Wizards and spirits

From: Joerg Baumgartner <joe_at_toppoint.de>
Date: Wed, 21 Aug 96 23:01 MET DST


Sandy Petersen in reply to Andrew Mellinger:
>>Is it >common for Rokari wizards to have a selection of bound
>>spirits like characters from Pavis?
> No, because wizards are the least well-equipped of all
>magicians for dealing with spirits.

No. Actually these are Assistant Shamans (under current rules, that is). The wizards are even better able to command spirits quickly than are full shamans under RQ3, who have to defeat the spirit by leaving their body, beating it to zero MP and then capture that useless bundle of spiritual energy used up - the wizard just tries until one of his 1-point Dominate spells does the job.

This is not just a quip at the current rules system. Dealing with spirits is a major Gloranthan activity and should be addressed in any gaming system addressing this world...

However, a Rokari wizard is well able to provide a protective circle with Spirit Resistance, and with the appropriate equipment (religious symbols, even better relics) even should be able to banish spirits that haunt his parish. He should not use them. Binding spirits to use their MP might even be regarded as Tapping by overzealous White Wyzards, or the Inquisition, and should be strongly discouraged.

Instead, I would propose that a parochial wizard ought to be able to use part of the magic generated in the regular Worship Invisible God services from the place of the service for the good of the parish. Not all of it, but a certain percentage. This would encourage regular participation at the services, especially in times of need.

Non-parochial wizards (still within the Rokari church) would have to find other means to increase their supply of magic. The currently official rules suggest that the wizard or sorcerer can do everything provided he can provide (and control) the magic. While I don't believe in open-ended spell effects or ludicrous burning away of souls, it feels appropriate that western magic is noisy and energy-demanding.

Unaligned sorcerers can do anything they want as long as they aren't persecuted by the church... most maintain an equilibrium of obedience to local church laws vs practical uses of demonic (spirits') magical energy to avoid having to move or use their "shapechange inquisitor to toad" spells.

Sandy states:
>[wizards] have the crappiest
>anti-spirit magic, the puniest control spells, and few cultural
>supports for dealing with these critters.

While the Divine Magic Command spells are powerful, no cult known to me can Command any spirits but its own or related ones. There is no "Command Intellect Spirit" spell available for any cult in Glorantha, for instance, if you want one, use "Command Cult Spirit". I agree that the personal anti-spirit magic of priests is impressive - should be at the price - but doesn't help a village beset by a ghost the least bit.

There is no spirit magic control spell available to control an unbound spirit without leaving the mundane plane. Now _that_ is puny. Spirit Screen is about as useful if cast without external MP source, the magician can as well keep the points and fight back. While not exactly crappy, about as effective as the sorcerous variety.

Cultural support to banish ghosts or wraiths is next to non-existent anywhere, apart from the cult of Humakt (and most Humakti are unable to do so).

Whatever way a new game system for Glorantha will go, the magical ecology needs careful consideration, and will most likely be the issue most argued about...


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