- In HeroQuest-rules_at_yahoogroups.com, "yinkin_the_cat"
<wquadros_at_c...> wrote:
> As I read the rules, a practitioner can use any common magic charms
> at active abilities rather than augments.
>
> What isn't so clear to me is can that same practitioner use a
> tradition spirit or a practise spirit that is in a charm as an
active
> ability? I didn't see anywhere that it explicitly said so while I
> did see a reference to spiritists not being able do so.
I believe that they cannot, that tradition and practice charms are
always augment only (but all charms are 'always on', not needing to
be activated, which is awfully handy!)
The difference:
- a common magic charm is always bought at the level of your common
magic key word, and may be improved like an ordinary ability. If you
have specialized your magic such that you can use it, you can use it
as an active ability.
- a tradition or practice charm may be captured at any ability level
that the spirit is available at. The cost depends on the power level
of the spirit. It may not be improved once created. It is always
augment only.
Note that common magic feats and spells also differ somewhat from
theistic feats and spells in how they are used.
At least, that is how I read the rules. I think the way I would play
it personally is that common magic charms, spells, and feats may be
used as augments as often as desired, and with appropriate
specialization may be used as an active ability in a scene, but after
that must be re-charged. I think that would cut down on mini-maxing
potential.
--Bryan