The outline of the mechanics have been presented, but not how to run with it. Sartar shows how you can really use a religion based around divine magic in your games. Future releases will do the same for spirit magic and wizardry.
Jeff
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> "When spirit magic and wizardry are presented, they will be equally intuitive and flexible."
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> I thought they were presented as part of the Glorantha material in the HQ Rules book (pp. 107-121), at least in terms of mechanics, with details to follow in later stuff.
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