gran_orco said:Only a few days for the second part!!![]()
Sorry. I did not understand nothingMongoose Nick said:Well, this article has all been laid out in the E-Zine, as have most the others, still working like a loon to get the rest finished though.
PhilHibbs said:I'm afraid the first page of this article is only going to reinforce my player's opinion that Spirit Magic is just far too dangerous to even consider.
PhilHibbs said:I'm still getting the impression that, while with other magic systems a failed skill roll means the loss of 1MP, an equivalent failed skill roll for a Spirit Magician can mean death or a hideous disease. The first page talks quite casually about shamans binding bane or disease spirits, yet the consequences for fumbling a skill roll to, for instance, recharge its magic points are catastrophic. Okay, if you're having to recharge its magic points then it's weakened by definition, but it might take two or three rituals to fully recharge a depleted spirit, and the last one fumbles, you've still got a dangerous spirit. Compared to other magic systems and their fumble consequences, this is a massive penalty to spirit magicians.
I'm afraid the first page of this article is only going to reinforce my player's opinion that Spirit Magic is just far too dangerous to even consider.
I like the characters in my game to start out at Fervent Member level.Vagni said:Whilst I take your point, you also need to consider that most spirit magicians are not shamans and will only be dabbling in the shallow end of the tradition with a competent shaman on hand when they do.
PhilHibbs said:I like the characters in my game to start out at Fervent Member level.Vagni said:Whilst I take your point, you also need to consider that most spirit magicians are not shamans and will only be dabbling in the shallow end of the tradition with a competent shaman on hand when they do.
That's kind of the equivalent of "most divine cults have one or two spells that won't backfire horribly when you fail the skill roll". Not a great advert.Vagni said:Most of the Gloranthan spirit traditions have one or two useful spirit allies they can call on for free as well as part of their higher magic.
PhilHibbs said:That's kind of the equivalent of "most divine cults have one or two spells that won't backfire horribly when you fail the skill roll". Not a great advert.Vagni said:Most of the Gloranthan spirit traditions have one or two useful spirit allies they can call on for free as well as part of their higher magic.
I'm just trying to see how you can do something similar with Spirit Magic to what you can do with Sorcery (Fly, Wrack, Dominate, Diminish, Animate, Boost Damage) or Divine (Flight, Thunderbolt, Truesword, Madness, sorry I don't know the divine spell list as well as I do sorcery).Deleriad said:Phil. I'm trying to understand something. Is the issue that your players want to summon and use hostile, aggressive spirits without any risk of failure and with no danger to their characters?
PhilHibbs said:Lets take the first example. Fly, Flight, whatever the spells are called. Easy, cheap, safe. Binding a Sylph, in comparison, is going to get you suffocated or dropped from a great height if you fail to control it. And even if you have a friendly one from a cult that has sylphs, if someone dispels it then you have to hunt around for a wild one in whatever foreign land you are adventuring in with the aforementioned dangers.
PhilHibbs said:I'm just trying to see how you can do something similar with Spirit Magic to what you can do with Sorcery (Fly, Wrack, Dominate, Diminish, Animate, Boost Damage)
No, result is you have an uncontrolled sylph that is free to act in whatever way it wants until you make your roll. So anything other than a friendly cult spirit is an imminent peril.Deleriad said:2 Make a spirit binding roll. Costs 1 MP. Result of failure. Try again next action.
Not an option I'd considered, to be honest.Deleriad said:Flying with a sylph the priestly way.
That's why I said "similar", not "same". There's only so much fun in having magic that gives you a tiny bonus (an extra magic point, a point of armour) when everyone else is bending the universe to their will in extravagant fashion.Deleriad said:With the caveat that RQ is not an effects-based system so that there is no exact equivalence...PhilHibbs said:I'm just trying to see how you can do something similar with Spirit Magic to what you can do with Sorcery (Fly, Wrack, Dominate, Diminish, Animate, Boost Damage)
PhilHibbs said:No, result is you have an uncontrolled sylph that is free to act in whatever way it wants until you make your roll. So anything other than a friendly cult spirit is an imminent peril.Deleriad said:2 Make a spirit binding roll. Costs 1 MP. Result of failure. Try again next action.
When the spirit magician releases an elemental spirit from a fetish it does not need any source material but while uncontrolled it will gravitate to the nearest source of its element within range of the binding object. By itself it is just a spirit and has no significant effect on the mundane plane.
In game terms, assume that a spirit with a lower POW than the magician will attack the intended target.
I read that to mean that an air elemental spirit will instantly for a body from the air, and an earth elemental spirit which is released at ground level forms a body from the earth. Maybe it takes a CA to do this, so the shaman will always have a second attempt to control it. This inherent second chance with elementals hadn't occurred to me when I was discussing the situation with my player.Deleriad said:Here's the exact quote from S&P 89 (page 19)
When the spirit magician releases an elemental spirit from a fetish it does not need any source material but while uncontrolled it will gravitate to the nearest source of its element within range of the binding object. By itself it is just a spirit and has no significant effect on the mundane plane.