gamesmeister
Banded Mongoose
Hi all,
As I've mentioned in a previous post, I allow members of a cult to learn the cult's rune spells as part of the benefits of membership, without requiring rune integration in order to do it. I've also mentioned that I allow those same cultists to learn the spells of an associated cult, at full rather than half price. This is nothing new, as RQ3 had a similar rule for learning associated cult's spells.
Anyway, based on the above, I put together a list showing the spells available to each cult found in CoG1. Note that the list does not include
a) Rune spells for which no description has been given e.g. Lantern for Yelmalio Tharkantus
b) Spirit Magic spells e.g. Peaceful Cut for Odayla
c) Divine Magic spells that are incorrectly included within cult rune spells e.g. True (Spear) for Magasta
d) In the case of multiple aspects of the same god e.g. Orlanth Adventurous and Orlanth Thunderous, I chose the assocation based on the aspect I felt to be the best match with the associating cult.
I also think I should make one or two spells restricted to members of that cult only, for historical purposes e.g. Fireblade and Firearrow for Zorak Zoran. However, for the time being I haven't done that (previous versions of RQ had lists of forbidden spells for certain cults, but they don't seem to have made it into MRQ)
The list of spells available to each cult can be found at the following link: http://www.gamesmeister.com/runequest/cultspells.htm
Some interesting things to note from the lists
1) Most cults have access to the all important Heal spell through either their own magic or an associated cult. The few exceptions rather aptly include such cults as Gorgorma, Shargash, Tskanth, but more interestingly, Humakt. Not sure about the last one, though perhaps it's reasonable, and does seem to be in keeping with the HQ versions of that god. Access to healing magic is not just important to characters, but also avoids the need to have a dedicated "healer" in every party (aka a cleric!).
2) Due to their association with Zorak Zoran, a number of Troll cults have access to fire magic - as mentioned above, this needs to be altered.
3) There were a couple of noticable associations not included within CoG1, which I took the liberty of adding. Specifically, these include the Lightbringer cults of Orlanth Adventurous not having an association to Chalana Arroy (but weirdly, Orlanth Thunderous does), nor does Lankhor Mhy have an association to CA. I also added Zorak Zoran's association with Xiola Umbar (his sister I believe).
4) There are a fair few associations that are not reciprocal, and rightly so - a good example is Gorgorma giving magic to Dendara, but not receiving anything in return.
Finally, this list works best if you replace the Runecasting skill for these spells with the Lore Theology spell for the specific cult that provides the spell. For example, a cultist of Caladra & Aurelion has the three spells of Endurance, Ignite and Mindspeech available, and would cast them using Lore Theology (Caladra & Aurelion). He or she can also cast spells learned from the Lodril temple, and spells learned from the local crop goddess temple, but each would use their own Theology skill to cast. What makes it interesting is that the cultist may often have to prioritise which associated cult he or she might follow. Given the reduced skill advancement in MRQ, making the choice between the combatitive spells of Lodril or the defensive spells of the Crop Goddess will make for an interesting choice, and will also help diversify one C&A cultist from another.
Hope you find this useful
ps. Please feel free to link to this from the Wiki
As I've mentioned in a previous post, I allow members of a cult to learn the cult's rune spells as part of the benefits of membership, without requiring rune integration in order to do it. I've also mentioned that I allow those same cultists to learn the spells of an associated cult, at full rather than half price. This is nothing new, as RQ3 had a similar rule for learning associated cult's spells.
Anyway, based on the above, I put together a list showing the spells available to each cult found in CoG1. Note that the list does not include
a) Rune spells for which no description has been given e.g. Lantern for Yelmalio Tharkantus
b) Spirit Magic spells e.g. Peaceful Cut for Odayla
c) Divine Magic spells that are incorrectly included within cult rune spells e.g. True (Spear) for Magasta
d) In the case of multiple aspects of the same god e.g. Orlanth Adventurous and Orlanth Thunderous, I chose the assocation based on the aspect I felt to be the best match with the associating cult.
I also think I should make one or two spells restricted to members of that cult only, for historical purposes e.g. Fireblade and Firearrow for Zorak Zoran. However, for the time being I haven't done that (previous versions of RQ had lists of forbidden spells for certain cults, but they don't seem to have made it into MRQ)
The list of spells available to each cult can be found at the following link: http://www.gamesmeister.com/runequest/cultspells.htm
Some interesting things to note from the lists
1) Most cults have access to the all important Heal spell through either their own magic or an associated cult. The few exceptions rather aptly include such cults as Gorgorma, Shargash, Tskanth, but more interestingly, Humakt. Not sure about the last one, though perhaps it's reasonable, and does seem to be in keeping with the HQ versions of that god. Access to healing magic is not just important to characters, but also avoids the need to have a dedicated "healer" in every party (aka a cleric!).
2) Due to their association with Zorak Zoran, a number of Troll cults have access to fire magic - as mentioned above, this needs to be altered.
3) There were a couple of noticable associations not included within CoG1, which I took the liberty of adding. Specifically, these include the Lightbringer cults of Orlanth Adventurous not having an association to Chalana Arroy (but weirdly, Orlanth Thunderous does), nor does Lankhor Mhy have an association to CA. I also added Zorak Zoran's association with Xiola Umbar (his sister I believe).
4) There are a fair few associations that are not reciprocal, and rightly so - a good example is Gorgorma giving magic to Dendara, but not receiving anything in return.
Finally, this list works best if you replace the Runecasting skill for these spells with the Lore Theology spell for the specific cult that provides the spell. For example, a cultist of Caladra & Aurelion has the three spells of Endurance, Ignite and Mindspeech available, and would cast them using Lore Theology (Caladra & Aurelion). He or she can also cast spells learned from the Lodril temple, and spells learned from the local crop goddess temple, but each would use their own Theology skill to cast. What makes it interesting is that the cultist may often have to prioritise which associated cult he or she might follow. Given the reduced skill advancement in MRQ, making the choice between the combatitive spells of Lodril or the defensive spells of the Crop Goddess will make for an interesting choice, and will also help diversify one C&A cultist from another.
Hope you find this useful
ps. Please feel free to link to this from the Wiki