Choosing Divine Spells

Loz said:
A brilliant idea! Would you share your spreadsheet perhaps?
I've got a web-page that does the filtering for you
http://www.languagegeek.com/runequest/spellList.html
And there's also a link there which will download the spreadsheet (xls) file that drives the web-page.

This is just something I had set up for my own purposes, but maybe someone out there would find it useful. If there is a sort-of official page of "Spells and their Runes", perhaps someone could PM me and I can set up a second page like this.
 
This is really a great piece of work, Languagegeek.
Did you forget the Man rune or was it on purpose to be left out ?
 
languagegeek said:
Loz said:
A brilliant idea! Would you share your spreadsheet perhaps?
I've got a web-page that does the filtering for you
http://www.languagegeek.com/runequest/spellList.html
And there's also a link there which will download the spreadsheet (xls) file that drives the web-page.

This is just something I had set up for my own purposes, but maybe someone out there would find it useful. If there is a sort-of official page of "Spells and their Runes", perhaps someone could PM me and I can set up a second page like this.

This is an excellent piece of work. A written version of this would make, in my opinion, a great Signs & Portents article.
 
Denalor said:
This is really a great piece of work, Languagegeek.
Did you forget the Man rune or was it on purpose to be left out ?

For the campaign setting I am working on, I changed the Man Rune to Life, with associations with healing and CON. The symbol is the same, I just changed the Rune's name.
 
Deleriad said:
A written version of this would make, in my opinion, a great Signs & Portents article.
What is Signs & Portents? *Update*: Found it, it's even linked on the front page but I didn't recognize the logo.
 
Loz said:
Fifth - do you have some common magic that would do just as well as a Divine Spell? Some common magic spells fulfil this need, so worth considering your Common Magic available too.

I have a couple quick questions regarding Divine cults that offer Common Magic:

Common Magic, provided by a Divine Cult, are still governed under the rules of Common Magic, right? They're not lost after casting and don't need to be remembered at a place of worship? They're cast with the Common Magic skill and not with the Lore(diety) skill, right?

If so, cult members must split skill points between Common Magic, their Lore skill, and cult skills to get the full benefits of cult membership?
 
K Peterson said:
I have a couple quick questions regarding Divine cults that offer Common Magic:

Common Magic, provided by a Divine Cult, are still governed under the rules of Common Magic, right? They're not lost after casting and don't need to be remembered at a place of worship? They're cast with the Common Magic skill and not with the Lore(diety) skill, right?

If so, cult members must split skill points between Common Magic, their Lore skill, and cult skills to get the full benefits of cult membership?

Yes, correct, correct and yes, and if I miscounted, add or subtract another yes.
 
Yes, correct. But...

Gloranthan characters begin with a decent core of Common Magic and some of those spells may also be cult spells, so there won't be any extra cost in terms of character creation.

Also, the CM spells cults support aren't compulsory: they are the spells that cult holds as special and teaches, usually at no monetary cost, to their members. You don't HAVE to have the whole barrage of CM spells just because they're listed in the cult's description. Its entirely up to you.
 
Loz said:
Gloranthan characters begin with a decent core of Common Magic and some of those spells may also be cult spells, so there won't be any extra cost in terms of character creation.

Also, the CM spells cults support aren't compulsory: they are the spells that cult holds as special and teaches, usually at no monetary cost, to their members. You don't HAVE to have the whole barrage of CM spells just because they're listed in the cult's description. Its entirely up to you.

I'd like to see some kind of "cost", I know everyone is going to reply saying "this isn't a game for munchkins" but why wouldn't someone take all of the spells if they are free? In the prehistoric version of RQ, you got x points per x years of cult service, and the lists were quite long because you also got access to all the spells from Associate Cults. Someone once compiled a list of all the spells available to Orlanth Adventurous, and it was huge. Having a smaller list that everyone has all of is a bit less satisfying to me.
 
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