From: Alex Ferguson (alex@dcs.gla.ac.uk)
Date: Fri 26 Aug 1994 - 10:48:22 EEST
Tim Minas:
> The Lunars. With access to all the elementals except Sylphs, Lunar magic,
> Sorcery, and strange Lunar Divine spells, these units are easy to see in RQ
> terms.
That depends what you mean by "RQ terms". That the individuals you mention are responsible for the effects I agree with, that they are adequately described on that scale by existing RQ rules I demurr from.
> Second point here, on regaining your spells. IMO (and this is an impression
> gained from reading the rules and from a discussion with Sandy Petersen a few
> years ago) if the temple you are praying at doesn't offer the spell you want,
> you can't regain it there.
From some things I've heard Greg say, I think this is only partly true. I'll hedge my bets for now and say "is more difficult". In the context of my previous rational for regaining spells, I'd say that the local types at a shrine, say, wouldn't know how to properly conduct the rituals for spells other than their one local one, so you have to arrange your own ritual, if they're game for the idea.
> This is another argument against Rune Power, by the way.
Well, under my variant, if you actually cast a particular spell (qua spell), rather than using Rune Power to do it, you'd still have to regain it at an appropriate temple. This would happen to initiates as a matter of course, and to priests having used up all their Rune Power. I can think of the odd extra restriction, but I'm not sure it's really necessary.
Alex.
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