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  • Common Magic, when not Concentrated, can consist of Talents, Charms, Feats, and Spells and these abilities can only be used as passive augments to other abilities.
    • A Charm is something you have.
    • A Feat is something you are.
    • A Spell is someting you do.
    • A Talent is something that is part of you.
By default, everyone knows some Common Magic -- think of this as... when you read about someone "making a sign to ward of an evil eye" or "knocking on wood", little lucky charms, rhymes your mom taught you, songs your father sings as he plows the field... that kind of thing -- that's Common Magic, except that in this case, it DOES something. All Common Magic normally does is provide you with another source of __passive__ Augments to other skills -- normally, you can't roll directly against them as a skill.
Example: I have the Common magic talent "Jump over Gap" at 17. It will provide me a +2 augment to my Jump skill rolls, IF I'm jumping over a Gap. If I'm jumping over a fence, it provides no augment (magic is very specific in that way). Further, I can't roll against "Jump over Gap" actively.
  • Concentrated Common Magic restricts the user only to using Common Magic Talents (exception: Self Rock Teaching in the main book), but the abilities learned can be used actively, instead of only as passive augments.
    Example: I concentrate my Common Magic. Now, instead of rolling my Jump skill to get over a Gap, I can roll my Jump Over Gap talent, and the resistance the GM is rolling against me is 14, NO MATTER HOW BIG THE GAP IS. (This is because "The World" resists magic specifically designed to overcome it with a default ability of 14.)
    But it's still complete crap for jumping over a fence.
  • Doyce, Mike here. There's yet another form of concentration that I'm not sure if you want to include or not. It's diety specific concentration. In this case, you can have any and all sorts of common magic, or even specialized magic, as long as it's all from one diety. The usual example is concentrating in Donandar or Lanbril, but the implication is that it can be done with specialized magic beings, too. If some of them have a "common" aspect, then that magic is allowed as well. I'm not sure there's a Gloranthan example that I can come up with (and so maybe it's supposed to be impossible), but in the SW game, I have Andaras available as both a common magic religion, and in other places as a full theist cult. I think that the CM religion gives charms. So, concentrating in the diety Andaras, instead of in the "Mundane World Magic" that gives you only talents, you can keep any CM magic charms, and any theist affinities you might hav. Anyhow, that's how I intend to play it. There's something on this in ILH, and I just read a section on it in MOLAD.

Magic Notes

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Page last modified on August 02, 2005, at 01:25 PM by MikeHolmes

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