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.