Book of Doom

Table of contents :
Prologue
Q&A
Extra Rules
Alchemy
What is an Alchemist?
The Alchemist Guild
Alchemical Skills
Brew (Concoction)
Poison Lore
Taste Analysis
Use of Alchemical Skills
General Method
Potency of Concoctions
Processing Times
Forms of Concoctions
Blade Pastes
Contact Pastes
Draughts
Dust Packets
Gaseous Concoctions
Mundane Concoctions
Pills
Salves and Ointments
Soluble Powders
Sprays
Wafers and Biscuits
Ingredients
Formulae
The Alchemist Profession
Sample Alchemist
Magic in Alchemy
Activate Compound
Blend Ingredients
Identify Substance
Resist Explosion
Stabilize (Property)
Prices
Alchemical Concoctions
Acids and Alkalis
Spell Potions
Disease Potions
Cure Disease Potions
Fertility Concoctions
Healing Concoctions
Immortality Concoctions
Pain Killing Concoctions
Pick-Me-Up
Poisons
Poison Antidotes
Power Restoring Concoctions
Power Blasting Concoctions
Sleeping Concoctions
Mundane Concoctions
Alchemical Plants & Their Uses
Arroin’s Joy
Easy Climb Tree
Fire Burst Tree
Fire Pods
Firewood Tree
Sunfire Plant
Suncups and Sun Trumpets
Buildings and Ships
Characteristics
Damage
Damage Amounts
Repairing a Ship/Structure
Magic for Buildings & Ships
Attract Good Catch
Crest Waves
Hasten Boat
Hide Ship From Others' Eyes
Know Course
Pivot Ship
Resilient (Category)
Row Together
Sail Into Wind
Sail on Land
Sail through Ice
Seal Leaks
Storm Sailing
Crafting
Crafting Specialties
Crafting (Knowledge) Skills
Color Glaze
Make (Object)
Pattern Firing
Crafting Magic
All Master
Beat Metal Tirelessly
Handle Hot Metal
Imbue Item With Quality
Imbue Item With Magic
Move Rocks
Precision Hammer
Purify Metal (Metal)
Season Wood
See Into (Metal)
Shape (Substance)
Sharpen Weapon
Shift Stonework
Shore Up Tunnel
Strengthen Object
Strong Wall
Unblock Way
Work Stone of the Faceless Statue
Alloy Metals
HeroQuesting
HeroQuesting Skills
HeroQuesting
HeroQuest Magic
Alter Ritual
Ease Access to the Hero Plane
Find Dragon Weakness
Find the Way
Heroform (Deity)
Horse Path
Hinder Access to the HeroPlane
Hold Portal
Identify Otherworld Region
Influence HeroQuest
Perceive Other Worlds
Swim Back From Death
Unstoppable Hunt
Understand Ritual
Underworld Guide
Walk Hero Plane (Type)
Ritual Sacrifice
Sacrificial Magic
Appease Sinkhole
Assure Fertility
Earth Blood
Propitiate Earth
Lift Curse From Community
Return Curse to Sender
Sacrifice Apostate
Sacrifice Sacred Ruler
Stop Plague
Trading and Income
Bounty
Omens
Environmental Factors, Raids, and Invasions
Previous Bounty
HeroQuests
Determine Bounty Results
Adventurer Income
Additional Occupation Income Penalties
Determine Adventurer Income
Pay Cult Tithes
Paying for standard of Living
Manage Household
Examples
Garlanna
Peskala Blue Scale
Tarrak
Runes
Additional Rules
Character Generation
Runic Inspiration
Runic Mastery
Gaining Runic Mastery
Effects of Runic Mastery
Rune Tables
Elemental Runes
Power Runes
Form Runes
Condition Runes
Sub-Runes
Book of Doom
Skills
Ritual Magic
Description
Spirit Magic
Appease (Being)
Ball of Tails
Unfading Letters
Runemagic
Augment (Ceremony)
Awaken Hidden Field
Awaken (Object)
Befriend Forest
Bestow Kingship
Bind Breath in (Body part)
Bless Grove
Bless Ruler
Blood Beer
Blood Paint
Call Rain (Type)
Cleanse Ill Health
Create Magical Servant
Create Ring
Curse Ruler
Exorcise (Type) Spirit
Grounding Ritual
Happy Home
Heal All Chaos
Heal Womb
Into Middle Air
Invoke Wyter
Locate Lost Soul
Open Moot
Perfect Mate Augury
Pranjala's Sickbed
Protect Message
Raise Courage
Rekindle Hearth Fire
Retain Youth
Safety Alarm
Secure Shop
Sever Relationship
Sleep Back To Life
Stop Eruption
Summon People (Type)
Summon Milk Spirit
Other
Description
Skills
Endure (Hardship)
Feel (Element)
Learn Local Gossip
Please (Person)
Sense (Type)
Spirit Magic
(Action) While (Deed)
Alert (Group)
Boost Skill (Skill)
Boost Category (Category)
Even Louder
Know Direction of (Place)
See Through Eyes (Type)
Runemagic
Acute Hearing
Animate Moustache
Blend Into (Background)
Block Spell
Characteristic Bane (Characteristic)
Characteristic Boost (Characteristic)
Climb (Effect)
Dazzle With (Effect)
Defeat Foe (Type)
Enhance Skill (Skill)
Enhance Category (Category)
Enhance Spell (Spell)
Go Without (Substance)
Grip of Iron
Ignore (Substance)
Master (Skill)
Resist (Person)
See In (Light)
Silence Opponent
Tireless (Effect)
Yourself
Sorcery
Apprentice Bonding
Create Familiar
Elemental Deities
Darkness
Description
Runemagic
Drum Fear
Drum Rage
Water
Description
Spirit Magic
Scent Underwater
Strengthen Net
Runemagic
Create Healing Rainwater
Create Spring
Deep Dive
Drown Chaos Foe
Flood
Influence Tides
Predict Tides
Prevent Drying
Stop Rain
Swim Upriver
Swim Up Waterfall
Turn Earth Into Mud
Wash Away (Effect)
Earth
Description
Skills
Calculate Food
Find Sustenance (Sustenance)
Know Needs
Spirit Magic
Knock Down Foe
Remove Dust
Solidify Dust
Runemagic
Attune Hidden Field
Bless Garden
Call Children
Close Hole
Determine Kinship
Force Flyer to Ground
Head of Household
Heaviness
Kill Affliction (Type)
Match Height
Moisten Earth
Mother Knows Best
One More Bite
Open Hidden Field
Open Pit
Ponderous Step
Raise Earth
Slimestone
Fire
Description
Runemagic
Contain Fire
Fire Breath
Fire Hug
Firewall
Heat Liquid
Keep Fire Burning
Melt (Water-based Substance)
Stay Warm
Steady Spear
Unquenchable Light
Air
Description
Skills
Vanganthi Fighting Style
Spirit Magic
act Upwind
Clear the Air
Crushing Noise
Cutting Wind Blast
Scouring Wind Blast
Thunderclap
Vanganth's Strength
Runemagic
Abrasive Wind
Avoid Lightning
Block Moon With Clouds
Block Sun
Bring Clouds Down to Earth
Call Dust Storm
Command Storm
Courage
Create Tornado
Divert Flood
Divert Stream
Drive Storm
Eye of the Storm
Fighting Storm
Fly Against the Wind
Fly on Bag of Winds
Flying Leap
Howl Like the Wind
Killer Rain Gale
Leap With Wind
Lightning Touch
Obscure Daylight
Overcome Storm
See Chaos Taint
See Through (Weather)
Snatch Breath
Start Thunderstorm
Storm Darkness
Storm Voice
Summon Wind From Bag
Swallow Fear
Thunderous Charge
Trap Wind In Bag
Travel as Wind
Undying Storm
Moon
Description
Spirit Magic
Make Dizzy
Moon Eye
Runemagic
Block Ritual
Blunt (Weapon)
Combat Attack
Command Horse Scarer
Divert Spell
Panic Horse
Resist Emotion (Effect)
Self-Resurrection
Temple Jump
Realms
Adventuring
Description
Skills
Sense Ambush
Trick Riding
Spirit Magic
Leap Through Window
Quick Knot
Ride Quietly
Sleep Anywhere
Slippery Skin
Sober Up
Stop Bleeding
Tooth Shattering Armor
Warm Blanket
Runemagic
Avoid Dragon Breath
Avoid Trap
Awakening Shout
Disobey (type) Leaders
Evade (Rune) Daimon
Force a Way
Hold Plunder
Light Sleep
Reach Home
Spoil Aim
Agriculture
Description
Skills
Direct (Beast)
Tame (Beast)
Spirit Magic
Calm Beast (Beast)
Clear Voice Shout
Preserve
Whistle (Beast)
Runemagic
Affect Herd
Calm (Beast)
Command Herd Leader
Gather Flock
Increase Wool
Increase Yield
Plough Hard Earth
Shield Land (Effect)
Sure Plough
Beast
Description
Runemagic
Batter Foe
Bite Rodents in Half
Bite Spirit
Charge of the Ram
Conjure (Beast/Object)
Dancing Beast (Type)
Fearless Mount
Firm Seat
Great Snarl
Grow Claws (Transform Limbs)
Lion's Bite (Transform head)
Outsmart (Animal)
Paralyzing Bite (Transform Head)
Protect Animal From Disease
Rend Spirit (Type)
Roar of Command
Silencing Bellow
Soar
Speak To (Beast)
Tireless Mount
Vengeance of the Pack
Wolf Friend
Chaos
Description
Runemagic
Baleful Eye
Breathe Ash
Call Man
Gift of Fire
Gorp Part
No Harm
Plant Warp
Project Acid
Shelter
Spawn (Monster)
Summon Gorp
Terrifying Appearance
Wither Plant
Sorcery
Blood Power
Create Ghoul
Create Henchman
Create Skeleton
Create Vampire
Create Zombie
Ecstatic Communion
Steal Rune Magic
Cold
Description
Skills
Ski
Snowshoes
Spirit Magic
Icicle
Snow Blindness
Throw Ice
Runemagic
Blizzard
Freeze Earth
Cause Avalanche
Freeze Sea Creature
Hail
Increase Snow
Snow Fort
Snow Shelter
Entertaining
Description
Spirit Magic
Cheer Up (Group)
Make (Person) Laugh
Make Music Without Instrument
Sing In Another Language
Runemagic
Animate Puppet Face
Bestow Art
Clear Voice
Compose Poem
Gather Round
Song of Laughter
Song of Sleep
Song of Sorrow
Sound Horn
Uplifting Anthem
Web of Words
Wind Carries Song
Wounding Tongue
Fertility
Description
Runemagic
Aid Conception
Bowl of Plenty
Conceive
Healing
Description
Skills
Treat Mental Illness
Spirit Magic
Banish Infestation (Type)
Carry Burden
Cure Minor Burn
Diminish Injury
Ease Birth
Poison Guard
Prevent Infection
Staunch Blood
Suck Poison
Wash Away Blood
Runemagic
Cleansing Bath
Cure Love
Cure Wound (Type)
Don't Hurt Me
Ease Birth Pangs
Empathic Healing
Fumigate
Heal at a Distance
Heal Anyone
Heal Herd
Heal Unborn
Healing Blow
Healing Radiance
Neutralize Venom
Numb Mouth
Poison Shield
Poison Purge
Prevent Death
Refreshing Rest
Shield Non-Combatant
Stop Berserk Rage
Hunting
Description
Skills
Imitate (Sounds)
Spot the Weakest
Spirit Magic
Beast Tracks
Irresistible Lure (Type)
Mask Scent
Soul Dart
Spirit Arrow
Runemagic
Call (Beast)
Catch any Water Creature
Commune With (Deity)
Follow in Footsteps
Hide Animal Tracks
Hide from Spirits
Predict Prey's Movements
See Invisible Tracks
Resemble (Animal)
Sure Track
Track Over (Terrain)
Walk Among Prey
Illusion
Description
Skills
Mimic
Runemagic
Another Me
Imposter
Switch With Me
Knowledge
Description
Skills
Illustrate Text
Interrogate
Know (Subject)
Talk Whilst Fighting
Spirit Magic
Dry Ink
Runemagic
Be Impartial
Read Text
Bestow Wisdom
Cite Precedent
Copy Text
Distract with Words
Identify Runic Powers
Ignore Distraction
Invoke Law
Iron Will
Memorize Message
Memorize Text
Peerless Understanding
Protect Document
Read at Speed
Read Magical Text
Restore Memory
See Bodiless Spirits
See Hidden Being
See True Value
Will of Iron
Love
Description
Skills
Make Love (Type)
Spirit Magic
Aid Contraception
Arouse (Person)
Beautify (Target)
Motion
Description
Skills
Dodge Missiles
Three Arrow Trick
Spirit Magic
Fly Fast
Remain Standing
Reverse Direction in Midair
Runemagic
Carry Companion
Curved (Missile) Flight
Dive from Above
Fleet Foot
Land on Both Feet
Leap
Leap Away From Blow
Leap Over (Type)
Lightning Fast Strike
Move Easily In Nature
Move Through (Substance)
Move Lightly
Never Get Stuck
Quickfire
Quick (Weapon)
Return (Weapon)
Ride (Weapon)
Run Over (Terrain)
Run Up (Object)
Stampede
Walk on (Type)
Walk Rope
Peace
Description
Skills
Spirit Magic
Avoid Fight
Befriend (Type)
Calm Emotion (Emotion)
Kiss and Make Up
Prevent Anger
Runemagic
Find Compromise
(Group) Harmony
Help Others Overcome (Problem)
Instill Pride
Stop Argument
Stop Chaos Panic
Stop Conflict
Plant
Description
Spirit Magic
Hear Forest Song
Improve Seeds (Type)
Runemagic
Bless Plants
Flower
Sprout Seeds
Support Plant Against Wind
Toughen Skin
Ruling
Description
Skills
Impress (People)
Shame (Person)
Runemagic
Command Deity (Deity)
Command Meeting
Illuminate Speaker
Lead (Group)
Inspire Loyalty
Overawe Crowd
Protect Tula
Radiate Authority
Rally (People)
Remind of Duty
Sense Dishonor
Stop (Deity) Magic
Sun
Description
Spirit Magic
Look Into Brightness
Runemagic
Blinding Flash
Bright Spear
Burn Darkness Spirit
Chaste Bed
Clear Sight
Commanding Radiance
Dancing Lights
Dry Wet Field
Eagle Eye
Falling Star Javelin
See From Above
Shrug off Storm Magic
Silence Thunder
Spear the Dark
Sun Beam
Suppress Peasant
Thief
Description
Skills
Appear Friendly
Assess Wealth
Deflect Blame
Flee
Identify Richest Pickings
Invite Me In
Lose Pursuer
Talk With Hands
Spirit Magic
Copy Face
Copy Voice
Run Through Narrow Places
Squeeze
Runemagic
Block Magic Scout
Climb Anywhere
Distract Attention
Enter Home
Evade Identification
Hide Self
Invisible Hand
Invisible Trap
Leave No Trace
Silent In (Effect)
Stand Unseen
Strike Without Warning
Unseen in (Light)
Walk Without Footprints
Trader
Description
Skills
Enhance Appearance of Goods
Recognize Magical Object
Spot Thief
Spirit Magic
Reassure Stranger
Runemagic
Communicate With Strangers
Discern Secret
Encourage Trust
Entice Buyer
Equal Exchange
Guarantee Profit
Find Right Path
Find Way in (Area)
Find Escape Route
Find Hidden Paths
Identify (Type) Path
Sense Theft
Stop Thief
Trickster
Description
Skills
Bamboozle
Spirit Magic
Seem Innocent
Runemagic
Avoid Glance
Avoid Harm
Feel (Emotion)
Feel No Guilt
Fiery Breath
Fiery Fart
Twins
Description
Spirit Magic
Mirror Twin
Runemagic
Enhance Twin
Sense Twin's Location
Twin Mind
Two As One
Underworld
Description
Runemagic
Funeral Dirge
Shout Away the Dead
Strike Spirit
Terrify Ghost
Track Soul
Sorcery
Blinding Pain
Brand of Lust
Burn the Unrighteous
De-nature Alcohol
Dominate Partner
Iron Fang
Iron Hide
Iron Hoof
Lance of Agony
Mark of Sin
Shrive the Guilty
War
Description
Skills
Assess Enemy
Avoid Enemies
Boast
Bully
Count Army
Dodge (Type)
Read Enemy
Taunt
Spirit Magic
Crumble Bones
Dodge Missile
Fight to the Death
Fight Whilst Dying
Long (Missile)
Send Battlefield Command
Stand Loyal
Runemagic
Armor Mount
Armor of Flintnail
Arrow Armor
Augment Stone Weapon
Battle Hymn
Become One With (Mount)
Block Attack
Block Missiles
Break Line (Type)
Break Through (Substance)
Coordinate Forces
Break (Weapon)
Conquer (Rune)
Cripple (Being)
Crushing Grip
Cut Deep
Cut First
Deadly (Missile) Throw
Disarm Foe
Disrupt Enemy Line
Endure Wound
Eternal Watch
Ferocity
Fight Against (Person)
Great Blow
Humakt the (Weapon)
Hurl Boulder
Hurt (Enemy)
Keep Fighting
Kill Man
Last Gasp Recovery
March In Step
Mile (Weapon) Throw
Night Watchman
Orderly Retreat
Pierce Dragon Hide
Rapid Charge
Restore Morale
See Through Enemy's Ruses
Several Strike As One
Shattering Blow
Shout of Pain
Slay (Creature)
Smash Many at Once
Stand Against Many
Stay at Your Post
Survive Until Dawn
Unbreakable Formation
Unbreakable (Weapon)
Vengeful Dirge
Vigilance
Voice of Command
(Weapon) Help
Epilogue
Jonstown Compendium
What is the Jonstown Compendium?
What can I find in the Jonstown Compendium?
Where can I find the Jonstown Compendium?
Jonstown Compendium Supplements
Full Contents

Citation preview

Thank you for purchasing the Book of Doom. Herein you will find spells from forgotten deities and new skills for your adventurers to learn. The Book of Doom is copyright © 2020 Simon E. Phipp, all rights reserved. Editing and extra content by Frank Montellano. Cover art by Ken E. Copyright Free under Creative Comms License CC0 1.0 Universal (CC0 1.0) Interior artwork by Dario Corrallo. Interior map of Snake Pipe Hollow used with permission from the Argan Argar Atlas, by Greg Stafford, Jeff Richard, and Sandy Petersen

Prologue Extra Rules Runes

3 4 41

Book of Doom Epilogue Full Contents

44 125 127

RuneQuest is a Trademark of Moon Design Publications and is used with their permission via the OBS Community Content program. For more information please visit Chaosium’s website: www.chaosium.com. The Chaosium and RuneQuest Logos are used under license.

-2-

Q: My Games Master does not allow unofficial material, why should I buy the Book of Doom? A: Obviously, at any Gaming Table, the Games Master’s word is law and if the Games Master does not allow noncanon spells or skills then you might have a problem. However, it is worth showing your Games Master the Book of Doom and explaining how cool it is, to try and change the Games Master’s mind. Or change to a Gaming Group that uses the Book of Doom. Telling them that “Simon says it’s okay to use these spells” is flattering, but I am not sure how effective it would be in practice.

I was never a fan of sticking strictly to the spells from the RuneQuest rulebook and have designed my own spells over the years. YGMV and all that. Rather than keeping them buried on my website, I thought I should make them available to everyone through the Jonstown Compendium, but updated for the RuneQuest: Roleplaying in Glorantha (RQ:G) rules.

Q: Why do many of the spells and skills have strange names? A: Many names are taken from various writeups of deities in Hero Wars and HeroQuest supplements. These have given a strong flavor to the deities described, so I have tried to retain the names. Where possible, I have tried to generalize spells, so Speak to Wolf becomes Speak to (Beast), to reduce the number of spells described and allow for more spells to be available.

Here are some questions people might ask about this supplement.

Q: Where can I find spells mentioned, such as Lightning? A: Where a spell is mentioned in the RQ:G or Glorantha Bestiary, I have generally not included a page reference. Spells referred to in other supplements generally have a reference.

Q: What does the Book of Doom contain? A: Well, we have 55 new skills, 89 new spirit magic spells, 22 new sorcery spells, 494 new Rune spells, 5 new sets of rules, 15 Alchemical concoctions, 11 ways of delivering concoctions, 4 magic items and 7 varieties of plants.

Q: How do some of these spells work? For example, how does Break Enemy Line or Don’t Hurt Me actually work? A: To be honest, I don’t care. I have played enough Hero Wars and HeroQuest not to bother with these details. A healer who casts Don’t Hurt Me might find the target just doesn’t want to hurt her, or tries and their weapons bounce off a forcefield, or whatever. A berserker who uses Break Enemy Line might smash through like a bulldozer, slip through a gap or find that one of the soldiers trips. Part of a Games Master’s job is to narrate these things as they happen or just handwave them away and say they just happen.

Q: Can I use these extra rules, skills, and spells in other Jonstown Compendium Supplements? A: Of course. There are several ways to do this: • You can use these spells, skills and items for NPCs, with the following note in the Credits Page: “Some material is from the Jonstown Compendium Book of Doom, by Simon E. Phipp”. • You can include the descriptions of up to 20 skills/spells, with the following wording in the Credits Page: “Some material is originally from the Jonstown Compendium Book of Doom, by Simon E. Phipp, reproduced with permission”. • If you want to include more than 20 spells or skills, or any of the new rules, then please contact me. We don’t really want people creating books of spells using these spells or skills.

Q: What cults grant these spells? Who can use these spells? A: Although many of these are from Hero Wars or HeroQuest writeups, this does not mean they are available to every member of the original cults. Instead, I see these as skills and spells that can be gained through joining sub cults, Hero cults or through HeroQuesting.

Q: Now that the Red Book of Magic is out, why would I buy the Book of Doom? A: There are two big differences between the Red Book of Magic and the Book of Doom. First off, the Red Book of Magic is official RuneQuest material and the Book of Doom is not. Second, and more importantly, this supplement is full of new spells, skills, and items, while The Red Book of Magic is an update of existing RuneQuest spells.

Q: What about Game Balance? Are these spells and skills balanced? A: Not really. In general, the Rune Magic here is more powerful than Spirit Magic and the spells are of comparable power with similar spells in the RuneQuest rules. Although these spells are not official, they have been play-tested for years and are suitable for use in your Glorantha.

-3-

Q: Why do you have extra rules about seemingly random areas in a supplement of mostly spells? A: Some of the spells described affect the areas covered by the extra rules. For example, I have spells that assist with alchemy, help with ships and buildings, or enable crafters to add special effects to items. They would not have made much sense without some explanation, so rather than explaining them in the text of the spells, I have placed them in their own sections. The rules for Trading and Income came about when I realized that a merchant’s caravan or a ship should use Manage Household, as they were effectively households.

What is Alchemy? In RuneQuest terms, Alchemy is the skill to transform substances and to make alchemical products, concoctions and such like. The following section supplements the RQ:G Alchemy skill on p175.

An alchemist is someone who practices alchemy. Alchemists include wise women, tribal shamans, healers, thieves, assassins, sages, Mostali, sorcerers and adventurers. All these people brew magical concoctions of some kind, although their ingredients, methods and final products will differ considerably. An Aranea Shaman will produce Spider Venom Antidote in a different way than a Lhankor Mhy Alchemist in a laboratory. One thing that alchemists have in common is an almost fanatical secrecy—they will never reveal their secrets to those outside their group.

Q: How do I know which spells are compatible with the spells in the Book of Doom? A: The rule of thumb that I use is like is incompatible with like. There are far too many spells here to detail compatibility and then more spells in the RQ:G rulebook and the Red Book of Magic. However, here are some guidelines: • Skills: Spirit magic spells that increase a skill are not compatible with spirit magic spells that increase the same skill; spirit magic spells that increase skills might be compatible with spirit magic spells that increate all the skills in a category; spirit magic and rune magic are usually compatible; Rune magic that increases a skill is generally incompatible with similar spells. • Characteristics: Spirit magic/sorcery spells that increase characteristics are usually mutually incompatible; Rune spells that double characteristics are incompatible with spirit magic/sorcery spells that increase characteristics. • Weapon/Person: Rune magic that increases the chance to hit of a particular weapon, cast on the weapon, is often compatible with Rune magic that is cast on the person and increases the skill. • Penetrating Damage: Spells that double penetrating damage are generally compatible with each other and stack. Spells that double damage bonus or weapon damage are often compatible. As with all things, the Games Master’s view is paramount and should be followed. But, having a spell that doubles damage, on a special roll with Truesword, doubled against trolls, cast on an iron broadsword can be very satisfying when all these are compatible.

Author’s Comment Alchemy in the real world, as the forerunner of modern chemistry, was involved in the transformation of physical substances by mundane or arcane means. These rules for Gloranthan Alchemy focus on physical changes. It does not address the spiritual ideas of Alchemy, those of transforming the Soul by a series of rebirths —that is the province of philosophers and mystics.

RuneQuest Classic had the Alchemist Guild as the cornerstone of Gloranthan Alchemy and implied it was a global institution controlling every function of alchemy. However, I prefer that each large town or city in welldeveloped areas would have its own Alchemist Guild, nestled amongst the other established guilds. Each Alchemist Guild operating independently, but with similar rules. These guilds would be made up of the local sages, healers and wise women, maybe even sorcerers, thieves and assassins. In dwarven areas, there may be one or two Mostali in the guild, but this is rare, except in places like Pavis. Thieves and assassins have a need for secrecy, so usually only have a token presence in the guild. Except for areas where developed and primitive/barbarian areas meet, such as in Pavis, shamans would not be present in a guild. Each urban area has its own Alchemist Guild, which would have membership drawn from locals. Visiting alchemists would have to join the local guild, normally by providing letters of reference, proof of skills and a substantial fee, but once an alchemist has joined the guild, the new member is treated as any other member.

A game such as RuneQuest is very modular and can easily absorb specialist rules covering specific areas. The following rules are unofficial and may be covered by official rules from Chaosium in the future. Games Masters should decide which rules they like and which they do not, mixing and matching to best suit their game. -4-

Often, a visiting alchemist can share a formula to obtain access to the local guild, but only if the formula is not one already known. Some guilds grant visitors access to their formulas and some do not, treating them as Associate Guild Members. This varies from guild to guild.

Knowledge Base 00% Also known as Lore (Poison), this relates to the knowledge of all types of poisons and their antidotes. It allows the user to identify a poison, to choose the correct poison or antidote for a given job, or to identify the original source of a poison (such as plant-based, mineral-based and so on). It is an exceedingly rare lore, only taught by assassins and similar dastardly folk. Even shamans of Aranea or Bagog will have no Poison Lore, as they are concerned only with their own poisons and antidotes, not with the general study.

The Alchemist Guild regulates the practice of alchemy in its own area. It does this by operating a closed shop and price-fixing cartel—the only people allowed to practice alchemy are guild members and the costs of their services is tightly regulated and usually expensive. Alchemical concoctions can only be bought from registered guild members and anyone trying to undercut them will suffer consequences for which there is seldom an antidote. Seekers after alchemical wisdom in rural, barbarian or primitive areas must actively search for local practitioners, as these areas will not have a guild. Such rare practitioners will generally sell what concoctions they possess, but are notoriously secretive and possessive of their skills. It is extremely difficult to learn craft secrets from them.

Perception Base 00% This skill is used to identify alchemical concoctions and other substances by means of tasting or smelling a minute, harmless amount of the sample. Taste Analysis cannot be increased through experience, it must be taught or researched. A user of Taste Analysis may only identify substances previously encountered, and can only hazard an educated guess at what a unknown substance is. If an adventurer succeeds in the skill and has not sampled the substance before, the Games Master should say that it is probably a particular substance, but you are not sure. Generally, the higher the skill, the more substances the adventurer has been exposed to and can identify. Certainly, a master of Taste Analysis should be able to identify all common alchemical substances.

All alchemical skills have a base chance of 00%, are increased only through training or research, never by experience, and are, with the exception of Taste Analysis, Knowledge skills. Since these skills have a base chance of 00%, they must be taught in order to be known—nobody can teach themselves Alchemy from scratch.

The user can only identify the potency of the substance within a certain range, giving an idea of the strength of the concoction. A normal success gives ranges of very strong, strong, normal, weak, and very weak. A special success gives potency in the ranges of 1-5, 6-10, 11-15, 16-20 and so on. A critical success gives the exact potency of the sample.

Knowledge Base 00% This is the generic alchemical skill used for any and all magical and mundane brews. Alchemists learn to mix bases, active ingredients, and binding agents to make different types of concoctions with this skill. Each type of concoction is covered by one skill, but each skill may be used to make more than one kind of concoction. For instance, the Brew Venom Antidote skill may be used to prepare Spider Venom Antidotes, Scorpion Venom Antidotes and Snake Venom Antidotes.

A fumble with the skill means the user is affected by the concoction—he swallowed the Hydra Venom or the Impotency pill instead of just a taste.

There are countless versions of this basic alchemist skill. A few of the more well-known are Brew Acid, Brew Alkali, Brew Glue, Brew Perfume, Brew Poison, Brew Venom Antidote, Brew Healing Potion and Brew Beer.

The following is a rough and ready guide to the mechanics of the alchemy skills. It covers all the alchemical skills and so does not discuss rules which are specific to only a few skills. Those will be included in a later section.

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A failure can mean several things, depending on which area of the creation failed. If the problem lies with the base or the binding agents then the concoction may still work but may have a distinctive odor, taste or appearance. If the failure was in the active ingredients, then it may be of reduced potency. It is up to the Games Master to determine how the brewing process failed and what effects that would have.

An alchemist's Brew (Concoction) skill represents the base chance to brew that concoction. It does not relate to the strength of the concoction to be made, nor to the time taken to make the concoction. Games Masters might prefer to simply use the Alchemy skill from RQ:G to be able to brew all substances, or to use the Craft skills. For example, Craft (Brewer) might be used to brew beer. However, having a Brew (Concoction) skill for all concoctions allows it to be used for anything from brewing beer to brewing immortality potions.

The maximum strength, or potency (POT), of a concoction is determined by the ingredients available to the alchemist. An alchemist may normally only make concoctions of equal potency to the raw materials, so, an alchemist using the leaves of the Joy of Arroin plant to make a healing concoction is limited to the POT of the leaves and cannot make a POT 12 concoction from POT 7 leaves.

An alchemist can improve the chance of success in any alchemical process by augmenting the Brew (Concoction) skill with Alchemy, Poison Lore or Runes, using the standard rules for augmenting. Of course, this means that someone knowing a good number of Lores would always have a good chance of success—one of the advantages of study.

However, it is possible to make alchemical creations of higher potency than normal by breaking down, concentrating and purifying the concoction, in the process wasting a great deal of the natural ingredients and taking more time to process the concoction. This works by halving the POT of all ingredients used, rounding fractions up, and summing them to gain the new POT.

Working in a laboratory with the right equipment, or having many ingredients to use, gives another bonus. Each of these situations gives a +10% bonus to the chance of success. Success in the modified Brew (Concoction) skill means the concoction was created and will work as intended. Normally, there is no benefit for a special, critical or even a special critical roll, except when a concoction is designed to be difficult to detect by particular means, then the skill required to detect the concoction must match or exceed the Brew (Concoction) roll.

So, the above alchemist could process the fruits of three different Arroin’s Tears bushes (POT 10, 12 and 15) to make a high potency Cure Shakes Concoction. The concoction’s POT would be 10/2 +12/2 +15/2 = 19 POT, wasting 18 POT points but gaining a more effective concoction. Such reprocessing increases the time required to create the concoction. The time needed becomes the sum of the times it would normally take, so the above example would take 3 times as long as normal to make.

Author’s Comment What is a special critical? It is an extra level of success, described in Secrets of Dorastor. Basically, you get a special critical if you roll equal to or below the hundreds digit of your skill, so someone with a skill of 01-99 cannot roll a special critical, someone with a skill of 100-199 rolls a special critical on 01, 200-299 gets one on 01-02 and so on. It is useful when everyone has high skills and powers skills, so always criticals, this allows the Games Master to differentiate between good rolls and superior rolls.

Mundane concoctions have a potency representing their purity, represented by a base POT, but they also can be purified, using the same technique and rules as above. So, soap based on beeswax collected by virgin acolytes from the Great Hives of Gorakiki would be purer than soap made from common tallow and would have a much higher starting POT.

So, if an alchemist made a systemic poison powder designed to dissolve in wine and rolled a special success, any Taste Analysis roll needs to be a special to identify the poison. Obviously, such well-crafted concoctions can be sold at a premium.

The final potency of a mundane substance depends on the Brew (Concoction) roll. A fumble produces an unusable concoction, POT 0; a failed roll means the POT is spoiled, POT is reduced by 1D4. A normal success means the POT is unchanged. A special success indicates a fine concoction with +1D3 POT, while a critical roll means an excellent product of +2D3 POT. High potency mundane products will sell for more than low potency ones—POT 12 mead will sell for more than POT 3 mead and will knock your socks off.

A fumble means the concoction was ruined and cannot be used.

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Author’s Comment Concoctions, potions and draughts? Why have so many different terms?

It is difficult to give a general idea of the time necessary to produce alchemical substances, but a rough guide of between one hour and several days should suffice for most substances. This will differ depending on the concoction being produced, after all an herbal tea should only take 10 minutes to prepare and infuse whereas a fine malt whiskey takes years to mature.

Partly to avoid confusion. A concoction is a generic term that covers all alchemical products. A potion is also a generic term, as used in the RQ:G rules. A draught is specifically a liquid concoction that must be drunk to have an effect.

It is possible to have multiple batches on the go at the same time, at the Games Master's discretion. It depends on whether you see alchemy as an art consisting of the alchemist taking care over each concoction, or a production line with many concoctions at various stages of production. A well-equipped alchemical laboratory may reduce the time taken to produce concoctions.

These are extremely fine powders which must be scattered in a cloud to be effective, usually they are thrown at a target or placed in trap devices for dispersal. Care must be taken or the user may suffer the effects along with the intended target. The dust is stored in an easily burst packet with 50 packets = 1 ENC. Dust packets are expensive, having a Cost Factor of 3.

Here, we use the general term "Concoction" to encompass many different alchemical products of pastes, pills, biscuits, wafers, salves, ointments, drinks, powders, gas canisters or sprays. These all have similar effects but are carried, stored, and used differently. To create a concoction in a different form, the alchemist must know the formula for the different concoction. So, there is one formula for Spider Venom Antidote Salve, and another for Spider Venom Antidote Pill, both of which are produced using the Brew (Venom Antidote) skill.

These gases are stored in vials which, when broken or opened, release a gas which must be breathed in to have an effect. Sometimes, simply being exposed to the gas causes it to be absorbed through the skin at half POT, at the Games Master's discretion. Gas vials are 5 vials = 1 ENC and have a Cost factor of 3.

These are semi-liquid, viscous pastes which are smeared on a blade or needle and take effect when the blade damages a target. Used mainly for poisons, blade pastes last for one successful hit (damage done or not) or up to three parried hits. They are stored in small pots with 8 pots = 1 ENC and are expensive, having a Cost Factor of 3.

Glues, perfumes, makeup, oils, soaps, and various types of alcoholic drinks can be made by alchemists. In fact, most alchemists earn their living selling mundane concoctions. Each type is of a different size, but most have a Cost Factor of 1 and the various Brew (Mundane Concoction) skills are Common for the purposes of working out the price.

These are semi-liquid pastes which are applied to a surface, where they dry out and become almost undetectable. Upon contact with bare flesh, the concoction is absorbed and takes effect. Needless to say, spells such as Protection and Shield offer no protection against contact poisons and other effects. They are stored in vials with 10 vials = 1 ENC and have a Cost Factor of 3.

These are small, solid and concentrated concoctions which must be swallowed to take effect. They are smaller than Lunars, so 320 Pills = 1 ENC. Pills are expensive, being the most convenient concoction form, and have a Cost Factor of 2. Since pills are hard to label, most alchemists add a bright dye to ensure speedy identification—beware color-blind alchemists. Often pills are coated in pleasant-tasting syrup or chocolate—see Miracle Max in the film The Princess Bride.

These are liquid concoctions which must be swallowed to take effect. They are stored in vials or bottles which weigh the same as 20 Lunars, so 8 vials = 1 ENC and have a Cost Factor of 1. -7-

These are semi-solid concoctions which must be rubbed on an area to take effect. Besides healing products and cosmetics, powerful and specialized glues also fall in this category. Salves and ointments are usually stored in small containers, each dose weighing the same as 16 Lunars, so 10 salves = 1 ENC. These types of concoctions are usually created with a base of fats or oils. They are also expensive, having a Cost Factor of 2.

All alchemical substances need three kinds of ingredients: The base, active ingredients and binding agents. • Base: This is the main part of the product. The base is often wine, beer, fat, powdered stone, plant extract, biscuit, and so on. Depending on the form the concoction takes, the base will differ. Potions need liquid bases such as milk, water, vinegar, oil, wine or beer. Salves use animal fats, gorp jelly, or other gelatinous substances. Pills use fats, pastes, and powdered plant and animal materials. Powders often use ground rock, ashes, insect shells, soot, or other dried substances. • Active Ingredients: These are what gives the concoction its special abilities. They are derived from animals, plants, minerals, and other, more exotic sources. • Binding Agents: These are used to ensure the active ingredients and base combine and blend well, do not react with each other and do not separate. A good binding agent creates a concoction that will last for a long time and will taste or look well. It is no good having a healing salve POT 20 which looks and smells like diarrhea. Ashes of various materials, chalks, eggshells, hide glues, powders, webbing, wax, and some plants and liquids work well as binding agents.

Item: Spirit Gas

Purifed through an alchemical process arcanely related to Tapping, the formula for producing this rare gas has been lost but was known in the ancient west. When a vial is opened and the gases breathed in, the user’s magic points are increased by the potency of the gas until after the breath is let out.

Alchemists have several bases which they use for all their concoctions. The problem they have is finding the correct active ingredients and binding agents to make a good concoction. Most people know that the leaves of the Arroin's Tongue herb cure Soul Waste, if steeped into an herbal tea, but don't know what needs to be added to it for the brew to last more than a day, or how to process the leaves into a powder that does not become useless.

These are fine powders that must be dissolved in liquids and drunk to have an effect. They are stored in sachets with 50 sachets = 1 ENC and have a Cost Factor of 2.

Bases and binding agents are generally stable and a dedicated alchemist will have a steady supply of these on hand. Active ingredients are a different story and will usually be collected as demand grows. Most of these are easily obtained, whether by collecting plants and minerals from local fields, forests or caves, by dissection of animals, or by buying the ingredients from local suppliers.

These are made using the Make (Spray) skill and are liquids which are applied using a fine spray. Similar to contact pastes, sprays are effective on contact, whether it be on flesh, armor, plants, or stone. They are stored in bottles, so 5 bottles = 1 ENC, but each bottle may contain up to 20 doses. They have a Cost factor of 3 and are fairly rare, although the Xiola Umbar Priestess Ral-Gex was famed for their use at Trollball matches.

Many alchemists grow often-used plants in herb gardens, in particular Chalana Arroy temples have expansive gardens with acres of common, rare, local and exotic herbs—these are the healing plants of legend. Some concoctions need more exotic ingredients and the alchemist must quest for them or have others quest on their behalf. This can affect the time taken to create a concoction—the alchemist may have eye of newt in stock but where can he get hydra kidneys? Once again, it is up to the Games Master to decide whether a concoction is in stock and, if not, how long it will take to retrieve the needed ingredients for its making.

These are solid concoctions which must be chewed and swallowed to take effect. They are quite small, so 25 biscuits = 1 ENC and have a Cost Factor of 1. Often, Alchemists add sweetener to biscuits and wafers, but wise-women and doctors make them bitter, "So you know they’re doing you good.” -8-

The cost of making a concoction depends on the cost of the ingredients. Typically, the base accounts for 10% of the cost, the active ingredients 40%, and the binding agents 50% of the cost. Of course, if a high-quality product is required then the base cost will rise—good wine costs more than plonk, for instance. If the active ingredients are rare, then their costs will rise accordingly. The cost of binding agents stays fairly constant unless the base is radically altered.

Below are a few example formulae: • Healing Draught: Base—Date vinegar (weak). Active ingredient—Mashed Fingersticks. Binding agent—Powdered impala horn. Steps—Mash fingersticks until all pieces are small enough to swallow. Cover. Add base, 1 dram an hour until mash turns from green to yellow, keeping mixture covered in between. Uncover and burn off any gases released. Mix in powdered impala horn with a bronze spoon or other bronze instrument. Draught is potent for one season, longer if a critical is rolled in the making. POT is based on the active ingredient (Fingersticks), but usually between POT 2-10.

Generally, a concoction sells for twice what it costs to make, so the alchemist takes half the price of each sale as profit. This pricing does not take into account variations due to issues of supply and demand.



Ostrich Clan Eggshell Glaze: Base—secret. Active ingredient(s)—secret. Binding agent(s)—ground ostrich eggshell mixed with crushed scorpion men carapace and ham beetle shell. This concoction is used to strengthen ostrich eggshells for use as containers (whole) or armor (pieces). All ostrich clans have some method (spell, skill, or otherwise) whereby shells are used after the young are hatched, but this strengthening formula is known only to three of the southernmost clans. After being glazed, the eggshells have a strength equivalent to light scale armor or a wooden shield. There are only a handful of ostrich rider alchemists. One clan has mastered the art of a rare blue-green version of this glaze, and their armor and shields created from triangular eggshell shards have drawn the attention of dragonewts.



Thunder Blood: Bases—Electrified water mixed with used Thunderstone dust. Active ingredients— Saltpeter, ashes of a Storm Bull. Binding agent—Red wine of POT 10 or higher. Additional notes: As an added step, an appropriate spell or skill must be used to render this concoction safe for consumption.

The proper combination of base, active ingredients, binding agents and steps on how to mix them together is called a formula or recipe. Each alchemist knows many formulae, enabling the alchemist to make different kinds of concoctions. If the concoction is to be made in several forms, the alchemist must know a formula for each form, so an alchemist may know Healing Spray, Healing Salve, Healing Pill and so on. The Games Master should decide how detailed these formulae are. A valid formula, good ingredients, and a successful skill roll will result in a working concoction. Simply possessing the formula is not enough. Author’s Comment In my experience, flavor items like this are great and Players really like them. However, the novelty soon wears off and they forget about the details of formulae and ingredients, preferring to assume that they always have them in stock and don’t need to do anything special for normal concoctions. After a while, you should simply have the formula and roll the appropriate Brew skill and that should be enough.

Item: Thunder Blood

An alchemist may learn new formulae by various means. They may learn a new formula from a fellow alchemist or spirit for example. It is possible to find a formula written down in an alchemical tome or grimoire. An alchemist may also research a new formula by studying treatises of plant, mineral, and animal properties.

For 30 minutes after drinking, the user has a booming, thunderous voice (like the Storm Voice spell) and can be easily heard at a range of 100m.

To determine the research process, each week of research the alchemist must make a Brew (Concoction) or Alchemical Lore roll—if the roll is a critical then the alchemist has found a new formula, if a fumble then the discovered formula produces a different result to that expected. Each player alchemist should keep a note of which formulae are known, including ingredients, costs, brewing times, and any other particulars. -9-

Phatrice the Philosopher. Male, Age indeterminate (middle-aged). STR 9 CON 13 SIZ 11 INT 18 DEX 11 CHA 10 POW 15 Magic Points: 15 Move: 8 Damage Bonus: Melee: 0, Missile: 0 Spirit Combat Damage: 1D6+1 DEX SR: 3, SIZ SR: 2, Melee SR: 5 Cult: Lhankor Mhy Sage Runes: Truth 90%, Stasis 70% Rune Points: 10 Rune Spells: Activate Compound, Blend Ingredients, Find (Healing Plants), Find (Unicorn Parts), Find (Chaos Gem), Knowledge, Translate, Restore Health Spirit Magic: Passions: Loyalty (Pavis Temple) 60%, Loyalty (Bernard) 40%, Greed (Longevity Potion) 90% Reputation: 50% Hit Points: 13 Healing Rate: 3 Location Melee AP/HP Head 19-20 0/5 Left Arm 16-18 0/4 Right Arm 13-15 0/4 Chest 12 0/6 Abdomen 09-11 0/5 Left Leg 05-08 0/5 Right Leg 01-04 0/5 Armor: None Skills: Alchemy 87%, Art 30%, Bargain 50%, Brew (Antidote) 80%, Brew (Cosmetics) 65%, Brew (Longevity Potion) 60%, Brew (Poison) 60%, Cult Lore (Lhankor Mhy) 70%, Dance 20%, Devise 30%, Evaluate 50%, Farm 40%, Herd 25%, Insight (Human) 40%, Lore (Alchemy) 90%, Lore (Poison) 95%, Manage Household 70%, Sing 25%, Spirit Combat 40%, Taste Analysis 90%, Worship (Lhankor Mhy) 70% Languages: Sartarite 90%/90%, Tradetalk 70%/90% Magic Items: 2 doses of longevity potion Treasures: Alchemical Laboratory Ransom: 500L Allied Spirit: None

Author’s Comment The alchemist is not recommended as a player character profession as they are a funny sort of bunch, always secretive and hunched over their equipment, rather like programmers or accountants in the real world. However, some people enjoy playing alchemists and who am I to stand in the way of their enjoyment? Many professions use alchemy, so the following skills should be included in standard character generation prior experience: • Assistant Shaman: Brew (Concoction) +10%, Taste Analysis +5%, 2 formulae. • Shaman: Brew (Concoction) +20%, Taste Analysis +10%, 4 formulae. • Crafter: Make (Object) +20% • Healer: Brew (Concoction) +30%, Taste Analysis +20%, 6 formulae. • Philosopher: Alchemical Lore +20%, Brew (Concoction): +10%, Taste Analysis +10%, 2 Formulae • Thief: Brew (Concoction) +10%, Taste Analysis +15%, Make (Object) +10%, 2 formulae. • Equipment: For all these professions, as standard, plus basic alchemical equipment worth 50L, concoctions or materials worth 50L. Anyone using alchemical skills must tailor them to the character involved—Chalana Arroy cultists would not brew poisons, while an Aranea Shaman would be a source of spider poisons and antidotes of various forms. Members of particular cults or organizations may also have skills such as Poison Lore or Make (Object). Initiates of sage cults such as Lhankor Mhy, Irripi Ontor or Flintnail would also be able to obtain alchemical skills, as would assassins and thieves.

Phatrice’s life in alchemy started at a young age, as he turned to acids and poisons to attack bullies who made fun of his odd-sounding name. A couple of centuries later, those bullies are long dead and Phatrice hardly looks older than middle-age. - 10 -

Since Glorantha is, with the exception of the God Learners, Mostali and Western Kingdoms, at the technological equivalent of the Bronze Age or Iron Age, alchemical skills are very primitive and the alchemical spells are equally as primitive and under-developed. The most sophisticated users of alchemical magic in Glorantha are, of course, the Mostali, in particular those of the Quicksilver and Silver Castes. They have access to common sorcerous alchemical spells such as Venom or Create (Sense) in addition to their own specialty spells— the Stabilize (Property) spells.

He has several wealthy patrons funding his somewhat successful search for youth and immortality and thus has a wide variety of ingredients and equipment (+20%). He has settled in Pavis, mainly because that is the city closest to a ready supply of unicorn parts, needed for his longevity potion. A member of the local Alchemist Guild, Phatrice makes poison antidotes for adventurers going into the Rubble and poisons for anyone who can buy them. His pursuits focus on biscuits, pills, potions, draughts, powders, and high-end cosmetics. The two longevity formulae are his most prized secrets, though he has been unable to source the esoteric ingredients they call for, nor is he willing to share what those ingredients are, at least that is what he tells anyone who knows he has the formulae.

Author’s Comment Venom? What is that? It is a spell from RQ3 that poisons the target. I have included some examples from previous versions of RuneQuest simply because I often use those rules.

He spends his days experimenting on possible combinations and permutations of the two recipes, contemplating possible changes in the recipes’ steps and substitutions of the rare ingredients. Occasionally he discovers a new formula.

1 Point Touch, Instant, Reusable When cast on a mixture of chemical substances, this spell activates the combined ingredients, awakening the special properties of the mixture. This is often used when dealing with explosives or poisons. When mixed together they are harmless, after the Activate Compound spell is cast, then they become explosive or poisonous.

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Although he is not available (or willing) to help adventurers in need of alchemical concoctions, one of his assistants could be plied with enough money to make it worth their while. Bernard, his field assistant, is known to hire adventurers to procure needed ingredients in return for alchemical concoctions.

Author’s Comment In real alchemy, magic or the belief in magic played an integral part. Most medieval Alchemists were magicians of some sort—even Sir Isaac Newton believed in the connection between magic and alchemy. Why, then, is magic never used in alchemy? The answer to this is simple—it is!

1 Point Touch, Instant, Reusable When cast on an alchemical concoction, the ingredients of the concoction will blend together, even if they are incompatible. This is often used to create concoctions that cannot normally be created or can be used when substituting ingredients in a concoction. Blend Ingredients simply means the concoction will still work. It is a spell for lazy alchemists or for those who experiment a little too much.

There are many cults that grant spells relevant to alchemy: Chalana Arroy priests use the Preserve Herbs and Refine Medicine spells to manipulate healing plants; Bagogi shamans use Venom Boosting to strengthen their venom; shamans of Hsunchen cults use spells to increase the venom of their totem animals; Talons of Cacodemon can use Vomit Acid to produce a strong, if foul smelling acid, Krarsht Teeth can use Sweat Acid; the cults of Moorgaki and Mee Vorala may use Runemagic to produce alchemical secretions.

Such a concoction will not explode in flames when being made, or will not react to make a foul-tasting poison, for instance. Of course, this all depends on whether the Games Master has a list of incompatible raw ingredients. So, any alchemist worth their salt knows that crushed dragon-gizzard stones and wyvern gallstones don’t mix and react very badly, but Phatrice puts them together in his longevity potion using Blend Ingredients, for that is the only way that this concoction can be made.

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• 1 Point Self, Temporal, Passive, Reusable For the duration of the spell, the user has Taste Analysis and any alchemical skills doubled for the purposes of identifying alchemical compounds or substances.

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2 Points Touch, Temporal, Passive, Reusable For the duration of the spell, the user takes half damage from explosions. Damage is figured normally and halved after penetrating armor and protective spells.

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Stabilize Reaction: For the duration of the spell, the concoction will be stable and will not decompose, explode, spoil or otherwise degrade. This is sometimes used to make an explosive mixture seem harmless or to stop a poison from weakening or decaying. Stabilize Strength: For the duration of the spell, this adds the Intensity to the POT of the concoction. So, an Intensity 11 Stabilize Strength cast on 20 doses of POT 8 Acid would result in 20 doses of POT 18 Acid.

The average cost of a concoction is calculated based on the following factors: • Base cost per POT. The training cost for the 26-50 band training cost for the skill type divided by 10 (RQ:G, p417). So, the base costs are 2L for a Common concoction, 6L for a Professional concoction and 10L for a Rare concoction.

For instance, Garan the Grinder casts Resist Explosion before entering a trapped corridor. His caution is well founded when a mine explodes, doing 6D6 damage to all within 3m. The Games Master rolls damage and rolls 25, ouch! Subtracting Garan's minimum amour of 5, this would do 20 points of damage to general hit points, but Resist Explosion halves this to 10 points and Garan staggers back the way he came, a little deafer and a little wiser as to the defenses of the Mostali.

1 Point Temporal, Passive This spell must be cast on an alchemical concoction. Each point of intensity allows it to affect 10 doses of concoction, each dose must be of the same type but not necessarily of the same potency. When the spell ends, the effects also end, but while the spell is in effect it cannot be dispelled.

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Cost per POT. Depends on the type of concoction. Most Brew (Concoction) skills are treated as Professional, but some are Rare (RQ:G, p417). See the Costs per Potency Table.



Cost Factor. This is a multiplier based on the form of the concoction (see Quantity and Cost Factor chart)

The total price is (base cost per POT + cost per POT) x (POT) x (Cost Factor). If the substance is of constant strength, treat it as having POT 10. So, a Healing Pill of POT 5 will cost (6+2) x 5 x 2 = 80L total. A Healing Biscuit POT 7 would cost (6+2) x 7 x 1 = 56L, but a Healing Draught only costs (6+2) x 1 = 8L per POT. Mundane concoctions such as soaps, perfumes, and candles are Common and have a Cost Factor of 1, so cost 2 x 1 = 2L per POT.

Each time the ritual is used, the spell caster must expend 1 POW in addition to the magic points used in the spell. If the spell is part of a Multispell with other Stabilize spells, only 1 POW is expended, no matter how many Stabilize spells are used.

Of course, local circumstances will affect the cost of products as will availability of ingredients, the number of alchemists in the area, prevailing political climate, and a host of other factors. "If you don't want to pay 1,000 Lunars for a dose of Cockatrice venom Antidote, then I'll gladly buy your statue from your companions upon their return."

The different Stabilize spells are as follows: • Stabilize Blend: For the duration of the spell, the affected concoction will act as if its base, active ingredients and binding agents were compatible. This keeps the concoction stable for the duration of the spell, removing any problems resulting from a poorly made concoction. • Stabilize Quantity: This must be combined with the other Stabilize spells in a Multispell. For the duration of the spell, each point of Intensity allows a further 10 doses of concoction to be affected. • Stabilize Concoction: For the duration of the spell, the affected concoction remains fresh and unspoiled, regardless of the vicissitudes of time, temperature and weather.

Author’s Comment Prices of Alchemical concoctions will vary from place to place and will also depend on how many people in the area provide these concoctions. A wise woman in a small village near a Scorpionfolk nest might charge a lot more for Scorpion Venom Antidote, but not if there are dozens of locals selling such antidotes.

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Quantity and Cost Factor Chart Form Blade Pastes Contact Pastes Draughts Dust Packets Gaseous Concoctions Mundane Concoctions Pills Salves/Ointments Soluble Powders Sprays Wafers/Biscuits

Doses in 1 ENC

8 10 8 50 5 Varies 320 10 50 5 25

Cost per Potency Concoction Training Acid Professional Alkali Professional Spell Potion Rare Disease Potion Professional Cure Disease Professional Fertility Professional Healing Professional Immortality Rare Pain-Killing Professional Pick-Me-Up Professional Poison Professional Antidote Professional Pow-Restoring Professional Pow-Blasting Professional Sleeping Professional Mundane Common

Acids and alkalis are brewed using the Brew (Acid) and Brew (Alkali) skills. A well-equipped laboratory is normally essential for the production of effective acids and alkalis—don't expect shamans to throw flasks of acid.

Cost Factor 3 3 1 3 3 1 2 2 2 3 1

Acids destroy flesh and metal on contact, doing their POT in damage. Weapons struck by acid will take damage direct to their armor points—APs do not protect against acid damage. Armor and weapons damaged by acid can only be repaired using Craft Armoring or Craft Weapon skills, weapons or armor destroyed by acid cannot be repaired.

Cost (L) per POT Base Cost Price 6 10 16 6 10 16 10 15 25 6 1 7 6 5 12 6 5 12 6 2 8 10 Varies Varies 6 2 8 6 2 8 6 4 10 6 5 11 6 2 8 6 2 8 6 10 16 2 Varies Varies

Flesh damaged by acid can be healed like normal damage unless the location is totally destroyed in which case the location must be regrown. Any acid damage is likely to produce scarring—attempt a Luck Roll to see if scarring occurs, with facial scarring possibly causing a loss of CHA. Alkalis act in a similar way to acids except they do not attack metal. It is up to the Games Master to decide whether metal armor actually protects against alkali attacks. Leather or linen will be eaten away, as will armor straps unless a Luck Roll is made. Alkalis have the same effect on flesh as do acids. Since such corrosive liquids are so deadly, it is a good idea to allow players a Luck Roll to enable them to cut away any armor hit by acids before they eat through to the skin. Acids and alkalis counter each other’s effects. If an alkali or acid is applied to a struck location in the same round that the opposing agent struck, the POT of the stronger is reduced by the POT of the weaker, leaving the residue to eat away as normal. So, an adventurer hit in the leg by POT 16 acid may pour POT 10 alkali onto his leg to end up being burned by the remaining acid at a POT of 6. Of course, this involves some preparation and a little risk—is the broo spitting acid or alkali at me? Although acids and alkalis are normally liquid, they do occur in powder, solid and even gaseous forms, although few players would appreciate their adventurers being enveloped in POT 20 acid clouds.

These are the different types of alchemical creations. Some are taken from previous versions of RuneQuest and some are new. Each description contains the properties and use of the concoction and ingredients. Please refer to the Cost per Potency chart and the Quantity and Cost Factor chart for the costs of these concoctions. Obviously, there are other concoctions which can be made, and Players and Games Masters should try to think of more interesting creations during game play.

Acids and alkalis are usually made from mineral sources, although it is possible to obtain active ingredients from gorps, spitting chaos creatures or even hydras. There is, in fact, a well-known recipe for acid brewing that begins "First, catch a Hydra ...". Author’s Comment For any chemists out there, yes, I know that this bears no relation to how acids and alkalis actually work in real life.

Author’s Comment Personally, I am wary of allowing player characters to brew these concoctions, after all, bottles of POT 20+ corrosive liquids make devastating weapons when thrown or slung. In my opinion, acids and alkalis are best left to NPCs and monsters.

Acids and alkalis are fairly expensive, being difficult to produce, and requiring a high level of alchemical skill.

- 13 -

Disease potions are used by initiates and Disease Masters of Mallia, but others may also possess them. There are two types of disease potions, those with a POT and those without. These act in different ways: • Disease potions without a POT merely expose the user to the disease as per the normal rules for disease. • Disease potions with a POT must match their POT against the user's CON as normal. If the roll is fumbled, the user is immune to the disease for the POT in hours. Once infected by the disease, the disease will progress according to the normal disease rules.

Author’s Comment I never liked these and do not use them in my campaign. However, as they were in RuneQuest Classic, they should be included here, I suppose. Although the terms spell potions, disease potions and cure disease potions are used in the following sections, these products can be made into salves, biscuits, or any other concoction. Potion is used because that is the term used in RuneQuest Classic and spell concoction sounds very strange. Spell potions are made using the Brew (Spell Potion) skill to make, although mean Games Masters might need the actual concoction, for example Brew (Spirit Magic Spell Potion).

Disease potions are almost always made from the blood or other fluids of infected creatures, although some plants may be used. For instance, Spirit Moss can be used to make a Cause Soul Waste disease potion.

Spell potions are magical in nature and contain a spell trapped inside a potion. An alchemist prepares the concoction, and the spell is then cast (at added cost) into the liquid.

Disease potions are disease-specific, so a Disease Potion (Soul Waste) would not cause the Shakes. Some formulae may be a little more generic than normal, so it may be possible to take the blood of a carrier and create a concoction for the disease he carries without the alchemical formula being disease-specific. So, an alchemist may be able to make both a Disease Potion (Soul Waste) from the blood of a Soul Waste carrier and a Disease Potion (Creeping Chills) from the blood of a Creeping Chills carrier using a Brew (Disease Concoction) formula.

Upon consumption, the drinker can cast the spell, needing no magic points or Rune points, as these were invested when the spell was cast. The user does not need to make a roll to cast a spell from a spell potion either, as the spell has already been cast. It costs twice the number of magic points to cast a Spirit Magic spell into a concoction, one set for casting the initial spell and another for the casting of the spell upon drinking. So, a Bladesharp 4 concoction costs 8 magic points.

As with poisons, disease potions are designed to be undetectable through normal means, except by Taste Analysis or Treat Disease. If the Brew (Disease Concoction) roll is a special or critical then the identifying roll must also be a special or critical. Some disease potions are merely designed to infect an area and the maker does not care about taste or color. These are fairly easy to spot and are designed to cause terror.

Runemagic spell potions cost the normal number of Rune points to cast, plus twice that in magic points, so creating a Shield 4 spell potion costs 4 Rune points and 8 magic points. The Rune points can be regained and the alchemist does not need to wait until the concoction is consumed before regaining the spent Rune points.

Disease potions are rarely sold, as they are produced by the Mallia cult for its own purposes, although the extremely rare Cause Plague potion costs around 10 times the normal price.

Once cast into a spell potion, the spell cannot be further manipulated. So, an adventurer with the Shield 4 spell potion cannot drink it and increase the Shield by spending Rune points. An adventurer with a Power Enhancing Crystal POW 4 cannot drink a Bladesharp 4 spell potion and push it through the crystal to cast Bladesharp 8. An adventurer with sorcery skills cannot manipulate a spell, so cannot drink a Boon of Kargan Tor 8 spell potion and boost the Intensity to 12.

Normally, a successful use of a cure disease potion cures one case of a particular disease in one patient, although there are more potent varieties. These rare cures, when given to a patient, can cure any one disease, or can even cure all diseases.

Spell potions often have magical raw ingredients, for example powdered crystals, the blood of a mage or the tears of a Dehori. Players and Games Masters are free to come up with inventive raw materials.

Cure disease potions have a POT and give a bonus that depends on the severity of the disease, as shown in the table below. The concoction affects all subsequent rolls, as the disease is treated. - 14 -

Severity Mild Acute Serious Terminal

As with healing concoctions, most cure disease potions are made from healing plants, although other ingredients may be used—a powdered unicorn's horn, for example, will act against all diseases in a single patient with a POT equal to the Unicorn's POW when the horn was removed. The blood of a unicorn may also be used, acting as a Cure Any Disease potion of 1 POT per point of STR lost, curing one instance of any disease in the patient. Exotic potions to cure rare diseases cost more than usual, depending on the diseases to be cured.

Bonus POTx5% POTx4% POTx3% POTx2%

Cure Disease potions can be used in two ways: • If the potion is given to a patient, then it will cure the disease on a roll of the bonus. If the roll is normal the disease is halted, if a critical then the effects of the disease are reversed, if the roll is fumbled the disease becomes one stage worse, with critical patients dying. • If the potion is given at the same time as a Treat Disease attempt, the concoction adds its bonus to the Treat Disease chance and while the patient is being treated. If the Recovery roll is a special, then the patient improves by two stages; if a critical, the improvement is three stages. Severity

Mild Acute Serious Terminal

Bonus

Adjusted Treat Disease

50% 40% 30% 20%

102% 92% 82% 72%

Recovery (Failed Treat Disease) 125% 115% 105% 95%

These are used to increase the fertility of people. Each POT point increases the fertility of the user by 5%, increasing the chance of conception. The effectiveness will be reduced by 1 POT per hour after taking the concoction. So, a couple with a 5% chance of conceiving take a POT 12 Fertility concoction and increases the chance of conception to 65%. They try again two hours afterwards, this time having a 55% chance of conception, the third time is after a further 3 hours and has a 40% chance of conception.

Recovery (Successful Treat Disease) 250% 230% 210% 190%

Some fertility concoctions affect potency or desire rather than fertility. These are called Lust Concoctions or Love concoctions and are sold by wise women in shady little corners frequented by nervous-looking men.

Healing concoctions simply heal damage, although they usually do not restore general hit point damage or characteristic point loss. A healing concoction has slightly different effects depending on the method of application. • In salve, spray, or ointment form, a healing concoction will cure damage only to the location the concoction is applied to. It will cure damage up to its POT with any excess POT wasted. • Pills, biscuits, and concoctions which must be consumed will heal damage in the worst affected location, then the next worst and so on until all the POT is used up, with any excess POT wasted. • Gaseous concoctions will heal damage to the chest first then will act as ingested concoctions at half remaining POT (rounded down) until used up. • Injected healing concoctions heal the location into which they were injected, then will heal the worse damaged location, then the next worse, and so on.

So, a healer with Treat Disease skill of 52% administers a Cure Brain Fever potion POT 10 to a terminally ill patient with a CON of 15. • On the first attempt at treatment, the healer rolls 90, a failure, so the patient attempts a recovery roll at 95% and rolls 70, a success, so the disease is reduced to Serious. • The next attempt at treatment, the Healer rolls 75, which would have been a failure at a Terminal Level but is a success at Serious, increasing the chance of recovery to 210%. The patient rolls 90 and moves to an Acute stage. • On the next attempt, the healer has a 92% chance of treating the disease, rolling 50, and the patient now has a 230% chance of resisting and rolls 10, a critical, so the patient is cured of the disease instead of moving to the Mild stage. See the Disease rules in RQ:G, p154 and the Treat Disease skill in RQ:G, p182 for more information on diseases.

Healing concoction are usually made from healing plants, magical animals or magical minerals. For instance, powdered unicorn horn will produce enough raw material for the unicorn's SIZ x 10 in doses at a POT equal to the creature’s POW.

- 15 -

Since an Alchemist must learn the formulae for all his healing concoctions, he must note down the specific ingredients used. So, a healer who brews healing concoctions from the Arroin's Finger succulent cannot use the fruit of the Arroin's Tears bush in her concoctions unless she learns the correct formula. This implies that healers need large gardens of healing plants, either that or a herd of unicorns, good stealth skills and a sharp saw.

Pick-Me-Ups are concoctions which relieve tiredness and fatigue. They act by restoring their POT in temporarily lost CON.

Poisons are harmful substances usually produced by plants or animals as a defensive or offensive weapon, but there are also poisonous minerals.

Author’s Comment Alchemists throughout the ages have searched for the elixir of life—immortality. I have thus included a description of an Immortality Concoction, even though such concoctions are incredibly rare and are often the result of a successful HeroQuest.

All poisons have a potency and work by matching their POT against the target's CON on the Resistance Table. A successful roll means the target was affected by the poison and takes some damage. For a normal poison, the damage is equal to the poison's POT, but other damage is equally possible—Spider Venom will paralyze the victim for a number of days equal to the POT minus CON. Cockatrice Venom turns the victim into stone on a successful roll. If the roll is failed, poison damage is normally halved or has reduced effect. A fumble means the target has immunity to the poison for a number of hours equal to CON.

Immortality potions must be consumed to be effective. They prevent aging for their POT in years, so, a mage drinking an Immortality Potion POT 21 will not age for the next 21 years. Immortality potions are made from exotic and rare ingredient, powdered Truestone, the blood of Immortals, the waters of the Styx, the heart of a virgin or whatever. No one can buy the ingredients at a local shop; they must be quested for. Such concoctions are virtually priceless, as not only are the ingredients impossible to attain, but the level of skill needed to create such a powerful concoction is out of reach of all but the most Heroic. The chances of buying one on the open market are impossibly slim.

Most poisons are made from raw materials derived from plants or animals. The POT of the raw materials will decay until the raw material is rendered safe. That is why concoctions are used—to keep the potency stable by mixing and processing the raw materials. Poisons are brewed for the express purpose of trying to harm someone. If brewed correctly, the poison is difficult to spot, needing a successful Taste Analysis or Search roll to spot. If the concoction is brewed with a special or critical roll then the detection roll also needs to be a special or critical roll. Successful brewing means the poison will blend into whatever medium has been chosen for transmission.

These are used when extreme pain is experienced, for instance if possessed by a Pain Spirit, being about to undergo a Trial by Ordeal or when needing to ignore functional incapacitation. They work by blocking the effects of pain. • Pain killing potions subtract their POT from the effective POW of Pain Spirits • Pain killing potions add their POT to effective CON when rolling to resist pain • Pain killing potions subtract from damage done when determining whether a person is incapacitated

Poisons are relatively cheap, but special poisons will be more expensive, whether they have exotic effects, are difficult to detect or have no known antidote.

These act to counteract the effects of poison. They must be taken after the poison has been applied and before the poison has taken effect or within 10 minutes of the poison's effect.

For example, Broyn the Brave has been afflicted by a POW 10 Pain Spirit that reduces all his skills by 10 and occasionally matches POW vs POW to functionally incapacitate him. Broyn drinks a POT 10 pain killing concoction, which negates the POW of the Pain Spirit, offering him temporary relief (dependent on Games Master and pace of play).

Antidotes counteract poisons by subtracting the antidote's POT from the poison's POT. Compatible antidotes have a cumulative effect, adding their POT together.

- 16 -

For instance, Shergar Sunhoof, centaur extraordinaire, is punctured by a Scorpionman Queen’s stinger, injecting him with POT 40 Scorpion Venom. By good planning, he has two doses of POT 15 Scorpion Venom Antidote on him and manages to quaff them both after disposing of her majesty. Each vial reduces the POT of the poison by 15, leaving a paltry POT 10 poison to ravage his dashing equine physique.

and a powdered Unicorn Horn will counter all poisons. However, such antidotes are very difficult to find, taking many years of research and costing the lives of countless prisoners, slaves and trollkin as they eat the extracts of various plants after being affected by poison. Spoiled antidotes of this type will be ineffective. Antidotes for more exotic poisons will be sold for a higher price, Alchemists will quite cheerfully overcharge adventurers going on a quest against a hydra, for without hydra venom antidote they would not stand a chance.

Some antidotes are partially effective against other poison types in addition to the normal poison type. Antidote Mineral

Fully Effective Any Mineral Poison

Gas Spider

Any Poison Gas Any Spider Venom, Antlion Venom Any Wyvern Venom, Bullsitch Venom Any Snake Venom, Hell Hound Venom Any Scorpion Venom, Manticore Venom

Wyvern Snake Scorpion

Partially Effective Spider Venom, Krarshtkid Venom, Poison Gas Wyvern Venom Scorpion Venom, Huan-To Venom, Ghoul Venom Poison Gas, Hydra Venom

This is actually a misnomer as they restore magic points, not Power. If consumed, these restore lost magic points up to the maximum of the POW of the user, if the user has a POW. Alchemists must expend twice the POT in magic points when making these types of concoctions, and these must come from personal magic points, so the alchemist is limited by his own POW as to the POT of the concoction that can be make. Power restoring potions are often made from the blood of the alchemist.

Wyvern Venom These work in the same way as poisons, so match their POT against POW and drain the full POT on a successful POT vs POW roll and half POT on a failure. Any excess POT is wasted. If the person reaches 0 MP, they fall unconscious.

As can be seen on the chart, it is possible to use mineral antidote to treat Bullsitch venom, as Mineral Antidote is half-effective against Poison Gas and Poison Gas antidote is half-effective against Wyvern Venom, which is equivalent to Bullsitch Venom. So, a POT 12 Mineral Antidote is POT 6 against Poison Gas and POT 3 against Bullsitch Venom.

So Shergar’s colt, Darnell, sees his father’s success against the Scorpion Queen and quaffs a potion, just like his father. Too bad it’s a POT 12 Power Blasting potion. Darnell now must match the liquid’s POT 12 vs his POW 8. On a success, the young centaur loses 12 POT, taking his magic points down to 0 and knocking him unconscious. On a failure, he only loses 6 magic points, leaving him with 2 points. Either way, he’s learned to leave his father’s nasty-tasting drinks alone.

As more venomous creatures are written up, the number of antidotes that can fully or partially heal them will increase. Poison Antidotes are generally of two types, those derived from the poison to be counteracted and those derived from other sources.

Sleeping Concoctions are often used by thieves, slavers, kidnappers, adventurers and healers. They come in many forms, ranging from pills to drinks to gas, to injections. Sleeping potions work by matching their POT against the victim's CON. Success means the victim will fall asleep for POT-CON hours, with a minimum of 1 hour. Failure reduces the victim's DEX and fatigue for POT-CON minutes with a minimum of 1 round. A fumble means the concoction has no effect. Most sleeping potions are made from narcotic plants, although a few are derived from animals and minerals.

Antidotes derived from the poison to be counteracted are made by removing the harmful effects of the poison and turning the harmless poison into a purge which will counteract the poison's effects. This is a tried and tested method which works for all poisons, although finding the correct ingredients and formula is difficult and timeconsuming. Spoiled antidotes of this type are likely to be poisonous. Antidotes developed from other sources are created from exotic ingredients. For instance, the juice of Jaldon's Bladder is known to be effective against Walktapus Gas - 17 -

• Most alchemists only rarely sell antidotes, poisons, healing concoctions and so on. They usually earn a living by selling more mundane concoctions such as oils, inks, soap, perfumes, dyes, glues, paint and cosmetics. These all have a potency which indicates their quality and purity—a POT 1 lamp oil will produce a dirty, smelly flame whereas a POT 20 one would burn cleanly and have an odor pleasing to the gods.

• • • •

Each type of mundane concoction has its own skill to make, so there are Brew Perfume, Brew Beer, Brew Paint skills and so on. Most alchemists will know many formulae for mundane concoctions, if only to make perfumes with different scents, inks of different colors, or cosmetics of different styles. In fact, most alchemists will know more mundane formulae than exotic ones.

• •

Mundane concoctions cost less than magical or special ones. After all, one cannot expect a peasant to pay hundreds of pennies for a vial of perfume, although one could expect it of noblewomen and adventurers. High purity mundane concoctions will cost more than low purity ones, often in a non-linear way, so very pure soap will cost a lot, lot more than low purity soap. Of course, process and profits vary on many factors—an alchemist selling wares to Balazaring peasants will sell items for less than to an Esrolian noblewoman.



To many alchemists, these concoctions are their breadand-butter wares—there are always tradesmen, scribes and rich women to buy their soaps and perfumes, but only occasionally does a foolish adventurer come along ready to part with vast amounts of money for a single application of POT 20 Ghoul Venom blade paste.



• • •

• • • •

The following details some plants that are useful in alchemy.







• • • •

Arroin's Finger: Succulent, useful for healing. Arroin’s Tears: Bush. Blue fruit is useful for healing, POT 10-15. Arroin's Tongue: Herb, leaves help cure Soul Waste when brewed into an herbal tea. Arrow-Root**: Useful ingredient in concoctions dealing with combat, especially missiles. Athoforia**: Used to make perfumes and masking concoctions. Rare access for non-elves.

• •

• • - 18 -

Blackthorn Tree**: Portions of this evil tree are a common request from alchemists. The bark produces poison, the leaves are a source of acid, and the wood makes a good binding agent, especially for concoctions involving spirits and Aldryami. Adventurers beware, however, because the Dancers in the Darkness track down those who chop down their trees. Bloodroot**: Useful for poisons, spirit Block, other anti-spirit concoctions. Calfonilla**: Tea and seasoning. Camphire**: Fertility and a source of red dye. Chaos Curse Mushrooms*****: This can be used in a concoction that gives the user a random Chaos Feature. Cherry Bomb****: Chaos-tainted tree. Useful as an active ingredient in several recipes. Darkfoil**: The flower has anti-chaos properties and some light properties. Formulae involving uses of Darkfoil from the Lesser Darkness are rare, but very valuable. Dreamweed**: Roots are useful for concoctions involving dreams and prophecies. The flowers are not a well-known alchemical ingredient, but some alchemists know formulae that use them for truthbased concoctions. Eurmal’s Crumbs*****: Rarely used, as this is too unstable for concoctions Fingersticks*: Useful against wounds. It is also a powerful binding agent. Fire Burst Tree: Portions are useful in explosive concoctions. Fire Pods: Useful as seasoning and some Firerelated concoctions. Hairflower*: A delicate grass with small yellow and white flowers. Useful for healing, specifically against the Shakes. Hazia**: A source for Discorporation and delirium ingredients. Most alchemists forbid use of this plant, as it is easy to succumb to its vapors. Inipris*: Leaves are useful in fighting against the Wasting Disease. Ivory Tree**: Sawdust and ground bark from this tree are useful as powerful binding agents, and also in concoctions involving strength. Jang (also known as Arroin’s Eye)**: A known source of healing, especially the flower petals. Liverleaves*: The liver-colored leaves of this plant are useful in concoctions that absorb systemic poison from the body. Mad dog Mushrooms*****: Forms the active ingredients of a Battle Rage potion Moon Flowers**: Much like Hazia, the flowers of this plant are used for concoctions involving poison, madness, and delirium. Lunar alchemists are masters at the use of this plant. Oak **: Resistance to cold. Oaken Warrior**: No known uses.

• •



• • •

• • • • • • •

Pine**: Yellow Pine is known for solar-based concoctions. Princess Plants**: White leaves and white flowers. Fire-resistance, the leaves obviously, but the sap is also well-known for its anti-fire properties. The mulch from this plant is also useful as a base, active ingredient, or binder in many alchemical formulae. Redwood**: There are some known uses of the wood (longevity, resistance to cold), seeds (permanence), sap (useful as a thickening agent). and bark (many uses), but the Aldryami guard access to these sacred trees. Elves of the Redwood Forest have never been known to part with petrified redwood remains, though the material is rumored to possess many highly sought-after properties, including transmutation. Pamaltela, specifically the Enkloso Forest, is one of the few known regions of Glorantha with living redwood groves. Rotbush***: Seeds are used in many alchemical formulae, both as active ingredients and as a binding agent. Rundown Toadstool*****: Used in to boost DEX Silverwood**: There are rumored uses of the heartwood (immortality, longevity), seeds (permanence), and bark (many uses), but the Aldryami guard access to these sacred trees and charge exorbitant amounts for the tiniest of slivers. Silver Strand*: Good for use in concoctions to combat Soul Waste. Skullbush**: The seeds are the source of Praxian oilseed. Flowers are a source of fragrance and the wood is useful in Fire-based concoctions. Snake Grass***: Useful against snake venom Spirit Moss***: Useful in Cause Soul Waste concoctions. Sun Cups: The dew is useful as a base for exotic concoctions and for CON-restoring concoctions. Sunfire: Useful for highly reactive concoctions. Windberry Tree**: Fruit is used in Shimmer concoctions, and expensive mundane cosmetics. The bark and wood are potent ingredients for all Airbased concoctions.

Once, Arroin, God of Healing, was journeying through the north of Prax when he saw a beautiful Earth Nymph and pursued her. As he grew closer, his ardor grew too much and with a great shudder he spilled his essence onto the ground. Where the god’s seed fell a new plant sprang up, one with medicinal properties. Arroin’s Joy has a woody root, about 6" - 8" long, bulb at the end just below the ground from which comes a number of thin green stems upon the ends of which are globular milky-white flowers. It is found in the north of Prax, east of the Giant Mountains, and also coming down as far as the Pavis Road. It is occasionally found further south in the oases and sometimes in small clumps along the Zola Fel River. The elves in the Rubble Garden have a plentiful supply of Arroin’s Joy which they may trade if carefully approached. For some reason the trolls in the Rubble also have access to the Joy of Arroin which they will trade only the root and will cheerfully ask in the marketplace a few nights later if the plant helped the buyer "get it up.” The flowers aid fertility, adding +10 per POT to any fertility-based task. If sexual intercourse takes place under the flowers’ effects, the chance of conceiving is improved by the fertility increase. If both participants eat the flowers, then the bonus is cumulative. So, a man eating a POT 5 flower will have a +50 chance of conceiving if he has sex immediately, reducing by -10 per hour. If his mate also eats the flowers, her chance of conceiving is increased by +50 giving a total increase of +100. If there was already a chance of conception, the Joy of Arroin flowers will add to it. The root increase virility and sexual desire. Each POT of the root temporarily adds +10 to the Lust Passion, including increasing it from 0%. Season Sea Fire Earth Dark Storm Sacred Time

* Originally from Cults of Prax, Cult Compendium ** Originally from RuneQuest: Glorantha Bestiary *** Originally from RuneQuest Adventures Fanzines **** Originally from Griffin Mountain ***** Originally from Trollpak

POT (Flower) 1D6 2D6 3D6 2D6 1D6 18

POT (Root) 3D6 2D6 1D6 2D6 3D6 18

Once removed from the ground, the POT of both root and flower is reduced by 1 per hour. Even when the potency is gone, the root may still be used as a tasty vegetable and the flowers as seasoning.

Author’s Comment Games Masters are, of course, encouraged to think up their own plants that can be used in alchemical formulae. Generally, the POT is random and depends on the Season but the effects are often the same regardless of Season.

The root is sought out by Herd Beasts in the rutting season, with bulls gouging them out of the ground and eating them prior to mating with their cows. HeroQuestors also find the root and flowers useful in certain HeroQuests where sexual behavior is required. - 19 -

Votank has a subcult that provides Accelerate Growth to its members. The subcult is only open to men who have performed the Easy Climb HeroQuest and has gained a wife as part of the Quest. In fact, Votank has many Daughter-in-Law Sub Cults, normally the Son and his wife are not named or are only named as Votank's Son and someone else's daughter. Because of the closeness between the Votanki and Aldrya, the Daughter is often one of Aldrya's Daughter as many of Votank's sons married daughters of Aldrya.

Once, long ago, a daughter of Aldrya was bored, so she set a contest for the people of Votankiland. She produced a beautiful golden fruit that cured all ills and made the eater eternally young. She placed the fruit inside a basket of thorns atop a tree of thorns, each barb dripping with a different deadly poison. She proclaimed whoever could climb the tree and take the fruit could claim her as his wife, but that failure would mean death. Many tried, including the best climbers amongst the Votanki and even some spider-limbed trolls, but all felt the deadly bite of the thorns and fell lifeless to the ground. All the time, the Cruel Daughter of Aldrya laughed and smiled, for she took their vigor and strength as each suitor fell.

Author’s Comment Votankiland is what is now known as Balazar and this area was covered in the Griffin Mountain supplement. The elf demigoddess is unnamed, as is the son of Votank. The Burner could be Zorak Zoran, Oakfed or even Firshala.

At last, a son of Votank took up the challenge and appealed to Aldrya for help against her cruel daughter, but the Forest Mother would not intervene. Instead, another daughter heard and offered to help. She gave him a single seed and a charm and told him to plant the seed close to the Thorn Tree and sing the charm. This he did and a new tree sprang up, tall and straight, with a knotty and strong trunk. The son of Votank climbed the new tree and reached inside the basket of thorns. When he climbed down, he was met by the Cruel Daughter, who said he must eat the fruit and claim her as his bride. Votank's Son said a husband and wife must always share everything and gave her the heart of the fruit while he ate the flesh. At this, the Cruel Daughter fell dead at his feet, for the heart was of poison. Aldrya's other daughter came to him and became his bride, gifting his people the secret of the Easy Climb Tree.

A long time ago, when the world was good, many of the daughters of Aldrya gave the people good things to eat, but there was one who was very jealous of what she possessed and kept her bounty to herself. Many people asked her for help, but her heart was as cold stone. When everything was dark and the people were starving, she wanted to help them but she had kept her bounty so close to her for so long that she was unable to release it. Many tried to help her, but they could not unlock her treasures. Then the Burner passed by and in desperation, the daughter of Aldrya cried out to her to release her suffering and the Burner embraced her, warming her cold heart. With a great explosion, her heart burst with joy and scattered seed pods far and wide, providing cooked seed to the people.

The Easy Climb Tree can be found throughout the Elder Wilds and Balazar. It is normally found beside another tree or near a cliff or rock where something good can be found out of reach. It allows the hunters of Balazar to climb at a bonus (+50) and to easily reach the intended target. If a hunter sees something good that he cannot get to, he will make a note of where the thing is and will go to the Clan Shaman. The Shaman will take an Easy Climb seed and plant it next to the required spot, then will cast Accelerate Growth, gained from one of Votank's Daughter-In-Law cults, and allow the hunters to climb to where they want to go.

The Fire Burst tree has large pods, about the size of coconuts, but harder than stone. The only way the pods open and release their seeds is by heating in a bonfire or hearth. When heated, the pods explode and scatter their seeds for several meters. The seeds are the size of horse chestnut seeds and when the pods explode they do 1D6 x 1D3 damage to anything within 2D6 meters. Votanki hunters often give the pods to strangers for a laugh, some use them to frighten enemies, or to cause harm.

This has been used before to gain access to the otherwise impenetrable Citadels, acting as Siege Ladders, and even on HeroQuests to climb mountains or even to reach the Sky. Heroes have even used the HeroQuest to escape the Underworld by climbing an Easy Climb Tree, but he started the climb as a young man and reached the surface an old man with a wife, children and grandchildren.

Fire Burst trees produce many pods, which drop on the floor over the years. They will not spread unless a forest fire passes by, in which case propagation occurs naturally through explosion. Fire Burst Tree pods are used as ingredients for concoctions with an explosive effect.

- 20 -

When eaten, a Fire Pod does its POT in damage each round to the mouth and the throat if swallowed. This damage is cumulative and will eat through armor and protection spells. When passed out, the Fire Pod does its POT in damage to the abdomen, causing considerable pain.

The Fire Pods were created from a liaison between Flamal and a Fire Goddess and were given to Eurmal as a favor. Eurmal discovered how to gain the magical powers of the Fire Pod after watching their effect on ZaZoob the Dentist. Author’s Comment In the original version of the myth, Eurmal was challenged by the Fire Goddess to see if he was brave enough to eat one of her Fire Pods, but he had seen what they did and was afraid. So he asked many deities for their help and was turned down. An unnamed son of Valind poured his icy essence into Eurmal’s mouth and Eurmal successfully ate the Fire Pods. The goddess laughed and congratulated him but said that she would have the last laugh a little while later. After expelling the Fire Pod, Eurmal wished that Valind’s Son has given his essence in two places.

There are known HeroQuests that enable Fire Pods to be eaten and to bestow magical powers. Several cults know of rituals that allow Fire Pods to be eaten and to give a Fiery Breath, doing the POT damage to an opponent. Eurmali know of similar rituals that give the Fiery Fart, doing the POT in damage to an opponent. Both the Fiery Breath and Fiery Fart are skills with a base of 10% that can be increased through experience. Eurmali in the areas to the north of the Footprint can gain the Fiery Fart spell from a shrine in the area. However, they must first eat a couple of handfuls of unprepared Fire Pods. Very few survive the process without magical protection or trickery.

Fire Pods resemble small peppers, about the length of a man's finger, green in color but dotted with a brilliant red. The plant they grow on is unremarkable in appearance and can be found in the Holy Country and Southern Sartar around the Footprint. Some have tried to transplant it to other areas and a few examples can be found in New Pavis and northern Sartar where they are used for cooking.

Members of the ZaZoob cult in Sartar and the Holy Country can HeroQuest to gain the Fiery Breath spell. Each spell is gained by eating a Fire Pod and sacrificing 1 POW for the spell. The effects of passing the Fire Pod afterwards are generally excruciating and most HeroQuestors will have an Eurmali on hand to extract the Fire Pod and gain his own Fiery Fart spell through similar methods.

Fire Pods are extremely hot spices, hotter than the hottest real-world peppers. They cannot be eaten without preparation as they will literally burn the mouth, doing fire damage each round until spat out. The secret of preparation is to have the Fire Pods eaten by someone who can handle the damage or is magically protected. This can be quite an unpleasant process and causes physical harm to the first eater of the Fire Pod. Then, once the Fire Pod is passed out of the body as excrement, it can be collected and prepared as a very strong pepper and spice.

The Fiery Breath and Fiery Fart spells are described in the Trickster section. ZaZoob was a friend of Arroin during the Darkness who also preferred to use his skills rather than concentrate on magical abilities. However, he could numb mouths and gained the secret of the Fire Pods. His cult is often found as a subcult of Arroin or Chalana Arroy and is known in Sartar and the Holy Country, although even there it is not popular or well known.

Fire Pods are quite expensive and can sell for their POT in Lunars, so a POT 5 Fire pod sells for 5L.

Members of the ZaZoob cult gain the following skills and spells: • Skills: Craft (Dentistry), Craft (Butchery), First Aid • Spirit Magic: Healing, Staunch Blood • Divine Magic: Numb Mouth

Fire Pods have a Potency that depends on the season. This Potency determines their relative strength and the damage they do to those eating them. Season Sea Earth Fire Dark Storm Sacred Time

POT 2D3 2D4 2D6 2D4 2D3 2D2

Author’s Comment I have not detailed the ZaZoob cult in any great detail, as it is merely a throwaway example of a very local Hero Cult. In my opinion, Glorantha is full of such local cults, granting some spells to their worshippers but not widely known.

- 21 -

When the Darkness came and the Light left the world, the people were afraid. Some called to Firshala for help and began to feed her fires, but many were afraid she would devour the forests of Votankiland. One daughter of Aldrya offered to intervene and save the forests. She asked all the trees of the forest for help to make her children grow quickly and in return promised to stop Firshala from devouring the forests. She then offered parts of herself to Firshala as long as she promised not to devour her too quickly. Firshala agreed and found that, as long as she did not eat too much, the goddess' limbs grew back and she was never destroyed. In this way, the forests of the Elder Wilds were saved.

When Yelmalio fought at the Hill of Gold, he shed much blood, sweat and tears. His blood crystallized and is sought often by the Yelmalio cult, but his sweat and tears fell on the ground and lay dormant, waiting for a sign that the world was good again. Eventually the Sun rose and the droplets of Yelmalio's sweat and tears jumped for joy and burst through the surface of the Hill of Gold. The droplets of sweat had become little plants with flowers like golden cups, these became known as Suncups. The droplets of tears became graceful plants with long stems and drooping, trumpetlike flowers, these became known as Sun Trumpets.

The Firewood Tree is unique to Balazar and the Elder Wilds. It is a tall, thin tree with bare trunks topped with a crown of branches. Often it grows in coppice fashion, with many thin trunks growing from a central base. The Firewood Tree grows faster than any other tree in the forest, sometimes growing 20m in a single year. It is very hardy and does not die off if magically grown, for example using Accelerate Growth.

At dawn, the flowers of the Suncup can be found filled with a slightly salty dew that is very refreshing and provides pixies with an intoxicating drink. Even when the flowers are not open the leaves can be found bathed in the same salty dew at dawn. If a Suncup flower is picked and placed beneath the chin of a person and the chin takes on a golden glow, then that person is said to be favored by Yelmalio.

Votanki hunters plant this tree close to their normal campsites and harvest it, using Food Song, for firewood as it grows quickly and burns well, even when freshly cut. Some Votanki clans do not collect dead wood for firewood, preferring to use only the Firewood Tree.

The flower of the Suncup may be picked and processed into a drink that removes the effects of tiredness, but this takes around 1000 flowers per drink and several days to process, alienating the local pixies in the process.

When Kargzant ran through the plains of Pent, his magical hooves often touched the ground and from those fiery hoofprints sprang the Sunfire plant. Most of the Sunfire plants have been destroyed, but they can occasionally be found in patches and clumps, growing around the spot where a hoof struck. Despite many attempts, the Sunfire plant cannot be transplanted to other regions.

At dawn, the flowers of the Sun Trumpet lift their heads and look towards the Sun. Solar Priests and HeroQuestors say they can hear a triumphant fanfare, as if far in the distance, at this time. At dusk, the flowers droop almost to the ground and they say a sad lament may also be heard at this time, if one knows how to listen.

The Sunfire plant grows in small bunches and resembles a clump of clover, but when it flowers it produces small, beautiful flowers with a circular golden heart and golden petals radiating out as the rays of the sun. The Sunfire flowers only in Fire Season. During the night, the petals fold over, hiding the heart, opening at dawn to greet the rising sun.

Sun Trumpets have no known powers, but they are often taken by Yelmalio HeroQuestors as a mark of piety. Some people say there is a HeroQuest involving the flowers that gives the HeroQuestor strength and vigor at dawn and weakness at dusk, but if there is such a HeroQuest it is not well known.

The Sunfire plant has the unusual property of burning well, even when wet, so it is often used by Pentian nomads for starting campfires, although the nomads only take some of the leaves, never the roots, thus ensuring the plant is never destroyed merely for a campfire. In game terms, using the Sunfire plant negates any negatives to skills used to make fires arising from damp or wet weather.

Some wise women know how to make the Sun Trumpets into an elixir that can affect a man’s libido. Sun Trumpets picked at dawn make a man rise, as the sun Trumpets rise, but those picked at dusk make a man droop, as the sun trumpets droop.

- 22 -

Ships have measurements for Length, Beam, Draft, Freeboard, Capacity and Crew, but these are not covered here. Ships in Glorantha tend to be made of wood, but there are exotic ships made of strange materials. Most are planked, held together by ropes, rawhide and wooden pegs, although some use bronze pegs. Many ships use both sail and oars, rowing when becalmed and sailing when the wind it right. Glorantha has few ocean-going ships, with ships preferring to hug the coasts, as the memory of the Closing is far too recent.

- 23 -

Structure Points

Seaworthiness

Cost (L)

M M W W W B M M M M M M M M W W W W W W W

1 1 1 1 2 1 1 2 3 1 2 3 3 2 3 2 4 12 2 2 3

1D2+1 1D3+1 1D2+1 1D3+1 1D4+1 1D6+6 1D3+1 1D3+1 1D4+1 2D3 2D4 2D6 1D6+4 1D4+4 1D6+2 1D6+4 1D6+6 1D6+8 1D3+3 1D4+3 1D6+3

S S S S S S S S S S S S S S S S S S S S S

4 5 4 5 6 6 5 7 9 7 9 11 15 18 9 11 13 15 8 10 12

6 7 6 7 8 6 6 8 10 9 11 13 15 18 12 15 18 25 10 12 14

5 20 5 10 25 2 50 100 200 100 125 300 500 200 350 750 1,500 2,000 100 120 150



Quality Type: Every time the quality is exceeded for a soft quality structure, it is reduced by 1 point. Hard quality structures only have quality reduced following a critical hit.



Quality: Every time Quality is exceeded, it is reduced by 1 point. Once lost, quality cannot normally be regained. However, some builders and sailors have magic that restores quality.



Structure Points: Any damage to a ship or structure that exceeds its quality does damage to the structure points, on a one for one basis. Damage from within the ship or structure, by fire or by sabotage, ignores the quality and damages the ship directly.



Seaworthiness: Every week a ship spends in water without being drawn up on shore, causes a 1-point loss to Seaworthiness. Grounding the ship and pulling it ashore allows sailor to perform maintenance to stop this weekly loss. Damage to the structure of a ship also reduces its seaworthiness.

Author’s Comment Why are these generic ships? Why don’t they include the ships previously described in Gloranthan supplements? The Waertagi Fastship, Kralorelan War Barge, Haragalan Tall Ship, Elf Gallegas, Kareeshtu Warsail, Dwarf Floating Castle and Maslo Catamaran all appeared in Avalon Hill’s Heroes magazine, but I would be uncomfortable replicating them here, for copyright reasons.

Quality Type

Ships have the following additional characteristics: • Hull Type: The general shape of the ship, Warship (W), Merchant ship (M) or Barge (B) • Seaworthiness: Effectively, how watertight the ship is or, more importantly, how much water it can take on without sinking. This can be reduced by damage, during storms and other bad weather, or by poor maintenance • Speed: The ship’s speed, measured in knots

Quality

Rowboat, Small Rowboat, Large Canoe, Small Canoe, Large Canoe, War Raft, Small Fishing Boat, Small Fishing Boat, Medium Fishing Boat, Large Trader, Small Trader, Medium Trader, Large Large Cog Knorr Galley, War Galley, Bireme Galley, Trireme Galley, Polytreme Longship, Small Longship, Medium Longship, Large

Size

Structures, for example walls or buildings, and ships have the following characteristics: • Size: Represents the overall size of the structure or ship • Quality Type: Hard or Soft, this represents the durability of a structure’s Quality • Quality: The equivalent of its armor, damage must penetrate this to cause damage to the structure • Structure Points: The equivalent to a structure’s hit points, damage to this affects how intact the structure is, and bringing it to zero means the structure is breached or the ship begins to break up

Hull Type

Type

It must seem a little strange to have a single set of rules for buildings and ships, but they share some common attributes, both being large, manufactured objects.

Mostali use their knowledge of masonry to undermine and target structural weaknesses, bypassing a building’s quality by using their Craft (Masonry) skill. Thus, they do 1 point of damage per level of success directly to a building’s structure points. So, a normal success does 1 damage, a special success does 2 damage, and so on, in addition to any other damage from their attack. Of course, they also have sorcery and spells which may cause further structural damage.

Various effects cause damage to a ship or structure: • Any damage by a weapon to a ship or structure is done at the rate of 1 point per D6 normal damage done. For example, an arbalest does 3D6+1 normal damage, so does 3 points of damage on a successful attack on a ship or structure. • Fire and Fire Elementals do damage in D6’s, so do that much damage per round. • Monsters normally do 1 point of damage for every dice of damage they would normally do. • Every dice added by magic adds +1 to the damage done. • A special success on an attack adds 1 to the damage done, a critical success adds +2. • Siege Engines normally cause 3D6-6D6 damage, so they inflict 3-6 points of damage to a ship or structure, depending on their size and lethality. • A warship ramming another ship would do 1D3 damage, plus extra points depending on how fast it was going, up to a maximum of +3 damage. • Weather can cause damage to a ship. Roll the number of rolls associated with each degree of weather, which gives the number of times the Games Master should roll for the type of weather. Roll 1D100, using the Wind Strength as the skill, a successful roll means the storm’s damage is done, a special adds +1 to the damage and a critical adds +2. A helmsman or Captain can roll Shiphandling to reduce the damage, with a normal success reducing damage by 1, a special success reducing by 2 and a critical success reducing by 3. Each attack by the weather causes the ship to lose 1 Seaworthiness. Each Shiphandling failure causes the loss of an additional 1 Seaworthiness, and each fumbled Shiphandling causes a loss of 2 Seaworthiness. So, Sallax the Sailor is struck by a sudden hurricane, with Wind Strength of 60. The Games Master rolls 2D3 and gets 3, so attempts 3 rolls at 60%, rolling 80, 12 and 40, a failure, special and normal success, so the Hurricane does 10 damage and 9 damage. Sallax has a Large Longship, with a Quality of 7. He has Shiphandling 80% and rolls 50 for the first set of damage and 12 for the second, reducing damage by 1 and 2 points, so the ship takes 10-1-7=2 points of damage to its structure and loses 1 quality point, then takes another 9-6-2=1 point to structure and loses 1 quality, leaving it with Quality 5 and has taken 3 damage to its structure. Each attack causes the ship to lose 1 seaworthiness, but Sallax did not fail or fumble any Shiphandling rolls, so the loss is limited to 3.

Name Arbalest Ballista Catapult Springal Trebuchet

Base % 10 5 10 5 5

Damage 3D6+1 10D6 6D6 3D6 12D6

Structure Damage 3 10 6 3 12

Max Range 425 275 325 300 300

Rate of Fire 1/5 MR 1/5 mins 1/5 mins 1/5 mins 1/15 mins

Good

Half

Head

25-30 31-35 36-40 41-45 46-50 51+

Description Calm Breeze Light Wind Moderate Wind Strong Wind Heavy Wind Light Gale Medium Gale Heavy Gale Hurricane

Damage

Wind Strength 0-6 7-12 13-20 21-25

# of Rolls

Sailing speed (Knots)

0 1D2-1 1D2-1 1D3-1

0 1 2 3

1 2 3 4

0 1 2 3

0 0 0 1

1D2 1D3 1D4 1D4+1 1D4+1 2D3

4 5 6 7 8 9

5 6 7 ----

4 5 5 ----

1 2 -----

A ship’s crew can repair damage to a ship using both physical and magical means. Likewise, damage to a structure can be repaired as well. Cost: Each point of structure damage costs 10L per size point of the ship or structure. Time: Repairing structure point damage takes 1 day per size point and repairs 1D3 structure points for ships at sea, and 3 points while beached or to a structure. Seaworthiness can be repaired by bailing out water and recalking the ship, which repairs 1D6 points of seaworthiness while at Sea and 6 while beached. Magical Repairs: Structure points can be repaired using Repair, Form/Set Wood or Form/Set Stone; however, the intensity of the spells needs to match the size of the ship to repair one point. So, a Size 3 ship or wooden structure needs Repair 3 or Form/Set Wood 3 to repair 1 structure point. Dry Dock: Putting a ship into dry dock allows multiple crews to work on the ship. Each crew repairs the same damage as above, but several crews can work in parallel.

Giants can also damage ships and structures, dealing their weapon damage and damage bonus dice as structural damage. So, a giant with a 5D6 damage bonus using a tree trunk doing 3D6 damage would do 8 structure points in damage. - 24 -

Building Poor Shack Roundhouse Commoner’s House Longhouse Superior Home Noble Manse Simple Stone Tower Log Fort, Small Log Fort, Medium Log Fort, Large Stone Castle, Small Stone Castle, Moderate Stone Castle, Large Bridge, Short Wooden Bridge, Short Stone Dry Dock Simple boat dock

Quality

Quality Type

Structure

Object Heavy Wooden Door Fence Rail Adobe Large Stone/Boulder Gate, Postern Gate, Castle (Stone) Roof, Stone Roof, Thatch Roof, Tile Roof, Wood Wooden palisade Wall, Hut Wall, Farmhouse (Wood & Plaster) Wall, Loose (Stone) Wall, Mortared (Brick) Wall, Mortared (Stone)

1 2 3 6 6 6 6 1 4 4 4 2 2 6 5 6

S S S H H H H S H S S S S H H H

4 4 15 10 10 10 5 3 5 5 15 6 10 10 15 15

The Red Book of Magic has spells such as Support and Create Fissure, both of which can be used to affect buildings. The magic here is for ships, as ships are sexier than buildings.

1 Point Touch, Instant, Reusable This draws enough fish to the nets to fill the boat's deck. It ensures the fishermen can go home happy.

z

1 Point Touch, Temporal, Passive, Reusable This must be cast on a boat, raft or individual. It ensures that the target will always stay above the waves for the duration of the spell. The sea craft will not be swamped by waves, but it may still be smashed against solid objects, beached or undergo similar misfortune. In game terms, the boat will not lose seaworthiness points for the duration of the spell.

ZV

Cost (L) 20 50 75 100 300 1,200 500 500 1,000 2,000 2,500 10,000 40,000 25 100 750 5

1 Point Touch, Temporal, Passive, Stackable, Reusable Each point of Hasten Boat increases the speed of a boat by 1 knot. This does not make rowers tire more easily. If the boat has no way of moving, for instance it has no wind and no rowers, it will stop, but as soon as it starts moving again it will move faster than normal.

VZ

3 Points Touch, Temporal, Passive, Reusable This must be cast on a boat or ship. For the duration of the spell, the ship is invisible to onlookers. If the ship attacks another or takes part in an attack then it becomes visible again, becoming invisible if it breaks off the attack. Onlookers may be able (on a critical Scan) to see the wake of the ship if it is moving or to see its imprint in the water if stationary, but they have no chance of seeing this in Darkness.

IZ

- 25 -

1 Point Self, Temporal, Passive, Reusable This spell lasts for a day and allows the user to know the course to the destination, no matter what the conditions. This allows the user to navigate as if all the signs were there, even if there is nothing to navigate by.

2 Points Touch, Temporal, Passive, Reusable This spell allows the ship to sail on land as if sailing on water. It lasts for one day.

YZ

ZA

1 Point Touch, Instant, Stackable, Reusable This must be cast on a ship or boat. It will turn the boat through an angle of 90 degrees, even if the boat would normally be unable to be turned in such a way. It allows a captain to maneuver through ice or narrow places.

Z 1 Point Touch, Temporal 1 Day, Reusable This must be cast on a ship or boat. For the duration of the spell, the ship will not get stuck in ice or damaged by ice. It allows the captain to sail through pack ice or icy waters without harm.

Z

1 Point Touch, Temporal, Passive, Stackable, Reusable Each point of this spell adds 2 points to the named category for the duration of the spell. This is normally cast on a ship, boat or building.

R

There are many versions of this spells, for example Resilient Hull, Resilient Seaworthiness or Resilient Structure.

Variable (Spirit Magic) Touch, Instant Each point of Seal Leaks repairs 1 point of quality from a damaged boat. Any water inside the craft must still be removed. It can also be used on damaged roofs.

1 Point Area, Temporal, Passive, Reusable When cast on board a ship or boat, this enables the crew to row together in unison. The effects of this are to increase the boat's speed by half again and to increase the master's Shiphandling by half again.

Z

1 Point Touch, Temporal, Passive, Reusable This must be cast on a ship or boat. For the duration of the spell, the ship will be able to sail through a storm without being affected adversely. So, the ship will not be swamped or blown over. For the duration of the spell, the captain may ignore any penalties normally gained when sailing through storms.

AZ

2 Points Touch, Temporal, Passive, Reusable This spell allows the ship to sail into the wind rather than with the wind. The ship will sail at 1/4 speed into the wind for the duration of the spell. This does not require the use of tacking or any other sailing technique as it is a purely magical effect.

ZA

- 26 -

Daring Adventurers can try to learn these secrets, perhaps as apprentices or by buying knowledge, but this is often difficult. Adventurers could HeroQuest to steal craft secrets from a particular family, as such things are not unknown.

Glorantha is full of magical weapons, armor, equipment and items, but RuneQuest does not have rules for their creation. These rules are in addition to those given in the Craft (All) description in RQ:G, p185. The following rules cover the crafting of extraordinary items and highlights spells which Crafters can use to make exceptional and unique items.

These are techniques as much as skills. They are Knowledge skills with a Base of 00% and can be learned to perform a specific task, or to augment a Crafter’s skill.

When a Crafter makes something, he or she rolls their Craft roll and a successful roll means the item was made successfully and is functional. However, what happens when the crafter rolls a special or critical Craft roll? In these rules, a special or critical allows the Crafter to add quality to the item created. The added quality of an item is reflected in several ways: • Durable: The item has +1 Hit Point • Ease: The item is easy to use and gives a Bonus of +5% to the skill used • Effective: Weapons do +1 damage, other items just work better • Fine: The item is worth 25% more than standard • Light: The item is 0.5 ENC lighter than normal, with a minimum of 0.5 ENC • Quick: A weapon’s strike rank is reduced by 1, to a minimum of 1

This is an alchemical skill that allows the user to prepare the correct materials and mix a glaze for the required color and look. Each glaze has its own recipe and properties, so the potter must learn the different glazes. Families of potters will have their own glazes which they jealously guard, as these are their trade secrets.

The qualities of an item can stack, so a smith who forges a sword and rolls a critical Craft (Weaponmaking) can choose Effective 2, creating a sword that does 1D8+3 damage, rather than 1D8+1.

This skill is used to create a particular object, so there are skills of Make Flask, Make Flare, Make Grenade, Make Violin, Make Bagpipes, Make Table and so on. This skill is useful for making particularly intricate objects. It covers the manufacture of the object, the mix of substances within it and the method of using the object. Some people may want to use the Craft skills instead, but I prefer the idea that knowing how to make a table does not allow you to make a boat, whereas Craft (Wood) or Craft (Carpentry) allows this. Obviously, having a relevant Craft skill allows you to augment the Make (Object) skill.

Crafters can take their time fashioning an item. This dedication allows the Crafter to add a single quality on a normal success, in which case a special roll has 2 qualities and a critical roll has 3 qualities. Some Games Masters might want the crafter to roll randomly to see what Qualities are given to the item.

Unlike in the modern world, crafting secrets are jealously guarded by families of crafters, with trade secrets passed down the generations.

This skill allows potters to prepare and fire a pot in order to create a pattern on the pot. This is not as easy as it might sound, hence the need for a special skill. Some Games Masters might prefer to include this in the Craft (Pottery) skill.

Some types of people are especially skilled at certain crafts. The Third Eye Blue people are skilled smiths and know the secrets of working iron. The Mostali of Pavis are skilled masons and stoneworkers. Other Mostali are skilled at various other crafts. Aldryami are especially skilled at working with plants and can make living sculptures or functional plants. Trolls can work lead like no others. - 27 -

Author’s Comment Why is this an Instant spell? Surely it should be Temporal? 3 Points Self, Temporal, Passive, Reusable This spell lasts until the next sunrise. For the duration of the spell, any craft skill that the user attempts will be treated as 90%. No experience checks may be gained using craft skills while using this spell. Each point of Extension adds one whole day to the duration of the spell.

This is Instant as it has a permanent effect. Here, Instant means how long the magical effect lasts. If this was a Temporal spell then the magical item would only last for 15 minutes.

W

1 Point Touch, Instant, Stackable, One-Use This spell must be cast when a weapon is made. If the Crafter succeeds in the Craft roll then the Crafter can add one special power to the Item, per point of spell.

R

1 Point Self, Temporal, Passive, Reusable For the duration of this spell, the user does not tire when working metal or using a hammer. As soon as the user stops working for more than a full turn, the spell ends. This spell is also extremely useful when wielding a hammer in combat, as the user will not tire while fighting with a hammer.

K

So, Basia the Smith casts Imbue Item With Magic 3 when creating a necklace and rolls a special when attempting a Craft roll. She can add a quality to the necklace, in addition to the 2 Powers. She decides to make it a Fine necklace, adding 25% to the price. She puts Improve (CHA) 2 into the necklace, so that anyone wearing it has their Charisma increased by 2. She decides to keep it for herself and wear it every day.

1 Point Self, Temporal, Passive, Reusable The user of this spell can handle hot metal for the duration of the spell without being burned by the metal. This only affects solid metals, not molten ones. It can affect other parts of the body if they are being used to handle hot metal.

K

Author’s Comment Is a list of powers included here? No, I tend to use this in a hand-waving, freeform manner, allowing the crafter to put anything into the item. Any spell can be imbued into an item, but the crafter loses knowledge of the spell and must relearn it. Spells normally become permanently on, as they are not normal spell matrices.

1 Point Touch, Instant, Stackable, One-Use This spell must be cast when an item is made. If the Crafter succeeds in the Craft roll then the Crafter can add an extra quality to the item, per point of spell, over and above that gained through the Craft skill. A failure means the item is sub-standard and a fumble means the item has shattered.

R 1 Point Touch, Temporal, Passive, Stackable, Reusable Each point of this spell allows the user to move a rock of ENC=STRx5. The user may move the rock at Move 1.

R

So, Basia the Smith casts Imbue Item With Quality 3 on a broadsword and rolls a critical Craft (Weaponmaking). She can instill three qualities into the sword, in addition to the two qualities gained because of the critical craft roll. She wipes the sweat off her brow and decides on Swift, Light, Easy 2 and Effective, so the broadsword does 1D8+2 damage, gives a 10% bonus, has 0.5 ENC and attacks at SR 1. It is a sword fit for a Hero and she takes it to the local Humakt Temple as an offering.

1 Point Self, Temporal, Passive, Reusable This doubles the user's smithing skills, hammer attack and hammer parry for the duration of the spell.

R

- 28 -

1 Point Ranged, Instant, Reusable When cast on the stated molten metal, this spell removes the impurities in the metal, making the slag float to the surface. If cast on already purified metal and 2 POW is sacrificed, this spell makes the metal act as Rune Metal for the purpose of causing damage to magical creatures.

1 Point Touch, Instant, Reusable This allows the user to shape a piece of the stated substance into whatever form desired. It is not as flexible as Form/Set (Substance), but it does save the crafter time by instantly taking the correct form. The user must also make a Craft (Substance), Craft (Trade) or similar skill roll to correctly shape the substance otherwise it will take the wrong shape.

Y

R

There are multiple versions of this spell, one for each metal, except iron.

There are many forms of this spell, for example Shape Wood, Shape Stone or Shape Bronze.

Author’s Comment What about Iron? This is a magical metal, different from other metals, where does it come from?

1 Point Touch, Instant, One-Use This spell must be cast when a weapon is made. If the Crafter succeeds in the Craft roll then the weapon does an extra point of damage, if the Craft was a special it does 2 extra points of damage, if a critical 3 points. A failure means no extra benefit was gained, but a fumble means the weapon has shattered. This is compatible with Imbue Item With Magic and a crafter can add other qualities as normal.

R

The Mostali created Iron as a poison metal to hurt Aldryami and Uz. Where did it come from? Is Iron found in the bones of a deity created to harm Aldryami and Uz? Do the Mostali breed demigods for slaughter and melt their bones to make Iron? Can Mostali alchemists create Iron from other substances? Who knows? Maybe the adventurers can raid a Mostali Ironworks and find out. That would be fun, wouldn’t it?

1 Point Touch, Temporal, Stackable, Reusable Each point of Shift Stonework enables the user to lift, push or otherwise move 1 cubic meter of stone as if it weighed 1 ENC. It is normally used to move large blocks of stone, but is occasionally used to remove stonework from walls or other defenses.

R

1 Point Area, Instant, Stackable, Reusable This must be cast on green or unseasoned wood. Each point of Season Wood will turn one tree’s worth of unseasoned wood into fully seasoned wood.

P

1 Point Touch, Temporal, Stackable, Reusable This shores up a length of tunnel of 10m per point of spell. For the duration of the spell, the tunnel will not collapse, no matter how much damage is done to the tunnel or how unstable the tunnel is. This is often used to escape tunnels that are in danger of collapse.

U

1 Point Self, Temporal, Passive, Reusable A smith’s metal-working skills double when working with the stated metal for the duration of this spell. The spell lasts for one day.

R

There are different versions of this spell, one for each metal.

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1 Point Touch, Instant, One-Use This spell must be cast when an object is forged or made. If the smith succeeds in Craft (Weaponmaking), Craft (Smithing) or a similar skill, then the object has an extra 1D3 APs, if the Craft was a special skill it has 2D3 extra APs, if a critical 3D3 APs. A fumble or failure means the object has shattered.

R

1 Point Instant This allows the user to allow two or more metals into a new metal alloy. The user must succeed in Craft Metal or similar roll as well as the sorcery roll, using the normal sorcery rules, as though the Craft were a sorcery skill. If the roll succeeds the user can alloy 1 ENC per intensity together. So, someone alloying 3 ENC of gold, 2 ENC of tin and 4 ENC of copper would need Alloy Metals 9 and must roll below the lowest of Craft Metal and Alloy Metals.

V

1 Point Touch, Stackable, One-Use Each point of this spell adds 1 Structure Point to a section of wall. The wall can be of any length, but it must be continuous without any dividers, towers or changes in materials.

U Secrets of HeroQuesting is available through the Jonstown Compendium. However, here we present a new skill, as well as several spells useful to HeroQuestors that were not included in Secrets of HeroQuesting. Author’s Comment “What is Secrets of HeroQuesting?” I hear you cry. A Jonstown Compendium supplement covering the basics of HeroQuesting, with rules on how to HeroQuest, the types of HeroQuest and general advice and comments on HeroQuesting. The spells here are in addition to that, as these go into more detailed specifics. You can find a link to the Secrets of HeroQuesting supplement, as well as other fine Jonstown Compendium supplements, in the Epilogue section.

1 Point Touch, Instant, Stackable, Reusable This spell allows the user to make a hole large enough to crawl through and 3m deep per point of spell. This allows the user to escape collapsed tunnels and similar situations. It has no effect on natural obstacles, but does work on obstacles that have been introduced, such as collapsed or blocked tunnels, barricades and such things.

R

1 Point Reusable, Ritual This spell must be cast when a craftsman begins any work involving stones from the Faceless Statue. It allows the craftsman to work the stones and retain the stones' special properties. Performing any work on the stones without this spell causes them to lose their magical properties.

R Magic Base 00 This skill is what HeroQuestors use to start, manipulate, stay on, or leave HeroQuests. When HeroQuestors have to roll to enter or leave the HeroPlane, they can use their HeroQuesting skill instead. If they want to change a Station on a HeroQuest or to do new things on the HeroQuest, then this is the skill to use.

Author’s Comment Where can I find pieces of the Faceless Statue? Why, in Pavis and the Big Rubble, of course. Some of the pieces are well-known, for example the statues that guard the Pavis Temple or the pipes that carry sewage. Other pieces can be found in the Main Quarry, but Mostali are unhappy when adventurers try to steal from them. Yet more pieces have been broken off and have been lost, so can be found in the ruins. An enterprising Games Master could look at Gray’s Anatomy and work out what various pieces of the Faceless Statue do.

Success in this skill means the attempt succeeded but may have consequences now or in the future. A special success means the attempt will have no consequences now but may have in the future. A critical success means the attempt has no consequences now or in the future. A failure means the attempted action does not occur and a fumble means the attempted action has unintended consequences.

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So, Carnax the Careless needs to cross over to the HeroPlane. She has HeroQuesting 80% and rolls a 50, easily crossing over on a HeroQuest. Later on, she meets a Bull Man whom the Red Goddess entrapped in a Web of Words, confusing him. Carnax wants to seduce him instead, so she tries to change the HeroQuest slightly. Her HeroQuesting chance is 80% but the Games Master rules she has a 20% penalty because the Bull Man wants to hurt her. She rolls a 30, a success, with consequences now and in the future. She seduces the Bull Man, who tumbles her in the mud and then leaves. Because she did not entrap him with her Web of Words, she does not leave him for the Gray Stalker to find. A couple of months later the consequences of the altered HeroQuest become clear as her belly grows. She pats her bump, hoping the horns grow in after birth.

2 Points Ranged, Instant, Reusable This spell weakens the barriers between the realms and makes it easier to cross to and from the Hero Plane. Anyone within 10 meters of the caster has their chance of entering or leaving the HeroPlane doubled and any POW or magic point cost reduced to half, with a minimum of 1 point.

R

So, Carnax the Careless casts Ease Access to the HeroPlane at Red Moon Maw, a Lunar Holy Spot. People normally have a POWx3% chance of entering the HeroPlane here and it costs them 2 POW to do so. Under the influence of her spell, Carnax and her companions have a POWx6% chance of entering the HeroPlane and it only costs them 1 POW each.

Author’s Comment Some of these spells are 5-point spells, but in Secrets of HeroQuesting you have HeroQuests as 1-point spells, why is that?

1 Point Reusable, Ritual HeroQuest This allows the user to perform a HeroQuest to enter the GodPlane and locate the Dragon which a particular Dream Dragon comes from. Surviving the HeroQuest means the user gains a secret or a weapon which can be used to defeat the Dream Dragon. Sometimes the HeroQuest is more dangerous than facing the Dream Dragon.

Afe

These 5-point Runespells are really full HeroQuests encapsulated into Runespells. They are not really HeroQuests and not really Rune Magic, but somewhere in between. A HeroQuestor could use them as normal HeroQuests, without any problems. Many of these are triggered by events, often by death, so are not normal planned HeroQuests. In many ways, these are HeroQuests guaranteed to succeed.

2 Points Instant, Reusable This allows a HeroQuestor to alter a Ritual. The chance of doing so is the HeroQuesting skill, or POWx5% if you do not use the HeroQuesting skill in your game.

r

1 Point Ritual Summon, Reusable This spell summons one of the ancient Gray Ones, who will come from the Hero Plane to the Spirit Plane and become visible. The spirit will then lead the summoner out of their current location via the safest route and will act as if affected by a permanent Path Watch, telling them of the dangers and hazards ahead. The Gray One has INT 12+1d6 and POW 12+2d6. They will not engage in active combat and will flee back to the HeroPlane if they lose more than half of their magic points. Any Sage who has a Gray One destroyed or captured during the use of this spell will suffer terrible consequences (inactive status as an initiate, spirits of reprisal etc...) until recompense is made.

#

The Games Master may allocate a penalty to this skill depending on the Ritual being changed and how much it is being modified. Success means the ritual was altered in the way the caster intended. This modification does not come without risk though. There may have consequences, either in the future or immediately. A special success means the ritual has no immediate negative consequences, but may have consequences in the future. A critical success means that altering the ritual has no consequences now or in the future.

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5 Points Self, Temporal, Passive, Reusable For the duration of the spell, the user will be possessed by an incarnation of the deity to be Heroformed. This means the deity transforms the user into an avatar of itself. The effects of this should be determined by the Games Master for each deity in turn. Normally, the avatar has increased skills, access to more spells, often has Heroic Casting of cult spells, enhanced characteristics, and other special abilities.

1 Point Area, Temporal, Passive, Reusable This allows the caster to hold a magical portal open for the caster’s POW in rounds. While the spell is in operation, the portal will not close normally. Any attempt to close the portal must overcome the POW of the user of Hold Portal.

R

R

1 Point Self, Temporal, Passive, Reusable The user can identify which Otherworld or God Time region currently in. This tells the user the Plane, the Mythic Period and Domain.

R

The Firshala Heroform in Griffin Mountain gives the user these abilities and is a result of Divine Intervention. The Mistress Sazdorf Heroform in RQ Classic TrollPak is a ritual and causes a huge nasty Mistress Race Troll to kick some serious ass. Some minor cults can only support one Heroform at any time, so Firshala cannot be incarnated in more than one person simultaneously. Others can support multiple Heroforms, in which case they can attack each other. Once the spell ends, the Heroforming Deity should leave the body, but may well stay. In either case, there may be side-effects—Firshala Heroformers have a chance of remaining female, for instance.

Carnax the Careless chases an Eurmali HeroQuestor through a crack in Yelm's Footstool and finds herself in a raging plain of fire and the Eurmali nowhere in sight. She casts Identify Otherworld Region, and her surroundings are revealed as Kargzant's Burning Plains, part of the God Time during the Greater Darkness and well within Kargzant's Realm of Fire.

2 Points Instant, Reusable This spell allows a HeroQuestor to influence part of a HeroQuest. The HeroQuestor does not need to roll a HeroQuesting skill to succeed in altering a HeroQuest, no matter how much the HeroQuest is being changed.

R

5 Points Reusable, Ritual HeroQuest This is the Horse Path HeroQuest. It allows the HeroQuestor to travel Yarandos' Path and steal Goldeneye horses from the Grazers. As a HeroQuest, it is too complex to be described here.

A

So, Carnax the Careless casts Influence HeroQuest while on a Tame the Bull Man Quest. She reaches the point where she must entrance the Bull Man with a Web of Words, but instead uses Influence HeroQuest to befriend him. She reveals herself to be his mother and stops him from trying to kill her, instead recruiting him as a faithful bodyguard.

2 Points Area, Temporal, Passive, Reusable This spell strengthens the barriers, making it harder for people to cross to and from the HeroPlane for the duration of the spell. Anyone within 10 meters of the caster has his chance of entering or leaving the HeroPlane halved for the duration of the spell and any Magic Points, POW or Rune Point cost to enter or leave the HeroPlane is doubled.

R

1 Point Ranged, Temporal, Stackable, Reusable This allows the user to overcome a magical barrier. Each point of Overcome Magical Barrier counters an equivalent magical barrier. To calculate equivalence, 1 point of Overcome Magical Barrier will overcome 2 points of Sorcery or Spirit Magic. This allows the user to pass through the barrier without consequence.

R

So, Carnax the Careless casts Hinder Access to the HeroPlane at Storm's Eye, an Orlanthi Holy Spot. Questers normally have a POWx3% chance of entering the HeroPlane here and it costs them 2 POW to do so. Under the influence of her spell, they have a POWx1.5% chance of entering the HeroPlane and it costs them 4 POW to push through and enter the HeroPlane.

So, Arthur the Imposter uses Overcome Magical Barrier 4 and passes through a Warding 3 spell as if it was not there. The warding is still intact, does no damage, and does not trigger an alarm. - 32 -

1 Point Self, Temporal, Passive, Reusable This spell allows the caster to expand his or her perceptions to see onto both the Spirit Plane and the HeroPlane. This view allows the caster to see and target spirits, and to see whether there are HeroQuestors present, or people hidden away in the mythical realm of the surrounding area.

5 Points Ritual, Reusable This ritual is cast before a hunt begins. Once a specific prey is located, it can be tracked across any terrain, and the hunting party suffers no movement penalty whatsoever. The terrain, whether it be mud, forest, hot lava, or vertical cliffsides, poses no problems to the hunter. The hunter is unaffected by deadly terrain, and does not slow through fatigue until the prey is caught, or the tracks are lost. The hunter effectively moves to the Hero Plane for the duration of the hunt.

R

T

5 Points Reusable, HeroQuest Ritual If the user is slain while in the River and their last breath is taken in the waters, the user can use this spell to begin a HeroQuest that will, if successful, see the user swim down the Sky River into Sky Fall Lake on the next Water Holy Day, alive. If the ritual fails, then the user will remain dead and their body will be lost somewhere in the Underworld or in the Sky.

Zv 1 Point Self, Instant, Reusable The user of this spell can see into the heart of any magical Ritual witnessed. This view gives the user a +20% chance of manipulating the Ritual at the time and a permanent +10% bonus when trying to manipulate or cast the same Ritual in the future.

Y

Author’s Comment Which River are we talking about? Well, The River, flowing from Skyfall Lake near Crabtown and joining the Creek and stream to form the Creekstream River. Swim Back from Death can be invoked anywhere along the River and the Creekstream River. Some Games Masters might wish to allow it to work in the Creek and the Stream as well.

2 Points Self, Temporal, Passive, Reusable This improves the user's ability to navigate in the Underworld. It doubles skills such as Underworld Lore, Track or survival for the duration of the spell. It does not give any extra information about denizens of the Underworld, but will help the user identify those denizens.

T#

Why restrict it to just this one river? Doesn’t that make it a bit pointless? Maybe. It is possible the spell could work if the user dies in any river, as all rivers are equal, but they will swim down the Skyfall regardless of where they died. Kind and generous Games Masters might allow it to work even if the user doesn’t die in a body of water, but their remains would have to be placed into water to start the spell, which is not a problem for most water cults.

3 Points Temporal, Passive, Reusable, Ritual HeroQuest This must be cast while on a HeroQuest station and lasts for the duration of the Station. The user will not suffer any of the effects of walking through the stated Hero Plane, ignoring effects such as Madness, Fear or disorientation.

r

There are many versions of this spell, for example Walk Hero Plane Lunar, Walk Hero Plane Orlanth and Walk Hero Plane Chaos. Map of The River, from Argan Argar Atlas

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Sacrifices can be used for many reasons, for example to lift a curse, prevent a rebellion, stop a plague or simply to propitiate deities. In all these cases, the effect has a POW. This POW might be abstract, representing a hypothetical strength of the effect, or it might be an actual POW. Plague Spirits, for example, have a POW that must be surpassed to be stopped.

The Primal Earth deities of Glorantha are, generally, associated with blood sacrifice, and under certain dire conditions, their followers need to appease the Earth with blood and souls. While used rarely after the Dawn, some of the following rituals and spells were used more frequently during the Greater Darkness.

The Monster Man cult has a way to create a Rebellion, with cultists feeding it with POW, so making a sacrifice to stop that rebellion needs to surpass the Rebellion’s POW to succeed.

Ritual Sacrifice works by matching the POW of an effect to be overcome (plague, curse, disaster) with the total POW sacrificed. Put simply, the Priestess should sacrifice enough beings that the combined POW of the sacrifice exceeds the POW of the effect being countered.

Willing sacrifices count as double POW if they truly have the desire to sacrifice themselves for the greater good. However, they must be truly willing (no magical coercion allowed). This counts as much for earth cultists sacrificing their blood to feed the land as for chaos cultists sacrificing themselves to create a plague spirit.

The Priestess ritually kills the sacrifices one by one, draining their blood into a large cauldron. The cauldron is then drawn over the land by a team of oxen, with the Priestess scattering the sacred blood over the land, calling on the goddesses of the Earth to help make the land whole again. The sacrifices must be killed in order for their blood to be potent, nobody can be partially drained, for the blood is a medium by which the souls of the sacrificed strengthen the Earth. Afterwards, the bodies are disposed of according to ritual and tradition. In most cases this involves cremation, followed by scattering the ashes over the earth.

2 Points Reusable, Ritual This allows the user to sacrifice POW or living creatures to a sinkhole in order to stop the sinkhole from spreading and engulfing those around it. Such sinkholes normally have an Earth Nymph associated with them and this spell technically appeases the Nymph rather than the sinkhole. This is often cast annually, although particularly aggressive sinkholes might need more frequent sacrifices.

e

Nobody sacrificed in this manner can be resurrected. Their essence is used to heal the land and community and as such is gone forever for the greater good. However, Belintar, the Pharaoh, came back after such a sacrifice, so Heroes and HeroQuestors might find a way to return. Normally, animal sacrifices are sufficient to appease the Earth deities, but occasionally sentient beings are sacrificed. Such a costly sacrifice is only undertaken in dire circumstances, when the whole community is on the edge of extinction.

1 Point Reusable, Ritual This spell is used to guarantee the fertility of a single mating attempt. The Priestess must sacrifice a sentient creature of the same race as the target couple. Invoking the Primal Earth and offering a life for a life, she then performs the sacrifice. This is Old Magic. If the ritual is successful, the mating will result in a pregnancy and a healthy birth.

X

The total POW of the creatures sacrificed must exceed the POW of the effect in order for the effect to be negated. Some spells can reduce the number of creatures sacrificed by sacrificing particular people, so Sacrifice Apostate multiples the POW of sacrificed Apostates by 5 for the purpose of working out whether the Sacrifice has worked. Sacrifice Sacred Ruler allows only the ruler to be sacrificed to lift the effect. If the ritual succeeds, and the POW sacrificed is enough, then the effect is negated. However, if the POW sacrificed is too little, then the effect may be reduced or the Sacrifice might not have any effect, depending on what the sacrifice is for. If the caster fails to perform the ritual correctly, the effect is unaffected, however a Fumble means the effect is made stronger by adding the sacrificed POW to the POW of the curse.

The Priestess and the target couple participate in a ceremonial feast afterwards, where they eat ritually prepared portions of the sacrificial remains. The feast is part of the ceremony and if not completed the spell will be unsuccessful.

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3 Points One-Use, Ritual This spell allows the user to sacrifice blood to the earth in order to restore fertility. The amount of blood required depends on the area of land to be fertilized and also on the extent of the infertility. For each POW sacrificed, a 3m square area of land is affected. For severe curses on the land, it may need 2 POW to restore the fertility to a 3m area of land.

2 Points Ritual, One-Use The caster uses this spell to return a curse to whoever sent it. She must know who has sent the curse and she must cast the spell before the curse properly takes hold, normally within three days of the curse being cast. The priestess must overcome the sender’s POW with her own. If she does all these things then the curse will be returned to the sender and will affect him or her rather than the intended victim. If the Priestess fumbles her Ceremony skill then the curse will affect herself instead of the victim.

etX

E

2 Points Ritual, One-Use Many curses, plagues and other disasters are sent as punishment for the evil-doers in a community. One of the main causes of such evil is when a person becomes apostate from their religion or leaves their cult. In such a case, the only solution is to sacrifice the apostate in question.

e

1 Point Reusable, Ritual This allows the user to make a sacrifice to the earth. This sacrifice will propitiate the earth, buying off any problems the earth was about to bring. The size of the sacrifice depends on what is threatened, but sacrifices of gold or treasure are commonplace as are the sacrifice of living animals and even human sacrifice. The Games Master should determine what sacrifice is required for each situation.

e

The Priestess must first use Divination to determine the cause of the disaster and to determine whether sacrificing an apostate will help. If so, she will use the Sacrifice Apostate spell in order to lift the disaster from the community. The priestess must sacrifice an apostate, one who has renounced the cult or one who has been excommunicated from the cult. The apostate need not be willing. For the purpose of determining the number of POW needed to lift the problem, the apostate's POW is multiplied by 5. This reduces the number of other sacrifices needed to lift the disaster.

2 Points One-Use, Ritual This spell allows the caster to lift a curse from a community. Each curse has a POW, whether or not a spirit is associated with the curse, for the curse is given a representation on the GodPlane. The caster must sacrifice a number of living, sentient creatures in order to lift a curse affecting the entire community.

e

So, Tria the Pure needs to stop a deadly plague spirit ravaging adult males in her community. She uses Divination and discovers the plague is punishment for the Davan brothers, twins who have become apostate from the Yarandros cult and have attacked and violated the women under their charge. Tria has the brothers brought to her, planning on sacrificing them, along with 10 captured prisoners. The Plague Spirit has a POW of 200 and a nasty habit of causing victims to bleed profusely from all orifices. The twins have a combined POW of 25, the ten prisoners have a combined POW of 105. The Davan brothers have a further multiplier of 5 as apostates, so their POW counts as 125. Together with the 105 POW of the prisoners, their sacrifice is more than enough to banish the Plague Spirit killing her people.

The total POW of the creatures sacrificed must exceed the POW of the curse in order for the curse to be lifted. If the caster succeeds in casting the spell and the POW sacrificed is enough, the curse is lifted. If the POW sacrificed is too little, then the curse is reduced but not lifted. If the caster fails her Ceremony roll, the curse is unaffected. However, a Fumble means the curse is made stronger by adding the sacrificed POW to the POW of the curse.

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2 Points Ritual, One-Use This ritual must be combined with a spell requiring a living sacrifice. As part of this spell, the community's sacred king or queen is sacrificed and their blood used instead of the sacrifice of others. No other sacrifice is needed for the spells cast with Sacrifice Sacred Ruler.

E

The RQ:G rules covers Sacred Time and Adventurer Income on p420, but these only cover farming and steads. However, these are not the only sources of income for adventurers. The rules presented here expand this method to include merchants and their shops and caravans, ships and crafter workshops. It could also cover inns, taverns and bawdy houses with a few tweaks. These rules include the owners of those fine establishments and the people they employ, as such employment depends on the success of the establishments.

For instance, Arrana Surehand casts Stop Plague and Sacrifice Sacred Ruler to stop a virulent plague of mouth rot in her Bolo Lizard community. She sacrifices her Sacred Queen Leeto Brighteyes and washes the plague away with the young queen’s blood. Even though the Plague has POW 250, Arrana does not need to sacrifice any other living beings, as the sacred queen will suffice and the Plague is banished.

Author’s Comment What do we mean by adventurer and adventuring? It is confusing to think about adventurer income that is separate from riches gained through adventuring.

Kings and queens sacrificed in this way cannot be resurrected or brought back to life. The likes of brave Queen Leeto will not be seen again. It is possible for a HeroQuest to bring back a sacrifice, but this would be extremely dangerous and akin to the Lightbringers' Quest. The Pharaoh has been known to return from such a sacrifice, but nobody knows how he does it.

In RuneQuest, everyone is called an adventurer, so I can see how this can be confusing. In this section, adventurers are often employed by merchants, crafters and sailors, perhaps as guards, healers, traders or magicians. Whatever the reason, their income is determined by the organization or establishment that employs them. So, a guard on a merchant caravan has an income that is determined by the success of that caravan.

2 Points Ritual, One-Use This spell allows the caster to stop a plague in a community by sacrificing living, sentient creatures. The number of living creatures required to stop the plague depends on its severity, but the total POW of the living creatures must exceed the POW of the plague spirit. Some Games Masters may wish to only allow sentient sacrifices to stop a plague. Bear in mind that plague spirits are major spirits of Mallia and normally have POW in the hundreds.

e

It is possible, of course, for adventurers to have further adventures that are not part of their regular employment, so a caravan guard might go off to explore a ruined oasis settlement while the caravan is camped nearby. Any treasure gained through that particular adventure is in addition to the income described here.

If the caster fails the Ceremony roll then the sacrifices are in vain and the Plague continues. If the roll is fumbled, then the sacrificed victims are sent to the plague spirits as an offering, thus making the plague spirit more powerful—add half the sacrificed POW to the Plague Spirit's POW. If the caster succeeds but the sacrificed POW is not enough, then the plague spirit is not banished but is reduced in strength. For this reason, Priestesses often sacrifice more beings than would be needed, just in case.

In the same way as a harvest affects income for farmers and those in the normal farming clan economy, bounty affects income for merchants and sailors. Bounty is determined in much the same way that harvest is (RQ:G, p420-421).

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The current year’s omens influence trading, as a cursed year reduces opportunities for trade while a blessed year is a chance for growth. D100 01-10 11-30 31-70 71-90 91-100

Omen Cursed Ill-favored Normal Good Blessed

An appropriate HeroQuest can add a modifier to the bounty results based on the results of the HeroQuest, good or bad, as determined by the Games Master. These quests can be from Argan Argar, Issaries, Etyries, Lokarnos, the God of Silver Feet, or other trade gods, though not always. Other HeroQuests can lead to a positive bounty as well.

Modifier -25 to Bounty roll -10 to Bounty roll No modifier +10 to Bounty roll +25 to Bounty roll

Some adventurers may have special abilities that can apply here. So, a merchant with a special ability of Favored by Issaries might get a +10 to Bounty, but one with a Spirit of Greed might receive -10 Bounty due to that curse.

Changes in the environment, the level of raids, invasions and other factors also affect merchants in caravans and ships, as these disrupt trade, make the highways unsafe and destabilize ports and markets. Level Raiding, Light Raiding, Moderate Raiding, Severe Drought, Light Drought, Moderate Drought, Severe Flood, Light Flood, Moderate Flood, Severe Storms, Light Storms, Moderate Storms, Severe Disease, Light Disease, Moderate Disease, Severe Major invasion Cattle Raiding (By You) Rustling (By You) Raids on Caravan Attacks on Caravan

Adventurers who take risks may well affect the bounty gained. So, a merchant who decides to travel through the Long Dry might shave a few days off the journey and gains +10 Bounty, but if the beasts sicken and die because of the shortcut the result might be -10 Bounty. Travelling long distances might be such a risk, as it could result in a better or worse bounty depending on what actually happened.

Modifier to Bounty Roll -10 -20 -40 -10 -20 -30 -10 -15 -20 -10 -15 -20 -10 -20 -30 -40 +10 +10 An additional -10 An additional -20

Level Applicable Curse Failed HeroQuest Failed Risk Successful Risk Successful HeroQuest Applicable Special Ability

As in the RuneQuest rules, roll 1D100, apply the previous modifiers and check the result. D100 01-10 11-40 41-60 61-95 96-100

The previous year’s performance also affects the bounty that a merchant or sailor can expect this year, for nobody wants to buy from an unsuccessful Merchant. Level Abysmal Bad or Good Excellent Superlative

Modifier -10 to Bounty roll -10 to Bounty roll -10 to Bounty roll +10 to Bounty roll +10 to Bounty roll +10 to Bounty roll

Modifier -10 to Bounty roll No modifiers +10 to Bounty roll +15 to Bounty roll

Bounty Abysmal Bad Good Excellent Superlative

Income Roll Modifier -60 -30 No modifier +30 +75

This works in the same way as in RQ:G p422. The adventurer attempts an Occupational Income roll, with penalties from the Bounty Results table or from being away for extended periods. This is the adventurer’s core income, with anything gained through other adventuring being treated separately.

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Author’s Comment What is a Hyper Critical or Special Critical? These are extra levels of success described in Secrets of Dorastor. A hyper critical is gained if you roll 1/500th of your skill and only applies to skills of 500% or more. A special critical is gained if you roll 1/100th of your skill, i.e. the 100 digits of your skill, and only applies if your skill is 100% or more. If you do not like them, just treat them as criticals and blame the Games Master for unfairly reducing your income.

Being absent from their normal work affects Occupational Income. However, if the adventurer has an agent or tenant, then they can do the work instead of the adventurer. Level Each season with more than a 3-week absence Absent for a full year

Modifier Cumulative -20 penalty to Occupational Skill No occupational Income roll is made. A tenant or agent is required to do the work.

Adventurers need to pay any cult tithes due. These depend on the adventurer’s cult status and are usually 10% for an Initiate, 50% for a God-Talker and 90% for a Rune Lord or Rune Priest. Of course, if an adventurer makes nothing then they do not have to pay cult tithes.

This is where an adventurer works out their income based on the year that has passed. It does not take into account extra income gained through actual adventuring. So, a caravan guard might be part of a caravan that has had an abysmal bounty and has had no income at all, but might have found 200L while exploring a cave, so the Adventurer Income result might be no income and 30L of debt, but this can be paid off with the 200L extra-curricular income gained.

This allows the adventurer and their family to live at a certain level. Adventurers who cannot meet this standard of living drop to the level they can meet, possibly with negative repercussions to their health and the health of their family.

The adventurer must roll against the appropriate Occupational Skill. This skill depends on what the adventurer was doing as part of their “day job”, but probably matches the skill in the Occupational Income Table on p423 of RQ:G. Caravan guards, for example, might use the Warrior occupation, fishers on a fishing boat would use Fisher, and so on. A Merchant should use a base Income of 60L if using these rules, instead of using the Merchant Income rules on p425 of RQ:G.

Merchants can support many retainers, in theory, but are not as wealthy as Petty Kings, so they rarely support the full standard of living of their caravan guards, normally supporting half of that amount as part of running their caravans.

The Occupation Skill should be modified to include any penalties or bonuses from the Bounty result but cannot be affected by spells that boost the skill, as this is abstracted for the entire year. The table shown below is the same as the results in RQ:G, p422 but flipped, as all the other tables here go from bad to good. Occupational Skill Result Fumble Failure Success Special Critical Special Critical Hyper Critical

Standard of Living Destitute

Cost

Ransom

0L

0L

Poor Free

15L 60L

250L 500L

Noble Petty King

200L 600L

Child Survival -75% -15% No change +5% +15%

Childbirth No children born No change No change +15% +25%

Additionally, a destitute adventurer must make a CON×5 roll or permanently lose 1 point of CON.

Income Disaster! The adventurer receives no income and incurs debts equal to half of base income 0.5x Base Income Base Income 1.5x Base Income 2x Base Income 3x Base Income 4x Base Income - 38 -

Each caravan, fishing boat, ship, workshop, inn or tavern is effectively enough to support a household. Some people have several caravans, boats, ships or workshops, each additional unit can be managed using the Manage Household skill, for the same skill can be used to manage a caravan as to manage a household. Each unit has people to do the work and either the adventurer or an agent makes a Manage Household roll to determine Household Income.

Now, we come to Adventurer Income. • Garlanna: Her Bargain skill is 80%, modified to 110%. She has spent most of last year attending to caravan business, so has no additional penalties. She rolls D100 and gets a 01, a special critical, but Garlanna’s Games Master doesn’t like new-fangled things and treats it as a critical roll, so Garlanna gets her Base Income x2, instead of the x3 that she could have had. Garlanna’s base income is 60L, so she receives 120L as her income from the Caravan. Garlanna is an Initiate of Issaries, so tithes 12L, leaving her with 108L, she has a Free standard of Living, so subtracts 60L, leaving her with 48L that is added to her personal wealth.

Garlanna is a Merchant with Bargain 80%. She heads a small caravan that trades between Sartar and Prax, travelling from Boldhome to Pavis along the Pavis Road. Garlanna employs Demson and Karrana, two caravan guards; Billanna, a healer; and Parran, a potter, who makes goods for Garlanna to sell.

Garlanna Demson Karrana Billanna Parran

Bargain 80% Battle 70% Battle 60% First Aid 90% Craft (Pottery) 85%

100% 80% 90% 120% 115%

01 50 95 13 06

C N Fa S C

120 60 30 120 160

12 6 3 12 16

60 30 30 60 60



Demson: As a warrior, Demson uses his Battle skill of 70% as his Occupational Skill. He gets +30 from the Excellent Bounty but spent nearly a season training, so has a -20 Penalty, giving him a modified Battle skill of 80%. He rolls 1D100 and gets 50, a normal success, so receives his base income of 60L. He tithes 6L as an initiate of Humakt, leaving him with 54L. Although he is in Garlanna’s service, the caravan only pays for half his upkeep, so he subtracts 30L for a Free Standard of Living, leaving him with 24L to add to his personal wealth.



Karrana: As a warrior, Karrana uses her Battle skill of 60% as her Occupational Skill. She gets +30 from the Excellent Bounty and spent most of the year with the caravan, so her skill is modified to be 90%. Karrana rolls 95, a failure, so only receives half the Base Income, 30L. She tithes 3L as an Initiate of Babeester Gor, leaving her with 27L. As with Demson, Garlanna only supports half her upkeep, so she needs to spend 30L to keep her Free standard of Living, but only has 27L. She could drop to Poor, spending 15L, leaving her with 12L, but instead Garlanna gifts her 3L, allowing her to maintain her Free Standard of Living, but with no surplus wealth.



Billanna: As a Healer, Billanna chooses First Aid as her Occupational Skill. She has First Aid 90%, which becomes 120% with the +30 Modifier. She has spent the last year helping the caravan, so has no additional penalties. She rolls 13, a special, so earns 1.5x Base Income, earning 120L. She tithes 12L and spends 60L to maintain her Free Standard of Living, leaving her with 48L to add to her personal wealth.



Parran: She is a potter, so uses her Craft Potter as her Occupational Skill. She has Craft Potter 85% and gets the +30 Bounty bonus and has spent all year making pots for Garlanna, giving her a modified skill of 115%, She rolls 06, a critical, so has double her base income of 80L, gaining 160L. She is an Initiate of Pella and tithes 16L, spends 60L to maintain her Free Standard of Living, leaving her with 84L to add to her personal wealth.

Personal Wealth

Standard of Living

Tithe

Income

Name



Result



D100



Modified Skill



Omens: The previous omens were good, so the Bounty roll gets a +10 Bonus Raids or Invasions: There was light raiding into Prax and Sartar, reducing Bounty by -10. Also the caravan was raided once by the Pol Joni, giving another -10 Penalty Previous Bounty: Last year, Garanna had an Excellent year, giving her +10 to the Bounty HeroQuests: Garanna successfully performed an Issaries HeroQuest to give her a permanent Path Watch while on the Pavis Road, so the Games Master assigns a +10 to her Bounty roll Determining the Bounty Results: Garanna has modifiers of +10, -10, -10, +10 and +10, giving her an overall +10 to the Bounty roll. She rolls D100 and gets 55, which is modified to become 65, an Excellent Bounty, giving a +30 to the Occupational Skill roll. Occupational Skill



48 24 -3 48 84

Author’s Comment What is this table and how should I interpret it? This table, and the ones below, are simply easy ways of visualizing the different NPCs in the examples. • The Occupational Skill column shows the skill the NPC used and their chance. • The Modified skill shows the skill after the bonus to Bounty. • The D100 and result columns show what was rolled and what that means as a level of success. • The Income and tithe show the income gained and how much goes to the cult. • The Standard of Living column shows what needs to be subtracted and the Personal Wealth column shows what is added to the NPC’s personal wealth. - 39 -



Peskor, Peskan and Peskot: Peskala’s younger brothers are not yet skilled enough to manage the boats by themselves, so act as tenant fishers, using Peskala’s Manage Household skill of 60%. Again, there are no bonuses, but she is lucky, rolling 12, 02 and 50, a special, critical and normal success. The three boats bring in 90L, 120L and 60L, but half goes to the brothers and half to Peskala, so Peskala receives 135L, of which she tithes 14L, leaving her with 121L. Peskor receives 45L, Peskan receives 60L and Peskot receives 30L. With tithing, they would only have a Poor standard of living, as life is hard for tenant fishers, but Peskala supports her brothers and raises their standard of living to Free, giving 20L to Peskor, 6L to Peskan and 33L to Peskot, costing her 59L and leaving her with 62L to add to her personal wealth. Her brothers don’t get any richer, but they can keep their families reasonably well.



Peskala Blue Scale: Her overall income, after tithing and paying for her own standard of living and that of her brothers, is 87L. She gives each brother a further 10L, increasing their personal wealth by 10L and leaving her with 47L.

One of the River Folk of the River of Cradles, Peskala Blue Scale and her family own a small fleet of fishing boats along the River of Cradles, downstream from Pavis. Peskala operates one boat and her brothers operate the others, as her tenants.



• •

S

90

9

60

31

Boat 90%

90%

60

N

60

6

60

-6

Peskor

Peskala’s 60% Manage Household 60%

12

S

90 (45) 5 (5) 60

-20

Peskan

Peskala’s 60% Manage Household 60%

02

C

120 (60)

-6



Omens: The previous omens were good, so the Bounty roll gets a +10 Bonus

Peskot

Peskala’s 60% Manage Household 60%

50

N

60 (30) 3 (3) 60

-33



Raids or Invasions: There was light raiding into Prax and Sartar, giving a -10 penalty to Bounty, but apart from that things were good

Now, we come to Adventurer Income. • Peskala Blue Scale: She has Boat 80%, but has no modifiers, so rolls D100 and gets 15, a special. She receives 1.5 times her base income of 60L, which is 90L. Tithing takes 9L, as she is an Initiate of Zola Fel. She maintains a Free standard of Living, costing 60L, leaving her 21L to add to her personal wealth.



Previous Bounty: Last year, Tarrak had an Excellent year, so has +30 to Bounty



HeroQuests: Tarrak is a recent descendant of Ernalda, giving him a permanent +10 to Bounty, but he also went to the Other World to bring back a new shimmer glaze, giving him another +10 to Bounty





Determining Bounty Results: Tarrak has modifiers of +10, -10, +30, +10 and +10, giving him an overall modifier of +50 to the Bounty roll. He rolls D100 and gets 55, boosted to 105, a Superlative Bounty, adding +75 to the Occupational Skill roll.

6 (6) 60

Result

Personal Wealth

15

Tithe

80%

Income

Boat 80%

D100

Modified Skill

Peskala Blue Scale Peskin

Name

Occupational Skill



Omens: The previous omens were good, so the Bounty roll gets a +10 Bonus Raids or Invasions: There was light raiding into Prax and Sartar, giving a penalty to Bounty of -10. There were also several storms, giving a penalty to Bounty of -10. A total penalty of -20 Previous Bounty: Last year, Peskala had a Good year, so no change to Bounty HeroQuests: Although Peskala completed no HeroQuests, she is a descendant of Zola Fel, which gives her a permanent +10 Bonus to Bounty Determining the Bounty Results: Peskala has modifiers of +10, -10, -10 and +10, giving her no change to the Bounty roll. She rolls D100 and gets 45, a Good Bounty, giving no change to the Occupational Skill roll. Standard of Living



Peskin: Peskala’s oldest brother has Boat 90% and no Modifiers. He rolls 1D100 and gets 60, a normal success, so receives 60L, he tithes 6L and wants a Free Standard of Living, but does not have enough, so Peskala chips in with 10L, giving him 4L to add to his personal wealth.

- 40 -

Father of Parran, Tarrak is a Master Potter and runs several workshops across Sartar. He does not employ Master Potters, instead leaving the drudge work to less skilled potters, as tenants, and managing the other workshops himself.

Now, we come to Adventurer Income. • Tarrak: He has Craft Potter 120%, combined with the +75 modifier, gives him an Occupational Skill of 195%. He rolls 08, a critical, so doubles his base income of 80L to 160L. He pays his 10% tithe of 16L, leaving him with 144L. He wishes to maintain his Noble standard of living, so has a shortfall of 56L, but fortunately he has his workshops.

Tarrak W/S 1 W/S 2 W/S 3 W/S 4

Craft Potter 120% Manage Household 80% Manage Household 80% Manage Household 80% Manage Household 80%

195 08 C % 155% 80 N

160 +180 16 +18 80 (40) 8 (4)

15

21

155% 25

S

120 (60) 12 (6) 15

39

155% 20 S

120 (60) 12 (6) 15

39

155% 96

40 (20)

3

Fa

4 (2)

The following tables show the Runes commonly used in Glorantha. Please note that not all these Runes are used in the Book of Doom.

As an optional rule, if your Adventurer has 80% in a nonelemental Rune, that Rune increases its associated Characteristic by 1. The highest Elemental Rune and any non-Elemental Runes at 80+ allow you to add +10 to the associated skill. If the Rune has more than one skill, simply choose which skill to increase.

Personal Wealth

Standard of Living

Tithe

Income

Result

D100

Modified Skill

Occupational Skill

Workshops: Tarrak has Manage Household 80%, but this is boosted by the modifier of +75 to 155%. He has 4 other workshops and rolls 80, 25, 20 and 96, a normal success, two specials and a failure. Each workshop provides 60L, split between Tarrak and his tenants, so the workshops earn 80L, 120L, 120L and 40L. Tarrak gets half of each shop’s earnings (40L, 60L, 60L and 20L), for a total of 180L. His tithes come to 18L, leaving him with 162L of income from his tenant workshops. This is added to his 144L from earlier, giving him 306L. Subtracting his Noble standard of living of 200L leaves him 106L to add to his personal wealth. His tenant potters fare less well, of course, paying tithes of 4L, 6L, 6L and 2L, only supporting a Poor Standard of Living (15L), leaving them with additions to their Personal Wealth of 21L, 39L, 39L and 3L, so they are building up small nest eggs that might allow them to have a Free Standard of Living next year.

Name



RuneQuest Glorantha details some of the Runes of Glorantha, but these are by no means all the Runes. Many deities have their own particular runes, but we will not show these.

As in the RQ:G Rules p 227, Adventurers can use Runic Inspiration to augment skills. Any associated skill, skill category or weapon can be augmented by the Rune.

200 106

15

An Adventurer with 90% in a Rune can attempt to gain Runic Mastery of the Rune.

The Adventurer should spend a season meditating on the Rune, using it and trying to gain insight into its secrets and inner workings. At the end of the Season the adventurer should attempt to roll the Rune skill with the following results: • Fumble: No insight is gained and the adventurer can never gain Runic Mastery of that Rune • Failure: No insight is gained • Success: No insight is gained, but the adventurer gains a +20 to the Rune for the next attempt at gaining Runic Mastery • Special: No insight is gained, but the Adventurer gains a +40 to the Rune for the next attempt at gaining Runic Mastery • Critical: Congratulations! The adventurer has gained Runic Mastery of that Rune

The difference between Peskala and Tarrak is that Peskala has supported her brothers, reducing her personal wealth to give them a better standard of living. Tarrak has enough wealth to support his tenants, but does nothing for them, as “being poor builds character.”

- 41 -

• There are several effects of gaining Runic Mastery of a Rune. All apply as long as the adventurer maintains the Rune at 90%. If the Rune slips below 90%, the Runic Mastery cannot be used but it is not lost and will be regained once the Rune increases to 90% or more. An adventurer with Runic Mastery of the Rune gains the following abilities: • Deeper Insight: The adventurer can use the Rune to gain insight and knowledge about the Rune and its effects, the actual game effects determined by the Games Master. • Rune Pool: The adventurer can put POW into a Rune Pool for the Rune. This Rune Pool can be used to cast Runespells with that Rune affinity, regardless of the cult granting the spell.

Rune Characteristic Bonus Personality

2Darkness

Sense Skill Category Weapons

SIZ Hungry, secretive, large, cold, cruel, patient Listen Stealth Club. Mace, rock

Organs Color Substance Phyla

Rune Characteristic Bonus Personality

ZWater

DEX Mercurial, changeable, quick



These detail the descriptions from the RQ:G rules, p45-50 and p381-383, but also include Runes from previous versions of RuneQuest.

eEarth

QMoon

Balance Magic Kopis, sickle, scimitar Inner eye, pineal gland Red Silver, Moonrock None

Stomach, fat

Heart, blood

Genitals, bone

Brain, sinew

Lungs, muscle

Black Lead, Onyx Insect

Blue Quicksilver Fish

Green Copper, Earth Reptile

Yellow Gold Bird

Orange Tin, Flint Mammal

VMovement/Change DEX Changeable, energetic, rebellious, ambitious, impulsive, reckless

UStasis

Dodge, Dance Agility Dagger Legs White Quicksilver Hare, swift

Rune

XFertility

TDeath

CON Generous, giving, sensual, pleasure First Aid Magic Spade Genitals Green Carnelian, Jasper Rabbit

STR Relentless, ruthless, ascetic Melee Weapon Combat All Hands, Liver Black, Red Iron Bat

- 42 -

INT Pure, intellectual, chaste, idealistic, perceptive Scan Perception Spear, bow

AAir/Storm

Taste Agility Net, trident, whip

Skill Skill Category Weapons Organs Color Substance Phyla

Skill Skill Category Weapons Organs Color Substance Phyla

fFire/Sky

CON Practical, prudent, worldly, sturdy, sensual Search Communication Axe

SIZ Resolute, unchanging, determined, dogged, doctrinaire, obstinate Touch Manipulation Shield Feet Brown Stone Tortoise

Characteristic Bonus Personality

Runic Manipulation: The adventurer can manipulate and wield the Rune in ways not normally possible. For Elemental Runes, the adventurer can manipulate POW in SIZ points of the element, perhaps creating a wall of earth, opening a whirlpool, or creating a pool of darkness. The exact game effects are, again, down to the Games Master and players to work out. Runic Counter: The adventurer can use a Rune to counter another Rune, to douse a Fire Elemental with Water, uplift Man versus a Bestial transformation, or use Truth to banish an Illusion.

HHarmony

CHA Helpful, careful, compromising, generous, compassionate, peaceful Dance, Charm Communication None Heart Light Blue Jade Dove

!Luck

POW Carefree, risk-taking, random Game Magic Thrown Knucklebones Hand, Fingers Turquoise Turquoise Cat

STR Violent, proud, passionate, strong, unpredictable Smell Manipulation Sword

POW Mystical, magical

JDisorder

YTruth

Individualistic, impulsive, contrary, greedy, thoughtless, egocentric Intimidate, Bully Combat Club Liver Grey Quartz Fox

Lore Knowledge Pen Brain Grey Lapis lazuli Snake, owl

STR

*Fate

POW Stoic, accepting, mystical Meditate Magic Net Heart White, Grey Web, Silver Spider

INT Objective, impersonal, dispassionate

IIllusion

POW Dishonest, deceitful, unworldly Sleight Magic Web Eyes Crystals Agate, Opal Coyote, raven

Rune Characteristic Bonus Personality Skill Skill Category Weapons Organs Color Metal Phyla Rune Characteristic Bonus Personality Skill Skill Category Weapons Organs Color Metal Phyla

Rune Characteristic Bonus Personality Skill Skill Category Weapons Organs Color Metal Phyla

Rune Characteristic Bonus Personality Skill Skill Category Weapons Organs Color Metal Phyla

BBeast

CChaos

#Communication

NDragon

Bestial, savage, feral, wild, untamed Survival Stealth Claws, Bite Stomach, genitals Red Stone Beasts

Any Evil, corrupted, mutated Intimidate Magic Claws Bowels Mottled grey Chaos slime Chaos

mMan

pPlant

sSpirit

gUndead/Hunger

STR

CHA Civilized, settled, sociable, ethical Insight Communication Sword Heart Any Bronze Human

CHA Garrulous, open, honest Bargain Communication Staff Tongue White Bronze Parrot

CON Earthy, growth, natural Elfsense Stealth Bow Sap Green Copper Plants

POW Otherworldly, remote, spiritual Spirit Combat Perception Spirit Combat Bone White Bone Spirits

INT Emotionless, powerful, inhuman Lore Knowledge Claws, Bite Brain Gold Dragonbone Draconic

nDragonewt

CON Inscrutable, capricious, enigmatic Utuma Magic Klanth Heart Brown Dragonbone Draconic

SIZ Hungry, relentless, inhuman, cold Hide Stealth Sword catcher Blood Red Bronze Undead

8Infinity

lLaw

RMagic

WMastery

Remote, unworldly, mystical

Unyielding, knowledgeable, neutral Lore Knowledge Staff Heart White Truestone Spirit of Law

Powerful, terrifying, selfish

Strong, capable, masterful

Sorcery Magic Dart Mind Gold, Octarine Crystal Otherworld beings

Any Manipulation Sword Hands Grey Iron Helper spirits

POW

INT

Meditate Magic Web Brain Transparent Adamantine Deities, demigods

POW

kCold

KHeat

FIce

=Light

Survival Perception Spear, sling Stomach Black Lead Polar creatures

Craft Manipulation Spear, bow Genitals, liver Orange Gold Tropical creatures

Ski Agility Spear, dart Bones White Ice Polar creatures

Insight Knowledge Spear, bow Eyes Yellow Gold Birds

STR Cold, aloof, distant

CON Hot-bloodied, passionate, warm

CHA Hard, cold, rigid

- 43 -

INT Haughty, arrogant, vain

STR

OShadow POW Secretive, mysterious, enigmatic Hide Stealth Club, sling Shadow Black Lead Insects

EDust

CON Dry, pragmatic, remorseless, vengeful Intimidate Manipulation Axe Skin Grey Copper Reptiles

Author’s Comment Players and Games Masters might think RuneQuest has too many skills as it is, and they may well be right. So, why have even more skills? Because we like more skills!

Here we come to the heart of this supplement, the Book of Doom. Herein is listed a plethora of spells from various cults and Ages. The spells within range from the powerful to the light-hearted. When combined with the Ritual Magic and Heroquesting sections, they present a smorgasbord of powers and abilities to liven any RuneQuest game.

These are specialist skills, used by experts, to give them an edge over the unrefined. These skills are not essential, and a character sheet will not be worse without them. However, an adventurer with Flee will be better at running away than an adventurer without Flee.

Author’s Comment Rather than simply listing each spell alphabetically by type, I have grouped them into thematic classes, based on the types of deities who would typically grant the spell.

Most of these skills have a base chance of 00%, which means they must be specifically learned to be gained. Some skills are handed down by crafters or through families of thieves. Others might be gained on a HeroQuest, or taught when an adventurer has gained mastery of another skill.

Hopefully, this approach will not grate too much. Each section provides a description of the deities that might allow use of the spells in that section, along with any skills, spirit magic and Rune magic available. Not all sections will have skills or spirit magic. Category Agility Agility Agility Agility Agility Agility Agility Agility Agility Communication Communication Communication Communication Communication Communication Communication Communication Communication Communication Communication Communication Communication Communication Communication Communication Communication Magic

Skill Avoid Dragon's Best Attack Dodge (Type) Dodge Missiles Flee Ski Snowshoes Three Arrow Trick Trick Riding Vanganthi Fighting Style Appear Friendly Bamboozle Boast Bully Deflect Blame Imitate (Sounds) Impress (People) Interrogate Invite Me In Learn Local Gossip Make Love (Type) Mimic Please (Person) Shame (Person) Talk Whilst Fighting Talk With Hands Taunt HeroQuesting

Basic% 00 00 00 05 05 05 00 00 00 00 00 00 00 00 00 00 00 00 00 25 05 00 00 00 00 00 00

- 44 -

Category Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Perception Perception Perception Perception Perception Perception Perception Perception Perception Perception Perception Perception Perception Stealth Stealth

Skill Assess Enemy Assess Wealth Brew (Concoction) Color Glaze Direct (Beast) Endure (Hardship) Enhance App. of Goods Illustrate Text Know (Subject) Make (Object) Pattern Firing Poison Lore Tame (Beast) Calculate Food Count Army Feel (Element) Find Sustenance ID Richest Pickings Know Needs Read Enemy Recognize Magical Object Sense (Type) Sense Ambush Spot the Weakest Spot Thief Taste Analysis Avoid Enemies Lose Pursuer

Basic% 00 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 05

Each beast spirit added to a Ball of Tails will have a cumulative 5% chance of alerting the guardian deities to the fact and will cause them to send servants on vengeance missions against the holder. Use of the Peaceful Cut skill will free the spirits of beasts bound into a ball, as can a Free Ghost spell. To a certain extent, Ritual Magic is independent of Deity Types and can be used by any type of deity. These are the rituals that underpin many religions.

Author’s Comment Surely, this goes against the principles of the Peaceful Cut?

Some spells might be suited under a specific type (Unfading Letters might be seen as a Knowledge Deity spell, for example) but I have included them here for convenience.

Yes, it very much does so. A Praxian would never make a ball of tails from Praxian herd beasts and a Pentian would never make a Ball of Tails from horses, unless they were evil. However, Waha nomads can create a Ball of Tails containing the tails of horses and Pentian nomads bind Praxian herd beasts into their Ball of Tails. Both hate each other’s Balls of Tails, but accept their own, for the other beasts are taboo to them and are not included in their Peaceful Cut rituals. Hunters would find the idea of a Ball of Tails taboo and would try to free them.

Ritual Magic can be Spirit Magic, Rune Magic or Sorcery. The defining feature of Ritual magic is that it involves a long ceremony to cast.

2 Points Instant, Ritual This is used to appease a particular type of being, whether a tree spirit, Wyter, landscape demigod or a magical creature.

1 Point Instant Ritual This ritual, known to certain sects of Lhankor Mhy, allows sages to create a document that will never fade, never suffer from age or bad condition, a document to remain for all time. Such documents are copied at the same time in the Great Library of the Grey Tower on the HeroPlane.

This spell ensures the being is not offended by the caster’s actions and allows the caster to perform a task, take something from the being or perform a similar action. So, a carpenter might use Appease Tree before cutting it down, a fisherman might use Appease Waters before setting off in a boat and a herder might use Appease Herd before choosing a beast to slaughter.

This spell enchants one normal size piece of paper, which will become immune to the effects of age, water, fire, and other environmental effects. The only way to destroy it is via magical means (such as an unholy fire of Thanatar or tossed into a chaos maw). It offers no protection to anything else however (no scribes in paper armor). It costs 1 POW per document enchanted, meaning it is reserved for important documents.

3 Points Ritual Enchant If a taboo beast is killed, its spirit may be bound into its tail and kept. At a cost of 1 POW, the beast's spirit is trapped in the tail and may be accessed as a spirit, providing its magic points to the user.

1 Point One-Use, Ritual This doubles the user's ceremony skill when performing the stated ceremony. There are as many augment rituals as there are ceremonies.

r

Further tails may be added to the first, at normal cost, to create a Ball of Tails. The holder of a ball may use the magic points of all the Spirits bound into the tails. These spirits do not count towards the owner’s CHA limit. However, each Ball of Tails counts as a single spirit for the purpose of CHA Limits, no matter how many spirits it contains.

- 45 -

3 Points One-Use, Ritual This awakens a Hidden Field from a piece of land in Prax and the Wastes that was not blasted by Chaos or devoured by Oakfed during the Darkness. The user must know that such a piece of land is present and must know the land is not already a Hidden Field. The piece of land affected by this spell is the same size as that affected by the Bless Crops spell. The land will be slightly more fertile than it was before and can support more wildlife or grazing. Such Hidden Fields can be the difference between life and death in a bad year.

3 Points Ritual, One-Use This bestows kingship on the recipient. This means the recipient is the rightful ruler of the country or area that the priest/priestess holds sovereignty for. Any spells that detect royalty will detect this kingship. If there is a current king of the area, he will detect as an unlawful ruler once this spell is cast on a rival.

eX

R

Normally, this spell is cast on the king's heir or the person chosen to be king at the appointed hour of his crowning. It is rarely cast once a king is in place, unless the priesthood wants to cause internal dissention.

A fumble when using this spell does not destroy the fertility of the land, but does mean the user cannot awaken that piece of land on future attempts.

The ritual involves sacred items (possibly a crown, a weapon, and/or a throne, for example), requires at least three priests/priestesses to perform, and must be cast at a sacred location in order to be successful.

This spell only affects land that was not blasted by Chaos in the Greater Darkness, so cannot be used to awaken the whole of Prax.

2 Points Stackable, Ritual Enchant, One-Use This ritual is used to allow the caster of the spell to bind the victim's breath into a particular body part which is then eaten by the caster of the spell, transferring the spell or ability to the caster. The user spends 1 POW per ability gained to transfer the ability from the victim. The ability gained can be used by the caster of the spell in the same way as it was by the victim. If the ability is a Rune Spell then it can be cast using the user’s Rune Pool. In this way, the user can gain magic or abilities not known to their cult. Each ability gained is associated with a certain body part and the appropriate Bind Breath in (Body Part) must be used to bind the ability.

A

Author’s Comment The Hidden Greens of northern Prax are a particular example of this effect and come and go, as they fade in and out of existence. Other areas of Prax have Hidden Greens that can be accessed by specific people. There are a couple of small regions in the Big Rubble for example. The forthcoming Secrets of the Oasis Folk supplement will cover Hidden Greens in more detail.

2 Points One-Use, Instant, Ritual When cast on the specified object, this awakens the spirit that lies within the object, giving it 3D6 POW, 3D6 INT and 3D6 CHA. However, if the object already has any of those characteristics and the roll is lower than the current value, it is not replaced.

r

So Moriggora captures a priest of Gagarth and decides to bind his breath. She wants to take his Berserker spell (Heart), Wind Walking spell (Legs), Become Tornado ability (Heart) and Unstoppable Rage ability (Heart), so she needs Bind Breath in Heart and Bind Breath in Legs. She casts these spells and performs the ritual, binding his breath. She spends 4 POW and succeeds in the roll, slaying the priest, cooking his heart and legs in a ritual manner and eating the enchanted flesh, gaining Berserker and Wind Walking spells and Become Tornado and Unstoppable Rage abilities.

Some cults restrict this spell to those objects that the user has made themselves. There are different spells for different objects, for example Awaken Statue, Awaken Pot, Awaken Vexilla or Awaken Horse.

1 Point One-Use, Ritual Once cast, the caster becomes recognized as one of the Aldryami, and can even join the cult of Aldrya. It gives the caster Elfsense of 5% plus Perception Bonus.

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1 Point Stackable, Ritual enchant, One-Use This can only be cast on a grove and affects the entire grove. Should anyone ever enter the blessed area the spirit of the grove will immediately be alerted, and know the number of people, their race and their general orientation (chaos, darkness, Aldryami, and so on). For every point in the spell any hostile creatures that the nature spirit does not wish to grant entrance to must match their POW against the Dryad’s POW. If they fail, they cannot enter. The only way to end this spell is to kill the Dryad. Obviously, this spell doesn't prevent enemies from setting fire to areas around the grove...

2 Points Reusable, Instant, Ritual This spell is used to call magical rain to help the land. The effects of the spell must be determined by the Games Master but the spell normally affects the same area as a Bless Crops spell.

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There are four known types of magical rain: • Cleansing: This rain washes away impurities. The rain will wash away blood, disease, chaos or filth from the cleansed area. This spell is often used to cleanse blighted land. • Fertile: This calls a fertile rain to help fertilize the land. It is often used after a drought or when a piece of land is arid and not productive. the land becomes fertile again or, if already fertile, a little more fertile than it was before. • Flooding: This summons a deluge to flood the land. All the rain stored in the clouds will fall in a period between 15 minutes and 1 hour. The Games Master must determine the effects of such a flood. • Soothing: This spell calls a gentle rain to help pacify the land. It is often used after a drought, earthquake, fire, or whenever a piece of land is damaged and hurt. The effects of the spell must be determined by the Games Master but the spell normally results in a calmer, more peaceful land suitable for planting.

3 Points Ritual, Instant, One-Use This spell blesses the ruler on whom it is cast. For the next year, the ruler will have 10% added to all skills when performing official duties.

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1 Point Reusable, Ritual enchant This ritual is used to make the fearsome blood beer brews of the Babeester Gor cult.

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Blood Beer is made by pouring some of the enchanter’s own blood into a vat of blood, perhaps cattle blood or sheep blood, creating an alcoholic beverage of POT equal to the number of Magic Points spent with the spell, up to the caster’s POW in Potency.

1 Point Reusable, Ritual This must be cast on someone who is suffering from a disease. The person is cleansed with rainwater and then stands under the pouring rain. The chances of throwing off or resisting a disease are doubled. This is compatible with other ways of increasing disease resistance, such as Treat Disease or Cure Disease Concoctions.

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Once drunk, the beer will enhance the drinkers’ connection to their goddess. For the duration (fifteen minutes), the caster's chance to cast cult magic, both runic and spirit, is increased by the number of magic points x5. So, drinking Blood Beer POT 15 adds +75% to the chance of casting Babeester Gor magic.

3 Points Ritual, One-Use This allows the user to create a magical servant. The spell must be cast on a prepared object, maybe a statue, carving or drawing. If the spell is cast successfully, the object animates and becomes aware, gaining INT 3D6, POW 3D6, and CHA 3D6. Any skills start at a base value but can be increased by experience.

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1 Point Stackable, Ritual, Reusable In this ritual, the caster ceremoniously paints their skin with defensive symbols drawn with blood. Each point adds +2 Armor but, unlike Woad, adds no magical protection. Each full day that passes reduces the potency of the Blood Paint by 1. Covering the body with clothes, or removing the blood paint (through rain or bathing for example) causes the defensive bonus to end. So, Blood Paint 5 provides +10 armor points on the first day, +9 on the second, +8 on the third, and so on until the bonus reaches 0 and the spell’s effects end.

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So Garan the Grinder sketches a picture of a monkey on his wall and casts Create Magical Servant. He succeeds and the Servant comes to life, acting as an animated drawing.

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The Rune points used for the Grounding Ritual and any associated spell cannot be regained until the coins are removed, ending the spell. The coins used must match the Runes of the caster. Earth cultists use copper coins (Clacks), Solar cultists use gold coins (Wheels).

1 Point Ritual Enchant, One-Use This is used to create a ceremonial Ring. Such a Ring may be used for many different reasons, for example Clan Council, Household, Queen's Ring, Defenders' Ring or even Lightbringers' Ring. Each participant in the Ring must spend 1 POW to bind themselves to the Ring. Once formed, the Ring is permanent and creates a Wyter, which has a POW equal to that expended by the Ring members.

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Author’s Comment The Grounding Ritual spell has the effect of making antiAir spells into area effect spells, doing little by itself. It affects any flyers and Air-Rune cultists who enter the area, causing them to seem heavier and hence causes them to fall to the ground. This affects all flyers, both natural and those using magic.

3 Points Ritual, Instant, One-Use This spell curses the ruler on whom it is cast. For the next year, the ruler will have 10% deducted to all skills when performing ruling duties.

R 1 Point Temporal, Ritual, Reusable This must be cast in a household as part of the annual blessing of the house and hearth. The spell lasts until next Sacred Time or until the sacred stones are removed from the household hearth. A head of household who removes the sacred stones will be visited by the cult spirits of reprisal, so this is not a good counter for fumbling the Happy Home spell.

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1 Point One-Use, Ritual This allows the user to engage in spirit combat with a spirit of the stated type that has possessed another person. If the user is victorious in spirit combat and reduces the Spirit to 0 MPs then it can be forced from the body and back to where it came. If the spirit is victorious then it can decide whether to possess the caster of the spell instead of its current host.

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Success in the ritual means that all members of the household resist fear-causing, sadness-causing or distress-causing spells or effects at 1.5xCharacteristic when in the house. A fumble means that such spells or effects are resisted at 1/2 chance. For example, Hagar casts Happy Home as part of the Sacred Time rituals. Later in the year, a Strife Spirit is sent to plague his household and hides beneath Hagar's bed. The Strife Spirit acts by overcoming the POW of householders and pitting one against the other. Because the Happy Home spell succeeded, the members of the household resist the Strife Spirit at 1.5xPOW and it is sent packing by the family Alynx.

There are different versions of this spell, for example Exorcise Chaos Spirit, Exorcise Disease Spirit or Exorcise Passion Spirit.

1 Point Ritual enchant, Stackable, Reusable This spell creates a warded area that makes flying more difficult. The caster takes four coins and places them to mark the affected area, which can enclose an area of maximum 100 square meters, with the coins marking the corners. The area of effect extends 50m into the air per point of spell stacked, so increasing the area of effect increases the height affected.

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3 Points One-Use, Instant, Ritual This is used to remove the taint of chaos from a person or object. The person must be willing, otherwise the spell will automatically fail. The spell takes 7 days to cast, at the end of which the target must make a POWx3% roll to be cured of the Chaos taint and any Chaos Features. Success means the chaos is removed, but failure results in the person being consumed by chaos.

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Spells that work against Air and flyers can be cast onto the Grounded area and become area-effect in nature. So, casting the Heaviness Rune spell means anything that enters the warded area is immediately affected by the Heaviness spell, with no chance to resist. This has the effect of pulling flyers to the ground. Similarly, casting Conquer (Air) on the Grounded area makes fighting Air cultists a lot easier.

When removing the chaos taint from an inanimate object, the caster must roll POWx3% to remove the taint or destroy the object. - 48 -

2 Points Reusable, Ritual This is used to heal the womb of women who have suffered some mishap. The repair can be done at any time, as long as the target is above the age of puberty and not past menopause, no matter how long ago the damage to the womb took place. This spell can only ever be cast once on a particular woman. This does not work on Trolls.

1 Point Reusable, Ritual This allows the user to open a clan or tribal moot, a meeting for legal purposes. Success in the ceremony means the moot is legally binding on the participants. A special or Critical success means that any Lawrelated magic will be especially successful when used during the Moot. A fumble means the Moot is flawed and that any legal outcome may be challenged by the participants, the equivalent of a mistrial today.

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3 Points Ritual, Reusable Normally those who fly can only fly so high. Even the sorcery magic of the Meldeks can only take you as high as the tallest mountain, and the normal rune magic can only take you twice as high. This powerful ritual allows a Vanganthi to fly higher than that, as high as the Red Moon itself, the entire realm of Middle Air. Of course, the Vanganthi will have to have numerous points of Avoid Storm and Extension to make this possible, but a small temple has enough magic to achieve this. This spell is also used to begin many Vanganthi HeroQuests.

A 1 Point Ritual, Reusable This spell is much the same as divination, except far narrower in scope. It determines someone's specific mate (again, as with normal divination the chance is POWx5 and if it fails the caster will get false results) and gives various details about them. It does not include their name.

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Author’s Comment Who gets a spell such as this? 1 Point Ritual, Reusable This allows the caster to invoke the Wyter or clan spirit. This spirit will protect and preside over the area the Invoke Wyter spell is cast in. This normally is used at clan moots or trials. The effects of the Wyter being present must be determined by the Games Master.

It can be gained by Matchmakers, soothsayers, travelling entertainers or hucksters. As with many spells, Games Masters can work out who has access.

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1 Point Stackable, Ritual, Reusable This spell can only be cast within an area sanctified to Chalana Arroy or Pranjala. The ritual involves setting up a sick bed which the patient is placed upon, and they are mystically transported partially to the Hero Plane to lie upon Pranjala's Sickbed. This ritual lasts one day for every point of the spell. Whilst on the bed, all Recovery Rolls for recovering from the sickness of disease are doubled. During that day, the character cannot leave the sickbed.

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2 Points Ritual, Reusable This can only be cast whilst in the Underworld. It allows the caster to discover the location of a lost spirit. The caster must know what spirit he is looking for, say by name, relation, or by history and deed. Souls that are hidden by magical means can be located if the caster can overcome the points of magic hiding the spirit with his POW. This ritual only locates lost spirits though. It cannot find spirits that have gone on to their assigned afterlives.

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2 Points Ritual, One-Use This powerful spell is only cast when a message of upmost importance must be delivered. It requires a one-hour ritual involving the messenger. At the end of the ritual, the message is passed onto the messenger (either physically, say on paper, or recited for the messenger to learn).

1 Point Ritual enchant, Reusable This spell creates a form of triggered alarm. The ritual costs 1 POW and must be cast on a seal of Issaries or Etyries, which can then be attached to any device that an Issaries or Etyries merchant owns. The alarm will sound when the item is moved by someone who is not a member of the cults of Issaries or Etyries. The caster of the spell will hear the alarm and know where the seal was when the alarm sounded.

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Whilst the message remains undelivered, and whilst the messenger devotes themselves entirely to trying to deliver the message, any roll made in the course of protecting the message or delivering the message may be rerolled once, with the best roll taken. If the messenger dies while trying to deliver the message, their soul will continue onwards, walking the earth until it delivers the message. Only then will it find peace.

2 Points Ritual, Duration (eight weeks) This is the same as the Lock spell, except that it secures all doors and windows into a shop.

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However, should the messenger falter in his or her dedication, the spell will end, and indeed spirits of reprisal may be sent.

1 Point Ritual, Reusable This is cast just before battle, and for every point in the spell, it affects a unit or regiment of warriors. For the duration of the battle the affected warriors are immune to demoralize and will not flee from fear alone (but may flee from pure, rational decision making).

2 Points Ritual, Reusable This ritual severs a willing creature’s relationships to clan, community and family, leaving them devoid of dependents and devoid of support. In Orlanthi society the character will be treated as a foreigner, when this ritual becomes known. In other societies, this ritual has no special significance, however it will become obvious that the affected person is different, not melding well into society, and will not help communally. In game terms, this spell does not excommunicate the target from cults, which must be conducted separately, but does reduce all Loyalty and Love Passions.

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1 Point Instant, Ritual, Reusable This allows the user to rekindle a hearth fire that has gone out. The hearth is vitally important to the Orlanthi as allowing a hearth fire to go out is a major taboo. This ritually restarts the hearth and brings back the benefits of having a hearth fire burning.

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3 Points Ritual, One-Use This spell, once cast, will allow the character to Sleep Back To Life. When they die, as long as there is something of their body left (it will not work if they are eaten, or destroyed by other means) and they died of wounds, they will return to life. Non-awakened animals will leave the body undisturbed during this time, knowing it not to be food. The user of the spell will naturally heal, at the natural healing rate, and will awaken when fully healed.

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1 Point Instant, Ritual, One-Use Each casting of Retain Youth transfers one year of the caster's age to another person named in the ritual. The person so named need not be willing and need not know of the ritual. The caster must have several personal things belonging to the person to be aged. This allows a person to stay young by transferring the ravages of time to another. Typically, this is used to age spouses while staying young.

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1 Point Stackable, Instant, Ritual, One-Use This spell is cast by a number of worshippers acting together. They can cast the spell at the site of an erupting volcano or where a volcano is about to erupt. The chance of stopping the eruption is equal to the total number of points stacked in the spell. This can counter the Summon Lodril spell.

Ke The skills and spells in this section are widely available and granted by many deities.

So, ten Priests of Maran Gor try to stop a volcano from erupting. Between them they have Stop Eruption 40 and they cast the spells together, this gives them a 40% chance of stopping the eruption.

Knowledge Base 00 This skill helps the user endure extremes of the stated hardship. When affected by the hardship or struck by spells causing the hardship, the character can roll under their Endure (Hardship) skill and, if successful, suffer only half the damage or ill-effects, or no damage of illeffects on a special or Critical roll. There are many different forms of this skill, for instance Endure Cold, Endure Heat or Endure Hunger.

2 Points Ritual, Reusable This allows the user to summon all nearby people of the stated type to an assembly. All of the stated people must come or else they suffer penalties to their honor and other penalties. Anyone refusing such a summons will show up as dishonorable and will bring shame on themselves. If the user does not have the right to summon the people then the spell will fail and the user will show up as dishonorable under a Detect Honor spell.

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Perception Base 00 This skill allows the user to read a nearby element. The user must be in physical skin-contact with the element, touching the earth, standing in a breeze, being near a fire and so on. Successful use of the skill allows the user to know whether the element is injured or healthy. A special success may allow the user to hear people moving in the element or to determine what the element needs. This is a skill that can be narrated by the Player and Games Master to work out what the results are. There are different versions of the skill for each element, for example Feel Earth, Feel Darkness, Feel Ice, and Feel Air.

There are many versions of this spell, each summoning a type of people to an assembly, for example Summon People Clan, Summon People Tribe, Summon People Family, Summon People Farmhands, Summon People Followers, Summon People Herders, Summon People Household, Summon People Husband-Protectors and Summon People Jurors.

Communication Base 00 This is the skill of picking up local gossip. Success in the skill means the user hears some local gossip and rumors, a special success means the user has picked up local gossip or rumors about an individual or subject the user is interested in, and a critical success means the user has picked up exactly the gossip required. A failure means no worthwhile gossip is found, while a fumble means misleading or untrue gossip is heard, in particular the user is being deliberately misled.

2 Points Reusable, ritual summon This summons a milk spirit to help the user. While the milk spirit is present in a herd, all herd females will have their milk yield increased by the Milk Spirit's POW as a percentage.

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There is probably no truth in the belief that women start this skill at 25%.

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Communication Base 00 This skill is used to please the person named. The user must perform some deed to please the person and then roll the skill. Depending on the deed performed, the user may gain a bonus to the Please (Person) skill. Success means the named person is pleased, a special success means the person is very pleased, a critical means the person is ecstatic. A fumble means the person, like Queen Victoria, is not amused. There are different versions of this skill because the skills involved in pleasing a wife are not the same as those involved in pleasing a king. Some skills may be used at half chance, so Please Mistress/Please Wife/Please Girlfriend can be used at half chance. Each Please (Person) skill must be learned separately, so a character might have Please Wife, Please Comrades, Please Mistress, Please Clan Chieftain and Please Family.

2 Points Instant This allows the caster to alert members of the group to a problem by making a noise that only the members of that group can hear. The noise made depends on who is casting the spell, but might be a song, whistle, bagpipes or a loud yodel. Anyone nearby who is a member of the stated group will hear the alert without having to make a roll. Those who are asleep will awaken unless they roll 96100. There are different versions of the spell, for example Alert Comrades or Alert Temple Guardians.

Variable Temporal, Touch, Passive This adds 5% per point to the named skill for the duration of the spell. It is generally compatible with other spells that increase skills, but exceptions may apply. Where there are many versions of a skill, the Boost Skill spell could apply to the generic version, for example Boost Skill (Craft) or a specific skill, for example Boost Skill (Craft (Carpentry).

Perception Base 00 Working in the same way as Sense Chaos or Sense Assassin, Success in this skill makes the user feel uneasy when the specific type is nearby. It does not point out the exact person or situation, but the feeling of unease becomes stronger as the user comes closer to the stated type. A special or critical success allows the user to pinpoint what is making them feel uneasy. There are many versions of this skill, for example Sense Assassin, Sense Chaos, Sense Danger, Sense Darkness. Sense Disease, Sense Disloyalty, Sense Dishonor, Sense Dissent, Sense Ghost, Sense Hsunchen, Sense Predators or Sense Thief.

There are many versions of this spell, for example Boost Skill Craft, Boost Skill Climb and Boost Skill Orate.

Variable, Temporal, Touch, Passive) This adds 5% per point to all skills in the named skill category. It is generally compatible with other spells that increase skills, but exceptions may apply. There are many versions of this spell, for example Boost Category Agility, Boost Category Magic and Boost Category Stealth.

2 Points Self, Temporal, Passive This allows the user to perform the stated action while performing the stated deed, without becoming out of breath, panting or sounding as though they are performing the deed.

1 Point Temporal, Passive This is cast on a person or object, making the source louder, so that it can be heard from twice as far away.

There are many versions of this spell, for example Sing While Running, Talk While Fighting or Talk While Drinking Water.

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2 Points Self, Instant This spell points the user in the direction of the nearest place as described in the spell. No matter where the user is, they will face the nearest such place.

1 Point Temporal, Passive, Reusable Upon casting this spell, the user will blend into the specified background as if they had 100% Hide, or it doubles their Hide percentage, whichever is greater. This effect even works while the caster is moving. Anyone trying to see the user must roll a Scan/Spot Hidden or similar skill and get a better level of success than the Blended person.

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There are many different versions of this spell, for example, Know Direction of Pavis, Know Direction of Oasis or Know Direction of Market. When the spell looks for somewhere with more than one location, the caster will be faced toward the nearest location. Pavis Pointers and Tin Needles are effectively physical versions of Know Direction of Pavis and Know Direction of Magasta’s Pool.

For instance, Arnan Arrow-wife uses Blend Into Vegetation and hunts among the grasses on the Plains of Prax. Her Hide is 56%, so she moves with a Hide of 112%. Karan Keeneye is a Baboon lookout and scans the grass nearby with a Scan of 85% and rolls a 15—a special! But Arnan rolls a 10, also a special, and remains hidden. If Karan had rolled a special and Arnan had rolled a normal success, then Karan would have seen Arnan.

2 Points Self, Temporal, Passive This allows the user to look through the eyes of someone of the stated type. The other person needs to have undergone a ritual previously, to make them capable of being the target of the spell. The effect lasts for the duration of the spell, as long as both parties are within their combined POW in kilometers.

There are many versions of this spell, for example Blend Into Vegetation, Blend Into Rock, Blend Into Stonework and Blend Into Water.

There are many versions of this spell, for example See Through Eyes Twin, See Through Eyes Hawk, or See Through Eyes Statue.

1 Point Ranged, Temporal, Passive, Stackable, Reusable Each point of Block Spell acts as Countermagic 4. It is incompatible with Shield and similar spells but is compatible with Countermagic which will increase the total Countermagic effect. Like Shield, Block Spell is not knocked down if overcome but remains in effect.

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1 Point Ranged, Temporal, Passive, Reusable This doubles all skills based on the user's listening, including skills such as Listen, Track by Sound and Darksense.

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1 Point Touch, Temporal, Passive, Reusable The stated Characteristic is halved for the duration of the spell.

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1 Point Self, Temporal, Passive, Reusable This allows the caster's moustache to grow and animate. The user can use the moustache to pick things up as if the moustache was a hand. It is up to the Games Master to determine what the moustache can do, but generally the stronger and longer the moustache is normally, the more it can do. Many worshippers are famous for their long and elaborate waxed moustaches.

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There is a version of this spell for each characteristic, for example Characteristic Bane STR, Characteristic Bane CON, and Characteristic Bane DEX.

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1 Point Touch, Temporal, Passive, Reusable The stated Characteristic is doubled for the duration of the spell. This can take the characteristic over Species Maximum.

2 Points Self, Temporal, Passive, Reusable For the duration of the spell, the user's chances of defeating the stated foe are doubled. This affects weapon skills, characteristic contests and other skills amongst other things. For Characteristic contests, such as POW vs POW rolls, the chance is calculated then doubled, rather than doubling the effective characteristic involved. So, wrestling with a troll and using Defeat Foe Troll means the Grapple skill is doubled and the chances of succeeding in a STR vs STR roll to immobilize the troll is doubled. The human has STR 17 and the Troll has STR 20, so the human would normally have a 35% chance of defeating the troll, but this is doubled to 70%.

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There is a version of this spell for each characteristic, for example Characteristic Boost STR, Characteristic Boost CON and Characteristic Boost DEX. Author’s Comment Why do you have such terrible names for spells? As a Games Master all my NPCs have names such as Guard #1, Troll #3 and Thief #4. Similarly, my spells have functional names. Having said that, if anyone can come up with better names for the spells, I would happily use them, if I like them.

There are many versions of this spell, such as Defeat Foe Dara Happan, Defeat Foe Darkness, Defeat Foe Winter and so on.

1 Point Self, Temporal, Passive, Reusable This spell allows the user to climb on the stated effect. The spell does not create the effect, but it does mean that the climber can climb it with a simple Climb roll.

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1 Point Ranged, Temporal, Passive, Reusable This doubles the named skill for the duration of the spell. It is generally compatible with other spells that increase skills, but incompatible with enhance Category, other exceptions may apply. Where there are many versions of a skill, so Enhance Skill could apply to the generic version, Enhance Skill Craft, or a specific skill, for example Enhance Skill Craft Carpentry.

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There are many versions of this spell, such as Climb Moonbeam, Climb Sunbeam and Climb Smoke. Some users of this spell carry mirrors to reflect moonbeams and sunbeams or have crystals that can create the effect on demand.

There are many versions of this spell, for example Enhance Skill Craft, Enhance Skill Climb and Enhance Skill Orate.

1 Point Ranged, Temporal, Passive, Reusable This fires the stated effect at the target. If the caster overcomes POW, the target is dazzled. Any visionbased skills, including combat skills, are halved for the duration of the spell.

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2 Points Temporal, Touch, Passive, Reusable This doubles all skills in the named skill category. It is generally compatible with other spells that increase skills, but incompatible with Enhance Skill spell.

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There are many versions of this spell, for example Dazzle with Moonbeam, Dazzle with Sunbeam or Dazzle with My Beauty.

There are several versions of this spell, for example Enhance Category Agility, Enhance Category Magic and Enhance Category Stealth.

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1 Point Self, Instant, Stackable, Reusable This spell is cast at the same time the names spell is cast, with the two spells stacked together. When rolling damage for the named spell, re-roll any 1 that is rolled. If a 1 is rolled again, the result stands and no more rerolls are given. Additional points stacked with the spell increase its effectiveness, two points means re-roll all 1's and 2's, three points means re-roll all 1's, 2's and 3's and so on.

1 Point Self, Temporal, Passive, Reusable This spell lasts until the following sunrise. For the duration of the spell, the caster can use the stated skill at Mastery (90%) or at +50% if the skill has already been mastered. Each point of Extension adds one day to the duration of the spell. Experience checks are not gained when using this spell.

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There are many versions of this spell, for example Master Skill Jump, Master Skill Craft, or Master Skill Lawspeaking.

There are versions of this spell to match many other spells, for example Enhance Spell Lightning, Enhance Spell Thunderbolt or Enhance Spell Sunspear.

1 Point Self, Temporal (Varies), Passive, Reusable For the duration of the spell, the user can go without the stated substance without harm, as if the user had access to that substance. The user suffers no ill effects from being without the stated substance, so does not starve, does not feel tired and does not suffer penalties due to being without food, sleep and so on, depending on the particular spell in question.

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2 Points Ranged, Temporal, Passive, Reusable, Ranged The person affected by this spell doubles POW when resisting magic from the stated person. It also doubles the chance of resisting a command, order, seduction attempt, bribery attempt or any other attempt by that type of Person.

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There are different spells for different groups of people, for example Resist Darjiini, Resist Elf, Resist Lunar, Resist Dara Happan Nobleman and Resist Wife.

The duration varies with the spell, so Go Without Air lasts for 15 minutes, but Go Without Water lasts for a week. There are many versions of this spell, for example Go Without Air, Go Without Warmth, Go Without Food, Go Without Sleep or Go Without Water.

1 Point Touch, Temporal, Passive, Reusable This allows the target to see in darkness as long as there is even the slightest trace of the stated light. Normally, this allows them to operate as if it were a normal day.

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1 Point Touch, Temporal, Passive, Reusable For the duration of the spell, the target has an iron grip. Nothing will fall from the user’s hands accidentally.

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If another person tries to tear something out of the grip, STR is effectively doubled for the purposes of resisting. This also doubles STR when calculating damage done by a Strangulation, Garrote or Grapple attack.

See In Daylight also allows a troll to see in daylight without any penalties due to the bright light. It gives the troll the equivalent sight of a normal human, although the troll will remain color blind. It allows trollkin to go into the light without being demoralized. There are several versions of this spell, for example See In Daylight, See in Darklight, See In Moonlight, and See In Starlight.

3 Points Touch, Temporal, Passive, Reusable This allows the user to become immune to damage caused by objects made of that substance, for the duration of the spell. There are many versions of this spell, one for each substance, for example Ignore Iron, Ignore Silver and Ignore Bronze.

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1 Point Ranged, Temporal, Passive, Reusable When this spell is cast and overcomes an opponent's POW, the opponent is struck dumb for the duration of the spell. The target cannot speak, sing, shout, whistle or make any vocal sounds at all. It is possible to move the mouth and limbs as normal, but no sound will come out. Whether this stops spell casting is for the Games Master to determine, however, it will stop the use of spells with a vocal component, such as Thunder Shout.

1 point Ritual (Enchantment) This spell is used to create a special familiar. It may only be used on an incomplete creature and may not be used twice on the same creature. It transfers Characteristic Points up to the Strength of the spell from the caster to the familiar, increasing the familiar’s characteristics. If the creature lacks INT and CHA, the first point of INT transferred gives it 3D6 INT and the first point of CHA transferred gives it 3D6 CHA.

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A familiar is in permanent link with its master or mistress and must obey their commands without hesitation. The familiar can see through its master's/mistress's eyes and vice versa.

1 Point Touch, Temporal, Passive, Reusable The recipient of this spell does not tire while performing the stated effect. It lasts until the task at hand is completed.

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If a familiar's master or mistress is destroyed, the familiar will lose the extra characteristics, one point per day, until it becomes a normal creature again. Antorana is an Adept of Vivamort and wants to create a familiar. She has INT 18 but has a Free INT of 8, so she can use an Intensity 8 Create Familiar spell to transfer 8 Characteristic Points to her Familiar. She uses her pet Cliff Toad and gives it 1 INT and 1 CHA, which generates 3D6 INT and 3D6 CHA in the toad. Antorana could have transferred up to 6 more Characteristic Points but has only used Intensity 2. She now has her very own toadie!

There are countless versions of this spell, such as Tireless Blade, Tireless Dance, Tireless Gait, Tireless Hammer, Tireless Labor, and Tireless Voice.

1 Point Touch, Instant, Reusable This spell is cast with a spell that has a range of Self. It allows the spell to be cast on another target, but one that the spell caster is touching. The “Self” spell can affect that person instead.

R

Each of the Elements has a section here. Spells mentioned here can be granted by SubCults of deities that have an association with the element. Occasionally, the main cult does not have ties to the element but the SubCult does. The Moon Rune is classed as an Element here because it has element-like powers, for instance summoning Lunes and Selenes.

1 Point Ritual (Enchantment) This creates a bond between an apprentice and the Adept or Magus who casts the spell. An Adept or Magus can have multiple apprentices, but an apprentice can only be bonded to one master or mistress.

R

Darkness Deities are primal, having come from the First Element. They control fear, shadows, darkness itself. As they devolve, Darkness Deities take on more refined characteristics but generally are more frightening than other deities.

This spell allows the master or mistress to teach the apprentice sorcery spells. The master or mistress always knows where the apprentice is, simply by concentrating for a round.

There are few spells for Darkness Deities, perhaps because they are well covered in previous RuneQuest supplements. - 56 -

Variable Touch, Temporal, Passive Each point cast on a net adds 1 AP to the net for the duration of the spell.

3 Points Self, Temporal, Active, Reusable The caster of this spell must be drumming on a sacred drum, the spell lasts until the last echoes of the last drumbeat stop. The user rolls a POW vs POW roll and any enemy who can hear the drums and whose POW is overcome is Demoralized, as per the Spirit Magic spell. The user must make a Play Drums roll every 15 minutes to be able to continue playing the drums.

2

1 Point Touch, Instant, Stackable, Reusable Each point of this spell allows the user to enchant 1 liter of rainwater into a healing concoction which will heal 1D6 hit points per point of spell. The rainwater must have fallen within the last week and must be held in a vessel. The concoction may be drunk or poured over a wound.

XZ

This spell is stackable with Drum Rage. If both spells are in effect, friends become fanatical and foes become demoralized.

3 Points Self, Temporal, Active, Reusable As Drum Fear, but this makes friends of the drummer Fanatical for the duration of the spell, acting as if they were under the influence of the Fanaticism Spirit Magic spell.

2 2 Points Touch, Instant, One-Use This spell causes a fresh-water spring to form where the earth is struck, either with a staff or hand. The spring is permanent but will eventually dry up if it is in an unsustainable place.

Z

This spell is stackable with Drum Fear. If both spells are in effect, friends become fanatical and foes become demoralized.

1 Point Self, Temporal, Stackable Reusable Each point allows the user to hold breath for 15 minutes, no matter how deep the user dives, and removes the effects of pressure when diving. This does not allow the user to breathe water and if the user loses breath, drowning will begin.

ZA

Deities connected with Water are often fluid in nature. There are generally Sea Deities, River Deities and general Water Deities, although Sea Deities have been broken out into a separate type. As with Darkness Deities, we have no Skills or Sorcery for Water Deities, for no other reason than I couldn’t think of any.

1 Point Ranged, Temporal, Passive, Reusable As the Drown spell but does 2D8 damage to the chest and can only affects Chaos creatures, or Creatures with a Chaos rune.

ZT

2 Points Ranged, Temporal, Passive This allows the caster to use their sense of smell while underwater. If the caster can already do so, perhaps because they are a Shark or one of the Sharkfolk, this adds +20% to their Track by Smell or similar skills. - 57 -

1 Point Ranged, Temporal, Stackable, Reusable Each point of Flood raises the water level of a river, pond, lake or other body of water by 1 meter for the duration of the spell. This does not affect the entire body of water, just the area 100m either side of the caster. If this water rises above the shoreline, riverbank or whatever, the water will flood and wash over the land. The effects of such a flood are up to the Games Master. When the spell expires, the floodwaters recede, but this can cause problems with water trapped in hollows, buildings being dragged away and so on.

1 Point Self, Temporal, Reusable The user can swim upriver, against the current, at the same speed as if swimming in calm water. The user will not be swept away by strong currents.

Z

ZV

1 Point Self, Temporal, Reusable The user can swim up a waterfall, treating it as a normal river The user will not be swept away by the waterfall while the spell is in operation.

ZV

2 Points Ranged, Temporal, Reusable This allows the user to influence the effects of tides, making them smaller or larger than normal. It cannot be used to call rides when no tides would be present or to completely diminish tides. Sailors use this to make it easier to enter or leave ports.

Zq

1 Point Area, Instant, Stackable, Reusable This spell affects an area of earth of radius 10m per point of spell. The spell turns the earth into mud. The state of the earth before the spell was cast determines what state the earth ends up in at the end. Bone dry, rock hard earth becomes firmly soft mud, similar to earth that was rained on yesterday. Firm soft mud becomes boggy mud, boggy mud becomes sticky, foottrapping mud and so on.

eZ

1 Point Self, Instant, Reusable This allows the user to know how the tides will behave for the next week in the current area. This is particularly useful in Glorantha, as the tides are generally unpredictable, following Anilla's rise and fall.

Zq

Stacking the spell increases either the area of effect or the type of mud, so Turn Earth Into Mud 4 can affect a 40m radius piece of earth, turning it from rock hard to soft, or turns a 10m radius patch of bone-dry earth into sucking mud. This can affect movement speeds and combat actions such as dodge or maneuver.

1 Point Area, Temporal, Passive, Stackable, Reusable This spell affects an equivalent area to the Bless Crops spell. Extra spells stacked increase the area affected. For the duration of the spell, the fields will not dry out in a drought.

Z 1 Point Area, Instant, Stackable, Reusable This covers the same area as a Bless Crops spell. The spell must be cast when it is raining, and the rain will wash away the stated effect within the affected area.

Z

There are many versions of the spell, for example Wash Away Snow, Wash Away Hail, Wash Away Poison and, my favorite, Wash Away Flood.

2 Points Area, Instant, Reusable When this spell is cast, it will stop raining, no matter how the rain was started in the first place. This spell does not prevent it from raining again, so if the area is affected by a storm then it is likely the rain will start up again soon.

ZAf

Author’s Comment Spells such as Wash Away Enemy need a POW vs POW roll and would wash a group of enemies away if their POW were overcome.

- 58 -

3 Points Ranged, Instant This spell creates a very quick, very small earth tremor centered underneath one target standing on the ground, or on earth. If the target's POW is overcome, they are thrown to the floor (prone) from its affects.

Earth Deities are more defined than Water or Darkness Deities, being the Third Element. Older Earth Deities are associated with the Land or the physical body of the Earth, whereas younger Earth Deities are aligned with the powers of the Earth. Most Earth Deities are female, but there are some that are male. Most female Earth Deities are associated with fertility. Many male Deities are associated with the physical Earth, but there are exceptions.

2 Points Ranged, Instant This removes dust from a 3x3 meter area. The dust is not destroyed but is moved to the sides of the area and could easily fall back into the cleared area. This will not dig a pit in very deep dust but will clear surface dust.

Followers of Earth deities will find this selection of skills and spells worthy of close study. Some people may think some of these spells belong in a Hearth section instead of earth and they may well be right.

Variable Ranged, Instant This spell solidifies dust in a given area back into earth. The area affected is equal to a square with a side of one meter per point of spell. So, a 1-point spell solidifies an area of 1x1 meter, a 3-point spell solidifies an area of 3x3 meter, etc.

Perception Base 00 This allows the user to calculate how much food is required to feed a number of men for a certain period and how best to ration the food. A special or Critical success allows them to eke out the food better, making it last longer. Some Games Masters might wish to use Manage household instead.

1 Point Temporal, Passive, Reusable If cast while standing within a Hidden Field, this spell will attune the user to the Hidden Field, bringing the Green Age closer. For the duration of the spell, the user heals at twice the normal rate, will regain magic points at twice the rate and will feel a sense of harmony and ease. Fertility rates are doubled as well, even between different species.

eX

Perception Base 00 This allows the user to find the stated sustenance, enough for a day. A special success finds enough for 2 days, a Critical for 3 days. A fumble finds sustenance that is harmful, perhaps poisoned or unfit for consumption. There are different versions of this, for example Find Sustenance Edible Food, Find Sustenance Nutritious Fodder, or Find Sustenance Drinkable Water.

The spell lasts until the user leaves the Hidden Field.

1 Point Ranged, Temporal (1 Year), Reusable This affects an area of one garden, no matter the size. Any flora (vegetation) in the garden will grow bountifully over the next year and not be adversely affected by frost, blight or disease. Any Aldryami that inhabit the garden are extended the same general benefits.

eX

Perception Base 00 This allows the user to know the needs of another through questioning, watching and other means. Success means the user knows the needs of the target, a special success means she knows particular pressing needs and a critical Success means she knows exactly what the other person wants. A fumble means she has drawn the wrong conclusion. - 59 -

1 Point Ranged, Instant, Stackable, Reusable When cast, children related to the caster will be forced, if they fail a POW versus POW, to return to the caster. The call affects any direct descendant of the caster, the caster's siblings or children of the caster’s siblings-inlaw. It is ineffective against anyone who has reached the age of adulthood. Each additional point extends the range by 100m. This is both used to force itinerant children to return, as well as sometimes help find lost children.

1 Point Self, Temporal, Passive, Reusable This spell doubles all Communication skills when used to talk with members of the household.

Re

R

1 Point Ranged, Temporal, Stackable, Reusable This spell is used to make people or objects heavier, thus grounding them. For every point in this spell the target gains 10 points of effective SIZ for calculating the effects of Flight, Fly and other related flying spells.

E

1 Point Ranged, Instant, Stackable, Reusable This spell can close any hole in the earth. The largest hole affected is determined by the spell, which affects a cube of 1m sides per point of spell, so a 1-point spell closes a hole 1x1x1 meter, but a 5-point spell closes a hole up to 5x5x5 meter. The sides of the hole move inwards at a rate of 1m per Melee Round, possibly trapping anyone inside who cannot get out.

e

Creatures that fly without magic have their flying movement reduced by 3 points per point of spell, falling from the sky at Movement 0. If cast at an unwilling target, then a POW vs POW roll must be made.

1 Point Instant, Stackable, Reusable This spell covers the same area as a Bless Crops spell and works under the same conditions. It kills normal instances of the stated type within the spell's area. It does not kill magical afflictions or intelligent afflictions within those fields.

eT

1 Point Touch, Instant, Reusable The caster can use the spell to determine the kinship relationship between two people or a person and a group of people. The caster must be aware of the clan or tribe that the person belongs to. The spell allows the user to state the exact legal kinship involved. This only works for groups belonging to Orlanth's people, so it will give no information about a troll, for instance.

Y

There are many versions of this spell, for example Kill Affliction Pests, Kill Affliction Mold and Kill Affliction Weeds.

1 Point Ranged, Instant, Passive, Stackable, Reusable The caster must overcome the target in a POW vs POW contest. Each point of the spell cancels out a point of flying or two points of flying Spirit or Sorcery Magic. If the spell is used against a natural flyer, such as a Wind Child, Sky Bull or Sylph, each point cancels out 20 STR. If the target has had all flying magic countered or its STR negated, then it will fall to the ground, possibly taking falling damage in the process.

2 Points Area, Instant, Stackable, Reusable This spell allows the caster to make two adjacent trees the same height. Each extra spell adds another tree to the group affected. Al the trees affected become the average height of the group of trees. This does not change the maturity of the tree, so this can result in mature dwarfs or great saplings.

e

e

1 Point Area, Instant, Stackable, Reusable This spell covers the same area as a Bless Crops spell and works under the same conditions. It provides the same moisture as a day's rain over the area covered by the spell.

Ze

For instance, Keena Copperwife stumbles upon a thief stealing supplies from a cache. The thief flees, taking to the air using Fly 2. Keena casts Force Flyer to Ground 2 on him. Since Keena's spell cancels out the Fly 2, the thief falls to the ground. She runs to him, copper knife in hand. Recognizing him as a follower of Gargath, she is glad to see that a rock broke his fall, and his arm. - 60 -

1 Point Self, Temporal, Passive, Reusable This doubles the caster’s Communication skills if used against any of her children, her daughter's husbands or her daughter's children. It does not matter whether they are adults or not.

1 Point Ranged, Instant, Stackable, Reusable Each point of this spell allows an area of earth 3m square to be raised by 1 meter in height. The spell can be stacked for increased area or increased height. Such a movement is permanent, but the raised earth may collapse naturally afterwards if it is unstable.

e

e

1 Point Touch, Instant, Reusable When cast over a meal, this spell allows the food to be eked out to feed one extra person. It is used in times of shortage to feed the needy.

e 1 Point Touch, Instant, Stackable, Reusable This spell allows pieces of the Slimestone in Dorastor to be empowered to harm Gorps. Each point of Slimestone causes the stone to do 1D6 damage to a Gorp when thrown, so Slimestone 3 empowers the stone to do 3D6 damage. This even affects the Great Gorp. Once thrown, the stone is rendered inert but can be reactivated with more points of Slimestone.

e

1 Point Temporal, Passive, Reusable If cast while standing within a Hidden Field, this spell allows the user and anyone touching the user to cross into the Hidden Field, effectively opening a gateway into the Hidden Field.

eX

1 Point Ranged, Instant, Stackable, Reusable This spell opens a hole in the ground of 1m radius and 1m deep. It can be stacked to increase the depth or the area affected. The hole need not be circular and the caster can visually specify where the hole should form and in what shape. Anyone standing in the place where the hole is to form must make a DEXx5% roll to be able to leap away from the hole.

e

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, the user moves at half speed but will not fall over or lose her step, no matter what happens.

eU

So, Bastan Blood-Earth casts Ponderous Step and slowly walks into battle. Her Move is now 4 rather than 8 and she wheezes with every step. A troll bashes her with a lead mace, causing a knockback effect, but she does not fall over. Bastan’s sister Emma casts Shake Earth and everyone except Bastan falls to the ground. Bastan thanks her sister and continues toward the nowprone troll leader. - 61 -

1 Point Ranged, Temporal, Passive (Active to move wall), Stackable, Reusable This spell creates a wall of fire 10 square meters in area and 10 cm thick. Anyone in contact with the Firewall takes 1D6 fire damage. A Firewall can set alight combustible materials, as if they had been put into a fire.

fK

The following section focuses on skills and magics surrounding the element of Fire. Deities of Fire are often associated with the Sky, as the Rune itself contains Fire/Sky. However, some are associated with the raw element of Fire itself. As the Fourth Element, Fire is more refined still, with many Fire deities being aloof and almost unreachable. However, some came down and shared their blessings with the normal people and they tend to be far more approachable.

The Firewall can be moved by the caster at a rate of 3 meters per melee round, provided they take no other action. The wall moves on the strike rank equal to the caster’s DEX strike rank.

It presents a wall of flames which is visually impenetrable from both sides. Furthermore, the glow illuminates 10 meters on all sides like a Light spell. A Firewall can be moved or shaped into the height or width desired, so long as the total area is 10 square meters. The thickness always remains 10 cm. Each point of Firewall can add another 10 square meters to the area or add +1D6 to the fire damage done.

1 Point Ranged, Temporal, Passive, Reusable When cast on a fire, this spell ensures that flames do not spread outside the pit, hearth or other container that the fire is in. The boundary is marked by small wards that form part of the spell. The spell lasts as long as these wards are in place or as long as the fire burns. If the fire goes out the spell ends without a problem. If the wards are removed then the fire can spread outside the area, but it is not forced to.

f

If a Firewall is cast in the same space as a Darkwall, the Darkwall will be neutralized. Firewall is a Runespell, so overpowers the Darkwall Spirit Magic spell, leaving the Firewall intact.

1 Point Stackable, Reusable, Instant This allows the user to breathe a jet of flame that can target someone within the user’s POW in meters, causing 1D10 damage per point of the spell. The skill of Breathing Fire must be learned and has a basic chance of 30%.

fK 1 Point Touch, Instant, Stackable, Reusable This heats 1 gallon of liquid per point of the spell. Each additional point makes the liquid hotter or affects another gallon. The liquid is heated from Cold to Warm, Warm to Hot and Hot to Boiling. If the liquid reaches its boiling point, it will begin to boil.

Kf

3 Points Touch, Temporal, Passive, Reusable This allows the user to grapple an opponent and do Heatshock damage of 4D6 as a Salamander would.

fK

So, Keena forces her injured captive to fill a 2-gallon caldron from an icy stream. She then casts Heat Liquid 4. Three points warm the liquid from Cold to Warm, Warm to Hot and Hot to Boiling, with the fourth point affecting the extra gallon. “This is how we deal with thieves.”

- 62 -

1 Point Touch, Temporal, Passive, Reusable This spell lasts for a day and a night. It prevents a fire from going out for the duration of the spell. If the fire runs out of fuel, it will die down to an ember, but will restart as soon as more fuel is placed on the fire. If an attempt is made to extinguish the fire, this spell reduces the Extinguish spell by 2 points. So, if Keep Fire Burning is cast on a campfire and Extinguish 2 is cast on the fire, the Extinguish has no effect, so Extinguish 4 is required to put out the camp file.

Kf

The howling wind, the raging storm, the Deities of Air are mixed, with their father Umath being born of Earth and Fire, so he is not merely a refinement of the other elements but a mixture of them. Umath separated Earth and sky with an act of violence unparalleled in Gloranthan Cosmology and many Air Deities follow in Umath’s violent ways.

1 Point Area, Instant, Stackable, Reusable This covers the same area as a Bless Crops spell, the amount of land a farmer can plough in a day. It melts all the stated substance in the area affected up to a depth of 6 inches per point of spell.

fK

The skills and spells in this section deal with the swirling rune of Air.

There are several versions of this spell, such as Melt Frost, Melt Snow, and Melt Ice. Agility Base 00 This skill is a cult secret of the Vanganth cult. It can only be used by cultists under the effect of flying magic or able to fly without magic. The cultist learns to sweep in very fast and attack an opponent from above, preventing them from getting any return attack. When attacking normally like this, the flying attacker would swoop down, attack and the defender would be able to attack normally. However, if the attack roll is under Vanganthi Fighting Style skill the attacker can make an attack, and the defender will not be able to attack back, due to the speed and ferocity of the attack. For every point of ENC the character has, this skill is reduced by one percentile (just as with Dodge).

1 Point Touch, Temporal, Stackable, Reusable Each point of spell increases the user's temperature by 5 degrees Celsius for the duration of the spell. The spell lasts for 12 hours and is normally used to survive the night in the open.

fK

1 Point Touch, Temporal, Passive, Reusable This spell doubles the user's lance or spear skill when attacking on horseback with a lance or spear.

fT

1 Point Touch, Temporal, Passive, Reusable When cast on a light source, whether a torch, lantern or a spell, the light source cannot be put out for the duration of the spell. So, a torch cannot be blown out or affected by an Extinguish spell and a Light spell cannot be dispelled for the duration of the spell. However, the Unquenchable Light spell can itself be dispelled.

2 Points Self, Instant This allows the user to make one action against the wind as though the wind were not present. This action may be spitting, urinating, shooting an arrow or throwing a javelin. The user does not suffer any penalties to hit due to the wind nor suffers the effect of blow-back.

o

- 63 -

1 Point Range 10m, Instant Once cast any light smoke, foul odors or noxious gases within the range of the spell will vanish, either completely or blown out the nearest exit (as appropriate).

Variable, Self, Temporal, Passive For every point of this spell, the caster's effective ENC is reduced by 3 points for the purposes of calculating weight for the Flight spell. For instance, normally Varak the Vanganthi is SIZ 12 and carries 12 ENC, thus requiring a Flight 3 to move. However, casting 4 points of Vanganth's Strength reduces effective ENC to zero for the purposes of the Flight spell, meaning only a Flight 2 is required. This does not lower ENC for any other purpose, such as Dodge, Swim, or casting magic.

3 Points Ranged, Instant This spell can only be cast in a storm. Once cast a mighty thunderclap occurs, deafening a single chosen foe, if the user overcomes the target’s POW. At the start of every subsequent melee round roll 1d6, if the result is a 1 then the target's hearing returns.

1 Point Temporal, Passive, Stackable, Reusable This turns a normal wind into an abrasive one. The wind may be directed against an opponent, by overcoming the opponent's MPs. While the wind is blowing against that person, it will do 1D3 damage per point of Abrasive Wind to all exposed locations per round. This is abrasive damage and will eat away any armor, in the same way as a Whirlvish attack.

A

2 Points Ranged, Instant This causes a blast of wind to attack a selected target. The caster attacks using their sword or spear skill and, if successful, causes 1D8 damage to a random hit location. This cannot usually be parried or dodged as the attack is effectively unseen.

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, the user can dodge Lightning and Thunderbolt attacks as if they were thrown missile weapons. Each lightning bolt requires a separate dodge roll to avoid. This spell also works to avoid natural lightning bolts as well.

Av

2 Points Ranged, Instant This causes a scouring blast of wind to scour the target. The chance of striking correctly is equal to the caster’s Air/Storm Rune and if successful it causes 1D3 abrasive damage to a random hit location, possibly reducing armor points.

3 Points Temporal, Passive, Reusable This blocks the Moon's powers. For the duration of the spell, the Moon's effects are blocked depending on the Cloud Cover.

A

For every 20% Cloud Cover, the Moon acts as if it is of one phase closer to the New Moon to everyone within 10m of the caster.

1 Point Ranged, Instant This causes a clap of thunder to sound. If there is a storm, this works without a roll, otherwise the caster must roll beneath their Air/Storm Rune or the current Cloud Cover, whichever is higher, for the thunder to sound.

For instance, the Moon is full and there is 40% Cloud Cover, and Marlin Moonhater casts Block Moon With Clouds and reduces the Phase of the Moon by 2 phases to Crescent Moon.

- 64 -

1 Point Ranged, Temporal, Passive, Stackable, Reusable This spell creates invisible clouds that block out the sun in a very small area. For every point in this spell a radius of 10m is affected or Cloud Cover is increased by +25%. This cloud cover is only used to block the effects of spells that require the sun, not to be able to cast Storm magic.

2 Points Ranged, Temporal, Passive, Reusable This allows the user to command a storm. The user must be within the storm's area and must remain within the area for the spell to work. For the duration of the spell, the user may command the Wyter of the storm to control its effects. This allows the user to control how the storm moves, whether it has lightning or not, whether it rains or not and so on. It does not give exact control, so the user may not command the storm to rain on this house and not that house or to strike a person with a lightning bolt, for instance. It is normally used to lessen the destructive effects of a storm, making the rain lighter, stopping lightning bolts and saving farms. The storm's Wyter has an effective POW of 3D66D6 for the purposes of overcoming, although most storms will not resist.

A

A

1 Point Ranged, Temporal, Passive, Reusable This brings cloud cover instantly to ground level, normally meaning the ground is covered in mist, allowing people to hide or flee. Any perception rolls are reduced by the original cloud cover. When the spell expires, the clouds will begin to rise to their normal level, but this will take some time, depending on the temperature and wind conditions.

A 1 Point Temporal, Passive, Reusable When cast on a Wind Child, Courage allows the Wind Child to go underground without suffering the normal crippling effects.

A

When cast on anyone else, Courage acts as a fanaticism spell while underground, but allows them to parry at full chance as well. They also defend against Fear-based spells while underground with Species Maximum POW.

1 Point Ranged, Temporal, Passive, Stackable, Reusable This spell summons a billowing dust storm, just like those that blow across the Wastelands. Obviously this spell can only be used in reasonably dusty areas, and the Games Master should feel free to limit the maximum effect of the spell given the environment, although generally in Prax and the Wastelands there is no limit. Sometimes this spell is cast in the Devil's Swamp, causing an outpour of bog material that is equally effective as sand. For each point in the spell, visibility is reduced by 1d6% with associated penalties given in the main RuneQuest rules. The maximum reduction possible in visibility from this spell alone is equal to the STR of the wind. Games Masters can determine the Wind Speed from the Storm Table in the Building and Ships chapter.

2 Points Ranged, Instant, Reusable This creates a tornado from an existing storm. The strength of the tornado is equivalent to the Wind Strength of the storm. The tornado created will not be under the control of the creator, who must use another spell to control it.

A

Aj

1 Point Ranged, Instant, Stackable Reusable When cast on an area of land about to be flooded, this spell allows a 10m stretch of water per point of spell to be diverted elsewhere. There must be a place for the water to go and the water must be able to flow to the place, otherwise the spell will have no effect.

ZV

- 65 -

1 Point Ranged, Instant, Stackable, Reusable Each point of the spell allows the user to divert a stream, or river, of length 10m by 1m to the left or the right. The stream stays diverted even after the spell ends. This may cause the caster to become an enemy of the nymph of the stream.

1 Point Ranged, Temporal, Passive, Reusable For the duration of the spell, the user may fly into the wind without suffering any movement penalties or being blown and buffeted around.

ZV

AV

1 Point Touch, Temporal, Passive, Reusable This allows the piper to fly on a set of bagpipes, as long as they have been enchanted as a Bag of Winds. Such flight is at Movement 8 and can carry up to the target’s maximum Encumbrance limit.

AV

1 Point Self, Temporal, Active, Stackable, Reusable For the duration of the spell, the user can drive a storm onward at a speed of 3 miles an hour per point of spell in addition to the speed the storm would normally move.

A

For instance, Soltak Stormspear summons a storm and drives it towards his foes. The Games Master rules that with the wind strength the storm would naturally move towards the enemy at 10 miles per hour. Soltak casts Drive Storm 4, increasing the speed of the storm by 12 mph. This results in a storm speed of 22mph. As the spell lasts for 15 minutes, the storm travels for 5 1/4 miles and swamps the chaos foe.

1 Point Self, Instant, Stackable, Reusable This allows the target to leap from the water and glide for a distance up to POW in meters per point. This does not allow the user to fly, it is simply a leap. Often this is used to leap on board a ship or to avoid sharks as they are about to strike. Once the leap has been made the spell is used up, the user cannot make several leaps with this spell.

ZV

3 Points Area, Temporal, Passive, Reusable This creates a magical area of calm with a radius of the caster's POW in meters. The spell's area is an eye of the storm, so no wind blows here. Anyone within the spell's area is unaffected by any storm raging nearby, no matter how powerful it is. So, those within the area will not be blown away, will not be hit by hailstones, will not be frozen to death. If the storm blows a building down that is outside the spell's effect, the spell will not stop the building falling into the area and hurting people.

A

2 Points Self, Temporal, Passive, Reusable The user of this spell may howl like a Ghoul for the duration of the spell. Any opponent hearing this must resist POW vs POW or be demoralized. The effect ends when the howling stops or when the spell ends, whichever comes first.

AJ

1 Point Area, Temporal, Stackable, Reusable Under the effects of this spell, the rain itself becomes deadly. Each person within 10m of the caster will take 1D3 damage per point to a random location for the duration of the spell. The user has no control over who is damaged, and friends as well as foes may be hurt. This spell has no effect if it is not raining.

AT

2 Points Self, Temporal, Passive, Reusable This spell turns the character into an embodiment of the fighting storm. For the duration of the spell, the recipient’s combat skills are all increased by wind STRx4. This includes the chance to cast combat-related spells.

TA

So, Soltak Stormspear casts Fighting Storm in a heavy wind of STR 25. This increases Soltak’s combat skills by +100. - 66 -

2 Points Self, Instant, Reusable The user may leap with the wind and travel to any point along the wind within 100 meters. This is the equivalent of a Teleport, but the user can only leap where the wind is blowing to.

1 Point Self, Temporal, Passive, Reusable This allows the user to see a Chaos Taint or Chaos Feature on another being. The taint shows up as an exaggerated version of the taint or feature. This does not show chaos taints/features that are hidden by magic or those held by Illuminated beings.

VA

Y

1 Point Touch, Stackable, Reusable This spell is a touch version of the Lightning spell (RQ:G, p333). It does 1D6 damage per point of spell to the location touched by the caster. There is a percentage chance equal to the damage taken to stun the target, causing them to be functionally incapacitated. Each round of being stunned, roll CONx1% to come out of it.

A

1 Point Touch, Temporal, Passive, Reusable This negates any penalties for looking through the stated weather conditions. So, someone with See Through (Rain) could see as if it were a clear day.

YA

There are many versions of this spell, for example see Through Rain, See Through Fog, and see Through Blizzard.

2 Points Area, Temporal, Passive, Reusable This spell doubles the effective cloud cover by making the clouds dark. When used alongside Cloud Call, this spell doubles effect of the Cloud Call.

A

2 Points Ranged, Temporal, Passive, Reusable This must overcome POW to have an effect. If the user overcomes the target's POW, the target takes 1D8 damage per round to the chest as suffocation damage. This damage cannot be healed until the spell is dispelled or expires. This is caused by the target's breath being taken away.

A

1 Point Area, Temporal (Special), Stackable, Reusable Sometimes two warring tribes will gather great magic to summon terrible storms and send them against one another in the hope that one storm will overcome the other, to continue onwards to devastate their foes. To overcome another storm, the caster must be present within the storm and cast the spell. It affects only that storm, and lasts either until the storm ends, or the caster leaves the storm. When two storms collide, the storm with more points of Overcome Storm wins out, dissipating the other storm and continuing onwards. Overcome Storm points are cancelled on a one-to-one basis, so if a storm with 5 points of Overcome Storm meets a Storm with 3 points of Overcome Storm, the first storm continues on and will now have 2 points of Overcome Storm left. Natural storms have no points of Overcome Storm. In the case of a tie, both storms remain, but do not go anywhere.

A 2 Points Area, Instant, Reusable This must be cast when the Cloud Cover is more than 50%. It immediately starts a thunderstorm with rain, high winds, thunder and lightning. The effects of a thunderstorm as opposed to a normal storm or normal rain must be determined by the Games Master.

A

2 Points Area, Temporal, Passive, Reusable This spell doubles the effective Cloud Cover by making the clouds dark. When used alongside Cloud Call this spell doubles effect of the Cloud Call.

A2

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1 Point Ranged, Temporal, Stackable, Reusable For the duration of the spell, the recipient has a voice like thunder and can be heard at a range of 100m per point of spell stacked.

2 Points Self, Temporal, Passive, Reusable This allows the caster to transform their body and equipment into the form of a wind. The user can travel as a wind for as long as desired, at which time the user transforms back to their normal body. When in Wind form, the user cannot use physical skills and cannot cast spells, but he can use Perception skills and engage in Spirit Combat if attacked. A shaman’s POW and fetch's POW are combined when in Wind form. The Wind will have a STR and Move equal to the user's STR.

A

AV

1 Point Touch, Temporal, Passive, Reusable This allows the piper to summon a previously trapped or bound wind from bagpipes, as long as they have been enchanted as a Bag of Winds. The caster can command the wind to perform a single action as part of this spell. This also allows bound sylphs to be called from the Bag of Winds.

A

2 Points Self, Temporal, Passive, Reusable For the duration of this spell the user is filled with the living, vibrant energy of Storm and the spirit of Helamakt. The user remains alive and conscious until their hit points reach a negative number equal to the current wind STR. This does not prevent them from dying by locational hit point loss (such as losing their head). This is best cast when a strong wind is blowing, there is little point casting it in calm weather with a wind STR of 0-5.

A

1 Point Self, Instant, Reusable This spell is automatically cast if the owner is affected by a Fear effect caused by a draconic being. The spell swallows the fear and leaves the user unaffected. The user cannot choose not to use this spell, by sacrificing for the spell the conditions for its use have already been set.

A

2 Points Touch, Temporal, Passive, Reusable This allows the recipient to run at 3 times normal movement speed when running towards battle. While under the effects of this spell, the user does not tire through running, but he cannot retreat or run away from the battle.

VT

The interloper, the false element, Moon is known to be the Sixth Element by worshippers, even though no Moon Deity sat on the Celestial Court.

1 Point Touch, Temporal, Passive, Reusable This allows the user to trap a wind a bag, as long as the bag has been enchanted as a Bag of Winds. He must overcome the POW of the Wind (normally 3D6 unless the wind is an air elemental) and must have enough capacity in the bag to hold the wind. The wind so trapped will be available for him to summon at a later date and will stop blowing outside. Some pipers have enchanted their bagpipes to act as a Bag of Winds.

A

Moon is the power of balance, of cycles and of new powers. Many of the other Elemental Deities fear the Moon, despite the Moon being present in much of God Time.

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1 Point Ranged, Temporal, Passive, Reusable This spell is cast on a person or allied spirit. When the user casts Dullblade on the named weapon type while under the influence of this spell, the Dullblade is doubled.

r

2 Points Ranged, Temporal This must overcome POW to work. For the duration of the spell the target will be dizzy and be uncoordinated. Any attempt to move requires a DEXx3 roll each round or the user is functionally incapacitated in that round.

So, Marlin Moonhater casts Blunt Kopis on himself, then casts Dullblade 4 on Carnax’s kopis, increasing the effect to Dullblade 8. There are countless versions of this spell, taught by different cults, so we have Blunt Axe (favored by the Aldryami), Blunt Scimitar, Blunt Sword, and Blunt Spear.

3 Points Temporal, Self, Active This spell reveals things about otherworld entities to the user. For the duration of the spell, the user has an INTx5% chance of determining important properties of any Otherworld Entities they can see. A Normal success means the caster learns what kind of supernatural entity it is. A special success means they know its main runic affinity and from which Plane the entity comes from. A critical success means they know its normal name (although not its True Name if you use True Names in your game).

1 Point Self, Instant, Stackable, Reusable This allows the user to make a magical attack in addition to any other combat actions. Each point of Combat Attack allows an extra magical attack in subsequent rounds, so a 1-point spell allows an extra attack the next round, but 3 points allow such an attack for 3 rounds.

R

The user is at a penalty when trying to determine the nature of non-Lunar entities. This penalty depends on the phase of the Moon. On Dark days the penalty is -50%, on Crescent Days it is -30%, on Half Moon days it is -15% and on Full Moon Days it is -5%.

This magical attack behaves as normal magic but is in addition to standard actions. If the user decides to cast a spell as the stated action, Combat Attack allows another spell to be cast in addition. So, Silvana Silver-Scimitar casts Combat Attack 2 while battling Sartarite rebels. Next round, she casts Madness on one of her foes, in addition to attacking and parrying. The round after, she casts Mindblast on two opponents, the first being her normal magical attack and the second using up the second point of Combat attack.

1 Point Instant, Stackable, Reusable This is used to block the effects of a ritual. The points in the spell must be equal to or greater than the points used in the Ritual to be blocked.

R

If Block Ritual is cast and has equal to or more points than the Rune Spell used in the Ritual, the affected ritual is blocked, but the caster of the ritual spell loses the Rune Points, Magic Points or POW used in the ritual. The caster must be in a position to physically block the ritual, this cannot be done from afar.

2 Points Ranged, Temporal, Passive, Reusable This allows the user to command a cult spirit known as a Horse Scarer. Horse Scarers are Passion Spirits which possess horses. They panic the horses at various times and cause the riders to make Ride rolls - Horse Scarer’s POW x 5%. They panic the horse for their POW in melee rounds before giving up. This normally happens during combat but can be funnier when the horse is navigating a path along a cliff or along a riverbank.

q

So, Carnax the Careless tries to stop Mandan the Merry from being resurrected. Carnax uses Block Ritual 3 and casts it as he rams into the group of healers surrounding Mandan. The healer loses 3 Rune Points as if Resurrection had been cast and Mandan is not brought back to life. His twin wails at the loss of her brother and vows revenge against the Lunar. - 69 -

1 Point Ranged, Temporal, Passive, Stackable, Reusable Similar to the Reflection spell, this protects a person from magic. Treat as Reflection, but instead of being reflected back at the caster, it is diverted to attack a person of the caster of Divert Spell's choice, attacking with the POW of the original caster.

1 Point Ranged, Temporal, Stackable, Reusable For every point in the spell, the target resists the stated emotion effects with +10 POW. This works against spells and effects, such as elemental attacks.

R

R

There is a version of the spell for every emotion, for example Resist Emotion Madness, Resist Emotion Fear and Resist Emotion Lust.

So, Yarran Longbeard is being chased by Orlanthi barbarians. He casts Divert Spell 4 and makes a stand. One of the barbarians raises a staff and casts Lightning 3 at him, which Yarran directs at the closest Orlanthi, slaying him. Another barbarian casts Lightning 5, which passes through the divert spell and slays Yarran in turn.

3 Points Self, Instant, One-Use This spell lies dormant once sacrificed for. If the user is slain and is then healed back to a point where a Resurrection can work, this spell will automatically kick in and will resurrect the user. The caster must roll POWx5% in order to come back from the dead successfully. The normal rules regarding Resurrection apply, whether you use the RQ2 time limit or RQ3 characteristic loss. It is common to find Lunar soldiers healing their deceased Priests of Yanafal Tarnils in case they have this spell.

Q

1 Point Ranged, Duration 1 round, Stackable, Reusable This spell affects all horses within the user’s POW in meters and the spell’s effect last for 1 Melee Round. Each point of spell stacked with the first adds the caster’s POW to the area of effect or adds 1 Round to the panic.

q

When the spell is cast a POW vs POW roll is made and all horses within the area of effect whose POW is overcome are Panicked and their riders must make a Ride reduced by the caster’s POWx3%. All horses which were not overcome are spooked and riders must make a Ride roll without any penalties. Unintelligent, riderless horses will run from the caster of the spell until they are obviously safe. This spell does not affect true zebras or unicorns. Cross breeds such as mules or war zebras are affected at half level.

3 Points Self, Instant, Reusable The user is instantly transported to the nearest Seven Mothers Temple or a Temple of one of the deities of the Seven Mothers, no matter the distance. The caster will appear inside the Temple, but not in the Inner Sanctum. Temple Guardians are automatically alerted to the arrival.

qV

For instance, Slayer of Horses is attacked by a Pentian warband and casts Panic Horse 3, one point to extend the range and the other to increase the duration. Her POW is 15, so all horses within 30m are affected. She rolls 55 on the POW vs POW roll and affects all horses with POW 14 or less. Those horses begin to panic and their riders must make a Ride skill roll at -45% to calm them down. The other horses spook and their riders must make a Ride roll as well. The riders must make this roll every round for 2 rounds. In the meantime, Slayer of Horses is happily attacking riders who are busy trying to control their horses.

So, Carnax casts Temple Jump when surrounded by Marlin and a group of Sartarite rebels. Carnax knows there is a Seven Mothers Shrine in Boldhome and expects to arrive there, but he appears at a Jalakeel Shrine hidden away in the nearby hills instead, surrounded by angry guardian spirits.

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It is difficult to categorize Gloranthan Deities, for there are many Deities that belong in several categories. 1 Point Variable, Instant The user can jump for 3 meters per point of the spell horizontally and 1 meter per point vertically. The user can leap through windows, doors and other obstacles on a successful DEXx5% roll when using this spell. It is useful when escaping angry husbands or wives.

However, here is my attempt at splitting deities into different types. You might disagree with these and are welcome to use different categories. They are: Adventuring, Agriculture, Beast, Chaos, Cold, Entertaining, Fertility, Healing, Hunting, Illusion, Knowledge, Love, Motion, Peace, Plant, Ruling, Sun, Thief, Trader, Trickster, Twins, Underworld, and War.

2 Points Touch, Instant The user of this spell can tie a knot immediately, no matter how complex. This action takes no time. The user has to know the knot and must make a Tie Knot or similar skill. This spell is often used to quickly secure broken masts and to make repairs on board ship, but is also used to tie up captives quickly.

These are the Deities dedicated to Adventuring. They are either Deities that adventured themselves or Deities that provide spells and skills useful to adventurers.

Perception Base 00 Success in this skill makes the user uneasy when an ambush is nearby. It gives enough warning to allow the user to give a cry of warning or to prepare weapons or spells. It does not indicate where the ambush is but does give an indication of how imminent the ambush is. This skill may be used to sense ambushes of other people or parties than the user, at half chance, if, for instance, the user was riding along a road behind a caravan then he might sense the ambush of the caravan even though he would not be involved.

2 Points Ranged, Temporal, Passive When cast on a rider and mount, this spell prevents any noises made by the pair, including the mount's tackle, hooves and gear, and the rider’s saddle, stirrups, spurs and armor. The rider and mount become silent to all who would listen for them for the duration of the spell.

2 Points Ranged, Temporal, Passive This allows the target to sleep no matter the disturbance, as if they were safely tucked up in their goose feather bed at home. It does not put the target to sleep, so is not the Sleep spell. However, it does mean that the target will not wake until they have had a good sleep, no matter what happens around them.

Agility Base 00 Anyone with the Trick Riding skill can use it to perform unusual, difficult or flashy maneuvers when riding. Any penalty due to the difficulty of the task is halved when trick Riding is used. The rider uses the Trick Riding skill instead of Ride, with normal, special and critical successes being determined by the Trick Riding skill. This can be used to dodge while on horseback.

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Variable Self, Temporal, Passive Each point of Slippery Skin subtracts 5% from any Grapple attempt against the target of the spell and reduces the effective STR of anyone grappling the user by 1 per each point.

2 Points Ranged, Temporal, Passive, Reusable For the duration of this spell, the target can avoid dragon breath. At the cost of a normal action, they can elect to attempt to Dodge the fire breath of Dragonewts using dragon magic or dragons themselves. A successful Dodge will avoid all damage from the attack.

t

So, Murdo the Mangler casts Slippery Skin 5 in a wrestling match against a troll warrior with Grapple 80% and STR 20. The Slippery Skin spell subtracts 25% from the troll's Grapple, leaving it with Grapple 55%, but the troll succeeds and tries to immobilize Murdo. Its STR is 20, reduced to 15 by the Slippery Skin and he fails to overcome Murdo's STR.

1 Point Touch, Temporal, Passive, Stackable, Reusable Each person affected by this spell avoids the effects of a single trap. The spell must be cast to avoid the trap and must be cast before or when the trap is encountered but before setting off the trap. It can be stacked for multiple people affected or for one person to avoid multiple traps. Once the trap(s) is (are) passed, the spell ends.

r

2 Points Touch, Instant This spell causes the recipient to recover immediately from the effects of drinking alcohol. It removes all toxins, prevents a hangover, and removes any skill loss.

For example, Santar the Sneaky casts Avoid Traps 4 and flees down a corridor, pursued by two guards. He runs through a tripwire, not setting it off, skips over a pressure plate that should release a cloud of poison gas, jumps over a pit and runs past a hole with a poisoned crossbow. The hapless guards following are not so lucky, blundering into each trap in turn and setting them off.

1 Point Touch, Instant This spell stops a wound from bleeding. It does not heal the wound but does stop the target from losing additional HPs from the wound. It can be used on wounds affected by the Seal Wound spell. It does not count as magical healing for Humakti burdened with nasty geases.

1 Point Self, Instant, Reusable The user of this spell makes a shout while casting it. Anyone within earshot who is asleep immediately wakes up. This is useful when on watch or guard duty.

A

Variable Ranged, Temporal, Passive Each point of this spell increases armor by 3 points against bite attacks. It acts in every way like magical armor and is not compatible with Protection.

1 Point Self, Temporal, Passive, Reusable This allows the user to legally disobey leaders of the stated type. The user will not detect as being dishonorable, an enemy or otherwise show up as being tainted in any way as a result of disobedience. It also makes the user immune to a magical command given by a leader of the stated type.

j

2 Points Touch, Special Duration, Passive This can only be cast on a dry blanket. The blanket will become comfortable and warm for the duration of one evening but will not magically resist cold weather (so sleeping in the freezing wilderness will quickly overwhelm the warmth conferred from the spell) or confer any other magical benefits.

There are a few versions of this spell, for example Disobey Unelected Leaders, Disobey Unlawful Leaders or Disobey Wicked Leaders. - 72 -

2 Points Self, Temporal, Passive, Reusable This spell makes the user undetectable by spirits, elementals and lesser divine beings (Daimons) tied to the stated rune. Said beings will not be able to see, hear, feel, or sense the presence of the user of this spell. It does not affect the user's physical presence, so a Daimon is able to track the user’s footprints or other marks left behind. Any attacks on the user by beings while under the influence of this spell are at -75%, using the standard invisibility rules. This does not affect normal initiates or rune levels, so a group of Babeester Gori will be able to see the user of Evade Earth Daimon, but their accompanying Copper Axewomen will not.

2 Points Self, Temporal, Passive, Reusable This spell doubles all skills necessary to help the user reach home safely, except magic and combat skills. The spell ends when the user reaches home or when the user stops trying to reach home. This is often used to improve survival, scout and evasion skills when moving through the Rubble.

R

R

1 Point Ranged, Instant, Reusable When cast on a missile, this spell causes the missile to miss. Multimissiles cast on the affected missile will also miss. This spell and Sureshot cancel each other out.

AV

Some Games Masters might want to play that this spell prevents the caster from using the stated rune in any way, as the caster is also suppressed. That would be a nice touch and I would encourage such an interpretation.

Games Masters might need the user to make a scan roll to spot any missiles coming towards them.

There are versions of this spell for each known rune, for example Evade Earth Daimon, Evade Fire Daimon and Evade Death Daimon.

Glorantha is a Bronze Age world and agriculture is paramount. The Deities of agriculture are often connected with the Earth, Fertility or with Beast, as agriculture is as much about the raising of cattle and sheep as of planting fields and growing crops.

1 Point Touch, Temporal, Passive, Reusable For the duration of the spell, the user has double the chance of knockback against a foe and has double STR when pushing through obstacles. This is often used when cavalry is attacking a shield wall to increase the chance of forcing a way through the shield wall.

T

Agriculture is different to Plant, as the Plant Deities are normally wilder and as much interested in wild plants and weeds as tame, grown crops. This section lists new skills and spells to aid all in the duties of farm life.

1 Point Touch, Temporal, Passive, Reusable This allows the user to carry plunder without dropping it. For the duration of the spell, the user does not suffer any Encumbrance penalties due to the load carried and will not drop any of the load.

R

Knowledge Base 00 The user of this skill may direct trained beasts of the stated type using voice and hand gestures, usually to herd sheep or to go hunting. Success means the beast follows orders, a special or critical success means the orders are followed exactly and precisely. For those who have seen the TV show "One Man and His Dog" will know what this is like, just replace the Border Collies with different beasts.

1 Point Touch, Temporal, Passive, Reusable This spell lasts for a night. The target sleeps lightly for the duration of the spell, able to use all Perception skills at full chance, even while asleep, thus reducing the chance of being attacked while asleep. The user can awaken whenever desired while under the influence of this spell.

R

There are many versions of this skill, for example Direct Alynx, Direct Dog, and Direct Allosaur. - 73 -

Knowledge Base 00 This is the skill of taming a particular type of beast. Success in this skill means the beast has been tamed, better success rolls mean the beast becomes very docile and may be ridden on, stroked, patted or commanded.

1 Point Ranged, Instant This small charm makes a whistle that can be heard by all beasts of the stated type within range. Trained beasts, or beasts who know the caster, are likely to move towards the caster, or to obey the caster’s instructions.

There are many versions of this skill, such as Tame Alligator, Tame Horse, or Tame Bear. Orlanthi can learn Tame Bull, and Tame Sky Bull on a HeroQuest to Stormwalk Mountain.

There are many versions of this spell, for example Whistle Alynx, Whistle Dog, Whistle Horse, or Whistle Hawk. Author’s Comment Can this charm be a focus for spirit magic? In fact, you don’t mention foci anywhere. That is because I do not use foci in my RuneQuest games. I just assume everyone has a focus on their weapons, a focus belt, or on jewelry. To be honest, for me the use of foci adds nothing to gameplay except to make it harder for adventurers to cast spirit magic, and why would I want that?

2 Points Ranged, Instant When cast on the stated type of beast and overcoming POW, this immediately calms it down to a normal state, if it is panicked, demoralized or otherwise excited or frightened. There are many versions of this spell, such as Calm Beast Horse, Calm Beast Pack Animal, Calm Beast Predator, or Calm Beast Dragon.

3 Points Ranged, Instant, Reusable When cast with another spell, the other spell affects an entire herd or flock, affecting all Beasts overcome in a POW vs POW roll. So, casting Calm Beast with Affect Herd calms all the beasts in the herd.

bH

1 Point Self, Temporal, Passive For the duration of this spell the caster has a preternaturally powerful voice that can be heard over most over voices. It is not loud enough to be deafening or cause any harm, but makes the casters voice sound really loud.

1 Point Ranged, Instant Stackable, Reusable This spell affects one beast per point of spell. The caster rolls a POW vs POW roll on the Resistance Table and any of the beasts targeted are calmed if their POW is overcome. So, a Priest with POW 18 rolls 70 and affects all targeted cattle with POW of 14 or less.

bH

There are many versions of this spell, for example Calm Cattle, Calm Horse, and Calm Bull.

1 Point Touch, Instant This affects one container-full of food, herbs or other substances that can spoil over time. The spell keeps the items fresh for an additional day, effectively making the current day not count towards spoiling. This is used to keep food and drink fresh and also by herbalists to keep ingredients fresh for concoctions.

1 Point Ranged, Temporal, Passive, Reusable This allows the user to command the leader of the herd, to control its movements and what it does. Generally, the herd will follow the leader, so this spell gives some control over the whole herd.

B

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2 Points Area, Instant, Reusable This calls the user's flock to the caster. All members of the flock will come as quickly as they can, no matter how far away they are. This can be used on a flock of sheep or geese, herd of cattle or similar group.

B

1 Point Touch, Temporal Reusable This allows a team of cattle to plough for a whole day and night without tiring. This increases the amount of land ploughed by the team.

e

This can be used to call the user's family; in which case it is used as a Ritual.

1 Point Instant, Stackable, Reusable This spell must be cast on the cult holy days and affects a number of sheep, goats or herd beasts equal to the number of points squared, so an Increase Wool 1 affects 1 sheep, but Increase Wool 5 affects 25 sheep. The sheep will produce thicker and richer wool than normal, adding 50% to the value of the wool.

These are Deities connected with the Beast Rune. They can be the Hsunchen Beasts, whose worshippers are both human and beast, the Half-Beasts who are the ancestors of the Beastfolk, awakened animals, or magical beasts.

eb

Beast Deities are often bestial by nature, savage and wild. Although often animist in nature, I do not have any Spirit Magic for them, which is probably an oversight I should correct at some point.

1 Point Touch, Temporal, Passive, Reusable This spell lasts 1 week and, for the duration of the spell, the yield of the recipient is doubled. So, a cow would produce double milk and a flock of hens would lay twice the number of eggs.

E 2 Points Self, Temporal, Passive, Reusable This doubles the user's head butt attack chance, increases head butt damage to 1D10 and also doubles any knockback caused to foes struck by the user’s head butt while the spell is in operation.

bA

1 Point Touch, Temporal, Passive, Reusable This allows the user to plough earth, no matter how difficult. For the duration of the spell, the plough will penetrate the earth and leave a ploughed furrow as if the earth was normal. This is often used in times of drought to plough bone-dry earth or when the earth has been magically hardened.

e 1 Point Self, Temporal, Passive, Reusable This doubles the damage done by the user's bite when attacking a rodent of any size.

bt

1 Point Temporal, Passive, Reusable For the duration of the spell, the user does double damage in spirit combat when fighting a spirit.

1 Point Area, Temporal Duration 1 day, Reusable This spell covers the same area as a Bless Crops spell and protects against the stated effect, meaning that the plants on the land are not damaged by that effect.

b

E

There are many versions of this spell, for example Shield Land Frost and Shield Land Hail.

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2 Points Ranged, Temporal, Passive, Reusable This allows the recipient to run at 3 times normal movement speed when running towards battle. While under the effects of this spell, the user does not tire through running, but cannot retreat or run away from the battle.

3 Points

AVTb

b

Area, Temporal, Passive, Reusable This causes any prey animal within earshot to freeze in terror for the duration of the spell. The user must roll to overcome the POW once and any non-sentient prey creature within earshot of the roar who is overcome will freeze for the duration of the spell.

2 Points Self, Temporal, Passive, Reusable For the duration of the spell, the user will have cat claws that do 1D6 damage. The user can attack with two sets of claws per round. If cast in conjunction with Paralyzing Bite, the user can attack with Claw/Claw/Bite as a cat can.

B

1 Point Instant, One-Use This conjures up a beast or object of the type indicated by the spell. This is an actual beast or object in all senses, except it only lasts for a day. This cannot be extended using the extension spell, nor can the beast be dismissed or dispelled.

R

1 Point Self, Temporal, Passive, Reusable This is the Hsunchen Transform (Head) spell. It transforms the user's head into that of a lion, giving a Bite Attack Base 25%, doing 1D10 + damage bonus, in addition to whatever else a lion’s head can do.

b

1 Point Ranged, Temporal, Passive, Reusable When cast on a beast of the stated type, this doubles the beast's DEX and Agility skills.

Vb

There are many versions of this spell, such as Dancing Beast Horse, Dancing Bolo Lizard, or Dancing Beast Bear.

1 Point Ranged, Temporal, Passive, Reusable This doubles the user's skill when trying to outsmart the stated animal. Normally, this doubles skills such as Run, Grapple or Bind Captive.

b

1 Point Ranged, Temporal, Passive, Reusable When cast on a fixed-INT mount, this spell stops the mount from fleeing in fear or becoming uncontrollable through fear. It has no effect on intelligent creatures, in which case Face Chaos, or similar spells, must be used instead.

Tb

1 Point

1 Point Self, Temporal, Stackable, Reusable This transforms the user's head into that of an Alynx. For the duration of the spell, the user will ooze poison from fangs. This poison does 1D6 venom damage per point of spell, the venom also paralyses the target after 3 rounds.

b

bU

Self, Temporal, Passive, Reusable For the duration of the spell, the user will not be unseated from a mount, no matter what happens. If the mount is slain or falls over, the user will be trapped beneath it and cannot jump free, possibly taking damage as appropriate.

1 Point Touch, Temporal, Passive, Reusable When cast on an animal, this halves the chance of the animal contracting a disease. If the animal already has a disease, this spell doubles the chance of the animal stopping the disease or recovering from the disease. It has a duration of one season.

Xb

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2 Points Self, Temporal, Passive, Reusable This allows the user to speak with the stated type of beast for the duration of the spell. This does not impart intelligence to the beasts, but does allow the user to have a conversation. If the beast needs to be convinced, an Orate, Charm, Fast Talk or similar skill must be used.

1 Point Touch, Temporal, Passive, Reusable For the duration of the spell, the user does double damage when engaged in spirit combat with the stated type of spirit. It has no effect on other types of spirit.

b#

R

There are many versions of this spell, such as Rend Spirit Ghost, Rend Spirit Disease Spirit, and Rend Spirit Passion Spirit.

There are many forms of the spell, for example Speak to Birds, Speak to Horse, or Speak to Praxian Spirits.

1 Point Ranged, Instant, Ranged, Reusable This must overcome the target in a POW vs POW contest, if the caster is victorious then the target must obey the command the caster has given. This command must be short and direct, such as "Surrender", "Kneel" or "Drop your weapons".

b

1 Point

1 Point Ranged, duration 1 day, Reusable For the duration of this spell, the target mount will find themselves capable of quick, solid long-distance travel. Whilst its Move rate does not increase, it can travel twice the distance of a normal mount with no need to stop for rest during the course of the trip (normally eight or nine hours of travel).

b

Ab

Ranged, Instant, Reusable When cast on a crowd of people, this spell will stop the people talking, shouting or making any sound for a very short while. The user of the spell shouts with an almighty bellow, shocking everyone into being silent. The effect only lasts for a couple of seconds or so, but this may be enough time for the priest to start talking to that everyone listens. The size of the crowd is deliberately left vague - this will not affect the whole of a battlefield but will affect a crowd in a marketplace or town square.

3 Points Self, Instant, Reusable This summons a magical pack of dogs to help the caster in times of great peril. The pack stays until destroyed or is no longer required. The Pack is the equivalent of 2D4 Barguests and obeys the caster's every command.

bJ

1 Point Ranged, Temporal, Passive, Reusable The recipient of this spell finds that wolves and Telmori are friendly to them while the spell is in operation. This is often used when trading with Telmori or when Telmori may attack. This bumps the result of the Reaction Table one level in the user’s favor. If the spell ends, then the magical effects do not linger, but the wolves will probably not revert to being hostile but accept the results of the Reaction Table.

bH

1 Point

Vb

Touch, Temporal, Passive, Reusable For the duration of the spell, flying does not tire the recipient but flight is at 2/3 Movement Rate. This spell does not give the ability to fly but is normally cast on flying beasts.

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2 Points Instant, One-Use This spell gives the recipient a random Chaos Feature. Roll D100 on the following chart: • 1-50 Fiery Feature (Secrets of Dorastor p189) • 51-75 Normal Chaos Feature (Bestiary p89) • 76-100 Curse of Thed (Bestiary p95).

C

Chaos is the corruptor, the changer, the end of worlds, the formlessness that exists outside of Glorantha that craves for Glorantha to return to its primal state. Chaos deities are cruel, inhuman, and evil, constantly trying to destroy the world. As such, the varied spells listed in this section are of two sorts. They either have something to do with stopping the spread of this most noxious of elements or trying to contain it somehow.

1 Point Self, Temporal, Stackable, Reusable This spell turns a targeted body part into a Gorp. Extra points of Gorp Part affect multiple hit locations. Any transformed locations are still attached to the caster of the spell. Corrupted body part(s) cannot be used to hold things or perform fine manipulation, but can be used to attack foes, causing 8-point acid damage to any hit location struck. Cultists use this spell to make themselves less attractive as food for more powerful creatures. Affected locations turn back to normal at the end of the spell. Severed locations simply ooze around on the floor, doing nothing, but might scare adventurers if they slowly creep towards them.

C

Some of these spells previously appeared in Secrets of Dorastor and have a little more context there.

3 Points Self, Temporal, One-Use For the duration of the spell, the recipient gains a special ability equivalent to a Basilisk's Glance. However, this only affects one eye and anything that eye glances at is affected by the basilisk's glance. Match POW vs POW or the target dies. Many people using this spell wear a patch over the affected eye so that they do not affect their friends.

t

1 Point Touch, Instant, Stackable, Reusable This spell affects plants grown in the land of Dorastor. It removes poisons or diseases from the plant so they are safe to eat. Each point of spell affects one plant, if cast on a tree or bush, or a bushel of wheat or barley.

Ce

1 Point Stackable, Temporal, Passive, Reusable This allows the recipient to breathe air full of choking ash as if breathing normal air. This means the recipient does not suffer the 1D8 damage normally done when breathing in the air of the Ash Flat. The duration is special, depending on the number of points stacked. 1 point lasts for 15 minutes, 2 for an hour, 3 for 6 hours and 4 for a whole day. It can be used with Extension, which increases the stated duration as normal.

C

1 Point Touch, Instant, Stackable, Reusable When cast on a plant or a 10x10m plot of grassy plants, Plant Warp causes the plants to mutate. Any plants grown from the target will be different from the parent plant. Each point of spell gives a 20% chance of mutation and a 10% chance that the plant will be chaotic. Mutations should be rolled separately for each plant derived from the parent.

Ce

1 Point Ranged, Temporal, Passive, Reusable When cast on a male, this spell causes the man to come to the caster of the spell, no matter where the caster is and no matter what the danger. It must overcome POW to work.

M

1 Point Self, Instant, Stackable, Reusable This allows the caster to project-vomit acid over a nearby target, each point generates acid inflicting 1D6 damage, so Project Acid 3 does 3D6 damage.

C

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Author’s Comment If the user already has a project acid attack, for example a Fiend of Cacodemon in my Glorantha, then this would stack. If they had a Spit Acid attack, then this is a separate attack. I would never reduce the amount of acid attacks in a game.

1 Point Touch, Instant, Reusable This must be cast on a plant. It causes the plant to wither. If the plant is not healed or otherwise treated within one day it will die. If the plant is sentient, for instance an elf or dryad, then the caster must overcome POW for the spell to work.

T

This is similar to, but different from, the Vomit Acid spell from the Red book of Magic. Do we need two spells to project-vomit acid? Yes, of course we do.

Author’s Comment Some Games Masters might give a negative reaction when dealing with Aldryami and Earth cultists if this spell is used in their presence.

1 Point Touch, Temporal, Duration 1 Day, Reusable This draws forth a deeper understanding of the caster’s inner gorpness and allows him or her to enter the Great Gorp without being absorbed or harmed. It also allows the user to handle or enter smaller Gorps without harm.

Cu

2 Points Touch, Instant, One-Use This spell must be cast on a pregnant woman or animal. It causes the baby to be born as the required monster. So, casting Spawn (Wolf) on a pregnant woman will cause the baby to be born as a wolf. There are different spells for each monster to be spawned. These are usually cast by the priestess on herself but may be cast on unwilling victims.

2 points Ranged, Active, Temporal This allows the user to convert drained Hit Points and magic points into POW to be used to create Enchantments. Every 20 Points of Hit Points or Magic Points is treated as 1 POW that can be used to create Enchantments.

1 Point Instant, Reusable Causes a Gorp to break away from the Great Gorp in Dorastor and move towards the caster. The Gorp is not under the caster's control and is just being friendly—it wants to cuddle up to the one who summoned it. Each MP stacked with the spell increases the SIZ of the breakaway Gorp by 1.

2 Points Ritual (Enchantment) This spell may only be used on corpses slain by a vampire's blood drain. The corpse will rise as a ghoul. The user spends 1 POW per 25 CHA of the ghoul, so it costs 1 POW to turn a CHA 10 human into a ghoul. The ghoul is created with +1D6 STR and has all the powers of a ghoul.

2 Points Touch, Temporal, Passive, Reusable This spell makes the recipient take on a terrifying visage. Anyone coming into combat with someone under the influence of the spell must resist a POW vs POW roll or be demoralized when fighting the user.

Author’s Comment The Create (Undead) spells here are similar and use the same basic model. I suppose I could have combined them in a single Create (Undead) spell and listed different effects for each type of Undead, but that didn’t feel right.

C

R

C

G

C

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2 Points Ritual (Enchantment) This spell is used to create a special Henchman. It may only be used on a complete creature and may not be used twice on the same creature. It is similar to the Create Familiar spells in that it transfers characteristics from the vampire to the henchman, increasing the characteristics of the henchman in exactly the same way as Create Familiar. A vampire may have more than one henchman.

2 Points Ritual (Enchantment) This spell may only be cast a week before a Holy Night of Vivamort. The target is slain during the ritual casting, causing it to rise from its grave at the climax of the ceremonies on the Holy Day of Vivamort. Note that being dead for a week means the vampire cannot be resurrected. The user spends 2 POW per 25 POW of the vampire, so it costs 2 POW to turn a POW 18 Human into a vampire. The vampire so created has the normal characteristics of a vampire, so STR and CON are doubled and Movement is increased by 1. It has all the properties of a vampire.

G

G

Besides the transfer of any characteristics, this spell also makes the henchman ageless, along with increasing resistance from disease and poison— henchman have twice the normal chance of resisting disease and poison and only take half damage from them.

2 Points Ritual (Enchantment) This must be cast on a corpse and causes it to rise from the dead as a Zombie. The user spends 1 POW per 25 SIZ of the Zombie, so it costs 2 POW to turn a SIZ 30 troll into a Zombie. The Zombie created has the same characteristics as when alive, except STR and CON are multiplied by 1.5, DEX and INT are halved, and Movement is reduced by 2. The spell does not give command over the Zombie, so a Dominate (Zombie) spell is required to command it.

g

A henchman is in permanent link with a vampire master and must obey the vampire's commands without hesitation. If a henchman's vampire is destroyed, the henchman will lose the extra characteristics (as does a familiar) and will also begin to age normally. A henchman can never become a vampire, having given up that chance so he or she may serve. However, a henchman has POW and is alive. A henchman has the benefits of immortality without the restrictions of vampire status. Vampires who do not fit in with temple ways tend to create Henchmen and go their own way. After all, they now have a servant who serves out of love and selfinterest, not fear, a great advantage.

2 Points Area, Ranged, Active, Temporal This spell covers an area of radius 10m. It affects a number of people equal to its Strength. For the duration of the spell, those under the influence of the spell experience the most exquisite sensual joy when being drained of blood and magic points by a Vampire. Vampires always feel this joy when they drain others. Non-Vampires under the influence of the spell will be unable to respond to outside events until the spell has ended or until they are taken outside its area of effect. Victims may attempt a saving throw of POW+INT. Those failing the throw must make another roll at the same chance or they will co-operate fully with the Vampires in addition to feeling ecstasy.

R

2 Points Ritual (Enchantment) This must be cast on a corpse and causes it to rise from the dead as a skeleton. The user spends 1 POW per 25 DEX of the deceased, so it costs 1 POW to turn a DEX 10 human into a skeleton. The skeleton created only has STR, SIZ and DEX as characteristics, with STR being halved. The spell does not give command over the skeleton, so a Dominate (Skeleton) spell is required to command it.

G

This spell is used at worship ceremonies and feeding times. It can be used outside the temple, but this is rare.

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2 Points Ranged, Active, Temporal This spell must be cast on a single target. Its Strength must exceed the victim's POW or Magic Points, whichever is higher. The Vampire must drain the victim of Magic Points before the spell ends. Once this is done, the victim will lose permanently the last Rune Spell and Rune Points sacrificed for. The Vampire gains the spell as a One-Use spell.

R

2 Points Touch, Temporal This creates a magical icicle which may be used as a dagger or dart (doing 1D8 damage). The icicle lasts for the duration of the spell. In areas of extreme cold, the icicle does 1D8 +1 damage.

4 Points Temporal, Ranged This spell must overcome POW in order to work. It blinds the target for 1D3 melee rounds.

Variable Touch, Temporal This creates an icicle which may be thrown for 1D6 + missile damage bonus damage. Each additional point adds another icicle which is thrown at the same target. The Deities of Cold are normally split between Cold Darkness and Ice. Those of the Cold of Darkness embody the chilling power of Darkness but without the emotional fears that it brings. Those of ice are usually descendants of Valind, the snowy deities of the glacier and ice field. 1 Point Ranged, Temporal, Passive, Stackable Reusable This spell can only be cast if it is already snowing. This can be either snow that has fallen without the use of magic, or snow called using the Snow spell. Blizzard covers a circle of 3m diameter. For every point in the spell, anyone in its area of effect visibility is reduced by 10% affecting any skill based upon sight.

kA

Agility Base 5% This allows the user to travel long distance on a pair of skis. Success in the skill allows the user to travel without mishap. A failure means that they snow is too soft to easily travel and a Fumble means the user has fallen and could be injured. Ski movement rate is the same as on foot, but the user is not hampered or slowed by snow.

1 Point Ranged, Temporal, Stackable, Reusable The opposite to Warm Earth, each point of this spell reduces the temperature of the ground by 5 degrees Celsius for a radius equal to the caster's POW in meters. The caster may choose whether the spell decreases the temperature or increases the area affected. So, casting Freeze Earth 6 could affect a circle of radius POWx3 and decrease temperature by 25 degrees, or an area of POW radius decreased by 30 degrees. When the spell expires, the ground will gradually return to its normal temperature, affected by the surrounding climate.

K

Agility Base 5% This allows the user to travel long distance on a pair of snowshoes. Success in the skill allows the user to travel without mishap. A failure means that they snow is too soft to easily travel and a Fumble means the user has fallen and could be injured. Snowshoe movement rate is the half normal, but the user is not hampered or slowed by snow. Snowshoes are used where the snow is too soft to use Skis.

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1 Point Ranged, Instant, Stackable, Reusable This spell allows defensive structures to be created from piled up snow and ice. Each point of the spell gives a 3 cubic meter area of snow 3 structure points. The spell may be stacked to either increase the amount of snow affected or the structure points of the snow. So, a 4-point spell could give 3 cubic meters of snow 12 structure points, 6 cubic meters 9 structure points, 9 cubic meters 6 structure points or 12 cubic meters 3 structure points. The snow fort produced will remain magically strengthened until destroyed. Snow forts take damage as a normal structure, except that fire damage counts double. During each day of summer, the temperature must be matched against the snow fort's structure points or the fort takes 1 point of structural damage. This represents the melting effect of the sun's rays.

k

1 Point Ranged, Instant, Stackable, Reusable Cause Avalanche causes an area of snow 10m long and 1m deep to become loose and slip. It can be used to make the footing treacherous and make people fall down if they fail a DEXx3% roll or it may be used to create an avalanche if stacked and if cast on snow at the edge of a glacier or on a slope. In this case, each 1m depth of snow will cause 1D6 damage per round of the avalanche moving to anything caught in it and will hold the trapped person with a STR of 5. People trapped will suffocate if they cannot dig themselves out or are not rescued. Each point of spell increases the STR of the avalanche and also the damage taken.

kjV

So, a 4-point Avalanche will do 4D6 damage and will trap people with a STR of 20.

Snow forts can be as complex as necessary and in an icy climate are as effective as earthworks. 1 Point Ranged, Instant, Stackable, Reusable The caster must overcome the target in a POW vs POW contest. If successful, the spell does 1D6 points of General Hit Point damage, as the target is encased in the icy grip of the frozen seas.

k 1 Point Touch, Temporal (1 day), Stackable, Reusable This spell protects one person per point of the spell from the effects of cold weather. It reduces cold damage by 1 point per point of spell. The spell may be stacked to increase either the number of people affected or the amount of protection given. As an example, Snow Survival 4 could be used to reduce cold damage on one person by 4 Points, on two people by 3 Points, three people by 2 points or four people by 1 point.

K

1 Point Ranged, Temporal, Passive, Stackable, Reusable For every point in this spell a radius of 10m will be affected. All rain within that area is converted into hail for the duration of the spell. The effects of this should be determined by the Games Master. In places where the rain is torrential the hail will cause physical damage as well as making movement almost impossible. It can be stacked with the Rain spell. Further Orlanth Thunderous magic can be used to change the direction of the wind to cause the hail to fall in a certain direction.

kA

These are the Deities of Music, of Dance, of Actors and Poets. They are worshipped by followers of those professions, by travelling entertainers and those running freakshows, carnivals and theatres. Some entertainers are stationary, staying with a clan, but many people treat them with the same suspicion as with travelling entertainers, despite the joy they bring.

1 Point Ranged, Instant, Stackable, Reusable Increase Snow adds 1 cm per point of spell to the snow fall during a snow storm. It also reduces visibility by 1m per point and reduces skills such as Scan, Search and Navigate by 5% per point of spell. The Ski skill is reduced by 10% by Increase Snow.

kA

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1 Point Touch, Instant, One-Use This acts as inspiration for the recipient, allowing them to have the idea they wanted, to compose a song, tune or poem or to otherwise become inspired.

r

2 Points Self, Temporal) For the duration of the spell, the user doubles the chance to cheer up people of the stated group up on a successful Communication skill roll. There are different versions of this spell, for instance Cheer Up Community, Cheer Up Family, or Cheer Up Self.

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, the user's Sing skill is doubled. If the user fumbles the Sing skill, then the spell ends. If the user rolls a critical skill roll, then the song is sung perfectly, with no flaws or errors.

R

1 Point Ranged, Instant When cast on a person described in the spell name, this spell makes the target laugh, no matter their mood. It serves to relieve tension. This spell has many versions, for example Make Husband Laugh, Make Wife Laugh, or Make Humakti Laugh.

1 Point Self, Instant, Reusable This enables the caster to compose a poem on the spot. This requires a successful Poetry roll or the poem is no good. Such poems may be quick doggerel verse, a witty verse or even epic poetry. If the poetry roll was a special or critical then the poem is especially good. The caster of the Compose Poem spell may remember the poem on an INTx5% roll.

Y

2 Points Temporal, Passive This spell enhances the user's skill of making bodily noises to imitate music, making even very rough sounds musical. So, tapping one's teeth sounds like percussion instruments, knocking one's head sounds like a drum, humming sounds like a harmonica, and so on. The Games Master must rule as to how this affects the game.

1 Point Temporal, Passive, Reusable This must be cast while the user is playing a musical instrument. For the duration of the spell, the musician's comrades will be drawn to the user as a rallying point, as long as they can hear the music. It is often used to assemble a clan to battle or to gather a scattered fighting force in a battle.

IH

2 Points Self, Temporal, Passive The user can sing in another language without knowing the language. They must still know the words to the song, but this spell allows them to sing the song with feeling and the right actions, as though they understand the words.

1 Point Touch, Temporal, Passive, Reusable This allows the user to animate a puppet's face. The puppet would normally have a painted or carved face and this spell animates the face to appear as though it is talking and moving. A success with Art or Craft (Puppetry) will help this, a special or critical success will enable the puppeteer to show more emotions and movement.

I

3 Points Area, Temporal, Active, Reusable When sung, this spell makes all who hear it laugh for the duration of the spell on a POW vs POW roll. All who are overcome will fall about laughing for as long as the song is sung. Those who resist will be unaware the song is magical but will simply feel cheerful.

R

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3 Points Area, Temporal, Active, Reusable When sung, this sends all who hear it to sleep on a POW vs POW roll. All who are overcome will sleep for the duration of the song. Those who resist will simply feel drowsy.

1 Point Area, Temporal, Passive, Reusable This causes the prevailing wind to carry a song so that more people can hear it. It is often used on the battlefield to allow the whole army to hear the song.

R

A

When combined with other spells, this can create very powerful effects. For example, casting Wind Carries Song with Song of Sleep could put a whole army to sleep. Enterprising Players can think of different combinations with which to torment Games Masters.

3 Points Area, Temporal, Active, Reusable When sung, this makes all who hear it weep for the duration of the spell on a POW vs POW roll. All who are overcome will weep in sorrow. They will cry for as long as the song is sung. Those who resist will simply feel melancholy or sad.

R

2 Point Self, Instant, Reusables This spell allows the caster to satirize an opponent through the means of poetry. Any who hear the satirical poem will intuitively know who the poem is directed at and will find the poem funny. This wounds the satirized person and can even lead to kings being forced to abdicate. This does not make the poet popular with lords and kings.

#IJ

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, any horn sounded by the recipient will be audible by whoever the user wants to hear, no matter how far away or what is in the way.

R

So, Sattah Soul Tracker casts Sound Horn to warn his clan of the approach of enemies. Even thirty miles away, where some of his clan are visiting friends, they hear the horn clearly.

2 Points Area, Temporal, Passive, Reusable The user of this spell sings an Uplifting Anthem. The spell lasts until the user stops singing. For the duration of the spell, those who are following the singer will not succumb to Demoralise, Fear or similar spells. They will not be able to resist Fanatism or Berserker spells and will easily rally if disordered.

These are the deities of Health, of Fertility, of Childbirth. Often female, they embody the primal need to reproduce and be healthy. Some have connections to the fertile earth and some of the following spells are available to Earth deities.

R

2 Points Area, Temporal, Passive, Reusable For the duration of the spell, the audience will see, hear, smell, taste and feel what the user of the spell is saying. It will bring the story to life as if the audience is actually there.

I

1 Point Touch, Instant, Stackable, Reusable This spell doubles the chance of an act of procreation resulting in a pregnancy. Each extra point increases the chance even further, so Aid Conception 2 triples the chance, Aid Conception 3 quadruples it and so on.

Xe

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3 Points Touch, Temporal, Passive, Reusable This spell must be cast on a cauldron or other eating or drinking vessel containing food or drink. For the duration of the spell, the vessel will not run out of its food or drink, no matter how much is taken from it. This is real food and drink and is not illusory in any way, so people who eat of it will not become hungry when the spell expires.

Xe 1 Point Touch, Instant The target of this spell will have all infestation of the stated type removed. However, it does not prevent them from later becoming infested again. There are many versions of this spell, for example Banish Infestation Fleas, Banish Infestation Lice, or Banish Infestation Worms.

1 Point Touch, Instant, Reusable This means that the next attempt at procreation that the recipient of the spell participates in will result in the conception of a child. If either party is barren, no conception will occur.

X Variable Touch, Temporal, Passive Every point of this spell negates 10 point of ENC carried by the user, for the purpose of working out how much the user can carry. This can be used alongside Strength. Combat medics use this to carry patients to safety, laborers use it to carry loads from one place to another.

Author’s Comment Why have Aid Conception and Conceive as different spells? Surely Conceive is better than Aid Conception. Yes, Conceive is better than Aid Conception, but that is because the deities with Conceive have stronger conception powers than those with Aid Conception. If it makes you happier as a GM, lose one and keep the other.

1 Point Touch, Instant This spell can be cast on any minor burn that has not disabled a hit location. Any subsequent healing on the wound is doubled. So, Soltak is pushed against a burning torch and takes 6 point of fire damage to his abdomen, he casts Cure Minor Burn and then casts Heal 3, which is doubled to Heal 6 and heals all the damage.

Dedicated to the healing of others, Healing Deities are often associated with the Fertility Rune. Many, but not all, Healing Deities are female and many, but not all, are pacifists. Some accompanied the other Deities on raids and expeditions, others stayed at home or in sanctuaries, visited by those who needed their help.

2 Points Touch, Instant This spell reduces damage on a wound by 1D3 hit points.

Knowledge Base 00 Successful use of this skill doubles a patient’s chance of recovering from a mental illness. A critical roll indicates that the patient’s chances to recover are tripled. Specials have no effect. A fumble indicates the patient’s mental illness progresses to the next stage or the patient develops a new mental illness.

1 Point Touch, Temporal, Passive This spell eases the pain of childbirth. Because this spell is Temporal it must be recast every five minutes. This can be cast on animals, humans and other races.

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Variable Touch, Temporal, Passive When this spell is cast, it adds the number of points in the spell to the target's CON for the purposes of resisting against poison. This is compatible with Vigor, Strength and any other spell.

3 Points Touch, Instant The user of this spell must clean a wound with fresh water. This spell then heals the wound completely, no matter how many hit points were taken. So, Garran Goldhorn casts Wash Away Blood on a friend who has taken two nasty wounds to the abdomen, the abdomen has taken 4 and 5 points of damage in two wounds, so Garran casts Wash Away Blood twice and cleans the wounds with rainwater, healing both wounds completely.

So, Algar casts Poison Guard 6 before a battle with scorpionfolk. For the next 5 minutes his CON of 13 is treated as being CON 19 when resisting poison. Algar is struck by a sting which injects POT 10 poison, the chance of overcoming his CON is (10 - 19)x5 +50 = 5% and fails with a roll of 20, so Algar takes 5 HP damage. He is struck again and the POT 15 poison has a (15 - 19)x5 +50 = 30%, and rolls 40, so he takes 7 HP damage. Without Poison Guard, Algar would have taken 25 points of poison damage and died.

3 Points Touch, Instant, Reusable When cast on a specially prepared hot bath, this spell enchants the bath to act as a combined Heal Body and Cure Disease spell for the person bathing.

XZ

Variable Ranged, Temporal, Passive For every point of this spell, the character's effective CON is increased by 6 for the purposes of resisting disease contracted from infection. It gives no benefit to resisting disease spirits.

1 Point Touch, Instant, Reusable This spell must be cast on two people in love. It breaks the bond of love, freeing them from their torment and allowing them to interact normally together and forget that they were in love. Both recipients must be willing to receive the spell, otherwise it will not work.

R

1 point, Touch, Instant When cast on a bleeding wound, this will instantly and permanently stop the bleeding. It does not restore lost hit points to the wound, but does allow the person to carry on normal activities without fear the wound will open up. As such, it is useful when performing Heroic actions. This spell will stop bleeding from a wound affected by the Seal Wound spell but will have no effect on bleeding wounds caused through HeroQuesting. It will stop wounds suffered by those with Chalana Arroy's Bleeding Curse.

1 Point Touch, Instant, Reusable This spell has no effect by itself and must be cast with another spell, providing all the Magic Points needed to fuel the spell. As such it has little effect on most Rune Spells, though it helps tremendously with Heal Wound, providing all the Magic Points to cure the wound. For example, if stacked with a Heal 6 spell, the spell would cure 6 points of damage and cost the user no magic points. It can only be used to cure wounds of the type indicated in the spell.

XR

Variable Touch, Instant To cast this spell the caster must actually suck poison from a wound, taking at least one melee round to do so. For every point in the spell, 1 POT of poison is removed from the injured victim’s body. It only works if it is sucked before the poison takes effect.

There are different versions of the spell, such as Cure Wound Chaos, Cure Wound Aldryami, Cure Wound Gorp Burn, or Cure Wound Iron. Some versions have extra effects, for example Cure Chaos Wound is the same as Cure Wound Chaos, but it also stops broo impregnation and cures Chaos-inflicted diseases.

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1 Point Ranged, Temporal, Passive, Reusable When cast on an opponent, this spell stops the opponent from hurting the caster for the duration of the spell.

1 Point Ranged, Instant, Stackable, Reusable This spell must be stacked with healing magic, such as Heal or Fight Disease. It allows the healing spell to simultaneously affect a number of targets equal to the square of one plus the points in the spell. So a 1-point Heal Herd spell would spread healing magic among (1+1)x(1+1)=4 animals, a 2-point spell would work on 9 animals, a 3-point on 16 animals, and a 4-point Heal Herd spell would heal (1+4)x(1+4)=25 animals. All animals affected must be of the same species and in the same herd.

HR

Xb

1 Point Touch, Temporal, Passive, Reusable This eases the birth pains of an expectant mother. For the duration of the spell, the mother will not feel any pain due to the birth of her baby. The spell lasts until the birth is complete.

Xe

1 Point Touch, Instant, Reusable Normally an unborn child cannot be healed. Heal Unborn can be used to heal unborn children by touching the mother and casting the spell with another healing spell. The healing spell takes effect through the mother’s skin and affects the unborn baby.

X

3 Points Touch, Instant, Reusable This heals another person by transferring all damage, poison and disease to the caster. This may well kill the caster.

Xe

1 Point Ranged, Instant, Reusable This spell fumigates a building. It removes any infestation, magical or otherwise, that is affecting the building.

X 1 Point Touch, Instant, Reusable When cast on a wounded individual, this spell turns all damage done by the next blow into healing which can be applied to any damage the recipient has received. The healing blow does not need to hit the same hit location as the damage being healed. If no next blow causes damage within 15 minutes, the wound becomes unhealable and must heal with time. Cunning adventurers hit themselves to heal damage. If the recipient has not received any damage, this spell has no effect, it cannot be used to absorb massive damage without healing.

X

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, the user’s healing spells become Ranged instead of Touch and can heal targets within 10m of the user.

X

So, Gareth is stabbed in the back for eleven points of damage and then pushed over the cliffs at Snake Pipe Hollow by his men. On the edge of death, he casts Healing Blow and looks forward to a painful arrival at the bottom. Unfortunately, he smashes through a rocky outcropping as he falls, causing 10 points of damage which turns into 10 points of healing. This still leaves Gareth with a 1-point wound in his back that will not heal by magical means and some distance to go before he meets the ground.

1 Point Self, Temporal, Passive, Reusable While the spell is in action, the user can heal anyone using normal magic, even those creatures who cannot be healed through magical healing. Unfortunately, it has no effect on damage caused by Seal Wound.

X

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2 Points Area, Temporal, Passive, Reusable The user will glow brightly for the duration of the spell, illuminating an area of 10m radius. Anyone injured within the area of the spell will regenerate 1 HP per melee round. If someone has been injured in more than one location, the spell will heal the most badly injured location first, then the next and so on until all HPs are restored. This will not regenerate severed limbs, but will restore HPs lost to acid, general HPs, HPs lost through poison, etc.

1 Point Touch, Instant, Reusable When cast on a person who has been affected by poison, this allows the poison to be healed by the number of magic points cast with the spell. If there are multiple poison wounds, the healer decides which to heal first until the magic points are exhausted. So, Algar casts Poison Purge with 12 magic points on Carnax, his companion, who has been struck by Scorpionfolk doing 7 and 8 points of poison damage, Algar heals the 8point wound and as much of the 7-point wound as he can, in this case he heals 4 points of damage. If Poison Purge is cast before the poison has taken effect, it reduces the POT of the poison instead of the damage done. So, if Algar casts Poison Purge with 14 magic points on Drandar who has been hit by a Scorpionfolk's sting with POT 18 venom, the Poison Purge reduces the venom's POT to 4, which does 2 points of damage when it fails to overcome Drandar's CON.

Xo

XT

1 Point Touch, Instant, Reusable This removes the effects of one dose of venom in the target. So, if a person had been bitten by a snake with Venom of POT 20 then this negates the effects of the venom, heals any damage done by the venom, even if the person has died from the venom's effects. This will not resurrect the person, only cure the damage.

XT

The sharp-eyed amongst you may have worked out that the benefits of casting Poison Purge before the poison takes effect are not as great as when casting it after the poison has taken effect. There is a gamble to take as to whether to cast the spell early and hope the patient survives or later and cure more damage. In a combat situation, most will cast the spell early. When Poison Purge is cast with Cure Chaos Wound, it costs no magic points to cure all the poison affecting the patient, if the poison was caused by a chaotic foe.

1 Point Touch, Temporal, Reusable When cast on a person, this numbs the mouth area so that no pain is felt in the mouth. This is generally used to allow the caster to remove teeth from the affected person. However, it also prevents pain being felt from burns, wounds or other effects. The mouth is made numb by this, so any skill involving the mouth, such as Bite, Speak (Language), Sing, Play (Wind Instrument) is reduced to 25% of the normal skill.

X

2 Points Touch, Temporal, One-Use This stops the recipient dying for the duration of the spell. However, the recipient suffers all other effects of the damage taken, until the damage is healed. So, a severing blow to the head while under the influence of this spell will stop the head from being severed and will prevent the recipient from dying, but the recipient will suffer all other effects of the blow.

XT

1 Point Touch, Temporal, Stackable, Reusable This reduces the POT of any poison affecting the recipient of the spell by twice the points in the spell.

XT

1 Point Ranged, Instant, Reusable The target of this spell should attempt a Meditate roll. Success means that meditating for an hour (besides the normal benefits) refreshes the user as if they had had a good, full night’s sleep. A special success only needs 30 minutes of meditation and a critical success means it only takes 15 minutes to gain the rest. A failure means the spell had no effect, while a fumble means the user of the spell falls asleep for 2D4 hours.

X

So, Algar casts Poison Shield 3 when fighting some more Scorpionfolk, any poison affecting him for the duration of the spell will be reduced by 6 POT.

- 88 -

1 Point Touch, Temporal, Passive, Reusable This gives the user an extra Shield Parry action that can only be used to parry blows against a non-combatant. As soon as the non-combatant becomes involved in the fight by attacking, parrying or casting offensive spells, then the spell ends. Healing does not count as becoming involved in combat.

Perception Base 00 This is the skill of spotting the weakest opponent. Each situation determines how the user determines the weakest, in combat it may be the person with the lowest skills, the worst armor, the poorest fighter, in a game of chess it would be the person with the worst Play Chess skill. Success means the user identifies the weakest person, a special determines why they are the weakest and a Critical gives the strategy to use to defeat the weakest. It is a skill used by bullies and hunters.

R

So, Reddara Redhair casts Shield Non-Combatant and stands over an unconscious Chalana Arroy healer. They are attacked by two trolls. Reddara attacks one troll with her spear, parries him with her shield and parries the troll attacking the healer with her shield.

2 Points Self, Temporal, Passive For the duration of the spell, the caster leaves tracks of any creature on which he or she has performed the Peaceful Cut. These tracks entirely replace the user’s own tracks. If the user wants to change the tracks to another beast, Beast Tracks would need to be recast. This is often used by inhuman hunters and could be used to leave human tracks if a human had been killed with Peaceful Cut.

1 Point Ranged, Instant, Reusable This instantly brings a berserker out of a Berserk rage, a Minotaur out of Battle Rage, or a similar state of uncontrolled rage and anger. No roll is required and the berserker may not resist this spell.

H

The Deities of Hunting are those of the chase, of hunting for animals for food, as well as fishing. Hunting Deities are normally associated with both Death and Harmony, as they recognize the death of their prey brings life to their people.

3 Points Ranged, Temporal, Passive This must be cast on a piece of bait that acts as a lure for the stated type of creature. For the duration of the spell, any creature of that type coming near the bait must resist POW vs POW or be irresistibly drawn to the lure and take a bite out of it, thus being caught.

Fulfilling one of the basic needs, hunting is a primal function of every society. The following skills and spells relate to successful hunting.

There are many versions of this spell, such as Irresistible Lure Fish, Irresistible Lure Birds, Irresistible Lure Pixies or Irresistible Lure Hunky Men.

Communication Base 00 This allows the user to imitate the stated vocalized sounds. A normal success will convince most listeners, a special success will convince creatures of the same type as the stated sound, and a critical success will even fool magical identification methods or allows the user to create an effect based on the sound, for example making listeners run away from a Ghoul’s Howl.

Variable Ranged, Temporal, Passive Each point of Mask Scent subtracts 10% from an opponent's skill to find the user using the sense of smell, reducing the chance of Track by Scent, Scent Foe, Scent Food or similar skills. The reduction lasts after the spell has expired, for the places where the scent was masked.

There are countless versions of this skill, for example Imitate Bird Song, Imitate Frog Chirp, or Imitate Dragon’s Roar. - 89 -

2 Points Ranged, Instant When cast at a target, if the user overcomes the target’s POW, then the target loses 2 magic points. This can be cast on a visible spirit and can help others engaged in Spirit Combat.

1 Point Touch, Temporal, Stackable, Reusable This spell allows the recipients of the spell to walk in the exact footsteps of the spell caster without effort, affecting one person per point of the spell. This has the effect of masking the number of people when being tracked. It also allows everyone to pass safely thorough a trapped area, as they can follow in the tracks of the lead adventurer, unless the lead adventurer falls into a trap, of course.

H

3 Points Touch, Temporal, Passive When cast on a missile, this allows the missile to do damage to a spirit's Magic Points as if they were Hit Points. So, if Zonas Zebralord casts Spirit Arrow on an arrow and fires it from his composite bow at a ghost, the arrow will do 1D8 +1 Magic Points damage to the surprised spirit.

1 Point Touch, Instant, Stackable, Reusable This spell causes all of the tracks of one animal that have been made in the last hour to be obscured and more difficult to follow. For each point in this spell, anyone attempting to track this animal have their chance reduced by 25%.

TI

1 Point Ranged, Instant, Stackable, Reusable This spell calls any beasts of the stated type, within 100m per point of the spell, to the caster. Awakened beasts can resist this spell in a POW vs POW roll, if they so wish.

b 2 Points Touch, Temporal, Passive, Reusable For the duration of the spell, the user will not be detected by spirits, no matter how close they are. This has a similar effect to Invisibility for sighted people.

I

There are as many versions of this spell as there are beasts, such as Call Alynx, Call Dog, or Call Wyvern.

1 Point Self, Temporal, Passive, Reusable This spell doubles all fishing skills when used to catch water creatures for the duration of the spell. It is compatible with other fishing-increasing skills.

1 Point Self, Temporal, Passive, Reusable This allows the user to follow prey better by predicting its movements. For the duration of the spell, the user's Track skills are doubled. This is compatible with other Track-increasing spells.

Z

T

1 Point Self, Temporal, Passive, Reusable The caster can commune with the spirits and daimons of the stated deity. In effect it allows the user to see nature spirits and local spirits dedicated to the stated deity, and talk to them. When speaking with spirits, the user can use Speak Own Language, as this converts the meaning of the conversation.

R 1 Point Touch, Temporal, Passive, Reusable For the duration of the spell, the user can see invisible tracks and track them as if they were visible. Invisible tracks include tracks that have been physically or magically hidden and tracks of things that normally do not leave tracks.

Y

There are many different versions of this spell, for example Commune With Lady of the Wild, Commune With Rigitania, or Commune With Wild Mother. - 90 -

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, the user resembles the specified type of animal. Anyone seeing the user will see the animal instead, unless they make a Critical Scan or similar skill. This is often used by hunters to sneak up on prey.

B Deities of Illusion use spells and skills that trick the mind into perceiving things that are not there. There is some overlap between Illusion and Entertainer/Trickster and this could be combined with either.

There are different spells for different animals, for example Resemble Horse, Resemble Bison, Resemble Impala and so on. Some cults have more general versions of this spell, such as Resemble Animal or Resemble Bird, which, instead of naming a specific animal or bird, allows them to resemble any kind of animal (most variable) or any kind of bird (narrower, but still more general than Resemble Horse).

Communication Base 05 This allows the user to mimic the voice and gestures of another. Success allows the user to pass as the other person unless they are drastically different in appearance. This is often used to ridicule others or to pass as the other person.

1 Point Self, Temporal, Duration Special, Reusable When cast on a set of tracks or spoor, the hunter can track that particular animal wherever it goes until the hunter catches up with the quarry. The hunter will not incur any Penalties to Track, despite the age of the tracks, the weather or where the tracks go. The Hunter still needs to make a Tracking roll to follow the tracks.

t 3 Points Ranged, Temporal, Stackable, Reusable This creates an illusion that is an exact copy of the caster. It will mimic the actions of the caster until killed or the spell expires. The caster may cause it to do other things but this takes a concentration roll and the skills of the illusion are restricted to the caster's skills or INTx3% whichever is lower. If the illusion takes damage then it will disappear and the spell will end. If the spell is stacked, more copies of the caster will appear wherever wished.

I

1 Point Self, Temporal, Passive, Reusable This allows the user to follow tracks across the stated terrain without penalty. It is compatible with other Track-increasing spells.

T

There are many versions of this spell, for example Track Over Water, Track Over Marsh, and Track Over Air. 2 Points Self, Temporal, Passive, Reusable Imposter allows the user to take the form of another person exactly. The user looks, sounds and acts like the person being impersonated, even to close friends and family.

I

3 Points Self, Temporal, Passive, Reusable This allows the user to walk amongst prey without causing alarm or distress. It may mean that the prey sees the user as something harmless or something not to be bothered with. If the prey is intelligent, the user must roll once to see which POW is overcome, anyone in the group of prey whose POW is overcome is affected by the spell. Attacking the prey ends the spell.

H

2 Points Ranged, Instant, Stackable, Reusable This enables the caster to switch places with a willing person. It instantly moves the caster to where the target is and the target to where the caster is, in the same way that a Teleport spell might move someone. It is possible to switch with copies of themselves created using the Another Me spell.

I

Author’s Comment This is sometimes used by hunters and by the occasional Vampire. Lyrana whispered to herself and tried not to drool, "Stay calm, my lovely pets. Stay calm…" - 91 -

The Deities of sages and scholars, scribes. They serve and Deities, especially Rulers. and out of touch, they knowledge, only releasing when pressed.

Communication Base 00 This is a skill taught to the Hevduran Sword Sages. It allows them to talk fluently amongst themselves during combat, allowing them to actively co-ordinate tactics and activities, although technically a Sword Sage could carry out any conversation independent of fighting, such as a debate about theology, philosophy etc... Many famous Sword Sages have debated in-depth scholastic knowledge whilst fighting, rather than stopping their important debates when the enemy comes. Make a roll at the beginning of combat, if it is under this skill, the Adventurer can carry out a full conversation, unhindered by the nearby combat

Knowledge are lawspeakers and advise other Often seen as aloof jealously hoard their it in small amounts

Knowledge Base 00 This is the skill of illuminating manuscripts, in other words using color and patterns to beautify a manuscript. The skill is culture dependent, so a manuscript illustrated by a Lhankor Mhy priest will be different to one illustrated by an Irrippi Ontor priest.

1 Point Touch, Instant This is cast on a piece of newly penned document. The ink dries instantly, not allowing any smudging or smearing. Once dried, the ink has no further magical properties. This spell will affect one document.

Communication Base 00 This is the skill of obtaining facts through interrogation and questioning rather than other means, such as torture. A success in the skill means the target will give up some of the answers required, but may be holding something back. A special success means the target gives up most of the answers and a critical success means the target breaks and blubs like a baby. A fumble means the target is too busy laughing to be able to answer any questions at all. The Interrogate skill may be resisted by several means, such as Endure Interrogation, in which case the person with the best success score is the victor, in the event of a tie the person being interrogated is deemed not to have broken.

1 Point Self, Temporal, Passive, Reusable This causes the user to be completely impartial when judging a case of law, or indeed anything else. For the duration of the spell, the user will not be swayed by personal opinions or ties to one or other of the defendants.

Y

In game terms, no bonuses for clan/tribal/personal ties will be applied to the chance of success of any of the participants. Also, no Passions can be applied to the arguments.

Knowledge Base 00 This is the skill of knowing a subject or knowing about a certain thing. It is different from (Subject) Lore in that this is knowledge by experience rather than study. Success in this skill allows the user to know whatever facts are relevant at the time. So, someone with Know Desert Plants has a normal success and the Games Master rules that he knows where to find a Waha Gourd to enable him to survive another day without water. There are different Know skills, in the same way as there are different Lore skills. Some Games Masters may want to use (Subject) Lore instead of Know (Subject).

So, Grandar the Garrulous uses his Lawspeaking (Sartar) to argue a case in his home clan against a foreigner. The foreigner has Lawspeaking (Sartar) 80% but Grandar has home advantage and the Games Master gives him a 20% bonus. However, the local Lawspeaker casts Be Impartial and Grandar loses his 20% bonus, so he matches his Lawspeaking (Sartar) 70% against the Foreigner's Lawspeaking (Sartar) 60%, he rolls 14, a special, and the foreigner rolls 13, a normal success, and Grandar is victorious.

- 92 -

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, the user has Read skills doubled for the purposes of reading a text. If the text is in an unknown language, this gives the user the ability to read the text at INTx3% for the duration of the spell.

1 Point Self, Temporal, Active, Stackable, Reusable This allows the user to see what runic affiliation a person has and what powers derive from those affiliations. Each round spent concentrating on a person tells the user one Runic affiliation or one runic power for each runic affiliation seen per point of Identify Runic Powers, as long as the user makes a Concentration Roll (INTx3%) that round. If the roll is failed, the spell does not end, but the user gains no more information from the person being watched

Y

Y

1 Point Touch, Temporal, Passive, Reusable This spell makes the recipient wiser, doubling knowledge skills.

r

So, Carnax the Careless casts Identify Runic Powers 3 and for the next 15 minutes she observes a group of Orlanthi. Each round, she can determine 3 runic affiliations/powers. The first round, she sees Runes of Storm, Movement and Mastery around Bogbrush. the second round she sees he also has Beast, Death and Run For a Day. The next round she fails her concentration roll and gets nothing more from Bogbrush, so Carnax does not see he has Speak to Sylph and Woo Wind Child. She switches targets and looks at his companion Laddie the Lummox...

1 Point Self, Instant, Reusable When arguing a case of Law, this allows the user to recall precedents for this case if such precedents exist. If the user does not know of the precedents, this will grant the knowledge of the precedents. It is up to the Games Master as to how citing precedents affect the success of a case, after all being right in Law does not always mean that the case will go the correct way.

Y

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, the user has intense concentration and will not fail a concentration roll.

Y

1 Point Touch, Temporal, Passive, Reusable The recipient of this spell can copy a text perfectly, without making any errors. The spell lasts until the text has been copied.

Y

2 Points Area, Instant, Reusable The user of this spell must know the law and must be able to recognize when the law is being broken or not being upheld. Casting Invoke Law will force those listening to recognize that a certain law is valid and holds sway here and forces them to see the legality of the action. The user must make a Lawspeaking roll when casting this spell, a normal success means the people will take note of the Law and will probably act on it, a special success means that the listeners will act on the law, a critical success means that nobody will oppose the law.

Y

1 Point Ranged, Instant, Reusable This spell allows the user to distract an opponent during combat by boggling their mind with puzzles, quips and general trivia. It only works if the user can communicate with the opponent, who must have some intelligence. Rather than overcoming in a POW vs POW roll, the user must use INT vs INT, success means that the foe loses the next action.

YI

1 Point Touch, Temporal, Passive, Reusable This spell doubles the user's chance of resisting mindaffecting or emotion-affecting spells for the duration of the spell.

Y

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1 Point Self, Instant, Reusable This enables the recipient to memorize a message for delivery to a person. The message can be of any length and the recipient of the spell forgets the message until it is told it to the named recipient. If the named recipient is dead, then the messenger can tell the message to an heir or representative.

Y

2 Points Self, Temporal, Passive, Reusable This allows the user to read magical text as if it were normal text. Some texts are magical in nature and cannot be read normally without great preparation and ceremony. This spell bypasses all of that. Such texts include Buserian Code, Lhankor Mhy Text and Malkioni Magical Text.

2 Points Self, Instant, Reusable This enables the user to memorize a text. The text can be of any length and the user must be able to read the text. This allows total recall of the text if the user wants to remember the text or to write the text down.

1 Point Touch, Instant Reusable This restores a memory that has been lost, hidden or magically erased.

Y

Y

XY

1 Point Touch, Temporal, Passive, Reusable Anyone affected by this spell can see any disembodied spirits in the vicinity, even without Second Sight or Mystic Vision. It does not give an idea of POW or show the presence of magic, but does allow the user to see the spirit as if it had materialized and become visible.

Y

3 Points Self, Temporal, Passive, Reusable For the duration of the spell, the user automatically succeeds in any Knowledge Skill, with no skill roll required, no matter how difficult the task.

Y

1 Point Touch, Temporal (Special), Passive, Reusable This spell protects a single document from harm. When the spell is cast, a special seal is placed on the document and the spell lasts until the seal is removed. During this time, the document will not age, decay, go moldy, become illegible or otherwise become ruined. This spell does not protect against deliberate damage, though, so if someone puts the document on a bonfire it will still burn. The Rune Point used when this spell is cast can be regained as normal, this does not prevent them being regained while the spell is in effect.

Y

1 point

1 Point Touch, Temporal, Passive, Reusable Anyone affected by this spell can use the Scan skill to see hidden, invisible or camouflaged creatures. This allows them to spot them more easily. It does not allow the user to see invisible creatures. It allows the user to ignore any penalties due to them being hidden.

Y

So, Karan Keeneye has Scan 60% and casts See Hidden Being to check for people hiding in the nearby woods, she rolls a 35, a success, but ignores the penalty of -50 due to the vegetation.

Y

1 Point

Self, Temporal, Passive, Stackable, Reusable For the duration of the spell, the user can read faster than normal. The user can read an extra number of pages per point of spell than would otherwise normally be possible.

Y#

Self, Temporal, Passive, Reusable This doubles the user's Evaluate and similar skills for the duration of the spell. It negates the effects of any fumbles.

For example, Brankist casts Read Fast 5, so he can read 6 pages in the same time as he would normally read 1 page. - 94 -

1 Point Ranged, Temporal, Passive, Reusable This doubles the resisting characteristics or magic points when resisting mind-controlling or emotioncontrolling spells.

Y

1 Point Touch, Instant This spell can be only cast on the type of person indicated in the spell. Id the target resists, their POW needs to be overcome as usual. If successful, the target becomes sexually aroused. It's the Gloranthan version of Viagra but works for all genders.

So, Prevar (POW 15) casts Mindblast on Dara Paviskin who has Will of Iron cast. Dara has POW 10 but resists the Mindblast at POW 20. Prevar rolls a 45 and fails to overcome Dara's POW and the spell fails.

There are many versions of this spell, for example Arouse Spouse, Arouse Lover, or the more useful Arouse All.

1 Point Touch, Temporal, Passive, Reusable This spell doubles the target’s CHA for the purposes of seeming attractive. It lasts until dawn the next day.

I

The Deities of Love are those who try to bring people together. They were important in the God Time, as they assisted in the creation of many of the deities but struggled to mend the world and bring the warring factions together. Dominated by the Uleria Cult, the other Deities of Love are worshipped by Courtesans, Matchmakers and those who believe in love’s power to overcome all.

There are different versions of the spell, such as Beautify Self, Beautify Other, Beautify Praxians, Beautify Statue, or Beautify Men.

The deities of Motion are often descended from Larnste, Mastakos or other Deities of Motion. They move around Glorantha, sometimes physically and sometimes magically, never stopping in one place. They are worshipped by those with a wanderlust.

Communication Base 25 The art of making love in its various forms. There are several versions of this skill, for example Make Love (Carnal) and Make Love (Courtesan). Author’s Comment What a nerdy skill to have, surely everyone can do this? Of course, but RuneQuest is a skill-based system and some people will be better at this than others. If it makes you happier, assume that everyone can do this, but some people are specialists and have specific skills.

Agility Base 00 This skill allows the user to dodge missiles, even projectile missiles that cannot normally be dodged. This works the same as the Dodge skill but always applies full chance against missiles.

2 Points Touch, Temporal This spell halves the chance of conception during any acts of procreation in the day the spell is cast.

- 95 -

Agility Base 00 This skill enhances the firing rate of arrows. Two arrows are held in the mouth, in preparation. Another arrow is strung and shot as normal, then the two from the mouth are fired in rapid succession. In game terms, the user can use Three Arrow Trick to reduce the time between reloads, on a success reload time is reduced by 1 SR, on a special 2 SRs and on a critical by 3 SRs. A fumble means no arrows can be fired that round.

2 Points Self, Instant, Stackable, Reusable This spell is cast with Guided Teleportation and allows the caster to carry one additional companion with him through means of the spell. The additional companion must be being held by the caster when the spell is cast and must be willing (or unconscious). Carry Companion can be stacked with itself, to allow more Companions to be teleported, but the caster must be able to touch them all.

V

Altin has Three Arrow Trick 75% and pulls 3 arrows from his quiver, rolling a 10—a special. He has a DEX SR of 2, so should normally fire on 7 and 12, but this round he fires on SRs 5, 8 and 11, three times a round.

1 Point Ranged, Temporal, Passive, Reusable This must be cast on the specified missile. It allows the missile to be go around corners or obstacles. The user does not receive any penalties when throwing at targets hidden in cover or behind objects.

V

3 Points Ranged, Temporal, Passive This works as Mobility but only when the target is flying. However, this also affects those flying under the influence of magic or spells, increasing their speed.

There are many versions of this spell, for example Curved Arrow Flight, Curved Javelin Flight and Curved Boulder Flight.

So, Soltak casts Flight 2 and Fly Fast to fly at Move 24 rather than the normal Move 12 of Flight. His strike rank is also reduced by 1.

1 Point Ranged, Instant, Reusable This must be cast on someone flying fairly high. It allows the target to dive in order to reach something below, perhaps grabbing it, attacking it or performing a similar action. Anyone below will not be expecting the maneuver, so the flyer can act with the element of surprise, height advantage, and possible a charge bonus. The spell also means the flyer is not disadvantaged by the dive, so can attack normally, and can come out of the dive and fly away without a problem.

VA

Variable Ranged, Temporal, Passive Each point of this spell adds 3 SIZ for the purposes of resisting Knockback and 3 DEX for the purpose of maintaining balance and not falling over. These are not real increases and do not affect any other uses of SIZ or DEX.

4 Points Self, Instant When the user of this spell is flying, they can instantly reverse direction by casting this spell. Normally they would have to slow down, turn in a circle or perform some kind of aerial maneuver. In combat, this can give the user the advantage of surprise.

1 Point Self, Temporal, Stackable, Reusable Each point of this spell increases the recipient's movement rate by the base movement rate, so a human under the influence of Fleet Foot 1 increases normal Movement to 16, but Fleet Foot 3 increases Move to 24.

V

- 96 -

1 Point Ranged, Instant, Stackable, Reusable This spell reduces damage done from falling. Each point reduces falling damage by 1D6, to a minimum of zero.

V

1 Point Touch, Temporal, Passive, Reusable The user of this spell may move through nature without being impeded. This means that for the duration of the spell the user can move through vegetation as if it was clear ground, allowing the user to move faster through woods or undergrowth than other people.

V

So, Soltak falls and would normally take 6D6 damage, but casts Land on Both Feet 3 and takes 3D6 damage instead. If Soltak had cast Land on Both Feet 6, he would have taken no damage from the fall.

1 Point Self, Temporal, Passive, Reusable This allows the user to move through the stated substance freely and unhindered at the user’s normal Movement Rate.

V

1 Point Self, Instant, Reusable This allows the user to leap STR in meters horizontally or STR in meters/2 vertically. Such a leap normally is unexpected by foes and gives the user +10% to attacks made as a result of the leap due to the surprise element.

V

There are many versions of this spell, so Move Through Earth allows the user to burrow like a mole, Move Through Water allows the user to swim like a fish and Move Through Air allows the user to fly like a bird.

1 Point Self, Temporal, Passive, Reusable Once cast, this spell remains on the caster in a dormant state until it is activated by a successful blow, then its effect ends. When the spell is activated, it allows the caster to leap away from the next successful blow, even if the blow was going to be a critical hit, causing the blow to miss. This spell is used in addition to the dodge skill, so a blow can be dodged and if the dodge fails then the spell activates.

V

1 Point Touch, Temporal, Passive, Reusable This allows the user to move without encumbrance. The user's Encumbrance is halved for the duration of the spell. So, someone carrying ENC 20 using Move Lightly would have ENC 10 for the duration of the spell. This is normally used to dodge or jump in armor.

V

1 Point Touch, Instant, Reusable This spell doubles the length of any leap across the stated type. It can be stacked with other leaping spells or abilities. So, Reddara Redhair casts both Leap and Leap Over Water to cross a river to attack a group of bandits. She has STR 16 so she can leap 32 meters across the river.

V 1 Point Touch, Temporal, Passive, Reusable For the duration of the spell, the user will not get stuck in mud, sand, glue or any other substance.

V

There are different versions of this spell, for example Leap Over Water, Leap Over Fire or Leap Over Chasm. 1 Point Touch, Temporal, Passive, Stackable, Reusable For the duration of the spell, the user can reload faster than normal, with each point reducing the time taken to reload by 1 SR, with a minimum of 1. So, Quickfire 1 allows the user to reload taking 4 SR and Quickfire 3 allows 2 SR to reload.

V

1 Point Touch, Temporal, Passive, Reusable This must be cast on a weapon. The next time the weapon is used, it will hit on SR 1, regardless of weapon SR, DEX SR or SIZ SR.

V

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1 Point Touch, Temporal, Passive, Stackable, Reusable For each point of Quick (Weapon), the user subtracts 1 SR from the stated weapon attack, with a minimum SR of 1.

2 Points Touch, Temporal, Passive, Reusable This allows the user to run up the object at normal walking/running speed without making a climb roll. There are different versions of this spell, for example Run Up (Tree), Run Up (Cliff), Run Up (Mast) or Run Up (Trouser Leg).

V

V

1 Point Touch, Temporal, Passive, Reusable This is cast on a weapon. For the duration of the spell, when the weapon is thrown or fired, it will return to the caster at the end of the round.

TV

3 Points Area, Instant, Reusable When cast on a herd this spell causes the members of the herd to stampede uncontrollably. When stampeding, the herd will ignore obstacles that would normally stop it, such as small fires, people, hunters, chaos or scrub and will run until exhausted or until the herd is calmed. Peace, City Harmony and similar spells will calm a stampeding herd.

JV

There are many versions of this spell, for example Return (Javelin), Return (Arrow) or Return (Boulder).

The herd will run in a direction determined by the caster on a POWx5% roll. If the roll fails, the herd runs in a random direction, if the roll is fumbled the herd runs directly towards the caster. Once the herd has begun to stampede it is not controllable by normal means and acts as the Games Master wishes.

3 Points Self, Instant, Reusable This allows the user to throw the named weapon and leap up on top of it to ride it to the place where it falls, then to leap down and take up the weapon for combat. This gives the user surprise in combat if the opponent has not seen the trick before, otherwise the opponent must roll INTx3% or be surprised. It also allows the user to effectively leap over chasms or on top of buildings, to move behind foes, to escape from difficult situations and so on.

VT

Anything in the path of a stampeding herd will be trampled—struck by members of the herd and a POWx5% roll or be trampled each round. This spell works on any creatures that form groups that act as a single whole, so it would work on flocks of sheep, horse herds, flocks of birds, skeins of geese, packs of dogs, shoals of fish and insect swarms. It would not work on groups of Unicorns, owls, cats etc.

The user must make a successful weapon attack roll to control where the weapon goes. Once upon the weapon, the user cannot steer it, so normally lands where the weapon would have landed.

Intelligent herd animals are affected by the Stampede spell if they are awakened creatures or Hsunchenchanged people. So were-bison would be affected by a Stampede if in a bison herd, but not if in a sable herd, as would an awakened Bison allied spirit.

There are various forms of this spell, such as Ride (Thunder Addi), Ride (Javelin) and Ride (Arrow).

1 Point Touch, Temporal, Passive, Reusable This allows the user to run over the named terrain as if it were normal dry land. The user incurs no movement penalties when running over the specified terrain.

V

1 Point Touch, Temporal, Passive, Reusable For the duration of the spell, the user may walk on the stated terrain as if they were walking on dry, solid land. If the user is on the terrain when the spell ends or is dispelled, then the user is affected by the terrain as normal.

V

There are various versions of this spell, for example Run Over (Snow), Run Over (Mud), Run Over (Water) and Run Over (Broken Terrain).

There are many versions of this spell, for example Walk on Ash, Walk on (Water), Walk on (Mud) or Walk on (Clouds). - 98 -

2 Points Self, Temporal, Passive, Reusable This spell allows the target not to lose balance while walking. This allows the user to walk tightropes, walls or bridges without making DEX rolls. It has no effect while riding or performing other acts which require balance.

2 Points Ranged, Temporal) This spell doubles the chance of success for the recipient to calm someone affected by the stated emotion. The player may choose which skill to use, but the Games Master may want to apply bonuses or penalties depending on how relevant the skill is, such bonuses being applied after the skill is doubled.

Often associated with the Harmony or Stasis Runes, the deities of Peace had little purpose in the Golden Age but tried to mend the world in the Storm and Chaos Ages. They tried in vain to bring the warring factions together and only managed at the end of the world, resulting in the birth of Time. Deities of Peace are worshipped by heralds and peacemakers.

2 Points Ranged, Instant This doubles the recipient’s chance of resolving an argument. The Player and Games Master must decide which skill is best used. The skill is then doubled for the single attempt at reconciliation. If the attempt fails, this spell cannot be used again to reconcile this argument.

V

3 Points Temporal, Passive This spell stops the recipient from becoming angry for the duration of the spell, no matter what the provocation. It even prevents the recipient from becoming Fanatical under the Spirit Magic spell, but does not prevent the person from becoming Berserk. The target will remain unusually calm. This has no effect on a person who is already angry.

2 Points Ranged, Temporal, Passive For the duration of the spell, the target becomes difficult to provoke into a fight. Any skill used to resist provocation is doubled. The target is also incapable of starting a fight themselves.

2 Points Ranged, Instant This must overcome the Magic Points of the target to work. If the target is of the stated type, the caster has a +20% bonus to attempts to befriend it.

1 Point Self, Temporal, Passive, Reusable This doubles the user's Communication skills for the duration of the spell when the user is trying to find a compromise between two parties. It makes both sides more likely to listen to the user and to find a compromise. The player or Games Master must determine what skills are best used in each situation.

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There are many versions of this spell, such as Befriend Horse, Befriend Wolf, Befriend Guard or Befriend Bandit.

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1 Point Self, Temporal, Stackable, Reusable This spell affects members of the stated group within 3 meters of the caster and keeps them from getting excited or violent. It counteracts emotion-affecting spells like Demoralise or Fanaticism that are weaker than the Clan Harmony spell. (Group) Harmony can be boosted with magic points to overcome more powerful emotion-affecting spells and to blast through Countermagic and other defensive spells. Each point of the spell increases the area of effect by 3 meters.

1 Point Area, Instant, Reusable This must be cast on a person or group of people. The user must try to rally the people by appealing to their sense of Pride. It doubles the user's applicable Communication skill when trying to instill pride in the person or group.

H

R

1 Point Area, Instant, Reusable This must be cast on a group whose members are arguing. The caster rolls once to overcome POW, every person whose POW is overcome will stop arguing. If not all stop arguing then those who are still arguing may serve to restart the argument. However, stopping some members of the group is normally enough to stop the argument. This does not remove the underlying cause of the argument, so the argument can start up again afterwards.

H

To work, the caster must match POW vs POW on the Resistance Table, rolling 1D100 and seeing what POW is overcome. For instance, a priest with POW 18 rolls 52 and affects anyone with POW 17 or less. There are various types of this spell, for example City Harmony, Clan Harmony and Warband Harmony.

1 Point Ranged, Temporal, Stackable, Reusable This spell helps others get past the named problem. The caster must make a successful Communication Skill roll in conjunction with this spell in order to persuade people to ignore the problem. For the duration of the spell, anyone listening to the caster will disregard that problem, so that problem will not incur any penalties. If the communication roll fails then the spell has no effect. If it is fumbled, the spell worsens the situation by pointing out the problem and doubling the penalty.

H

1 Point Ranged, Temporal, Passive, Reusable This spell is similar to Face Chaos. It relieves the target of any undue distress or fear they have relating to chaos. It will remove the demoralizing effects of chaos features such as Hideous Appearance (but not the effects of a ghoul's demoralize or other such effects). Unlike Face Chaos it does not force someone to face the chaos foe, any normal bring will still flee, just calmly.

H

For instance, Carnax the Careless casts Help Others Overcome Flaw on her friend Sandax who abandoned his clan in times of need to join the Seven Mothers, Sandax should have a -50% penalty when dealing with his clansmen, but Carnax explains the reasons why he abandoned them and they accept her explanation and listen carefully to what he has to say.

2 Points Area, Instant, Reusable The user may use this spell to stop a conflict between two opposing groups. The user must have a reasonable argument to stop the conflict and must be able to vocalize this argument. The caster must roll to overcome POW and any person within 20m of the user who is overcome will stop fighting if the argument is reasonable. So, Stop Conflict will automatically fail to work when stopping a bunch of Storm Bulls and Broos who are fighting, but will work when two Orlanthi clans are fighting over a misunderstanding. This does not remove the underlying cause of the conflict and the conflict may well flare up again at a later date.

H

There are many versions of this spell, such as Help Others Overcome Flaw, Help Others Overcome Past, Help Others Overcome Fear, and Help Others Overcome Prejudice. Author’s Comment To tell the truth, I am not happy with how this spell works. If anyone has suggestions about how to improve it, please contact me at BRP Central, on Facebook or by email and we can improve it.

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1 Point Touch, Instant, Reusable This causes a single tree or bush or a 3 square meter area of ground cover or plants to flower no matter what the season. Like the Bear Fruit spell, this can cause the plant to die. The chance of killing the plant is seasonal: Sea Season 10%, Fire Season 15%, Earth Season 20%, Storm Season 50%, Dark Season 70%.

P

Dominated by Aldrya and her kin, or by the descendants of Flamal, Plant Deities are associated with the Plant Rune, with vegetation and forests, but also with underwater and underground plants.

1 Point Touch, Instant, Reusable This spell causes a single tree or a 3m square area of bush or ground cover to yield its seeds, no matter what the season. A full-day ceremony is needed to activate the spell and to appease the plant's spirit. This spell can kill the plant if done at a bad time. Chances of killing affected plants are seasonally determined: Sea Season 30%, Fire Season 15%, Earth Season 10%, Dark Season 70%, Storm Season 50%. During Sacred Time the plant always survives.

P

1 Point Self, Temporal, Passive This spell opens the user to the song of the forest. Hearing the song gives the listener Elfsense skill at 10% +Communication Bonus. When cast by an Aldryami, Hear Forest Song adds +10% to their Elfsense skill. If the user is a Priest, they gain the benefit of Communion of the Tree (Cult Compendium, p195) and resist certain spells at double POW.

1 Point Touch, Temporal, Passive, Reusable This must be cast on a single plant. For the duration of the spell, the targeted plant will not blow over in a wind, no matter how strong the wind is.

PU

1 Point Touch, Instant Once cast on a single handful of seeds of the appropriate type, those seeds will not fail to grow (if properly cared for, that is) into a perfect specimen.

1 Point Touch, Temporal, Stackable, Reusable The user’s skin toughens into a bark-like texture. For each point of spell, the user gains an additional 4 points of skin armor. This is compatible with Protection and Shield, as it makes skin tougher, whereas they increase all armor.

P

There are many versions of this spell, for example Improve Seeds Barley, Improve Seeds Wheat or Improve Seeds Great Tree.

1 Point Touch, Instant, Stackable, Reusable When cast on a plant, this increases the POT of a portion of the plant by 1D6. Extra points stacked increase the POT of other portions of the plant. So, if cast on an Arroin's Joy plant, the first point may increase the root's POT, the second the flowers and so on.

P

These are the Emperors, Kings and Queens of the Deities, those who ruled in the God Time or ruled after that. Quite often, dead Emperors, Kings and Queens become heroes and grant magic to their worshippers, assisting the main Ruler Deity, so many of the Dara Happan Emperors are worshipped as Heroes of the Yelm cult, for example. - 101 -

2 Points Self, Temporal, Passive, Reusable For the duration of a meeting, the recipient of this spell doubles Communication skills. Anyone wanting to interrupt must overcome POW in order to do so.

R

Communication Base 00 This is the skill of impressing others. A normal success in the skill means the target audience is impressed with the user, a special or critical success means the target audience is particularly or incredibly impressed. A fumble means the user has done something that brings ridicule on themself. The user may use other skills to give a bonus to the Impress (Person) skill, so a lawyer may use his Lawspeaking as a boost to Impress Jurors, or a courtesan may use Seduce to boost Impress Man, using the normal RuneQuest rules.

1 Point Area, Temporal, Passive, Reusable For the duration of the spell, the person who is permitted to speak will be illuminated with a halo of light. This is used at Clan Moots and Trials where many people are expected to speak and be recognized.

o

Communication Base 00 This skill is used to shame a particular type of person. Success in the skill allows the user to highlight the reasons the target has to be ashamed, perhaps shaming them into helping the user of the skill, or changing their mind, or their actions. A special or critical roll means the shame has been more deeply shown, and the Games Master should determine the exact meaning in the particular situation. Shame (Person) can be used to shame a person into doing something or to shame the person in front of others to show him up and diminish his reputation.

1 Point Self, Temporal, Passive, Reusable For the duration of the spell the user's leadership skills are doubled when leading the named group.

Y

There are different versions of the spell for different groups, for example Lead Fyrd, Lead Followers and Lead Warriors.

There are different versions of Shame (Person), such as Shame Coward, Shame Drunkard, Shame Rapist, Shame Murderer, Shame Husband and Shame Wife. At the Games Master's discretion, one Shame skill may be used to shame another type of person with appropriate penalties, so Shame Husband may be used to shame a lover at half chance, since some of the arguments are valid, "I thought you loved me!" but some are not, "We’re married and this is how you treat me?"

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, the user's Orate, Passion, or similar skills are doubled when trying to inspire loyalty.

R

1 Point Self, Temporal, Passive, Reusable This doubles the user's communication skills when talking to a crowd. This works by making the user seem more powerful than normal, thus overwhelming the crowd with his or her magnificence.

R

2 Points Ranged, Temporal, Passive, Reusable For the duration of the spell, any initiate or higher of the stated cult within the caster’s CHA+POW in meters must overcome the caster's POW in order to cast any spell unless the caster gives permission.

R 2 Points Area, Temporal, Passive, Reusable This spell alerts the caster when an enemy of the clan enters the Tula or clan area. It also allows the user to direct commands to any clansman within the Tula for the duration of the spell, thus allowing the user to direct the defense of the Tula.

R

There are many versions of this spell, such as Command Deity Ernalda, Command Deity Barntar or Command Deity Storm Bull.

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2 Points Self, Temporal, Passive, Reusable For the duration of the spell, the recipient glows brightly and any Communication skills used are doubled when dealing with members of the user’s clan.

3 Points Area, Ranged, Temporal, Passive, Reusable This allows the priest to prevent any initiate or higher of the stated deity within 100m of the caster from casting Magic without the user's permission. The worshippers of the stated deity must overcome the POW of the caster of the spell to cast Magic without permission. This spell is only used in ceremonies and in times of conflict when a temple or community is threatened. It is normally granted by a Ruling Deity.

O

R

1 Point Area, Instant, Stackable, Reusable This spell affects a circle of radius 3m per point stacked in the spell. Within the area of the spell, the user may make an Orate, Fast Talk or similar roll to rally the people affected by the spell. If he succeeds, the user will bring the people out of whatever demoralizing effect that they are under. So, this will stop the people running away if routed in battle, will stop people running around in confusion and will bring them into some kind of order. It does not dispel demoralizing magics, but does temper them, making them less severe.

R

There are many versions of this spell, for example Stop Orlanth Magic, Stop Yelm Magic and Stop Ernalda Magic.

There are many versions of the spell, for example Rally Family, Rally Clan, Rally Tribe, Rally Women, Rally Warriors and Rally Crew.

Sun Deities are those who embody the sun in its many forms. Quite often, the deities of the sun are also ruling deities, because of the nature of the Solar Pantheon. The strongest example of this is Yelm.

1 Point Self, Instant, Reusable This spell allows the caster to appeal to a sense of duty, especially when trying to persuade another person to do something, after an earlier failure.

Y

So, Karman the King tries to persuade Rindin the Restless to settle down with his wife and not chase around the local women. He tries his Orate skill and fails. He then casts Remind of Duty on Rindin to remind him of the vows he took and tries again, this time succeeding. Rindin decides to leave the lovelies alone for a while and settle down with his wife.

3 Points Ranged, Temporal, Passive This allows the user to look at bright lights without being dazzled, blinded or suffering any ill effects.

1 Point Ranged, Instant, Reusable This spell detects whether the target has acted dishonorably. The definition of dishonor is relative and cultural. So, casting it on an Eurmali will produce a different result than casting on a Wind Lord. If the Wyter has been invoked, then every initiate or higher of the cult granting the spell in the area present will see the Dishonor.

1 Point Ranged, Temporal, Passive, Reusable The caster must overcome the target in a POW vs POW roll. This spell produces a brilliant flash that blinds the target for 1D6 melee rounds. This even works if the target's eyes were closed when the spell was cast.

Y

O

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1 Point Temporal, Passive, Reusable This spell must be cast on a spear and increases the user's skill with the spear and the damage done. Each point of spell adds +20% to the chance to hit and +1D4 damage. It also makes the spear shine brightly for the duration of the spell. This is not compatible with True (Spear) but is compatible with Bladesharp.

1 Point Ranged, Temporal, Stackable, Reusable This spell acts as a combined Shimmer 2, Countermagic 2 and is stackable for increased effect. It is compatible with Shimmer and Sunbright, incompatible with Shield, Shield of Darkness and similar spells. When cast, the recipient is covered with dancing, shifting glimmers of light that make the user difficult to hit.

o

o

1 Point Ranged, Temporal, Passive, Reusable This spell must be cast on an open flame (normal or magical, including Fireblade). For the duration of the spell, the flame will damage darkness spirits. If the spirit is normally affected by fire-based weapons, such as shades, the damage done is doubled. If the spirit is not normally affected by fire or normal damage, or if the Spirit has no HPs, then points are removed from the spirit's magic points.

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1 Point Ranged, Instant, Stackable, Reusable) This spell covers the same area as a Bless Crops spell and works under the same conditions. It dries out fields that have been waterlogged. It will not dry out flooded fields that are still under water, but it will dry the earth of fields that were flooded and are still wet. The spell also dries the crops in those fields. It can be used to save crops damaged by rain at harvest time.

Zf

So, Dermot Dermarsson casts Fireblade and Burn Darkness Spirit on his spear before facing off against a troll ghost and a shade. In combat, he does 3D6 magic point ‘damage’ to the troll ghost attacking him and 3D6x2 actual damage to the shade.

1 Point Fb Stackable, Temporal, Passive, Reusable Each point acts as a Farsee 4 and adds 20% to Scan and Search. Changing between long-range scan and closeup vision requires an INTx3% roll or the user will feel dizzy for 1D3 rounds (halve all visual skills as the eyes try to refocus).

1 Point Self, Temporal, Passive, Reusable This spell lasts for a whole night, or a whole day, until daybreak or nightfall, whichever comes sooner. It allows the recipient to sleep next to someone else without being overcome for lust for that person.

Ho

1 Point 2 Points

o

Tf

Touch, Temporal, Passive, Reusable This spell must be cast on a javelin. It lasts until the javelin is next thrown. The range of the javelin is increased to as far as the caster can see. Once thrown, the javelin ignites into star flame, doing 3D10 damage. On an impale, roll the fire damage and the javelin damage and add them together.

Self, Temporal, Passive, Reusable This spell permits the caster to see any illusion for what it is and to see through cloaking spells such as Conceal. The caster's visual Scan and Search skills are also increased by 30% each for the duration of the spell.

2 Points Self, Temporal, Passive, Reusable For the duration of the spell, the user is covered with a brilliant radiant light. The user's Communication skills are doubled and any command he makes to an initiate of the deity granting the spell will be obeyed without question if the user succeeds in a POW vs POW roll.

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2 Points Self, Temporal, Passive, Reusable This allows the user to see an area as if from a vantage point above the area viewed. The vantage point, once set, cannot be moved.

Y

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1 Point Ranged, Temporal, Passive, Stackable Reusable Every point of Shrug off Storm Magic blocks one point of Storm or 2 points of Storm Spirit Magic or Sorcery from affecting the recipient. So, Shrug off Storm Magic 3 will block Lightning 3, Thunderbolt or Crushing Noise. Backing the Storm Magic with Magic Points does not help to overcome Shrug off Storm Magic, but could well blast through any Countermagic or Shield spells. It is compatible with Shield and similar spells.

Fq Thief Deities are those who lurk in the shadows, ready to take advantage of the disorder of the world, often disorder that they have created themselves. They are often associated with the Disorder and Illusion Runes. The following skills and spells assist in the sneaky pursuits of thieves and others who seek to deceive others. This includes thieves, actors, and politicians.

1 Point Area, Temporal, Stackable, Reusable This spell counters the effects of Thunder spells within the caster's POW in meters. The Silence Thunder spell will prevent any spell causing thunder to work within its area if the Silence Thunder spell has equal or more points than the thunder spell. So, Silence Thunder 2 is needed to counter Storm Voice, Silence Thunder 4 stops Storm Voice 2.

Fq Communication Base 00 This is the skill of appearing friendly when you are not. Success means that you appear to be friendly, a fumble means your ruse has been detected and you appear hostile and will detect on a Detect Enemies spell, a critical means you will not show up on an appropriate Detect spell. In a contest between Appear Friendly and another skill, such as Sense Enemy or See Truth, the person who scores the best result (normal, special, critical etc.) will prevail, with a tie going to the person trying to appear friendly. The Games Master must rule on any bonuses that a character may receive to other skills while appearing friendly.

2 Points Touch, Temporal, Passive, Reusable This spell must be cast on a single weapon. For the duration of this spell, any damage done by this weapon to an initiate of a darkness cult or a creature of darkness is doubled after penetrating armor.

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Knowledge Base 05 This allows the user to assess someone's wealth from observing them, their actions, possessions and so on.

1 Point Ranged, Temporal, Stackable, Reusable This causes a 3-meter diameter beam of light to come from the sun and shine on the recipient. This may only be cast during the day and may not be cast while underground or within a building. If cast on a vampire, it stops the vampire from turning to smoke and regenerating.

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Success allows the user to work out what the person's wealth appears to be, with a fair amount of certainty. A special result nails it on the head but a critical success allows the user to see through any subterfuge and determine a person's real wealth if they are trying to disguise it.

Communication Base 00 This is the skill of deflecting the blame for a crime onto somebody else. A successful skill roll means the blame is transferred onto another, special means the attempt is seamless and a critical means the user will not show up on magic as the culprit. A fumble means the user is obviously to blame.

3 Points Area, Temporal, Passive, Reusable This suppresses any peasants within 100m of the user. These peasants will stop rebelling, being disorganized or uppity and will listen meekly to what the user is saying. This is commonly used to stop peasant uprisings.

f

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Agility Base 05 This is the skill of running extremely fast without stopping, of running away as quickly as possible. Success in the skill adds 1 to the user's Movement, a special success adds 2, a critical success adds 3. A failure adds nothing, and a fumble means the user has fallen over.

4 Points Self, Temporal, Passive This spell allows the user to change the appearance of their face to exactly match that of another. The user must have seen the other face to do this. No examination will detect the difference. Unlike Image Creation, this does not go away if jostled and is a passive effect.

Perception Base 00 This allows the user to identify the richest pickings in a house, treasure room or some other place. Success in the skill shows what is best to steal, a special or critical success shows even those things that are disguised as worthless.

2 Points Self, Temporal, Passive This allows the user to exactly copy another's voice for the duration of the spell. Listeners will be unable to tell the difference between the user's altered voice and the original, even if they are listening to both voices at the same time. The user must have heard the original voice to copy it.

Communication Base 00 This is the skill of persuading someone to invite you into their house, bedroom, treasure room or wherever. Success means the person will invite you in, a special success means they will invite you in willingly and a critical success means they will pull you in kicking and screaming. A fumble means they will immediately distrust you and will probably never invite you in. This is a good skill for thieves, traders and vampires.

2 Points Self, Instant This allows the user to run through a narrow place without stopping and without touching the sides. It gives the user an edge in that they don’t need to stop to run between two rocks whereas his pursuers must stop and edge through the rocks before starting to run again.

Stealth Base 00 This is the skill of losing a pursuer. If a character is being followed, then he may attempt a Lose Pursuer roll to see if he can shake the pursuer. If he succeeds then the pursuer must make a special roll of the skill he is using to follow the character, for instance Shadow, Track, Spot Hidden or Scan. The pursuer must make a roll one level better than the character using the Lose Pursuer skill to continue following.

Variable Touch, Temporal, Passive Each point of Squeeze gives the target one less effective SIZ point for trying to squeeze through small spaces.

Communication Base 00 This allows the user to communicate with others who know the skill by using sign language. This should be treated as a language skill. It is not as complex as Tradetalk and can only convey simple concepts. However, it is subtle to spot and requires a Spot Hidden or Search success to spot it being used.

So, Santar (SIZ 13) needs to squeeze through a gap of SIZ 8. Normally, he would match the squeeze’s SIZ against his own SIZ to be able to squeeze through, matching SIZ 8 vs SIZ 13 in this instance, thus having a 25% chance of success. However, Suka is using Squeeze 4, so has an effective SIZ of 9, increasing his chance to 45%. He rolls a 40 and slips right through.

Many Thief cults use Talk with Hands to communicate in secret, but so do some Traders. The Humakti Swordspeech language has an element of Talk with Hands. - 106 -

1 Point Touch, Temporal, Passive, Reusable For the duration of the spell, the user's features are changed in a very subtle way, so that anyone seeking the user must succeed in a special roll in order to identify the user. The Games Master must determine what skill to use, but Insight or Scan might work

I

1 Point Ranged, Temporal, Passive, Stackable, Reusable Each point of Block Spell Scout prevents any spirits of up to 10 POW per point of the spell from seeing the user.

r

So, Karan Keeneye casts Block Magic Scout 3 and sneaks into a High Llama camp. No spirit with a POW of 30 or less can detect Karan while the spell is in operation.

1 Point Self, Temporal, Passive, Reusable This spell doubles the user's Hide skills and allows the user to use Hide when moving without penalty.

I

1 Point Self, Temporal, Passive, Reusable This doubles the recipient's Conceal, Sleight and similar spells for the duration of the spell. It is normally used by thieves.

I

1 Point Ranged, Temporal, Passive, Reusable This spell doubles the climb skills of the user. If the user has mountaineering skills other than climb, then these spells are doubled as well. The user will not fall off following a fumbled climb.

V

1 Point Touch, Instant, Reusable This must be cast on a trap or pitfall, its effect is to make the trap or pitfall invisible, which means that it requires a critical Search to see the trap. The spell lasts until the trap is set off or disarmed.

I

1 Point Ranged, Instant, Reusable This spell causes the target's attention to be distracted, usually by attracting attention to another place. The caster must succeed in a POW vs POW Roll and all those nearby who are overcome will be distracted. This allows the user, or another person, to perform whatever deed required without being spotted.

I

3 Points Touch, Temporal, Passive, Reusable When this spell is cast, the recipient will leave no trace for the duration of the spell, leaving no tracks, no scent and cannot be detected by spells such as Divination or Reconstruction. It is often used by assassins.

I

For instance, Santar the Sneaky (POW 15) casts Distract Attention and rolls 25, so he overcomes everyone nearby with POW 20. He throws a coin down a nearby corridor and the gate guards all look towards the noise, allowing Santar to slip by unnoticed.

1 Point Self, Temporal, Passive, Reusable The user of this spell can move silently in the stated effect. This prevents the user from being heard while moving, but does not prevent him from casting spells or communicating with others. It does prevent the user from being detected by Darksense.

I

1 Point Self, Temporal, Passive, Reusable This doubles the skills required to break into a home for the duration of the spell. Such skills may include Climb, Jump, Sneak, Pick Locks, Fast Talk or whatever.

Ij

There are many versions of this spell, such as Silent in Darkness, Silent in Fog or Silent in Smoke. - 107 -

1 Point Self, Temporal, Passive, Reusable The user is invisible while staying still. As soon as the user moves away the spell ends and the user becomes visible. This is good for hiding, especially for ambushes.

UI Trader Deities are merchants and travelers, guides and heralds. They bargain for their masters and also make a profit. Often associated with the Trade and Harmony Runes, they are worshipped by traders, merchants, shopkeepers and heralds.

1 Point Self, Instant, Reusable This allows the use to make a single attack without warning. The attack has the benefit of surprise, cannot be parried and occurs on SR1.

TV

Knowledge Base 00 This skill can be used to make goods appear more attractive to buyers. Each level of success adds 10% to the value of the goods, so a success adds +10%, a special adds +20%, and a critical adds +30%. A fumble halves the apparent value of the goods.

1 Point Self, Temporal, Passive, Reusable The target of this spell blends in with the stated type of light and becomes invisible. As soon as the user attacks or performs a hostile act, the user becomes visible again, as with the Invisibility or Conceal spells. If the user moves out of the stated light, they become visible until stepping back into the light.

IR

There are a few versions of this spell, for different light sources. For example, Unseen in Starlight, Unseen in Moonlight and Unseen in Darklight.

Perception Base 00 The user of this skill will recognize that an object is magical with a successful use of this skill. A special success or a critical success will give the user an idea of the type of magic that the object has, but will not work as an Analyze Magic spell.

1 Point Touch, Temporal, Passive, Reusable For the duration of the spell, the user will not leave footprints, no matter where they walk. This normally means the user cannot be tracked for the duration of the spell, however in certain terrain, such as forests or grassland, the user will disturb the surrounding vegetation and can be tracked on a special Track roll or better. After the spell expires, the user will start to leave footprints as usual, but the places where he walked under the influence of the spell will continue to have no footprints.

I Perception Base 00 This allows the user to spot and identify someone who is about to commit a theft or has just done so. A special success will allow the user to try and stop the theft and a critical identifies what the thief is trying to steal. This differs from Sense Thief in that Sense Thief determines whether someone has ever stolen from Issaries, whereas Spot Thief shows someone who is actively engaged in thievery at the time.

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3 Points Instant, Self This spell allows the user to modify any reaction rolls by POW%. This can make a potentially problematic encounter a lot easier.

Reaction Table Hostile Neutral Friendly Response 01-05 01-10 01-15 Very Friendly: Extremely helpful and amenable to suggestions 06-15 11-30 16-75 Friendly: Willing to let party go its own way, talk and trade are possible 16-25 31-70 76-85 Neutral: Unsure, stalls for time, or for something to occur 26-85 71-90 86-95 Hostile: Actively dislikes party, just short of blind hatred 86-00 91-00 96-00 Hate: Cannot conceal their contempt/ hatred

1 Point Self, Temporal, Passive, Reusable This spell allows the user to communicate effectively with strangers for the duration of the spell. It allows for communication without major misunderstandings due to cultural differences.

#H

Spirit Reaction Table (Bestiary p197) D100 Attitude D100 POW 01–15 Friendly 01–10 1D6 16–40 Neutral 11–30 2D6 41–00 Hostile 31–80 3D6 — — 81–00 4D6

If the two parties do not share a common language, then it gives an understanding equal to sum of the INT of both parties. So, if Radnan the Reeve (INT 15) casts Communicate With Strangers to talk with Poltas of Pent (INT 13), then they can communicate at 28%, even though they do not share a common language. It also eases the tension when Radnan does not offer Poltas some food before negotiations begin, as Poltas understands he does not understand proper Pentian manners.

1 Point Ranged, Temporal (1 day), Passive, Reusable For the duration of the spell anyone looking at the object covered by the spell will come into the shop and think of buying it. This also doubles the seller's chance of selling the item.

#

1 Point Temporal, Passive, Reusable This doubles the user's skills when trying to winkle out a secret from someone. It may double communication skills, to persuade the person to give up the secret, perception skills, to spot the secret or other skills.

1 Point Self, Temporal, Passive, Reusable For the duration of the spell any skill used by the user to trade is doubled, if the trade is intended to be honest, but halved if the user intends a dishonest trade.

1 Point Area, Temporal, Passive, Stackable, Reusable Each point of Encourage Trust improves the reaction table result by one level. So, if two hostile groups meet and roll 85, they would be Hostile, but if Encourage Trust 2 would alter the result to Friendly. Encourage Trust 4 means that all reactions will be Very Friendly.

1 Point Instant, Reusable This spell guarantees that a single transaction results in a profit, even if the profit is 1 Clack. No matter what the user’s bargain or similar roll, they will always make some profit, even on a fumble.

Y

#

#

#H

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2 Points Touch, Temporal, Passive, Reusable For the duration of this spell, the user will know the right path to take to reach the intended destination. In the event of more than one right path, the spell will give a choice. Once the user has chosen a path the spell will only indicate that route. This does not ensure the path is safe, just that it is the right way to go.

2 Points Touch, Temporal, Passive, Reusable For the duration of this spell, the user will know the best method of escaping from an area. It will take into account the denizens of the area as well as any magical wards, traps or anything else that can cause harm. However, it will not indicate the presence of these dangers nor will it warn the user of any problems. In the event of there being two equally safe routes, the spell will give a choice, once the user has chosen the spell will only indicate that route. This does not ensure that the escape route is safe, just that it is the safest of all routes available.

#Y

#Y

2 Points Ranged, Temporal (1 day), Passive, Reusable This spell makes it easier to navigate in other areas, whether they are planes, terrain or other kinds of area. The spell doubles any Track, Survival, Homeland Lore or similar skill for the duration of the spell as long as the user is within the appropriate area.

Y# 1 Point Touch, Temporal, Passive, Reusable For the duration of the spell, the user doubles all skills involved in finding hidden paths. These skills may include Track or Survival, for instance. If there are no hidden paths, these skills will be of no use. This is normally used when travelling through marshes, woods, hills and mountains.

Y#

There are many spells of this kind, including the rare Find Way in God Plane, Find Way in Spirit Plane, Find Way in Forest, and Find Way in Marsh.

1 Point Self, Reusable, Stackable, Temporal This allows the user to determine which of a selection of paths, tracks, roads or other ways is the most appropriate to the type declared in the spell. So, Identify Safest Path will determine the safest path, Identify Shortest Path will find the shortest path and so on. There are many similar spells, each with its own twist on which path can be found.

#

Item: Saura’s shop Bell These small bronze bells are shaped in the form of Saura, a daughter of Issaries, with the legs being the clapper and her dress the dome of the bell. They are hung near the access points of a shop and are enchanted variously with matrixes for Sense Theft, Stop Thief or any of a number of other useful shop magics.

1 Point Area, Instant, Reusable When cast by a merchant in their shop, it will signal to the merchant whether or not anything has been stolen. It gives no clues as to what was stolen nor as to the culprit, or when the item was stolen, but only checks since the last time the spell was cast.

#Y

2 Points Ranged, Temporal, Passive, Reusable If this is cast on a target and the recipient is a thief, or has just stolen something, the spell will stop the thief in his tracks and prevent the thief from moving for the duration of the spell. The target can still move arms and legs, but just cannot walk or run anywhere.

#

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2 Points Self, Temporal, Passive, Reusable Once cast the caster has a remarkable ability to avoid harm in the middle of a battle. All parry skills and the dodge skill are doubled, and any missile weapons are at half chance to strike the caster. This spell lasts until the duration passes or the caster attempts to take any offensive actions, including casting attack spells.

j

Fool, clown, thief, assassin and murderer, Trickster Deities are associated with the disorder Rune and revel in breaking things and people. They rarely did things themselves in the God Time, preferring to work through others, so they would be blamed.

1 Point Ranged, Temporal, Passive, Reusable The recipient of this spell feels the stated emotion or passion for the duration of the spell. As normal, if cast on someone else the caster must roll on the Resistance Table to affect them.

jI

Communication Base 00 Also known as Spurious Logic, this skill is used to turn logic on its head with an argument that is flawed but seems reasonable. However, it does not stand up to scrutiny, so is best used for very fast interactions. Success means the target believes the spurious logic for a short period of time, a special success means the target believes the logic until it is disproven and a critical success means the target believes the logic.

There are many versions of this spell, for example Feel Anger, Feel Shame or Feel Lust.

1 Point Self, Instant, Reusable The user casts this spell when about to do something that might cause a feeling of guilt. This spell ensures that the user does not feel guilty about the act performed. It cannot be used to remove the feelings of guilt about something already done.

jI

So, Cattar sees his brother's wife alone in her house and decides to pay her a visit. He casts Feel No Guilt and enters the house, seducing her with his charms. Afterwards, his brother finds out and brings the matter up in a family council, using Shame Wife and Shame Brother to punish him, but Cattar feels no guilt and therefore no shame over his deeds.

Variable Self, Temporal, Passive Each point of Seem Innocent adds 5% to Communication skills when the user is trying to wheedle his way in somewhere. So, it acts as an Enhance Category (Communication) spell when used to seem innocent.

1 Point Self, Instant, Range 10m, Reusable This spell causes a jet of flame to burst noisily from the caster’s mouth. This flame can be directed at an opponent and does 2D6 damage per point of spell and has a chance of hitting an opponent starting at DEXx3% and increasable by experience. The spell can be stacked to increase the damage done or to increase the range by 10m per point. The fire so produced will set fire to clothing or other combustible material and acts in a similar way to an Ignite spell.

fj

1 Point Ranged, Temporal, Stackable, Reusable This causes the target not to look at the caster on a successful POW vs POW roll. The target chooses to attack someone else for the duration of the spell and will not cast spells at the caster.

I

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1 Point Self, Instant, Range 10m, Reusable This spell causes a jet of flame to burst noisily from the caster’s backside. This flame can be directed at an opponent and does 2D6 damage per point of spell and has a chance of hitting an opponent starting at DEXx3% and increasable by experience. Casters wearing trousers or other clothing around the rear must make a Luck Roll or the clothing will catch fire. Most Eurmali prefer to raise their skirts before casting this spell, to avoid this effect. The spell can be stacked to increase the damage done or to increase the range by 10m per point. The fire so produced will set fire to clothing or other combustible material and acts in a similar way to an Ignite spell.

fj 1 Point Self, Temporal, Passive, Reusable This spell allows the user to treat the twin as if the two were touching, no matter what the distance or magical barriers between them. For the duration of the spell, they can cast spells on each other even though they may be miles apart or on different planes.

R

1 Point Self, Temporal, Passive, Reusable This allows the user to know instantly where his/her twin is for the duration of the spell. This may be blocked by Detection Blank, Countermagic and so on, unless it is boosted to overcome those spells. The twin may not counter this spell.

R

Author’s Comment There are not many Trickster spells here, for several reasons: • Trickster Magic is covered in The Red Book of Magic, so there is no point duplicating spells. • This is a tasteful supplement and we do not want spells such as Panhandle or Floppybot to lower the tone.

1 Point Self, Temporal, Passive, Reusable This spell allows the user to communicate with a twin, no matter what the distance or magical barriers between them. Communication means both twins hear each other’s voice in their heads.

R

A very few Deities are born as twins and they have a unique bond that binds them together. Most of the magic of twins relates to that bond. Author’s Comment Although these are specifically Twin Magic, there are other spells that also work, for example See Through Eyes Twin.

1 Point Self, Temporal, Stackable Reusable This spell must be cast with a specific person in mind. Depending on the cult granting the spell, this may be a blood brother, twin or other named person. For the duration of the spell, the two people augment each other when trying to do things or shake off ill effects, but if either of them takes damage, the other takes half the same damage ignoring armor. If a characteristic roll is required, the characteristics of both individuals are added together. If a skill roll is required, then the other person automatically augments the skill as per the augmenting rules on p144 of the RQ:G.

R

1 Point Self, Temporal This spell allows the user to look like his/her twin, down to the last detail, including clothing, recent scars etc. They look alike to all but a careful examination, in which case the examiner must make an INTx3% roll in order to realize this is the other twin, or an INTx1% in the case of identical twins.

So, Mandan the Merry casts Two As One on Mandana the Tragic, his twin sister. Mandan has to make a CON roll to avoid being infected by the Shakes, so instead of using his CON 13, he uses their combined CON of 13+12=25. - 112 -

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, the recipient can track the souls of the dead, using their Track skill. The user must be able to travel to the place where the soul has been.

T

Deities of the Underworld are often deities of the Halls of the Dead, for they can be found in the Underworld. They tend to be grim and unyielding.

So, Sattah Soul Hunter casts Track Soul to find the ghost of a dead comrade. He knows the soul walked through the ground to an underground cavern, but Sattah cannot follow as he cannot move through the earth.

1 Point Instant, Reusable This spell is cast during a funeral as the pipes are playing the funeral dirge. The ghost of the departed will travel to the afterlife content and ready for battle and will not stay around as a ghost or other spirit.

T Author’s Comment The spells here are from the Atroxic Church, as described in Hero Wars. That church is led by Sir Ethilrist and are a blood and thunder church, obsessed with sin and ways to burn it out of you. I would expect that when the Atroxic Church is described in future Gloranthan releases it will be treated very differently, but until then, have some interesting and fun spells.

Author’s Comment Does this work on Thanatari mad head ghosts? Sure, if you hold a funeral for the deceased. Does the ghost have to be present? I would say yes, normally. However, you could hold a funeral for someone at a family burial plot and that would lay the ghost to rest even if it haunts somewhere else.

1 Point Ranged, Temporal, Passive This is cast when the magician is punishing a miscreant, normally with an iron lash. The miscreant experiences intense pain equal to the Intensity of the spell. The Games Master must determine what effects this pain has.

R

1 Point Ranged, Instant, Reusable This must be cast on the spirit of a deceased mortal. If the user overcomes the spirit's MPs it is released and banished to the Spirit World or Land of the Dead. The user must shout loudly at the spirit and try to scare it back to the Spirit World.

T

1 Point Instant This is a punishment given to a lustful miscreant who has been convicted of lustful actions, such as rape, bestiality or sodomy. The Brand of Lust is applied with a heated brand on a visible part of the miscreant's body, normally on the face, chest or hands. The miscreant loses 1 POW as part of the ritual and the enchantment is made. Any Malkioni seeing the brand will know of their lustful ways and will avoid them. Spells such as Blinding Pain or Lance of Agony have double the effect on someone wearing a Brand of Lust.

K

1 Point Ranged, Instant, Reusable The caster must overcome the spirit in a POW vs POW Contest. If the caster is successful, the spirit will lose 3D6 MPs.

T

1 Point Ranged, Instant, Reusable This spell acts exactly as Fear does, but is only effective against ghosts.

T - 113 -

2 Points Ranged, Active, Temporal This is cast when the magician is punishing the unrighteous. The Games Master must determine how unrighteous the miscreant has been, a simple rule of thumb is to determine how far away Passions are from the ideal for the church and divide by 10. The miscreant then is burned in holy Hellfire and takes damage equal to the Intensity of Burn the Unrighteous multiplied by the amount of unrighteousness. If the miscreant survives then the sins are forgiven.

1 Point Sorcery Magic, Ranged, passive, Temporal Each point of intensity increases the damage done by a kick, rear and plunge, or trample by 1. It is not compatible with Ironhand or similar spells but is compatible with Iron Fang.

K

B

So, Ankar the Angry is being punished by a magician with Burn the Unrighteous 4. The Games Master determines that he is unrighteous by a factor of 5 and he takes 20 points of damage. This is almost enough to kill him, but not quite and he survives, his sins forgiven.

1 Point Ranged, Passive, Temporal This must be cast on a weapon. If the weapon strikes and causes damage then the victim experiences an agonizing pain that will cause functional incapacitation for 1D3 rounds if the user rolls below Intensity x5%. So, someone struck with Lance of Agony 8 has a 40% chance of being functionally incapacitated if the weapon causes damage.

K

1 Point Instant Each point of Intensity reduces the potency of a gallon of alcoholic beverage by 1.

v

1 Point Ranged, active, Temporal A Black Horse Steed may use this to dominate its rider if it is the Senior Partner, a Rider may use this to dominate the Steed if he is the Senior Partner. In either case it acts as a dominate spell.

2 Points Ritual enchant This is a punishment given to a sinful miscreant who has been convicted of serious sins. The Mark of Sin is applied with a heated iron brand and is on a visible part of the miscreant's body, normally on the face, chest or hands. The miscreant loses 1 POW as part of the ritual and the enchantment is made. Any Malkioni seeing the brand will know of his sinful ways and will avoid him. Spells such as Blinding Pain or Lance of Agony have double the effect against someone wearing a Mark of Sin.

d

L

1 Point Ranged, passive, Temporal Each point of intensity increases the damage done from a bite by 1. It is not compatible with Ironhand or similar spells, but is compatible with Iron Hoof.

B

2 Points Ritual This allows the magician to hear a miscreant's confession and exact a penance. Success in the penance means those sins shriven are forgiven.

l

1 Point Sorcery Magic, Ranged, passive, Temporal Each point of intensity increases the APs of the target by 1.

B

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Perception Base 00 The user can use this skill to estimate the size of an army. A normal success gives a rough idea of the army size, within 25% of the actual size, a special success gives within 10% and a critical success within 5%. A fumble gives a wildly inaccurate count.

War Deities came into prominence in the Golden Age but came into their own in the Storm and Chaos Ages. They were the ones that almost broke Glorantha with their battles. Deities of War are worshipped by soldiers and warriors and still hold more power than perhaps they should.

Agility Base 00 This skill gives the Adventurer an additional attempt to dodge attacks by the specific Type. If the adventurer has Dodge (Type) and attempts to dodge such attacks, the adventurer can attempt a Dodge (Type) roll as well, with every level of success decreasing the attacker’s level of success by one level.

Knowledge Base 00 This allows the user to assess an enemy, to work out what they might do, how powerful they are and how they will react in certain situations. Success negates any surprise the enemy may get from an unusual tactic.

So, Karlan the Quick is being attacked by a broo. The broo scores a normal success while Karlan rolls a dodge and fails. He then attempts a Dodge Broo roll. This roll is a success, which bumps the broo down a level and the result is a failed attack vs a failed dodge. Had Karlan rolled a special Dodge Broo, he would have had two levels of success, so would have made the broo fumble the attack.

Stealth Base 00 This is the skill of avoiding enemies who are in the area. Success in the skill means the user can avoid general enemies nearby. A special success means the user can avoid the enemies even when they are very close. A critical success means the user can virtually avoid enemies who are standing next to him. A fumble means the user is found by the enemies.

Perception Base 00 This is the skill of reading an enemy to determine strengths and weaknesses. Success gives a rough idea of the enemy's strengths and weaknesses, a special success gives a more exact idea and a critical success gives an even better idea. A fumble means the user has reached an incorrect conclusion about the enemy's strengths and weaknesses.

Communication Base 00 This is the skill of blowing your own trumpet, of persuading others how great you are. A success in the skill will impress the listeners, a special success will make them friendly to the boaster, a critical success will make them think of the boaster as a friend, a failure has no effect and a fumble makes the boaster look foolish. In a boasting contest, the boaster with the best level of success will be victorious. Sometimes a good boast will defuse a situation or enhance a Bully or Taunt roll.

Altin has Ride Horse 90% and Trick Riding 70%. He decides to show off and try to pluck a flower from the White Maiden's breast while charging past her. The Games Master assigns a penalty of -60% to such a difficult attempt. So, Altin would have a 90-60=30% chance using his Ride Horse skill, but he decides to first use his Read Enemy skill. He is successful, and the Games Master tells him his penalty will be halved to -30% if he uses Trick Riding, giving him a 70-30=40% chance instead of the 30% chance with Ride Horse. Altin charges forward, leans to one side, reaches for the flower from her breast and scores a critical with a roll of 01, brushing her lips with a kiss in the bargain.

Communication Base 00 This is the skill of being able to bully someone without redress. Success in the skill allows the bully to humiliate the target, a special success allows the target no chance to fight back and a critical success means they will not fight back in the future. - 115 -

Communication Base 00 This is the skill of verbally taunting an opponent to make them angry. Success makes the person react to the taunts, a special success makes the person angry, a critical success causes the person to act without thinking, a failure has no effect and a fumble makes the taunter look stupid to everyone, including the taunter. Typical taunts are "Your mother mates out of season", "Say hello to your sister", “Your mother smells of elderberries”, calling Orlanthi "Sheep Shaggers" and so on.

Variable Ranged, Temporal, Passive This spell fills the target with the power of death! Each point in the spell adds 1 to the Adventurer’s CON for the purpose of avoiding Incapacitation. See RQ:G, p204 for more information on avoiding Incapacitation.

2 Points Ranged, Instant When cast on abandoned bones, this spell will destroy (crumble to dust) one complete skeleton's worth of bones. When cast on an animate skeleton or other undead skeletal creature, this spell will destroy a random hit location if the user overcomes the creature's magic points. Bone Dust is a known alchemical ingredient.

There are many versions of this spell, for example Long Javelin, Long Dagger, or Long Boulder.

Variable Touch, Temporal This spell must be cast upon the specified missile weapon. When the missile is next used, its Range is doubled. This is compatible with spells such as Speedart and Multimissile.

Variable Ranged, Instant A commander may send a command to a subordinate on the battle field. The command may be as complex as required, but it needs to be a complete command, not a rambling speech. The person to receive the command must be within 50 meters per point of spell otherwise the command is not received. The caster will know whether a command is received or not.

Variable Ranged, Temporal, Passive For every point in this spell the target's chance of dodging missile weapons is increased by 5%. This also allows the recipient to dodge missile weapons that cannot normally be dodged.

Daranus is in a battle and casts Send Battlefield Command 6 to give a command to one of his squad leaders. The officer is 280 meters away and the spell succeeds, so Daranus tells them to withdraw from the troll Hero who is coming over the ridge, surrounded by a wave of darkness.

2 Points Ranged, Temporal, Passive The target of the spell of this spell is not functionally incapacitated by wounds and will fight on until dead. However, if the recipient stops fighting for more than 1 melee round, the spell ends.

Variable Temporal, Touch, Passive For the duration of the spell, the user has a Bonus of 5% per point of spell when resisting spells and effects that would make them disloyal.

Author’s Comment What is dead? When does this spell end?

So, Soltak has Loyalty Brankist 70% and a Lunar is trying to use Charm to undermine Soltak’s loyalty. Soltak knows the danger and uses Stand Loyal 4, which increases Loyalty Brankist to 90% for the purpose of the roll.

I have left the definition of dead intentionally vague, as some Games Masters have a different view of dead than the one in the RuneQuest rules. For me, the spell lasts for 15 minutes or until the adventurer stops fighting for 1 full melee round, or until the adventurer dies.

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2 Points Temporal, Active, Stackable, Reusable This is the equivalent to Humakti Morale, but instead of rallying around a standard or standard bearer, the spell relies on the singer’s voice raised in song. If the singer stops singing then the spell ends. The spell takes an hour to cast, in which time the singer sings the Battle Hymn to fire up the troops. If the singer succeeds at the Sing skill, the spell works successfully and the troops morale is raised for as long as the singer continues to sing. If, during that first hour, the singer makes a special Sing roll, the spell gives an extra +10% Bonus to the combat skills of the unit, a critical success gives +20% Bonus and a fumble halves all combat skills.

#t

1 Point Touch, Temporal, Passive, Reusable This doubles the natural armor of its target. It does not double armoring enchantments, these are added on afterwards as usual. It will double natural armor that has been magically increased, through a gift for example. This only works on the user’s mount.

Bte

2 Points Touch, Temporal, Passive, Reusable This doubles the Armor Points of any iron armor the user is wearing for the duration of the spell. It has no effect on armor of any other material. It is compatible with spells such as Protection and Shield.

U

1 Point Self, Temporal, Passive, Reusable This spell allows the user to be in mind-to-mind contact with the stated mount. Communication between user and mount is constant, allowing the rider to give orders to the mount more easily. The rider does not need to use the Ride skill while under the influence of this spell. If the mount is intelligent, this spell allows both rider and mount to use the other's spells.

r

There are different versions of this spell, for example Become One With Horse, Become One With Bison or Become One With Wyvern.

1 Point Ranged, Temporal, Passive, Stackable, Reusable This makes the user harder to hit with missile weapons. Each point of Arrow Armor gives the user the equivalent to Shimmer 4 against missile fire. This is compatible with and stackable with spells such as Shimmer and Sunbright.

o

1 Point Touch, Temporal, Passive, Reusable This spell must be cast on a weapon. The weapon’s Hit Points are doubled for the duration of the spell.

T

So, Hanzar casts Arrow Armor 4 and gains a Shimmer 16 against missiles. Anyone firing missiles at Hanzar subtracts 80 from their chance to hit. 2 Points Ranged, Temporal, Active, Reusable While affected by this spell, all missiles thrown or fired at the recipient will be turned away if the recipient sees them coming. The act of turning the missiles is tiring and costs 1 magic point per missile deflected, drawn from any magic point source. Multimissiles count as one missile, as the user deflects the original missile. The decision to turn away a missile must be made before the attack roll is made.

tI

1 Point Touch, Temporal, Passive, Reusable This must be cast on a stone weapon. It doubles the user's combat skill with the weapon for the duration of the spell and is compatible with damage-causing spells such as Bladesharp, Bludgeon and True Mace.

UT

Missiles enchanted with Sureshot are not affected by this spell. Tin missiles cost double MPs, gold or goldtipped missiles automatically miss. - 117 -

1 Point Ranged, Temporal, Passive, Reusable Any blow made by someone under the influence of Break Line (Type) does double knockback to enemies of the particular type. The blow always does knockback, even if it would not normally do so. This is useful because much of the hoplite magic and training depend on the close positioning of the hoplites.

1 Point Ranged, Temporal, Passive, Reusable This must be cast on a single weapon. For the duration of the spell, when this weapon strikes a weapon or shield of the given type, then any damage done in excess of the weapon's AP or a shield’s HPs will do damage to the weapon as well as passing through to the character. If the Attack and Parry Results table (RQ:G p199) indicates that the attacking weapon damages the parrying weapon anyway, the damage done to the parrying weapon due to the spell is done in addition to the normal damage indicated.

tA

Tr

So, Madran Mad-Storm casts Break Line (Lunar) and charges a wall of Lunar hoplites. He does double knockback damage, knocking one of the hoplites over, making a hole in the shield wall and negating the group defensive magic of the Lunar defenders.

So, Marlin Moonhater casts Break (Shield) on his sword and attacks a lunar hoplite cowering behind a medium shield (12 HP). Marlin scores a normal hit doing 15 damage and the hoplite rolls a normal parry. This would normally result in 1 point of damage being done to the shield, but the extra 3 damage is done in addition to the normal damage and the shield takes 4 damage, reducing it to 8 HP. Next round, Marlin rolls a Special attack, doing 12 damage, and the hoplite rolls a normal parry. This would usually result in an extra 4 points of damage being done to the shield, but because Marlin is using Break (Shield), he does the usual 4 damage, plus 4 points of excess damage and breaks the shield, reducing it to 0 HP and rendering it useless for defense.

There are different versions of this spell, for example Break Line Lunar, Break line Yelmalian, or Break Line Agimori.

1 Point Touch, Temporal, Passive, Reusable This must be cast on a weapon or appropriate tool. It doubles the damage done to the substance for the duration of the spell.

t

3 Points Ranged, Temporal, Passive, One-Use This spell empowers the target when fighting against entities tied to the stated rune. For the duration of the spell, all blows against an entity tied to that rune are powered i.e., increased by one level of effect, say from a special to a critical, or from a fail to a normal hit. This is not cumulative with other powered sources (such as a powered weapon).

R

There are myriad versions of this spell, for example Break Through Stone, Break Through Wood, or Break Through Bronze. Break through Plant might do double damage against Aldryami, if the Games Master allows it.

There are versions of this spell for every known rune, for example Conquer Darkness, Conquer Water, Conquer Earth, and Conquer Death. 1 Point Ranged, Temporal, Stackable, Reusable This spell is normally cast on fellow officers in a battle, with each point of the spell allowing another person to be affected, and lasts until the battle is over or until the caster is dead, whichever comes first. For the duration of the spell, all those under the effect of the spell can communicate with each other. Once cast, the range is unlimited, so the people affected by the spell can move around the battlefield without the spell failing.

Author’s Comment Powered? I am not familiar with that term.

RT

This is covered in Secrets of Dorastor. A skill or item that is Powered simply bumps up any roll to the next success level. So, a failure becomes a success, a success becomes a special, a special becomes a critical and a critical becomes a special critical. It is one of the reasons why we had special criticals in our game. For example, one of the adventurers used Power arrows and attacked with a skill of 250%, so she scored criticals on most shots. - 118 -

1 Point Touch, Temporal, Passive, Reusable When cast on a weapon, the next time the weapon does at least one point of damage to the stated being, the wound will act as if the damage equals or exceeds double the wounded location’s Hit Points, (RQ:G p149).

T

1 Point Touch, Instant, Reusable This must be cast on the stated type of missile. When next thrown, the missile does double damage for a single throw. The physical damage of the weapon is doubled, with damage from spells such as Speedart added afterwards.

There are many versions of this spell, for example Cripple Troll, Cripple Human, Cripple Man and Cripple Woman.

So, Reddara Redhair casts Speedart and Deadly Javelin Throw and throws her javelin (1D10 +1D2) at a troll, scoring a normal hit and rolling 8 (7+1) points of damage, doubled up to 16 and adding 3 for the Speedart, doing a total of 19 damage, incapacitating the troll.

T

There are versions of this spell for each type of missile weapon, even Deadly Rock Throw. 1 Point Ranged, Temporal, Passive, Reusable This doubles the target's Grapple skill and also doubles the target's STR for the purposes of Grapple damage, holding moves and gripping.

eT 1 Point Touch, Temporal, Passive, Reusable This must be cast on a weapon. When the weapon connects with any other weapon, such as through parrying or being parried, the wielder can attempt to disarm the opponent, by rolling STR vs STR on the Resistance Table. If the opponent is holding a 2-handed weapon or a shield, their STR is multiplied by 1.5.

T

1 Point Touch, Instant, Reusable For the next blow struck by a weapon, the damage done after penetrating armor is doubled. So, Pektok Sword Drake casts Cut Deep on his broadsword, swipes and does 14 damage, which penetrates his opponent's 8point metal armor, doing 6 points of damage, which is doubled to 12 by the spell.

T

So, Pektok Sword Drake casts Disarm Foe on his greatsword and strikes at a Lunar soldier, who parries with his shield. Pektok makes a STR vs STR roll, matching his STR 21 against the Lunar’s STR 12 (x1.5=18), giving him a 65% chance of tearing the shield away.

This is compatible with Truesword, Bladesharp and gifts such as doubling damage.

3 Points Ranged, Instant, Reusable This spell is cast on the field of battle at an enemy line, effective mainly against Lunars, Dara Happans, and any other nations who use such regimented tactics. This opens up the line, forcing them to break formation, allowing warriors to break through.

jT

1 Point Touch, Temporal, Passive, Stackable, Reusable This must be cast on a weapon. For the duration of the spell, each point of Cut First reduces the SR of the weapon it is cast on by 1, with a minimum SR of 1.

TV

- 119 -

1 Point Self, Temporal, Passive, Reusable This spell allows the user to ignore the effects of a single wound for the duration of the spell. So, the caster ignores functional incapacitation due to the wound, can use a wounded limb and can continue to stand if the abdomen or chest is reduced to 0 HPs and is not rendered unconscious if his or her head is reduced to 0 HPs. The spell only affects a single location/wound. Multiple castings of this spell are needed to ignore the effects of more than one wound. This spell is often cast when an injury cannot immediately be healed. “’Tis but a scratch!”

2 Points Touch, Instant, Touch, Reusable When cast on a weapon, the next successful hit the weapon makes will have the damage due to its weapon damage and damage bonus doubled. This is compatible with weapon-enhancing spells such as True (Weapon) and Slash.

T

T

For example, Hella Huslave has a Damage Bonus of +1D6 and casts Great Blow on her great sword, which has Bladesharp 4. Her damage would be 2D8 +1D6 +4 on a normal hit, but with Great Blow her next blow does (2D8 +1D6)x2 +4. She rolls 9 on 2D8 and 5 on 1D6, giving her 14, doubled up to 28, then +4 for the Bladesharp for a grand total of 32. If she rolled a special attack roll and slashed, she would roll slashing damage, doing (4D8 +1D6)x2 +4, rolling 20 on 4D8, 2 on her Damage Bonus, giving 22 doubled to 44 and a total of 48, after adding Bladesharp. A great blow indeed.

2 Points Self, Temporal (Special), Reusable This spell is cast at the start of the user’s watch duty. For the duration of their stay at their post, they do not tire and can stay awake however long it might be. They can remain standing for weeks, seasons or even years, as long as food and water is brought to them. They cannot regain Rune Points whilst on watch but do regain magic points or heal naturally. As soon as their watch duty ends, the cumulative effect of fatigue loss immediately catches up with them, so they fall into a deep sleep that lasts for a full day.

UR

2 Points Self, Temporal, Passive, Reusable When cast, Humakti spells that only affect swords or shields can affect the named weapon, even though the weapon is not a sword.

T

1 Point Temporal, Passive, Reusable This allows the user to strike harder when fighting creatures that the user hates. If the user rolls a melee attack that is also below their Hate (Creature) Passion, the attack does +1D4 damage due to the sheer ferocity of the attack, or +1D6 damage if the user is also Berserk.

At

So, after his sword shatters, Darnalis picks up a dropped lead maul. His troll opponent has already moved on to his true target, figuring the Humatki without his sword is no longer a threat. He does not see Darnalis cast Humakt the Maul, then Truesword, and finally Parry on the maul and rejoin the battle. There are many versions of this spell, such as Humakt the Spear, Humakt the Maul or Humakt the Garrote.

2 Points Self, Temporal, Passive, Reusable This doubles the user's skills when fighting against the type of creature in the spell. This is incompatible with other spells that increase skills.

T Author’s Comment What? How could you have a spell that perverts Humakt’s Ways? A spell that allows Truesword to work on a Maul makes no sense and is an affront to Humakt!

Where the spell is against a person performing an action, such as Fight Against (Actor/ Burglar/ Intruder/ Firestarter), the spell will only work when the person is performing the act, rather than someone who has committed that act previously.

Maybe so, but this is Humakt in his guise as the heir of Kargan Tor, Master of all Weapons. This shows Humakt’s mastery of all weapons by allowing his spells to work on them. Suck it up!

There are countless versions of this spell, such as Fight Against Trolls, Fight Against Blue Bell Clan, Fight Against Bully and Fight Against Assassin. - 120 -

1 Point Self, Temporal, Passive, Stackable, Reusable For each point in this spell, the user may hurl a boulder of ENC equal to the user's STR with a range of his STR in meters horizontally or STR in meters/3 vertically. So, Henry the Hurler has STR 15 and casts Hurl Boulder 3, so he can hurl a boulder of ENC 45, 15m horizontally or 5m vertically.

3 Points Self, Instant, One-Use If the owner of this spell becomes technically dead, perhaps through damage to a vital hit location, General Hit Point loss, through a spell such as Sever Spirit or by characteristic loss, then the spell will automatically fire, even if the character is unconscious. The character is restored to full Hit Points, spells such as Sever Spirit or Fang of Wachaza are countered and the character will receive 1D6 points to any characteristic brought to 0. This costs 3 Rune Points permanently. If the character does not have 3 Rune Points, the spell fails and the user dies.

T

TX

Author’s Comment I originally had this as STR in yards horizontally and STR in feet vertically, but some people do not like using imperial units, so I changed it to meters and feet, which people will like even less. So, now it is a third effective vertically. Feel free to use yards and feet instead.

Humakti can use this spell, as they do not actually die, but are brought back from the brink of death. They call this spell My Fight is Not Over.

1 Point Self, Temporal, Passive, Reusable For the duration of the spell, any physical damage done by the target against the named enemy is increased by 1D6.

T 1 Point Area, Temporal, Stackable, Reusable This is cast on a squad and allows the squad to march in step for a whole day. This has the effect of increasing the distance marched by 25% without extra tiredness. Each extra point affects an extra squad, thus allowing a whole army to march in step and cover distances quickly.

H

For example, Trebore Rubble-Tracker faces a Shade summoned by his trollish enemies. He casts Hurt Otherworld Attacker and attacks the shade with his sword. Normally, he does 1D8 +1 +1D4 damage, but now he does 1D8 +1 +1D4 +1D6. There are many different versions of this spell. For example, Hurt Spirit, Hurt Otherworld Attacker, Hurt Troll or Hurt Bully.

1 Point Self, Temporal, Passive, Reusable Once cast, the range of the stated weapon thrown by the user is increased by the number of points in the spell. So, Rana Redhair casts Mile Javelin Throw 4, giving her javelins a range of 100m instead of the normal 20m, each point adds 20m to the range.

TV

2 Points Self, Temporal, Passive, Reusable This spell allows the recipient to carry on fighting even when wounded or exhausted, preventing functional incapacitation or falling unconscious. Unlike Berserker, the user is not enraged and does not have to fight; the spell merely allows the user to carry on.

T

1 Point

This spell only works on ranged weapons and is not compatible with Long (Weapon).

1 Point Self, Temporal, Passive, Reusable This spell must be cast with the Vigilance spell. It extends the duration of the Vigilance spell for as long as the watchman is on duty and expires as soon as the watch ends.

YT

T

Touch, Temporal, Passive, Reusable When cast on a weapon, any damage done by the weapon to a man is doubled after penetrating armor. This affects males of all species, whether or not they are of a man-rune species (no warping the definition here, me-lad). - 121 -

1 Point Area, Temporal, Passive, Reusable This spell is cast on a squad of soldiers. Where possible, the targeted squad will try and maintain an orderly retreat, rather than running away in panic. This does not counter the effects of spells such as Fear, Panic or Terror, but it does stop ordinary soldiers from panicking and fleeing.

1 Point Area, Temporal, Stackable, Reusable For the duration of the spell, those under the influence of this spell attack and parry with the caster’s skills, not their own. Each point of Several Strike as One affects another person. Any skills made whilst under the effect of the spell do not gain an experience check.

TH

TH

So, Head Guard Daranus casts Several Strike As One 10 on a squad of 10 temple guards. For the duration of the spell each of the 10 guards attack using Daranus’ Long Spear 120% and his Large Shield 140%, rather than their own skills. All recipients have to use the same weapon and parry weapons. If a recipient has a higher skill than the caster, their skill is reduced.

2 Points Touch, Temporal, Passive, Reusable This spell must be cast on a weapon. For the duration, the weapon will ignore the armor of any draconic creature on a special hit or better, not just a critical.

T

2 Points Touch, Instant, Reusable When cast on a weapon, the next blow the weapon makes will do double damage. In other words, the damage for the weapon, including all damage bonuses, are rolled twice.

Te

2 Points Ranged, Temporal, Passive, Reusable This allows the target to run at 3 times normal movement speed when running towards battle. While under the effects of this spell, the target does not tire through running, but he or she cannot retreat or run away from the battle. Charging damage bonuses are increased by 1D6 due to the speed of the attack.

VT

For example, Bella Axewife, truly angry, casts Shattering Blow on her Great Axe. She has a Damage Bonus of 1D6 and has Bladesharp 4 cast, so she would normally do 2D6 +2 +1D6 +4 on a normal hit, but with Shattering Blow her next blow does 4D6 +4 +2D6 +4. If she slashed (rolled a special hit) she would roll Slashing damage twice, doing 8D6 +8 +2D6 +4. This spell is compatible with weapon-enhancing spells such as True (Weapon) and Slash.

1 Point Area, Instant, Stackable, Reusable This restores broken morale in a group of people. It cancels the effect of Demoralize on a number of people equal to the caster’s POW per point of spell. It is commonly used when an army is being affected by morale-sapping spells, such as a ghoul’s howl or certain troll drum spells.

YT 2 Points Ranged, Instant, Reusable This user must overcome the target in a POW vs POW contest, if the caster is victorious then the target is rendered functionally incapacitated for 1D3 melee rounds due to intense pain. It has no effect on those who can feel no pain, for instance Zombies.

T

2 Points Self, Temporal, Passive, Reusable While the spell is in effect, the user has Lore (Tactics), Battle, and similar battle-control skills doubled, by seeing what the opponent is planning.

YT

2 Points Ranged, Instant, One-Use This is identical to Sever Spirit, but only works on the specific type of creature. There are different versions of this spell, most granted by different deities, so there are Slay Animal, Slay Wolf, Slay Aldryami, Slay Troll, and Slay Human.

T

- 122 -

1 Point Self, Temporal, Stackable, Reusable This allows a fighter to attack multiple foes. It must be cast on a single weapon. For the duration of the spell the fighter may split that weapon attack against a number of attackers up to the number of points in the spell and have the full attack chance against each, as long as the user has the SRs to split. If the user drops, sheaths, or otherwise lets go of the weapon or it breaks, the spell ends.

1 Point Area, Temporal, Passive, Reusable This spell is cast on a squad of soldiers. Where possible they will try and maintain their formation. This does not stop them falling over, being killed or otherwise being forced to break formation, but as long as they are standing and able to maintain a formation then they will.

T

U

So, Malor’s ogrish ways have been found out and he is confronted by four trolls while ‘fixing’ a wagon wheel. He casts Smash Many At Once 2 on his maul. Malor normally attacks on SR 1, so he splits his maul attack to occur on SR 1, 6 and 11. His Maul attack is 120% and he would normally be unable to split like this, but he growls and attacks each troll at 120%. He won’t go down without a fight.

1 Point Touch, Temporal, Passive, Reusable When cast on a weapon of the named type, this makes the weapon unbreakable for the duration of the spell. This means the weapon cannot take damage and its APs are not reduced by damage or magic. Although intended for use in the heat of battle, this spell may be used in other instances where an unbreakable weapon may come in handy.

T

There are many versions of this spell, for example Unbreakable Spear, Unbreakable Shield, Unbreakable Maul and Unbreakable Sword.

1 Point Ranged, Temporal, Passive, Reusable For the duration of the spell, the user of this spell will stand his ground and will not flee, no matter how desperate things look and no matter what foes faced. This spell cannot be resisted by initiates or higher of the cult granting the spell. If affected by spells such as Panic or Fear which would make the target flee in terror, the target becomes confused as the Befuddle spell.

UT

Author’s Comment Is a shield a weapon? It is not described as a weapon in the rules. For me, yes. You can attack with a shield and parry with a shield. It has all the characteristics of a weapon.

2 Points Area, Temporal, Passive, Reusable The user of this spell sings a Vengeful Dirge, a song of retribution. The spell lasts until the user stops singing. For the duration of the spell, those who are following the singer and can hear the song will pursue their vengeance, no matter what happens. This spell combats spells such as Peace, City Harmony or similar spells. The listeners will be single-minded in their anger and will stop at nothing to wreak their vengeance.

JT

1 Point Ranged, Temporal, Stackable, Reusable When cast upon a single guard, that person stands their ground and does not leave their post for any reason, even if they would ordinarily flee. It lasts for the duration of a watch period (4 hours).

UT

This spell does not render its target immune to the effects of such spells as Demoralize or Panic, though the guard does not flee and suffers other effects of the spell.

1 Point Self, Temporal, Passive, Reusable This lasts for one watch. The recipient is unnaturally alert and will not feel drowsy or fall asleep while under the influence of this spell. The Scan skill is doubled for the purposes of spotting people or creatures from afar.

t

2 Points Touch, Temporal lasts until dawn, One-Use This stops the recipient from dying for the duration of the spell. However, the recipient suffers all other effects of any damage taken, until the damage is healed.

TX

- 123 -

1 Point Self, Temporal, Passive, Reusable Any command given by a person under the influence of this spell in a battlefield or combat situation will be obeyed by an initiate or higher of the cult granting the spell. This is not a Command spell, the initiate knows what he is doing, but is merely obeying orders.

R

Item: Watch (Item) of Vigilance Professional soldiers and mercenary troops throughout Glorantha are known to use various items of watch gear enchanted with a Vigilance matrix. The two most common are a watch belt and a watch cloak. These items are handed over to the next watch at each changing of the guard. Baboons near the Monkey Ruins use watch staffs.

1 Point Touch, Temporal, Passive, Reusable This must be cast on the stated weapon. The user can use the weapon at double attack chance for the duration of the spell. This is compatible with weapon-enhancing spells such as Bladesharp, Bludgeon, Truesword and Crush. It is also compatible with spells that increase all weapon skills such as Fanaticism or Berserker.

T

- 124 -

For me, the Jonstown Compendium allows third-party publishers and fans to produce material for Glorantha in a way never seen before. The assistance provided by Chaosium virtually guarantees high-quality products that look good.

The Book of Doom is published as part of the Jonstown Compendium. You'll find original scenarios, background material, cults, mythology, stats for NPCs and monsters, and more, exploring the mythic universe of Glorantha. The Jonstown Compendium is a community content resource for RuneQuest and Greg Stafford's World of Glorantha on DriveThruRPG. It is a new way for independent creators to publish and distribute their own original content set in the world of Glorantha.

Most supplements are available as PDFs, but some are now available as Print on Demand, to fill up your bookcases.

Glorantha is a world of mythology, gods, and heroes, ready for you to discover and explore through the (QuestWorlds) and 13th Age Glorantha. The Jonstown Compendium is where you can find and create selfpublished material set in Glorantha. Creators can offer their work free of charge, set a price, or offer it as paywhat-you-want.

The Jonstown Compendium is currently available through DriveThruRPG at: https://www.drivethrurpg.com/browse/pub/2/Chaosiu m/subcategory/34170/JonstownCompendium?affiliate_id=66807.

- 125 -

- 126 -

Prologue

3

Extra Rules

4

Q&A

Alchemy

3 4

What is an Alchemist? ........................... 4

Resist Explosion

12

Attract Good Catch

25

Stabilize (Property)

12

Crest Waves

25

Prices ................................................... 12

Hasten Boat

25

Alchemical Concoctions ...................... 13

Hide Ship From Others' Eyes

25

Acids and Alkalis

13

Know Course

26

Spell Potions

14

Pivot Ship

26

Disease Potions

14

Resilient (Category)

26

Cure Disease Potions

14

Row Together

26

Fertility Concoctions

15

Sail Into Wind

26

Healing Concoctions

15

Sail on Land

26

Immortality Concoctions

16

Sail through Ice

26

Pain Killing Concoctions

16

Seal Leaks

26

Pick-Me-Up

16

Storm Sailing

26

Poisons

16

Crafting

Poison Antidotes

16

Crafting Specialties .............................. 27

Power Restoring Concoctions

17

Crafting (Knowledge) Skills .................. 27

Power Blasting Concoctions

17

Color Glaze

27

Sleeping Concoctions

17

Make (Object)

27

Mundane Concoctions

18

Pattern Firing

27

The Alchemist Guild ............................... 4 Alchemical Skills .................................... 5 Brew (Concoction)

5

Poison Lore

5

Taste Analysis

5

Use of Alchemical Skills ......................... 5 General Method

6

Potency of Concoctions

6

Processing Times

7

Forms of Concoctions ............................ 7 Blade Pastes

7

Contact Pastes

7

Draughts

7

Dust Packets

7

Gaseous Concoctions

7

Mundane Concoctions

7

Pills

7

Salves and Ointments

8

Soluble Powders

8

Sprays

8

Wafers and Biscuits

8

Alchemical Plants & Their Uses ........... 18

The Alchemist Profession .................... 10 Sample Alchemist ................................ 10 Magic in Alchemy ................................ 11 Activate Compound

11

Blend Ingredients

11

Identify Substance

12

Crafting Magic ..................................... 28

Arroin’s Joy

19

All Master

28

Easy Climb Tree

20

Beat Metal Tirelessly

28

Fire Burst Tree

20

Handle Hot Metal

28

Fire Pods

21

Imbue Item With Quality

28

Firewood Tree

22

Imbue Item With Magic

28

Sunfire Plant

22

Move Rocks

28

Suncups and Sun Trumpets

22

Precision Hammer

28

23

Purify Metal (Metal)

29

Characteristics ..................................... 23

Season Wood

29

Damage ............................................... 23

See Into (Metal)

29

Shape (Substance)

29

Repairing a Ship/Structure .................. 24

Sharpen Weapon

29

Magic for Buildings & Ships ................. 25

Shift Stonework

29

Ingredients ............................................ 8 Formulae ............................................... 9

27

Buildings and Ships

Damage Amounts

- 127 -

24

Shore Up Tunnel

29

Sacrifice Sacred Ruler

36

Appease (Being)

45

Strengthen Object

30

Stop Plague

36

Ball of Tails

45

Strong Wall

30

Trading and Income

36

Unfading Letters

45

Unblock Way

30

Bounty ................................................. 36 Omens

Work Stone of the Faceless Statue 30 Alloy Metals

30

HeroQuesting

30

HeroQuesting Skills.............................. 30 HeroQuesting

30

HeroQuest Magic ................................. 31 Alter Ritual

31

Ease Access to the Hero Plane

31

Find Dragon Weakness

31

Find the Way

31

Heroform (Deity)

32

Horse Path

32

Hinder Access to the HeroPlane 32

Runemagic .......................................... 45

37

Augment (Ceremony)

45

Environmental Factors, Raids, and Invasions 37

Awaken Hidden Field

46

Awaken (Object)

46

Befriend Forest

46

Bestow Kingship

46

Bind Breath in (Body part)

46

Bless Grove

47

Bless Ruler

47

Blood Beer

47

Blood Paint

47

Call Rain (Type)

47

Cleanse Ill Health

47

Create Magical Servant

47

Create Ring

48

Curse Ruler

48

Exorcise (Type) Spirit

48

Grounding Ritual

48

Happy Home

48

Previous Bounty

37

HeroQuests

37

Determine Bounty Results

37

Adventurer Income ............................. 37 Additional Penalties

Occupation

Income 38

Determine Adventurer Income 38 Pay Cult Tithes

38

Paying for standard of Living

38

Manage Household

38

Examples ............................................. 39 Garlanna

39

Peskala Blue Scale

40

Tarrak

40

Hold Portal

32

Identify Otherworld Region

32

Influence HeroQuest

32

Overcome Magical Barrier

32

Perceive Other Worlds

33

Character Generation .......................... 41

Heal All Chaos

48

Swim Back From Death

33

Runic Inspiration ................................. 41

Heal Womb

49

Unstoppable Hunt

33

Runic Mastery ..................................... 41

Into Middle Air

49

Understand Ritual

33

Gaining Runic Mastery

41

Invoke Wyter

49

Underworld Guide

33

Effects of Runic Mastery

42

Locate Lost Soul

49

Walk Hero Plane (Type)

33

Rune Tables

42

Open Moot

49

34

Elemental Runes .................................. 42

Perfect Mate Augury

49

Sacrificial Magic ................................... 34

Power Runes ....................................... 42

Ritual Sacrifice

Runes

Additional Rules

41

41

Pranjala's Sickbed

49

Appease Sinkhole

34

Form Runes ......................................... 43

Protect Message

50

Assure Fertility

34

Condition Runes .................................. 43

Raise Courage

50

Earth Blood

35

Sub-Runes ........................................... 43

Rekindle Hearth Fire

50

Propitiate Earth

35

Retain Youth

50

Safety Alarm

50

Secure Shop

50

Sever Relationship

50

Lift Curse From Community

35

Return Curse to Sender

35

Sacrifice Apostate

35

Book of Doom

44

Skills..................................................... 44 Ritual Magic

45

Description .......................................... 45 Spirit Magic ......................................... 45

- 128 -

Sleep Back To Life

50

Ignore (Substance)

55

Stop Eruption

51

Master (Skill)

55

Calculate Food

59

Summon People (Type)

51

Resist (Person)

55

Find Sustenance (Sustenance)

59

Summon Milk Spirit

51

See In (Light)

55

Know Needs

59

51

Silence Opponent

56

Description .......................................... 51

Tireless (Effect)

56

Knock Down Foe

59

Skills ..................................................... 51

Yourself

56

Remove Dust

59

Solidify Dust

59

Other

Skills .................................................... 59

Spirit Magic ......................................... 59

Endure (Hardship)

51

Feel (Element)

51

Apprentice Bonding

56

Learn Local Gossip

51

Create Familiar

56

Attune Hidden Field

59

Please (Person)

52

Elemental Deities

56

Bless Garden

59

Sense (Type)

52

Darkness

56

Call Children

60

Description .......................................... 56

Close Hole

60

Runemagic ........................................... 57

Determine Kinship

60

Spirit Magic .......................................... 52

Sorcery ................................................ 56

Runemagic .......................................... 59

(Action) While (Deed)

52

Alert (Group)

52

Drum Fear

57

Force Flyer to Ground

60

Boost Skill (Skill)

52

Drum Rage

57

Head of Household

60

Boost Category (Category)

52

Water

57

Heaviness

60

Even Louder

52

Description .......................................... 57

Kill Affliction (Type)

60

Know Direction of (Place)

53

Spirit Magic ......................................... 57

Match Height

60

See Through Eyes (Type)

53

Runemagic ........................................... 53

Scent Underwater

57

Moisten Earth

60

Strengthen Net

57

Mother Knows Best

61

One More Bite

61

Runemagic ........................................... 57

Acute Hearing

53

Animate Moustache

53

Create Healing Rainwater

57

Open Hidden Field

61

Blend Into (Background)

53

Create Spring

57

Open Pit

61

Block Spell

53

Deep Dive

57

Ponderous Step

61

Characteristic Bane (Characteristic) 53

Drown Chaos Foe

57

Raise Earth

61

Flood

58

Slimestone

61

Characteristic (Characteristic)

Influence Tides

58

Fire

Predict Tides

58

Description .......................................... 62

Prevent Drying

58

Runemagic .......................................... 62

Stop Rain

58

Contain Fire

62

Swim Upriver

58

Fire Breath

62

Swim Up Waterfall

58

Fire Hug

62

Turn Earth Into Mud

58

Firewall

62

Wash Away (Effect)

58

Heat Liquid

62

59

Keep Fire Burning

63

Boost 54

Climb (Effect)

54

Dazzle With (Effect)

54

Defeat Foe (Type)

54

Enhance Skill (Skill)

54

Enhance Category (Category)

54

Enhance Spell (Spell)

55

Go Without (Substance)

55

Grip of Iron

55

Earth

Description .......................................... 59

- 129 -

62

Melt (Water-based Substance) 63

Stay Warm

63

Obscure Daylight

67

Quick Knot

71

Steady Spear

63

Overcome Storm

67

Ride Quietly

71

Unquenchable Light

63

See Chaos Taint

67

Sleep Anywhere

71

63

See Through (Weather)

67

Slippery Skin

72

Description .......................................... 63

Snatch Breath

67

Sober Up

72

Skills ..................................................... 63

Start Thunderstorm

67

Stop Bleeding

72

Storm Darkness

67

Tooth Shattering Armor

72

Storm Voice

68

Warm Blanket

72

Air

Vanganthi Fighting Style

63

Spirit Magic .......................................... 63 act Upwind

63

Summon Wind From Bag

68

Clear the Air

64

Swallow Fear

68

Avoid Dragon Breath

72

Crushing Noise

64

Thunderous Charge

68

Avoid Trap

72

Cutting Wind Blast

64

Trap Wind In Bag

68

Awakening Shout

72

Scouring Wind Blast

64

Travel as Wind

68

Disobey (type) Leaders

72

Thunderclap

64

Undying Storm

68

Evade (Rune) Daimon

73

Vanganth's Strength

64

68

Force a Way

73

Description .......................................... 68

Hold Plunder

73

Spirit Magic ......................................... 69

Light Sleep

73

Runemagic ........................................... 64

Moon

Runemagic .......................................... 72

Abrasive Wind

64

Avoid Lightning

64

Make Dizzy

69

Reach Home

73

Block Moon With Clouds

64

Moon Eye

69

Spoil Aim

73

Block Sun

65

Runemagic ........................................... 69

Agriculture

73

Bring Clouds Down to Earth

65

Block Ritual

69

Description .......................................... 73

Call Dust Storm

65

Blunt (Weapon)

69

Skills .................................................... 73

Command Storm

65

Combat Attack

69

Direct (Beast)

73

Courage

65

Command Horse Scarer

69

Tame (Beast)

74

Create Tornado

65

Divert Spell

70

Divert Flood

65

Panic Horse

70

Calm Beast (Beast)

74

Divert Stream

66

Resist Emotion (Effect)

70

Clear Voice Shout

74

Drive Storm

66

Self-Resurrection

70

Preserve

74

Eye of the Storm

66

Temple Jump

70

Whistle (Beast)

74

Fighting Storm

66

Realms

71

Fly Against the Wind

66

Adventuring

71

Fly on Bag of Winds

66

Flying Leap

66

Howl Like the Wind

66

Sense Ambush

Killer Rain Gale

66

Trick Riding

Leap With Wind

67

Lightning Touch

67

Spirit Magic ......................................... 74

Runemagic .......................................... 74 Affect Herd

74

Description .......................................... 71

Calm (Beast)

74

Skills..................................................... 71

Command Herd Leader

74

71

Gather Flock

75

71

Increase Wool

75

Spirit Magic ......................................... 71

Increase Yield

75

Plough Hard Earth

75

Leap Through Window

- 130 -

71

Shield Land (Effect)

75

Plant Warp

78

Cheer Up (Group)

83

Sure Plough

75

Project Acid

78

Make (Person) Laugh

83

75

Shelter

79

Make Music Without Instrument83

Description .......................................... 75

Spawn (Monster)

79

Sing In Another Language

Runemagic ........................................... 75

Summon Gorp

79

Beast

83

Runemagic .......................................... 83

Batter Foe

75

Terrifying Appearance

79

Animate Puppet Face

83

Bite Rodents in Half

75

Wither Plant

79

Bestow Art

83

Bite Spirit

75

Sorcery ................................................ 79

Clear Voice

83

Charge of the Ram

76

Blood Power

79

Compose Poem

83

Conjure (Beast/Object)

76

Create Ghoul

79

Gather Round

83

Dancing Beast (Type)

76

Create Henchman

80

Song of Laughter

83

Fearless Mount

76

Create Skeleton

80

Song of Sleep

84

Firm Seat

76

Create Vampire

80

Song of Sorrow

84

Great Snarl

76

Create Zombie

80

Sound Horn

84

Grow Claws (Transform Limbs) 76

Ecstatic Communion

80

Uplifting Anthem

84

Lion's Bite (Transform head)

76

Steal Rune Magic

81

Web of Words

84

Outsmart (Animal)

76

81

Wind Carries Song

84

Description .......................................... 81

Wounding Tongue

84

Paralyzing Bite (Transform Head) 76 Protect Animal From Disease

76

Rend Spirit (Type)

77

Roar of Command

77

Silencing Bellow

77

Soar

77

Speak To (Beast)

77

Tireless Mount

77

Vengeance of the Pack

77

Wolf Friend

77

Chaos

78

Description .......................................... 78 Runemagic ........................................... 78 Baleful Eye

78

Breathe Ash

78

Call Man

78

Gift of Fire

78

Gorp Part

78

No Harm

78

Cold

Skills..................................................... 81

Fertility

84

Ski

81

Description .......................................... 84

Snowshoes

81

Runemagic .......................................... 84

Spirit Magic ......................................... 81

Aid Conception

84

Icicle

81

Bowl of Plenty

85

Snow Blindness

81

Conceive

85

Throw Ice

81

Runemagic ........................................... 81

Healing

85

Description .......................................... 85 Skills .................................................... 85

Blizzard

81

Freeze Earth

81

Cause Avalanche

82

Freeze Sea Creature

82

Banish Infestation (Type)

85

Hail

82

Carry Burden

85

Increase Snow

82

Cure Minor Burn

85

Snow Fort

82

Diminish Injury

85

Snow Shelter

82

Ease Birth

85

82

Poison Guard

86

Description .......................................... 82

Prevent Infection

86

Spirit Magic ......................................... 83

Staunch Blood

86

Entertaining

- 131 -

Treat Mental Illness

85

Spirit Magic ......................................... 85

Suck Poison

86

Catch any Water Creature

90

Invoke Law

93

Wash Away Blood

86

Commune With (Deity)

90

Iron Will

93

Follow in Footsteps

90

Memorize Message

94

Runemagic ........................................... 86 Cleansing Bath

86

Hide Animal Tracks

90

Memorize Text

94

Cure Love

86

Hide from Spirits

90

Peerless Understanding

94

Cure Wound (Type)

86

Predict Prey's Movements

90

Protect Document

94

Don't Hurt Me

87

See Invisible Tracks

90

Read at Speed

94

Ease Birth Pangs

87

Resemble (Animal)

91

Read Magical Text

94

Empathic Healing

87

Sure Track

91

Restore Memory

94

Fumigate

87

Track Over (Terrain)

91

See Bodiless Spirits

94

Heal at a Distance

87

Walk Among Prey

91

See Hidden Being

94

Heal Anyone

87

Illusion

91

See True Value

94

Heal Herd

87

Description .......................................... 91

Will of Iron

95

Heal Unborn

87

Skills..................................................... 91

Healing Blow

87

Healing Radiance

88

Neutralize Venom

88

Another Me

91

Numb Mouth

88

Imposter

91

Poison Shield

88

Switch With Me

91

Aid Contraception

95

Poison Purge

88

Knowledge

92

Arouse (Person)

95

Prevent Death

88

Description .......................................... 92

Beautify (Target)

95

Refreshing Rest

88

Skills..................................................... 92

Shield Non-Combatant

89

Illustrate Text

92

Description .......................................... 95

Stop Berserk Rage

89

Interrogate

92

Skills .................................................... 95

Know (Subject)

92

Dodge Missiles

95

Talk Whilst Fighting

92

Three Arrow Trick

96

Hunting

89

Description .......................................... 89 Skills ..................................................... 89 Imitate (Sounds)

89

Spot the Weakest

89

Spirit Magic .......................................... 89

Mimic

Love

95

91

Description .......................................... 95

Runemagic ........................................... 91

Skills .................................................... 95

Spirit Magic ......................................... 92 Dry Ink

92

Runemagic ........................................... 92 Be Impartial

92

Make Love (Type)

95

Spirit Magic ......................................... 95

Motion ................................................ 95

Spirit Magic ......................................... 96 Fly Fast

96

Remain Standing

96

Reverse Direction in Midair

96

Beast Tracks

89

Read Text

93

Irresistible Lure (Type)

89

Bestow Wisdom

93

Carry Companion

96

Mask Scent

89

Cite Precedent

93

Curved (Missile) Flight

96

Soul Dart

90

Copy Text

93

Dive from Above

96

Spirit Arrow

90

Distract with Words

93

Fleet Foot

96

Identify Runic Powers

93

Land on Both Feet

97

Ignore Distraction

93

Leap

97

Runemagic ........................................... 90 Call (Beast)

90

- 132 -

Runemagic .......................................... 96

Leap Away From Blow

97

Hear Forest Song

101

Dancing Lights

104

Leap Over (Type)

97

Improve Seeds (Type)

101

Dry Wet Field

104

Lightning Fast Strike

97

Eagle Eye

104

Move Easily In Nature

97

Bless Plants

101

Falling Star Javelin

104

Move Through (Substance)

97

Flower

101

See From Above

104

Move Lightly

97

Sprout Seeds

101

Shrug off Storm Magic

105

Never Get Stuck

97

Support Plant Against Wind

101

Silence Thunder

105

Quickfire

97

Toughen Skin

101

Spear the Dark

105

Quick (Weapon)

98

Ruling

101

Sun Beam

105

Return (Weapon)

98

Description ........................................ 101

Suppress Peasant

105

Ride (Weapon)

98

Skills................................................... 102

Run Over (Terrain)

98

Impress (People)

102

Description ........................................ 105

Run Up (Object)

98

Shame (Person)

102

Skills .................................................. 105

Stampede

98

Walk on (Type)

98

Command Deity (Deity)

Walk Rope

99 99

Runemagic ......................................... 101

105

Appear Friendly

105

102

Assess Wealth

105

Command Meeting

102

Deflect Blame

105

Illuminate Speaker

102

Flee

106

Description .......................................... 99

Lead (Group)

102

Identify Richest Pickings

106

Skills ..................................................... 99

Inspire Loyalty

102

Invite Me In

106

Spirit Magic .......................................... 99

Overawe Crowd

102

Lose Pursuer

106

Talk With Hands

106

Peace

Runemagic ......................................... 102

Thief

Avoid Fight

99

Protect Tula

102

Befriend (Type)

99

Radiate Authority

103

Calm Emotion (Emotion)

99

Rally (People)

103

Copy Face

106

Kiss and Make Up

99

Remind of Duty

103

Copy Voice

106

Prevent Anger

99

Sense Dishonor

103

Run Through Narrow Places

106

Stop (Deity) Magic

103

Squeeze

106

Runemagic ........................................... 99

Sun

103

Spirit Magic ....................................... 106

Find Compromise

99

(Group) Harmony

100

Description ........................................ 103

Block Magic Scout

107

Help Others Overcome (Problem) 100

Spirit Magic ....................................... 103

Climb Anywhere

107

Distract Attention

107

Instill Pride

100

Runemagic ......................................... 103

Enter Home

107

Stop Argument

100

Blinding Flash

103

Evade Identification

107

Stop Chaos Panic

100

Bright Spear

104

Hide Self

107

Stop Conflict

100

Burn Darkness Spirit

104

Invisible Hand

107

Chaste Bed

104

Invisible Trap

107

Clear Sight

104

Leave No Trace

107

Commanding Radiance

104

Silent In (Effect)

107

Plant

101

Description ........................................ 101 Spirit Magic ........................................ 101

Look Into Brightness

- 133 -

103

Runemagic ........................................ 107

Stand Unseen

108

Fiery Breath

111

Bully

115

Strike Without Warning

108

Fiery Fart

112

Count Army

115

Unseen in (Light)

108

Twins

112

Dodge (Type)

115

Walk Without Footprints

108

Description ........................................ 112

Read Enemy

115

108

Spirit Magic ....................................... 112

Taunt

116

Trader

Description ........................................ 108 Skills ................................................... 108

Mirror Twin

112

Runemagic ......................................... 112

Spirit Magic ....................................... 116 Crumble Bones

116

Enhance Appearance of Goods 108

Enhance Twin

112

Dodge Missile

116

Recognize Magical Object

108

Sense Twin's Location

112

Fight to the Death

116

Spot Thief

108

Twin Mind

112

Fight Whilst Dying

116

Two As One

112

Long (Missile)

116

113

Send Battlefield Command

116

Stand Loyal

116

Spirit Magic ........................................ 109 Reassure Stranger

109

Underworld

Runemagic ......................................... 109

Description ........................................ 113

Communicate With Strangers 109

Runemagic ......................................... 113

Runemagic ........................................ 117

Discern Secret

109

Funeral Dirge

113

Armor Mount

117

Encourage Trust

109

Shout Away the Dead

113

Armor of Flintnail

117

Entice Buyer

109

Strike Spirit

113

Arrow Armor

117

Equal Exchange

109

Terrify Ghost

113

Augment Stone Weapon

117

Guarantee Profit

109

Track Soul

113

Battle Hymn

117

Find Right Path

110

Become One With (Mount)

117

Find Way in (Area)

110

Blinding Pain

113

Block Attack

117

Find Escape Route

110

Brand of Lust

113

Block Missiles

117

Find Hidden Paths

110

Burn the Unrighteous

114

Break Line (Type)

118

Identify (Type) Path

110

De-nature Alcohol

114

Break Through (Substance)

118

Sense Theft

110

Dominate Partner

114

Coordinate Forces

118

Stop Thief

110

Iron Fang

114

Break (Weapon)

118

111

Iron Hide

114

Conquer (Rune)

118

Description ........................................ 111

Iron Hoof

114

Cripple (Being)

119

Skills ................................................... 111

Lance of Agony

114

Crushing Grip

119

Mark of Sin

114

Cut Deep

119

Shrive the Guilty

114

Cut First

119

115

Deadly (Missile) Throw

119

Description ........................................ 115

Disarm Foe

119

Skills................................................... 115

Disrupt Enemy Line

119

Trickster

Bamboozle

111

Spirit Magic ........................................ 111 Seem Innocent

111

Runemagic ......................................... 111

Sorcery .............................................. 113

War

Avoid Glance

111

Avoid Harm

111

Assess Enemy

115

Endure Wound

120

Feel (Emotion)

111

Avoid Enemies

115

Eternal Watch

120

Feel No Guilt

111

Boast

115

Ferocity

120

- 134 -

Fight Against (Person)

120

Restore Morale

122

Voice of Command

124

Great Blow

120

See Through Enemy's Ruses

122

(Weapon) Help

124

Humakt the (Weapon)

120

Several Strike As One

122

Hurl Boulder

121

Shattering Blow

122

Hurt (Enemy)

121

Shout of Pain

122

Keep Fighting

121

Slay (Creature)

122

Kill Man

121

Smash Many at Once

123

Last Gasp Recovery

121

Stand Against Many

123

March In Step

121

Stay at Your Post

123

Mile (Weapon) Throw

121

Survive Until Dawn

123

Night Watchman

121

Unbreakable Formation

123

Orderly Retreat

122

Unbreakable (Weapon)

123

Pierce Dragon Hide

122

Vengeful Dirge

123

Rapid Charge

122

Vigilance

123

- 135 -

Epilogue

Jonstown Compendium

125

125

What is the Jonstown Compendium? 125 What can I find in the Jonstown Compendium? ................................... 125 Where can I find the Jonstown Compendium? ................................... 125 Jonstown Compendium Supplements .......................................................... 125 Full Contents

127

The Book of Doom is a major new magical resource for RuneQuest: Roleplaying in Glorantha. Included within are 55 new Skills, 89 new Spirit Magic spells, 22 new Sorcery spells (including twin magic!), and 494 new Rune spells. The Book of Doom also includes extended rules for Alchemy, Buildings and Ships, Crafting, HeroQuesting, Ritual sacrifice, and Trading & Income. Use the spells and skills to enrich and enliven your RuneQuest game, broaden your HeroQuesting, and add more depth to your non-combat adventures.

- 136 -