gamesmeister
Banded Mongoose
Having obviously not seen either the Cults book or Magic in Glorantha book, I don't know if Divine magic is handled differently in a Glorantha-specific environment, but I'm guessing not.
On first glance, my thoughts were: it sucks! Divine Magic was always the pinnacle of magical endeavour in Glorantha (at least for most people), and in the past was only generally available to Rune Lords/Rune Priests i.e. those who are highly favoured by the Gods. Yet besides it being much harder to cast than previous editions, this business of having to reduce POW, albeit temporarily, makes it almost completely incompatible with Rune Magic, and in fact very hard to overcharge due to the lack of MPs available.
I'm guessing Matthew and co wanted to see much more Divine magic than previous versions, hence why they made it more accessible to Initiates. And I'm beginning to think that for Initiates, it is actually a pretty damn good system. Again harking back to previous versions, an Initiate had to permanently sacrifice POW to gain one-use Divine magic, something very few were willing to do given such a high price to pay for a one-shot spell.
The current system however seems very well suited to Initiates because it avoids that permanent high price of POW loss (and the corresponding MP loss that comes with it), but also prevents initiates from storing large amounts of Divine magic (for the reasons mentioned above), which they are not yet entitled to due to their lower position in the cult.
However, as has been mentioned by others, Runemasters need some help with this system. They have been chosen by their Gods as representatives of the God himself (or herself), and must therefore be exempt from the POW storage requirement, which to my mind is crippling. Therefore I'd suggest that a Rune Priest may opt to permanently sacrifice POW, just as in the old days, to gain a spell, rather than temporarily storing it. Unlike the old days though, they don't need to keep their POW above 18, as this has been replaced with the Legendary Ability.
Just my 2L
G
On first glance, my thoughts were: it sucks! Divine Magic was always the pinnacle of magical endeavour in Glorantha (at least for most people), and in the past was only generally available to Rune Lords/Rune Priests i.e. those who are highly favoured by the Gods. Yet besides it being much harder to cast than previous editions, this business of having to reduce POW, albeit temporarily, makes it almost completely incompatible with Rune Magic, and in fact very hard to overcharge due to the lack of MPs available.
I'm guessing Matthew and co wanted to see much more Divine magic than previous versions, hence why they made it more accessible to Initiates. And I'm beginning to think that for Initiates, it is actually a pretty damn good system. Again harking back to previous versions, an Initiate had to permanently sacrifice POW to gain one-use Divine magic, something very few were willing to do given such a high price to pay for a one-shot spell.
The current system however seems very well suited to Initiates because it avoids that permanent high price of POW loss (and the corresponding MP loss that comes with it), but also prevents initiates from storing large amounts of Divine magic (for the reasons mentioned above), which they are not yet entitled to due to their lower position in the cult.
However, as has been mentioned by others, Runemasters need some help with this system. They have been chosen by their Gods as representatives of the God himself (or herself), and must therefore be exempt from the POW storage requirement, which to my mind is crippling. Therefore I'd suggest that a Rune Priest may opt to permanently sacrifice POW, just as in the old days, to gain a spell, rather than temporarily storing it. Unlike the old days though, they don't need to keep their POW above 18, as this has been replaced with the Legendary Ability.
Just my 2L
G