Re: Foreign Magic - flavour and crunch

From: donald_at_9WVRufO_hqeiHEHhIjhhrZ6cK5DPFQfKprXDptSN5A5UbF3w3wNCD5pBslMEP1jRR1wlt
Date: Sat, 03 May 2008 20:18:24 GMT

In message <> Stephen McGinness writes:

>OK. As I said, I am beginning a game with my group in Glorantha. I am
>aiming at using a fusion of the things I like in RQII and HQ - it is
>beginning to take shape in my head, if not exactly on paper in any
>organised form.
>I was thinking that the crunch of RQII should be able to highlight the
>differences between the magic systems more readily and have much of that
>in hand.
>What I haven't yet decided is how the magic affects foreign magic when
>they are opposed. For example - I was thinking that animist defensive
>magic (such as countermagic) should work doubly effectively against
>theist or sorcerous magic. And dispels or detects be half as effective
>against foreign based magic. This is why there are specialist cults,
>schools and spirits for defeating these foreigners magic.
>I was thinking that Lunar magic would be effective against everyone -
>one of the advantages of the new style of magic.
>I was hoping for opinion - does it feel Gloranthan? Am I missing
>something obvious?

You are missing the fact that all forms of magic are at a disadvantage in the material world. So they become equal. If however you go onto the spirit plane essential and theistic magics are at a disadvantage (a full mastery IIRC). The same applies to the god plane and the essential plane.

Lunar magic is a bit different in that some of it is directly taken from other sources. Howver generally it is at a disadvantage in all of the three planes but has an advantage over others in it's own otherworld (the Red Moon).

Personally I'm not very interested in rules mechanic differences between the systems. Rather I concentrate on different descriptions and appearances.

Donald Oddy


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