Cults of Glorantha errata project

Deleriad

Mongoose
Hi all, because the clock is ticking I've had a go at first drafting some ideas towards errata for Cults of Glorantha. I've put it up as a publically editable google doc.

What I'm hoping is that people will take a look, check it and point out questions and issues that I have missed. It's not my aim to start discussions about how to 'improve' spells or include spells that someone thinks ought to have been in there. Those are Loz's authorial decisions. However if reference is made to a spell or a spell has a trait missing then those things are editorial corrections that can be included.

I'll leave it in this form for maybe a month or so though I do reserve the right to pull it if it ends up causing more problems than it solves. Hopefully by 'crowdsourcing' like this we'll end up with a text that can be presented to Mongoose in the hope that they'll make it available until the end of the licence.

Cheers
Bruce
 
DramaticExit said:
Looking good, and very much appreciate the effort. I still feel that Wind Mastery, even with 'Rank Acolyte' is extremely powerful and could use a rebalance.

Personally I think that Wind mastery is over powered and under specified. One of the PCs has it in my campaign where it is known as going nuclear. I personally rule that it centres on the caster, something which can be undesirable unless planned correctly. There are many other possible house rules that could be adopted.

However, unless Loz were to say "sorry there was a mistake, it was meant to be X but something went wrong" then changes to it really fall into the realm of house rules so wouldn't be covered under the errata. I do have the playtest version of CoG and there was no change between the playtest version of Wind Mastery and what was printed.

However the lack of traits does need to be addressed so the obvious questions are: what rank should it be and should it have the ranged trait?
 
I've added Loz's clarifications about the Lhankor Mhy spells and the spells available to the True Malkioni Church.

Also, Hedkoranth is supposed to be the source of Humakt's Shield spell, so I gave it to him.
 
However, unless Loz were to say "sorry there was a mistake, it was meant to be X but something went wrong" then changes to it really fall into the realm of house rules so wouldn't be covered under the errata.
Sorry, there was a mistake.

Erm... er...

Its one of those quite simple spells with a profound effect if you haven't playtested the bugger to death. So, as an official clarification, I'd say that wind strength is increased by 1 step for each 3 full points of Magnitude.

That should take the wind out of its sails a bit.
 
@Ultor. Thanks for the catches.

@Loz. The incident of slightly lacking in correctness has been addressed.
 
Loz said:
In my opinion, the writer should be shot.

Hang on a MINUTE....

Hey, let's not set a precedent here! I can see the headlines now:

RPG INDUSTRY DECIMATED IN WAVE OF ERRATA KILLINGS
 
sdavies2720 said:
Loz said:
The incident of slightly lacking in correctness has been addressed.
In my opinion, the writer should be shot.

Hang on a MINUTE....
I say, just fire him, that will show him...hang on...what?

Firing's too good for him. Make him write a 256 page Pathfinder splat book. That'll teach him.

On a more relevant note, I've done a new pass through the document. At the moment it's not clear to me whether the general lack of feedback is because:
* No one's that interested or
* Lots of people have read it and figure it covers all their questions or
* Something else.

Would be nice to know.
 
I'm in the interested category, but not had time to read CoG in detail to spot the errors. Please keep up the good work.

Ali
 
I only have Cults of Glorantha I&II for MRQI and I guessed that the Errata was for the MRQII version.

There are too many errors in the MRQI versions to easily correct and I assume the MRQII version is the corrected form.

I suppose I should buy it, but I hate the idea of having to buy yet another version of something that should have been done right the first time.
 
soltakss said:
I suppose I should buy it, but I hate the idea of having to buy yet another version of something that should have been done right the first time.

Remember your chance of doing so is now counting down until they pull the old books. There will be no "Cults of Glorantha" for Wayfarer
 
Over on the errata document I've been compiling a list of missing divine spells. These are mostly revised from MRQ1 Cults of Glorantha. I've not included the Lankhor Mhy spells that Loz posted. Comments please.

Bless Grave
Instant, Rank Initiate, Touch
This hour long ritual conducted over the buried corpse summons an invisible aspect of Ty Kora Tek to escort the soul of the deceased to her Caverns of the Dead. This spell guarantees that the ghost will not return to haunt the community. It will work on any soul with a POW no more than three times the spell’s Magnitude.


Command Ghost
Duration 15 minutes, Ranged, Rank Acolyte, Resist (Persistence)
While the spell lasts, the caster takes over the actions and will of the ghost specified by the spell. A ghost is any spirit that has been trapped on the mundane plane after its mortal body died. Thus it will not work against most spirits controlled by shamans. The caster must be able to see the ghost and if it leaves the caster’s sight then the spell is automatically broken until the ghost comes into view again. This spell will work on any ghost with a POW no more than three times the spell’s Magnuitude. Whilst under the caster’s control the ghost will perform whatever actions the caster declares and will refrain from causing the caster any harm.


Cremate Dead
Duration special, Rank Acolyte, Touch
This hour long ritual allows the caster to fully destroy the bodily remains of any member of his cult after death. This spell guarantees that the ghost will not return to haunt the community. It also burns all the goods sent along with the corpse, allowing the deceased to carry some weapons and supplies in the Land of the Dead.

Cure Chaos Wound
Duration 15 minutes, Rank Initiate
While this spell remains active the caster can use the common magic spell “Heal” much more effectively against wounds caused by Chaos creatures. For each point of Magnitude, Cure Chaos Wounds adds 1 Magic Point to each use of the Heal spell used on a wound caused by a chaos creature. For example, a Heal Magnitude 4 spell cast while under the effect of Cure Chaos Wound Magnitude 7 could heal 11 hit points to a location.

Furthermore, the Heal spell can heal major wounds caused by Chaos provided at least 6 Hit Points are healed in one go by the spell. The spell cannot re-grow maimed limbs nor can it reattach severed limbs but it will heal the remaining stump. If cast on a major wound to a vital location like a head or chest, the wound heals but the recipient will be permanently crippled in some manner.


Dark Walk
Duration 15, Rank Acolyte
This spell allows the caster to be completely invisible and soundless in a patch of darkness and shadow. He can still be perceived in other ways such as scent, Darksense and so on. If the caster cannot completely conceal himself in a shadow or is exposed to direct light, then the spell has no effect. Should the caster interact with an object in some way or make a close combat attack he temporarily becomes visible but will dissolve back into the shadows once the combat or interaction is complete. Orlanthi must undertake the “Sandals of Darkness” Heroquest to learn this spell.


Earthweight
Duration 15, Ranged, Resist (Resilience)
The target of this spell grows heavier and heavier until movement becomes difficult. For each point of Magnitude in this spell, this reduces the target’s base movement rate by 1m to a minimum of zero. Flying creatures with a movement of 0m cease flying and plunge to the ground.


Gorge
Instant, Rank Initiate
For each 2 points of Magnitude, the caster can swallow up to 5kg of an item, up to 1 cubic metre of a gas, 5 litres of liquid or a living thing up to a SIZ of 1. For example, at Magnitude 8, the caster could swallow a dog. The caster is unharmed by the action even if swallowing dangerous substances such as acid, fire or badgers. Any living thing swallowed this way dies instantly.


Inspire Worshippers
Duration 15, Ranged, Rank Acolyte
For each 2 points of Magnitude, this spell provides a +5% bonus to a number of Shargashi worshippers of a lower rank than the caster. It affects a number of worshippers equal to the caster’s CHA. This bonus is applied to a single cult skill (except Pact) determined by the caster at the time of casting. Each worshipper can only be affected by one casting of this spell at any given time.


Restore Vision
Instant, Rank Rune Lord/Priest, Touch
Cult: Erissa
This spell restores sight to any creature immediately, including the replacement of damaged or destroyed eyes. If the recipient is unable to see due to being engulfed in darkness or some other environmental effect, this spell has no effect.


Split Body
Duration 15 minutes, Rank Initiate
For each 3 points of Magnitude, the caster may pull off one part of their body without causing damage or pain. The detached item (whether a limb, mouth, rectum or head for example) can be moved at a rate of 1m per Combat Round and acts in all ways as if still attached. So eyes can see, a mouth can talk, a tongue can lick, a hand can grasp and so on. Should the split body part take damage then treat it as normal damage to the relevant location. Should the spell expire before the limb is reattached then no harm befalls the caster but he can no longer perceive or control the body part. Recasting the spell will enable the missing part to be reattached normally.
 
I thought that Loz should have the complete list of spells. Should not he?
This should be revised by members from mongoose, I think.
Pete, there will be an errata for cults, or did you abandon the project definitely? Should we do it ourselves?
 
gran_orco said:
I thought that Loz should have the complete list of spells. Should not he?
This should be revised by members from mongoose, I think.
Pete, there will be an errata for cults, or did you abandon the project definitely? Should we do it ourselves?

The problem is that there are no Mongoose members to work on this project. Pete & Loz have moved on. They have very graciously answered several questions about this that I have emailed to them but that is purely something they have done in their own time.

My intent is to see if we can "crowd source" the problems and correct them. If so then once some sort of consensus has been reached I'll tidy it up and offer it to Mongoose to host until the licence expires.
 
gran_orco said:
I thought that Loz should have the complete list of spells. Should not he?
This should be revised by members from mongoose, I think.
Pete, there will be an errata for cults, or did you abandon the project definitely? Should we do it ourselves?

As Deleriad says, Pete and I just don't have the time any more. I'm happy to answer questions, here and as Deleriad poses them to me by email, but I don't have the time to get deeply engaged in this.

However, Deleriad has the full confidence of both Pete and myself. He knows the rules extremely well, has a very good eye for game balance and can extrapolate existing material from MRQ1 and other sources to RQII. He's doing a great job and has my full support. I just wish I had time to contribute more.
 
Loz said:
However, Deleriad has the full confidence of both Pete and myself. He knows the rules extremely well, has a very good eye for game balance and can extrapolate existing material from MRQ1 and other sources to RQII. He's doing a great job and has my full support. I just wish I had time to contribute more.

I totally agree there and I would also like to thank Loz and Pete for their input on here for helping us out.

Thanks to you all. :D
 
Deleriad said:
* No one's that interested or
* Lots of people have read it and figure it covers all their questions or
* Something else.

Would be nice to know.

I read the document with great interest but play 3rd age and as such am not very useful.

I have taken on the gargantuan task of rewriting the 3rd age cults for MRQ2, have done 2 cults so far. I am writing them up as they come along in our campaign. Did Orlanth Adventurous, Ernalda the Earth Mother, planned Babeester Gor and Vinga next.
 
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