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Godlearner

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Everything posted by Godlearner

  1. p108 "active and require some concentration and attention by the caster to continue functioning as desired. In these cases, a concentration roll (INT×3) may be required." When is a concentration roll required? Does taking damage affect it? If yes then by how much? How about ridding a horse, or if you slapped on the back? Can one talk while maintaining an active spell?
  2. Sleep p119 "The target only awakens if injured or if a hostile spell is targeted on them." What's a hostile spell? I can see any spell that does damage like a Disrupt will, but what about False Healing, Fanaticism, Distraction or Demoralize? Would it not be better to say any spell which requires a POW vs POW roll?
  3. Silence p119 does not actually have an effect in the description. If my Move Quietly is 35% and I cast a Silence spell, what is my chance now of sneaking past a guard?
  4. p117 Magic Point Enchantment. If you fail to make the POWx5 roll while casting the spell, do you lose the POW you were planning to put into it? If not, then these MPE should be all over the place, and they accumulate even after their makers death.
  5. p105 Learning Spirit Magic "Rune cults can teach any spirit magic spell known to their Rune Masters." Does this mean that a priest of say Orlanth who happened to learn a Lantern spell at some point from a shaman, can now teach it to all of his initiates? Lets say my character is that same Orlanthi priest and I would like to teach an initiate a spirit spell Disruption, which is listed as one of Orlanths Cult Spirit Magic spells, but I do not know it myself, does that mean I can not teach it at all? Why even bother to have Cult Spirit Magic if the limitation is what the Rune Priests know? How long does it take to actually learn a spell?
  6. Distraction on p113 surely requires a POW vs POW roll
  7. Vigor is listed as a 2pt spell, but the description is "Each point of this spell adds +3 points to the CON of the target" p122
  8. Yes, you are supper stacking these two specific Lores. The rules should not be written that there is only one way to do it. Much better way to decrease training time.
  9. You need two Lore skills at 90%. Starting characters have about 60% and 35% in another. They need another +90 skill points or so, plus they need to donate 10% of their time to the cult. So figure about 8 years of nothing but training and cult duties, but assuming it is 5 years what player character is willing to do that while the rest of the party adventures?
  10. Please consider changing training time from a Season to gain 1d6-1 in a skill, or to learn a Sorcery spell to a week. Currently any cult requirement of an none box skill will take a character out of play for years. A quick calculation for LM shows that it would take 10 years of pure training and nothing else to become a priest. Similarly a taking a Week to learn a Spirit Spell does not make a sense. Having ones priests occupied for weeks at a time teaching Initiates does not make sense. Perhaps it can be modified by a common divine spell of Spellteaching which would work similar to Summon Spirit Teacher in that it cuts the learning time to a day.
  11. We have always used CHA as a basis of how many spirits a character may have bound to them (1/2 CHA). In previous systems bound spirits were a major sources of extra Magic Points so it was very important. Using it to measure how many people you could influence/order around/intimidate at one time, or how many animals you can command seems reasonable.
  12. Ok, I am going to assume that there is something to this ... because I think it would be cool. In 1317 Pope John XXII issued a decree against the alchemists De Crimine Falsi Titulus VI. I Joannis XXII. [circa annum 1317 Avenioni]: "Alchemies are here prohibited and those who practise them or procure their being done are punished. They must forfeit to the public treasury for the benefit of the poor as much genuine gold and silver as they have manufactured of the false or adulterate metal. If they have not sufficient means for this, the penalty may be changed to another at the discretion of the judge, and they shall be considered criminals. If they are clerics, they shall be deprived of any benefices that they hold and be declared incapable of holding others." It seems the Church's basic issue was on of counterfeiting and general fleecing of the uninformed. With Rokari the issue may be one of attempts to reach beyond their caste for alchemist, who would technically be craftmen, practice magic as though of the Wizard cast.
  13. I remember reading somewhere that Rokari have a problem with Alchemy and Alchemists, basically regarding them on the same level as Necromancers and Demon summoners. Can anyone expand on this?
  14. My basic solution for lack of Sorcery Spells was to bring in Arcane spells from Pathfinder, upto level 3 and make each level of Intensity equal 1 caster level. I used the level of the spell as the base magic point cost per Intensity. Some spells still needed a bit of adjustment, but less than you would think. Regarding Summoning spells, my issue has been always as to where do these creatures come from? Its not like there is a herd of Boars that stand in a queue waiting to be summoned. I resolved this, by stating that the body is provided by magic, and the creature is inhabited by an animal of monster spirit which is actually summoned into the body. Due to the quick nature of the casting the spell does not stick hold for very long. Works very well in my play tests.
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