Official Answers from Chaosium
This covers the second part of Chapter 2, (N-Z) pages 67-104
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
A-M is here
Nightmare
Correction
Ranged, Duration (special), Nonstackable
Oath
Correction
Ritual, Duration (special), Stackable
Passage
Correction
Ritual, Duration (eight weeks), Stackable
Non-magical doors
Now that this works on non-magical doors etc, does this mean that after the designated person passes through, the door always re-locks/re-bars itself?
Yes.
Seems a bit weird for a non-magical door to re-lock itself, unlike a door with Lock where it makes more sense, but ok if that’s the intention. (Edit – the spell says specifically that it opens the door, not just that you pass through)
The spell closes the door. Under the spell, the door is effectively magical.
Pathwatch
Update from the Starter Set Book 1: Rules
The spell alerts the caster to the direction and number, though not type, of all enemies and traps within a 100-meter radius while they are on the path or immediately adjacent to it.
Peace
Define person for this spell
Who counts as a “person” for purposes of the Peace rune spell? Having the Man rune? Are Dragonewts and Dwarves people?
Anyone the GM wishes to include for the purposes of the situation, as per this part of the dictionary definition: Person – a character in a play or story.
Proteus
Proteus & Spell Trading
Can Proteus be traded with Issaries, or does the requirement “The user must have undergone a Meld Form ritual” make this pointless?
They could trade either or both. If they don’t have Meld form, they will need to find someone to do the ritual.
Proteus & Truestone or Matrices
Can Proteus be placed in Truestone or a matrix, or is that pointless for the same ritual prerequisite reason (except that a Mastakos initiate could use the spell points to access their own melded forms)?
Yes, see above.
Clothing and Equipment
If a PC turns into an animal, then back to their original form, what happens to their clothing and equipment? Some spells, like Guided Teleport and Bears Skin are more specific, but this one isn’t
As these spells about changing form, you can decide what happens to their clothing and equipment. In my games i’d say it ends up in a pile under them.
Copying other People
If you captured Vasana and cast Meld Form with her, would your spell form always look just like her
Yes:
The user’s INT, CHA, and POW do not change, but all other characteristics become identical to those of the creature used in the Meld Form ritual.
As for a T1000 terminator, or is your form more generic, like “red haired warrior woman”.
No.
Note that as you will be killing Vasana, you will have to overcome her POW for the Ritual and spell to succeed, along with the other problems this will create.
Rain
Correction
Each Rune point stacked either increases the amount of rain as if the cloud cover were increased by one category or increases the radius another 100 meters.
Reflection
Correction
This spell reflects spells that fail to overcome the POW of the protected target, back at their caster. The reflected spell(s) attack their caster(s) on the next strike rank, and must overcome the POW of the caster, with the caster’s own POW to effect them.
Remove (body part)
What happens to a separated body part after the spell ends?
Most casters realise it’s in their interest to have the body part to hand when the spell ends, so they can reattach it!
Does it continue to sense and can it still be controlled?
No.
So is it only the rejoining ability that is lost until the spell is cast again? Or does it become inanimate until the spell is recast?
There are quite a few options, such as the GM could rule that it just reappears attached, or devoid of a body to support it, the part starts to starve and will slowly die… (GM’s call here, go for MGF)
Restore Health
Correction
Touch, Instant, Stackable, Permanent
Tapping
This spell restores characteristic points that have been lost to disease, to the effects of the sorcery spell Tapping, or to other sources.
Restore Health, RQG page 337
The core rules have no Tapping spell in sorcery. Will it available in a future supplement?
For Tapping, see Tap on RQG page 384, and the sorcery spell Tap Body on RQG page 400
Divine Intervention
Can Restore Health be cast upon a person to allow them to recover the POW lost due to Divine Intervention? The spell description does say, “This spell restores characteristic points that have been lost to disease, to the effects of the sorcery spell Tapping, or to other sources.” (pg. 337, emphasis mine), and the description of Divine Intervention (pg. 272) does use the words, “The adventurer then loses POW equal to the number rolled in return for the divine intervention.”
No. Divine Intervention is not a health crisis.
Multiple castings
Does the effect of this spell “stack” in the sense that seven separate castings of Restore Health, each of 1 Rune point, are exactly the same as one casting with seven Rune points?
Yes.
Resurrection
Resurrection & Seal Soul
In the description of Resurrection:
“Each day after the first that the dead adventurer stays dead…”
in the description of Seal Soul:
“Each day after death that the adventurer has been dead…”
I think the characteristic loss effect should be same. Thus, the description of Seal Soul should be modified as that of Resurrection. How would you feel?
The text in the rule book is correct. Resurrection is a better spell.
Safe
Typo
roll the spell’s magic points against the tresspasser’s POW.
Clarification
The final sentence in the CR description about defensive magic is not present in the RBoM version. Is this intentional?
Yes.
Because it is a useful clarification about how to deal with Defensive magic. Does this mean that it’s now the spell’s 2 Rune points that are used vs defensive magic? If so this is an important change vs the CR.
This is in keeping with the general rules for boosting magic and doesn’t need repeating.
Sanctify
Replenishing the Rune point cast with Sanctify
Can the Rune Point spent on Sanctify in the first place be replenished by worshipping in the sanctified area?
Yes. The point has been spent. (This only becomes an issue with Extension, which isn’t needed with this spell.)
Gaining a Rune Point and a new spell
Can they sacrifice POW to gain a Rune Point and a new Rune spell?
No. With Sanctify there is effectively a hidden level in the temple size list:
- Sanctified area – no magic available.
- Site – no magic available.
- Shrine – single cult rune spell.
- Minor Temple – all cult and subcult (if present) Rune spells
- Major Temple – all cult and subcult (if present) Rune spells, and a single associate cult rune spell.
- Great Temple – everything.
Gaining a Rune Point
Can the Adventurers doing this personal worship in the sanctified area also sacrifice POW to gain a Rune Point?
Yes.
Note you don’t need to sacrifice a rune point to gain a spell, you just need to do exceptional service, pay, or by GM fiat:
At the gamemaster’s discretion, an initiate can gain access to the cult’s special Rune spells in return for exceptional service to the cult, by donating the equivalent of 100 L per point of the spell, or for other reasons that further the cult’s goals and standing. Benefits, page 275
In order to gain access to a new spell you, do need some kind of organisation is need, so the minimum is likely a God Talker at a shrine.
Who can cast Sanctify?
The Red Book of Magic clarified that ceremonies are to be performed by cult members, as opposed to, say, members of associated cults. The Q&A could even further prevent munchkinery by specifying “Cult initiates and rune-level members”, in case a lay-member wants to cheat their way into a leading a ceremony.
Lay members cannot cast Sanctify.
FYI, I meant an initiate of another cult (who has Sanctify with that cult) who is member of a given cult. Since Sanctify isn’t specialized by cult (“Sanctify (Orlanthi)”, “Sanctify (Zorak Zoran)”, etc.) I could imagine someone trying to reuse the same spell for other ceremonies or something.
Sanctify is effectively specialised by cult as it’s powered by the Rune point pool of the originating cult. Using the example in the spell description, a Darkness cultist could not make the cubic volume of an earth cult. Rune spells have their own sensory effects (per RBM 6), there would be noticeable connections to the originating cult.
Sever Spirit
Does Humakt’s Sever Spirit work on Undead?
No. Undead have no spirit / soul (POW).
The correct spell for Humakti to use against undead is Turn Undead
Ghouls, from Bestiary: “They are formed when malign spirits possess a corpse.” So, I presume that ghouls can have that malign spirit severed from the body. Vampires don’t specifically mention in the ritual that the spirit who sacrificed all its POW is still considered a spirit when tied back to the body. Revenants too. But since they retain the memories and skills of their previous spirit, it seems they would have a spirit – just one without POW.
Skeletons and Zombies may not actually have a spirit, just the magical enchantment. A spirit possessing a body, doesn’t give it POW. (a spirit or soul).
Turn Undead (RQG 347) costs only 1 RP and is stackable.
Shattering
Typo
If the caster overcomes the target’s POW, the target takes 4D3 damage to one hit location.
Shield
Incompatability with spells
Is the countermagic/protection provided by Shield incompatible with Shimmer and Spirit Screen like the spirit magic equivalents are?
Yes.
Shield & Countermagic spirit 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?
No & no. The spell effects are cumulative per the spell.
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)?
No.
Or, do Countermagic and Shield always stack regardless of the order and power of the spells?
They don’t stack, effects are cumulative per the spell.
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 1st
- Shield 2nd
- Countermagic 3rd
So then from an outside attack, these would be in reverse order, with the attack hitting Countermagic first, then Shield, then Protection.
Shooting Star
Changes from RQ2
In RQ2, Shooting Star it was Extendible, very handy as you could prepare an arrow in advance. Now it’s listed as an “instant” spell, so you can’t cast Extension on it. Is that deliberate or accidental?
Deliberate. Normal use would have the arrow fired the round it received the spell.
Or since the spell doesn’t trigger till the arrow is fired, does that mean that it just lies fallow till it is fired, therefore theoretically (if Yelorna does not object) available forever, effectively like an arrow *enchanted* with Shooting Star?
Sure, If you can convince your GM to allow arrows once touched to have shooting star “available forever”. However It’s clearly an attempt to extending the spell. If they did allow this, I’d certainly advise that the rune points are not recoverable until the arrow is used.
This doesn’t preclude an everlasting shooting star arrow, it would certainly be the object of a Yelorna HeroQuest.
Slash
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, and weapons can generally use Sword Trance.
- Slashing weapons can generally use Axe Trance & Slash
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.
Snow
Correction
after the Air rune (Darkness rune)
Soul Sight
Correction
This common spell allows the target to see magically both the POW aura and the current magic points of anything living, including the amount devoted to currently in-effect spells (such as defensive spells).
From their aura they can tell if they are an initiate; and if so, whether they are in good standing or not. This spell cannot differentiate between an initiate and a Rune Master, merely noting that they have been initiated into a cult.
Cult identification
Can the caster also tell what cult a person is initiated into?
No. As stated in the spell description:
merely that they have been initiated into a cult.
Soul Sight, page 340
Speak With Herd Beasts
Typo
Ranged (voice), Temporal, Nonstackable
Speak With Herd Beasts
Typo
Ranged (voice), Temporal, Nonstackable
Speak With Horses
Typo
Speak With Horses
Ranged (voice), Temporal, Nonstackable
Speak With Insects
Typo
Ranged (voice), Temporal, Nonstackable
Speak With Scorpions
Typo
Speak With Scorpions
Ranged (voice), Temporal, Nonstackable
Speak With Small Animals
Typo
Ranged (voice), Temporal, Nonstackable
Spell Trading
Correction
This spell allows the caster to trade a single use of any Rune spell (except this one) in exchange for a single use of any Rune spell known by an initiate of any cult.
Traded items must be stated. Exact prices are negotiable, but Issaries insists on a negotiated clear profit for his initiate in one form or another.
Note that this corrects the Rune spell, the availability to initiates remains unchanged (per RQG 76 & 298). Initiates may spell trade with other initiates.
Which version of the Spell is Correct, RQG, RBM or SS?
Red Book of Magic
Spells that require magic points
When a rune spell relying on stacking a variable amount of magic points (like e.g. Lock) is traded, is the number of magic points pre-set at the time of the trade (as the spell could go off on a roll of 96-100)?
No. If Lock goes off, it won’t do anything.
Runes and Rune ratings
When a traded spell is cast (in a situation other than the Spell Trading ritual), what rune(s) and rune percentage(s) determine the success chance? The runes known by the originator of the spell, and the rune percentage of the originator at the time of trading the spell?
see:
To cast the received spell, no Rune points need to be used and the caster uses the relevant Rune rating of the person who provided the spell, even if it is lower than their own.
RBM, Spell Trading, page 82
Can an Issaries merchant trade for a rune spell using only an elemental rune that the trader doesn’t have any percentiles in?
Yes, see above.
Or should an Issaries trader character have at least one percentile in every element rune in order to be able to theoretically cast any rune spell he encounters?
See above.
One-use spells
In its description, “The original “owners” of the spells can still cast them after trading them, provided that the spell was not a one-use spell and that all other requirements for the spell (Rune points, cult status, etc.) are still met.”
In the case of trading one-use spell, when will the original owner be able to cast the one-use spell?
As soon as desired, as per the rules. They only lose the Rune points permanently.
Matrices
Can a rune spell coming from a spell trade be placed in a matrix?
No. You cannot make what would effectively be a magic item for another cult.
For MGF your GM may allow it in order to further a plot – angry cultists seeking out the adventurer to recover the item.
Spider’s Head
Typo
Weapons Manipulation skill category modifier.
Spiderlimbs
Addition
Use the giant spider hit location chart (Glorantha Bestiary, page 11): divide the abdomen hit location between abdomen (05–06) and chest (07–08), the spider limbs have hit points equivalent to human arms.
26 May 2023
Spirit Armor Enchantment
Correction
Ritual, Enchantment, Stackable
Spirit Block
Spirit Block and Low Spirit POW
The last paragraph refers to “the value of the Spirit Block” being the determining factor in when the current MP of a spirit it too low for it to attack. In the italics example, Sorala has Spirit Block 2. So taken literally a spirit needs its MP to fall to 1 for it not to be able to attack, since the Spirit Block has value 2. Is this correct?
Yes
Or should the reference be to the number of points of spirit armour?
No
Spirit Guardian
Correction
The duration is one day, with each extra point stacked with this spell adding another day.
Spirit Melding
Correction
This spell must be cast upon a friendly ancestral spirit enveloping the caster. For the spell’s duration, the caster adds the spirit’s POW for resisting spells, and its magic points for absorbing spirit combat damage. If the spirit leaves the caster, the spell ends.
Spirit Combat Damage
Both descriptions are updated in the WoD to add on the ancestral spirit’s MP for spirit combat damage absorption. But it doesn’t say how damage to these points are apportioned, e.g. what happens when the subject has taken a number of MP damage in spirit combat and the spell ends and the added MP disappear – what are the subject’s MP now? Are the ancestral spirit’s add-on points the ones that take the damage first?
Use the ancestral spirits magic points first, when they are gone, the spirit departs.
Summon Ancestor
Correction
Ritual, Ranged, Summon, Nonstackable
The spirit’s characteristics are as indicated on the Ancestral Summons table (page 88), and it appears within the spell’s range.
Ancestors’ Rune Magic
It says ‘An ancestor can only cast Daka Fal special Rune magic, and cannot cast common Rune spells.’
Does this also apply to ancestors that you know to have known other rune magic in life? eg your great-grandfather dies, and you know he was also an initiate of another cult, etc
Daka Fal cannot access magic from other gods. That part of their spirit / soul has gone to their respective god’s afterlife, beyond Daka Fal’s influence.
How about Trolls who are initiates of Kygor Litor and also Daka Fal as an Associated Cult (or full initiates of both)?
Daka Fal provides Kyger Litor with Summon specific ancestor as an associate. As a Kyger Litor / Daka Fal priest, they would be able to access most troll ancestors and just their Kyger Litor and Daka Fal magics.
Summon (Cult Spirit)
Clarification
If a cult has specific Summon spell use those, otherwise use the Summon (Cult Spirit) spell. The specific spells are always better, for example with elementals, you always get the same elemental.
Stacking Beyond 3 points
Could a Summon Cult Spirit 4+ be used to summon larger, more powerful, etc, elementals?
No. Summon cult spirit only goes to 3 points maximum. Beyond this there are rarer specific summon spells for larger more powerful cult spirits.
As usual, your GM may rule that Summon Cult Spirit go to 4, 5 or even unlimited points.
There is also a group of specific Summon cult spirit spells that allow you to stack on top of the initial summon, beyond three points:
- Flash Flood 3pts, but you can stack an additional 4 points on top of it. (RBM 52)
- Mountain leap, 2pts, but you can stack on top of it, effectively summoning a larger wind / ram. (RBM 66)
Cult summons spells over 3 points include:
- Summon Snake Daughter, 4pts (RBM 94)
- Summon Thunder Brother, 4pts (RQB 185)
- Call Founder, 6pts (RBM 21)
It’s also possible that there are [little known / regional / secretive] [subcults / hero cults / spirit cults] that can summon more powerful specific Cult Spirits. Spells like these may also be be HeroQuest prizes and so unique to individuals.
Summoning Specific Spirits
Can I summon a specific known spirit with the summon spells, or more precisely the Rune magic summon spells?
Yes, if your GM agrees that your adventurer has the correct information to do so.
When a Chalana Arroy casts Summon Healing Spirit, can the priestess pick a specific healing spirit she summoned sometime in the past? Can a Wind Lord summon a specific Flint Slinger using Summon Cult Spirit? Can an Engizi priest summon a specific naiad from the Creekstream River, or just a random one?
Yes, if your GM agrees that your adventurer has the correct information to do so.
Spirit Magic Summon (entity) specifically says random.
The first should be random. The spirit however may not give or be able to give you the information needed to summon it specifically again. If it is a spirit of place, you would likely need to be in the same place.
What can be Summoned
I see one can Summon Cult Spirits, and it is part of the Common Rune magic. Some cults have all common Rune Magic, and thus the spirit isn’t specified, despite the description in the spell. For example Foundchild. But Chalana Arroy says that it has all Common Rune Magic but Warding, but under special Rune Magic it has Summon Cult Spirit (Healing Spirit). With CA, given Summon Cult Spirit is also mentioned in the table p. 317, does that mean it has another, general, version of it also?
No, look at the examples in the spell itself, they are examples of it, another Chalana Arroy version would be to summon the spirit of retribution.
And what does that summon? If not, what does Foundchild summon with it?
Foundchild can summon Brother Dog spirits to bind into dogs, or the spirit of retribution. Or whatever hunting spirit you feel would be appropriate.
Summon Cult Spirit vs. Summon Elemental:
Vargast is an initiate of Orlanth, but not of Orlanth Thunderous.
An initiate of Orlanth Adventurous.
Can Vargast summon a small air elemental using Summon Cult Spirit?
No. Although the GM at your table may rule otherwise.
Does it matter whether he knows the Summon Elemental spell for it?
- If a cult has a specific summon spell use that, it has a specific set of rules associated with it.
If a cult has elementals, they are cult spirits. Summon Elemental is a specialist version of Summon Cult spirit. Use the specialist spell.
If Vargast instead summons a small air elemental using a Summon Elemental spell, what runes can he use (compare the Mago example from the starter set, where he gets all three runes for the Summon Elemental spell)?
Any of his cult runes:
All common Rune spells use the Rune. Any Rune of the cult providing the spell may be used to cast a spell indicated with the Rune.
RQG Common Rune Magic, page 317
As Summon Elemental in this case is a specific version of the common Rune spell, Summon Cult Spirit, Vargast can use Air or Movement.
Can Vargast summon a large air elemental using Summon Cult Spirit (that is, are large air elementals Orlanth cult spirits?
No.
or are they only cult spirits for Orlanth Thunderous specifically (“subcult spirits”?))?
All Air elementals are Orlanth cult spirits. However:
- Orlanth Thunderous is the specific aspect of Orlanth as the Air / Storm and has the greatest storm powers, so can summon all and sizes types of Air elementals.
- Orlanth Adventurous is the specific aspect of Orlanth as Movement / Change and does not have as much power over Air powers so can only deal with small and medium Air elementals.
Does that mean that he also couldn’t command a large air elemental using Command Cult Spirit, since it doesn’t count as a cult spirit for him (not being a Thunderous subcult initiate)?
As Vargast is a member of the Orlanth subcult with lesser air powers, no. But a GM may rule otherwise.
Controlling a summoned elemental (entity)
In a game, an adventurer cast Summon Cult Spirit (Air Elemental), then Command Cult Spirit, succeeded in the control roll (POW vs POW.), and 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.
In common rune magic if you cast Summon Cult Spirit do you need to follow up with casting Command Cult Spirit (The description of Summon Cult Spirit on page 342 is not clear about it but it doesn’t specifically states that a Command Cult spirit should be used to command the summoned spirit.)
Yes. Summon Cult Spirit may be cast simultaneously with Command Cult Spirit.
If unsuccessful, the cult spirit acts in accordance with its nature.
Command Cult Spirit, page 323
Is Command Cult Spirit can be considered as a spirit attack, IF the spirit is under control of another player/NPC/present in the wilderness therefore the process can be augmented with spirit combat ?
No. A cult spirit is sent by the adventurer’s god. If a Zorak Zorani has a fire elemental and you are a Yelm cultist, the ZZ’s fire elemental is not sent by Yelm. Command cult spirit will not work. Commanding a cult spirit is like negotiating with an allied spirit, the magic is normally good enough to persuade it to do what you want, but other times the spirit has its own agenda.
Summon (type) Elemental
Correction
Summon Elemental (type)
to
Summon (type) Elemental
Typo
Three Rune points summons a large elemental, which is ten cubic meters (2×5×1).
See also Summon Cult Spirit vs. Summon Elemental
Seven Mothers Elemental Summoning
Rune varies depending on elemental being summoned
Summon Elemental, page 91
How does this work for initiates of the Seven Mothers? Vostor doesn’t have the Fire rune, so can’t cast his Summon Fire Elemental (small) spell.
Seven Mothers initiates can Summon / Dismiss Elementals (max 1pt) using the Moon rune, but cannot Summon / Dismiss any form of Air Elemental.
Targeting someone with an Elemental summoning
Can I summon an Elemental directly on someone within Range? Do I need a POW vs POW roll to do so?
Generally speaking, you can’t summon an elemental directly onto someone. An elemental is a living spirit which existed prior, and is manifesting cloaked in the element of its nature.
You would not need to make a resistance roll because you’re not attacking another entity (the target) by summoning a third entity (the elemental), though you may direct that elemental at the intended target.
Summon Darkeness Elemental
Maintaining a Darkness elemental in Daylight
How much Create Shadow do I need to summon or maintain a darkness elemental in daytime: one point, two, or more? I’m guessing two from the Create Shadow write up since that blocks daylight on Cave Trolls and Trollkin, or maybe one since that’s enough for Dark Walk to work?
Twoo points of Create Shadow should maintain a darkness elemental in daytime (as it needs to be darkness, not just shadow) but the GM should be the one making that call. Is it noon with the sun directly overhead? Is it morning or evening with long, stark shadows? This is where a common sense call should be made vs deriving situation guidelines and modifiers for every conceivable situation.
Summon Fire Elemental
Summon Fire Elemental & Zorak Zoran
What rune would a cultist of Zorak Zoran use to summon a fire elemental, one of their special cult rune spells?
Summoning elementals follows the usual Rune requirements, which is the cult’s elemental Rune, which in this case is Darkness!
Note too, that in addition to the increased Rune point costs (RQB 81) these elementals cannot be commanded with Command cult spirit, but use Command Fire Elemental instead. This is available from the Amanstan subcult, along with Summon Fire elemental (any size). Command Fire Elemental has the usual 2pt Rune point cost and uses the Darkness Rune.
This ability of Darkness to overcome Fire is unique to Zorak Zoran and makes his cult very impressive to other Darkness forces and trolls.
Summon Ghost
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.
Summon Lune
Moonrock
If a Lune is summoned, does it consume the Moonrock needed to summon it or is that some sort of ‘reusable resource’?
No they are formed from the moonglow:
They must form from intense moonglow and appear as pools of pulsating light. Such a glow can only be produced on the surface of Glorantha by moonrocks from the surface of the Red Moon.
RuneQuest Bestiary page 181
When the Lune is destroyed does the Moonrock return to its original state or just become…rock?
No. The Moonrock still glows (but do you still have it or did you borrow it).
Summon Household Guardian
Correction
Ritual, Summon, Duration (special), Nonstackable
Summon Insect Swarm
Area Affect or Single Target
How does the ‘Summon Insect Swarm’ spell work exactly? I have no trouble understanding the text, but is it an area effect or just against one person? What if the original target (targets?) die, can you redirect the swarm?
This is situational. I’d suggest the maximum number affected be the same as the rune point level, depending on adjacency. A single beehive swarm is a bar will affect a lot more people than outside. Command Cult Spirit works on the insects, or a rare control (insect type), the occasional Gorakiki shaman-priest might teach this.
Redirecting the swarm
Does this takes one’s action for a melee round?
That’s an at your table call. The swarm has to move, so depending on the type of insect may be quick (flying) or slow (crawling).
Can wind magic (or sylphs) could be used to disperse the swarm at least temporarily?
Yes.
Summon Snake Daughter
Clarification
As this is a specialist type of Summon Earth Elemental, unless the Snake Daughter is summoned within an Earth temple, it remains 15 minutes or until it has finished defending the summoner.
Summon Son of Votank
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.
Summon Spirit Teacher
Correction
Ritual, Summon, Duration (special), Stackable
The spirit so summoned can teach spells, give information, or act as a shaman’s fetch for one day.
Casting Time
How long does the spell take to cast?
Summon Spirit Teacher must be stacked with the 1-point Summon Ancestor spell which is a 1 point Ritual. Summon Spirit Teacher is a 2 point instant spell so doesn’t add to the (1 hour) Ritual length:
Ritual spells generally take one hour to cast per point of the spell. However, the gamemaster may be flexible about this, as rituals are almost always cast outside of combat and may be combined with ritual preparation and other means of increasing the chance of successfully casting the spell.
Red Book of Magic, Characteristics of Rune Spells, page 9
Summon Tribesman
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.
Summons of Evil
Correction
If the effigy is destroyed, the participants gain a +20% bonus in overcoming the magic resistance of or defending against spells cast by the enemy represented by the effigy during the ceremony.
How does this work
I’ve got some questions about the Summons of Evil. Well, lots of them actually. Apologies in advance, but I’m very much stumped by this thing (I don’t think I’m the only one).
As a starting point, the Summons of Evil first appeared in King of Sartar in 1992, and has appeared in many publications since then. You can find the original text and a list of references to other publications that describe the ritual in use in context of an adventure or detail from Gloranthan history here:
The effigy stuff
You do a ritual (generally as part of an Orlanthi worship ritual, but not necessarily) involving some effigy of some enemy (Chaos creature, Lunars, werewolves, the tribe next door, whatever). The spell summons a spirit of that enemy into the effigy (Chaos spirit, Lunar spirit, wolf spirit, ancestor spirit of the tribe next door, etc). That spirit animates the effigy and you now have to fight that. Does the spirit arrive at the beginning of the ritual?
Yes.
You now have to destroy the effigy?
Yes, but you delay it if you don’t want the physical summoning to end. You might want to keep it alive for days to make sure your enemy appears. Then destroy it. You then have a double problem, destroying the effigy and the enemy nearby!
Does that typically involve beating the spirit in Spirit Combat?
No.
The spirit has hit points and a STR equal to its POW and always has one or more spirit powers (Glorantha Bestiary, page 165).
Summons of Evil, 345 & RQG RBM page 95
It has STR and Hit points, so it’s an embodied spirit, manifest inside the effigy.
Embodied spirits cannot voluntarily engage in spirit combat nor cast spells when embodied.
Glorantha Bestiary, page 176.
It does however have spirit powers. Given the power of the enemy summoned (4D6+6 and 5D6+6, or more…). Give it representative powers depending on the form the summoners made: Bite, Chaos, Rune Magic, Spirit Dart, Spirit Weapon are all good candidates. The GM should craft an appropriate powerful embodied spirit.
Or does that involve physically fighting an animated effigy?
Yes. The spirit is trapped in the effigy. You might want to restrain it if you want the full summons to continue.
The spirit remains trapped within the effigy and its boundaries until the end of the ritual, when the participants must destroy it. During this time, it fights back with any abilities it possesses, whether magic or otherwise.
Summons of Evil, 345 & RQG RBM page 95
For instance, what prevents the players from immediately shooting a flaming arrow at the wicker effigy, and standing back while it burns down?
Nothing, although you now have a burning effigy charging you. It’s likely to have 20 hit points or more…
When the effigy is destroyed, the participants gain some bonuses against the enemy represented by the effigy. These bonuses last “for the duration of the ceremony”. What is “the ceremony” in this case?
If it’s a Worship ceremony, that. It takes all day so hopefully anything you’ve summoned arrives by the end. If it’s the start of a HeroQuest (real world or other), until the end of the quest. If it’s a Crown test, until the end of the test, etc.
Is it the ritual itself?
No.
If so, does that mean that the bonuses are effectively only valid against the “summoned representative”?
No.
The representative
In addition to summoning a spirit in the effigy, it seems like the spell also summons a “real” version of this enemy to you?
Yes.
So if you had a Telmori effigy, in addition to having some wolf spirit animate the effigy,
Depending on the form of the effigy it could be a telmori or a wolf spirit. There’s a lot of room for creativity here. Wolf-headed person or wolf.
you would also see a Telmori raiding party showing up at some point?
Yes if you run the ritual long enough.
The summoned enemy representative comes from a distance that is proportional to the time the ritual lasted until the effigy was destroyed. The first example mentions a one-day ritual summoning an enemy that would take a one-day trip to get there.
Yes.
So the cosmos knows ahead of time how long you’re going to make the ritual last, and finds some appropriate enemy that would show up roughly at the end of this ritual?
Yes. If you have a heroquest enemy they will arrive too…
What is the advantage of performing a longer ritual (apart from the Ritual Practice gains of casting the spell) ? Would it summon a stronger enemy, so you do it for more glory/Reputation?
KIng Bryon uses it to summon the Lunar army for the Battle of Auroch Hills in 1622.
Does making the ritual last longer mean having to fight the spirit trapped in the effigy for longer too?
Possibly. Depending on it’s abilities.
Or could you have a 1-day-long ceremony during which you destroyed the effigy in the first 5 minutes? If the latter, is it correct to assume that the fastest you destroyed the effigy, the less “committed” the representative was (e.g. they only prepared for 5 minute until they realized “wait, I’ve got better things to do” and so they don’t show up).
If the effigy is destroyed quickly, there is still a chance that the enemy will show:
Once the effigy is destroyed, the enemy is no longer compelled to travel, but might come anyway, especially if companions, allies, and followers have already begun traveling.
Summons of Evil, 345 & RQG RBM page 95
In terms of gameability, how do you not end up with the effigy *always* being destroyed within minutes? (by virtue of how combat rounds work)
Preparation. See also grappling, subduing and disarming.
How would you play something where the effigy is not destroyed even after a full day, and so the “representative” has time to show up in force?
Depending on what the effigy is: tying it up, throwing it into a pit, time to be creative and hope it’s ranged magic is poor and it doesn’t have a devastating chaos feature.
Vasana’s Summons of Evil
Vasana’s Saga gives us a glimpse of how the Summons of Evil is used in practice (RQG p270). She and her companions perform it on the cliffs above Snakepipe Hollow, at the beginning of their quest to find the legendary Snake Pipe. I’m confused about a few things:
What was the point of doing a Summons of Evil? If the ritual only gives bonuses against Chaos (in this case) for the duration of the ceremony, then it’s of no help for later going inside the caves. Worse, it makes them go in the caves with less magic, less ammo, and maybe even a few missing HPs. I don’t understand Vasana’s reasoning here.
You are correct in saying Vasana’s Saga gives us a glimpse of how the Summons of Evil is used in practice. The full circumstance isn’t there. It reads like she is doing a real world heroquest.
It says that the summoned Chaos horror “emerged from the effigy before we could destroy the polluted idol”. Was this walktapus the “representative”, meaning that the characters were also fighting some spirit in the effigy?
The ritual is taking place right by Snake Pipe Hollow. Chaos is always nearby. They make weave a torso from handy flexible poles (cut from hazel or willow) and add half a dozen branches for arms and add a few for legs, they then carve some chaos runes on it. It looks crude – but it’s chaos. They then do the summons and a huge chaos spirit embodies the effigy which starts whacking the group. Each time they cut off an animated branch – another grows back – this time real, perhaps the spirit has a chaos feature of regeneration, but much faster than a real walktapus has. This gets out of hand and suddenly the spirit is a real walktapus.
Summoning Chaos on top of Snake Pipe Hollow isn’t the most sensible thing to do, and in this case they got a real chaos horror. But the benefit of everyone who participated having a +20% bonus in overcoming the magic resistance of or defending against spells cast by the enemy represented by the effigy is well worth it.
Just to be clear, the +20% bonus applies to their entire mission later when they go into the caves, because somehow the players and GM framed this dungeon delve as a “real world heroquest” or similar “ceremonial test of strength”?
Yes. The +20% bonus only applies in overcoming the magic resistance of or defending against spells cast by the enemy represented by the effigy.
So it sounds like the Summons of Evil can be used mainly with two goals in mind:
- You want some bonuses against an enemy that you’ll fight as part of some extended ceremony (Vasana’s Snakepipe Hollow trial)
- You want to actively draw an enemy to you so you can fight it with some home advantage (Battle of Auroch Hills)
Yes, and the third most common one:
3. Holy days where the true nature of chaos is revealed to remind good Orlanth worshippers what the problem with chaos is.
Battle of Auroch Hills in 1622
When King Bryon uses it to summon the Lunar army for the Battle of Auroch Hills in 1622, would that have included the entire Lunar Army or just one individual, or…?
Given the text, the effigy in this instance was the general of the Lunar army (a specific individual can be targeted per the spell). He was drawn to attack so his army followed. Any bonus was about him only.
Ie, what if the effigy is a generic enemy, and thus, you summon multiple generic enemies?
The spell result is specific: +20% bonus in overcoming the magic resistance of or defending against spells cast by the enemy. So if you summon Dark trolls, it works against those trolls summoned, no matter the number.
The description says that the effigy “will fight back”. Does it not attack by default and it just sits there otherwise? The WoD references to restraining it seem to indicate that it will try and attack. So “will fight back” seems to give the wrong impression.
The summoned spirit is hostile. If it has relevant spirit abilities it will try and attack. Likewise it has a STR equal to its POW, so it could have an average STR of 20 to 24, so could break bonds and attack using whatever the effigy is made of.
What happens at the end of the ritual if the effigy hasn’t been destroyed by then – does it discorporate and attack, or disappear, or something else? This doesn’t seem to be specified.
Firstly if the ritual isn’t completed, no bonus. The real issue is that as above, you have a double problem, destroying the effigy and the enemy nearby. In a worse case scenario, I’d suggest having the animated effigy join the side of the enemy summoned.
What if the adventurers successfully complete the ritual and a couple of nearby broo answer the call:
A) How do the adventurers know that the ritual was successful, if the coming chaos creatures are a couple of days away? Are they supposed to just sit there waiting and hoping?
They are not just waiting, they are keeping the effigy in check. Generally I use the bigger the spirit, the faster the enemy gets there (I use a simple a 4D+6 spirit is a week, and for each dice more, subtract a day. for an 8 or 9D+6 spirit (on high holy days or sacred time) the ritual can pull an enemy heroquester into the ritual).
B) What’s to stop anyone else from attacking/killing the summoned evil, while it’s on its way to the site of the effigy?
MGF.
If some hunters see a couple of broo seemingly on a walkabout, why wouldn’t they try to kill them (either right then and there or after getting some backup)?
It’s magic, use MGF.
Is there something that indicates that summoned foes are part of a ritual and shouldn’t be touched?
See above.
Sunbright
Does this act as direct sunlight
Sunbright “gives the effect of full daylight”. Does this count as sunlight for the purposes of spells like Clear Sight and Sunspear?
Sunbright creates a 60-meter radius circle of light around the target of the spell.
- Clear Sight, no. This spell only functions on objects in direct sunlight. Sunbright is not direct sunlight.
- Sunspear, no. This spell works only in direct sunlight. Sunbright is not direct sunlight.
Sunspear
Only the target’s thinnest armor protects against this damage; spells are ineffective.
Sunspear, page 345
Magical Armor Protection
intended to mean that defensive magic such as Protection, Shield, Woad and similar that grants armour points is ineffective? Or is it intended to mean that Sunspear is not stopped by Countermagic and similar?
Any spells offering magical armor protection (increasing armor points) are ineffective.
Suppress Lodril
Correction
Inside the area is shadowy haze equivalent to a one point Create Shadow spell (page 37).
This spell may be cast to encircle a member of such a cult, and thus restrict their actions.
Unwilling Targets
It says that if centred on an unwilling target then their POW must be overcome. Knowing this, wouldn’t the caster just choose to centre it a fraction off from their target, achieving pretty much the same effect but not requiring the roll?
Yes, but then it’s not mobile.
If centred on a target (cast on a person), does it move with them?
Yes.
Countermagic Effects
For the spell’s Countermagic effects, does that mean that this aspect stops working if a sufficiently powerful spell goes through it, just like Countermagic?
No it’s like Shield, it’s not knocked down, but the spell get through The whole spell would need dispelling to break it.
Sureshot
Aimed Shots
Does Sureshot let you chose the location struck by the missile? I imagine it would, or else it wouldn’t really help someone who is already good (96%+)?
No, you still roll hit location.
The benefit of Sureshot that it automatically hits. That means it can’t be parried (with a shield) or dodged. You’ll hit someone hiding behind a wall or moving or in the middle of melee. You can hit them in the dark. These are huge advantages.
You can, however, make an aimed blow at strike rank 12 (see page 197), cast Sureshot and use half your skill to determine whether it is a special or critical.
Why is Sureshot Temporal?
Temporal doesn’t seem quite right. At least, not without clarification. Is the intention that once cast, the user has until the spell expires to use this single auto-hit? And they can’t save this one shot forever? I am assuming they get only one such auto-hit due to it saying “the adventurer’s next missile attack”. It’s the clash between Temporal (fixed duration) and single shot that raises the question for me.
The caster has a 15 minute (temporal) window to get a shot off. In practice this usually only lasts until the DEX SR of the caster, allows a shot.
Swallow
Correction
The swallowed item or substance is destroyed and vanishes entirely once the spell’s duration is over.
Spell use
This spell has no range. How will the caster swallow the target?
The range is Self.
Is he engaged in the target?
Does he need to some attack roll?
Attacking the target can be a Grapple roll or DEXx5, or if the target isn’t Dodging it can be automatic.
How long will the item survive in the caster?
This one is by necessity up to the gamemaster to rule on, as there are way too many variables.
If the casting is successful and the target is failed to Dodge, is the living target automatically dead?
As for survival, recovery, etc., the spell says “Any living being swallowed by the caster dies immediately.” If you really want to have someone still alive after being swallowed, then most living things can survive a short while. Use the rules for Drowning and Asphyxiation (page 156) if you don’t want it to be an instant kill. You might treat stomach acid as a minor type of fire or acid, assigning it a POT and having it do a low amount of total hit point damage per round.
Basically it’s an instant Swallow, if the item is living. it’s now dead. GMs may use MGF to alter the deadly effects of this spell.
Sword Trance
Magic Points
If my Humakti adventurer casts Sword Trance and stacks 20 magic points in it, they gain 200% to hit.
Correct.
Splitting Attacks
If I have 100% to hit with my Greatsword normally I would go to 300%. If this Humakti decides to split his attacks against ambushing Lunars, he can hit 3 in a round at 100 each, correct?
Incorrect.
Splitting Attacks
An adventurer may split attacks if and only if each attack is 50% or higher. Thus, an adventurer can only split attacks with a natural skill rating of 100% or higher with the weapon (magical benefits or augments that bring a skill over 100% do not count in this case).
RQG, Splitting Attacks, page 202
If his skill was 101% naturally, then he could split his attack 50/51%, and as a GM I’d rule that the bonus would be split evenly, for two attacks at 150% and 151%.
What % would he parry with his greatsword at for the round?
300% for the first, -20% for each additional parry.
If he decides not to split his attack then he would be at 300 and reduce his opponents chance to parry by 200 percentiles, leaving the Humakti at 100%, but with what % critical or hit?
The special and critical ranges are based on the modified chance, so if your Humakti’s skill was at 100% because he was reducing other attackers’ chances to hit, then he’d hit/special/crit as if his skill was 100%.
Strike Rank
This Humakti in particular has a DEX SR 1, SIZ SR 1, and swings an iron greatsword, so SR 1 weapon.
His strike rank is 3 for his first attack, and 6 if he is able to attack again.
Don’t forget the strike ranks for casting the spells, in the initial rounds they’re being cast. Unless he’s casting Sword Trance before the battle, it’s going to take 1 strike rank for the Rune spell + 19 strike ranks for the magic points. So that spell takes him a full combat round and an additional six strike ranks into the next. He’ll need to cast Bladesharp for even more strike ranks. Hopefully an opportunistic foe won’t see what he’s up to and attempt to disrupt him or throw off his concentration.
Sword Trance & Extension
Can a Humakti use Extension to have Sword Trance up for a year?
I’ve said no because a) I don’t want that degree of power to last that long and b) it’s a trance and the Humakti is totally focussed on his weapon and on fighting while it is active and even the most Death oriented character needs to eat, sleep and crap from time to time.
Correct. You can’t keep a Sword Trance active for a year, unless you can for some reason keep fighting without sleep, eating, self-care, conversation, travel, etc. for that year.
Though the “as-written” mechanics of the spell and Extension seem to indicate it’s possible, the gamemaster should interpret the purpose of the spell and its use within the mythic framework of Glorantha. If it makes no sense to remain active, then it should end when it feels appropriate.
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… e.g. Humakti will not “Heal” their iron swords, and will be free to parry!
But will the the Sword 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 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.
Sword Trance with other weapons
Can characters 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.
Changing Weapons
If someone under the effect of Sword 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. Greatsword swapping to Broadsword, the bonus is lost, because the wording was ‘1H or 2H sword 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 sword – If their weapon is destroyed, the spell ends, their consciousness is no longer merged.
Sword Trance and Bladesharp
Also, where in all this do we factor Bladesharp? Pre or post splitting or reducing for over 100%?
You would add it in with the modifiers for Sword Trance, until either expires. Generally speaking, you can’t pick and choose when magical modifiers come into play if they’re both cast on the same item at the same time.
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, and weapons can generally use Sword Trance.
- Slashing weapons can generally use Axe Trance & Slash
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.
I also presume that daggers do not count as a sword for Sword Trance
Yes they count as a sword for Sword Trance.
Likewise ‘pole-sword’ and ‘sword staff’ are not affected by Sword Trance?
A pole sword as a Cut & Thrust weapon could use Sword Trance
A sword staff as a Cut & Thrust weapon could use Sword Trance
Teleportation
Correction
Self (and Touch), Instant, Nonstackable
What happens to their clothing and equipment?
Treat Teleportation as Guided Teleportation: sends the caster and all their carried gear
Thunderbolt
Typo
though clouds could be summoned using the Cloud Call (page 30)
Thunderbolt and Countermagic
If you blast 8 Lunars with a 10p Thunderbolt how much Countermagic do they need against it? Is each Lunar hit by a 3p runespell or a 10p?
You’re casting a 3-pt spell and spending 1 point per additional target, for a total of 10 points for eight targets.
Nowhere in the wording of the spell does it say that the additional points are added to the relative power of the spell.
Each target is hit with a 3 pt. Thunderbolt spell.
Translate
Translate & Learning Languages
Can the rune magic spell translate be used to help the caster learn a language, or is the impression of meaning it gives too vague for that?
For general use, I’d say no (you don’t get an experience check), but if someone is using the spell specifically for an educational purpose, perhaps it offers some sort of small bonus to the skill increase roll, if successful.
Truespeak
Resisting the spell and outcomes
Because each question requires the target’s POW to be overcome. Does the caster know definitively that the spell was successful or resisted?
There are three pieces to take into consideration:
- Magic that is cast at a target must be resisted
- Spells almost always have some sort of sensory effect.
- GM style
so
- So the target feels the spell and resists (even if reflexive), and the attacker feels the resistance.
- How does the sensory effect manifest itself for the given spell, it could be obvious.
- Is this a situation where the GM wants to further their game by providing accurate / ambiguous / incorrect information.
Targets can always feel a spell to resist it, conversely the attacker can feel the resistance and if it overcomes / punches through that resistance. If there is a visual effect, it hits the target. Using Lightning as an example. On a success the the bolt punches through to the body of the target. On a fail, the bolt is deflect harmlessly or just stops (depending on your description). The caster feels the resistance.
Example: lets say a Sage casts Truespeak on a target and asks twenty questions. The subject resists e.g. 11 of the questions. Thus for those 11 questions the target gets to lie.
If they wish or they can say nothing (they can remain silent).
If the caster doesn’t have feedback of some sort, they could still rephrase the question and try again.
They would know they have not penetrated their target’s POW, the blue tendrils emanating from their hands don’t go into the target’s head as usual.
If the target has consistent responses to each one, the caster is quite likely to expect at least one of them was not resisted and was the truth. If the caster does have definitive feedback he knows exactly which questions were truthful and which are suspect.
Yes. But the target may also tell the truth, half truths, or lie on a failure. This the GM’s call. A broo when asked “where is your camp”, may resist the spell, but still tell the truth – knowing that a broo army awaits the adventurers…
I suspect there is no definitive feedback, because the spell states the “Combined with Mind Read (page 65), this spell makes the Lhankor Mhy sage a potent inquisitor.” If there was definitive feedback, the sage would be a potent inquisitor even without Mind Read, except in the rare case the target will answer no questions at all.
Mind Read gets round the not speaking part. The not speaking part is not a rare response.
By that I suspect Glorantha doesn’t have a 5th Amendment (or equivalent in many modern countries) and most targets will want to express their innocence.
It depends if that is what the questioning is about. This is a “public spell” so others can still talk to the target (intimidate, threaten, badger, etc) It can also be used for public statements. The subject doesn’t have to make the POW vs POW roll if they accept the spell and want to tell the truth. An innocent person would just allow the spell to succeed.
Another example: let’s say there could be tactical advantages to acting as though you were Befuddled. If your character is on guard duty and senses the approach of someone, then feels a magical attack fail, could you Act (the skill) Befuddled until the perpetrator was closer and then surprise them? Of course, if they actually cast Disrupt and see you acting Befuddled, they will know you are playing along.
They would know if they had succeeded or not. Only a few cults have undetectable magic, see Detection Blank.
As usual you can play this differently at your table if your GM agrees.
True (Weapon)
Truesword & Bladesharp
Do Bladesharp and True Sword stack?
Yes. Neither spells’ description forbids it.
Truesword & Special Success Damage
Both Truesword and Special say “double”, so the total damage would be 4x. On the other hand Special also says, that “Any magical addition to the damage is only added once.” That again technically Truesword isn’t “magical addition” but “magical multiplier”.
True (Weapon) doubles the normal damage, letting you roll twice and adding the results together (then adding damage bonus).
A special success doubles the damage normally done, so you would double that when using True (Weapon), as per the rules for specials on page 203 of the core rules.
Truesword & Fireblade
If I have a sword with Fireblade on it, and someone casts Truesword on that sword, is it now doing 6D6 damage?
No. Truesword doubles the weapon’s normal damage (RBM 100), Fireblade replaces the normal damage done by the weapon (RBM 114). The True sword would either just not work or more likely would knockdown the Fireblade.
As usual GMs may rule, otherwise at their own table. At my table when a Humakt initiate using Fireblade, wanted to use Truesword, I said the Truesword supplants the Fireblade as Humakt is a sword-wielding death god (even if he does teach Fireblade). His godly deathness, trumps the fire aspect of spirit magic. If for example, a Yelm initiate using Fireblade on a spear wanted to cast truespear as well, I’d say sure Yelm is the premier fire god.
Truesword & Damaging Enchanted Creatures
If I have a normal broadsword and I cast Truesword on it, how much damage will I inflict on a Telmori wolf? 1D8+1 (the additional damage) or 2D8+2 (the total damage)?
- If it’s a bronze sword – None
- If it’s an enchanted or unenchanted silver sword – 2D8+2+db
- If it’s an Iron sword 2D8+2+db
Note that only Bladesharp, Bludgeon, Ironhand and Speedart affect enchanted creatures
Enchant (Silver) is one of Orlanth’s most popular Enchantments for those tribes that border the Telmori. A single point of POW can enchant 10 broadswords (and silver is 14x cheaper than iron).
Note that the additional damage of Truesword will affect spirits in spirit combat.
As usual GMs may rule, otherwise at their own table.
Turn Undead
Correction
The caster must overcome each target’s magic points (undead do not have POW) with their own POW; roll separately for each target, and consult the Turn Undead Results table:
Turn Undead & POW Checks
If a caster successfully casts Turn Undead in a battle situation, do they get a POW check even if the caster wins a POW vs MP contest (instead of a POW vs POW contest)?
Yes, per Increasing POW Through Spell Use or Spirit Combat, page 418. Although the results table gives benefits on a fail, to gain a check it should be a success.
Warding
Correction
When this happens, a loud noise (a keening, whistling, booming, etc.) begins, which can be suppressed by the caster.
Clarification by Steve Perrin
Since I wrote that particular spell, think of it as a volume, not a wall, However, it only works against an intruder once, unless the miscreant leaves and comes back. Its main utility is a warning, not a damage producer.
What was in your mind when you linked this one to the wands? It’s always felt like a specific reference.
You are correct, it is a specific reference. At this late date, you’ll have to check fantasy literature published around 1977-78. I have no idea where I got it.
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Regaining Rune points
Can the RPs used for Warding can be regained while the spell is in effect, wouldn’t temples and important buildings eventually become infested with dozens or hundreds of Warding spells?
Yes. See Temple Defenses, RQG, page 288.
Wither
Effects of Stacking
Wither is 3 points and stackable. That should mean 6 points would wither two hit locations. Would that just be two D20 rolls, or two D20 rolls with a reroll until two different locations are rolled? Or maybe stackable only means add a separate target i.e. two people.
Given the nature of Pocharngo the Mutator, stacking Wither would allow any of those choices (tough luck if the same location is rolled twice, but that’s chaos).
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 03 Spirit Magic Q&A
- CHA4034 Red Book of Magic – Chapter 03 Spirit Magic Spells Q&A
Page Last updated: 2024-08-28 16:39:28