Questions about the Arms & Equipment Guide

Steve,

I was wanting to get the necromacy book, but am aware it has a few erratas. just wondering what house rules u are doing with them. in particular the sorcery and spells now requiring manipulation to fuel intensity rather than grimore skill. Are the spells too powerful if they just get intensity changed into grimore skill%/10
 
I think that the armour points need a clarification, but meanwhile we can houserule it easily.
However, I think that mp sources creating enchantments are an important point. What do you think? Are listed sources the only possible options? Or should be it examples of sources?
 
Are listed sources the only possible options? Or should be it examples of sources?

We designed RQII to be flexible. This is as true for enchantments as anything else; the Magic Point sources are the key, obvious examples, but will be by no means the only ones. Sorcerers may be able to come by Magic Points in many other ways that either

a) We haven't thought of yet
b) You think up
c) Players think up in one of those really 'ohmygodthatssocool' moments that occur in games.
 
dazzah said:
Steve,

I was wanting to get the necromacy book, but am aware it has a few erratas. just wondering what house rules u are doing with them. in particular the sorcery and spells now requiring manipulation to fuel intensity rather than grimore skill. Are the spells too powerful if they just get intensity changed into grimore skill%/10
Sorry, I haven't used it much. I originally ordered Necromancy because I put a budding undead rising straight in the heroes' path, in the catacombs under their most sacred city. Unfortunately the players chose to go after something else. * sigh *

When the undead come up (literally) I don't think I'll be worrying a lot about balance!

When I have comments, I'll start a new thread so we won't jack this thread (any more).

Steve
 
Lord High Munchkin said:
Using 'Necromantic Arts' you can do all sorts of things like sacrificing virgins to gain the MP to spend on the enchantment. You don't have to use your own.
Sounds a bit like worshippers of Sarku or Hrihiyal. *grin* Can't wait to get my copy and start work on my TekumelQuest campaign.
 
I take it you have seen Sandy Petersen's 'RQ3 Tékumel'?

May all you petitions to Lord Gereshmá'a — He of the Mound of Skulls, Selector of Those Who Shall Dwell in the Unending Grey — be always successful.
 
Lord High Munchkin said:
I take it you have seen Sandy Petersen's 'RQ3 Tékumel'?

May all you petitions to Lord Gereshmá'a — He of the Mound of Skulls, Selector of Those Who Shall Dwell in the Unending Grey — be always successful.
Oh my, yes. I've used Sandy's rules for many a year now. Meshing them with RQII is turning out to be easier than I hoped.

And may you not need to petition Lord Gereshmá'a for many a long year.

Jurrubin hiValshan
Clan of Crimson Ivory

(also known as...)
 
Only just spotted this...
Lord High Munchkin said:
Using 'Necromantic Arts' you can do all sorts of things like sacrificing virgins to gain the MP to spend on the enchantment. You don't have to use your own.

You don't have to use your own virgins as a sacrifice, you mean?
 
In Arms and Equipment, the first paragraph of the Enchantments chapter says "The creation of enchantments is reserved by the higher forms of RuneQuest magic: Divine, Sorcery and Spirit Magic."

Divine and Sorcery enchantments are discussed, but Spirit Magic enchantments are not.

Was there supposed to be a section on Spirit Magic enchantments or was it not included on purpose? When I got the errata, that was the first thing I looked for and was disappointed it wasn't there.

Considering that fetishes are a form of magic item, maybe the Core Rulebook already covers the spirit magic enchantments? :?
 
Yes, binding a spirit to an item to create a magic item, using Spirit Magic, is done the same way as described in the CORE book. It confused a bunch of people, but was clarified on another thread by Loz (I forget which one...)

Obviously, someone who tried to use the magical spirit weapon without any spirit magic abilities, would be at a severe disadvantage...
 
ThatGuy said:
Yes, binding a spirit to an item to create a magic item, using Spirit Magic, is done the same way as described in the CORE book. It confused a bunch of people, but was clarified on another thread by Loz (I forget which one...)

Obviously, someone who tried to use the magical spirit weapon without any spirit magic abilities, would be at a severe disadvantage...

I didn't find the thread you mentioned, but I thought that was probably the case.

I have fond memories of the olden day RQ magic items with bound spirits in them. The sword with the spirit which you could command to cast bladesharp on itself. The torc with counter magic spirit. Lots of interesting possibilities with the MRQ2 spirit magic rules.
 
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