Jump to content

Godlearner

Member
  • Posts

    1,004
  • Joined

  • Last visited

Everything posted by Godlearner

  1. No, if this was the case, they would have not placed those slow and boring restrictions on it in the first place.
  2. His magic would have to be adjusted outside of Prax. There should not be a restriction on healing as well.
  3. Would rather have it fixed than an agreement.
  4. LOL, not likely/ But even if so it still make the skill totally useless to any player character.
  5. Agree with over 99% of this. We still play mostly RQ3 with modifications and some addaptation from RQG (shamans and some new aspects of Rune Magic)
  6. As others have have pointed out the structure of Malkioni society has been changed from RQ3 to RQG and with that how sorcery is seen and how it works as well. What I suggest is that you determine as to which version you wish present in you world and the structure will follow. If you decide to go with the RQ3 type, then you will need to decide as to the exact mechanics of sorcery. There are several modifications, including Sandies rules, which make RQ3 sorcery playable. I feel that RQG rules also need to be adjusted for the type of campaign you are thinking of running, but both of those are topics for differnt threads.
  7. In civilized areas I would say yes. It is possible. Out in the boonies, no, its a shaman type thing.
  8. Then you do not need this skill since you will never be on one.
  9. We only roll to cast a spell "in combat", outside of combat they are auto cast. This goes for all spells no matter the type spirit, divine, sorcery, whatever.
  10. No thanks, I would rather spend time researching the names of Seseine's first 100 lovers.
  11. And I say otherwise. All magic is a type of enchantment. Its a matter of definition. To my Detect Magic should actually detect magic including all spells with duration.
  12. Not if it also cost at least 1pt of POW to cast.
  13. To me, spells are enchantments. A difference between Bludgeon and a Binding Enchantment is duration. On page 247 Enchantments are called spells "Enchantment: These spells create a permanent magical effect"
  14. Not agianst some PCs I seen and played with.
  15. Spirit magic makes it a bit too available for my taste. Perhaps an ritual available above initiate level.
  16. Yeah, that is why I asked. I am sure I will be asked about by a player at some point. Seems that is it should be a some sort of a Common Divine spell.
  17. It says "Through Rune magic and ritual, small animals can be awakened". Is there an actual spell for that?
  18. In the interest of full disclosure, the vampire in Sun County seems to be always nude, but since that was written in RQ3 he got the benefit of armorning and strengthening enchantments so did not really need armor.
  19. Whatever, if they "layed in state" with the item he keeps it when they turn to smoke.
  20. I would say if he was buried with it, they turn to smoke with him.
  21. I would disagree there. Shamans have access to a vast amount of magic point and their POW tends to be high. They also have access to bound spirits and their abilities are can make them very powerful. The shaman's fetch can release bound spirits to attack in combat. The shaman himself may also have spirits or elementls which he can release in combat. The shaman may have bound spirits with attack spells spirit or divine spell which the party may not nirmally have access to. The shame should also liberally use Multispell to shotgun various spirit spells. A shaman in RQ is a buffer and cannon. He is also an after combat healer and has the ability to Resurrect.
  22. RQ3 impail => 1D8+1 + 9 avg of 14
  23. Just modify the spell "Boon of Kargan Tor": Boon of Umath (Rune(Storm), Summon) 2 Points Touch, Passive, Temporal This spell must be cast on a weapon. At spell strength 1, it adds +1D3 to the damage done by that weapon for the duration of the spell. If the spell’s strength is increased to 4, it adds +1D6 damage. For each additional 4 levels of strength, it does an additional +1D6 points of damage. YGWV, but I would say no. If they could do that, it would certainly not be a sorcery spell but rather a Hero Ability of some sort.
×
×
  • Create New...