Great Spirits

Exubae

Mongoose
I just wandered how folk treat the Majestic, Grand/Great Spirits:
I was looking through some conversions of RQ2/3 I did a while back and that I'm not overly happy with, it really is the scale between Majestic Spirits and manageable Spirits;
(using Glorantha as an example)
Your majestic being the Likes of Waha and Eiritha
Manageable spirits being 1 to 3 Intensity spirits.

Any way currently I slot the other Great Spirits of Prax in about 15 to 20 Intensity.
I allow shaman to bargain with these spirits; who perform actions (as a normal spirit would but at much higher intensity (and at a steep cost for the Shaman, normally geases or adventure hooks)
The spirits also providing unique spirits, allowing the associated Shaman to use them as 'normal'

Raven
Darkness, Illusion, and Trickster Great Spirit
Associated Spirits: Raven, Darkness
Raven Can produce effects as an Intensity 17 as any Raven Spirit power.(SunHawk can Cancel all such affects)
Unique Spirits
Raven-eats-too-much (Praxian Raven Spirit, Gluttony/Swallow effect)
Hide-Fire-Amongst_his-feathers (Praxian Raven Spirit, Hide fire affect)
One-Amidst-the-Unkind (Praxian Raven Spirit, Unnoticed in a Crowd)

The question is, when should a Spirit get a cult?
Spirit walking up to a 15 point spirit in the spirit realm is pretty risky.
Perhaps I've over powered the great spirits?
 
I think you are getting into very difficult territory above Intensity 6, since the POW levels then operating get very high using the D6+6 per intensity model then drive astronomical levels of derrived skills.

For my Age of Treason campaign I have kept entities that are on the borderline of great spirit to minor gods at the equivalent of intensity 10 or less. i.e. under 66 POW. Bear in mind if they recieve worship, those same entities may also have a big pool of magic points to draw on from POW dedications, and on a more temporary basis (on my rules) from Magic Points offered up in worship.

You can always look at the very maximum levels of spirit defence a player character in your campaign is ever likely to be able to muster, and decide what sort of spirits should always be able to trump that - and grade intensity levels accordingly. If you allow concert casting rules (as Spellcom), even those spirits above that threshold are vulnerable.
 
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