none Spirit based common magic, yes. Common Magic Charms are still accessible
> 2. Spirits (be they in charms, fetishes, practice spirits or allied
> spirits) can not have their abilites increased after "capture" ? If
> you want a more powerful spirit you have to get a new one ?
>
Correct. The "upside" is that an Animist can potentially have access to a spirit wih a higher rating than his current abilities might otherwise suggest (provding they are willing to pay the HP cost, of course)
> 3. How many Charms & Fetishes could a character that starts the
game
> as a Practitioner start with ?
>
>
> 5. Can anyone point me to links to find more examples of Traditions
> and Practices ?
>
Here are links to a couple of examples I posted last year - The first dals with Practioners and the second with Shaman. http://groups.yahoo.com/group/HeroQuest-rules/message/16003 http://groups.yahoo.com/group/HeroQuest-rules/message/16115
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