No.*Mac V said:So, it's almost like a Divine favor. Cool. So, do all the different forms of magic share a common pool of spells?
Herne
Description: Horned Hunter, spirit of Windsor Park, led the Wild Hunt and associated with Underworld
Skills: Track, Sling Attack, Bow Attack, Move Quietly, Run Quietly
Spirit Magic: Speedart,
Divine Magic: Sureshot, Draw Beast, Command (Deer, Boar), Free Ghost
Divine Spirit Possession: Sureshot
Common Divine Magic: 1 point spells
Priests: Priests are Shamans
but says nothing of POW sacrifice
Mac V said:The more I hear, the better it sounds. I like the fact that different types of magic work differently and cover different types of effects. That was always one of my problems with a more popular fantasy game....![]()
SteveMND said:but says nothing of POW sacrifice
Actually, it says that in the very first paragraph. However, the specifics on said POW sacrifice and what it gets you, how it's handled, etc., aren't specificed in just the single page from the preview, though, so it's anyone guess right now.
My guess is probably that the POW requirements are listed with each individual spell.
andakitty said:I was wondering, will Rune Magic be related to Sorcery? Or are they entirely separate entities? Anyone have any insight on this? I was earlier envisioning a magic system with a building block sort of structure. This looks like each magic type is entirely its own unique brand of magic, unrelated to each other. Not necessarily a bad thing, just trying to get a handle on it like everyone else. :?
Likewise.atgxtg said:andakitty said:I was wondering, will Rune Magic be related to Sorcery? Or are they entirely separate entities? Anyone have any insight on this? I was earlier envisioning a magic system with a building block sort of structure. This looks like each magic type is entirely its own unique brand of magic, unrelated to each other. Not necessarily a bad thing, just trying to get a handle on it like everyone else. :?
I think they are unrelated. That was the way is was in older editions of RQ, and I don;t think that we've seen anything that would indicate otherwise.
I think they are unrelated. That was the way is was in older editions of RQ, and I don;t think that we've seen anything that would indicate otherwise.
SteveMND said:"Divine magic,lost from memory. Now where have I heard that before?
How about previous versions of RQ?
You sacrifice the POW, the ability to use the spell is granted to you by the deity... when you cast it, it's done, and you can't cast it again (runepriests and runelords of course can get them as reussable spells, not just one-time use).
Different terminology, but I see absolutely no difference here in the preview than in other RQ divine magic.
The prices are insane!
Try living for two months without any money (or credit cards) then.SteveMND said:Well, as you mentioned, they probably 'tweaked' the coinage to be more liberal, as opposed to the old "1 silver = 1 day" standard.
That said, you know, for divine magic -- the ability to command a miracle in your gods name -- i don't really think the price is all that outrageous (at least for the mag 1 spell).
After all, these aren't spells distributed to just priests and lords, these can be given out to to even novice inititates. I don't think "two-month's salary" is that out of touch to wield your god's power.![]()
It's not just different terminology it's a different concept, a different way of thinking about magic why do you need to remember a miracle your god has granted you? And Runemagic was reusable for those who it was meant for, Priests and Runelords.
It sounds like a concession to D&D to me.
Try living for two months without any money (or credit cards) then.
Also it's how much cash you have, not how devout you are, that gives you access to the magic? another sop to D&D.
The adventurer should also make an appropriate donation to the temple.
GbajiTheDeceiver said:RQ3, softbound, single volume, p. 111:
The adventurer should also make an appropriate donation to the temple.
RosenMcStern said:New Sorcery has split Multispell in Target and Combine skill, which is fine, but it does not use the new Sandy Petersen's rules. A pity, since they fit Glorantha better than this form of ruleset. But, well, since we are supposed to play this rules in the Second Age, i.e. with God Learner sorcerers, maybe this is the way yo go. :roll:
Adept said:I must say I wasn't impressed with Sandy's rules. Like everything by mr. Petersen his sorcery is very rule driven, and gamesy, in feel.
What I mean, is that they don't seem to model Gloranthan reality very well, but rather are a RQ game mechanics system built with game balance in mind.
Adept said:They still have the core problem of RQ-3 sorcery, that if you can do an intensity six spell (six points of free int, Intensity 60+ for Sandy's version) it's just as easy for you to do a intensity six spell than it is to do an intensity one spell.
The way my group ran sorcery, was that you took a -5 to the skills for every level of manipulation you did. Intensify was removed, and that part came straight from the spell-skill.