Spirit Binding

gran_orco

Mongoose
Could a player spend free points on spirit binding skill during character generation if he is a warrior, or a priest, for exemple?
Could he summon spirits with this ability and coerce them to perform actions (I think that he can not do this if he can't communicate with the spirit, so I suppose that he should be of at least spirit worshipper rank to do that). If not, is this ability needed only to fight in combat spirit? Remember that I am presuming that the player IS NOT a shaman, only a warrior, or a peasant, or another non magical profession (at least, not a spirit magic profession).

I need help with this magic. A little conversion needed for cults 2: A shaman of Aldrya is supposed to summon nature spirits... which effects could he gain from a plant spirit?
Is it possible (or will be it in the future) bind a POW spirit and use its MP as an auxiliary pool to raise the user limit like before?

It seems that MP are more important in RQ II, and my players want to know if a MP enchantment, for exemple, will grant them a good pool before they spend most of their POW with a pact.
 
Could a player spend free points on spirit binding skill during character generation if he is a warrior, or a priest, for exemple?
Could he summon spirits with this ability and coerce them to perform actions (I think that he can not do this if he can't communicate with the spirit, so I suppose that he should be of at least spirit worshipper rank to do that). If not, is this ability needed only to fight in combat spirit? Remember that I am presuming that the player IS NOT a shaman, only a warrior, or a peasant, or another non magical profession (at least, not a spirit magic profession).

In theory, yes; you could learn Spirit Binding on its own and use it to battle and bind spirits. However, you would only be able to do this if you were aware of them- which requires Spirit Walking.

I need help with this magic. A little conversion needed for cults 2: A shaman of Aldrya is supposed to summon nature spirits... which effects could he gain from a plant spirit?

It depends on the spirit: page 144 gives you guidance on what Nature spirits can do, and page 145 gives you some nature spirit examples of different intensities with powers.

Is it possible (or will be it in the future) bind a POW spirit and use its MP as an auxiliary pool to raise the user limit like before?

This is what a Fetch (page 139) is able to do. But there's no such thing as a 'POW'spirit any more. Spirits are a lot more subtle under RQII - they're not just meant to be Magic Point batteries.

It seems that MP are more important in RQ II, and my players want to know if a MP enchantment, for exemple, will grant them a good pool before they spend most of their POW with a pact.

I don't quite understand the question Gran. Can you perhaps explain what you mean?
 
Loz said:
It seems that MP are more important in RQ II, and my players want to know if a MP enchantment, for exemple, will grant them a good pool before they spend most of their POW with a pact.

I don't quite understand the question Gran. Can you perhaps explain what you mean?

Yes, of course: I will try to explain my question with an example. A player has a MP enchantment that gives him 10 extra MP, and another character has 2 POW spirits bound in an enchantment. Their characters have 15 points of POW. They could do a pact of 10 points without being worried (they only have 5 mp, but they have enchantments and POW spirits that grant them an extra pool of +10-15 mp, for a total of 15-20 mp.

Now we must do the conversion to RQ 2. So they can not use POW spirits anymore, and new rules state that they need 2 abilities to use spirits. Furthermore, we do not know how will work mp enchantments and how much mp will they grant (we do not know if there will be mp enchantments :roll: ), so they want to know if spending POW to a pact will decrease their total pool drastically compared with they had with RQ1 or chaosium rq version.
So, which is the best option if they had, for exemple, a total pool of +20-30 mp.
I want to specify that a limited pool of mp is better for game purposes, so this motivates players to spend mp with caution :wink:
 
Thanks for clarifying Gran.

There will be enchantments that store MPs, so you can continue to use whatever enchantments you have for your previous characters. Arms and Equipment will carry the rules for these.

However, only characters entering a Divine Cult need to make a Pact, as its the amount of the Pact that determines Divine Magic. Shamans and spirit practitioners don't need to.

But let's assume that a character is a member of a divine cult and a spirit cult, that character would need to carefully balance what POW he dedicates to the divine pact because it will limit his MPs for other magic. That's something for your players to decided upon. If they have MPs stored in some way, or can be drawn from a fetch, then yes, you have an additional MP resource.
 
Back
Top