sdavies2720
Mongoose
Sure. It's your game. I'm just pointing out a resource to anyone interested.cerebro said:Or not. Since the GM controls that.
Sure. It's your game. I'm just pointing out a resource to anyone interested.cerebro said:Or not. Since the GM controls that.
PhilHibbs said:Here's the situation in my game. The shaman has a 64% Spirit Binding skill, which can be boosted up to 71% by the party sorceror's Enhance POW (which I'm ruling is +1 per 10% not +2 because I think that's OTT). If she keeps a spirit in in its fetish, she has to roll 71 or less to let it out and use it. That's not all that great, it means that more or less 1 in 3 times, she loses the spirit (less if buffed, more if not). I'm recommending that she keeps them out of the bindings most of the time because of this.
It ensures a consistent scaling relationship between the level/intensity/strength of the spirit and its POW value.PhilHibbs said:*Update*: Hm, seems all spirits are like that, 1d6 plus a large static plus based on magnitude. Is that deliberate? Seems odd to me. What's the rationale?
Precisely.cerebro said:I don't think thats a problem. Spirits are like buffing "spells" for a shaman. So she has the same chance of missing everyone has when casting.
If she hasn't fumbled her roll or gone out of her way to deliberate break the fetish, why is she losing the spirit?PhilHibbs said:That's not all that great, it means that more or less 1 in 3 times, she loses the spirit (less if buffed, more if not).
As I understand it, a failed roll means the spirit is released and uncontrolled, and may be hostile.Mongoose Pete said:If she hasn't fumbled her roll or gone out of her way to deliberate break the fetish, why is she losing the spirit?PhilHibbs said:That's not all that great, it means that more or less 1 in 3 times, she loses the spirit (less if buffed, more if not).
A failed spell cast can be re-attempted 1 or 2 CAs later, but a failed spirit release roll loses the spirit until the shaman can re-acquire a replacement.Mongoose Pete said:Precisely.cerebro said:I don't think thats a problem. Spirits are like buffing "spells" for a shaman. So she has the same chance of missing everyone has when casting.
Yes in principle, but take the time to read Gnomes again. She'll only be able to travel through earth, not solid rock. Also she can't breathe underground, so her trips will need to be short jaunts.PhilHibbs said:"Get in side me", she says, and then the elemental is invested within her and she can move through rock at will. Correct? For as long as she wants, until someone spots the spiritual aura and Banishes it?
Ok. Thanks. (Minor quibble - "For example, a shaman could bind a salamander and use it to give himself a burning touch, a gnome to move himself through earth and rock, an undine to survive underwater and swim fast and so on." I think the Creatures chapter is probably correct, that they can't move through rock.)Mongoose Pete said:Yes in principle, but take the time to read Gnomes again. She'll only be able to travel through earth, not solid rock. Also she can't breathe underground, so her trips will need to be short jaunts.PhilHibbs said:"Get in side me", she says, and then the elemental is invested within her and she can move through rock at will. Correct? For as long as she wants, until someone spots the spiritual aura and Banishes it?
Ah, noted.PhilHibbs said:Ok. Thanks. (Minor quibble - "For example, a shaman could bind a salamander and use it to give himself a burning touch, a gnome to move himself through earth and rock...
Yes at lower volumes, but that assumes your shamanic cult / geographic region / game setting has access to these.It seems to me, and my shaman player, that elementals are massively more useful than any other kind of spirit
First off, the starting character is still a shaman and could therefore potentially draw upon the MPs of their Fetch, making them far more resilient in Spirit Combat.Intensity 2 is a dangerous proposition to beat up as a starting character will only have a 50-50 chance of winning, Intensity 3 is way out of any starting character's league.
They are examples, so that GMs can follow the guidelines and make their own. It is meant to inspire the formation of spirits suitable for the setting in which you play in.Only two of the example spirits are Intensity 1, so the examples are of very little use for shaman character creation. I don't know if I'm being generous by allowing an Intensity 1 internalised 2 cubic meter Air Elemental to grant flight.
As I understood it, the shaman couldn't do this whilst he is on the Spirit Plane and his fetch is guarding his body.Mongoose Pete said:First off, the starting character is still a shaman and could therefore potentially draw upon the MPs of their Fetch, making them far more resilient in Spirit Combat.Intensity 2 is a dangerous proposition to beat up as a starting character will only have a 50-50 chance of winning, Intensity 3 is way out of any starting character's league.
For a one-off favour, they can be bargained with, but to keep them around indefinitely needs them to be bound, which requires Spirit Combat, as I read the rules.Mongoose Pete said:Secondly take another look at p140. You don't necessarily need to beat up spirits in order to bind or ally them.
True. As my game is centred around Jrustela, though, that's tricky so my player's shaman is a member of a tradition that is being manipulated for maximum personal gain by the Order of Greater Glorification.Mongoose Pete said:Shamans don't need to be yobbos, trawling round the Spirit Plane kicking hell out of any spirit unfortunate enough to cross their path. Instead we've given shamans the opportunity to weave themselves into their culture/environment, forming relationships and pacts with spirit beings, so that in turn it provides a spur for roleplaying.
In answer to your previous enquiry about the subject, I said that I'd originally intended for the MP transfer to be localised - however you can play it any way you wanted. I.e. as a GM I personally wouldn't want the shaman drawing on his fetch if he was spirit walking 70km away, but if he were in the same general place as his fetch then its fine.PhilHibbs said:As I understood it, the shaman couldn't do this whilst he is on the Spirit Plane and his fetch is guarding his body.Mongoose Pete said:First off, the starting character is still a shaman and could therefore potentially draw upon the MPs of their Fetch, making them far more resilient in Spirit Combat.
A 'favour' could be 'help me complete my quest to travel to and conquer the summit of Kero Fin'. That might take a while if the shaman is starting in Prax for example, so why wouldn't the spirit allow itself to be bound if it trusts the shaman or the previous conduct of his spirit tradition/cult?PhilHibbs said:For a one-off favour, they can be bargained with, but to keep them around indefinitely needs them to be bound, which requires Spirit Combat, as I read the rules.Mongoose Pete said:Secondly take another look at p140. You don't necessarily need to beat up spirits in order to bind or ally them.
Sickness and Curse spirits are one-use since they need to possess an opponent to work. Spirit Combat however, requires the spirit to be on the spirit plane.cerebro said:How can a shaman use a sickness and disease spirit?.
Well, that's a specific problem that I'm dealing with at the moment, the player is refusing to accept my rulings, saying that I am just changing the game to help his character and that that is tantamount to cheating. Getting the opinion of the game's designer, I though, might help but it doesn't seem to be as the printed rules still say what they say. But as I say, that's my problem. Well, it should his problem, really, but it's dragging the whole game down.Mongoose Pete said:Ultimately, the availability of all cults and spells is controlled by GM fiat. Spirit Magic is no different.
PhilHibbs said:Well, that's a specific problem that I'm dealing with at the moment, the player is refusing to accept my rulings, saying that I am just changing the game to help his character and that that is tantamount to cheating. Getting the opinion of the game's designer, I though, might help but it doesn't seem to be as the printed rules still say what they say. But as I say, that's my problem. Well, it should his problem, really, but it's dragging the whole game down.Mongoose Pete said:Ultimately, the availability of all cults and spells is controlled by GM fiat. Spirit Magic is no different.