Mythras/RQ System Info, House Rules and Errata
More Magic Setting Notes
As a culture, Saladorian Magic is woven into the web of life, albeit on a smaller scale. It’s usually used to help with menial tasks, and so folk magic is common. All other Magic and practices are uncommon, unless experience- or culturally- specific. Which is to say, if you are a mystic- there’s a reason. There is a story. You know/knew someone. Unless in your city/village “everyone does it.” Likewise if you are a shaman, sorcerer, or theist. If your culture is Civilized, theism, sorcery and potentially mystic paths will be available. Nomad and Barbarian cultures add Animism & Mysticism is more easily accessible. Sorcery becomes rarer. Some regions have more specifics as well we can go over during character generation.
Animism is pretty much by the book, but with a few tweaks. Ancestor spirits will be able to help in ways similar to nature spirits without having to possess the Animist completely. Also, because death isn’t the (general) outcome of spirit combat in this game (tho MP exhaustion and incapacitation in a battle are certainly problems), some spirits that Players may have access to may be more aggressive. Predator spirits, or spirits that can engage other people in spirit combat.
Spirits are common in this setting though, and so are spirit wards. Strong spirits, however, are always a problem.
Some of the deadliness of spirits in this system RAW will be nerfed a little bit in this game. Most spirits won’t kill people, only incapacitate them, and generally won’t possess people aggressively (again, with some exceptions- basically spirits that expressly have that trait). These would be wraiths, or haunts or spirits generally linked to a place, or random hostile entities. But someone on the team should be a Shaman. It will allow for Role-Playing solutions in many instances vs combat. Only strong or very specific spirits will kill, and those spirits should be few and far between, and generally, not a surprise. Losing a spirit battle will leave you wiped out of Magic Points and incapacitated. So a shaman could, theoretically, beat almost anyone in a fight, without ever actually fighting. Just his spirit wiping someone out and knocking them out. Of course, they will wake up- but even then, they would be extremely vulnerable to spirit combat due to low Magic Points- at least for the first day or two.
Mysticism is standard. Schools will be listed as they are known in the “Cults, Guilds & Brotherhoods” section.
Theism is standard. Gods & Pantheons will be listed as they are known in the “Cults, Guilds & Brotherhoods” section. Theism is very strong in this game, and tied to specific traits of Gods for that reason. So, if you worship the Night God, it’s possible that during the day some of your spells may not be as effective- or may not work at all.
Sorcery is standard. And standard is potent. But sorcery can be Magic point cost heavy in a way that forces its use to be somewhat strategic. Also- if you are going to play a sorcerer, I recommend getting the latest rules. There is some math involved in how the spells are calculated before they are cast, and the book will explain it better than I can. It’s not complex, but it is very flexible with a lot of options, and if you want to get the most out of a sorcerous character, you should understand the system.
With sorcery, certain schools may offer different shaping skills beyond the standard mechanics, depending on their nature.
We will also be using the Magic Fumbles table (Monster Island, pg. 130)
Some of the deadliness of spirits in the game will be nerfed a little bit. Most spirits won’t kill people, only incapacitate them. These would be wraiths, or haunts or spirits generally linked to a place, or random hostile entities. But someone on the team should be a Shaman. It will allow for Role-Playing solutions in many instances vs combat. Only strong or very specific spirits will kill, and those spirits should be few and far between, and generally, not a surprise. Losing a spirit battle will leave you wiped out of Magic Points and incapacitated. So a shaman could, theoretically, beat almost anyone in a fight, without ever actually fighting. Just his spirit wiping someone out and knocking them out. Of course, they will wake up- but even then, they would be extremely vulnerable to spirit combat due to low Magic Points- at least for the first two or three days.
This message was last edited by the GM at 11:33, Sat 03 Apr 2021.