PhilHibbs said:The Flight spell seems a little under-powered - an average SIZ 13 Orlanthi can only fly when they get their Pact (Orlanth) skill up to 121%. Is that right? Or, am I muddling an RQ1 spell description with the RQ2 rules?
I know, I'm comparing old with new - it used to cost 13 POW for an average person to be able to fly, now it just costs 1 DP.Loz said:Divine Magnitude isn't based on Magic Points or even points of dedicated POW, Phil. Its 1/10th of your Pact skill and it operates automatically. Thus, an Orlanth initiate with a Pact (Orlanth) 60% always operates his Divine Spells at Magnitude 6 and with no Magic Point cost. He needs to successfully make a Lore roll to get the spell to work, but once working, there's no further cost and it operates at the caster's default Magnitude.
The spell itself costs 1 Dedicated POW to have (all Divine Spells are the same). The old link of Magnitude = sacrificed POW doesn't exist in RQII. Magnitude is a consequence of the strength of the relationship with your god.
PhilHibbs said:I know, I'm comparing old with new - it used to cost 13 POW for an average person to be able to fly, now it just costs 1 DP.
My point about the magnitude is, allowing an initiate with Pact (Orlanth) 11% (POW 10 + 1 DP) to fly is quite generous - making it higher Magnitude would require a higher Pact skill. Maybe Magnitude 6 would not be excessive, so you have to get your Pact up to 51% before you could fly, and allow an additional 6 SIZ per Magnitude above that.
Deleriad said:I thought your problem was that Flight was underpowered?
PhilHibbs said:Deleriad said:I thought your problem was that Flight was underpowered?
It was, in the RQ1 rules. I think the new writeup (if it's Magnitude 1) is a little too easy. Being able to fly is a hefty unbalancing factor in a roleplaying game.
Ah, yes, the table is titled "Minimum Cult Rank of Spell". I mis-read it.Deleriad said:On the cost front, the table is meant to indicate the cost for learning different ranks of spells. E.g. spells that can only be cast be acolytes or higher cost 2 IRs. An acolyte still pays the normal cost (1 IR) for initiate spells.