From: Graeme A Lindsell (graeme.lindsell@anu.edu.au)
Date: Fri 11 Feb 1994 - 21:04:08 EET
Brian Maloney writes:
>
> Ahem, what's this stuff about "bladesharp" as a "combat" spell. Every
> sensible Orlanthi farmer knows that the PRIMARY use of the spell is to
> get your plow through the tough bits of sod.
>
No, every sensible Orlanthi farmer knows that using Death magic - like
Bladesharp, which originated from Humakt - is a great way to get no crops
at all, as Death is the opposite of Fertility.
I've seen this proposal for giving all the battle magic spells of RQ2
civilian spinoffs before, and I find it very weak. These spells were
designed as combat magic; if we want to have spells for ploughs then the
rules should have spells for ploughs. Some other spells (like Strength
or Healing) have much more civilian uses, but there is no reason why
Bladesharp should increase the ability of a plough at all: the sharpness
of a blade does not determine your chance to hit: Bladesharp increases
that through some other magical manner.
> (Or is RQ4 going to abandon the wonderfully "civilian" feel that had been
> building up and go back to a more "wargaming" style of RPG?)
What is particularly "civilian" about the RQ3 spirit magic list? While
I dislike the name "Battle Magic", at least it's honest - the majority
of those spells were designed for combat. Look at how the combat gods
tend to get more spells than non-combatant dieties: that's because there's
more to give them.
>
>
> Now, "bladesharp" at very high levels would be a different matter, and would
> only be available to specialists.
If it's so useful for the farmer cults, they should offer Bladesharp 6...
>
>
> One more thing:
> Bludgeon: The PRIMARY use of this spell is by metalsmiths and carpenters,
> who cast it upon their hammers. This spell is also used by folks who have
> jobs breaking rocks.
>
Pity then that the cults who have it are mainly trollish war gods....
>
> The list could be endless.
>
Yes, we could be provided with an endless list of civilian spells; instead
we get a short list of combat spells, plus a few inordinately effective
treasure hunting spells like Detect (Substance). The really useful non-
killing magic is mainly cult rune magic
> Anyway, unless RQ:AiG is going to regress to its purely militaristic old
> emphasis (and the 2nd edition was very heavily combat-militarism emphatic
> by modern standards), we need to rethink the basic philosophy of magic and
> many spells.
>
RQ3 spirit magic is not much different from RQ2 battle magic; sorcery
is a bit better, but still mainly for killing people.
>
> Remember, the PRIMARY use of the vast majority of magic in Glorantha is NOT
> for combat, even spells that those of wargaming mentality call "combat"
> spells. If RuneQuest is going to truely become "RuneQuest: Adventures in
> Glorantha", let the magic reflect that.
Absolutely agree about the primary use of magic: I just don't think we've
ever seen much of the rest. We've seen combat spells.
>
>
> Therefore: Farming cults would probably teach "bladesharp" 1 but no higher.
> Craft cults might teach "bludgeon" 1 but no higher, etc.
>
No, farming cults teach Ploughsharp, a spell unrelated to Bladesharp.
Craft cults teach Stronghammer, a spell to create things, not to smash them
to pieces. They can teach powerful versions of these spells.
> Remember, a knife can be a tool or a weapon, in many cultures it functioned
> as both. We, in our age of narrow specialization, have often lost the
> ability to see this versatility of function.
>
And when you use it as a tool, use use tool magic; as a weapon, weapon
magic. In his "Lord Darcy" books, Randall Garrett (sp?) wrote that
"Magic is a matter of symbolism and intent"
The symbolism and intent of Bladesharp are swords and killing, respectively.
> But this does not change the fact that emphasis on the "combat" aspects of
> magic is too damned heavy--unless RQ:AiG is meant to continue the D&D
> tradition of magic and campaign settings, that is...
Absolutely: I'd love to see civilian spirit magic, but the list is very
small. Detect, the Characteristic increasing spells, Second Sight, perhaps
a few others.
Graeme Lindsell a.k.a graeme.lindsell@anu.edu.au
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