Some people are of the opinion that divine spells cast on a HQ
should be permanently lost. My old GM used this rule. Having
been on a quest where my priest burned up half his rune magic
permanently, I'll make a couple points:
- Priests are esentially being punished if they HQ. Their big power
is reusable divine magic. You might as well just send a initiate
instead.
- In one situation, I cast 2 points of shield, because I was worried
about being killed. had my character been more powerful (in
terms of combat skills, magic armor, and stored MPs), I probably
wouldn't have needed the spells. Because I was wimpier than
the other Priest (who was also a Rune Lord), I ended up burning
spells permanently, whereas he used none. This is a downward
spiral for less powerful characters.
On a side note, there were a couple extrapolations our GM made:
Truestone was highly prized by heroquesters, as spells stored
in it can be cast without any permanent losses. If you cast a spell
that you've traded for (or otherwise "borrowed"), then the guy you got
it from loses it permanently. Kind of makes you think twice before
trading away your spells...