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Categories
Discussion
Main - Rune Quest
RE: Sorcery
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Author:
Garyth Den
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Time:
04.06.2003 16:16
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Text:
Although I like the 3 way split between Divine, Spirit and Sorcery and their explanations of the world I do find this rather restrictive. After playing White Wolf's Mage - The Sorcerers Crusade (based largely on the Ars Magica game) I have been enlightened to the virtues of a spontaneous magic system but find it difficult to integrate this into the RQ rules without changing whole sections of rules. Although I am also a fan of limited magic power (I remember playing D & D and wondering why anyone would want to play a "normal" fighting character when you could do 20 D 6 damage with a fireball and take on entire armies, and flying castles just suck) I would like a greatly expanded choice as far as magic goes. Where are the myriad different styles of casting magic, the combinations of styles/techniques, the different magical "forms" and the flexibility of a non-specific, non-restrictive spontaneous system.
Why does a sorcerer have to perform High Ritual to cast magic, why not through psoinics, or through pacts with entities ? By restricting the "beliefs" of the sorcerer they are restricting the styles he may employ to cast magic. Why does a charcter have to cast spells which have rigid rules, surely an accomplished magic user could cast that range: touch spell and warp it to be ranged instead (eg: inscribe a rune on a stone, and spontaneously bond a spell into that rune - then throw the stone).
For those of you not familier with these spontaneous systems they pretty much work as follows: Existence is divided up into many "spheres" (according to WW's Mage game they are Life, Entropy, Connection, Forces, Matter, Time, Prime, Spirit, Mind)and mages put different spheres together to achieve desired effects. For example you could combine the spheres of Life and Entropy to decay living flesh, or Forces and Matter to change a flame into dust etc... the possibilites become endless. Thus a RQ bladesharp spell would use Matter to sharpen the metal. Obviously the "spheres" don't have to be the same as Mage at all, they must just encompass all things, existence and abstracts.
I remember once playing a fantasy RPG known as Palladium. (The makers of Rifts) and although their system sucks, and is Character Class / Level based they had a huge variety of different magic users you could choose, - each of which with their own specific styles and forms of magic, including the summoner (circle magic), diabolist (arcane symbology), mind mage/mystic (psoinics), witch (pacts/gifts), warlock (elemental magic), wizard (high ritual/arcane), sorcerer (alchemy/ritual), priest (divine/gifts), and the list goes on.
Now if you could combine a huge choice of available styles/forms with a decent spontaneous system (ala mage) and adapted to suit the RQ rules (percentile) then we could be on to something.
Imagine a magic using character who uses arcane symbols/wards to manipulate spirits but subscribes to a more atheistic belief (like the RQ sorcerer). Or a Healer/Priest who heals through psychic powers, perhaps even a Seer who has second sight/precognition but through pacts with demons.
The way I see it is a character learns magic in a personal manner and everyone has their own beliefs. So perhaps that priest who heals believes his god is working miracles through him but is actually healing through latent psychic powers (or the power of his faith).
I believe all forms of magic would effectively come from the same source anyway and that source would be invoked by powerful belief (whether in the god, yourself, the technique, knowledge etc) but that's me, I'm agnostic.
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Message threads
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Peter Beirne
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17.02.2003 20:28
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Bjorn Are Stolen
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19.02.2003 02:25
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Tom Cantine
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19.02.2003 05:49
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19.02.2003 09:36
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Peter Beirne
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19.02.2003 20:23
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Brian Newman
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13.05.2003 23:24
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Garyth Den
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04.06.2003 16:16
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05.06.2003 07:48
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Bjorn Are Stolen
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05.06.2003 12:22
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Tom Cantine
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07.07.2003 00:57
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