Runecasting Clarification

abttwo

Mongoose
A couple quick questions.

When a character first integrates a rune, does he automatically learn one spell enabled by the rune? And if so, do starting PCs with Runecasting start out knowing one spell per rune? (Presumably, Magnitude 1)

Also, does the Runecasting skill cover all spells associated with the rune, or does each spell have an independent skill level and progression?

Thanks,


-- mike
 
Starting characters with one rune integrated know a spell (I do not know the magnitude) of that rune. If a PC integrates a rune later, he does not have any spell -must be learnt.
He must have one skill for each rune, not for each spell.
 
This question led me to a question of confusion:

Although iirc in earlier editions of RQ spirit magic was learned on a "hard magnitude" (i.e. you could know Bladesharp 1 and Bladesharp 4 as separate spells), I was under the impression that rune magic in MRQ was not this way: that is, a runecaster could know Bladesharp, but the magnitude of the spell depended on the minimum magnitude in the spelllisting plus the desired overcharge.

Am I wrong? because my group's been doing it that way for about a year and a half now and it works quite well...... :shock:
 
Nickbergquist said:
This question led me to a question of confusion:

Although iirc in earlier editions of RQ spirit magic was learned on a "hard magnitude" (i.e. you could know Bladesharp 1 and Bladesharp 4 as separate spells), I was under the impression that rune magic in MRQ was not this way: that is, a runecaster could know Bladesharp, but the magnitude of the spell depended on the minimum magnitude in the spelllisting plus the desired overcharge.

Am I wrong? because my group's been doing it that way for about a year and a half now and it works quite well...... :shock:

There is no "wrong" in fantasy role playing. If it works for you, then it is right.
 
Nickbergquist said:
This question led me to a question of confusion:

Although iirc in earlier editions of RQ spirit magic was learned on a "hard magnitude" (i.e. you could know Bladesharp 1 and Bladesharp 4 as separate spells), I was under the impression that rune magic in MRQ was not this way: that is, a runecaster could know Bladesharp, but the magnitude of the spell depended on the minimum magnitude in the spelllisting plus the desired overcharge.

Am I wrong? because my group's been doing it that way for about a year and a half now and it works quite well...... :shock:

It can be quite confusing but I think what's meant to be the case is this:
when you cast a spell it has effects equal to the Magnitude you cast it at. However, you can overcharge it which extends its duration and so on but does not increase its effects. Example:

Bladesharp 2 overcharged by 3 Magnitude ends up as following:
5 Magnitude, +10% weapon skill, +2 damage, Duration 13.

Because it is 5 Magnitude, it now requires a 5 Magnitude Dispel Magic to dispel it.

You might think, what if I cast Dispel Magic 2 and overcharged it by 3 Magnitude, wouldn't that give me a 5 Magnitude Dispel Magic? Yes it would BUT, its effects are still based on its normal 2 Magnitude so it can still only dispel Magnitude 2 spells. Means there's not usually much point in overcharging a Dispel Magic unless, of course, you want to penetrate a countermagic shield.

Ah hah you say! What if I overcharge my Countermagic Shield 2 to Magnitude 5, what happens then? The same: the effects remain the same - it can protect you against spells up to Magnitude 2 but it's harder to dispel.

They key is to remember that overcharging a spell increases its Magnitude but does not increase its written effects. Least that's how I understand it.
 
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