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Categories
Discussion
Main - Rune Quest
RE: Sorcery
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Author:
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Time:
05.06.2003 07:48
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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" {snip}
I hear you, the main problem is integration, as you state. What one could consider is coming up with a rough table which gives a certain type of magic use a Dificulty Rating (DR) and/or weight. It would be more a guideline and up to the GM to adjust as the situation calls. Example: Producing a small flame, Cost 1MP, DR 1. Summoning major daemon, Cost ?MP, DR 9 etc etc.
Pete Maranci has another magic system using runic magic. http://www.maranci.net/runic.htm I have never used it but it ma add some flavour. One could also consider the five schools of magic outlined by Lyndon Hardy in his books (Master of the five magics etc). They are (from memory):
Thaumatergy - Like attracts like, kinda like a hydraulic effect.
Alchemy - Self explanitory.
Sorcery - The power of the mind.
Magic - Using ritual etc to create artifacts
Wizardry - Enslaving daemons to do your graft.
I would be interested in seeing your suggestions integrated into RQ.
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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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