Official Answers from Chaosium
This covers the second part of Chapter 2, (A-M), pages 10-67:
It also contains the Q&A for Rune spells in:
- RuneQuest: Roleplaying in Glorantha – Chapter 13 Rune Magic Spells Q&A
- RuneQuest Glorantha Bestiary – Q&A
- Cults of RuneQuest: Lightbringers – Q&A
- Cults of RuneQuest: Earth Goddesses – Q&A
For the Rune Magic rules, see Chapter 02 Rune Magic Q&A
- RuneQuest: Roleplaying in Glorantha Quickstart – Q&A
- RuneQuest: Roleplaying in Glorantha – Q&A by Chapter
- RuneQuest Gamemaster Screen Pack – Q&A
- RuneQuest Glorantha Bestiary – Q&A
- The Red Book of Magic – Q&A
- The Smoking Ruin & Other Stories – Q&A
- Pegasus Plateau & Other Stories – Q&A
- RuneQuest Starter Set – Q&A by Book
- Weapons & Equipment – Q&A
- The Prosopaedia – Q&A
- The Lightbringers – Q&A
- Earth Goddesses – Q&A
- Mythology – Q&A
- The Lunar Way – Q&A
- The Glorantha Sourcebook – Q&A
Accelerate Growth
Correction
Ranged, Temporal, Stackable, Permanent
Alter Creature
Who can be targeted by this spell?
Alter Creature is binding only on those Praxians who agreed to the Survival Covenant: men, herd men, morokanths, impalas, sables, bisons, llamas, and rhinoceri.
Alter Creature, page 10
Who can be targeted by this spell?
- men & beast from anywhere? No
- only those considered as praxian? No
- what about hunshen? No
- a sundomer from prax? No
- a praxian from other beast tribe? No
- a loskalmi? No
- a sabretooth; a telmori? No
- a frog in prax, a newtling? No
- only those from the impalas/sables/bisons/llamas/rhinoceri tribes? Yes
Does this mean that Waha followers come only from these populations ? none from other praxians community, for example ?
No. Waha is present in nearly all the tribes.
The first time I faced the alter creature, it was from a french casus belli scenario and the victim was a sundomer…
The RQG version of Alter Creature is basically the same as the RQ2 version (See Borderlands classic, page 29)
The RQ3 version is two different spells, Fix & Release Intelligence and not connected to the Covenant.
Animate War Tree
Damaging a War Tree
The War Tree’s hit points are treated like those of weapons.
RBM 12
Every time a weapon or shield takes damage more than its HP, it loses 1 hit point.
RQG 200
Is it intended that attacks against War Trees can only cause 1 hit point damage at a time?
Yes, that’s the general results of damaging a weapon
Or should the War Trees be treated like weapons succeeding in a normal parry in the table in RQ Roleplaying in Glorantha on p. 199? That is to say, eg. that a critical hit against a War Tree would reduce its hit points by the damage rolled, but a normal hit would only cause a maximum damage of 1 hit point if damage exceeds the War Tree’s HP in that location.
Yes.
So on a normal attack against a War Tree with a successful parry by the War tree:
- Attacker rolls normal damage.
- Defender’s parrying weapon takes 1 HP damage if damage more than its current HP. Any excess damage goes to the affected hit location.
is treated as:
- Defender’s parrying branch or trunk takes 1 HP damage if damage more than its current HP.
on a special attack:
- Attacker rolls special damage.
- Defender’s parrying weapon takes 1 HP damage if damage more than its current HP. Any excess damage goes to the affected hit location.
is treated as:
- Defender’s parrying branch or trunk takes 1 HP damage if damage more than its current HP.
on a critical attack
- Attacker inflicts max special damage.
- Defender’s parrying weapon HP reduced by the damage rolled.
is treated as:
- Defender’s parrying branch or trunk takes max special damage.
From this you should be able to extrapolate the other results.
Attack Soul
Must a Kyger Litor cultist using Attack Soul roll INTx5 to take other actions besides spirit combat?
Yes, but the INTx5 (concentration) is situational and maybe changed by the GM. Down could be x4, x3, x2, x1 or even no roll:
Once a corporeal being is engaged in spirit combat, they may not attempt any skill or engage in physical melee combat with a separate physical melee target without first succeeding at an intelligence check (normally INT×5, but the gamemaster may adjust that up or down, as desired).
Spirit Combat, Combatants, page 366
It’s a GM call.
Avalanche
New Spell not in RBM
Please note this is a new spell from the Cults of RuneQuest series. Any questions or corrections will be answered here.
Axe Trance
Does this have any actual “trance” features
As per, e.g., Arrow Trance?
Treat them the same.
Obviously, one would need to modify the exact features…
But will the the Axe Trance’d only be aware of themselves and their foes? Unaware e.g. of falling allies, larger strategic considerations? If all the foes are fallen before the spell expires, do they just stand ready for more foes?
If the Tranced character has run out of targets, the spell ends, even if prematurely. Humakt has little interest in his warriors standing around pointlessly when they could be going off to get into more trouble elsewhere. The same could be said for Aldrya or Babeester Gor. The rules don’t specifically spell this out but the gamemaster should be able to interpret the situation that way.
Similarly, casting Extension on spells like this should only be useful for so long as the spell is useful. If, as a gamemaster, you want to have adventurers running around in a coldblooded murder zone, by all means allow it, but if you don’t, remember that the gods themselves are linked to the Runes that these spells are cast with, the Rune points the spells were cast with were granted by those gods themselves, and the use of the spells should be in service to the god, or at least not wasted on idle tasks.
Things that fall outside the province of the target/Trance dynamic are ignored, which is why it would be horrible to keep one of these spells going for longer than is absolutely necessary.
Can adventurers affected by Sword or Axe Trance use other weapons than swords or axes, eg. shields?
Yes, but…
You may parry, but could not use your shield as an attack and gain the (weapon) trance bonus.
Sword Trance also specifically states:
When they cease focusing on using their sword in battle, the spell ends
Red Book of Magic, Sword Trance, page 97
So if you attacked with your shield while under a (weapon) trance spell, your GM could say that the spell ends.
Can you switch weapons?
If someone under the effect of Axe Trance is using a 2H version of the appropriate weapon, then their weapon is destroyed, and they swap to another version of the same weapon they still receive the bonus. But if they swap to a 1H version, e.g. Great Axe swapping to Small Axe, the bonus is lost, because the wording was ‘1H or 2H axe skill’ implying they picked a specific skill at casting. Is that intended?
You have misunderstood the spell. This spell merges the caster’s consciousness with their axe – If their weapon is destroyed, the spell ends, their consciousness is no longer merged.
Weapons in Weapons and Equipment
Weapons and Equipment has a few weapons which are have axe or sword in the name, but are outside of the obvious category: Everything in the Pole-Axe category; Pole-sword and Sword Staff in the Spear, Two-handed category; All Daggers under the reddish divider ‘Swords’ on page 62. How do you determine their spell compatibility?
If it’s not clear from the spell description, use the Weapon Type column to determine spell compatability:
- Cut & Thrust weapons generally use Sword Trance.
- Slashing weapons generally use Axe Trance
Where there is a choice, the player & GM should decide depending on their adventures’ fighting style.
Otherwise it’s up to the GM to decide what they feel is appropriate in their games.
Axis Mundi
Correction
Ritual, Stackable
Ban
POW vs. POW
When casting Ban, does the caster have to overcome the target’s POW? On the one hand, by RAW this is clearly required, but on the other, it seems odd that you could resist your excommunication in this way.
Ban does not target the individual being Banned, It interacts with the temples under the caster’s control. The individual cannot connect with their god at any of the locations (including sites and shrines). Imagine it like warding with the individual being marked by an appropriate method as banned. As soon as a banned individual is detected, spirits of reprisal and temple guardians will stir.
Ban and Dispel Magic
Can a Ban be dispelled normally?
There’s nothing to dispel.
Does countermagic work against Ban (perhaps from being within a Warded area, having a long-term Shield up, or knowing when the Ban is about to hit and throwing up your defences)?
No. Note that while the spell uses target to define who is banned, it does not target the individual.
Bear in mind that to be banned, the target must have done something very bad.
Or really annoyed someone?
Given that:
Many cults require formal proceedings or even approval by the members of the temple before this spell may be cast on a worshiper. Depending on the cult, this may also result in outlawry from a clan or tribe.
Annoyance is unlikely to trigger a Ban. Note that Trickster cults don’t have access to Ban.
Bear’s Strength
Correction
This spell can only be cast on initiates or Rune Masters of Odayla, and associated cults.
Using Bear’s Strength and Strength together
If you have, say, a STR of 16, and cast Strength, it goes up to 24.
If you cast Bear’s Strength in the next round, does STR double to 48? Or does it only double the base stat, making 40? Or does Bear’s Strength just supplant Strength, making 32?
Use only the base stat:
- Strength, base +8 for two minutes (10 rounds) = STR 24
- Bear’s Strength, base x 2 for 15 minutes = 32 + 8 = 40
A GM could rule that they are incompatible, or Bear’s Strength displaces Strength, avoiding the fiddley maths.
The correct use is to improve the base attribute, not the magical addition to it.
That said, the difference between the results is not huge, and if you’d like to make your Rune magic that much more powerful, by all means do so.
As for putting clarifications into the RBoM,… we did what we could, but if we tried to cover every single example of a potential combo of spell effects, the book would be triple the size.
Beastmaster
Correction
This is an active spell, and If the caster is disturbed or loses concentration (failing an INT×3 roll), the animals are freed.
Berserker
Addition
Initiates of the Chalana Arroy cult can bring someone out of a Storm Bull Berserker rage if they succeed with a roll of CHA×4 on D100 for an initiate or CHA×5 for a High Healer. This ability does not extend to the Berserker spell granted by other cults.
Countermagic & Berserker
Someone under Berserker receives a 2/4 point Countermagic equivalent. Does this Countermagic get “popped” when penetrated by a spell (as regular Countermagic), or is it a constant protection (more like a Shield spell’s Countermagic equivalent)?
Constant, it’s a Rune spell and the countermagic is part of the effect, just like Shield. The whole spell would need to be eliminated, with for example Dismiss Magic 2.
Strictly, it reads like the former, but is this the intent?
The berserker gains Countermagic 2 (page 111).
[…]and against these creatures the berserker is protected by Countermagic 4.
Berserker, page 16
Yes
So, how does this Countermagic-equivalent interact with spells that are normally incompatible with Countermagic? Is this Countermagic-equivalent incompatible with Shimmer / Protection / Spirit Screen?
This spell is incompatible with Protection, Shimmer, and Spirit Screen (pages 118 and 121).
Countermagic, page 111
These spells are incompatible with Berserker (Note that Shield specifically states its compatible with Protection).
Demoralize & Berserker
What happens if you have Berserker on and someone casts a normal Demoralize on you?
The easiest answer is nothing. However a mean GM might say that Demoralise boosted with two magic points (four in total) would take Berserker down.
Fanaticism & Berserker
Does Fanaticism / Berserker increase the boost from Bladesharp or other bonuses?
No.
However, the berserker cannot cast magic, parry, or dodge.
Berserk, page 16
If bladesharp was already on their weapon, or was cast on the target’s weapon while under Berserker by someone else. you would add the bonus normally, likewise with passion or rune augments :
In a desperate fight with the Iron Broo, Vasana has Berserker cast on her. Her normal 90% broadsword is now doubled against chaos to 180%. Her existing Bladesharp 4 is added afterwards, bring her attack to 200%. She successfully inspires her broadsword with her Air rune and add another 20% to her ability total, now 220%
Fanaticism works the same way.
Dispel Magic & Berserker
Can I cast Dispel Magic on a character in a state of murderous, berserk fury where all but the strongest loyalties are forgotten, and the subject has the effect of Countermagic 2, before the spell ends?”
“Have fun with that!”
Hit points & Berserker
Does Berserker increase an adventurers hit points as a result of of adding half again to their effective CON for the duration of the spell. This can increase their CON above species maximum.
Yes. Hit points are derived from CON with modifiers based on SIZ and POW. A human berserk with a CON of 15 would have half again the CON, so 23, giving a base of 23 hit points.
GMs may find it helpful to have this and the hit point locations calculated in advance.
Binding Enchantment
Correction
Ritual, Enchantment, Stackable
Binding Enchantment & Releasing or Returning an Elemental
A large elemental bound into a binding enchantment is released using Command Cult Spirit. Where does it appear? Next to the binding enchantment,
Yes.
anywhere in Rune magic range (since the command spell is ranged), something else?
No, the target is in the Binding enchantment.
How long does it take for the elemental to appear? I’m asking because Summon Elemental states exactly the procedure, but the manifesting or summoning procedure isn’t explicitly specified for using Command from a binding enchantment.
The bound spirit is available starting the next round if engaged (for Statement of intent). Otherwise use an I dream of Jeannie effect or similar.
How long does it take for the elemental to return to the binding?
It doesn’t have to physically move into the binding. It can just dissolve back in.
Can a spirit be returned to a binding enchantment, and then sent back out, during the duration of a single casting of Command Cult Spirit?
Command lasts 15 minutes, so you can issue commands until it’s back in its binding. Once back you will need to cast Command again.
Bind Ghost
Is this an Enchantment?
Is the Bind Ghost spell considered an Enchantment as Humakt may have some slightly-different rules here?
No.
Enchantment requires that the enchanter permanently lose something to effect the permanent change—usually the loss is POW.
RQG, Enchantment, page 249
More specifically, are bound ghosts released with the death of the spell caster?
No. It is not a spirit binding enchantment.
Bless Crops
When is this spell cast?
When you plant the crop or with crops such as fruit trees, at a blessing day appropriate to when they wake up from winter.
When are the rune points recovered?
At the Earth Season Holy Day after the harvest.
Bless Pregnancy
Typo
The mother adds +50% to the result of her Sacred Time childbirth roll (see page 426).
Carapace (Bagog variant)
Does Carapace protect the human part?
Won’t Carapace not make a scorpion man completely invulnerable, as it doesn’t protect the human part of the Scorpion man?
A scorpion man has 3 points of armor all over including the “human” (or depending on the species other) parts. The human parts aren’t truly human human, and are fully integrated into their scorpion bodies and so are chitinous too. Carapace adds to all of their natural 3 point armor.
Carry (disease)
Removing the spell effects
Once the spell is cast on a person so that they are a carrier, how can it be removed?
This is not a casual spell. It’s a two-point one-use Mallia Rune spell, that in the two hour ritual carves Runes into the flesh of the beneficiary. It’s permanent. Note the the Runes aren’t tattoos, this is scarification.
Removing the effects would involve leaving the cult of Mallia, removing the flesh carved runes, and then receiving an appropriate Cure All Disease spell, as the spirit of reprisal will automatically put their disease at the terminal level. This means that they loose one-point of the characteristic relevant to the disease if they fail their CON roll every five minutes.
Does Dispel / Dismiss Magic work?
No. This is the realm of Cure All Disease Rune magic from Chalana Arroy (or Mallia…)
Note that this is not a spell for an unwilling target as they will get to resist as usual, and are unlikely as such to survive the ritual.
Chameleon
Chameleon and Darksense
Can trolls detect someone hiding using Chameleon using Darksense?
No. It is an important defense spell against trolls.
Chameleon is only available to initiates, shaman, Elder Sister and Gardeners of the Aldrya cult.
As the target of the spell is self, only elves will use it. An occasional Chameleon matrix may be made by Rune levels of the cult (shaman, Elder Sister and Gardeners), so it is possible that an elf friend may have the use of one.
Chameleon and Hide
I a bit confused by how Chameleon works. I get that it isn’t an invisibility spell it makes the caster blend into the background. But I have a confused player and now I am not clear either:
Spell description:
“The caster blends into the background, permitting use of their Hide skill even while moving.”
I didn’t know that they couldn’t use Hide while moving – if someone is creeping up on someone I get them to roll vs Hide. Perhaps with a modifier. So does this just mean that they use their normal Hide skill but have no modifiers for movement? Which are [whatever I make up presumably]. I am assuming this because the next statement says 100%
Hide, RQG 189: With Hide, any available cover, including shadows, misty areas, etc., can be used to hide oneself from others. It’s assumed that if you are out in the open: –50% (out in the open with nothing to hide behind). You are lying down or crouching. Moving would need to use Move Quietly per the Hide skill description.
And I assume that using a missile weapon or casting a spell is ‘moving’
Not if you are hiding behind something, you can pop up then down.
“If the user remains still, their Hide skill is automatically 100%, even in the open.
This is why I guess that if they are moving they are not automatically hidden. But can people spot them with a good enough roll. So basically what it does is it buffs your Hide Skill up to 100% if you stay still.
So the spell matches the background and any background hide modifiers count (such as +50% in dense woodland). So a simple roll will keep the caster hidden for 15 mins on a successful roll even if moving. If in an area with people searching, it’s an opposed roll against their search.
“If the caster engages a foe in melee, the foe must succeed in a Scan roll each round to attack, parry, or dodge the caster.”
So here the opponent just needs to make a simple roll irrespective of what the caster does.
Sorry, I am a bit confused by this… How do other people interpret it?
In combat it will be an opposed roll at the beginning of the round. If the opponent ties or fails, they cannot see the caster.
So if an elf with chameleon is fighting a troll in dense woodland, it’s the troll’s 25% Darksense Scan vs the Elf’s 150% Hide.
This a 2-point Aldrya spell is pretty powerful, as it’s only available to elves, it’s a main defense spell.
Change a Cow’s Color
New Spell not in RBM
Please note this is a new spell from the Cults of RuneQuest series. Any questions or corrections will be answered here.
Chaos Feature
Chaotic Features table (page 25)
55-56 Clarification of MOV per strike rank
Roll 55-56 gives “+2D6 meters MOV per strike rank.” and MOV is now per round, and not anymore per SR.
This is correct. If their SR MOV is 3m/SR then add +2D6 meters MOV per strike rank. eg their bonus is +7m, so their SR MOV is 10m/SR.
For humans it is specified at 3m per SR but it’s not specified for any other creatures (or is it assumed to be 3 for everyone?).
Movement is rated in movement units (MOV), each unit equaling 3 meters. All human adventurer can move 8 movement units in a melee round (up to 24 meters), unless stated otherwise.
Movement (page 82)
(and has 8 potential moves)
So a horse with with 12 MOV can move 12 movement units in a melee round (up to 36 meters). So a Chaos horse with a +7m bonus up to 10m (and has 12 potential moves.) and could in theory move 120m.
If you want to make this simpler in your games, just add the value to the MOV. So a horse with with 12 MOV can move 12 movement units in a melee round (up to 36 meters). So a Chaos horse with a +7 bonus can move 19 movement units in a melee round (up to 57 meters)
93-95 Typo
93-94
Charisma
Does Charisma Increase Spell Holding
Do the additional points increase your capacity for holding Spirit Magic spells and Rune Points? Obviously this isn’t a question without Extension being involved. What happens to those spells or RP if the additional CHA goes away?
The spell’s description on page 28 says it will increase the target’s limit of spirit magic spell holding, so yes.
If you sacrifice more permanent POW for Rune points while the Charisma spell is in effect, you could temporarily have Rune points up to this new CHA limit, but they will go away when your CHA returns to its normal value. So you will have spent permanent POW to get a temporary supply of Rune points that can be wiped out with Dispel Magic.
Using Charisma and Glamour together
If you have, say, a CHA of 16, and cast Glamour, it goes up to 24.
If you cast Charisma in the next round, does CHA double to 48? Or does it only double the base stat, making 40? Or does Charisma just supplant Glamour, making 32?
Use only the base stat:
- Glamour, base +8 for two minutes (10 rounds) = CHA 24
- Charisma, base x 2 for 15 minutes = 32 + 8 = 40
A GM could rule that they are incompatible, or Charisma displaces Glamour, avoiding the fiddley maths.
The correct use is to improve the base attribute, not the magical addition to it.
That said, the difference between the results is not huge, and if you’d like to make your Rune magic that much more powerful, by all means do so.
As for putting clarifications into the RBoM,… we did what we could, but if we tried to cover every single example of a potential combo of spell effects, the book would be triple the size.
Claws
Can these Claws be used in Spirit Combat?
No.
Can they be interpreted as magical weapons created by Rune Magic?
They are magically created claws (likely transforming the targets nails’), not magical claws.
I’m running it that they can, it adds something to a super weak spell.
The spell doubles fist damage (1D3) and allows two attacks, and adds 50% to Climb. If you want the attack to affect spirits, you need something else.
Note that, when stacked with all of the correct spells and Transform self:
For example an Odayla cult-member caster would use Bear’s Skin, Bear’s Strength, and Claws. When these spells are combined with Transform Self, the user bodily transforms into a magical, semi-divine version of the god’s animal.
RBM, Transform Self, page 100
That would damage spirits.
Comfort Song
Correction
Ranged (special), Duration (special), Nonstackable
Command (cult spirit)
Correction
Command (cult spirit)
to
Command Cult Spirit
Clarification
If a cult has specific command spells use those, otherwise use the Command Cult Spirit spell. The specific spells are always better.
Command Cult Spirit vs Control (Entity)
The difference between 1 magic point of and 1 Rune point is huge for the many players who would like to use an elemental. It’s too expensive in terms of Rune points, especially new PCs who only have 3 Rune points.
Command Cult Spirit | Control (Entity) | |
---|---|---|
Cost: | 2 Rune points | 1 Magic point |
Duration: | 15 minutes (extendable) | 2 minutes |
Specificity: | Any cult spirit | Specific to (entity) eg. Control Fire Elemental |
Availability: | Common Rune magic | Control spells are not taught by any cult (except Aldrya), so are only available to cults with Shaman. Currently that’s Aldrya, Daka Fal, Kyger Litor, Waha, Yu-Kargzant (ignoring Malia and Thed as they are NPC cults). To learn a specific Control (entity) spell from a shaman, you’d need to find one that’s cult friendly and can find the control spell you want. Just because the rule book say they can teach any spirit magic spell doesn’t mean they actually can. |
Starting adventurers are limited to small elementals.
Command Worshipers
Correction
This spell signals all tribe members within five kilometers to finish their immediate business quickly,
Consume Mind
Whose Runes to Cast stolen magic
What Runes would the evil guy use to cast obtained Rune Magic? In this case, unlike “Create Head”, my assumption is that it’s the evil guy’s own ratings? (but this would severely limit the type of spells that are worth consuming in this way)
Yes, it’s the caster’s runes, a GM may allow the caster to subsume the victims rune abilities per the Knowledge and Magic skills in the spell description. GMs should always allow the substitution of the Chaos rune where appropriate.
It’s worth remembering that Thanatar NPCs are dangerous chaos monsters that should be carefully crafted, and are likely to have rule bending abilities commensurate with that role. More information will be available in the Thanatar cult, in the upcoming Cults of RuneQuest.
And… If it’s the evil guys own ratings, then shouldn’t the evil guy also have mastered the Runes and Techniques before being able to cast sorcery?
They have absorbed that knowledge from the mind of the victim.
Counter Chaos
Does Counter Chaos work against illuminated chaos things?
Yes. See Anti-Chaos spells and Illumination
Create Feast
New Spell not in RBM
Please note this is a new spell from the Cults of RuneQuest series. Any questions or corrections will be answered here.
Create Fissure
What are the dimensions per Rune point?
Are all dimensions multiplied by the number of Rune points in the spell, or just the depth? If you create it underneath a target do you have to overcome their POW or does it just work? Why DEX x 3 rather than Dodge to not fall in?
The spell’s overall dimension (5x1x5 meters) is multiplied by the Rune points. So with two rune points you could make it longer, wider, or deeper.
It just works. No need for a resistance roll. The spell would say so if it were the case.
DEXx3 is easier to keep track of for creatures that may not have Dodge skills defined. If you want, substitute Dodge.
Create Great Market
Whose POW is used to overcome the target’s POW?
When multiple casters combine their Create Market into a Create Great Market, whose POW is used to overcome the victim’s POW? The High Priest’s who cast the Create Great Market for the entire package (this seems like the most sensible)? Check individually per cast Create Market that is part of it (this seems convoluted but could still be the case)?
The High Priest’s POW. It is always sensible to boost Create Great Market (all can contribute) and Create Market.
Create Head
Whose abilities are used to cast the head’s magic?
Create Head lets the creator cast spirit, Rune, and sorcery magic known by the victim. What ability would be used to cast this magic?
The key phrase in the description is All spirit magic, Rune magic, and sorcery spells the victim knows are usable by the head’s creator. Usable not known. So it’s the head’s magic points, rune points and rune abilities. This is the same as Spell Trading – Rune rating of the person who provided the spell, even if it is lower than their own.
What about manipulating sorcery spells… which Free INT would we use?
The head’s. GMs may wish to simplify this for ease in managing NPC Thanatar cultists, by using POW x5 (like rune enchantments) to replace a list of rune abilities. With sorcery spells GMs are advised to calculate spell needs and record them in advance, based on the Head’s free INT.
Create Market (Create Neutral Ground)
Correction
The spell remains in effect until the staves are removed or the spell expires, whichever is first.
What counts as harm?
Violence, surely. Theft, presumably? Scams, seems likely? Having insider information that you will use to rip off the other sellers? Lying or exaggerating about your wares? Now I’m not so sure.
Per Merriam-Webster to damage or injure physically or mentally
The RBM spell description further refines this to When physical or incorporeal enemies of the caster cross the barrier, or when any spell is cast across the barrier from the outside So:
- Intending violence on the caster – harm
- Intending theft from the caster – harm
- Intending to use insider information to rip off other sellers – No, not the caster.
- Lying about your wares – No, not the caster. The caster is a merchant and will use their evaluate skill.
- Exaggerating about your wares – No, not the caster. The caster is a merchant and will use their evaluate skill.
I thought the point of Create Market was to create neutral ground — it is in the name of the spell, right? — hence in the Cults of Prax description:
Create Market (Create Neutral Ground) … Note that this will make no distinction between “friendly” fighters and “hostile” fighters; anyone attempting to pass through with intentions of harm from the Outside will alert it. — CoP Classic, p. 64
As this is the RQG Q&A please use RQG versions of the spell here, as there may be differences.
I assumed (based on “friendly” and “hostile”) — rashly, it seems — that (inter alia) the spell could be used to create a space for a parley between third parties (the caster possibly having no skin in the game), so:
third parties need to be able to tell that Create Market (rather than some other kind of ward) has been cast;
the spell definitely should not trigger just for the caster — if the caster’s friends enter meaning to harm the caster’s enemies, the spell should trigger.
I mean, it is not “create ambush” or “protect just my stall,” is it?
As usual GMs may adjudicate effects otherwise needed.
Note that Create Neutral Ground is the name of the spell when used by Chalana Arroy (LB 47, note the different effects) and Lhankor Mhy (LB 74).
Create Shadow
Can it be cast on a target and move with the target.
It can move with the target, as it has a Movement Rate.
Dark Walk and Create Shadow
If One point is enough to allow Dark Walk – does that mean I can cast both and become invisible and soundless for 15 minutes while moving around even in daylight (well there will be a bit of haze)?
You can cast Dark Walk and Create Shadow simultaneously. You may be a bit conspicuous, though, with a blurry darkish haze surrounding you.
Create Wildfire
Correction
Each point increases its the fire’s intensity (RuneQuest, page 157) by one level, adding 1D6 to the damage it produces, and increasing the fire’s heat output (RuneQuest, page 157).
Fire intensity
The description references the Fire rules on p.157, but it talks about increasing “intensity by one level”. This sounds like a rules reference but I can see nothing about intensity levels in the fire rules, so this seems confusing.
An intensity 1 fire does does 1D6 damage, an intensity 2 fire does does 2D6 damage.
Here’s an equivalent table for clarification, note that sorcery damage is based on sorcery intensity and so does not match up exactly with descriptions.
Combined Fire Intensity table for clarification, note that sorcery damage is based on sorcery intensity and so does not match up exactly with descriptions.
Fire intensity | Damage | Heat Metal (RBM 115) | Conflagration (RQG 392) |
---|---|---|---|
n/a | 1D3 | – | 1-3 Candle |
1 | 1D6 | Too hot to hold | 4-7 Torch |
2 | 2D6 | Tin melts | 8–11 Raging fire, hot enough to melt tin |
3 | 3D6 | Lead becomes soft | |
4 | 4D6 | Lead melts. | 12–15 Intense fire hot enough to melt lead |
5 | 5D6 | Copper, gold, silver, aluminum, bronze, and iron become soft for hammering and smithing. | |
6 | 6D6 | Copper, gold, silver, aluminum, bronze, and iron melt | 16-19 Hot enough to melt bronze, copper, gold, or silver |
Fires burning out much sooner
It also describes the affected fire burning out much sooner, but there are no rules on how soon a fire burns out, so this seems a bit confusing.
This is a situational call by the GM, but having burn time halving each level is not unreasonable. For example a wicker torch may burn for 10 minutes and cause 1D6 damage. Casting Create Wildfire 1 on it would cause it to flare to 2D6 damage and half its burn time to 5 minutes. Casting Create Wildfire 4 on it would cause it to flare to 5D6 damage and reduce its burn time to 30 seconds (hopefully the holder has thrown it!). For larger fires the GM will need to determine how long the fire would normally burn, for example a barn full of grain may burn for hours.
Create Wine
New Spell not in RBM
Please note this is a new spell from the Cults of RuneQuest series. Any questions or corrections will be answered here.
Crack
Correction
Magic active on an item (such as Bladesharp) does not make it immune to the spell, but defensive spells such as Shield (page 78) or Countermagic (page 111), will need to be overcome as usual by boosting with magic points. e.g. To crack an item protected by 2 points of Shield, will need a boost of least 4 magic points.
Defining Magical items
This spell must be cast at a non-living, non-magical object,
What is a magical object?
Items that have a permanent magical effect on them, no matter how simple.
- Enchanted items (they cost permanent POW to make)
- Blessed items (from gods, spirits, etc)
- Magic Crystals (noted in the spell description)
- Spell matrices (noted in the spell description), these are enchantments
- Elf Bows (noted in the spell description), these have their own POW and are living, not magical objects
If the effect is time related (spells, etc) it’s not a magical object as the effect is not permanent (noted in the spell description).
Is an unenchanted iron helm seen as a magical object ?
No, it is not enchanted. However note that unenchanted iron reduces the chance of both casting and being affected by a spell by 5% per point of ENC (W&E 14, GMSPA 121).
Is an enchanted iron helm seen as a magical object ?
Is a dagger with Magic Point Enchantment
Yes, these have been enchanted
Is an sword with an Humakt blessing seen as a magical object ?
Yes, it has been blessed to give an effect that is magical. Blessings are magical in nature.
Cure Chaos Wound
Correction
For example, when stacked with a Heal 6 spell, the combination cures 6 points of damage and costs the user 0 magic points.
Strike Rank and additional Magic Points
It provides the magic points needed for the spell. Does it take place on SR 1, like most rune spells, take place on the SR of the stacked spells with or without additional SRs for the ‘provided’ magic points?
For example, if Heal Wound is cast, it goes off at SR 1 plus one SR for each magic point after the first. Heal Wound healing 6 damage would go off at SR 6. With CCW stacked, would it take effect on SR 1 or SR 6.
Heal 6 would go off at DX SR +5. With CCW stacked, would it take effect at SR 1 or DX SR +5?
It goes off at SR1. As Cure Chaos Wound provides the magic points there’s no strike rank cost for magic points.
Using Cure Chaos Wound with Sorcery
It would make a significant difference in speed for the potential and unlikely Chalana Arroy sorcerer casting a Mend Flesh 12 stacked with CCW.
Sorcery is more complex as there is a minimum casting time of one turn before any magic points are calculated for additional strike ranks. So Mend Flesh would activate on the following melee round.
Cure Chaos Wound and Disease
CCW states ‘This spell is of no use by itself’. A Storm Bull initiate desires to cast it on himself because he has been infected by Cause Shakes cast by a Mallia initiate, and is far from town. Hence, the Storm Bull has no hit point damage. Does he have to stack e.g. Heal 1 with CCW? If he doesn’t have Heal X in his initial spirit spells, would he need to use 2 Rune Points to stack it with Heal Wound (Common Rune Magic, so he would have it available)? Alternately, for diseases and broo impregnation it could be of use by itself.
Heal and Heal Wound have no effect on The Shakes. Cure All disease or Fight Disease would need to be stacked with it. A Kind GM may allow it to be cast with a treat Disease roll.
Cure Poison
Correction
This spell immediately stops the effects of any poison. The damage resulting from that poison must be healed by other magic (see Heal Body, or Heal Wound, page 56).
Dark Walk
Correction
This spell makes the caster totally invisible
Does the Dark Walk spell make the character undetectable to Second Sight, Soul Sight, Detect enemies, Detect life, Darksense etc.?
Dark Walk vs. other spells
- Second Sight – ineffective, as the character in darkness is still hidden totally.
- Soul Sight – ineffective, as the character in darkness is still hidden totally.
- Detect Enemies – caster determines roughly where a Dark Walker is, such as “in that patch of shadow” somewhere… but does not see them.
- Detect Life – as the spell indicates, gives direction and distance, but not actual location.
- Darksee – The caster is invisible and soundless while in darkness or shadow to those with Darksee.
- Darksense – The caster is invisible and soundless while in darkness or shadow to those with Darksense.
- Earthsense – The caster is invisible and soundless while in darkness or shadow to those with Earthsense (See RBM spell description).
As for others, I generally take the rule of thumb that a Rune spell is almost always more powerful than a spirit magic one (especially if points are equal).
When in doubt, the implied intent of the Rune spell should be weighed versus any exploit or apparent weakness.
Does it let you see in the dark?
How does Dark walk work if you can’t actually see in the dark, do people just assume that it also gives the caster some form of Darksee?
Dark Walk is only available to Argan Argar and the Orlanth Adventurous Sandals of Darkness subcult. For the former, it’s going to be mainly trolls (using Darksense). But for humans (both) it going to be more in the sculking in shadows than complete darkness. Have a look at Create Shadow for some guidance on Darkness. The spell gives 4 levels with Dark Walk working at level 1 and total darkness at level 4. If you match this to the Darkness rules you get roughly:
- 0 Daylight (No penalty)
- 1 Hazy shadows (Dalk Walk works)
- 2 Dark (-5 to 25% darkness penalty)
- 3 Moonlit night (-25 to 75% darkness penalty)
- 4 Pitch black (-75% darkness penalty)
Detect Honor
Correction
Ranged, Instant, Stackable
Detect Magic
Detecting spells
Will the spell detect items that have spells cast on them? Say Boon of Kargan Tor or Bladesharp cast on a sword? Or are those spells visible to everyone in your Glorantha?
The key section of Detect Magic is: all enchantments and similar magically potent objects.
This includes all enchanted items, so anything that has an enchantment cast on it.
Spirit & Rune Magic
- Awaken Loon
- Bind Wind
- Binding Enchantment*
- Bless Home
- Bless Thunderstone
- Bless Woad
- Create Foe-Curser
- Create Head
- Create Revenant
- Death Binding
- Enchant Ice
- Enchant Instrument
- Enchant (metal)
- Magic Point Enchantment
- Matrix Creation
- Meld Form
- Seal Tongue
- Spell Matrix Enchantment
- Spirit Armor Enchantment
Dwarf Maker Magic
- Forge Jolanti
- Stabilize Heat
- Stabilize Magic Point Matrix
- Stabilize Mind
- Stabilize Glass
- Stabilize Potion
- Stabilize Magic
- Stabilize Life
- Store Sorcery
Sorcery
- Any inscribed spells
- Bind Elemental*
- Bind Spirit*
- Magic Point Enchantment
*note that this is the object, not the spirit
Also
- Awakened Beasts in Weapons & Equipment
- All items in the Exotic items in Weapons & Equipment
- Most items in Plunder (not Rhino Fat, but you can likely smell it)
Optional
Any magic spell (including sorcery) extended for longer than a day or lasts longer than a day that would not compromise its effect:
E.g. (this is not a complete list)
- Extended: Identify Scent, Hurling
- No: Any Illusion, Invisibility, Plant Spy
- Special duration: Animate War Tree, Bless Pregnancy, Furnace Fire, Plow, Preserve Food
- No: Hide Wealth
GMs who use this option should use their discretion when deciding what spells are detectable.
Detection Blank
Detection Blank countermagic
Does Detection Blank works as two points of countermagic against ALL incoming spells? Not just detect spells?
No. See the first sentence of the spell description.
This spell blocks detection.
Red Book of Magic, Detection Blank, page 42.
As most detection spells are 1 point (except detect traps), the two equivalent levels of countermagic will block those spells. Stacking Detection Blank will stop increasingly boosted detection spells.
Detection Blank is only available to Cacodemon initiates.
Dismiss (type) Elemental
Rune varies depending on elemental being dismissed
Dismiss (type) Elemental, page 44
Lanbril Clarification
Lanbril initiates can Dismiss Elemental (specific type, small or medium) using their Disorder, Mastery or Illusion rune.
Seven Mothers Clarification
Seven Mothers initiates can Summon / Dismiss Elementals (max 1pt) using their Moon rune, but cannot Summon / Dismiss any form of Air Elemental.
Dismiss Magic
Extension and Dismiss magic I
Does Dismiss Magic always take the main spell away or is it drawn between the Extension and the main spell. if there is Earth shield 3 and Extension 3 and an opponent casts Dismiss Magic 3. Which spell is cancelled?
Extension just increases the duration of the spell, it doesn’t exist separately after casting. See: Extension in the Q&A
The Dismiss Magic 3 eliminates the Earth Shield 3.
What if your opponent notices that there is a spell on a shield because the shield shines and targets the shield with Dismiss Magic. Is it enough to automatically select the Earth Shield and not the Extension
See above.
How come it is irrelevant? There are two spells on that shield, extension and earth shield.
There is one spell, Earth Shield 3, with a duration of a week.
Extension and Dismiss Magic II
How does Dismiss Magic work on Rune spells with extension?
As normal.
Does extension make the main spell bigger and harder to dismiss?
No. Extension makes the spell last longer. That’s all it does.
Why wouldn’t Extension make a Runespell more powerful? For example, an opponent casts Charisma and Extension III, Charisma is now cast with 4 RPs, and you should need a Dismiss Magic of at least 4 pts (or 8 pts Dispel Magic) to dismiss it.
You’re not making the spell more effective or more powerful, you’re just making it last longer.
Sorcery and Dismiss Magic
How do you calculate the intensity of a Sorcery spell for the purposes of countermagic / dispel? As far as I can figure, the total intensity is 1 + the levels of intensity purchased, is that right?
That’s correct.
Can a powerful Dismiss Magic remove multiple spells at once?
Yes. But it must completely overcome each of them.
When cast against a general target, without specifying any particular effect or spell, Dismiss Magic always destroys defensive spells first, beginning with the most powerful spell that it can affect.
Dismiss Magic, page 44
A Dismiss Magic 2 against Protection 3 and Shield 1, would only knock out the Protection 3.
Divination
Correction
Ritual, Self, Duration (special), Stackable
Earthpower
Repeated use of Earthpower
What’s to stop a priestess of Ernalda from using Earthpower repeatedly to draw POW from Earth? Say she makes a binding enchantment costing 3 POW. She then uses her mps to zero, falls to ground and uses 5 RPs to Earthpower, drawing 3 POW from Earth. She then sacrifices the POW she gained to whatever she fancies, prays her rune points back, and does it again. The spell isn’t one use or temporal, so this seems possible.
If the caster is not in mortal or existential peril, then the spell doesn’t work. Your GM is the adjudicator on this. Your above example is neither.
Note that when your adventurer’s POW reaches zero, they die. When your adventurer’s magic points reach zero, they become unconscious.
If your POW has not been depleted, you won’t get any more back, this is not a loophole to increase your adventurer’s POW.
Plus 1 POW and 1d8 mps per stacked rune point. Some mortal perils seem to be worse than others, since you can draw max 19 POW if you have 21 rune points.
There is nothing preventing the stacked spell using as many Rune points as wanted by the player. If you have reached zero POW, that is a serious situation. Likewise reaching zero magic points would render the adventurer unconscious, getting an excess of magic points may save the day.
In the theoretical scenario of your human adventurer having 21 rune points (assuming species max CHA), they can regain up to 19 points of their POW. They would also receive 19D8 magic points.
Enchant (metal)
Broken weapons
When you create an enchanted rune metal weapon, like a sword, and it gets broken, then you have to re-enchant it after you fix it?
What about spears and suchlike weapons where the most likely part to get broken is the shaft? Do you still have to re-enchant it after you put the head on another stick?
The rules don’t differentiate the HP of the various components of weapons. So the answer is yes you have to re-enchant it.
Alternatives include:
- Assume that the entire weapon is made out of the enchanted material, retaining the bronze equivalent ENC.
- Your GM can always introduce more complexity into their game, so it would not be unreasonable to allow hafted weapons to track damage to the head and shaft separately, although we give no guidelines on how to do so. Be aware in this case with iron weapons, that only the head will have the increased HP.
What is the production sequence. Do you enchant the metal and then forge the weapon? Or do you forge the weapon and then enchant it?
Enchant (metal)
The metal must be crafted (with the relevant Craft skill roll such as Redsmithing, Silversmithing, Goldsmithing, etc.) into the desired form before this spell is cast, for re-crafting enchanted metal always destroys the enchantment.
Enchant (metal)
Enchanting multiple items
Can multiple items be enchanted, e.g. 10 swords of 1 ENC each, in a single ritual for one point of POW? Do enchanters save up broken items to be re-enchanted in a batch for greater efficiency?
Yes. It’s not prohibited in the spell description and specifically says One point of POW must be sacrificed for each 10 ENC (or fraction thereof) of the metal enchanted.
With broken items, a temple may just do that. As they may have replacements.
I suspect that the most common way additional enchantments are made is when enchanting a suit of armour, where the ENC is 11 and so made up to 20 with repairs, weapons and other items. As usual, all the items would need crafting.
If you want to gain favour with your thanes, spend some resources and give them each an enchanted silver broadsword…
The biggest limitation to enchanting is metal, smiths and time.
Enchant Copper (Babeester Gor variant)
Note that Babeester Gor has a special variant of this spell, see Earth Goddesses, page 53.
Enchant Iron
Associated Rune
The spell description says the Rune used varies with the metal, but I can’t find any information on what Rune is associated with iron.
It’s the Death Rune.
Who can use Enchant Iron?
Some earlier edition imply that the knowledge of the Enchant Iron spell was limited to Rune levels [Lords and Priests] as a way of enforcing the cultural prohibition that those who were ‘unworthy’ should not have access to the Metal of Death. Is that still the case?
I cannot not comment on earlier editions as this is the RQG Q&A.
Enchantments as a whole are only available to Rune Levels, Gustbran is the only exception. As such Enchant Iron is only available to Rune Levels. Craft (Iron) is only available to Initiates of Humakt, Yanafal Tarnils (full cult) and dwarves.
The Yanafal Tarnil information comes from the upcoming Cults of RuneQuest and is not the Seven Mothers subcult, but the standalone full cult.
Extension
Extension and Dismiss magic
Does Dismiss Magic always take the main spell away or is it drawn between the Extension and the main spell. if there is Earth shield 3 and Extension 3 and an opponent casts Dismiss Magic 3. Which spell is cancelled?
Extension just increases the duration of the spell, it doesn’t exist separately after casting.
So the answer is none of them. The Dismiss Magic 3 eliminates the Earth Shield 3.
What if your opponent notices that there is a spell on a shield because the shield shines and targets the shield with Dismiss Magic. Is it enough to automatically select the Earth Shield and not the Extension
See above.
How come it is irrelevant? There are two spells on that shield, extension and earth shield.
There is one spell, Earth Shield 3, with a duration of a week.
Why wouldn’t Extension make a Runespell more powerful? For example, an opponent casts Charisma and Extension 3, Charisma is now cast with 4 RPs, and you should need a Dismiss Magic of at least 4 pts (or 8 pts Dispel Magic) to dismiss it.
You’re not making the spell more effective or more powerful, you’re just making it last longer.
Regaining Rune points
For reusable spells, can the RPs be regained while the spell is still in effect?
Yes, unless the spell description says otherwise (Extension for example).
Extension allows spells to last for extended periods. If a spell (Shield for example) was extended for a season, could the RPs used for the Shield spell be regained via a worship ceremony before the Shield spell expires?
No. Extension specifically states:
Rune points stacked in Extension and the extended spell cannot be regained until the spell expires.
RBM, page 50
If you don’t have the Red Book of Magic see Extension in the Q&A
Can you cast Extension on a spell in a matrix or truestone?
No, unless the matrix or truestone contains Extension.
Extension & Lunar Cyclical Magic
If you’re subject to Lunar Cyclical Magic (RQG p. 303) and you cast a temporal spell during Full Moon (“Temporal spells have double the normal duration”) and with Extension, does it double the extended duration of the spell? E.g., does it make a temporal spell cast with a 3-point Extension last two weeks, or is it still just one week?
Yes It would double the extension, so a 3 point extension would be 2 weeks. To recap:
- Black, Dying, No extension possible
- Crescent-come and -go, 1pt extension possible (2 hours)
- Empty and Full Half Moons, no Extension limit
- Full Moon, Extension time doubled.
Find (substance)
Specifying the substance
Is the Find (substance) rune spell the same as the Command (species) rune spell in that you specify the substance (or species) up front when you acquire the spell?
Yes, eg Find Gold, Find Truestone, Find Water
Or can you choose the substance each time you cast the spell?
You can of course run it this way, but note the Rune varies depending on substance.
Find Enemy
Clarification of anyone
In the description is the word ‘anyONE’ – which usually refers to sentient creatures, and in particular those with a higher than animal intelligence. What is the intent behind this word (rather than using the word ‘anyTHING’, or ‘any creature’, etc)?
Once the spell is cast, the GM should determine who within range (160m) intends to harm the target, whether they can be seen or not. Those identified are the “anyone”. As the spell last 15 minutes, “anyone” may change as intention changes or they move out of range.
What is their intention of those within range towards the target of the spell? Do they intend to harm the Target?
is it supposed to include guards that don’t know someone is there?
Guards who don’t know the target is there won’t register. If their captain who does know the target is there (by sight, alarm or orders) says “Kill the intruders”, the guards will now register as their intention has now changed.
Is it supposed to include undead that don’t have their own thoughts (or any thoughts), and thus can’t have an intention?
This is Rune magic, so pretty powerful. Undead are created through enchantments and those enchantments can have intentions. For example in the Bestiary, Skeletons – They can be programmed to fight, in this case if the adventure says a group of skeletons will attack all intruders, and the spell target is intruding, they will register.
Or elementals that just do what elementals do… commanding a fire elemental to burn someone isn’t actually ‘intending’ to harm them – it’s simply what happens when they get to close, a shade doesn’t actually intend to fearshock, it’s just what happens when they touch someone.
Uncommanded, they won’t register. If they are commanded, and their intention is to harm the target, they will register. Same as the guards above.
Secondly, the intent part is going to be contentious at tables…
It will only be contentious if they don’t understand that intent can change. Find Enemy is not contentious at my table.
Fireshield
Correction
Ranged, Temporal, Stackable
Float
Correction
The GM should determine whether an object is capable of floating, those that don’t sink more slowly than they would if the spell had not been cast. Objects capable of floating rise halfway out of the water, bobbing about.
Free Ghost
Correction
Ranged, Instant, Stackable
Gnome to Gargoyle
Correction
Ranged, Temporal, Stackable, One-use
Typo
Its hit points remain the same and also becomes the gargoyle’s SIZ (or its original SIZ, whichever is higher).
Gold into Hay
New Spell not in RBM
Please note this is a new spell from the Cults of RuneQuest series. Any questions or corrections will be answered here.
Group Dance
Correction
Ranged, Duration (special), Nonstackable
Group Laughter
Dispelling Group Laughter
Our clan was hosting a major Sacred Time ceremony when a trickster cast a powerful Group Laughter spell that covered several hundred people. We think it must have been around 20 points, and also suspect that a lot of Extension was also used. Obviously we see the funny side of all this, even a few days later, but in all seriousness we need to do something about it.
My question is: when we muster enough points of Dismiss Magic, will one casting be sufficient to dispel the effects of the entire spell on everyone, or will we need to cast it on each victim individually? If the latter, then we will need to enlist the aid of our wyter?
As the spell is centred on the caster one a single Dismiss Magic would work. However as Eurmal’s magic is clearly MGF, you would need to cast it on each victim…
Hallucinate
Hallucinations
Is this intended to imply that this spell alone can create all these effects and combine them
Yes.
or that it must be cast as well as the other spells?
No.
Just to note that Create Hallucination is only on a individual, where the illusion spells are grander affairs perceived by all.
Can a Trickster casting Hallucinate see a door in a wall for example that nobody else can see, and walk through it? I’m hoping the answer is yes, as that sort of thing was a favorite of my old RQ2 Trickster. I called it “the roadrunner spell.”
That would be an extraordinarily powerful 1-pt spell.
As a gamemaster, I’d rule that yes, they could cast the spell and open that illusory door. What’s on the other side of that door, if anything… that’s the chance the trickster takes.
Can the caster Hallucinate a spirit casting spells?
As long as they could already perceive the spirit or it’s corporate that’s fine, otherwise they are hallucinating something they have no basis for perceiving.
For example to Hallucinate a human sized spirit, that could be perceived to cast spells it would need 4 Illusionary SIZ and 1 illusionary motion for starters.
Would a fumbled Fireblade attack burn the trickster?
Yes as long as it has illusionary substance, size and motion. That’s fine. Fireblade is likely one point of each. The fireblade will damage the target, but only the Eurmali will perceive it, that costs more illusion points.
What about Healing?
As longs as there are enough points of Hallucination that’s fine.
There is ZERO info in the RAW about illusions of spells, illusions of spellcasting, and so forth.
The rules don’t cover everything. The illusions of spells and spell casting are effectively combinations of illusionary substance, size and movement, there’s no actual rules mechanics driving the illusion of a spell.
Following the rule that 1 point Hallucinate is worth 12 points of mixed Illusion magic, would the Hallucinated spirit have 12 POW, and so have 12MP to cast spells with, and 12 points of Spirit Magic?
No. There’s no actual POW in a hallucination, you hallucinate the effects not the mechanics to cast the spell. An adventurer could hallucinate being hit by a huge thunderbolt, but there’s no mechanics (other than controlling illusionary motion), just points of Hallucinate, it would need enough Substance to damage the hallucinator or it’s just a special effect.
Must the trickster must have some personal real-world experience with any magic their Hallucination casts upon them?
Yes, that’s what the GM is for.
Fortunately the Truant aspect is limited to East Isles, Kralorela and Peloria. It’s main use is to trap others who have a magical mental link with the caster.
Harmony
Acting against Fanaticism and Demoralize
It says that the spell counteracts spells e.g. Demoralize ‘that are weaker than the Harmony spell’. Since Demoralize is a two-point spell, and Rune Magic is twice as effective, 1 point of Harmony tie a Demoralize spell and not counteract it. Of course, the caster could use 2 RP to overcome Demoralize. But it seems different than most Rune Magic affecting other magic. So I was wondering if that should be ‘that are equal to or weaker than the Harmony spell’.
It’s not dispelling the spirit magic, it’s counteracting it – removing the effects.
Use in a fight
Do affected characters that are already fighting stop?
No. The spell keeps them from getting violent, if they are already acting in a violent manner, it’s too late.
If an unaffected character (who resisted or shooting from outside radius) attacks an affected character, can the latter parry/dodge? Hit back?
They can dodge or parry if able too, but cannot act in a violent manner.
Are the targets under the Healer’s protection
Are affected characters under Chalana Arroy protection, ala Sleep and Befuddle?
No. This spell is normally cast to diffuse a situation, it won’t stop a fight in progress. See also City Harmony.
Area of Effect and Duration
The spell is temporal, lasting 15 minutes. Is this the duration of how long it lasts on an affected individual, no matter where they go
Yes.
Or is it the duration of the radius of effect and those moving in or out of the radius can become affected/unaffected? If the latter, would it be measured from the casting spot or the caster should they move?
No.
Heal Body
Effectiveness against Poison
Looking for a clarification on whether a Heal Body would heal general hit-point damage taken by poison?
If someone has taken the general hit-point damage and survived – does a Heal Body then cure the hit-point damage. The description of the rune spell says damage from any source.
Yes
Shouldn’t this be tagged as Permanent?
No. It’s healing a variable (hit points), we don’t want give the impression that those hit points are now permanent, but the regenerate limb (Regrow Limb) part is permanent.
Heal Body’s regeneration of limbs vs Regrow Limb
I am imagining a gorp has utterly destroyed a limb. Or a Wither spell, after amputation. Regrow is a Permanent spell. Heal Body is an Instant. Heal Body does not have a statement about how long it takes. Clearly Heal Body can reattach a limb instantly, so why would regeneration take longer. It also uses the term ‘regenerate’, so I would not be inclined to check the ‘Regrow’ spell for additional details.
If the limb is not available, Heal Body will regrow a limb using the same rules as Regrow Limb.
For all those reasons my presumption is that Heal Body regenerates a limb instantly and does not take the 10%/week or 20%/season route of Regrow Limb. Am I correct?
No, use Regrow Limb. As usual your GM may rule it to be instant.
Heal Wound
Boosting
Do the extra MPs added to Heal Wound count towards boosting the spell? Eg, if I cast heal wound and spent 5mp on it , would it count as a 2 point spell or a 7 point spell for the purposes of countermagic?
Yes, just like other spells where magic points are spent.
Shouldn’t this be tagged as Permanent?
No. It’s healing a variable (hit points), we don’t want give the impression that those hit points are now permanent, but the regenerate limb (Regrow LImb) part is permanent.
Healing Trance
Purpose of spell
What is the benefit of this spell given the existence of the spirit magic spell of Heal. I think it’s a cool spell and without Heal I can absolutely see how good it is. But, A healer with 10 MPs could heal 10 points per day and not be in a trance. That’s 10 per location per week. Sure using up all your MPs leaves you vulnerable but so does being in a trance! Have I missed something?
Healing Trance is used for healing total hit points (aka General hit points) without the addition of magic points. Heal Wound only heals wounds (locations) as well as total hit points and needs magic points. Likewise Heal is per location. Heal Body is expensive at 3 Rune points.
This means it’s main use is for Drowning and Asphyxiation, large area burns (eg Fire Elementals), poison, cold and heat exposure, dragging, and spells such as Safe, Sever Spirit (if unsuccessful), Sunspear and Thunderbolt, damage arising from shamanic effects such as Possession, and Extended Discorporation, and sorcery such as Create Wall of Flames.
It’s availability is limited to Chalana Arroy (and Ernalda as an associate), and Xiola Umbar (and Kyger Litor & Zorak Zoran as an associate). So for an Chalana Arroy and Ernalda initiates it’s much cheaper than the 3 points of Heal Body. Note that Xiola Umbar has no access to Heal Body.
See Rune Magic by Cult and Associate Cult – H for cult availability of these spells.
Hide Fire
Fire intensity
The description refers to the “intensity” of a fire as if it’s a rule mechanic, which it isn’t.
See the Combined Fire Intensity table for clarification
Illusory Motion
Movement
The wording around movement could IMHO be clearer. It says that each additional point moves at a rate of 3m/round which taken literally could be taken to mean it doesn’t move at all with the basic 1 point but only animated. I assume it’s intended to move at 3m/round per point, and it would be clearer if the wording said that, not per additional point.
The first point gives it motion, so an illusionary dog with 1pt could sit up, beg, rollover. etc. Each point after the first lets it walk or run about.
It’s not clear to me what the last sentence about manipulating the illusion on a DEX x3 really means. For example, if this roll fails does it mean the illusion is totally static if it’s been cast on a stationary object? Or it moves but in an unintended way (as chosen by the GM)? If the illusion has been cast on moving object then can this spell move both the object and illusion covering it together? Or is this spell only useful on an already-moving object just to control what the illusion appears to do whilst being tied to moving with however the object is moving? Is this roll made at first casting and then each round, or at some other interval?
Back to the illusionary dog, ultimately this is a GM call, but if the dog was sitting and the caster wanted it to get up and chase someone, they would need to manipulate the illusion into standing up and running. Likewise getting it to attack a target. If they fail it just sits there, doesn’t stop running or fails to attack.
Illusory Odor
Correction
A creature unable to smell is not affected by this spell.
Illusory Sight
Moon Rune
This spell has the Moon Rune as one of its casting options, yet Seven Mothers doesn’t have the spell listed here. Is this an error?
No.
Is it going to be updated as part of the sub-cults in the upcoming book?
No. It was included as the Moon Rune is associated with illusion (it also supports cults such as Donandar and tricksters in the Lunar Empire).
The Red Goddess is not associated with the Illusion Rune and magic, and yet the Moon Rune is often associated with illusions. So what’s going on there?
Simple – the Red Goddess shows us that existence, reality, order and Chaos are all “illusions” – reality as “illusion” or maya. Reality – even eternity – is constantly changing, and thus ultimately temporary and illusory. What is spiritual reality then? That requires Illumination to answer.
Illusory Substance
Invisible weapons
Can Illusory Substance be used alone to create a solid, invisible substance? For 4 points, could I wield an invisible weapon that deals 2D6 damage?
No, re-read Illusory Substance on RQG 332 / RBM 59. You would need to cast Illusory Motion in tandem with it to be able to move and manipulate your 2D6 invisible weapon. You could create a stationary illusory spike under someone to fall on, but both spells would be needed for something you’d wield in combat.
Impede Chaos
Penalties
How does Impede Chaos actually work? The spell talks about a penalty to “attack skill”, but there are no longer any attack skills. Should it be read as inflicting a -20% penalty to all attack rolls, or a -20% penalty to all weapon (including Unarmed) skills?
Any skill a Chaos creature is using to attack is penalized by -20% per point.
Every creature in the Bestiary and all existing publications has a section in their description for their weapons or attacks. You can also apply this penalty to spells, unarmed combat, and Spirit Combat that target an adventurer.
Is the Chaos creature attacking an adventurer? Modify the skill it is using.
Does Impede Chaos work against illuminated chaos things?
Yes. See Anti-Chaos spells and Illumination
Inviolable
Correction
Self, Temporal, Stackable
Effects
Does Inviolable only work to calm down those it affects,
Yes.
but not the non-associated cult members?
Yes, Ernalda and associate cult members only (currently 15). You may also include in that members of the relevant Husband-Protector where appropriate. So for a Sartarite caster, Orlanth, Grazelander, Yelm, etc.
Does Inviolable also affect the caster
Only if she gets above 50% in the POW vs POW roll. The caster needs to get a POW vs POW result above their own POW for it to affect them.
and potentially prevent them from being violent?
Yes.
Do lay members count for the Inviolable Spell? Does ‘Member’ generally mean initiate?
Yes, my emphasis:
This spell affects any member of Ernalda.
RBM, Inviolable, page 61
Invisibility
Invisibility and other senses
Invisibility isn’t an actual visual change, but merely a distraction, so how does the spell hide you and your spirit from creatures that have different senses (i.e darksense, heat vision, spirits/shaman/second sight, etc. )?
Yes to those abilities using conventional vision (darksense, heat vision, etc.), as the spell is magic invisibility, not tied to conventional real-Earth physics.
Second Sight I would also say no to also, because the spell specifically eludes the viewer’s notice, so someone would have to know where the invisible character were to see their POW.
Lava Spear
Strike Rank Rate
How often can you use the lava spear ?
Practically you are limited by strike ranks. eg with a 2mp volley and a DEX SR 3 (reaction time, aiming, change targets, etc):
- SR 2 (1+2mps-1) + roll to hit, 1D damage
- SR 6 (+DEX SR 3+2mps-1) + roll to hit, 1D damage
- SR 10 (+DEX SR 3+2mps-1) + roll to hit, 1D damage
and with a 4mp volley
- SR 4 (1+4mps-1) + roll to hit, 2D damage
- SR 10 (+DEX SR 3+4mps-1) + roll to hit, 2D damage
Note that Lava Spear is only available to the Lodril subcult of the Spear, found only in great temples.
Leap
How often can you leap?
How often a character can actually leap using the Leap spell. The spell description says a fully encumbered person can jump 6 meters high, or away, for the spells duration. I assume that’s not just once during the spell’s duration. I’m going with once per melee round( plus you get your normal movement in that round ), but I could see arguments for once every DEX SRM.
Outside of combat, any reasonable number of times in 15 minutes.
In combat maybe DEX SR + 1SR per 1m so a character with a DEX SR of 2 would jump on SR 2 travel 6m, land on SR 8, not really enough time for another jump. Very quickly they would be disengaged, so apply the outside of combat version above.
Ultimately what ever seems reasonable for the activity required.
Lie
Minimum time
Is the limitation of “one full melee round” correct? This seems like a very short time. Is it perhaps meant to be “one full turn”?
It is correct, it’s the minimum amount of time.
Does it need to be a Lie
Is it specifically required that what is said is known to not be true?
Lie:
- to make an untrue statement with intent to deceive
- to create a false or misleading impression
- It requires that the caster makes an untrue statement
So, could it be used to convince people of a truth that they don’t currently believe?
No. Because the caster isn’t lying, they are telling the truth.
So the first Eurmali uses Lie on the second Eurmali, telling him that the true thing is a lie. Then the second can use Lie to convince people of the truth.
They say “two lies don’t make a truth”, but clearly they weren’t trying hard enough.
And if that doesn’t work “because it isn’t a lie”, then clearly you can determine the objective truth of an unknown statement using Eurmal magic! (May or may not be true at the Narrator’s discretion.)
That’s certainly a complex story hook.
Lightning
Number of lightning strikes
One Rune point gets me a single lightning stroke for 1d6 damage? Or do I have 15 minutes of 1d6 damage? I realize the effects are instant, but does the ability to shoot lightning last for 15 minutes?
The effect is instant, which replaces the default duration of Temporal, see Spell Durations, RQG page page 248 or RBM page 6.
Hit locations
The text for Lightning says it damages “a single hit location”. No use of the word “random”. Do you get to pick the hit location?
All spells are random location:
These rules are strictly for use with hand-to-hand combat;and missile combat, not with spells.
RQG, Aimed Blows, page 197
See also Disruption in the Q&A.
Lock
Correction
Ritual, Duration (eight weeks), stackable
It is a more potent version of the Glue spell (page 115), with a strength equal to the magic points used to strengthen the spell when it was cast multiplied by 10.
This spell maybe stacked with Passage.
Madness
Correction
Insanity table
5 | Stupefaction: The victim stands with no will or interest and takes no independent action. They do not talk or communicate in any rational way. They can be led or forced to walk, eat, stand, or sit, etc. |
Clarification
When the Madness wears off it leave trace effects, and we are referred to the table. These effects seem severe: in the case of 3, 5 and 6 the character becomes unplayable. Is there any way of treating these effects? madness seems to be the only thing that has no remedy.
To clarify, if a caster overcomes the adventurer’s POW with a critical success, they become insane:
Insane: Lose 1D4 INT permanently, and roll again on the Insanity table for the precise result, which lasts 30 minus POW in days.
Madness, Madness Effect
For the average character with an POW of 11 it’s only going to be 19 days, just under three weeks. Not that long at all. With the recommended adventure being seasonal, and hopefully it not affecting the their Occupation Income Roll, there’s plenty of time to be mad in an 8 week season.
The INT can be restored using Restore Health (page 337) from Chalana Arroy, Daka Fal, Ernalda, Lhankor Mhy, Orlanth, Yelm, at the standard 20L/pt, or using standard natural healing: see RuneQuest Glorantha Corrections and Q&A, Chapter 05 Game System Q&A, Healing (page 149-150), Natural Healing (page 149):
Unless contradicted in the rules, assume one characteristic point is restored each season a successful CONx5 roll is made. If the characteristic point loss lasts beyond a year, it is not recovered. See the rules for recovering from Blotches (page 155) for a specific instance of this recovery rate.
GMs may realise that adventurers slowly dying in their beds’ by failing their Natural Healing rolls may not be considered a dramatic circumstance, and are reminded that if this is the case, no roll is required as it’s an automatic success:
Does the chance of failure heighten tension and make for an exciting possibility? Will a failure add fun to the game? If the answer to either is “Yes,” then the gamemaster should have the player make an ability roll.
Magic Point Enhancement
Correction
Enchantment, Ritual, Stackable
Ability use, page 141
Tuning Magic Point Enchantments
Do these need to be attuned in a similar fashion to crystals?
No. The week long crystal investigation is to determining the nature of the crystal (powered or not). It either results in an attuning attempt or storing a magic point (See GM Screen Pack, Adventure book, Determining the Nature of a Crystal, page 121).
Magic point Enchantments just need identifying before use (Analyze Magic, Knowledge, etc). There may also be User Conditions on use as part of the enchantment (RQG page 251)
Make Fine Clothes
New Spell not in RBM
Please note this is a new spell from the Cults of RuneQuest series. Any questions or corrections will be answered here.
Matrix Creation
Correction
Enchantment, Ritual, Stackable
Stackable spells in a Rune Magic Matrix
Is it meaningful to create a Rune Magic Matrix of a stackable spell with more than the POW for the basic casting invested in it? i.e. If you create a Shield 4 matrix for the sacrifice of 4 POW, does it mean you can cast Shield 4 using the Matrix without spending Rune Points at the time of casting? Or is the intent that you create a Shield matrix which allows you to spend your Rune Points to cast Shield even if you don't have access to the spell (making Rune Magic matrices something you make for others)? If the latter, what is meant by the section on 'recharging' them? Do they automatically recharge to full if involved in a (presumably successful, based on the officiating Priest's roll) Worship ceremony?
For your example, you would need to spend the Rune points to cast Shield 4 with the spell matrix. The matrix's virtue is that it allows someone without the spell to cast it using their POWx5 chance, regardless of their rating in the associated Rune. Yes, a successful Worship ceremony will re-ready the matrix for use.
How do I place a one-use spell in a matrix
If I want to store a one use spell in a matrix, how do I do this?
You cannot put a one use spell into a matrix.
If they even exist, they are likely to be rare cult objects, recovered on heroquests.
Rune Magic Matrices, page RQG 335 / RBM 65
Is this a mistake and should the character use the correct Rune percentage instead?
No.
If the person who made the matrix was using it, a GM could rule that they could use their appropriate rune ability.
Extending Spells in a Matrix
Can you cast Extension on a spell in a matrix?
No, unless the matrix contains Extension.
Meld Form
Casting Meld Form
Who casts the ritual?
Anyone who knows Meld Form.
Does the subject have to learn Meld Form first
No, see above.
then cast it when they sacrifice for Proteus, or can an officiating priest cast it?
See above.
Does the Meld Form ritual require POW
No (it's effectively powered by the dissolution of the creature's body)
or is the only POW expenditure from the initiate sacrificing for the Proteus spell and gaining an additional Rune Point?
No
Using Meld Form
Once I performed "Meld Form" to obtain a shape, how many times can I use that specific shape with Proteus spell? Once or many times?
Many - the form has been learned through Meld Form.
Is each use of "Meld Form" connected to a single use of "Proteus"?
No. Once learned, you can cast Proteus as much as you have available Rune points.
Or can I collect many shapes through "meld form" and use them all in different times, maybe even multiple times?
Yes, each Meld form Ritual gets you a different shape, that you can use with Proteus.
"Meld Form" is an enchantment (so I supposed it was kind of permanent thing) and the first line in its description is very confusing. "This ritual must be undergone whenever a cultist sacrifices for the spell of Proteus"….. the reference to "sacrifices" does not make sense to me.
Sacrifice means pay POW to learn the spell. So 1 POW to learn Proteus and one for Meld form.
You may find it helpful to re-read the example. Note that if Loronaga casts only one point of Proteus, she must choose which form to change into, two points - she can switch twice in the 15 minutes.
Given this text…."This ritual must be undergone whenever a cultist sacrifices for the spell of Proteus".
If "sacrifice" means "pay POW to learn a spell", does it mean that Proteus should be learned again (each time paying 1 POW) for each form acquired through Meld Form?
No. Meld form needs to be learned once. A different ritual needs to be performed each time to learn the form. You don't need to spend anymore POW.
Morale
Calculating the increase
An adventurer has 100% in his main weapon. He casts Bladesharp 1 (+5%) and Coordination(+5%). He now has 110%. Now someone casts Moral one him :
The rule is that additions are calculated from the base value not the modified value.
His ability is 100% (Manipulation Category modifier included) He has +10% from spirit magic.
Morale adds half again to his ability = 100/2 = 50 + 100 = 150 Then add the spirit magic = 150 + 10 = 160
Does he now have 110+55 = 165% ? Meaning that moral increases the accumulation of (Base Chance + Manipulation skill + any magic modifier)
No.
Does he now have 100+50+10 = 160%? Meaning that moral increases the accumulation of (Base Chance + Manipulation skill ) then the player add any magic modifier.
Yes.
Multispell
Casting Disruption with Multispell
This spell allows the caster to combine two spirit magic spells and cast them at once. These are resolved as separate attacks. The only exception to this is the Disruption spell, which can be combined with itself and resolved as one attack doing 2D3 damage to one hit location.
Multispell, RQG 335 and RBM 66
do all the Disruptions strike the same location
Yes, the single multispelled Disruption strikes a single location.
And do you roll to overcome the target's POW for every Disruption spell or only once?
Once, it's a single attack.
or only a maximum of two Disruptions?
For each additional point stacked with Multispell, one additional spirit magic spell can be combined. Thus Multispell 2 allows three spirit magic spells to be combined and thrown at once.
Multispell, RQG 335 and RBM 66
Multispell | Disruption Damage | Magic Point Cost | SR |
---|---|---|---|
1 | 2D3 | 2 | 1 |
2 | 3D3 | 3 | 1 |
3 | 4D3 | 4 | 1 |
4 | 5D3 | 5 | 1 |
5 | 6D3 | 6 | 1 |
6 | 7D3 | 7 | 1 |
7 | 8D3 | 8 | 1 |
8 | 9D3 | 9 | 1 |
9 | 10D3 | 10 | 1 |
Casting Multimissile with Multispell
An adventurer is using a 1pt Multispell to prep arrows in advance with Multimissile (touch, temporal, passive which I interpret to mean that the spell can be cast on an arrow to be used up to 10 rounds later)
Yes - This spell can be cast onto a missile: the spell works (once only) if the missile is used any time within the spell’s duration.
If my adventurer has an arrow and casts multimissile with 5 mps, it goes off at SR1 + 4 (5-1).
Now with Multispell 1
If my adventurer has an two arrows and casts two multimissiles with with 5 mps, both go off at SR1 + 4 (5-1).
Does he, on the same strike rank:
- make two Spirit Magic casting rolls to cast the two Multimissile spells on the two arrows, or
Yes. Each spell is separate and you need to cast multispell (three rolls in total)
- One Spirit Magic roll because it is now considered to be a single spell action affecting two arrows?
No.
In my example it be worth casting multimissile with (12-DEX SR) mps, it goes off at 12, but only one roll.
As in all cases GMs may make their own rulings, some may rule that only the Multispell roll is needed (plus attack rolls), others may rule that all the spirit magic if identical is one roll only - however there is only one specific example of this (disruption).
N-Z is here
Related Pages
- CHA4034 Red Book of Magic – Chapter 01 Introduction Q&A
- CHA4034 Red Book of Magic – Chapter 02 Rune Magic Q&A
- CHA4034 Red Book of Magic – Chapter 02 Rune Magic Spells Q&A (N-Z)
- CHA4034 Red Book of Magic – Chapter 03 Spirit Magic Q&A
- CHA4034 Red Book of Magic – Chapter 03 Spirit Magic Spells Q&A
Page Last updated: 2024-12-19 11:11:34