> > On Thu, Sep 25, 2003 at 12:14:50AM -0000, Brian wrote:
> > > Just what would be common magic feats then?
> >
> > Right, Heortlings seem to be on a slightly sticky wicket here, by an
> > entirely strict reading. (........
> > But it's easy enough to handwave around if you'd prefer that
> > theism-concentrated Heortlings do have access to some CM. e.g.,
> rule
> > that Flesh Man magic is/can be feats, which is somewhat in the
> spirit of
> > the parenthical advice on p29,
>
> On page 29:
> " The sample abilities below are widespread, and some variation
> (whether as talent, feat, charm, or spell) is found among humans
> almost everywhere in Glorantha. The homeland write-ups contain
> additional common magic found in that land. Your hero might know any
> of these, or others that you create."
>
> I guess this could be interpreted in different ways, but I read it
> as: there are many small, local sources of specific common magic
> abilities, outside of common magic religions. The list on page 29
> shows the sort of typical common magic ability you can get without
> being part of a common magic religion. The player can define each
> one as talent, feat, spell, or charm, as desired.
That's exactly how I read it, & that's how our group created their heroes.
>
> So in this way, a heortling could well have some common magic feats.
> Also, you could list some in your list/narrative, or you could have
> something like "He travelled in Esrolia, and joined the curbside
> society" and gain access to some feats that way.
And just because the Common Magic listed for a religion is, say, all
talents (which means the hero would have to lose them if s/he
concentrated his/her magic in Theism) doesn't mean that's the
*absolute definitive* Common Magic for that religion. I think it's
completely feasible to say, "Oh, & there are these Common Magic feats,
too." And bam! The hero has Common Magic feats that won't be lost when
concentrating in Theism.