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Luxus

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Everything posted by Luxus

  1. Yes I have read it, but for some reason I couldn't find the part where it says that extension doesn't exist as a separate spell after casting. I hope that in the future Runequest rulebooks are properly playtested and proofread before publishing. So all necessary rules with complete info are in the actual rulebooks, and not in some forum, Q&A, Facebook group etc. I also hope that Chaosium learns from this and does a better job next time.
  2. Scotty has answered to this question, although I disagree with him (I think extension should be treated as a separate spell):
  3. I think "defensive spells" in the spell description means countermagic, shield and similar spells which protect against magic because it would be reasonable that disspell/dismiss first targets the defenses it encounters.. Not spells like protection or earth shield.
  4. But if it is not an independent spell, but manipulation of the earth shield spell to be extented, does it mean they are one spell? Does one need to cast the runespell dismiss magic with 5 runepoints in order to dismiss Earth shield 3 and extension 2 ?
  5. Moving this conversation here. If earth shield with extension runespells have been cast on a shield, how it is determined which spell is dispelled first? EDIT: since the post I originally quoted has been removed, I have changed the quote to Scottys answer.
  6. Luxus

    Ransom

    That's the way we have been playing it too. Just started wondering because sometimes prisoners armor+weapons are more valuable than their ransom. Iron dwarves especially.
  7. Luxus

    Ransom

    When someone is ransomed back, is he/she/it ransomed with all armour and weapons? If a prisoner has an iron broadsword for example, can the PC's keep it even if they let the prisoner go after receiving ransom?
  8. Thanks for the replies. So instead of "A caster may always use additional magic points to boost a spell, regardless of type. This is typically done to overcome a Countermagic or Shield spell, or other magical defenses." the correct wording for the rule should be "A caster may always use additional magic points to boost a spell, regardless of type. This only affects the chances to overcome a Countermagic or Shield spell, or other magical defenses." ???
  9. I had to dig up this old thread, because spell boosting came up again in our group: If all spells can be boosted with magic points, can also defensive spells (countemagic for example) be boosted? If demoralize spell can be boosted to overcome countermagic, can countermagic (or shield) be boosted with magic points when first cast to protect better against this coming demoralize spell? From rules p 248: "A caster may always use additional magic points to boost a spell, regardless of type. This is typically done to overcome a Countermagic or Shield spell, or other magical defenses." "Typically done", but not "always done", so the boosting can also be for other purposes than to "overcome a Countermagic or Shield spell, or other magical defenses." ?
  10. I started playing Maran Gor worshipper, but I'm not sure grim, wild and/or feral she should be? There are hints of cannibalism and human sacrifice in the RQG rulebook and in some other sources. How common are these? Do they practise headhunting? Collect hands of fallen enemies as trophies? Paint their faces with ash and blood? Practise scarification?
  11. Well, spell type could also mean variable type of spells and non-variable type of spells. You are probably right, but I hope the rulebook would be clearer on issues like these.
  12. In the rulebook on page 248 it says: "Boosting a Spell A caster may always use additional magic points to boost a spell, regardless of type. This is typically done to overcome a Countermagic or Shield spell, or other magical defenses." Does this mean that also runespells can be boosted with magic points? If for example Mindblast, nonstackable 2 point runespell, is boosted with 2 magic points, can it get past Shield 2 spell which provides Countermagic 4 ? Edit: typo
  13. Luxus

    Allied spirits

    Thanks again for the replies! Looks like I used a wrong term, what I meant was what is the level of the rune affinities (darkeness, water, etc. ) for the allied spirit? Should it be determined in the same manner as for new characters (elemental runes: primary rune 60% affinity, second 40%, third 20% & power/form runes: two runes at 75%) ???
  14. Some questions concerning runelords and priests and their allied spirits: - When runelord or priest gains POW, can this POW be given to the allied spirit like shaman gives POW to his/her fetch? - If not, can the allied spirit's POW increase on it's own, can it have POW experience checks etc. like player characters? - What is the maximum POW for allied spirit? Allied spirits for priests have POW 3d6, so max would be 18 + 3 =21 ? Allied spirits for rune lords have POW 3d6+6, so would maximum POW be 3 + 24 = 27 ? - How are the rune levels for allied spirits determined, just like they are determined for player characters? - Allied spirits and rune lords/priests can "use each other’s magical abilities", but I guess they both cast spells from the other using their own POW (for spirit magic) and rune levels (for rune magic) ? - Can the allied spirit cast the spells that runelod/priest knows, even if he/she is unconscious? - In the adventure book, sample allied spirits have no rune levels or spells for some reason. Rules state that it can sacrifice for rune points and therefore learn rune spells, but I guess it can also learn spirit magic?
  15. Thank you for all the replies! I think at least majority agreed that 1) the 1 point runepoint loss is permanent and 2) INT and SIZ can be raised.
  16. Couple of questions about divine intervention: 1) In page 272 in rulebook it reads that "In appealing for divine intervention, the adventurer must first permanently sacrifice 1 Rune point", but in the same page it says for priests that "Any Rune points spent in divine intervention are regained normally (at the next holy day etc.)." and on the next page with runelords: "As with priests, any Rune points spent in divine intervention are regained normally (at the next Holy Day, etc.)". In the two examples in the rulebook this 1 runepoint sacrifice is not mentioned at all. So do runelords and runepriests also recover this 1 runepoint that they first sacrificed? I think they do not, but I'd like to get some second opinions on this one. 2) In page 272: "Divine intervention can be used to raise a characteristic by 1 point, but no characteristic can be raised above its normal maximum, as described on page 418." I guess this means that stats that normally can't be raised (SIZ and INT), can be raised with divine intervention?
  17. In Tarndisi's Grove Colymars and local Elves have made the following pact: "Neither axe nor fire would be found in her grove; gods would not be called, nor sacrifice made. In return, she would provide Colymar with Nymie’s Counsel and provide her blessings to those who could gain them." Does the part "gods would not be called" mean that 1) no runespells can be cast or 2) no worshipping ? With both options one has to call for his/her/it's god, but which option the text means? This is from Heroquest adventure which we are using in RQG
  18. Thanks for the quick replies. Two more questions about this: - Can POW vs POW also be augmented by passions in your opinion? - If a character successfully augments a POW vs POW roll to resist a Fear runespell for example, does that augment also apply to POW vs POW rolls to resist a demoralize spell or the tusker horn with demoralize effect?
  19. If a character is a target of a spell that requires a POW vs POW resistance roll, can the character use runic augment to better resist the spell?
  20. Jason kindly answered to a question about armor in battle: I found this answer very surprising, and it raises several other questions: - Why armor doesn't protect in battles but it does in melee? I find this strange because what is battle but several melees that are solved by using single skill? - I find it very odd that armoured fighters don't have an advantage in battle, usually wearing armor that protects makes it easier for a fighter to survive a battle? - I still suppose those injuries in battle are sustained by fighting, by getting hit by an axe for example. But I can't understand why armour doesn't protect against those injuries? - Realism: What is the point of fielding armoured troops in mass battles with armour if the armour doesn't make it more likely to survive the battle? Wouldn't it be cheaper to send everyone to battle without armour, the casualties would be the same anyway?
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