Hi,
It's my fist post here, so be gentle please
I'm used to run rather low magic campaigns, but now I'm GM:ing 2nd age Glorantha, which cannot be described as low magic at all, and all of a sudden I have a problem with magicks...
The source of my distress is Counter Magic common spell. It states (if my memory serves) that it counters any spell of lower magnitude. If the magnitudes equal, both spells are dispelled. Higher magnitude spells will take effect and Counter magic is dispelled.
From the GM point of view I think the spell is mostly useless:.
Example 1:
We have one PC with a couple of offensive common magic spells of magnitude 2.
Now when creating an NPC that uses Counter Magic, the GM has two choices:
- Either the Counter Magic is of magnitude 2 or more, and the player's spell will have no change of affecting the outcome of the fight.
- On the other hand, drop the Counter Magic to magnitude 1, and then comes the question: why bother with the Counter Magic at all if it doesn't have a change to affect player's spells in any case?
Let's see the other side of the coin:
Example 2:
PC has Counter Magic at magnitude 3. The GM knows that the player uses the spell a lot to protect herself from incoming magical attacks.
When planning an NPC's, again the GM has two choices:
- The NPC's have magic strong enough to penetrate the player's Counter Magic, effectively canceling all the player's investment in Counter Magic.
- The NPC's magic is not strong enough, so why bother the NPC to wield any magic at all. Also canceling the player's investment in Counter Magic as no one is using any spells against him.
Example 3:
PC has Divine Magic and her pact is at 75%, resulting in Magnitude 7 for her divine spells. No NPC could ever have any protection from his Counter Magic against her spells as long as Counter Magic is not at magnitude 8!! How much more interesting it would be if Counter Magic could have a slight change to counter higher magnitude spells, even if at 1% change?
Of course there are some clumsy ways to avoid the above (Give the NPC counter magic the same magnitude as player's strongest spell...) but I find this problem mostly as a dramatic problem. There is no excitement to the GM over whether the magic will penetrate the Counter Magic or not, as it had been decided already when the GM designed the NPC character.
It seems that it is impossible to make a scenario where either the PC or NPC is protected by Counter Magic and still to experience some dramatic moments of uncertainty, celebration or disappointment when spells interact in unexpected ways with arcane protections...
It would be much more fun if the Counter Magic (and other similar spells) would be chance based. E.g. an opposed rolls of magic skills or something, but that would invalidate the whole magnitude thing and would take one important aspect of sorcery and pact away...
Any thoughts on this?
(Hopefully I have just missed something that will invalidate this whole post =)
It's my fist post here, so be gentle please

I'm used to run rather low magic campaigns, but now I'm GM:ing 2nd age Glorantha, which cannot be described as low magic at all, and all of a sudden I have a problem with magicks...

The source of my distress is Counter Magic common spell. It states (if my memory serves) that it counters any spell of lower magnitude. If the magnitudes equal, both spells are dispelled. Higher magnitude spells will take effect and Counter magic is dispelled.
From the GM point of view I think the spell is mostly useless:.
Example 1:
We have one PC with a couple of offensive common magic spells of magnitude 2.
Now when creating an NPC that uses Counter Magic, the GM has two choices:
- Either the Counter Magic is of magnitude 2 or more, and the player's spell will have no change of affecting the outcome of the fight.
- On the other hand, drop the Counter Magic to magnitude 1, and then comes the question: why bother with the Counter Magic at all if it doesn't have a change to affect player's spells in any case?
Let's see the other side of the coin:
Example 2:
PC has Counter Magic at magnitude 3. The GM knows that the player uses the spell a lot to protect herself from incoming magical attacks.
When planning an NPC's, again the GM has two choices:
- The NPC's have magic strong enough to penetrate the player's Counter Magic, effectively canceling all the player's investment in Counter Magic.
- The NPC's magic is not strong enough, so why bother the NPC to wield any magic at all. Also canceling the player's investment in Counter Magic as no one is using any spells against him.
Example 3:
PC has Divine Magic and her pact is at 75%, resulting in Magnitude 7 for her divine spells. No NPC could ever have any protection from his Counter Magic against her spells as long as Counter Magic is not at magnitude 8!! How much more interesting it would be if Counter Magic could have a slight change to counter higher magnitude spells, even if at 1% change?
Of course there are some clumsy ways to avoid the above (Give the NPC counter magic the same magnitude as player's strongest spell...) but I find this problem mostly as a dramatic problem. There is no excitement to the GM over whether the magic will penetrate the Counter Magic or not, as it had been decided already when the GM designed the NPC character.
It seems that it is impossible to make a scenario where either the PC or NPC is protected by Counter Magic and still to experience some dramatic moments of uncertainty, celebration or disappointment when spells interact in unexpected ways with arcane protections...
It would be much more fun if the Counter Magic (and other similar spells) would be chance based. E.g. an opposed rolls of magic skills or something, but that would invalidate the whole magnitude thing and would take one important aspect of sorcery and pact away...
Any thoughts on this?
(Hopefully I have just missed something that will invalidate this whole post =)