More Magic

Cults of Glorantha is supposed to have some goodies, but generally, I think that the format given is supposed to be flexible enough to mold to whatever you want it to be. Wizard with Wizards fire/fireball? Wrack (Fire). Etc.

That said, I think that the context that the spells are learned and practiced within is what sets MRQ2 head and shoulders above the rest. The cults and ability to learn more than one school, is what makes MRQ2 really sweet in my opinion.

But if you need other spells, you can always look at past RQ stuff and modify them. Just beware- the current magic systems get very powerful from about 50% on, so over charging spells is easy. I would err on the side of less powerful early so they can be moderately powerful later (with the exception of Divine, which is, and should be, powerful right off the bat- but again, around 50%, the spells get very strong).
 
Cults of Glorantha does have more spells. The magic chapter describes the new spells introduced in the book. That chapter has a few new common magic spells, a few dozen new divine spells and about two dozen new sorcery spells.

There are new spirits described for some shamanic cults.

While reading the Foundchild cult, I discovered that their Silence common magic spell didn't make it into the magic chapter. So there may be some others that are in cult descriptions that didn't make it into the magic chapter.
 
Titus said:
While reading the Foundchild cult, I discovered that their Silence common magic spell didn't make it into the magic chapter. So there may be some others that are in cult descriptions that didn't make it into the magic chapter.

There may be a couple, but most should also have been summarised in the Magic section.

Good spot!
 
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