Favourite New Spells and Why

B_Steele

Mongoose
Hey all, since the RQ Spellbook has struck shelves (and is hopefully flying off with Windchild speed!), I was kinda hoping to find out what people's favourite new spells are and why. For future reference and further invention of spells, it is good information to have.

A few ground rules of this thread to follow:

1. This thread is to list the things you LIKE and want to see MORE of, not to complain what is not listed or created or left out...I want this thread to stay as positive as possible please. :)
2. Please make note as to whether or not they are Rune, Divine, Sorcery or Legendary Spells. It will help divide notes for future use.
3.Please list reasons why, no matter how trivial. This will also help in future spell creations.

Thanks all to those who participate!

-Bry
 
Hey Bry,

First off! NICE WORK...

Although I do not have a favorite spell as of yet, each spell represents different aspects of what one can do with magic.

I am about half way through the book, and I have to find one I do not like. Now, wether my players will say different is up to them..

So far, I personally LOVE all the dragony spells.
 
Fury, because it will add a lot of punch to a berzerk charge. After crush got nerfed down to a divine version of bludgeon, only not reuseable, I have been looking for a replacement that should scare the oposition into soiling themselves. This may be it. Hopefully Obash will be able to show you sometime soon. Well, after he initiates anyway.
 
Lust , which I gave to my local Trickster cult. They go to the High class ball for all the Rich Merchants and Powerful Nobles then cast it on some plain looking servant girl , sit back and laugh there heads off.
 
Wicked book mate,

one spell I'd of liked to of seen was Phase where the caster phases out of sight for a fue minutes like the Shadows in Babylon 5
 
Definitely Sever Spirit...what a welcome sight that was! :)

Not had a chance to get stuck into the book yet (sorry Bry, I can't put Dragonewts down! :D), but I do have one complaint, which goes back to the original core rules...why is there this insistence in mixing and merging Death and Fertility divine magic.

The original book had Resurrection being both Fertility and Death - as a result, Gloranthan death gods such as Humakt technically end up with Resurrection as a spell, which is a big no-no. Resurrection is all about life (i.e. Fertility), and is the complete opposite of death, so should not be part of the latter's arsenal. It's like giving Ice Storm to a Fire God.

Likewise, the new spellbook has both Coagulate Wound and Decompose under Death and Fertility. The first doubles healing rates (Fertility only!!), the second makes things rot (Death only!!). Decomposing has nothing whatsoever to do with Fertility (and don't start quoting the Lion King at me! :wink: )

I have to say, this really gets under my skin. I know there's a simple fix in there for me, but still...

Anyway, other than that, it looks like an excellent addition to the core rules. Nice job!
 
...sever spirit...

I thought you would... ;)

Gloranthan death gods such as Humakt technically end up with Resurrection as a spell, which is a big no-no.

I had asked for this thread NOT to turn into a "what I'd rather see" thread, but I have to answer this...

You are totally right, that is not right for a GLORANTHA book. This is a core system book, meaning that it is up to a Gloranthan GM to step in and say No or Yes to specific cults getting specific spells. I had to go with the system on that sort of thing, not the individual settings. :)

Now, back to the listing of your likes.[/code][/quote]
 
Perhaps you will be. Wai t until you see what happened to it.

I think I like it, but will need a chance to see it in action before I commit.
 
Back
Top