Some one suggested that concentrating didnt remove common magic, it
just meant you were NOT supposed to use it. I like this idea much
better, and that is how my game will work. If they fall back and use
Common Magic then they will have to atone to their god for sinning.
It makes much more sense to me that way. It also completely solves
the Mr Puma issue, he can still shape change but he is sinning by
doing so... the level of sin would determine the level of atonement
and the level of effect... removal of access to all feats till they
atone etc. As long as he didnt sin too often he might still be able
to use his natural talent in an emergency. This also creates
adventures... how do you atone...
Plus if he ever abandons his cult he would regain his old magic (and
would still have a record of it on his character sheet).
> I must admit that the Common Magic rules have been the most
confusing
> part of HQ for me. Since my campaign is in Sartar I've been
thinking
> about this mostly in relation to the Heortlings. My first question
> was, why are these theists "learning" Talents rather than Feats.
Why
> not just treat Common Magic as a kind of pantheon-level extension
of
> the existing theistic magic rules? Also, why Flesh Man? I'd have
> thought a cultural hero like Heort, who taught the people how to
live,
> would be the source of these abilities?
>
> I'm contemplating introducing Common Magic in just this fashion.
The
> feats come from several different sources in the pantheon, mostly
> heroes like Heort, etc... and are learned during communal
ceremonies.
> Those who do not concentrate Common magic can only use these to
> augment other abilities. Those who do can use them as standard
feats.
>
> any comments?
>
> Gerald