> Yet, as gods, you will get to know them
> through travel to the Gods Plane at initiation, Sacred Time and regular
> worship on holy days. And by getting to know them, you are able to become
> them with your Rune affinities, and thus do magic in the Material world.
>
> The process for bringing magic out of the other two worlds is
> different; and
> the process for using that magic in the Material world is also different.
>
> Ultimately, the HQ2 rules treat these all the same. You roll your trait
> against a resistance. It's the plausibility tests that are defined by the
> structure of magic in Glorantha. Explaining how you got the powers
> helps to
> understand the limits. Understanding the limits creates innovative use of
> abilities at the edges of these limits. That makes for interesting
> storytelling, ideally.
>
Yes, you and I are on the same wavelength. So there are broad-brush
elements that define/characterise each world's magic.
Theism - you at some point get to the God Plane, and connect to a rune
affinity, which you can use to eventually manifest as your god.
Animism involves being able to forge relationships with spirits you find
there and get them to help/travel with you/loan you magic. Essential
plane stuff requires rote formula to access a node on one of the man
essential planes?
But because HQ2 treats everything as a trait against a resistance and defines things by credibility, is having the bright shiny lines of "magic system for X,Y,Z" necessary or desirable?
LC
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