Using Magic Spirits

SSWarlock

Mongoose
In what book is the use of magic spirits (i.e. how to use their spells if they're bound) detailed?

I know how it's done in RQ3 but I'd like the "official" method(s) for MRQ and it's apparently not in the RQ, Companion, GM, or Monsters books. Unless I've completely missed it (which is possible).
 
Lots of spirit stuff, and the Shaman rules are in cults 2. After all you wouldnt mess with spirits wouthout a shaman in support would you? Well maybe once :twisted:

At the moment I have a tray of freshly painted pirates in the way of my books, but I thought there was some more spirit stuff in the GM handbook, but I could be misremebering. Again.
 
zozotroll said:
Lots of spirit stuff, and the Shaman rules are in cults 2. After all you wouldnt mess with spirits wouthout a shaman in support would you?
I would if I was a sorcerer. :wink:

... I thought there was some more spirit stuff in the GM handbook, but I could be misremebering. Again.
Close..the GM book covers elementals and demons, not spirits, unfortunately. Regardless, it sounds like I need to check out Cults 2. If my local store ever gets it in. :(
 
Turn back from the darkside, there are no so called socerers>

Actualy, I never liked the first shot at soc they did almost 30 years ago, and that first impresion was a losting one. I never give them guys much thought, even though I played an online game with one in it and it worked very well.
 
SSWarlock said:
In what book is the use of magic spirits (i.e. how to use their spells if they're bound) detailed?

I know how it's done in RQ3 but I'd like the "official" method(s) for MRQ and it's apparently not in the RQ, Companion, GM, or Monsters books. Unless I've completely missed it (which is possible).

In cults II, basically you have to get them out of their binding enchantment and then they will cast their spell. They cannot cast the spell while in the binding. What happens after that depends on how you have bound the spirit.

There is a problem in that it is claimed that the spell "automatically" succeeds which causes problems with overcharging and, if you use the players update, opposed resistance rolls. My house rule for that is that the spirit's skill with the spell is 100%.
 
Thanks, everyone, for the info. I'm trying to convert an RQ3 character developed under Land of the Ninja rules; he has only minor sorcery skills (manipulates Intensity only) so he's not what I consider a "real" sorcerer.

And I can see using a 100% casting skill for spirits rather than an auto-success. I really dislike any "auto-" anything and consider such to be be out of sync with what I consider a basic tenet of RQ..there's always a chance for success or failure.
 
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