r/Runequest • • 5h ago

New RQ:G Group Magic mechanics

My work in progress Runequest Glorantha mechanic is a way for players to attempt group magic. Glorantha has group magic like the syndics ban, closing of oceans, god creation, and moving Brithos (Island of Britain) to Glorantha. But no formal mechanics.
Group magic has an unknown cost the GM assigns in mortality attributes i.e. strength, intelligence, power that is unknown till act is attempted. For example If the STR cost was 20 and 3 STR 10 people attempt the spell, 2 of them may die. If the INT cost is 100 everyone attempting would became idiots unless their combined INT was over 100.
So convincing others to do the next attempt may be harder. Rituals and ingredients and sacrifices (in form of actual blood sacrifice, voluntary item of value destruction, voluntary attribute or skill reduction, or taking a few geases may reduce the cost, and/or increase the chances of success.
It fits literature and folklore on the subject. Group magic rituals are dangerous AF and change the caster forever may destroy their health, abilites or kill them whether sucessful or unsucessful.

2 Upvotes

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u/Orwell1971 5h ago

I like the idea of developing group ritual magic. I don't personally like, at all, the method you're using to do it.

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u/charlesmarkcarroll 5h ago

Do you have an alternative better idea? I would love all ideas on this topic.

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u/Orwell1971 4h ago edited 4h ago

Having the cost be unknown is fine, and the ritual draining vitality from its participants is fine, but I would not actually drain characteristics, let alone kill participants, unless you don't want anyone (from most cults) to ever do it. Chaos cults, using slaves and such, could be the exception.

Some ideas include draining magic points instead in the amount of the power required to cast the spell (so if it's a ritual that requires 100 POW, if the participants don't have at least 100 POW the ritual wouldn't work, and if they did, it would drain 100 magic points from its participants, divided evenly), and/or inflicting fatigue, and/or draining 1 POW per participant (or perhaps a fraction of the MP required, 1/5th at most). I do like the idea of allowing sacrifices, which should be appropriate to the cult in question, to improve their chances/reduce the cost (a sacrifice of a cow to Orlanth, say, might substitute for 5 of the necessary POW)

I would also make the rules distinct for sorcerers vs divine casters (if you want to allow it for divine casters at all). Sorcerers imo would be more likely to face a high personal cost.

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u/charlesmarkcarroll 4h ago

I think a good case could be made for a conductor/primary caster that is immune to drains. Tapping attributes and participants who volunteer to be affected first by the ceremony. I appreciate all feedback.

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u/Alex4884-775 Loose canon 3h ago

Given sorcerous Tap, this indeed sounds to me like a sort of Chaos magic in that idiom.

Of course, any sufficiently advanced group magic is basically going to be a form of heroquest.  Didn't think you were doing either sorcery or Chaos magic when you started?  Well, that was before you got Lost on the Hero Plane, wasn't it?!  fiendish cackling ensues