I have many doubts

gran_orco

Mongoose
Familiars: With RQ3, I had to complete the characteristics of the criature. And now, if the creature has INT, POW and CHA, should I tranfer to it STR, CON , DES and SIZ to complete the create familiar spell?

Fearsome Din: should the caster oppose his Play Instrument skill or his spell skill vs the resistance skill of the listeners?

SIZ and ENC: Which is the equivalence between them? 1 SIZ = 1 ENC?

Morale: "Each point gives up to one hundred initiates in that cult a +10% to their unit's main Weapon skill." This spell requires 2 points of magnitude. Then, it gives +20% to two hundred men, and so on?

Associated cults: If I want to do a spell of an associated god, should I have the specific theology skill of that cult, or could I use my theology skill?
For exemple: I am an initiate of Vinga. If I want the Heal Body associated spell of Chalana Arroy, should I know the "Lore (Chalana Arroy Theology) to cast it? Then, should I be a lay member of Chalana Arroy to acquire this Lore skill?

Purify Water: the description says that this spell is for cults of Sea and Magasta. However, Triolina does not have this spell in the cult spells list, althought the type of cult is Sea. Has this cult the spell?
 
gran_orco said:
Morale: "Each point gives up to one hundred initiates in that cult a +10% to their unit's main Weapon skill." This spell requires 2 points of magnitude. Then, it gives +20% to two hundred men, and so on?

No, each chunk of 2 Magnitude gives 10% to 100 men. So, a Magnitude 4 Morale gives +20% to 100 men, a Magnitude 6 Morale gives +30% to 100 men and so on. Presumably, you could add more men, so a Magnitude 6 Morale could give +20% to 200 men.

gran_orco said:
Associated cults: If I want to do a spell of an associated god, should I have the specific theology skill of that cult, or could I use my theology skill?
For exemple: I am an initiate of Vinga. If I want the Heal Body associated spell of Chalana Arroy, should I know the "Lore (Chalana Arroy Theology) to cast it? Then, should I be a lay member of Chalana Arroy to acquire this Lore skill?

No, the Associated Cult has given the spell to your cult, so you use your own Lore Theology to cast it.

In the example above, Chalana Arroy has graciously given Heal Body to Vinga, so Vinga makes it available to her cultists who need to roll their Lore (Vingan) Theology to cast the spell.

gran_orco said:
Purify Water: the description says that this spell is for cults of Sea and Magasta. However, Triolina does not have this spell in the cult spells list, althought the type of cult is Sea. Has this cult the spell?

I'd say yes.

There are many examples in RQ, this version and previous versions, where spells have been lost or not included in writeups. There was at least one example where a cult gave a spell to another cult as an Associated Cult Spell, but didn't get the spell themselves, a clear typo.

So, if you want Triolina to have the spell then include it.
 
gran_orco said:
Familiars: With RQ3, I had to complete the characteristics of the criature. And now, if the creature has INT, POW and CHA, should I tranfer to it STR, CON , DES and SIZ to complete the create familiar spell?

I'm pretty sure this is unchanged from the previous edition.
 
gran_orco said:
Familiars: With RQ3, I had to complete the characteristics of the criature. And now, if the creature has INT, POW and CHA, should I tranfer to it STR, CON , DES and SIZ to complete the create familiar spell?

Where is the Create Familiar spell? I've looked in RQ Rulebook, Companion, Legendary Heroes and Monsters but I can't see it. Perhaps it's in the Players Guide to Glorantha or Magic of Glorantha.

I liked the Familiar rules in RQ3 and had no problem with transferring characteristic points, but there again I never played sorcerers. Some people prefer to transfer POW that then can be converted to Characteristic points.

But, I'd use the RQ3 version until Mongoose come up with something better. Maybe they'll make it modular, which seems to be one of their strengths, which would be good.

gran_orco said:
Fearsome Din: should the caster oppose his Play Instrument skill or his spell skill vs the resistance skill of the listeners?

Again, I can't find this spell, perhaps I'm not looking hard enough or I'm looking in the wrong places.

Where is it and what does it do?

gran_orco said:
SIZ and ENC: Which is the equivalence between them? 1 SIZ = 1 ENC?

In RQ2 it was 1 SIZ=3 ENC, in RQ3 1 SIZ = 5 ENC, or was it the other way around? I'd use 1 SIZ = 5 ENC personally.
 
soltakss said:
Where is the Create Familiar spell? I've looked in RQ Rulebook, Companion, Legendary Heroes and Monsters but I can't see it. Perhaps it's in the Players Guide to Glorantha or Magic of Glorantha.

gran_orco said:
Fearsome Din: should the caster oppose his Play Instrument skill or his spell skill vs the resistance skill of the listeners?

Again, I can't find this spell, perhaps I'm not looking hard enough or I'm looking in the wrong places.

Where is it and what does it do?

Both are in cults of glorantha 1 & 2. Fearsome din imposes a penalty to the foes skills.
 
It looks as though Fearsome Din requires two rolls, one to use Play Instrument and one as a resistance rolls. Actually, that would be three rolls, one to cast the spell (Specific Theology Donandar), one to play the instrument and one to overcome the listeners.

I'd simplify it and use the Play Instrument as the basis of the Resistance Roll.

With familiars, the description of familiars says they are complete beings. Although it doesn't say what a complete being is, in RQ3 a complete being was one with all 7 characteristics. So, the assumption is that a familiar must have all 7 characteristics, so a sorcerer must donate the missing characteristics with Create Familiar (Characteristic). But, it isn;t clear and could easily have been made so.
 
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