GbajiTheDeceiver
Mongoose
Since magic is so integral to Glorantha, I thought I'd share a few thoughts on what we've seen in the third preview. These are totally restricted to how things might work in a pure Gloranthan setting.
So far we've had a preview of Rune Magic, which looks like a reworking of the old Battle/Spirit magic. In fact, doing a comparison of the new spell descriptions with those in RQ3 reveals almost identical sentence structure, with only some word re-ordering.
I'm not sure that I like the idea of Runes - it smacks of a descent into collectable card game territory, although in it's favour it does provide for an internally consistent structuring mechanism. It would work well in a computer game, though......
The "blood of the gods" bit in the description obviously does away with crystals though, which is a bit of a bummer. Oh well...... ya takes the rough with the smooth........
What I'm beginning to get interested in is the rest. Bearning in mind that this is purely based on the brief descriptions in the preview, some guesswork and extrapolation, and a lot of wishful thinking, here we go...
Presumably Divine Magic will correspond to RQ3 Divine and RQ1/2 Rune Magic, although the statement that it's only accessible to higher cult levels will make it far less prevalent in the world than it has been before (or should that be "afterwards", given that we're now talking about the Second Age?) I don't see this doing much harm, as the old Divine Magic was really only available for a few uses per year by Initiates (unless you got into the habit of handing out regular POW increases). It doesn't take away the motivation for joining a cult, as it's stated that cult members will have access to more powerful forms of the new Rune magic (although that's probably just all Rune spells associated with their cult, without the need for finding and integrating a Rune....)
I'm assuming that Dragon Magic will be largely unchanged (but maybe expanded), but the EWF setting will make it available beyond Dragonewts. This could be very interesting indeed.................... with loads of potential for creating fun and/or havoc.
I'm really hoping that Sorcery will be used to represent God Learner magic. The old Malkioni/Invisible God thing seems to have been a totally artificial construct intended to fit Sorcery into the Gloranthan mythos and make it accessible to PCs. It never sat comfortably, and I'd always see it working better as forbidden God Learner magic - hell, using it as God Learner magic even fits the description in the old rules, as well as that in the preview! And fingers crossed that it won't be the barely playable botch job that RQ3 Sorcery was.
I'm not sure what Shamanic Magic will be or where it might fit in, given that Spirit/Battle magic is now gone as an option. Maybe as a subset or reworking of Ritual Magic? Something like Ceremony/Enchant/Summon, but restricted to binding Spirits, and perhaps even with Spirits being allied to Runes, thereby giving access to Rune Magic. That would sound roundabout right for a Shaman.
Demonology looks like nothing more than a Dark Side of Shamanic magic, so it'll be used by Bad Man folks such as Broos, rather than Horned Man folks. Otherwise - going by the description - there's no real difference in mechanics.
So far we've had a preview of Rune Magic, which looks like a reworking of the old Battle/Spirit magic. In fact, doing a comparison of the new spell descriptions with those in RQ3 reveals almost identical sentence structure, with only some word re-ordering.
I'm not sure that I like the idea of Runes - it smacks of a descent into collectable card game territory, although in it's favour it does provide for an internally consistent structuring mechanism. It would work well in a computer game, though......
The "blood of the gods" bit in the description obviously does away with crystals though, which is a bit of a bummer. Oh well...... ya takes the rough with the smooth........
What I'm beginning to get interested in is the rest. Bearning in mind that this is purely based on the brief descriptions in the preview, some guesswork and extrapolation, and a lot of wishful thinking, here we go...
Presumably Divine Magic will correspond to RQ3 Divine and RQ1/2 Rune Magic, although the statement that it's only accessible to higher cult levels will make it far less prevalent in the world than it has been before (or should that be "afterwards", given that we're now talking about the Second Age?) I don't see this doing much harm, as the old Divine Magic was really only available for a few uses per year by Initiates (unless you got into the habit of handing out regular POW increases). It doesn't take away the motivation for joining a cult, as it's stated that cult members will have access to more powerful forms of the new Rune magic (although that's probably just all Rune spells associated with their cult, without the need for finding and integrating a Rune....)
I'm assuming that Dragon Magic will be largely unchanged (but maybe expanded), but the EWF setting will make it available beyond Dragonewts. This could be very interesting indeed.................... with loads of potential for creating fun and/or havoc.
I'm really hoping that Sorcery will be used to represent God Learner magic. The old Malkioni/Invisible God thing seems to have been a totally artificial construct intended to fit Sorcery into the Gloranthan mythos and make it accessible to PCs. It never sat comfortably, and I'd always see it working better as forbidden God Learner magic - hell, using it as God Learner magic even fits the description in the old rules, as well as that in the preview! And fingers crossed that it won't be the barely playable botch job that RQ3 Sorcery was.
I'm not sure what Shamanic Magic will be or where it might fit in, given that Spirit/Battle magic is now gone as an option. Maybe as a subset or reworking of Ritual Magic? Something like Ceremony/Enchant/Summon, but restricted to binding Spirits, and perhaps even with Spirits being allied to Runes, thereby giving access to Rune Magic. That would sound roundabout right for a Shaman.
Demonology looks like nothing more than a Dark Side of Shamanic magic, so it'll be used by Bad Man folks such as Broos, rather than Horned Man folks. Otherwise - going by the description - there's no real difference in mechanics.