Need Spells

daxos232

Mongoose
I am looking for a book that will provide me with more spells for my players. I am currently thinking about the MRQ1 Spellbook. Its pretty cheap on Amazon. I know that MRQ2 Cults has some specific spells for its cults and I have also considered it. I would appreciate it if anyone has any suggestions. Thanks.
 
I am looking for a book that will provide me with more spells for my players. I am currently thinking about the MRQ1 Spellbook. Its pretty cheap on Amazon. I know that MRQ2 Cults has some specific spells for its cults and I have also considered it. I would appreciate it if anyone has any suggestions. Thanks.
I have the MRQ1 Spell book and with a little conversion you can use them. However, the way the spells are laid out in MRQ2 allows for the GM to develop dozens of new spells modeled off of Rune powers or other sources. For instance, I came up with a few Divine spell templates off of the Madness spell that affects other stats such as POW or STR; I tweaked the spell Disarm to temporary blind people instead of disarming them and called it “Blindness”. The best examples I have found for different effects is to base a Divine or Common spell on the condition table found on page 56 or the Dazed or Stunned conditions on page 96. Example is converting the divine spell Disarm and instead of disarming have it Stun 1 target per magnitude for 1d3 combat actions, now you have a spell that looks like Power Word Stun from D&D.

The Sorcery section is where modifying really shines. The Phantom (sense) spell allows for dozens of different affects for incapacitation or misdirection (blinding, sleep, vomiting, and deafness, major and minor wounds or even an old D&D variant of phantasmal killer) creative players and GMs could modify for even further effects. The spell Wrack can be Rune based and cause broken bones, poison, or lightning damage. Wrack combined with Phantom (Sense) can add further variation to damaging spells (killer butterfly’s or even flesh eating glow worms) to add further customization or renown for an individual caster.

Rune basing spell effects allows for multiple uses for the same generic spells given in the books.

Also the upcoming Cults book is supposed to have more spells in it.
Hope this helps.
 
Why do you need new spells ?

Is it because you were not able to satisfy the needs of your players, or is it because you compared MRQII list of spells with the list of Another Game ?

Don't forget that in many ways, MRQII magic is more versatile, and in my experience you won't need a lot of spells to give an intersting experience to your players.

Concerning MRQ1 SpellBook, I have mixed feelings:

-There are some interesting Runic Spells that you can use for Common Magic;
-You will have trouble with the differences between systems for Divine Magic;
-In my opinion, too many Sorcery spells are badly designed and don't feel like Sorcery at all.
 
Back
Top