From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V3 #43 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.imagiconline.com Errors-To: owner-runequest-rules@lists.imagiconline.com Precedence: bulk RuneQuest Rules Digest Sunday, April 9 2000 Volume 03 : Number 043 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Spirit Spells SV: [RQ-RULES] Spirit Spells [RQ-RULES] Spirit Spells [RQ-RULES] Adamantite & alynx [RQ-RULES] Re: Spell Spirits RE: [RQ-RULES] Spirit Spells RE: [RQ-RULES] Spirit Spells Re: [RQ-RULES] Spirit Spells Re: [RQ-RULES] Adamantite & alynx RE: [RQ-RULES] Spirit Spells RE: [RQ-RULES] Spirit Spells RE: [RQ-RULES] Spirit Spells RE: [RQ-RULES] Spirit Spells RE: [RQ-RULES] Adamantite & alynx Vs: [RQ-RULES] Adamantite & alynx Re: [RQ-RULES] alynx RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. 4. No anonymous posting, please. Don't say something unless you're ready to stand by it. ---------------------------------------------------------------------- Date: Fri, 7 Apr 2000 02:18:22 EDT From: IssariesGT@aol.com Subject: Re: [RQ-RULES] Spirit Spells In a message dated 4/6/00 10:49:08 PM Pacific Daylight Time, tt@post.com writes: << I'm not shure if the official rules states this, but most people play with cult sprits being waker, for example 1D3 per point. This way, it will be easier for a Humakt cultist to get a high Bladesharp than it would be for others. -Terje Tollisen, lurker >> The divine spell, command cult spirit, usually takes care of it. kes *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 09:42:28 +0200 From: "Erik Sieurin" Subject: SV: [RQ-RULES] Spirit Spells Nope, it doesn't (ruleswise, that is). You have to _fight_ the darn thing, and CCS doesn not help. Though I think it should - just like I think spirits should be able to give you spells in return for favors. - ----- Ursprungligt meddelande ----- Från: Till: Skickat: den 7 april 2000 08:18 Ämne: Re: [RQ-RULES] Spirit Spells > In a message dated 4/6/00 10:49:08 PM Pacific Daylight Time, tt@post.com > writes: > > << I'm not shure if the official rules states this, but most people play with > cult sprits being waker, for example 1D3 per point. This way, it will be > easier for a Humakt cultist to get a high Bladesharp than it would be for > others. > > -Terje Tollisen, lurker > >> > The divine spell, command cult spirit, usually takes care of it. > > kes > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe runequest-rules' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 04:22:09 -0400 From: Andrew Barton Subject: [RQ-RULES] Spirit Spells > What is the limit for Spirit Spells in RQIII? I thought that it was 4 (ie: Bladesharp 4) or 6 for Healing. Those were the RQ2 limits. Andrew *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 11:59:14 +0300 From: a9801187@myy.helia.fi Subject: [RQ-RULES] Adamantite & alynx Hi! And thanks for all the answers about adamantite. I did some more research from GI. In GI (the finnish version) there is a spike of adamantite with anti-magic properties, but there was no actual statistics for the item. This was the reason for my quesiton. Is this true in GI english version too? Next question: In finnish version of elder secrets Alynxes description says that \"these cats are sometimes called shadow cats because of their magical powers\" (rough translation). But description does\'nt include any of these propertiose. Are there any, or is this just a bug? Thanks, Mikko Korhonen *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 07 Apr 2000 08:32:54 -0500 From: Roland Volz Subject: [RQ-RULES] Re: Spell Spirits In RQIII there is no upper limit on variable spirit spells. I don't have my books in front of me right now, so I can't tell you where to look in the books, but it is definitely stated in the Magic book of the deluxe edition. Some spells have an upper limit (can't remember off the top of my head), but most variable spells do not. Anyway, Spell spirits do indeed have a POW of 1d6 (I think) per point of spell that they know, and Cult Spirits (as stated in a sidebar in the Gods of Glorantha book), have 1d3 per point of spell. Some GMs I know find this too restrictive; personally, I like the idea of shamans passing down to their assistants and associates the names of spell spirits with powerful spells but low POW. I like to give history to characters during creation. As GM, you could give normal spell spirits a POW of 1d4 to make powerful magic more common. Alternatively, for a lower-magic campaign, try increasing Cult Spirits POW to 1d4 per point and watch those Humakti try to learn Bladesharp 10. Roland > Date: Thu, 06 Apr 2000 20:10:37 MST > From: "Northern DM" > Subject: [RQ-RULES] Spirit Spells > > Okay, here is another question for the list. What is the limit for Spirit > Spells in RQIII? I thought that it was 4 (ie: Bladesharp 4) or 6 for > Healing. However, another player told me he saw in the Sun Country module > higher spell levels. Is this correct? > > Northern DM > ______________________________________________________ > Get Your Private, Free Email at http://www.hotmail.com > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe runequest-rules' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 08:55:52 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Spirit Spells > Okay, here is another question for the list. What is the > limit for Spirit Spells in RQIII? I thought that it was > 4 (i.e.: Bladesharp 4) or 6 for Healing. However, another > player told me he saw in the Sun Country module higher > spell levels. Is this correct? >Northern DM Technically there is no limit, but the Pow of the really large spell spirits would keep all but shamans from dealing with them, and then only on the spirit plane. For spirit magic to compete with the other schools it has to be able to get, and use, spells in the 8 to 12 range, with large Pow spirits to allow multiple castings. Divine cults are not supposed to rely on battle magic, but on the god's magic, so priests for divine cults should have a reasonable limit: perhaps 2 for early initiates, 4 for advanced initiates, and 6 for rune levels. This is still more than I want to allow since I see the nature of divine magic in Glorantha being defined away from spirit spells toward new divine spells that affect stats and enhance weapons. If you look at the concepts of 'making the hero' you see several enhancements and augmentations cast as rituals or extended divine spells, not spirit magic. IMG I roll spell spirits summoned by priests with 1d3 Pow per spell point, but for random spell spirits summoned or found on the spirit plane (by shamans) the Pow is 1d6 per spell point. These very large spirits can only be defeated by large spirit defenses and allied spirits such as ghosts that attack first to weaken the spirit for the shaman. Daka Fal shamans also have spells that give better advantage in spirit combat. Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 09:05:55 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Spirit Spells >>> I'm not sure if the official rules states this, but most >>> people play with cult sprits being weaker, for example 1D3 >>> per point. This way, it will be easier for a Humakt cultist >>> to get a high Bladesharp than it would be for others. >>> -Terje Tollisen, lurker This is supported in the extra rules provided in the Cults Book of Gods of Glorantha. Cults spirits are basically chosen for their low Pows and sent to be easy to defeat. >> The divine spell, command cult spirit, usually takes care of it. >> kes Command Cult Spirit allows a Pow vs. Pow check to force obedience to a command, but spell learning requires defeating the spirit, so it needs to be rather small. All CCS will do is force the spirit combat to occur against the correct opponent. > Nope, it doesn't (rules wise, that is). You have to _fight_ the > darn thing, and CCS doesn't not help. Though I think it should > - just like I think spirits should be able to give you spells > in return for favors. Since the spell spirits are not considered sentient (fixed Int creatures) it is not possible to expect gratitude, friendship, or rewards for actions. They are special purpose animals. Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 09:40:29 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Spirit Spells In a message dated 4/7/00 12:49:08 AM Central Daylight Time, tt@post.com writes: << I'm not shure if the official rules states this, but most people play with cult sprits being w(e)aker >> Cult Spirits teaching spells? Wow, while thuroughly entrenched as canon in RQ, I've _never_ used the spirits-as-spell-teachers thing in 20-some years of RQing. Both my old group _and_ the new one seem to have overlooked this as well; with the local magic-type just teaching the Characters spells for hard cash. Spirit Combat to learn a spell? Fuck that! -Ken- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 09:48:38 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Adamantite & alynx In a message dated 4/7/00 4:08:29 AM Central Daylight Time, a9801187@myy.helia.fi writes: << these cats are sometimes called shadow cats because of their magical powers\" (rough translation). But description does\'nt include any of these propertiose. >> Propertiose? -Ken- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 14:51:01 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Spirit Spells >Both my old group _and_ the new one seem to have >overlooked this as well; with the local magic-type just >teaching the Characters spells for hard cash. Spirit >Combat to learn a spell? Fuck that! I rarely allow magic to be bought and sold, especially to strangers. The last time a PC shaman sold a spell to a foreigner, their clan lost the ability to summon spell spirits of that type for a season, and some of the spell spirits that the tribe used were destroyed or lost. Secrets like this should be closely guarded. RQ can give the impression that spell learning is a very mechanistic process with no real consequences besides a few lost MPs and the possibility of being knocked out for a while. It ain't so, not IMG anyway. Philip Hibbs http://www.snark.freeserve.co.uk/ Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 10:50:33 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Spirit Spells >Philip Hibbs http://www.snark.freeserve.co.uk/ > I rarely allow magic to be bought and sold, especially > to strangers. The last time a PC shaman sold a spell > to a foreigner, their clan lost the ability to summon > spell spirits of that type for a season, and some of > the spell spirits that the tribe used were destroyed > or lost. Secrets like this should be closely guarded. You are so abusive to your players... this is crass. A shaman allows one person to defeat a spell spirit he knows how to summon and you allow that NPC to quest against the shaman's list of known spirits and change it, taking away knowledge of the spirits he has met and defeated?? Shamans don't get spirits from a single source that can be turned off. They discorporate and find them wandering loose in the spirit plane. Perhaps your NPC followed the spirit back to the runic source and captured it, but if he could reach the runic source he doesn't need some paltry spirit. He can ally himself to the rune and gain spell ability directly. He is essentially a hero already. So you are assuming that this guy, who is practically a hero, wants to ruin the shaman, so he tricks him into teaching a spell, tracks the spirit to the rune, and cuts off all spirits from that rune to that clan. Very abusive. Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 15:58:57 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Spirit Spells >You are so abusive to your players... this is crass. You make a lot of assumptions, most of which are not true IMO. Philip Hibbs http://www.snark.freeserve.co.uk/ Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 11:48:48 -0700 (PDT) From: dabick@excite.com Subject: RE: [RQ-RULES] Spirit Spells From Bob Stancliff then Philip Hibbs > >You are so abusive to your players... this is crass. > > You make a lot of assumptions, most of which are not true IMO. Okay Philip, why did you hit the PC so hard for sharing clan magic with a stranger? I wouldn’t hit a PC Shaman like that. I’ve only had one player as a Shaman though. The NPC shamans are reluctant to help PC’s without gaining something for their clan/village/isolated hut/what-ever. They do become frustrated, because Shamans won’t just go off and get them a Strength 4 spell without it be nearly cost prohibited. Speaking of variable spell (Strength 4). How do you handle jumping in level of variable spells? Such as, someone that has the Strength spell at 2 and wants to get it at 4 pts. I remember in RQ2 the PC had to learn Strength 3 then they could learn Strength 4. Is that how it works in RQ3, or did I just pull a RQ2 rule over and inadvertently make a house rule? Jim _______________________________________________________ Get 100% FREE Internet Access powered by Excite Visit http://freelane.excite.com/freeisp *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Apr 2000 20:38:34 -0400 (EDT) From: Terje Tollisen Subject: RE: [RQ-RULES] Adamantite & alynx Mikko Korhonen: >In finnish version of elder secrets Alynxes description >says that \"these cats are sometimes called shadow cats >because of their magical powers\" (rough translation). >But description does\'nt include any of these >propertiose. Are there any, or is this just a bug? Check out their INT and POW; quite high for an animal. They are well suited for familiars, and Orlanthi often use them to bind allied spirits. There is an example of this in Strangers in Prax (the Wolfhelm(?) guy in the adventure were a Lunar sympathetic priest tires to become the Orlanth High priest). Except for that, I’m not sure if they have any specific powers (no spells or other fancy stuff) - they are just animals after all. - -Terje Tollisen, lurker ______________________________________________ FREE Personalized Email at Mail.com Sign up at http://www.mail.com/?sr=signup *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 8 Apr 2000 12:39:21 +0300 From: "Mikko Korhonen" Subject: Vs: [RQ-RULES] Adamantite & alynx > << these cats are sometimes called shadow cats > because of their magical powers\" (rough translation). > But description does\'nt include any of these > propertiose. >> > > Propertiose? > -Ken- > Sorry. Bad typing. Properties... Mikko *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 9 Apr 2000 16:24:44 +0100 From: "Meirion Hopkins" Subject: Re: [RQ-RULES] alynx > Mikko Korhonen > In finnish version of elder secrets Alynxes description > says that \"these cats are sometimes called shadow cats > because of their magical powers\" (rough translation). > But description does\'nt include any of these > propertiose. Are there any, or is this just a bug? In RQ2 they were blessed with a permanent 'shimmer effect' (reading between the lines) : "blessed with a natural deffence of 20%" (derived directly from stats it would be only 10% for an average individual). However, there is no reference to this in RQ3's Glorantha Bestiary, so I think its mainly their massive POW & DEX and close association with certain gods which leads to their reputed magical nature. Meirion *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V3 #43 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Hasbro/Avalon Hill Games. 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