Priests, Clerics, Cults

Grimolde

Mongoose
Do you have to create a cult background for priests in your homebrew campaign, or can you just allow the player to choose any available spells? I realise a lot of flavour may be lost, but is it possible without breaking game rules in any way?

Thanks
 
I don't think you'd break anything. What you may want to do is limit the number of spells a cult has available, at least as a way to keep different cults, well different.

Even if there's only one religion, there could be different orders or factions within it with slightly different spells.

It's your campaign, do what you think is fun.
 
jarulf said:
I don't think you'd break anything. What you may want to do is limit the number of spells a cult has available, at least as a way to keep different cults, well different.

Even if there's only one religion, there could be different orders or factions within it with slightly different spells.

It's your campaign, do what you think is fun.
Isn't there a kind of built in spell restriciton similar to say, d&d where you have so many per level? I realise runequest doesn't have levels, it's just an example.
 
The only thing there is, is that some spells require a certain rank in the appropriate cult.

But no, unless you use a premade setting you will either have to eyeball or do some planning yourself.

- Dan
 
Dan True said:
The only thing there is, is that some spells require a certain rank in the appropriate cult.

But no, unless you use a premade setting you will either have to eyeball or do some planning yourself.

- Dan
I was thinking of using Runequest for a Drenai setting. You have 'Priests of the Source' that use powers of the mind, like telepathy, or astral travel and such. There are no flash bang spells, it's all spiritual in nature.
 
You may find a modified or developed version of Spirit Magic may be better than Divine Magic.

I've only read one or two of these books but I remember the priests needing to draw strength from each other in a ritual and that they magically imbued some of their members with extra powers. Using Spirit Magic as a base you could probably replicate the feel quite well. I can't really remember too much more to offer specific suggestions. The last S&P article of spirit magic is useful to clarify how spirit magic worked. You could, for example, allow spirit walking but do away with the use of spirits and instead allow access to certain common magic or divine magic spell effects.

Antalon.
 
If your setting has specific cults with different powers per cult then a cult background is important.

However, if your setting has one religion or a background where religion is not particularly important or has been de-emphasised, then sure do without a cult background.

There is definitely no "right way" or "wrong way" to do things. If you feel that your campaign doesn't need cult backgrounds then don't include them. It won't break anything.
 
A small family cult, like Duke Raus' cult in the old Borderlands scenario pack, or like Roman lares and penates could be an ancestor spirit magic cult, but that would require the head of the family to be a shaman, which might not quite fit. I would make these small religions, with few gifts and powers, only one shrine, and limited scope for advancement. For example:

The Stellex Family Cult:

  • The only shrine is the hearth of the Stellex home and the Stellex idol on the mantel.
  • The only priest is Sir Stellex, the head of the household.
  • The only acolyte is his heir.
  • Other male members of his family may become initiates at adulthood.
  • The Family offers one Gift: Summon Krashtkid Familiar. Of course, Sir Stellex restricts who has access to this, and he doesn't even know the implications.

Spells:
  • Adopt (Stellex)
  • Disown (Stellex)
  • Marry (Stellex, Heir)
  • Worship (Stellex, Heir)
  • Alert (Family Member)
  • Strengthen Wall (Family Member)

You really don't need any more details than that.
 
I'm thinking of using MRQ2 to run either my own fantasy setting or Midkemia by Raymond E. Feist. I could create cults and all that, but it just doesn't appeal to me.

I'm just going to let the different magic 'users' have access to all spells under their particular domain (i.e common, divine, sorcery, and spirit magic). But how do characters gain spells after character creation if I don't use cults?

Thanks all
 
Find an order or a teacher to teach them.

For more powerful spells I suggest the procurement of those spells be an adventure into and of themselves (ie. A journey through the frozen tundra to the mountain top through the haunted ruins to the ancient Grimoire/monastic order/yogi-shaman).
 
ThatGuy said:
Find an order or a teacher to teach them.

For more powerful spells I suggest the procurement of those spells be an adventure into and of themselves (ie. A journey through the frozen tundra to the mountain top through the haunted ruins to the ancient Grimoire/monastic order/yogi-shaman).
That easy? That's good news

Thank you :)
 
A couple of questions concerning sorcery and manipulation points:

1. A character can cast a sorcery spell at the lowest level (I.e. 'mag' 1, range 'touch' etc) with no mp cost

2. You don't get all benefits across a stat line you only get the benefits you pay for. Example, spending 4 mps could get you range 4 but nothing else. You don't for example get range at 4, duration at 4, Targets at 4 and so on

Is this correct?
 
If I read your example right, I think you've got it wrong.

Each type of manipulation costs one MP, regardless of how many levels you want. So, spending two extra MPs on a spell would allow the sorcerer to manipulate both Range and Duration, for example. The amount of Range or Duration is not dependant on MPs, but on how high the Manipulation skill is.

A sorcerer with Manipulation 61% could get Range and Duration at a combined level of 7, say 3 Range and 4 Duration. At a total cost of 3 MPs.
 
jarulf said:
If I read your example right, I think you've got it wrong.

Each type of manipulation costs one MP, regardless of how many levels you want. So, spending two extra MPs on a spell would allow the sorcerer to manipulate both Range and Duration, for example. The amount of Range or Duration is not dependant on MPs, but on how high the Manipulation skill is.

A sorcerer with Manipulation 61% could get Range and Duration at a combined level of 7, say 3 Range and 4 Duration. At a total cost of 3 MPs.
So if I want to cast a sorcery spell with a Magnitude of 3, a Range of 5 miles, and a Duration of 7xPOW in minutes, that costs 11 points of manipulation?

If want to cast a spell on myself with no manipulations, it would cost 0 manipulation points?
 
I want to cast a spell on myself, a very basic lowest level type sorcery spell. How many points would that cost, 0 or 1?

An unmanipulated spell, cast on yourself, costs 0 Magic Points.

I want to cast a sorcery spell with a Magnitude of 3, a Range of 5 miles, and a Duration of 7xPOW in minutes. How many manipulation points would that cost?

You'd need 6 points of Manipulation to gain the duration, range and magnitude, with a total MP cost of 3 MP. Assuming your POW is say 11, then the range you'd get at 6 Manipulation would be 5,500 metres (5.5 km). If you wanted a spell range of at least 5 miles (8000 metres) then you'd need 7 Manipulation points to get your range up to the next band - but this would, at POW 11, give you a range of 11km, so a lot more than your 5 mile requirement.

However, your MP cost is still 3, because its 1 MP per type of manipulation.[/quote]
 
Loz said:
An unmanipulated spell, cast on yourself, costs 0 Magic Points.
But the text on page 129 reads: Jedekiah, casting a sorcery spell upon himself with no Manipulation uses only a single Magic Point.

I want to cast a sorcery spell with a Magnitude of 3, a Range of 5 miles, and a Duration of 7xPOW in minutes. How many manipulation points would that cost?

Loz said:
You'd need 6 points of Manipulation to gain the duration, range and magnitude, with a total MP cost of 3 MP. Assuming your POW is say 11, then the range you'd get at 6 Manipulation would be 5,500 metres (5.5 km). If you wanted a spell range of at least 5 miles (8000 metres) then you'd need 7 Manipulation points to get your range up to the next band - but this would, at POW 11, give you a range of 11km, so a lot more than your 5 mile requirement.

However, your MP cost is still 3, because its 1 MP per type of manipulation.

Thanks for that
 
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