Using different types of magic in a standard Fantasy Setting

The whole hysteria on God Learners manipulating Divine Spells with their sorcery skills is not true, it was just spread by a certain poster, whom we will refer to just as 'Q'.

If you read the Magic of Glorantha section on this matter it says any Rune Magic Spell and most Divine Spells should have an equivalent sorcery spell at the same magnitude (Excommunication comes to mind as a Divine spell that would not have a sorcery equivalent - though it would be way cool to play a GL who could excommunicate any theist at will :lol: )

It then goes on to state that you should assume any common Rune Magic in the core book should be assumed to have a sorcery equivalent. You need to learn the spell as a sorcery spell to manipulate it.

So, if you have a Disorder Rune integrated with a Runecasting(Disorder) 86% and the Disruption Rune spell you cannot use sorcery skills on it. You can learn a sorcery equivalent of Disruption, which you could manipulate, but you would start at the base INT+POW.

Hope this helps.
 
Rurik said:
The whole hysteria on God Learners manipulating Divine Spells with their sorcery skills is not true, it was just spread by a certain poster, whom we will refer to just as 'Q'.

I'd probably prefer it if the reference was a little less broad than that!

:)

- Q
 
Rurik said:
The whole hysteria on God Learners manipulating Divine Spells with their sorcery skills is not true, it was just spread by a certain poster, whom we will refer to just as 'Q'.

To be honest, that's the way we played it in RQ3. Godlearners could manipulate Spirit Magic in the same way as Lunars, but using the standard Sorcery Manipulates, and they could also manipulate Divine Magic using Divine Magic Manipulates that they had.

It seemed reasonable to allow them the same thing in RQM.

Perhaps it could be a Legendary Ability:

Manipulate Runic Spells (Snappy Title, eh?)
Requirements: At least one Runecasting skill at 90%, Knowledge of all Manipulation skills
Hero Points: 15

You can maniuplate Runic Spells as if they were sorcery.

So, you can use Manipulation (Magnitude) to increase the Magnitude of a Runic Magic spell, Manipulation (Duration) to increase the Duration of a runic magic spell, Manipulation (Range) to increase the range, Manipulation (Targets) to add more targets and Manipulation (Combine) to combine multiple runic spells into one spell.

The normal rules of casting sorcerous spells apply, so the cast chance is limited to the minimum of the Manipulation skills and the Runecasting chance.
 
Quire said:
Rurik said:
The whole hysteria on God Learners manipulating Divine Spells with their sorcery skills is not true, it was just spread by a certain poster, whom we will refer to just as 'Q'.

I'd probably prefer it if the reference was a little less broad than that!

:)

- Q

You Mean he is not your evil twin? :shock:
 
Rurik said:
You Mean he is not your evil twin? :shock:

:lol: The first post I saw of his, I did a double-take, thinking it was by me. Oh, how I chuckled at my mistake.

Then he...turned...and I suddenly thought: aw man! If I can mistake him at a glance for myself, I just BET loads of other people are mistaking him for me!

- Q

*sound of muffled cries from cupboard under the stairs*
Quintus: SHUT IT QUIRE...THEY'LL NEVER REALISE IT ISN'T YOU! BWA HAHAHAHAHA
 
soltakss said:
Rurik said:
The whole hysteria on God Learners manipulating Divine Spells with their sorcery skills is not true, it was just spread by a certain poster, whom we will refer to just as 'Q'.

To be honest, that's the way we played it in RQ3. Godlearners could manipulate Spirit Magic in the same way as Lunars, but using the standard Sorcery Manipulates, and they could also manipulate Divine Magic using Divine Magic Manipulates that they had.

It seemed reasonable to allow them the same thing in RQM.

Perhaps it could be a Legendary Ability:

Manipulate Runic Spells (Snappy Title, eh?)
Requirements: At least one Runecasting skill at 90%, Knowledge of all Manipulation skills
Hero Points: 15

You can maniuplate Runic Spells as if they were sorcery.

So, you can use Manipulation (Magnitude) to increase the Magnitude of a Runic Magic spell, Manipulation (Duration) to increase the Duration of a runic magic spell, Manipulation (Range) to increase the range, Manipulation (Targets) to add more targets and Manipulation (Combine) to combine multiple runic spells into one spell.

The normal rules of casting sorcerous spells apply, so the cast chance is limited to the minimum of the Manipulation skills and the Runecasting chance.

I must admit I like the Lunar Magic, and I think it is familiarity with that system that makes it easy to assume GL Sorcery as presented in MoG works that way.

On the other hand, I also like GL Magic NOT being the same as Lunar Magic on some level. They should 'feel' different. Though as written GL Magic is just really good Sorcery...

...which brings me to the fact that I really like the idea of GL's plundering Divine Spells through HeroQuesting, and I think I am going to try to work out mechanics for that.

A Legendary Ability may be a way to do that, though while I am in agreement with you that they DO have a place in Glorantha in principle, I still suffer from Featophobia.
 
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