>1. An Animist that concentrates their magic loses access to Common
>Magic ?
Some of it -- if their common magic happened to be charms, fetishes, or spirits, they keep them [p. 108].
>2. Spirits (be they in charms, fetishes, practice spirits or allied
>spirits) can not have their abilites increased after "capture" ? If
>you want a more powerful spirit you have to get a new one ?
You can't improve a charm or fetish (note the "N/A" in the chart on p.140). You can however improve a common magic charm.
>3. How many Charms & Fetishes could a character that starts the game
>as a Practitioner start with ?
As many as they want to describe in their 100 words, plus 5 Common Magic...
Galan gained 5 spirits in charms when he joined the Brilliant Visions Tradition (p.134). A new practitioner gains a practice spirit for free (p. 136). So a new character would have at least 6, plus the 5 Common Magic and any additional ones they describe or list.
>4. If you have an allied "combat" spirit, as it automatically returns
>to its "residence", it is available to assist you in every combat it
>is present at, as opposed to Practice Spirits that disappear for a
>time ?
A spirit ally returns right away.
-- David Dunham Glorantha/HQ/RQ page: http://www.pensee.com/dunham/glorantha.html Imagination is more important than knowledge. -- Albert Einstein
Powered by hypermail