Cults & Runes

cj.23

Mongoose
OK I'm dumb! Really stupid question - probably! If I have integrated a rune, I can learn Rune Magic. I get that. Is thsi capped at magnitude 1? I only ask because if I join a cult its capped at magnitude 2 for an initiate, or 4 if a cult spell??? Or does joining a cult allow you to cast Rune Magic without integrating said rune? If the former do you get the Cult Runes ot integrate or do you still have to find them??? :) this is for Glorantha, specifically EWF characters, if it makes any difference...

Sorry!
cj x
 
It' snot capped, but merely where and when you can buy spells.

Some house rules allow the casting of cult rune spells using the Lore(<Specific> Theology) skill, irrespective of whether or not you have integrated the runes normally required. I don't think this applies RAW to EWF/2A (Loz could help, methinks!), but it's fairly widespread (try search).
 
Thanks halfbat, I'll have a look. That sounds good, but makes Theology (cult) the only skilled used, so everyone will join a cult and specialise, which seems a shame, rather than learn loads of runecasting skills? Bah! I'll go try to find the discussion. :)

cj x
 
It's basically a bit of a mess and it sounds as though Mongoose writers have a plan for addressing it (in Glorantha at least) though we have not yet been told what it is.

I personally have done several things.
Included a Runecasting (Deity) skill to let an initiate cast rune magic that belongs to a particular deity. It's a bit gamist but it stops them from using the same skill for divine and rune magic.

I've also started working on a rune magic matrix which lets most spells be cast by up to 5 different runes. This means that each rune can be used to cast 5-10 rune magic spells making them more useful. For example, someone who is runecasting Bladesharp using the Death rune rather than the metal rune has the same game effect but different fluff. When cast using the Death rune, the blade looks somehow more ominous and charged with danger. when cast using metal, the metal itself shines and the edge sharpens.

Bruce
 
Deleriad said:
I've also started working on a rune magic matrix which lets most spells be cast by up to 5 different runes. This means that each rune can be used to cast 5-10 rune magic spells making them more useful. For example, someone who is runecasting Bladesharp using the Death rune rather than the metal rune has the same game effect but different fluff. When cast using the Death rune, the blade looks somehow more ominous and charged with danger. when cast using metal, the metal itself shines and the edge sharpens.

Bruce

Can you keep the rest of us abreast of the progress of this project? I started something similar, but it foundered before I made any significant progress and would love to see the results of someone having the drive to complete.

elgrin
 
You can learn any magnitude of rune spell, if tis integrated, its just a question of what anyone is willing to teach you.

Each cult will teach spells, but if you're just showing up on Sundays, they arent going to teach you the big secrets
 
So in the rules as they stand, with my initiate of Barntar, are they given a cult rune on joining? This is what puzzles me - I am unlikely if not and only have say two random Runes integrated to be able to use any of the Cult Runemagic?

I like your fix, and look forward to seeing it as well!

cj x
 
cj.23 said:
So in the rules as they stand, with my initiate of Barntar, are they given a cult rune on joining? This is what puzzles me - I am unlikely if not and only have say two random Runes integrated to be able to use any of the Cult Runemagic?

I like your fix, and look forward to seeing it as well!

cj x

As written, you arent given any runes. Those have to be acquired from other sources.

Using it as written, divine magic is pretty much the standard cult magic, with rune spells being much more personal.

As mentioned above, plenty of people use other options for this system
 
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