Hi folks, busy adapting my campaign to RQ (which has been great so far) - most of the stuff has moved across very smoothly.
At the minute the final bit is spirits. In my campaign world most magic is wielded by the churches who offer up low magic and something that equates to pacts a la Elric. All easy to duplicate and I've added things like compulsions. However the greater church magi/ritual priests normally bind and summon daemons, elementals and spirits which we've traditionally used in a rather free form manner. The idea was to break from the traditional RPG mana points and have mages not turn into the 'now you're useless' lump of meat at the back when out. I've linked this with spirit magic as it seems closest but the spirits themselves are a bit different from the ones offered up in the rules. One player, for example worships a god of death, memory and earth - and usually has a death elemental, a minor life spirit and a shade of earth or darkness bound into their service.
For ease would you advise switching to the spirits in the book? Or winging it a bit and just making up abilities for a group of what amounts to life, death, etc elementals?
At the minute the final bit is spirits. In my campaign world most magic is wielded by the churches who offer up low magic and something that equates to pacts a la Elric. All easy to duplicate and I've added things like compulsions. However the greater church magi/ritual priests normally bind and summon daemons, elementals and spirits which we've traditionally used in a rather free form manner. The idea was to break from the traditional RPG mana points and have mages not turn into the 'now you're useless' lump of meat at the back when out. I've linked this with spirit magic as it seems closest but the spirits themselves are a bit different from the ones offered up in the rules. One player, for example worships a god of death, memory and earth - and usually has a death elemental, a minor life spirit and a shade of earth or darkness bound into their service.
For ease would you advise switching to the spirits in the book? Or winging it a bit and just making up abilities for a group of what amounts to life, death, etc elementals?