Potential errata required to CoG1

Couple more:

Axe Trance only adds 5% to Axes per MP spent, whereas the Rune spell Bladesharp adds 5% to any bladed weapon and also gives +1 dmg per point. Going on the original, Axe Trance should be 10% per point, otherwise it's completely obsolete.

Safe is marked as Progressive, but to no purpose
 
gamesmeister said:
Couple more:

Axe Trance only adds 5% to Axes per MP spent, whereas the Rune spell Bladesharp adds 5% to any bladed weapon and also gives +1 dmg per point. Going on the original, Axe Trance should be 10% per point, otherwise it's completely obsolete.

True. But on the other hand, you can dump as many MP as you like into Axe Trance when its cast. In the case of Bladesharp, you have to know that number of points, which forms a definite upper limit.

Jeff
 
On Axe trance - You also don't need a Metal Rune integrated.


From the Orlanth/Storm pantheon

Maran Gor Provides Shake Earth at shrines but it is only usable by Rune Priestesses (Might be correct but seems odd)

Some spells are apparently taught at cults shrines but not in the parents cult's spell list:
Orlanth Adventurous - Lightning Strike
Odayla - Sureshot
Humakt- True Sword
Barntar - Plough Strength (But is most likely Plough Strong)

Ty kora Tek - has no pantheon indicator.

Orlanth Adventurous Lords have access to all the Thunderous spells, does this include common divine magic?
 
Humakt is looking a bit weak, especially in contrast to Babeester Gor and Orlanth.
Lords get a choice of 3 non-common spells.

On the whole CoG is still a pretty wicked read... Just when my players throw a wobbly at me (all crusty RQ2'ers) I find I've been releasing my angst down the line... Sorry folks
 
Exubae said:
On Axe trance - You also don't need a Metal Rune integrated.


From the Orlanth/Storm pantheon

Maran Gor Provides Shake Earth at shrines but it is only usable by Rune Priestesses (Might be correct but seems odd)

Should be at Iniitate. There was a spell that allowed a priestess to combine her worshippers spells to create the great earthquakes that the Shaker Temple is know to create.

Some spells are apparently taught at cults shrines but not in the parents cult's spell list:
Orlanth Adventurous - Lightning Strike
Odayla - Sureshot
Humakt- True Sword
Barntar - Plough Strength (But is most likely Plough Strong)

Many of these spells are already Companion's Divine section so were simply deleted from the spell lists as they were associated with the cult type, I think.


Ty kora Tek - has no pantheon indicator.
[/quote]

Yeah. She's supposed to be Storm.

Orlanth Adventurous Lords have access to all the Thunderous spells, does this include common divine magic?

I'd just say special spells. There's a reason why Storm Voices hold such power in 2nd Age Orlanthi society!

Jeff
 
Yoda300 said:
I saw:
- Yelm provides Sunspear to Yelmalion, wich he has not in his list. Or is it common divine magic ? But then, Yelmalion is Sun type and have it too.
- I cannot manage to find the Thunderbolt spell description
- it is said (p22) that Chalanna Arroy don't learn the Sleep spell to anyone outside the cult. Then she give it as an associated cult (Orlanth and Issaries for example)
- Detect Truth is a Lank(h)or Mhy spell, then it speak of Humakt in the description
- Tolat's Fury is automatically cancelled by Fear (why not) and Demoralise, a mere Runespell
- Hie Wagon mention rolling an amount, but the effect is fixed
- Hurl Javelin has a typo ("is")
- Yinkin receive Outlaw from Orlanth: for what purpose ?
- Increase Winter Wind do a two step increment, so the example is false (should be light wind to stiff wind)
- Purify Water does not mention Oslira in his cults
- Lodril mention a Summon Lodril spell (should be Awaken Lodril I think)

It's gonna be a hell of an errata !

The Oslira picture is good. You're going on French standard ! :twisted:

A lot of associated spells have been replaced with other spells, particuarly if the spell in question was deleted from the ms. It Yinkin's case it was originally Shield.

Jeff
 
Runelords need five skills at 80% (p14) and all RuneLord descriptions in cults ask for 5 skills at 90%. Perhaps those are the cults with the harder exams (Maths rather than General Studies, say).

I haven't noticed any other errors that haven't been flagged up, but I haven't been looking.

It's pretty good, actually, but a bit thin. And it goes on about the different planes - Essence Plane and that kind of rubbish - almost as if they made any sense at all.

It's better than Gods of Glorantha but not as good as Cult Compendium.
 
Voriof said:
gamesmeister said:
Couple more:

Axe Trance only adds 5% to Axes per MP spent, whereas the Rune spell Bladesharp adds 5% to any bladed weapon and also gives +1 dmg per point. Going on the original, Axe Trance should be 10% per point, otherwise it's completely obsolete.

True. But on the other hand, you can dump as many MP as you like into Axe Trance when its cast. In the case of Bladesharp, you have to know that number of points, which forms a definite upper limit.

Jeff

And, it isn't any harder to use Axe Trance with 100MPs than 10 MPs, whereas casting Bladesharp 100 is tricky.
 
If taken as Red that the explicit Divine spell association is used:
(A lot of the Gods are missing Type though)
A lot are repeated from previous posts...

Donandar
Has no explicit access to Illusion Spells, I assume he shuld have access to all the illusion spells

Issaries & Orlanth Thunderous
Chalana Arroy- Sleep but she doesn't teach it to any one else. I suppose there is always comfort song.

Humakt
Resurrect rather than Sever spirit
Detect Truth spell describes use by Humakti but not in Humakts list

Doubled up spell Granting by associated cults
Yelmalio
Yelm grants him Sunspear he has it already

Babeester Gor & Barntar
Ernalda grants Healbody to Babeester Gor & Barntar who already have it.

Missing spells?
Wachaza
Drown taught at shrines but not listed in spells.

Xiola Umbar
Chalana Arroy grants– Heal Chaos Wound but doesn't have it in the first place

Orlanth the Leader
Orlanth Thunderous – grants Thunderbolt but doesn't have it in the first place

Divine as Rune Spells
Oslira - True spear

Rune Spells listed as Divine Spells
Tskanth - Repair
Orlanth Adventurous – recall
Crop Goddess - Recall

Just a bit odd

Yinkin
Orlanth grants Outlaw (just seems odd) suggest going back to Shield, Yinkins a Cat god/hunter...

Urvairinus
Elmal grants Urvairinus Steadfast
Then Urvairinus hands Steadfast out at the local shrines, Cheeky chap.

If we can just resolve these I'll be a happy -

It's better than Gods of Glorantha but not as good as Cult Compendium.
I agree it knocks Gods of Glorantha for six, Not really fair to compare it to the Cult compendium as its just all long cult descriptions for a single local i,e Pavis.
Hopefully Mongoose have got something in a similar vein in the pipe line.
 
Yelm's membership is only open to male Dara Happans but his spell (and it says that it is granted by Yelm) says "the caster gains ... against any member of her household". Picky, I know, but...
 
Exubae said:
If taken as Red that the explicit Divine spell association is used:
(A lot of the Gods are missing Type though)
A lot are repeated from previous posts...

A lot of gods don't fit into the types. In the end, I felt it should have been removed entirely.

Jeff
 
Exubae said:
It's better than Gods of Glorantha but not as good as Cult Compendium.
I agree it knocks Gods of Glorantha for six, Not really fair to compare it to the Cult compendium as its just all long cult descriptions for a single local i,e Pavis.

Not true. Cult Compendium is Cults of Prax, Cults of Terror, the cults from Pavis, Borderlands and Trollpack as well as some from various magazines.

It's not fair to compare Cults1 with Cult Compendium as the latter brings together several books of longform cults whereas the former is a collection of shortform cults. Nothing to do with Prax :D
 
A lot of gods don't fit into the types. In the end, I felt it should have been removed entirely.
Yep it generalises everything, makes everything dull and... well generic and if your not careful, sooner or later the system starts dictating the background/mythology of the game.
Which is the problem with most of the d20 stuff... everything loses its flavour, becomes sterotypical, pigeon holed... I hope Mongoose aren't going that way.
From what I've picked up on Lankhmar its got a different feel to Glorantha which should be cool, so it doesn't seem to be.

It still leaves me wondering what spells each cult should have, I know I'll end up working up my own list of Divine spells... I'ld rather not as MRQ adventures etc aren't going to tally with my perception...

One of my players Martin, who plays either a Morokanth or a human Humakti... Once got adventurous and tried a Morokanth Sword Brother... He may actually get put off Humakti and try something else after 20 years of Gaming :) so it might not be that bad after all.
 
Voriof said:
Exubae said:
If taken as Red that the explicit Divine spell association is used:
(A lot of the Gods are missing Type though)
A lot are repeated from previous posts...

A lot of gods don't fit into the types. In the end, I felt it should have been removed entirely.

Jeff
I agree. It's confusing, requires users to cross-reference between multiple books to get Divine spell lists, and encourages misunderstandings as to what does and doesn't need mentioning. It also doesn't save space, because it requires a broken out line rather than just allowing the relevant spells to be added on to the end of the Divine Spells line. I hope it ultimately gets ditched, as it adds nothing except potential problems.
 
I agree. It's confusing, requires users to cross-reference between multiple books to get Divine spell lists, and encourages misunderstandings as to what does and doesn't need mentioning. It also doesn't save space
No arguments there...

On the space saving, as previously mentioned it doesn't, Type & Types takes up three lines, pretty sure extra spells listed under special Divine magic wouldn't take so much space.

Still confused because if we use the explicit list old Humakt not only doesn't get Sever Spirit, he ends up with Resurrect.

Shouldn't old Zorak Zoran have some associated cults, he looks like his cult was cut of in its prime. (Urox, Kyger Litor & Xiola cases in point)

I've put together a spell lists for all the gods with the explicit list...
There are so many with Fertility (Resurrection, Heal body, Regrow limb), Sun(Resurrect),Death(Resurrect) it makes Chalana Arroy, Erissa pointless and turns the crop goddesses and Barntar in to Florence Nightingales.
It also makes the Elmal and the Sun gods rather potent. It kind of ties in with Elmal's myth of healinf himself at sunrise.

With so many Resurrects floating about surely sever spirit isn't going to make much difference.

Another take on...

Sever Spirits
Instant, Magnitude 5, Ranged, Resist (Persistence, see below)
Cults: Death (Available to Priests/Lords only)

Effects
Target’s Persistence Test - Effect
Target Fumbles - Victim dies
Target Fails - Victim instantly suffers enough hit point damage to its Chest to cause a Major Wound, as its heart stops.
Target Succeeds - Victim suffers 1d3 hip point strike to Chest.
Target Criticals - Victim is not subject to this cults version
of the spell for one month/week.


Special effects
Humakt - If the target is slain subject to this spell they may not be resurrected or brought back as undead, though possiblility of Hero quest to retrieve victim from Humakts possession is possible.

Zorak Zoran - Attempts to create undead from a target slain by their version of the spell is at +20%.


And A few more of the Cheesy RQ3 Spells converted to MRQ where they're missing or not who knows

Thunderbolt
Instant, Magnitude 5, Ranged, Resist (Dodge), Progressive.
Cults: Orlanth Thunderous
The spell calls from the sky a bolt of divine energy, the spell will only function outside with a cloud cover off 51% or higher.
A victim of the spell suffers 1D8 damage to each of the targets body locations. Armour points are not effective against this damage and it counts as both magical and electrical damage.
Each additional point of the spell allows the caster to target a further victim with the spells effects.


Cure Chaos Wound
Instant, Magnitude 1, Touch, Progressive – special.
Cults: Chalana Arroy
This spell has no effect if cast by itself, it must be cast along side any spell that is being used to healing and injury caused by Chaos, this spell may be Rune, Divine, or sorcery.
This spell then provides all the magic points required to cast the spell.
If curing a wound inflicted by a broo, the caster may use Cure chaos wound to pay the 6 magic point cost of a Heal6 Rune spell.

Switch Places
Instant, Magnitude 3, Ranged, Instant.
Cults: Donandar
The spell must be cast at an illusionary Sight. It allows the caster to trade places with the apparition, the apparition must be visible to the cultist before they may perform the transfer.

Second Mouth
Duration 15, Magnitude 1, Touch.
Cults: Gorgorma
The spell may only be cast by a woman, It renders the target practically immune to rape, by permitting her to take immediate revenge upon the assailant.

Oath
Special, Magnitude 2, Touch
Cults: Humakt
Binds two targets to a pact, theduration of the pact must be agreed by the individual, and the pact must be entered into freely by both parties.
The Strength of this Pact is equal to the Sum of their natural POW. If either break the Oath they receive the effects of a Sever Spirit Spell. However their resistance roll is reduced by the Strength of the pact.

Drown
Instant, Magnitude 1, Ranged, Resist (Persistence)
Cults: Wachaza
If the target fails his resistance roll his lungs are filled with salt water, inflicting 1d8 damage to the targets chest.
The spell calls only effects air breathing targets and casting water breating will stop its effect, but not heal damage already taken.
 
Exubae said:
Should Elmal have Sunspear?
Wouldn't Command (Horses) be more his line?

Had both. Heroquest's Storm Tribe gives him a rather fair amount of fire powers. And I preferred to use the already existing Sunspear rather than come up with a flaming javelin spell. ;)

Originally, it was Initiates got access to Sunbright and Sun Thanes (runelords) got access to Sunspear. Making him Sun and War gives him simply incredible powers at the initiate level. Oh well. Generic god-types strike again!

Jeff
 
Making him Sun and War gives him simply incredible powers at the initiate level
With Resurrect again..
... Thinking about tweaking the Sun aspect so the character can only resurrect himself, if he has got MP to heal himself to positives in all location (on a 1:1 basis) he gets resurrected as the 'light of the new Dawn' cast itself across his/her body.
Resurrects not to bad for Yelm in its normal description though.

I did notice Yelm is pretty much taken from the Orlanth perspective of the Evil Emperor.
I.e. It is he who dies rather than disintegrating in to antirius etal when his son is slain by old terminus.

This sounds like I'm moaning again.. so I probably am, but so much of the cults flavour is lost through the Generic god-types, they are so unbalanced.
 
Exubae said:
I did notice Yelm is pretty much taken from the Orlanth perspective of the Evil Emperor.
I.e. It is he who dies rather than disintegrating in to antirius etal when his son is slain by old terminus.

Second Age predates the days of Yelmgartha and his recovery of the Glorious Re-Asscent of Yelm. Similarly, much of the purging of the Yelm cults of Bjiff (and its death/darkness motif) will not occur for some time.

More detailed coverage of the Yelmic mythology really has to wait until someone writes a long-desc version of the cult.

As an aside, and giving Command Household to the non-Lord aspects of the Yelm cult is a good thing (aside from the gender issue in the writeup). As it does provide some more... er... coercion for the hard-pressed patriarch. Good decision.

Jeff
 
Exubae said:
This sounds like I'm moaning again.. so I probably am, but so much of the cults flavour is lost through the Generic god-types, they are so unbalanced.

I don't understand what's going on here. There are lots of posts that seem to assume that just because the Companion states a divine spell fits a certain 'type' of cult, that it then applies to all those types within CoG.

I've already said this, but I'll say it again - there is nothing that states this to be true, either in the rules or in CoG. No-one from Mongoose has posted that this is the case, Jeff never intended for it to be handled that way, and in fact it causes far more problems than it solves, so why is it even being considered?

Mongoose simply need to fix the problem cults that have been highlighted in this thread (there aren't that many), and it's job done. As far as herrings go, cult 'types' are positively scarlet.
 
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