Deleriad
Mongoose
OK. I'm trying to make sense of spirit magic to see if it is possible to play it RAW. This all comes from Cults of Glorantha 2.
As I understand it there are multiple ways to cast Spirit Magic.
1. Cast it yourself. To cast a spirit magic yourself, you need to have integrated a charm of the appropriate rune. (E.g. to cast Disruption you need to have integrated a Disorder Charm). And you need to have "imprinted" a spell-spirit on yourself that provides you with the spell. Your cast chance is equal to Summoning - ENC%.
Like Divine Magic, each magnitude of Spirit Magic requires Temporary POW to "store". So, if I have a POW of 10 then I can store 9 points of Magnitude. However, that only leaves me with 1 MP so I can't actually cast any magic.
2. Have a spirit cast it for you. (I'll come back to this in another thread).
In Glorantha, your access to charms is based on your practice. So, for example, Waha.
Waha has the following runes Beast, Death and Man.
Waha practitioners can make charms out of: Beast, Death, Law and Man.
That all makes perfect sense. Adding in the associated practises gives Waha access to:
Air, Beast, Death, Fertility, Harmony, Life, Man, Spirit
However, the following spirit magic spells are available to Waha practitioners
Blade of Virtue, Bladesharp, Bludgeon, Control (Law) Spirit, Detect (Rival Tribe), Countermagic, Detect (Spirit), Endurance, Heal, Peaceful Cut, Protection, Silence Sphere, Slow, Strong Saddle, Vigour.
If you look through that list, very few can actually be cast using any of the charms available to Waha practitioners. So, how as a Waha worshipper who can't make Metal Charms, am I supposed to cast Bladesharp (for instance)? In total, Waha practitioners have no way of casting any of the following spells they have available to them:
Bladesharp, Bludgeon, Detect (Rival Tribe), Countermagic, Detect (Spirit), Protection, Silence Sphere, Slow.
So they must rely on spirits casting those spells for them.
I get the impression that there are meant to be TWO ways of self-casting spirit magic:
1: using charms
2: using imprinted spirits
And that somewhere down the line these two got mangled together. Anyway,
Still trying to figure this out RAW,
to create a charm
you cast create (Rune) Charm: a 1MP spirit magic spell with the trait "enchant". It never explains the trait but I can guess that it means it is an enchantment. The spell is progressive but doesn't explain what effect casting the spell has at higher magnitudes has either. Finally, if it is an enchantment it doesn't explain how much (POW) if any needs to be spent; I have to assume that it takes 1 POW as a default.
To integrate a charm, you go away for a day, think about it and sacrifice 1 POW then you have an integrated charm which, as far as I can tell, provides the same benefits as an integrated rune of the charm's type. Rather nice really and it turns the Praxians into rune factories as it's going to be trivial to equip every adult male with 3-5 charms.
Your average Waha warrior then is likely to have the following runic abilities:
reduces damage from falling by half and adds +10% to Athletics skill when jumping.
+10% to Survival, +5% to Lore (Animal) and Resilience.
An opponent suffering a Major or Serious Injury inflicted by the Rune Touched’s close combat attack suffers a –10% penalty to Resilience tests to stay conscious or avoid death.
Rune Touched heals and recovers in half the normal time.
Rune Touched may grant a single ally +20% to a single skill test, once per day.
(Life rune doesn't have a write-up)
Rune Touched gains +1 to DEX, INT and CHA.
Any spells that target spirits cast by the Rune Touched inflict a –30% penalty on attempts to resist or counterspell them.
Is there anything I am fundamentally misunderstanding here or does Spirit Magic simply make no sense as written?
The more I start to try to use MRQ in practice, frankly, the less impressed I am. I like tweaking systems but it's simply not possible to use large swathes of the non-core books because there are rules missing or mangled.
As I understand it there are multiple ways to cast Spirit Magic.
1. Cast it yourself. To cast a spirit magic yourself, you need to have integrated a charm of the appropriate rune. (E.g. to cast Disruption you need to have integrated a Disorder Charm). And you need to have "imprinted" a spell-spirit on yourself that provides you with the spell. Your cast chance is equal to Summoning - ENC%.
Like Divine Magic, each magnitude of Spirit Magic requires Temporary POW to "store". So, if I have a POW of 10 then I can store 9 points of Magnitude. However, that only leaves me with 1 MP so I can't actually cast any magic.
2. Have a spirit cast it for you. (I'll come back to this in another thread).
In Glorantha, your access to charms is based on your practice. So, for example, Waha.
Waha has the following runes Beast, Death and Man.
Waha practitioners can make charms out of: Beast, Death, Law and Man.
That all makes perfect sense. Adding in the associated practises gives Waha access to:
Air, Beast, Death, Fertility, Harmony, Life, Man, Spirit
However, the following spirit magic spells are available to Waha practitioners
Blade of Virtue, Bladesharp, Bludgeon, Control (Law) Spirit, Detect (Rival Tribe), Countermagic, Detect (Spirit), Endurance, Heal, Peaceful Cut, Protection, Silence Sphere, Slow, Strong Saddle, Vigour.
If you look through that list, very few can actually be cast using any of the charms available to Waha practitioners. So, how as a Waha worshipper who can't make Metal Charms, am I supposed to cast Bladesharp (for instance)? In total, Waha practitioners have no way of casting any of the following spells they have available to them:
Bladesharp, Bludgeon, Detect (Rival Tribe), Countermagic, Detect (Spirit), Protection, Silence Sphere, Slow.
So they must rely on spirits casting those spells for them.
I get the impression that there are meant to be TWO ways of self-casting spirit magic:
1: using charms
2: using imprinted spirits
And that somewhere down the line these two got mangled together. Anyway,
Still trying to figure this out RAW,
to create a charm
you cast create (Rune) Charm: a 1MP spirit magic spell with the trait "enchant". It never explains the trait but I can guess that it means it is an enchantment. The spell is progressive but doesn't explain what effect casting the spell has at higher magnitudes has either. Finally, if it is an enchantment it doesn't explain how much (POW) if any needs to be spent; I have to assume that it takes 1 POW as a default.
To integrate a charm, you go away for a day, think about it and sacrifice 1 POW then you have an integrated charm which, as far as I can tell, provides the same benefits as an integrated rune of the charm's type. Rather nice really and it turns the Praxians into rune factories as it's going to be trivial to equip every adult male with 3-5 charms.
Your average Waha warrior then is likely to have the following runic abilities:
reduces damage from falling by half and adds +10% to Athletics skill when jumping.
+10% to Survival, +5% to Lore (Animal) and Resilience.
An opponent suffering a Major or Serious Injury inflicted by the Rune Touched’s close combat attack suffers a –10% penalty to Resilience tests to stay conscious or avoid death.
Rune Touched heals and recovers in half the normal time.
Rune Touched may grant a single ally +20% to a single skill test, once per day.
(Life rune doesn't have a write-up)
Rune Touched gains +1 to DEX, INT and CHA.
Any spells that target spirits cast by the Rune Touched inflict a –30% penalty on attempts to resist or counterspell them.
Is there anything I am fundamentally misunderstanding here or does Spirit Magic simply make no sense as written?
The more I start to try to use MRQ in practice, frankly, the less impressed I am. I like tweaking systems but it's simply not possible to use large swathes of the non-core books because there are rules missing or mangled.