knowledge of spells and possibly even a straight +% bonus that would be what is really needed (IMO). Spirits not holding spells is something I always felt was correct; at best it is incomplete knowledge. Perhaps one can learn a spell from a spirit, but that you would still rely on ones abilities to cast it. In regard to scroll, I would really like to see them and have sorcerers the ability to make them without use of POW. Perhaps have them count against the casters CHA until used? If one can put a Spirit spell or a Rune spell into a potion, one should be able to put a Sorcery spell into one. (IMO)
  4. The rule book specifies that sorcery spells can be inscribed into an item, but these are only usable by the sorcerer who created them. Are there any other way to store a sorcery spell? Are there sorcery matrixes? Can a spirit have a knowledge of a spell for a sorcerer to cast? Are there such things as precast one-use sorcery spells, like scroll or a potion? Are there actual Grimoires, or spell books?
  5. Yes, I am well aware of the meaning. I do not agree with the "first step into the priesthood" idea. It can be the first step, but it does not have to.
  6. I see it the other way. Most humans become initiates during the coming of age ceremony, except in the West.
  7. I asked this exact question before and your suggestion is basically 'YGWV'.
  8. I am adding a homebrew rule that that Magi would also use their racial max INT to determine the number of runes/techniques they can master.
  9. ChrisJ, I agree with you that it is very confusing and need some clear examples using three runes/techniques spell.
  10. This is how I am reading it: If the sorcerer has mastered all of them, then the cost appears to be 1+1+1 MPs and +1 MP per intensity If the sorcerer has mastered two of them, then the cost is 1+1+2 MPs and +4 MPs per intensity If the sorcerer has mastered only one, then the cost is 1+2+2 MPs and +5 MPs per intensity If the sorcerer has mastered none, then the cost is 2+2+2 MPs and +6 MPs per intensity I would love this interpretation because the cost would then be: If the sorcerer has mastered all of them, then the cost appears to be 1+1+1 MPs and +1 MP per intensity If the sorcerer has mastered two of them, then the cost is 1+1+2 MPs and +2 MPs per intensity If the sorcerer has mastered only one, then the cost is 1+2+2 MPs and +2 MPs per intensity If the sorcerer has mastered none, then the cost is 2+2+2 MPs and +2 MPs per intensity
  11. Yes, but this way you can do both.
  12. Absolutely. MPs for Sorcerers are a must. That is why I added this spell in the JC Denarius the Minter supplement AID (Magic, Command) 2 pt (Ranged, Instant) If successful in casting this spell, the caster transfers magic points equal to the spells Intensity to the target of the spell. These magic points can replenish any spent by the target and any additional, above the targets POW, will stick around dissipating at a rate of 1 magic point per 10 minutes. These additional magic points are not added to POW for purposes of defense or offense but can be used to cast spells by the target.
  13. Unless otherwise specified in the spell description, it costs 1 additional magic point to increase the intensity of a spell by one level; or double the amount of magic points if it uses a Rune or technique that the sorcerer has not mastered. Based on some interpretations it would 4MP + 28MP. But your point on spell casting in combat is well taken. This is where bound spirits and spirit magic matrices come into play in a big way. The only way to cast a Sorcery spell in combat would be a two rune/technique spell and with an Intensity of 5 and that would take two rounds.
  14. That would be another way to equalize. Why would this be a limit? EDIT: Never mind:
  15. Does not really matter since these spells will be cast ahead of time with duration going into days, weeks and longer. The armor is not going to matter as the criticals will bypass it
  16. Sure, and if they have an INT of 14 they are always behind the curve. Its still possible for a novice sorcerer to cast a bigger spell than an Archmage. A size 8 and str 8 weapon master will still beat a size 18 and str 18 novice every time.
  17. I would say so for ritual type magic at least.
  18. I think this is one of the worst concepts to have migrated from RQ3 to RQG and should be removed from the rules. It makes Sorcery completely INT stat depended and allows a novice sorcerer to cast a bigger spell than an Archmage. The entire thing should be replaced Spell % divided by 5 as the amount of intensity which can be added and Magic Rune % as your chance to cast a Sorcery spell. #givesorceryachance
  19. … and at least 5 points of POW, and source of magic points (the more the better) to get you started.
  20. Ok then. Are we saying its one shot thing, or can we apply this to ALL sorcery Rituals? What would be the casting cost to such a Capitan … 4 mpm since he known neither the rune or technique?
  21. Since this is a Sorcery spell and you need to have at least insight into the water Rune and Command technique, how could any sailor cast it? It seems that every ship would need at least one fully fledged sorcerer onboard to venture into open seas, or at least a sorcerer in the harbor to cast it at departure.
  22. According to the rules, no Sorcery spell skill can be higher than the character's Read/Write. Considering that most people are illiterates, then by definition sorcery is the realm of the high castes.
  23. Is there a special place to discuss Sorcery rules and spells? I got a LOT of things and ideas.
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