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Posts posted by Godlearner
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I was just saying that if you boosted the Spirit Screen with extra MP's for active defence, the victim would need to Boost their Dispel accordingly.
As far as I am aware it has never worked this way. I have never heard of anyone boosting a spell for defense to make it more difficult to dispel.
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1 minute ago, Akhôrahil said:
Would you donate blood? POW donation looks more similar to that - it's pretty harmless, mostly painless, and it's replenished naturally.
Seems like an argument for getting ones POW Tapped.
Why does this bring Theodoric of York SNL skit to mind? 🙃
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That's because it's not an economy. It's a rules system for running fun games with small groups of adventurers.
YIFMV - Your idea of fun may vary
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5 minutes ago, Psullie said:
I feel that this is an acceptable tactic on the battlefield. Also if you play with boosted defence you could add a bunch of MP's to it to make it harder to dispel too. It can also happen to adventurers so I wouldn't forbid it. This is why getting the drop on your opponents is so important in RQ.
Boosting would only help to punch through Countermagic, or similar spells. Boosting a Spirit Screen 1 with 5 magic points against a Countermagic 4 will punch through, but won't do anything due to the Countermagics higher intensity. In case of Shield spell I imagine it would work something like this:
Defender has a Shield 2 and Protection 2 up on himself.
- If the attacker casts a Spirit Screen 4 or lower without boosting, it would be stopped by the Shield.
- If the attacker casts a Spirit Screen 2 and boosts it with 3 magic points. The Spirit Screen would punch through the Shield spell, but fail to do anything against the Protection 2
- If the attacked casts a Spirit Screen 3 and boosts in with 2 magic points, it will go through Shield. The attacker would then need to make a POW vs POW roll and if successful, the defender's Protection 2 would go down and be replaced with a Spirit Screen 3, and thus preventing the defender from casting another Protection spell on himself of intensity 3 or less (unless he dispels the Spirit Screen 3 first)
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Thank you Kloster. We have played it the other way by letting the higher intensity spell take precedence. I think either way is fine as long as it is consistent in the game, but would like to see an "official" ruling on this.
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5 hours ago, Kloster said:
As for all not voluntarily accepted spells.
I am fine with that, but the question now seems to be would a Spirit Screen 4 take down a Protection 3, or a casting of Spirit Screen 1 prevent the target from casting any Protection spell until it is dispelled?
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I figure a higher intensity spell takes precedence, otherwise a well timed Spirit Screen 1 would prevent a Protection 8
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Spirit Screen is incompatible with Countermagic, Protection, and Shimmer. It is also a ranged spell. Is it possible to use it on the enemy to take down their smaller Countermagic, Shimmer or Protection spell? Or casting it ahead of time to prevent an opponent from casting a similar level Countermagic, Shimmer or Protection?
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Maybe not to the strike rank detail, but at least something like "it has to touch for a round"
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The specific example I am thinking off is the Shield spell (Orlanth provides to Storm Bull). As an initiate of both, can I use both rune pools to cast a bigger Shield spell?
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1 minute ago, PhilHibbs said:
There's a long way between "I prefer slightly more to be detailed in the rules", which is fine as a position, and throwing a "Not everything is detailed therefore why just don't detail anything" tantrum.
Tantrum? I would say more of an extrapolation of "whatever the GM thinks best" as an answer. As a lot of people here, I been role playing for 40+ years and advice of just make it up as you go does not fly well with me.
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4 hours ago, Glyph said:
Learning spirit magic spells (P105) - Learning from Cult, do cults still teach their spirit magic spells to members of associated cults, albeit at full cost?
Well, technically they can teach any spells their rune masters know.
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Thank you for your answers. From what I am gathering so far, technically one gets an allied rune spell originally form the allied deity's shrine/temple which may actually be located in their temple. But, they could also get it by going to the allied cult's temple as well. All good on this.
Being able to use POW from both pools to make one really big spell and in fact bigger than if you one was just an initiate of one ... does not seem right. In the previous example of an Orlanthi - Storm Bull would one even need to sacrifice for Shield as an Orlanthi, if it was one previously as a Storm Bull?
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2 minutes ago, Kloster said:
This is why I prefer 'POW not given fully voluntarily is corrupted'. This avoids much problems like this one.
And this why I just took that rule out as it is too ambiguous for my tastes.
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Whatever the GM thinks best and whatever works narratively in the game at that moment.
Sure, that is GM style. It can apply to almost anything in the rules. Why even have rules? Why roll dice? Just freeform and tell stories.
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I agree that it doesn't work under mind-control or under direct threat of murder, but what about for instance taxation or fines? You don't have to donate POW, you can pay the very high monetary taxes/serve your full sentence in the quarry instead, it's completely up to you.
Yeah, but then you have a situation of "please voluntary donate POW or we kill your wife".
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I am sorry if this was asked before, I have not seen it. If a player wishes to gain and be able to cast a Rune spell from an allied cult (for example Flight from Orlanth as an Issaries initiate), would the procedure be the same as getting a special rune spell from his cult/temple, or would he need find and visit the allied cult temple/shrine to and sacrifice POW to gain the knowledge of the spell (I understand he would use the same Rune Pool to cast it).
If one is an initiate of two allied cults Orlanth and Storm Bull for example and gained a spell which the one cult offers to the other as allies, lets say Shield from Orlanth to Storm Bull, which Rune Pool should it be cast from? Would the player need to sacrifice for it from both, and could it be stacked since its has ultimately came from the same source?
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On 12/18/2020 at 6:08 AM, Akhôrahil said:
Also, such empires might not make it entirely voluntary whether to provide your POW to the national coffers.
Yeah, that does not work as stated previously. It has to be "totally" voluntary.
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POW has to be given fully voluntarily. Iirc, the explanation war that otherwise, the POW is corrupted and can not be used.
Edit that into the rules. Most people do not see these explanations otherwise.
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5 minutes ago, Kloster said:
Why? (just curious)
As pointed out, it is too open to abuse. All you need to do is Dominate/Command/Control spell and you are sitting on a POW mine.
And I am not even mention just plain old fashion coercion.
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The POW sacrificed for the enchantment does not have to be provided entirely by the enchanter; if the enchanter sacrifices at least 1 point of their own POW, others can voluntarily contribute to the sacrifice, with no limit.
Yeap, this piece I have inked out of my book as an editing mistake.
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Yes, that’s the balancing meta-game reason, I get that, but what’s the reason people in Glorantha produce for explaining this incredibly weird property of the glue?
Not really as this spell requires a touch, and I would require a POW vs POW roll for something like that as well.
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There is no way to "donate" POW. The person would have to have skills and spells to do so. The closest thing to it would be Tapping someone, or performing a ritual sacrifice on someone. Both seem to be chaotic.
Taking down a spell with Spirit Screen
in RuneQuest
Posted
I too am house ruling it out.