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==Notes== ===Latest (June, after Vampires)=== *Downtime: ** Storm Bull Holy day in Earth season is 'Rutting Day' (ahem!). Boltar will travel to the Block with Inyana and work at their secondborn. It is on Clayday, Stasis week, so is in the 5th week of the 8 week season. I think this will be when Boltar sacrifices POW for new spells and so on, but it gets a bit complicated, so: ** Spend 3 POW now (16 -> 13, sheet updated) for: Armoring enchantment (axe)(1), Summon Sylph (1), Bind the sylph into buckle (1). If I can avoid spending that 1 POW on Summon Sylph for now, by a friendly priest doing so for me, I will do so and hold POW at 14 instead for now. If I then get a POW gain roll, spend one on Command Spirit of Law (1). ** Strength training (all season, so before and after the holy day) ** Lead worship - POW gain roll ** Allied spirit - at the Block I presume. If this will go into the alynx then it might be interesting to make it a Yinkin-themed spirit somehow. I'd be happy to think on that some. * Check afterwards: ** ENC ** POW changed from 13 - edit sheet at end of season * Items for Boltar ** Silver Belt Buckle with empty sylph slot ** Bronze plate helm with permanent Catseye (=1,8 ENC more than current ringmail) ** Snakeskin belt with Mobility 5 and Prot 4 (no need for POW sacrifice) * Items for gang ** Iron battleaxe with BS 4 and Prot 4 - Minto Skybull ** Mundane vampire gear as trophy. * Updating sheet: ** Name the spirits ** Alynx - name? ** Horse stats? ===Improvement Plans=== * Str went 10 -> 12 - adjust modifiers, maybe get more armour? * POW spends: ** Divine magic - Get next, Summon sylph, omething from: Extensions ? Mindlink (1), Shield III * Later: ** Increase Con? * Divine magic for alynx: ** Shield, Spirit Block, Lightning ** Can she become a priest? ===Divine Magic notes=== If you summon up a creature, you can give it a single command, which it'll go do, so no need for the Command spell there so long as your command is much along the lines of it's natural tendencies. If you want to bind a spirit, you need to summon it (either the spell or get someone else to) and then you have to beat it up and stuff it into a binding enchantment. Then you need the Command to summon it out of the binding to do stuff. You'd also need a Command to do anything too involved with a spirit you just summoned: throwing the law spirit at a broo in your face doesn't require it - that's what the law spirit would do naturally. Telling the Law Spirit to go to another building, locate the broo leader, and attack him, would need a Command spell. Make sense? '''Command/Summon''': Good questions and I'll admit that RQ3 is a bit vague on this. Summon spells are rituals that take significant time to cast and summon up an otherworldly beings. You'll need an hour or more some place with the right paraphernalia to summon things. When you summon them, you have a few options with what to do with them: * Bargain with them directly to perform a task on the mundane plane before returning to their plane. This is dangerous but may work with friendly beings. * Release them on the mundane plane to do what they want. This is dangerous, but again might work with a friendly being. They'll return to their own plane shortly if they can. Otherwise, they might hang around for a while. It depends. A sylph will go howling off somewhere, never to be seen again. A salamander will light everything on fire in the vicinty, etc. * Cast Control on the spririt. This lets you comman the spirit to do something for some time and manage it directly. This isn't time limited by the spell length in general, but more on the task. * Bind the elemental. This means you don't need to go through the entire ritual again to have access to the being. You do need a command spell to make it do things for you each time you call it out of the binding to help you. Again, this is not hard-time limited. Elementals will still need something to manifest into, so beware of that. With Countermagic or Shield, must overcome resistance to cast more magic on self (this knocks CM down but not Shield). The exception is Storm Bull spells like Berserk. Excommunication will become necessary if you end up an actual staff priest somewhere. There get easier to pick up as you get automatic POW increases for leading worship at that point. '''Storm Bull Cult Spells:''' Berserker (2), Command Sylph (1), Face Chaos, Impede Chaos, Shield '''Common Divine Magic (available to Storm Bull):''' Dismiss Magic (1), ''Divination (1)'', Excommunication (ritual), Extension (1), Find Enemy (1), Find (substance) (1), ''Heal Wound (1)'', Mindlink(1), ''Sanctify (1)'', Soul Sight (1), ''Spirit Block (1)'', Warding (1), Worship (ritual), Armoring Enchantment (ritual), Binding Enchantment (ritual), Strengthening Enchantment (ritual), Spell Matrix Enchantment (ritual), Magic Point Matrix Enchantment (ritual) '''Associated Cults:''' Cure Chaos Wound (Chalana Arroy), Understand Beast Speech (Eiritha), Earthpower (Ernalda), Increase Wind (Orlanth), Cloud Call (Valind) (not available here), ''Command Spirit of Law (Waha)'', ''Fear (Zorak Zoran)'' * Q: How much does a (ritual) spell cost? I couldn't find the text on that. A: As battle magic (see p136-) * Command Spirit of Law is a spirit that attacts Chaos creatures in spirit combat. If it wins, they die. * Cure Chaos Wound is not that great: you stack it with a regular (spirit magic) heal and it provides all the MP for the spell. * Face Chaos keeps someone fighting a chaos monster they would otherwise flee. It's pointless to cast on Storm Bulls, but allows you to keep other warriors around. Mechanically, it's a little weak IMO. * Impede Chaos makes it so that chaos creatures have their attack reduced by 30% against the recipient of the spell. Mechanically, this strikes me as a bit weak to on first read. * Strengthening Enchantment spell (1 point of POW to learn). You can do the ritual, spend 1 point of POW and gain 1d6 additional hit points: choose at time whether to apply it to general hit points or a specific hit location. Houserule: you can only double your natural hit points. (This go silly RAW as there's no upper limit.) * Armoring Enchantment spell (1 point of POW to learn). Do the ritual, spend 1 point of POW, boost a hit location of armor 1d6 AP. Houserule: you can only double natural armor of a location, for the same reason. It might be best to hold off on this until you've found a nice set of iron armor. (You'll probably need to quest for that specifically at some point. It won't just show up as random loot.) * Magic Point Matrix spell (1 point of POW to learn). Ritual places 1d6 MP storage into a device. You can only do this once on a device, so probably want to go with multiple POW to get a decent one when you build it. * Binding Matrix spell (1 point of POW to learn). Ritual builds a binding enchantment. You still have to summon and command the creature into the binding. ===6 slots for special items=== * 3 crystals * Protection 9 spirit * Bladesharp 8 spirit * Strength 3 spirit (Iron axe doesn't count) ===Matrices=== I was looking at my spells and I realize that it would be good to have some of my spells as matrices. I looked at the rules and while I didn't understand them well, it seems I could get the Spell Matrix Enchantment spell. I would need an inscription skill of 30% too. This would effectively allow me to create matrices of some of my spells in exchange for POW - so it would only really make sense if and when I become a priest I reckon. It then becomes a choice between expending POW to gain divine magic [I]versus [/I] doing so to free up some room for (spirit magic) spells. Depending on how POW gain goes, I can see where it might be valid; I could even pass round some matrices like Disrupt to free others' Int's up. Just thinking about this really. I think it would be very good to have Protection 5 (=8 when boosted) but with Bladesharp 5, Heal 4 and Fanaticism as essentials, it leaves me only one point left for Disrupt. ===Cult advancement notes=== Q: In RQ, how does that Urox overlap into shamanism (Storm Bull) work in Prax? I understood it in HW/HQ but my guess is that it kinda means little in RQ as shamans already have a role in what would be divine cults in HQ. A: Good question that I don't have an immediate answer for. You worship Storm Bull as a god and treat him that way, but get access to associated spirits (summoning) through that. A shaman might see him as a massive spirit of some sort and could worship him and gain a point or two of his specialized divine magic (Berserk most readily, Impede Chaos next). From a modern perspective, you see the same entity through different lenses and thus are able to extract different things from it due to your own personal preconceptions of how he works. From a Gloranthan POV, it might be not be too different, given nobody is going to deny that a shaman, rune lord, or priest actually gained displayable power from the encounter. Anyone else? ===Training notes=== Did I give you training rules before? I know I mentioned that I just have you pay X amount to train so many hours. Then you get a normal skill check (not automatic). It works nicely and is far less fiddly than the official RQ3 rules. Let's just say that one training session costs 10 L for skills 0-25%, 20 L for skills 25-50%, 40 L for skills 51-75%. Most skills can't be trained above 75%, but use base skill to determine this (and Lore etc are exceptions). You can train 1 skill while carrying a full-time job per week. You can train 3 skills if you aren't working. Alternatively, you can replace on of those skills with stat training. After a season if training you get a single check for that stat. Most likely, you'll need multiple sessions to get an actual increase, so plan accordingly. Attributes: spend a season training and attribute (replaces 1 skill slot) and you can an attribute increase roll: just like a POW gain roll. Training: 10 L for skills 0-25%, 20 L for skills 25-50%, 40 L for skills 51-75% XP Checks: if d100 > current skill*, add 1d4+1. You always have your INT chance of succeeding. - Main Page; [[The Prax Adventure]]
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