Official Answers from Chaosium
It also contains the Q&A for Spirit Magic spells in:
- RuneQuest: Roleplaying in Glorantha – Chapter 11 Spirit Magic Spells Q&A
- RuneQuest Glorantha Bestiary – Q&A
- Cults of RuneQuest: The Lightbringers – Q&A
- Cults of RuneQuest: Earth Goddesses – Q&A
- Cults of RuneQuest: The Lunar Way – 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
Befuddle
References: RBM 110, RQG 256
Correction
Thus, with deceit or clever misdirection, a Befuddled opponent might end up acting against their own party for as long as the spell is in effect.
Creatures with no INT
A successfully Befuddled a creature has zero INT. Can it attempt to shake off the Befuddlement? Per the rules on RQG p.257, it appears not (unless the creature knows how to Meditate, which seems frankly unlikely). Defeating a Befuddle spell is usually easier for low-INT victims, but it seems to be impossible for a zero-INT victim. Was this intended?
Rules as written state that you must roll INTx5 for a creature with no INT. There’s always a 05% chance of success, though, and since this is a “roll higher than” effect that means that any roll of 06-00 will let the creature shake off the Befuddlement.
Binding Enchantment
References: RBM 110, RQG 258
Casting
Rules as written, if I have an empty POW Storing crystal (or an appropriate binding enchantment), can I cast Spirit Binding at any spirit that pops up during an adventure and bind it that round of combat?
Yes for POW Storing crystals, and yes for appropriate binding enchantments with the correct amount of POW sacrifice. Don’t forget it requires a POW vs. POW roll.
Bladesharp
References: RBM 110, RQG 258
Bladesharp & True Sword
Do Bladesharp and True Sword stack?
Yes. Neither spells’ description forbids it.
Bludgeon
References: RBM 110, RQG 258
Comprehension
References: RBM 111
Cult special, restricted to Pamalt initiates only
Conceal Item
References: RBM 111
Cult special, restricted to Lanbril initiates only
Control (entity)
References: RBM 111, RQG 258
See also Command Cult Spirit vs Control (Entity)
Controlling a summoned elemental (entity)
In a game, an adventurer casts Summon Cult Spirit (Air Elemental), then Command Cult Spirit, and succeeds in the control roll (POW vs POW.), and then commanded it to attack some of the NPCs.
One of the a shaman NPCs engaged the elemental in spirit combat and reduced its magic points to zero, then cast Control (entity) on it, and sent it back at the adventurer.
As long as it was Control (Air Elemental)
The PC still has Command Cult Spirit, so I made them re-roll a POW v POW roll to wrestle control back.
Basically the elemental ping ponged back and forth – is this right or is it that once you have control of it it cant be “stolen”
Yes, the shaman has wrestled control from the controlling summoner and has forced it back on its caster. The Command Cult Spirit is still active so they need to wrest control from the shaman. Shaman are the Master of Spirits, and this is a perfect demonstration of that. Note that Command Cult spirit lasts 15 mins and costs 2 rune points, while Control (Air Elemental) costs 1 magic point and lasts two minutes.
Specifying the species
To control animal spirits with the “control (species)” spirit spell, what spirit spell I have to use to control a lion spirit (for example): control (animal spirit), control (large carnivorous mammal spirit) or control (lion spirit)?
Personally, I’d keep it simple, to Control (Animal Spirit) but a more detail-oriented gamemaster may wish to make things more focused with Control (specific type as per list in the RuneQuest Glorantha Bestiary p167-168).
How specific is this spell is when applied to spirits. I’ve already told my shaman player that there can’t be a single Control Spirit which works on everything but I need to know how far he will have to specialise.
Look to the RuneQuest Glorantha Bestiary. You might break it down to Animal Spirits, Demons, Disease Spirits, Healing Spirits, Plant Spirits, Ghosts, Guardian Spirits, Landscape Spirits, Nymphs, etc.
The description implies that there is a separate Control for Elementals. Does this also imply a separate Control Fire Elemental, Control Wind Elemental etc?
Yes. It’s Control Cult Spirit, which is usually specialized by type.
Is a discorporate human spirit a different thing if it’s living or dead? Do Wraiths need their own spell? What about nature spirits?
Yes, a discorporated human is a discorporated human, not technically a spirit. A human’s spiritual being whose “owner” is dead is a ghost or a wraith. Different things. Nature spirits are spirits.
Using the spell
With the spirit magic spell Control (Entity), if the spell can’t be used for binding purposes (as clarified above), how is it used?
You can handle this one of the following ways:
Hard: The targeted entity is reduced to 0 magic points and is otherwise unconscious or incapacitated until it gains at least 1 magic point (natural recovery, POW crystal, etc.). The spell is described as Temporal and Active until the instructions are given, in which case it becomes Passive.
Medium: The entity acts unnaturally: despite being at 0 magic points it continues to move and act (basically sleepwalking), but cannot perform any actions requiring magic points until it has recovered some.
Easy: Stack the Control spell with 1+ additional magic points. After being defeated in spirit combat, the caster “gives” those magic points to the creature with which to act.
Cool
References: RBM 111
Coordination
References: RBM 111, RQG 258
Skill increase calculation
The spirit magic spell Coordination increases DEX by 3. According to the spell, “this increase all Agility, Manipulation and Stealth skills by 5%”. I’ve always assumed this is due to crossing a band within the category modifiers, but I now realise that if you have a DEX of 13, putting your DEX up to 16 will not give you those bonuses to your skills. Should the DEX increase actually be 4 instead? Or are those additional bonuses of the spell, which means if I were to cross a band say by increasing my DEX from 14 to 17, my Agility, Manipulation and Stealth skills would actually increase by 10%?
No, these are flat increases, just add them directly to your adventurer’s DEX and relevant skills and subtract 1 from their SR for the duration of the spell.
Countermagic
References: RBM 111, RQG 258
Countermagic & Sorcery
How do you calculate the intensity of a Sorcery spell for the purposes of countermagic? As far as I can figure, the total intensity is 1 + the levels of intensity purchased, is that right?
That’s correct.
Countermagic & Shield rune spell
Does the order of casting of Countermagic and Shield matter?
If I cast Countermagic 1 then Shield 2, does the Countermagic get taken down by the shield? If I cast Countermagic 3 then Shield 2, would the Shield 2 be blocked?
Do I need to cast them in the other order, with the Countermagic powerful enough to get past the Shield? e.g., if I cast Shield 1, do I need to cast Countermagic 4 in order to get them to stack (as a spell lower than 4 points would normally be countered by the Shield’s Countermagic 2)?
Or, do Countermagic and Shield always stack regardless of the order and power of the spells?
I think I covered this in Basic Roleplaying, but generally, a rule of thumb would be to start with the defender’s body as being the closest/last line of defense, and then work outward.
- Protection
- Shield
- Countermagic
So then from an outside attack, these would be in reverse order, with the attack hitting Countermagic first, then Shield, then Protection.
Dispeling Spells with a Countermagic component
If I want to dispel a Rune spell that has a Countermagic component (e.g. Shield or Suppress Lodril), does the Countermagic effect prevent the Dispel/Dismiss from manifesting at the target, or can it be targeted directly ignoring the Countermagic effect, without those extra one or two MP for boosting it through the Countermagic?
As I read the rules, when a rune spell with a Countermagic effect is stacked with the spirit spell Countermagic, the spell needs to be boosted to 2 points above the combined Countermagic effect, whereas when only rune spells with a CM effect are stacked, it is enough to add 1 MP more than the combined Countermagic effect for a spell to activate. Is that a) correct and b) intended?
In that case, a single point of Countermagic would block 2 points of incoming Spirit Magic or 1 point of incoming Rune Magic (and be dissipated in the process).
The description of the Spirit Magic spell Countermagic states (p.259) that you need 2 points of Countermagic to block 1 point of Rune Magic, but that doesn’t conform with the calculation above. Is this deviation from the calculation intended?
My inclination is that a spell with a Countermagic effect does indeed block Dismiss, so you’ll need to spend the additional magic points to overcome it.
This is seriously verging on “we’re gonna be here all day talking about it, making diagrams with straws” territory. 🤪
Darkwall
References: RBM 111, RQG 259
Demoralize
References: RBM 112, RQG 259
Demoralize & Spirits
Can a discorporate shaman cast demoralize on incoming hostile spirits? Does demoralize only work on beings with INT?
Yes, if the spirit has INT. Otherwise no.
Demoralize & Fanaticism
Can you cast Fanaticism when demoralised?
No.
Demoralize & Berserk
Can you cast Berserk when demoralised?
no.
Demoralize & Casting Magic
Can you cast other Rune magic or spirit magic that would remove the magical effect, such as Dismiss Magic?
No.
The key parts about removing the effects are in the last sentence of the spell description:
A victim aware of the spell can spend an entire melee round to use the Meditate skill to remove the effects of this spell.
Red Book of Magic, page 112
So to do anything at all, the victim must be aware of the spell. Overt casting is the most obvious or being alerted by another adventurer that their behavior has shifted. Then they must use meditate to remove the effects, not magic.
As usual GMs use their own interpretations for their own games.
Detect Spells
References: RBM 112, RQG 259-260
Detect spells & Countermagic
Does Countermagic protect (like it says in the Countermagic description), and if it does, does it protect against being detected? If it protects against having the spell cast on you, why do Detect spells all talk about letting the caster know stuff about what they’re detecting (as if they’re self-only, and the Range is the range at which they can detect things)? Does Detect knock down Countermagic?
Countermagic has no effect on Detect spells.
If you cast Detect Gold, you are aware of the gold armor Rurik Runespear is wearing – even if he has Shield 4 cast! (answer by Jeff Richard).
Can someone can blow down Countermagic on several people by casting an appropriate Detect spell boosted by lots of magic points?
For example, lets say a group is walking into a a good ambush site an, wary of such, someone casts Detect Enemies, and boosts it by 7 MPs, getting the spell up to 8 MPs. Now, will that Detect spell blow down Countermagic spells of 6 points or less on any and all enemies within the range of the spell?
To clarify.
Detect does not affect or interact with Countermagic.
To keep it straight, Countermagic specifically prevents spells from affecting the target they’re cast upon, while Detect spells do not affect the target.
Detect Enemies
References: RBM 112, RQG 259
Detect Enemies & Undead
It is clear that this spell detect sentient self-aware creatures that intend harm to the caster.
But will it detect:
The easiest way to answer this is to look at this part of the spell:
This spell gives the approximate direction and distance from the caster of any being intending to harm them, or it detects and locates a specific individual on whom the caster concentrates.
The relevant definition of being in my dictionary is:
a real or imaginary living creature or entity, especially an intelligent one.
So anything that the GM believes fulfills that criteria
reveal a Zombie or Skeleton that has “seen” the caster and is moving to attack them?
So under the above definition and in my game: Yes (entity)
And will Detect Enemies reveal a non self-aware creature with animal intelligence that intends to attack the caster, such as wolf, tiger or snake?
Yes, if it intends to attack the adventurers (living creature)
Lastly, what of creatures without any intelligence that act purely on instinct, such as a Gorp; will such a creature drawn to the caster to harm them be highlighted by Detect Enemies?
Yes (entity)
This question would seem to hinge on what it is the Detect Enemy spell is actually using to trigger a positive result – to detect an enemy. Does the entity need to be able to “know” that they wish to harm the caster for the spell to pick them up?
No
In which case, you could exclude Zombies and Skeletons, as well as Gorp; they have no brains and cannot “know” anything. But can an animal predator be said to “know” that they wish to harm the caster, or are they just acting on instinct – the urge to assuage hunger or to protect their young for example?
It would detect either. The spell doesn’t read their mind.
The above questions are not “theoretical” but informed by an incident in a scenario of mine that I was recently running (Snakes on a Moonboat). A chaos snake with the Chaos Feature (goes invisible at will) decided to avoid being killed by the players by – going invisible. A player decided that they could cast Detect Enemy to reveal where the snake was so they could hit it.
okay. I’d suggest they learn detect chaos a type of Detect (substance) (I allow that in my games – taught only by Storm Bulls)
It’s your game, so what goes on at the table is up to you. If you rule that the spell on works on sentient creatures, that fine. In my game if the snake was trying to escape, it wouldn’t detect as an enemy as the intent wasn’t to fight. So flight or fight – flight doesn’t detect, fight does.
What about conditional enemies? If you cross that line, the ghost/temples Guardian/etc will attack and intend to harm you.
It will depend on the intent at the time of crossing. Again it’s a GM call.
Must the beings be aware of your presence?
It doesn’t matter until you cross the line.
Detect Life
References: RBM 112, RQG 259
Detect Magic
References: RBM 112, RQG 259
Detect Spirit
References: RBM 112, RQG 259
Detect (substance)
References: RBM 112, RQG 260
Detect Trap
References: RBM 112, RQG 260
Detect Undead
References: RBM 112, RQG 260
Dispel Magic
References: RBM 112, RQG 260
Targeting specific spells
I am facing an enemy, and I suspect that they have magic cast on them – Fanaticism, Shield, Strength, whatever. Can I cast Dispel Magic at them, to take down some of their advantages? If so, do they get a resistance roll to the Dispel Magic, before it encounters the protective spells? Bear in mind that normally, resistance rolls happen AFTER a spell gets past defensive magic, not before.
Please re-read the description of Dispel Magic on page 260, and the section Dispel, Dismiss, and Neutralize Magic also on 260.
The defensive spells are hit first, then the personal resistance roll.
Dispel Magic & Resistance rolls
HDo you have to roll POW vs POW in order for Dispelling magics to work in the first place? Or is this only if you target an object/person, instead of targeting a specific spell?
Dispel Magic does not require any POW vs. POW resistance roll. It just works if it has enough magic points.
Dispel Magic & Weapon spells
Can I cast Dispel Magic on an enemy’s sword to remove a Fireblade or Bladesharp – do I have to overcome their MP?
- Use POW not Magic Points for POW vs. POW resolution.
- If the spell is active (Fireblade) – Yes.
- If the spell is passive (Bladesharp), – No unless the weapon contains a spirit, – that has POW – yes (Use the spirit’s POW).
Dispel Magic & Sorcery Intensity
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.
Dispel Magic & Multiple spells
Can a powerful Dispel Magic remove multiple spells at once?
Yes. But it must completely overcome each of them.
One cannot Dispel only part of a spell.
Dispel Magic, page 260
A Dispel Magic 4 against Protection 3 and Shield 1, would only knock out the Protection 3.
Disruption
References: RBM 113, RQG 260
Aiming the spell
- The description for the Disruption states that success strikes a random hit location on the target.
- The Rune Fixes II document on page 2 states that Aimed Blows cannot be made with spells.
Does this absolutely positively rule out any prospect of aiming a disruption spell?
Yes, but as a GM you may overrule this for the purposes of MGF, furthering the story or just because you can.
or indeed any spell, at a specifically targeted hit location?
No. We don’t know what the future holds. New supplements could for example detail a new spells like “Glue Fingers”, “Seal lips”, Stomach Ache, etc. However it’s unlikely that combat spells would alter the no Aimed Blows rule.
Distraction
References: RBM 113, RQG 260
Taunting a spirit
Spirit spell Distraction says you can “taunt” a Spirit while it’s in spirit combat to force it to attack the caster.
The printing I’m working from doesn’t use the word “taunt”.
Spirit Combat
Does the spirit actually have to be in spirit combat, or can you force a Spirit to attack you while it’s not in combat?
No. It distracts an attacking spirit to change targets.
It’s Instant?
As an instant spell, how long does the effect last? Just the target’s next attack?
Note that most of the spell’s use will be situational.
The attacker is distracted enough that they forget the original target and focus on the current one. The fight continues until resolved.
Ranged use?
What happens if the target cannot attack the caster due to range?
They will move towards them.
What happens if the target cannot see the caster due to range?
It’s pointless casting this spell if the target cannot see the caster.
Does it still prevent them from attacking their current engaged enemy?
Yes, they are distracted by the caster
If the target is not attacking anyone but is nonetheless engaged, does it force them to attack even if they do not wish to?
The enemy ceases attacking their current target and begins attacking the caster as soon as possible
(e.g. a Chalana Arroy worshipper being attacked and dodging)?
Not sure what you mean here. If the spell is cast on the healer, their attention is drawn to the caster. They will move towards the caster, but the healer clearly won’t attack. If you mean the attacker, they will move towards the caster asap and begin attacking.
You cannot use this spell to force non-violent targets to start fighting.
Anecdotally, when used by my players it’s all been pretty obvious as to what course of action the target takes.
Dullblade
References: RBM 113, RQG 261
Extinguish
References: RBM 113, RQG 261
Face of Lanbril
References: RBM 113
Cult special, restricted to Lanbril initiates only
False Healing
References: RBM 114
Cult special, restricted to Basko initiates only
Fanaticism
References: RBM 114, RQG 261
Farsee
References: RBM 114, RQG 261
Game Mechanics
Does the Farsee spell make any difference to anything within the game system, or only the the value the GM assigns it ad hoc in a particular situation? Skills have no range penalties, and the spell description implies that Farsee makes no difference to missile or thrown weapon range or accuracy at range.
It has no mechanic-specific effect on a case-by-case basis, but the gamemaster might interpret that as being able to use Perception-based skills like Insight, Scan, Search, or even Track at twice their ‘normal’ distance.
Range and Ranged Spell
“Each point of this spell halves the apparent distance as seen by the caster to the rest of the universe”. It is also listed as a Ranged spell. Can Farsee be cast on someone else by the caster, or is it a spell that only works on the caster (and if the latter is the case, why is it a ranged spell then, and not a self spell?)
One of those weird nomenclature issues. It can be cast on others (that should be clarified) and has a long-range effect.
Firearrow
References: RBM 114, RQG 261
Correction
Touch, Instant, Passive
Special Damage
Does Firearrow deal any additional special/critical damage?
No. Such is the unpredictability of magic.
On a pragmatic sense, for a critical, rolling 3D6 (plus damage bonus) and ignoring armor is more-than-likely to disable whatever hit location it strikes.
The gamemaster is wholly within their rights to decide that these results do in fact do special damage (impaling or slashing) but may soon discover that these spells become dominant tactics.
Fireblade
References: RBM 114, RQG 262
Fireblade Damage
Use Fireblade damage at all times, never the weapons. Per RBM 114: this spell changes the weapon’s damage to be 3D6. This replaces the normal damage done by the weapon.
If someone has Fireblade on an iron sword, do they deal 2x the fireblade damage to a troll or elf?
No, the Fireblade replaces the weapon damage. It is now a magical blade of fire, not iron. Roll for the Fireblade damage instead. You either have the sword’s special abilities or the fireblade spell. Not both.
Problems with Fireblade
I think there is a problem with Fireblade. A 4pt spell meant to be used by a melee combatant that has a better than even chance of going away if they take damage/are surprised/cast another spell is somewhere between totally overpriced and useless. Is this how you mean it to be?
It’s incredibly deadly for a spirit magic spell, doing 3d6 + damage bonus (11-14 pts. on average). That’s often enough to chew through most armor and incapacitate a limb, and has the chance of being a one-shot takedown if it hits the head, torso, or abdomen. It can do special/critical damage (it doesn’t say it doesn’t, so assume it does). You can parry or Dodge while the spell is up. If it is interrupted by failing the concentration check, it can be re-cast on the same weapon almost immediately.
To us, that seems neither overpriced nor useless, but if you feel that it is, Your Glorantha May Vary.
Fireblade & Countermagic
This damage cannot be magically resisted because it is real physical damage from the heat of the fire.
Fireblade, page 114
What does this mean? Just that Countermagic doesn’t work? Or also that magical armour and protection spells don’t?
The damage is not magical in nature, but physical. If your magical armor protects from physical damage (fire) then that’s fine.
Look at Fire in RQG page 157, armor, shield and protection spells can protect against flame. Bear in mind when looking at this section that Fireblade is a directed weapon used in combat.
Fireblade & Weapon type
Fireblade can be cast on any edged weapon or spear, but the only thing on the weapon lists that might indicate that a weapon is edged is it’s damage type. Is it therefore safe to assume that any melee weapon with a damage type of “S” (slashing) or “CT” (cut and thrust), along with any weapon listed in the Spear category, is a valid target for Fireblade?
Rather than rely on the damage type, use the edged weapon or spear definition from the spell description. If it has a blade it can have Fireblade cast on it. So from the Core Rules: all axes, swords and spears. Note that a cestus is a bladed weapon too, but having your hands on fire will limit its use.
In Weapons and Equipment, there are a few borderline cases. Some flexible weapons, such as throwing hooks have blades or spear points, they wouldn’t normally have Fireblade cast on them due to the way they are used and their entangling nature. It’s much easier to handle a burning object that is ridged.
Fireblade & Daggers
Historically daggers have been a popular target of Fireblade as well, given they typically have a blade would you also include daggers in that group?
Daggers may have Fireblade cast on them as they are an edged / bladed weapon
Food Song
References: RBM 114
Forget
References: RBM 115
Cult special, restricted to Lanbril initiates only
Glamour
References: RBM 115, RQG 262
Correction
This spell increases the target’s CHA by 8, spirit combat damage by one step on the Spirit Combat Damage table (e.g., from +1D6 to +1D6+3, RuneQuest, page 56), all Communication skills by +10%, and all Magic skills as follows:
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.
Glue
References: RBM 115, RQG 262
Heal
References: RBM 115, RQG 262
Clarifications
Heal cannot raise an adventurer from the dead. However, 2 points of Heal will cauterize any wound or severed limb, and 6 points of Heal will restore a severed limb to the body if both parts are available.
Heal, page 262
Does this mean Heal 2 (to cauterize) and Heal 6 (to restore severed limb),
Yes.
or does it mean a person could use Heal 1 cast 6 times in a row could reattach a limb and twice in a row could cauterize a wound?
No.
Heal 6 Clarifications
Does Heal 6 to restore a severed limb also repair 6 points of damage? I’ve always assumed it does, but I’m playing with an equally experienced person who has always assumed it doesn’t…
Yes. My emphasis:
This spell repairs damage done to hit points. The caster must touch the part of the body being healed. Each point of Heal immediately repairs 1 hit point in that location.
[…]However,
and 6 points of Heal restores a severed limb to the body if all parts are available.
Red Book of Magic, page 115 / RQG, page 262
In summary, Heal 6
- immediately repairs 6 hit points in that location.
- stops the bleeding of any wound or severed limb
- restores a severed limb to the body if all parts are available
Historical note; RQ 1, 2 & 3
The wording was identical in RQ1 & 2, RQ3 didn’t allow reattachment of limbs.
Heal & Unconscious friends
If you want to cast a heal an unconscious friend, do you have to roll POW vs POW in order to succeed?
p. 244 heavily implies so. “A target always resists a spell unless that target voluntarily and knowingly accepts the spell.”
Yes, however your GM may rule otherwise. We suggest that unconscious friends do not resist Healing spells, but do suggest they resist broos casting Disruption.
Heat Metal
References: RBM 115
Hotfoot
References: RBM 115, RQG 262
Cult special, restricted to Eurmal initiates only
Ignite
References: RBM 115, RQG 262
Ironhand
References: RBM 116, RQG 262
Scope of the spell
When casting Irontooth [Ironclaw, Ironhoof, whatever] does the spell effect all the animal’s attacks or just one attack form?
All per the spell description:
Though the name implies it works only on hands, the spell affects the whole body, including maneuvers like headbutting and kicking.
Red Book of Magic, Ironhand, page 116
For example, Vasana casts Ironhand on Molon, her war bison. Does that spell effect Molon’s Gore attack with his horns, his Stomp attack with his fore-hooves, AND his Trample attacks, or must the caster select just the horns or just the hooves? Presumably casting it on the hooves would effect both the Stomp and Trample attacks…
All, as it affects the whole body.
Please note that it was the same in RQ2/Classic, and that RQ3 removed the all text.
Ironclaw
Ironclaw aka Ironhand is the only attack and damage boosting spell that affects the whole body with a single casting. The others, Bladesharp and Bludgeon affect the separate weapon, so if multiple weapons are used, it has to be cast for each weapon.
Historical note: Clawsharp
There is no Clawsharp, except in Griffin Mountain where it appears erroneously.
Jumping
References: RBM 116
Cult special, restricted to Gerak Kag initiates only
Lantern
References: RBM 116, RQG 263
Cult special, restricted to Yelmalio initiates only
Light
References: RBM 117, RQG 263
Lightwall
References: RBM 117, RQG 263
Magic Point Enchantment
References: RBM 117, RQG 263
Magic Point Enchantments & Attuning
What about a Magic Point Enchantments? Do these also 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)
Meteor Swarm
References: RBM 117, RQG 263
Cult special, restricted to Red Goddess initiates only
Multiple Targets
If a single die roll to cast the spell determines a hit or a miss, presumably all additional meteors also either hit or miss on the same roll, but could hit different random bystanders. Is that correct?
Allow the additional meteors separate targets and rolls (this is cool Lunar magic)
So with 9 points of Amplify, you either hit one target with all four meteors, or up to four bystanders.
Four targets or bystanders.
POW vs POW
Should there be a POW vs POW roll for this, or is it purely a physical attack once the spell is cast? If so, do bystander targets also get to resist somehow?
The meteors aren’t magic, they are physical moon rocks, so no POW vs POW. You could allow dodging, but remember that takes the whole round (page 201) and should be declared in the Statement of Intent.
Meteor Swarm is a Temporal spell
Meteor Swarm is described as Temporal.
Yes, spirit magic spells are either Instant, or Temporal. The swarm does not hit the target on the casting SR, so it’s temporal. However this doesn’t mean that the spell lasts two minutes, only that it’s not immediate. There’s any intermediate timing (not in the rules), that I would call – you get to see the effect before it hits you, but don’t have time to react.
To explain, if the spell were instant, the swarm would appear immediately and hit the target. The target would see nothing and then just be hit. If at the other extreme it took two minutes, then the effect would be lost.
The spell produces a swarm of meteors, that rains down on the target. Amplify adds another swarm per three points.
Does it mean that meteors keep raining for 2 minutes (if the Prolong skill is not used),
No. Prolong will not affect this spell.
or that the meteor takes 2 minutes to arrive?
No.
If it is the latter, does that mean it can be dispelled before it hits?
No, these are actual rocks. But passive shield use and armour would.
Eg.
A Crater Maker casts Meteor Swarm on a Full Moon with 15 points of Amplify (Free INT 15). The cost is 6+15=21 MPs and the casting takes DEX SR 2 + 21 mps -1 = 1 Round, then on the second round it goes off on SR9. With Amplify 15, there can be are six targets each receiving 12D6 damage of Moon Rocks, the rocks fall until the end of the round. 7.2 ENC of Moon Rocks fall.
Targets get to see the swarm coming but are unable to act, except to maybe parry (and that isn’t going to go well)..
The Crater Maker unit comes from the Dragon Pass board game.
13.21 THE CRATER MAKERS
The Crater Makers were a special school of the Lunar Priestess hierarchy. Their training allowed them to call upon their goddess to hurl stones from the sky.
In the Lunar exotic magic phase of anyone game·turn, other than a Black or Dying day, the Crater Makers can call down a Meteor Storm. The Lunar player can have the Meteor Storm hit any
one hex within the Crater Makers’ RF. Every unit in the hex, other than herds, treasures and disembodied spirits, are eliminated. Herds in the hex stampede. Treasures and disembodied spirits are unaffected. Dragons and superheroes save themselves and up to three units stacked with them. The Crater Makers’ physical agent cannot make an attack in a turn in which the Meteor Storm is used. The Crater Makers agent is not eliminated when the Meteor Storm is used.
Mobility
References: RBM 117, RQG 263
Multimissile
References: RBM 117, RQG 263
Multimissile & Damage Bonus
“The magical missile does the same damage as the original missile”.
Does this include the damage bonus for thrown weapons?
No.
Multimissile & Damage Locations
We have can’t decide if multimissile hits all the missiles on the same location or if each missile rolls separately on the location table, what’s the usual way to do it?
Separate – Each missile attack is rolled separately. So attack, location and damage are separate rolls.
Pamalt’s Touch
References: RBM 117
Cult special, restricted to Pamalt initiates only
Parry
References: RBM 118, RQG 263
Parry doesn’t increase Armor Points
Why doesn’t the spirit spell Parry doesn’t increase the armor of the shield/weapon… I mean if Bladesharp and all the others increase damage on top of the percentage, why not Parry? Seems a bit weak in comparison.
We didn’t see the need to change the spell. Given that we’ve conflated attack and parry chances, it seemed to be overmuch to add additional hit points to a weapon.
Weapons breaking or being damaged is a core feature of RQ combat, so anything that moves away from that is not particularly desirable.
Preserve Herbs
References: RBM 118, RQG 263
Cult special, restricted to Aldrya initiates only
Protection
References: RBM 118, RQG 263
Repair
References: RBM 118, RQG 264
Rivereyes
References: RBM 118, RQG 264
Second Sight
References: RBM 118, RQG 264
Seek Sun Dome Temple
References: RBM 118
Cult special, restricted to Togtuvai initiates only
Shimmer
References: RBM 118, RQG 264
Cult special, restricted to Togtuvai initiates only
Does Shimmer spirits spell works in spirit combat? And if yes how does it works?
No, “This spell blurs and distorts the target’s visual image”, not spirit image.
Your GM may rule otherwise.
Silence
References: RBM 119, RQG 264
Silence & Move Quietly
Does the Silence spell have to be used with the Move Quietly skill or does it have other applications (such as suppressing the noise of a person or horse when they are moving without attempting a Move Quietly roll)?
When used with Move Quietly does it only remove the penalty for noisy armour or does it have other effects (such as changing a fail to a success)?
The spell suppresses normal movement sounds, unless they are deliberately (or disastrously) made.
The sounds generated while walking around in your armor (bronze chain rustling against bronze plates, sword scabbard rubbing against your hip, leather squeaking, sandals slapping on the ground, breathing, etc.) will be suppressed, as will the clop-clop of your horse’s hooves.
So no, you don’t have to make a Move Quietly roll, but if you want to do anything specific that isn’t naturalistic movement, you should take that precaution.
It doesn’t shift a success… it’s a binary thing. It covers some things, but not others. If you engage in combat while under the spell’s effect, the onlookers would see you, hear your combat sounds, but would not hear your normal movement sounds (except in the case of a fumble).
Sleep
References: RBM 119, RQG 264
Cult special, restricted to Chalana Arroy initiates only
Sleep clarification
Chalana Arroy’s special spirit magic of Sleep may not be taught to outsiders under any circumstances. Befuddle was once a cult special spell as well, but knowledge of it was shared in the First Age, which led to its use to attack, perverting its merciful purpose. That mistake has not been repeated.
Lightbringers, Chalana Arroy, page 43
Slow
References: RBM 119, RQG 264
Slow & POW vs. POW
Is there any resistance roll for the spell Slow or is it always successful?
Resistance roll, as it directly affects another living being independent of something the adventurer is doing.
For example, Bladesharp doesn’t require a resistance roll as it’s just adding to the efficacy of an attack already being made. Slow is affecting another being usually in defiance of their preference. If someone were to cast Mobility on an unwilling subject, that should probably call for a resistance roll too.
Sneeze
References: RBM 119
Cult special, restricted to Mallia initiates only
Solace
References: RBM 119
Speedart
References: RBM 119, RQG 264
Spell Matrix Enchantment
References: RBM 121, RQG 265
Spirit Binding
References: RBM 121, RQG 265
Cult animals for bound spirits
This refers to the practice for cults to have animals sacred to that god, kept and bred within the temple complex. Ernalda has giant boars or snakes, Orlanthi has hawks or shadowcats, Eiritha has appropriate herd beasts, Engizi fish or dolphins, Issaries has mules, etc.
Eurmal has raccoons, hares, ravens, or spiders who run around loose and get into other temples, because they’re like that.
The term ‘familiar’ appears in the text of this spell and nowhere else in the book. Is a familiar the same thing as a spirit bound animal as described on page 250, or something else?
Yes, a familiar is a bound spirit animal. You can use the following as a guide in the Bestiary:
- Bestiary Vrok Hawk page 161, use as a base for other birds.
- Bestiary Dog page 144, use as a base for other breeds of dog.
- Bestiary shadowcat page 159
- For monkeys just make a smaller Baboon, etc.
Spirit Binding vs Control (spirit)
The spirit spell Spirit Binding requires only a POW vs POW roll to put a spirit into a binding enchantment, while Control Spirit requires the caster to have won a spirit combat to bind the spirit… Making Spirit Binding much better for this purpose. Is this as intended?
Yes. It’s about the intent:
- Spirit Binding allows a spirit to be placed in a binding.
- Control (entity) cannot be used to place a spirit in a binding.
Using Spirit Binding I
Rules as written, if I have an empty POW Storing crystal (or an appropriate binding enchantment), can I cast Spirit Binding at any spirit that pops up during an adventure and bind it that round of combat?
Combat is not the best place to do this, you are unlikely to have enough SRs, other than that as long as you defeat the spirit in POW vs POW, there is no other preparation need as long you have, ether of:
- Empty POW storage crystals – you can use them immediately with no preparation, they are naturally magical.
- Items – As long as you have prepared the item as described in the Enchantment section on page 249, inscribed the Runes of the enchantment on, in, or around the thing to be enchanted, spent the POW and your GM agrees that it’s possible to do this without an actual spirit present, then yes. I’d certainly allow shamans and their assistants to do this, but not anyone else. Anyone else has to do the Enchantment with a spirit present. If a shaman or assistant, I’d have the POW they’d spent held ready (and thus no longer available to use) until the moment of the casting, then roll. If they fail the POW is restored, if not the spirit is bound.
Players in my game always do ritual preparation to get the casting chance to 100% (so a player with 15 POW would have a 65% chance normally, but would always do at least an hour to get the +35% bonus). The GM is the adjudicator of failed rolls and remember if allowed are at -25% (Game System page 142). Rituals are never quick.
Using Spirit Binding II
Reviewing the spell description, it doesn’t look like any other procedures are required (defeating it in spirit combat, it isn’t a ritual spell, etc.). Am I correct in that understanding?
Other than defeating the spirit in POW vs POW, there is no other preparation need, other than the preparation and obtaining a spirit:
Magical objects for holding spirits can be made using the Binding Enchantment ritual (page 249)
Spirit Binding, page 265
Using Spirit Binding III
If my adventurer is walking along and sees a spirit wander past, can they just cast Spirit Binding and stick it into an appropriate binding enchantment?
Yes if you overcome it in POW vs POW, per Resistance Roll page 254.
Does this also work on embodied spirits I encounter in the Middle World? (For example, an elemental.
Yes as above.
Or, do I need to beat it in spirit combat first?
No.
Spirit Screen
References: RBM 121, RQG 265
Strength
References: RBM 121, RQG 265
Correction
This spell increases the target’s STR by 8, and If the target’s STR+SIZ is 40 or less, increases melee combat damage by one step on the Damage Bonus table (e.g., from +1D4 to +1D6, RuneQuest, page 56), and all Agility and Manipulation skills (including weapon skills) as follows:
Strength and Bear’s Strength
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.
Summon (Entity)
References: RBM 121, RQG 265
Correction
Variable
Ritual
1 Point
Ritual, Active
Vigor
References: RBM 122, RQG 267
Visibility
References: RBM 122, RQG 267
Cult animals for bound spirits
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 (A-M)
- 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
Page Last updated: 2024-09-13 10:54:28