So, I’ve been curious about this for a while, but I haven’t really found any relevant threads, nor any mention of it in the books, so I figured I’d ask. Might seems to give those who consume the Great Elixir far less of a benefit than it does most other creatures, barring the baseline having any Might at all gives them.
To start, yes, they gain immunity to Warping and aging, which is sufficient reason to go through with the procedure all by itself. But they don’t gain much benefit from the Magic Resistance, since they presumably already have a strong Parma Magica, and they don’t have any way to spend their Might Pool (or Might Score), and the only potential detriment to a low Might is the possibility of a weak Might stripper taking them out in one blow.
Is there anything I’m missing here? Do they have any use for their temporary Might at all? Is there any way for them to gain a way to spend their Might if they don’t have one innately? Do magi that gain Might in some other way derive any benefit other than the immunity and (possibly) Magic Resistance?
They can undergo Transformation like any other magical character and should thereby be able to increase their Might and gain Powers to spend it on. (May not be what was originally intended, as I don’t recall whether RoP:M came out before or after TMRE.)
An interesting idea for a house rule just popped into my head that would make this more interesting- current warping converts to your might score, with values above 5 scaling the same as the do for spells (so 1,2,3,4,5,10,15, etc.)
Which leaves you to decide 8when* to us the ritual and whether you gain more by enacting it now or waiting a few more years…
Having Might is not the same as immortality. While it grants immunity to aging and warping, it only provides resistance against deprivation (can't recover any spent Might) and no protection against disease or trauma. (see ArM5, p.182 and TM(R), p.133)
Compare gaining might against things like "The Great Elixir" (TM(R), p.43) and other effects which grant immortality.
True Immortal vs Only Might
Deprivation (Food/Water/Sleep/Breath): True Immortals don't suffer any penalties (except lack of speech without air) while beings with Only Might need to do all of these to recover spent Might points.
Severe Damage: True Immortals wounds never worsens and always fully recovers in no longer than a season. Only Might wounds can worsen and do not auto recover. True Immortals also have a different Recovery roll compared to everyone else and can recover far faster.
Lost Limbs/Organs: True Immortals will regenerate the limb after a season, while Only Might will have to use magic to regrown the limb.
Mental Changes: True Immortals revert back any mental changes in no more than a season if they are not sustained by magic, while Only Might will not. True Immortals will always revert back to the Personality Traits they had when they gained Immortality, while those with Only Might can change their Personality Traits. True Immortals will regain memories erased by magic once the magic is no longer sustained (no longer than a season, but can be much shorter since it is a weekly recovery roll that gains +3 for every week).
Might Stripper Spells: True Immortals specifically and clearly only take temporary Might loss by Might Stripper spells unless they are utterly destroyed (full recovery by the next day). Only Might loses permanent Might (unless you are playing with some House Rule) and reverts to mundane if all of their Might is stripped (though Might 0 is valid so enough stripper to take them into negatives is required).
Gaining XP: True Immortals have to bind XP and new spells into an enchantment or they loss them. Only Might has a penalty to their seasonal XP equal to their Might and can offset the penalty by using Vis. Only Might also has no issues learning new spells.
Am I missing something? I think it's trivial to ramp your Warping score up, and not hard to do it without risking Twilight, so wouldn't you push your Warping up really high first with no downside?
It depends how you push it up. For example simply living under the effects of a longevity potion will push it up slowly. as noted in another thread many people have managed to get their warping score to 10 (might 30 in this model) while never triggering a twilight event.