Questions about Slaine RuneQuest Magic

DigitalMage

Mongoose
I have a number of questions about the magic system presented in Slaine RQ, hopefully you can help answer them.

1) A number of spells specify that extra effects can be obtained by spending more Earth Points, e.g. Cure Injury states "You may cure up to ten hit points of damage to a single hit location, each point of damage cured requires the expenditure of one EP point." (another example is Control Water).

Is this extra expenditure of EP optional, e.g. if I know Cure Injury (Magnitude 1) I have to pay a minimum of 1 EP but can I spend more?

Or is the number of EP you can spend limited to the Magnitude of the spell, and you need to learn the spell at a higher Magnitude (as it is a Progressive spell) in order to spend more EP. So I could learn Cure Injury (Mag 1) which would cure only 1 hit point, and Cure Injury (Mag 10) which would cure 10 hit points, but would always require 10 EP to power it, even if the subject has only lost 4 HP).

Is it possible to Overcharge such a spell, and if so, would the extra EP spent give the extra effects as well as the usual benefits?
Some of these spells also have the Progessive indicator meaing they can be learnt at higher Magnitudes.

2) Some spells mention the use of a Corn Dolly yet do not have the Corn Dolly trait, e.g. Ally of the Horned Lord. In these cases is the Corn Dolly mandatory meaning you have to have a Corn Dolly as opposed to the trait of Corn Dolly which indicates you have the option of casting via a Corn Dolly? E.g. Beguile has the Corn Dolly trait but it also has the Evil Eye trait meaning it can be cast either way.

3) Some spells mention that they are used by specific groups (not tribes but worshippers of specific gods etc). For example the Creat Half Dead spell states "A worshipper of Carnun uses this spell to summon one
or more half-dead warriors".

Is this purely fluff text and really anyone can learn it, or is it a similar restriction to the Tribal trait?
 
1). If you know Cure Injury you can zap away with as much or as little healing as you want. You do not need different spells for Cure Injury 1 or Cure Injury 3 or whatever.

2). Oops. Should have the trait. My bad.

3). You have to be a follower of that god to learn that particular spell. The Myrddin cult write up in S&P with its own unique spells gives you an idea on how this will work.

I am writing a cults book whilst editing the Baileoisin Chronicles at the moment, it should follow the Chronicles in the not too distant future.

Nick
 
Mongoose Acolyte said:
1) If you know Cure Injury you can zap away with as much or as little healing as you want. You do not need different spells for Cure Injury 1 or Cure Injury 3 or whatever.

Wow :!: ... this is a surprise. I thought the gist of the text was suggesting this, but then the thing about magnitude being exactly like the Runequest rule book swayed me.

I like your clarification much better - it suits the style of the game more.

Cheers,

General Assembly
 
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