Odd groups, and spell spirits

From: Carl Fink (carlf@Panix.Com)
Date: Thu 11 Mar 1993 - 19:14:20 EET



rog@insignia.co.uk (Roger_Nolan 336) writes:  

>>Whilst we are on the subject of Lunar characters, does anyone
>>have a strange mix of races/religions in ther group?
 

Well, during the last dart war in Bikhy, our semibicoastal game (crossing Oliver Jovanovic's here in New York with Steve Maurer's in California) I played in a group with a Danfive Xaron Rune Lord, a Humakti Sword, a Donandar cultist, a Kralori Exarch (well, at least the son of a Kingdom of Ignorance Exarch), and a disciple of the Black Reader of Nochet.  

  ...but our *current* party is *really* weird.    

peterw@computer-science.manchester.ac.uk (Peter Wake) writes: (">>" is me, ">" is Peter)
>>snip snip
>> Well, under the current rules the Humakti will have a very
>>hard time defeating the spell spirit (average POW 28).
>This seems like a mistake: Spell Spirits have a 3d6 POW roll and
>a limitation that POW must equal or exceed the points in the
>spell. There are no POW 28 spell spirits in the current rules
>(or is there something in the errata?) As a consequence 18 is
>the biggest spell that anyone can have, but it seems to be the
>only limit (apart from the INT to fit it in).
 

In _Gods of Glorantha_, a cult spell spirit is defined as having POW of 1d3 per point of the spell.      

                                        Carl

---------------------


This archive was generated by hypermail 2.1.7 : Fri 10 Oct 2003 - 01:30:32 EEST