common magic vs. worshipping guardians

From: BEThexton <bethexton_at_...>
Date: Tue, 02 Sep 2003 17:23:45 -0000


Poking around the various permutations and combinations of HQ heroes and magic again, another issue for list discussion.

In the sections on common magic, it states (page 104) that "Common feats, charms, and spells originate with Otherworld entities native to the mortal World. While these entities might have dedicated worshippers to whom they grant specialized magic, some people worship them in a communal or propitiatory manner, and in return learn a feat, charm, or spell that works as described above when learned as common magic." Later on in the same paragraph "Limitations described in the theism, animism, or wizardry chapters usually apply as well. Thus, a common magic spell requires a talisman."

In the section on common magic abilities, it seems that once you have them, they are always accessible to you. Therefore, your "confuse opponent" spell from the Curbside Society in Esrolia will work as often as you want, wherever you want. It doesn't explicitly state this that I can see, but it talks about being able to augment whenever you use an appropriate ability, and mentions no other limitations.

On the other hand, when you get into the theistic, spirit, or essential landscape chapters, gaining magic of the appropriate kind becomes much more limited. Spells can only be used once between venerating the source. Charms and feats are only effective close to the spirit they are obtained from. This is spelled out clearly in the "worshipping guardians" section on page 94. In addition, worshipping them this way weakens their ability as a guardian.

On the one hand, it is implied that your common magic feats, charms, and spells are not particularly limited. On the other, it seems that when you obtain a feat, charm, or spell from an Other World being in the mortal world, it always comes with serious limitations.

Some ideas at resolving this apparent conflict: 1) There is no conflict. The beings that you get common magic abilities from are different than those that you use in specialized worship.
2) The way you obtain these blessing in common magic is different somehow, so it does not suffer the same limitations. Sure, the common magic version may be better, but common magic has a limited pool of "approved" sources, and this is why, they are the exceptions. 3) Common magic feats, spells, and charms do suffer the limitations (proximity or repeatability) of their specialized versions. This is why you are usually better off taking common magic as talents. 4) So long as you have common magic, you don't suffer these limitations. When you specialize, you gain these limitations, even on feats, charms, or spells obtained originally as common magic. This will stop you from trying to make an end run on the spell or charm or affinity rules.
5) Other ideas.

I look forward to any thoughts.

Regards;

Bryan

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