Divine Flight

PhilHibbs

Mongoose
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?
 
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?

The RQ2 divine spell for Flight hasn't been published yet as far as I know so I assume you're looking at the RQ1 version.
 
Try this (coming soon to a 'Cults of Glorantha' near you...)


Flight
Duration 15, Rank: Initiate, Ranged, Resist (Resilience)

This spell grants the recipient the power of flight. He can reach an altitude in metres equal to the spell’s Magnitude x10 and travel at a number of metres per round equal to the spell’s Magnitude. The caster can transport one object of SIZ equal to his POW, as well as himself, using this spell.
 
Yes, but comparing other RQ1 divine spells to their RQ2 equivalent, the magnitude scale still looks the same so 13 points of Magnitude was even harder to come by in the old system than in the new - from the SRD, it looks like it needed 13 points of sacrificed POW.

*Update*: I saw Loz's post after submitting this. So it's gone from needing your SIZ in POW points to only needing one point, *and* you can pick up someone else and fly with them à la Superman... that's quite a buff. Is it Magnitude 1? I'd expect it to be more like 3.
 
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.
 
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.
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.
 
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.

I thought your problem was that Flight was underpowered?

RQ2 flight means that if you are an Orlanthi initiate you can fly if you sacrifice for it. Everything else (speed, height, how much you can carry) is details.
 
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.
 
On the general subject of Divine Magic - why does it cost more Improvement Rolls to get new spells the higher you are in the cult?
 
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.

In Glorantha I believe that basically any Orlanthi initiate is able to fly if they wish to follow that path. Of course you can change that. Easiest way would be to restrict to acolyte or even rune priest/lord.

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.
 
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.
Ah, yes, the table is titled "Minimum Cult Rank of Spell". I mis-read it.
 
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