languagegeek
Mongoose
I'm a complete newcomer to RQ, and have not looked at any rules except for what I have in the MRQ2 corebook and the Necromantic Arts (which I just picked up).
My question: how does an adventurer select their Divine spells? On page 117 of the corebook, the Edric's Saga section says: "As an Orlanth the Dragon initiate, Edric learns Dismiss Elemental, Mindlink, Soul Sight and Channel Strength."
If I go to the Orlanth the Dragon cult (page 152), it says "Divine Magic: Blessing, Consecrate, Lightning Strike." How come Edric gets to learn four spells not on the cult list? I've looked around this forum and others, and have heard talk of "Common Divine Magic", that I can have a shared selection of spells available to most cults, and have even read some suggested Common Divine spells.
I really like how so much of the game is fluid; it seems with RQ, players and GMs can play in the kind of world they're interested in: concepts like cults, mythology, and cultural backgrounds really suit my interests. That said, not having played RQ before, it's very difficult for me to house-rule anything which seems inconsistant to me at this point (like Common Divine Spells), I need some guidance and direction from the rulebook. Once I've played an adventure or two, then I can add house rules much more easily. At this point, I'm leaning towards making MRQ2 my game of choice, and I'm a good customer - I like to buy nice hardcover books
My question: how does an adventurer select their Divine spells? On page 117 of the corebook, the Edric's Saga section says: "As an Orlanth the Dragon initiate, Edric learns Dismiss Elemental, Mindlink, Soul Sight and Channel Strength."
If I go to the Orlanth the Dragon cult (page 152), it says "Divine Magic: Blessing, Consecrate, Lightning Strike." How come Edric gets to learn four spells not on the cult list? I've looked around this forum and others, and have heard talk of "Common Divine Magic", that I can have a shared selection of spells available to most cults, and have even read some suggested Common Divine spells.
- is there a canonic list of Common Divine spells from which Edric chose his four divine spells?
- is there a better term than "Common Divine" as "Common Magic" is a different spell set?
I really like how so much of the game is fluid; it seems with RQ, players and GMs can play in the kind of world they're interested in: concepts like cults, mythology, and cultural backgrounds really suit my interests. That said, not having played RQ before, it's very difficult for me to house-rule anything which seems inconsistant to me at this point (like Common Divine Spells), I need some guidance and direction from the rulebook. Once I've played an adventure or two, then I can add house rules much more easily. At this point, I'm leaning towards making MRQ2 my game of choice, and I'm a good customer - I like to buy nice hardcover books
