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===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.
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