Limit on Number of Common Magic Spells?

sdavies2720

Mongoose
When I read through RQII I assumed that there was a limit to the number of Common Magic spells that a character could learn. I assumed that the limit was INT in total magnitude.

Reading through again I cannot find that limit, and I'm starting to assume it was just my carryover/bias from previous versions.

But it's also possible I'm just missing it.

Can anyone confirm whether there is a limit or not (and point the reference if there is one)? Thanks for the help to my aging brain.

Steve
 
What you're thinking about is the limit on Magnitude for progressive spells, which is INT/3. There's no limit to the number of Common Magic spells you can know; but there is limit on how powerful progressive spells can be.
 
Once upon a time, in a version far far away, the limit on "Battle Magic/Rune Magic" spells was a character's INT. After that, Avalon Hill RQ3 gave us the same limit on sorcery and the 'free INT' concept.
 
Thanks all. I was pretty sure that I just had a legacy rule stuck in my head (which I just inserted into the mix without reading it). Loz, I did pick up on the INT/3 limit, but I also (mentally) inserted the old RQ rule limiting the number too.

Thanks to all for helping me confirm that it's not there.

There really is a nice balance between the different magic types.

Steve
 
EricJ said:
Once upon a time, in a version far far away, the limit on "Battle Magic/Rune Magic" spells was a character's INT. After that, Avalon Hill RQ3 gave us the same limit on sorcery and the 'free INT' concept.
In the Chaosium edition, Rune Magic was the name for Divine Magic, and I don't think that has ever been limited by INT. I could be wrong though.
 
(Chaosium) RQ2 Rune Magic was only limited by how much POW you sacrificed to gain it, there was no INT limit.

Battle Magic was also unlimited BUT you could only have your INT's worth in points active at any one time, and it took some time (hours I think) to suppress unwanted spells and bring required spells back to mind.

e.g. INT 10 could have learnt Healing 6, Disruption, Shimmer, Protection 4 etc, but might choose to only have Protection 4, Healing 4 and Disruption ready for a particular period. If you wanted to have Healing 6, then you'd have to take time out to swap it in and remove something else.
 
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