RosenMcStern said:
Rurik said:
Magic of Glorantha states that runes are one of the most common rewards for HeroQuesting, so there is a replenishable supply.
Aha! I checked it and indeed, it says so! This points out two things I have been thinking of lately:
a) the number of runes can increase, especially when a cult is strong enough to support great HeroQuests; this is in contrast with your theory that runes tend to concentrate towards great temples by trading, and confirms my idea that temples do produce runes for their Rune-level cultists.
b) you go to the temple and pray, and you get Divine Magic; you go to the temple and HeroQuest, and you get Rune Magic. So which one is low magic, and which one is high magic?
I don't see that runes being gained by HeroQuesting as exclusive of the 'supply and demand' idea. I mentioned both of them back in my first post on the subject. I suppose if a temple gained more runes than it needed through heroquesting they would 'flow' outward, presumably towards smaller temples or allied cults. Though really this is all just esoteric theorising, and everyone's Glorantha will vary - the point is there are reasons to support cults having access to the runes necessary for their cult rune spells should one want to use rune magic as in the RAW with Glorantha and theist cults.
Again, I don't envision every initiate getting a set of runes on initiation, just that there are enough runes that many initiates will have some and that they are available as rewards for things like performing cult missions.
RosenMcStern said:
Rurik said:
Also keep in mind that in MRQ all Divine Magic is 'one use' in that once you cast it you need to spend the time and money to replenish the spell at an appropriate location. It does not take POW to learn, but in the course of an adventure you get to cast each Divine spell once, while Rune Magic can be cast repeatedly as long as you have the MP.
First of all, the "go back to the temple and repray for spells" procedure was called reusable divine magic in RQ3. So it is not true that divine magic in MRQ is one use. It is just a bit longer to relearn. But you can change spells when you repray for them (like in That Other Game).
Second, the fact that there is no limit to the Rune Magic spells that you can learn, whereas this was true of Divine Magic in RQ3, make Rune Magic more useful for high levels. Back in the days when learning Bladesharp 8 consumed most of your free INT, a clever Humakti learned Truesword to increase his lethality in battle. Now that Bladesharp consumes no Free INT, while Truesword consumes three "free POW", guess what?
I put 'one use' in quotes and mentioned that it doesn't require POW to acknowledge that it is not the same as 'one use' is used in RQ2/3. The fact remains that it can only be used once before having to pay and pray again, so in effect is one use for the scope of a typical scenario, unlike rune magic.
While there is no hard limit to the number of Rune spells you can learn it is difficult to be good at many of them beacuase each rune has it's own skill. A theist is likely to be proficient at his divine magic (it all uses one skill) but likely limited in how much rune magic he uses by his runecasting skills.
RosenMcStern said:
Rurik said:
The rules even state you cannot learn the same divine spell twice (you cannot have Heal Body stored two or more times - not sure I like this, but it's in the RAW).
It is a Progressive Spell now, so you can learn Heal Body 10 and cast it one or more Magnitude at a time.
Heal Body was a bad example because you are indeed correct, it is progressive. Heal Wound, or True(weapon) or Sunspear are better examples. They cannot be stored multiple times. Once you've cast your one Sureshot you better have Speedart handy.
RosenMcStern said:
Rurik said:
I wouldn't go so far as to say that the roles are reversed though.
But I would. Do not forget that Divine Magic uses one skill for casting, while Rune Magic requires more, too.
Again, a matter of degrees and each interpretation will vary. MRQ initiates have easier access to divine magic and more limited access to rune magic compared to RQ2/3, true, and priests and runelords have less access to divine magic than RQ2/3 (or are certainly limited as to how much they can learn). It is just different to me, not reversed.
Also, way back when the Companion was first release and houserules for divine pools and grace were commonplace, it was pointed out you can sacrifice permanent pow to make spellcharge enchantments, and build quite an arsenal of spell effects through 'holy artifacts' rather than learning the spells themselves.