Cults of Glorantha Errata

Summon (Demon) is a little unclear. It says that Magnitude is needed to contact different planes, no problem, but also that the Intensity of the demon adds to the Magnitude of the spell, and that the sorceror has no control over the Intensity of the demon.

How does that work? I want to summon a random Law demon, so I have to put 1 Magnitude to reach the Law Plane. Law Demons have 1D2 Intensity, so do I have to put 2 more Magnitude in to make sure? What if I only cast the spell with 2 Magnitude in total? Does the demon fail to appear if the Intensity is rolled as 2? So, can Magnitude be used to limit the maximum Intensity level of demon that is summoned?
 
Waha gets Defend Against Chaos from Storm Bull. I'm curious how does that work as it's a divine spell, and Waha cultists have no dedicated POW nor Pact skill.

Also, Eiritha offers Speak to Beast to Waha. I haven't been able to find such a spell.
 
Oku said:
Waha gets Defend Against Chaos from Storm Bull. I'm curious how does that work as it's a divine spell, and Waha cultists have no dedicated POW nor Pact skill.

Also, Eiritha offers Speak to Beast to Waha. I haven't been able to find such a spell.
It's described at the end of the Eiritha entry as a skill, I think.
 
Ultor said:
Oku said:
Waha gets Defend Against Chaos from Storm Bull. I'm curious how does that work as it's a divine spell, and Waha cultists have no dedicated POW nor Pact skill.

Also, Eiritha offers Speak to Beast to Waha. I haven't been able to find such a spell.
It's described at the end of the Eiritha entry as a skill, I think.

Ah, that could be it.
 
So what is Dominate (Culture) in The Hwarosian Grimoire? Is that a general spell that has instances such as Dominate (Praxian), Dominate (Kralorelan), etc., or is it a single spell?

Hwarosians will usually form part of a Revealer group dedicated to study of a particular culture - so you would get Hwarosians who study Slontan Orlanthi for example, and the spell they'd develop would be Dominate (Slontan Orlanthi). Now this may also work against all Orlanthi because, by and large, the Orlanthi culture is well defined, but a GM could rule that Slontan Orlanthi have a different cultural make-up to, say, Dragon Pass Orlanthi and thus a separate Dominate spell is required.

So its many spells with many broad or narrow specialisations.
 
PhilHibbs said:
Summon (Demon) is a little unclear. It says that Magnitude is needed to contact different planes, no problem, but also that the Intensity of the demon adds to the Magnitude of the spell, and that the sorceror has no control over the Intensity of the demon.

How does that work? I want to summon a random Law demon, so I have to put 1 Magnitude to reach the Law Plane. Law Demons have 1D2 Intensity, so do I have to put 2 more Magnitude in to make sure? What if I only cast the spell with 2 Magnitude in total? Does the demon fail to appear if the Intensity is rolled as 2? So, can Magnitude be used to limit the maximum Intensity level of demon that is summoned?

The intention is to actually screw-up the control the sorcerer has over Magic Point expenditure if he's making an attempt to summon a specific sort of demon from a specific plane of origin. So you spend 1 MP as part of the Magnitude casting to reach the Law plane, but the demon you happen to come across as part of the summoning has an Intensity of 2, this actually forces you to spend 3 Magic Points rather than the 1 you'd bargained on. You might be a little more lucky and get a 1 Intensity demon. The point is, the sorcerer cannot go looking for a 1 Intensity demon; he gets what happens to be there.

If though, you're happy for any kind of demon to manifest, whatever its plane of origin or nature, then 1 MP will get you that: but it does mean you run a certain risk of getting something that's, at best, useless or, at worst, going to rip your head off.
 
Loz said:
The intention is to actually screw-up the control the sorcerer has over Magic Point expenditure if he's making an attempt to summon a specific sort of demon from a specific plane of origin. So you spend 1 MP as part of the Magnitude casting to reach the Law plane, but the demon you happen to come across as part of the summoning has an Intensity of 2, this actually forces you to spend 3 Magic Points rather than the 1 you'd bargained on. You might be a little more lucky and get a 1 Intensity demon. The point is, the sorcerer cannot go looking for a 1 Intensity demon; he gets what happens to be there.
So more magnitude in a spell costs more MPs? I thought it was just 1MP per manipulation, so however much Magnitude you want, it all just costs 1MP.
 
So more magnitude in a spell costs more MPs? I thought it was just 1MP per manipulation, so however much Magnitude you want, it all just costs 1MP.

That's what I mean when I say screw-up the MP commitment. Yes, manipulating Magnitude ordinarily only costs the sorcerer 1 MP, whatever the final Magnitude he manipulates it to. But the demon's intensity imposes a further, unplanned for cost.
 
Loz said:
That's what I mean when I say screw-up the MP commitment. Yes, manipulating Magnitude ordinarily only costs the sorcerer 1 MP, whatever the final Magnitude he manipulates it to. But the demon's intensity imposes a further, unplanned for cost.
But you aren't using your Manipulation for anything else, so you should always crank the Magnitude up to the maximum, since it only costs 1MP anyway. Unless you're using Targets to summon a horde of demons! :twisted:
 
GeneralPanic said:
Are these demon summoning rules going to be rolled out in other RQ settings - eg Elric, or is this just for Glorantha?

The one's being discussed here are just Glorantha. Elric has its own set of summoning rules that are quite, quite different but tailored specifically for the Elric setting and the way magic works as described in the books.
 
I noticed that the cult of Duru-Orlanth (in Races of Glorantha) gets Dark Walk from Orlanth the Adventurous. Orlanth the Adventurous doesn't offer that spell to his own followers. Is this a mistake?

Also perceived, Esvulari Church lacks Lore skills in their cult skills write up.

Resist Poison spell is also a bit funny as spell's magnitude seems to have an effect on it.

Knights of St. Volanc lack Smite (Enemy) spell.
 
Oku said:
I noticed that the cult of Duru-Orlanth (in Races of Glorantha) gets Dark Walk from Orlanth the Adventurous. Orlanth the Adventurous doesn't offer that spell to his own followers. Is this a mistake?

Yes, its a mis-match I think. Race and Cults were being prepared at the same time and although Pete and I worked closely on getting the two to gel, there's inevitably some things we miss.

I'll discuss with Pete and work out if this is something we errata in Cults or Races...

And a good spot!
 
Hey, folks!

As I was looking at the cult write-ups for Orlanth, I noticed a few things:

Orlanth Adventurous has a spell called "Cover of Night" as one of the common magic spells, but I cannot find any description of this spell. Yinkin also gets this spell.

Orlanth grant Telekinesis to Lhankor Mhy, but this spell is not a spell granted to any of the four Orlanthi cults, nor can I find a description of this spell in the cults book nor the core rules.

Orlanth grants Call Winds to Barntar, but no cult of Orlanth is granted this spell.

"Orlanth the Leader" (Orlanth Rex, I assume) grants Lightning Strike to Hedkoranth, but does not grant that spell to Orlanth Rex, although Orlanth Dragonbreaker does get this spell.

Just wanted to let you guys know what I found....

Daggan
 
Another one: Humakt gets Shield from Hedkoranth, but Hedkoranth doesn't appear to give that to his own worshipers.

Does Elmal of the Storm Tribe really retain Erissa of the Solar Pantheon as an ally while Yelmalio does not count her as one?

Orlanth isn't an ally of Ernalda? I'd be inclined to add each of the Husband Protectors as an ally in appropriate areas.

But these are quibbles. This is a GREAT book. The Path of Enigmatic Configurations made my day.
 
Ultor said:
But these are quibbles. This is a GREAT book. The Path of Enigmatic Configurations made my day.

For anyone with who's read King of Dragon Pass that Path has some major hints about the Hero Wars scale of things. That banner keeps on turning up..

There's also another possible cause for the Closing, apart from the usual 3rd age explanation of one of Zzabur's spells.

Also, if this hasn't been mentioned yet, Eiritha doesn't have her runes listed.
 
Daggan said:
Orlanth Adventurous has a spell called "Cover of Night" as one of the common magic spells, but I cannot find any description of this spell. Yinkin also gets this spell.
Vinga also gets this spell
She also has an incorrect high holy day: Fire week
Should this be mobility week??
 
Another question, is there a reason why Chalana Arroy has lost access to Ressurect? It was one of her defining powers, and a core part of her Lightbringer presence and role.
 
Harshlax said:
Another question, is there a reason why Chalana Arroy has lost access to Ressurect? It was one of her defining powers, and a core part of her Lightbringer presence and role.
Good question. Is it a mistake?
 
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