>Except that you defend against magic with your strongest magical ability,
>surely. And the animist (by the book) _won't_ have several spirits at 1w3,
>he will have several spirits at 10w1(!), and those are at the top-end, at
>least for most traditions.
Just looking at the sample resistances (HQ page 274) a clan shaman is given as 20w2 to 20w3. Now that is probably based on something like Spirit World Travel or Shamanic Escape rather than a particular spirit as those are the abilities which they need at high levels. I'm not sure where you get a maximum of 10w1 from - a disease spirit ranges from 2 to 5w2 and a wildfire spirit is 10w3 to 10w5 (same page). A powerful shaman is going to have a *lot* of spirits - each of those bones on his necklace holds one to start with.
>I'm not sure I'm right here, but you people are side stepping the issue.
>Either the animists (by the book) have as much punch as the rest, or they
>don't.
I just don't see why it's such a big issue. There's no way anything as complex as HQ can be accurately balanced between different types of character. If a player is trying to create the most powerful magic user in Glorantha then perhaps it's relevant but I don't think HQ plays very well at that sort of game.
>It still looks to me like the animist get's quite versatile powers at
>reasonable "prices", but that mostly he doesn't get the raw punch at
>higher levels that theists and wizards get.
-- Donald Oddy http://www.grove.demon.co.uk/ ------------------------------ End of Glorantha Digest, Vol 11, Issue 86 *****************************************
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