CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 13 Rune Magic Spells Q&A

Official Answers from Chaosium

For the Rune Magic rules section see Chapter 13 Rune Magic Q&A

Rune Spells (page 317)

Spell NameNotes
Alter CreatureSecond printing corrections
Attack Soul
Axe TranceSee The Red Book of Magic – Chapter 02 Rune Magic Spells Q&A
Bear’s StrengthSecond printing corrections
BerserkerRune Fixes 2
Command Cult Spirit
Create Fissure
Create Hallucination
Create Shadow
Dark Walk
Dismiss MagicUpdated description
Earth PowerSuperseded by the Red Book of Magic page 45
Enchant (metal)
ExtensionSuperseded by the Red Book of Magic page 49
Group Laughter
Heal Body
Heal Wound
Illusory Substance
Impede Chaos
LockSecond printing corrections
Matrix Creation
Restore Health
SanctifyUpdated description
Soul Sight
Speak With Insects
Spell TradingUpdated description
Summon Ancestor
Summon Cult Spirit
Summon Elemental
Suppress LodrilSecond printing corrections
SwallowUpdated description
Second printing corrections
Sword TranceSee The Red Book of Magic – Chapter 02 Rune Magic Spells Q&A
True (Weapon)

Alter Creature (page 318)

Third paragraph, first sentence changed to “A beast that becomes a human gains 2D6+6 INT and 3D6 CHA.” (Part of Second printing corrections).

Attack Soul (page 318)

Must a Kyger Litor cultist using Attack Soul roll INTx5 to take other actions besides spirit combat?

Yes, but the INTx5 is situational and maybe changed by the GM. Down could be x4, x3, x2, x1 or even no roll:

Once a corporeal being is engaged in spirit combat, they may not attempt any skill or engage in physical melee combat with a separate physical melee target without first succeeding at an intelligence check (normally INT×5, but the gamemaster may adjust that up or down, as desired).

Spirit Combat, Combatants, page 366

It’s a GM call.

Axe Trance (page 318)

See The Red Book of Magic – Chapter 02 Rune Magic Spells Q&A

Bear’s Strength (page 319)

Last sentence changed to “…Rune Masters of Odayla or an associated cult.” (Part of Second printing corrections).

Berserker (page 319)

Berserker (Part of Rune Fixes 2)

A common question about the Berserker Rune spell (RuneQuest, pages 319–320) is what happens, exactly, when the spell ends. The text states that the Berserker is “completely incapacitated when the spell expires.”

This means that the adventurer is unconscious or insensate as if they have fallen deep asleep or are in a similar state of fatigue. They can be roused with a successful use of First Aid, or they can simply sleep it off.

If the adventurer wishes to act before they have had some rest, the player should attempt a Constitution check (CON×5) as described on page 141 of the RuneQuest core rules.

Success means the adventurer can act normally without penalty, while failure means that all skills are at half normal chance until the adventurer has had adequate rest.

The definition of ‘adequate rest’ is up to the gamemaster, based on circumstances, the individual adventurer’s CON, their current hit points, and any other relevant factors.

Can I cast Dispel Magic on a character in a state of murderous, berserk fury where all but the strongest loyalties are forgotten, and the subject has the effect of Countermagic 2, before the spell ends?”

“Have fun with that!”

Charisma (page 323)

Do the additional points increase your capacity for holding Spirit Magic spells and Rune Points? Obviously this isn’t a question without Extension being involved. What happens to those spells or RP if the additional CHA goes away?

The spell’s description on page 323 says it will increase the target’s limit of spirit magic spell holding, so yes. 

If you sacrifice more permanent POW for Rune points while the Charisma spell is in effect, you could temporarily have Rune points up to this new CHA limit, but they will go away when your CHA returns to its normal value. So you will have spent permanent POW to get a temporary supply of Rune points that can be wiped out with Dispel Magic.

Command Cult Spirit  (page 323)

See also Summon Cult Spirit

Crack (page 324)

It would appear there are two different versions of the Rune Spell ‘Crack’, one as described in the RQG rulebook, pg 324 and one as described in the RQG Bestiary, pg 94.

Here is the updated version which will appear in the upcoming Cults of Glorantha and replaces the two previous versions:


Chaos, Disorder 

2 Points

Ranged, Instant, Stackable

This spell must be cast at a non-living, non-magical object, such as a piece of armor, a weapon, or a shield. If successful, it causes the item to crack and break into many pieces.

If stacked, more than one item carried or worn by the spell’s target may be shattered at once. If a spirit lives in the item, the caster’s POW must overcome the POW of the spirit to let the spell work. The spell has no effect on spell matrices, crystals, or on elf bows of magical nature. Temporal spirit magic, Rune magic, or sorcery does not make the item proof against the spell, the caster may boost with magic points to overcome the magic at 2 points per Rune point, 1 point per point of spirit magic, or 1 point per sorcery strength. The caster may also boost with magic points to help penetrate Shield, Countermagic or similar defensive spells.

A Repair spell will fix a broken object.

Create Fissure (page 324)

Are all dimensions multiplied by the number of Rune points in the spell, or just the depth? If you create it underneath a target do you have to overcome their POW or does it just work? Why DEX x 3 rather than Dodge to not fall in?

The spell’s overall dimension (5x1x5 meters) is multiplied by the Rune points. So with two rune points you could make it longer, wider, or deeper.

It just works. No need for a resistance roll. The spell would say so if it were the case. 

DEXx3 is easier to keep track of for creatures that may not have Dodge skills defined. If you want, substitute Dodge.

Create Hallucination (page 392)

Is this intended to imply that this spell alone can create all these effects and combine them


or that it must be cast as well as the other spells?


Just to note that Create Hallucination is only on a individual, where the illusion spells are grander affairs perceived by all.

Create Shadow (page 235)

Can it be cast on a target and move with the target (earlier versions were immobile AFAIK?). If One point is enough to allow Dark Walk – does that mean I can cast both and become invisible and soundless for 15 minutes while moving around even in daylight (well there will be a bit of haze)?

It can move with the target, as it has a Movement Rate. 

You can cast Dark Walk and Create Shadow simultaneously. You may be a bit conspicuous, though, with a blurry darkish haze surrounding you. 

Dark Walk (page 235)

This is really a range Self spell isn’t it? The implication is that it works on the caster. I guess it means that anyone attacking gets -75% to hit etc as per total darkness? Anyone more than 160m away can see the target normally if it’s not night?

Yes, range should be Self.

And yes to the rest. If you’re out of range, you see the target of the spell. Anyone attacking you suffers penalties as if in pitch black.

Does the Dark Walk spell make the character undetectable to Second Sight, Soul Sight, Detect enemies, Detect life, Darksense etc.?

Dark Walk vs. 

Second Sight – ineffective, as the character in darkness is still hidden totally.

Soul Sight – ineffective, as the character in darkness is still hidden totally.

Detect Enemies – caster determines roughly where a Dark Walker is, such as “in that patch of shadow” somewhere… but does not see them. 

Detect Life – as the spell indicates, gives direction and distance, but not actual location. 

Darksense – I’m inclined to say that Darksense is going to work vs. Dark Walk to a limited degree, as Uz are folk of Darkness. They might sense an indistinct figure, not being able to identify them but getting a clear outline. In other words, “You merely adopted the dark. I was born in it, molded by it.”  

As for others, I generally take the rule of thumb that a Rune spell is almost always more powerful than a spirit magic one (especially if points are equal).

When in doubt, the implied intent of the Rune spell should be weighed versus any exploit or apparent weakness. 

Dismiss Magic (page 326)

see also:

Dispel, Dismiss, and Neutralize Magic Box (page 260)

Dispel Magic (page 260) Spirit Magic

Neutralise Magic (page 397) Sorcery

How does Dismiss Magic work on Rune spells with extension?

As normal.

Does extension make the main spell bigger and harder to dismiss?

No. Extension makes the spell last longer. That’s all it does.

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.

Why wouldn’t Extension make a Runespell more powerful?  For example, an opponent casts Charisma and Extension III, Charisma is now cast with 4 RPs, and you should need a Dismiss Magic of at least 4 pts (or 8 pts Dispel Magic) to dismiss it.

You’re not making the spell more effective or more powerful, you’re just making it last longer.

Can a powerful Dismiss Magic remove multiple spells at once?

Yes. But it must completely overcome each of them.

When cast against a general target, without specifying any particular effect or spell, Dismiss Magic always destroys defensive spells first, beginning with the most powerful spell that it can affect.

Dismiss Magic, page 327

A Dismiss Magic 2 against Protection 3 and Shield 1, would only knock out the Protection 3. 

Earthpower (page 327)

First paragraph, second sentence changed to “… enables them to draw either 1 point of POW or 1D8 magic points…”. 2nd to last sentence changed to “…the Earthpower spell returns an additional 1 POW or 1D8 magic points. The POW disappears at the end of the spell’s duration. Any magic points in excess…” (Part of Second printing corrections)

Please note that this second printing correction has been superseded by the Red Book of Magic version noted below.

I am confused about Earth power. In the Red Book of Magic it says it gives 1d8 magic points AND 1pt pow. But in the 2nd printing of RQG and in the Q and A it says it gives 1d8 magic points OR 1pt pow. 
Which is it?

The Red Book of Magic is correct and supersedes the version on page 327:

1 point of POW and 1D8 magic points

The Red Book of Magic, Earthpower, page 45

Enchant (metal) (page 327)

The spell description says the Rune used varies with the metal, but I can’t find any information on what Rune is associated with iron.

It’s the Death Rune.

Some earlier edition imply that the knowledge of the Enchant Iron spell was limited to Rune levels [Lords and Priests] as a way of enforcing the cultural prohibition that those who were ‘unworthy’ should not have access to the Metal of Death. Is that still the case?

I cannot not comment on earlier editions as this is the RQG Core rules thread.

Enchantments as a whole are only available to Rune Levels, Gustbran is the only exception. As such Enchant Iron is only available to Rune Levels. Craft (Iron) is only available to Initiates of Humakt, Yanafal Tarnils (full cult) and dwarves.

The Yanafal Tarnil info comes from the upcoming Gods book and is not the Seven Mothers subcult, but the standalone full cult.

Extension (page 328)

Extension (Part of Rune Fixes 2)

Perhaps one of the most misunderstood or abused Rune spell is Extension (RuneQuest, page 328), particularly when it interacts with certain other spells. The intent of the spell is straightforward: to prolong the duration of another temporal Rune spell beyond its normal 15-minute duration.

Some concerned gamemasters have pointed out that the spell, when cast in tandem with a combat-oriented spell such as Arrow Trance, Axe Trance, Berserker, Sword Trance, etc., is ripe for abuse, turning any adventurer (or foe!) into an eternal murder machine, with enhanced attack chances and the ability to shrug off blows, ignore fear, etc.

Taken to extremes, for 1 additional Rune point spent on Extension, an adventurer might keep one of these powerful spells active for hours, days, weeks, months, or even seasons!

However, an adventurer under the influence of these spells is focused entirely on the action modified by the spell.

An adventurer with Arrow Trance is utterly concentrating on loosing arrows at potential foes. Given that a bow takes two hands to operate, the entranced adventurer cannot cast most spells, eat, drink, sleep, open doors, or do anything that requires putting the bow down. They are likely unable to hold any sort of conversation that is not entirely concerned with putting arrows into enemies.

Similarly, an adventure using either Axe or Sword Trance, or another equivalent spell, is entirely given to the purpose of the spell—killing foes with their weapon.

So, if this is the case, then when does the spell end?

Here, the intent of the spell should be judged though the lens of the god that granted it. A Rune spell is a gift of the god’s attention and power, channeled through the Runes. What does the god want that follower to be doing?

Does Humakt want his attention diverted while his followers are eating meals, performing First Aid, looking for traps, bargaining, sleeping, refilling their water flasks, performing toiletries, etc.? No, Humakt’s blessing of the Sword Trance should only remain in effect while the adventurer is doing things relating to killing foes with swords. Once the time of the blade has passed, the spell should expire.

If an adventurer insists on casting Berserker along with Extension, then the gamemaster should remind them that they will remain in that state for as long as they are acting in a berserk fashion. Doing so for anything beyond the normal spell’s duration should be cause to determine whether the adventurer becomes dehydrated or even starves, as described on page 161 of the RuneQuest core rules.

Furthermore, also, being in such a state prohibits participating in Worship ceremonies, which means that the adventurer is unable to regain any Rune points spent.

The same is true for any of these sorts of interactions in a way that is not true for many of the other types of temporal Rune spells. If the subject of a spell continues to act in the fashion the spell is intended to, then Extension should last until it otherwise expires. If they no longer are acting according to the spell’s function, then the gamemaster should announce that the spell’s effect ends.

This is explicitly subject to the gamemaster’s interpretation. A list of conditions under which a spell may or may not be operating outside its intent is far beyond the purview of any set of game rules, no matter how complete.

This rule should have been in the core rules, but somehow got missed.

Following is the revised version of Extension from the Red Book of Magic, forthcoming:


1 Point Range (as per spell), Temporal, Stackable up to 5 points

This common Rune spell extends the duration of any temporal Rune spell that has a normal duration of 15 minutes. The Extension spell and the spell to be extended must be cast by the same person in the same melee round, and for all game functions are cast simultaneously. This spell and the Illusion spells are the only exceptions to the rule that just one Rune spell can be cast per melee round by the same character.

Extension affects a spell’s duration as follows:

Extension DurationSpell Duration
11 hour
21 day
31 week
41 season
51 year

Rune points stacked in Extension and the affected spell cannot be regained until the spell expires.

Replenishing Rune Points and the Extension Spell (Part of Rune Fixes 1)

A Rune spell must expire before the Rune points expended in casting the spell can be replenished. In nearly all cases, additional clarification is not necessary to even spell out in the rules, as the worship ceremony takes longer to perform than the standard duration of a Rune spell. When a Rune spell’s duration is prolonged because of an Extension spell, the Rune points used for both the Extension and the underlying Rune spell cannot be replenished until the Extended spell expires.

Example: Vasana casts Shield 1 and combines it with Extension 4 so that it lasts an entire season. This uses up all 5 of her Rune points. She cannot replenish those Rune points at the next seasonal holy day to Orlanth and must wait until the Extension expires before trying to replenish those Rune points.

Why wouldn’t Extension make a Runespell more powerful?  For example, an opponent casts Charisma and Extension III, Charisma is now cast with 4 RPs, and you should need a Dismiss Magic of at least 4 pts (or 8 pts Dispel Magic) to dismiss it.

You’re not making the spell more effective or more powerful, you’re just making it last longer.

Group Laughter (page 329)

Our clan was hosting a major Sacred Time ceremony when a trickster cast a powerful Group Laughter spell that covered several hundred people. We think it must have been around 20 points, and also suspect that a lot of Extension was also used. Obviously we see the funny side of all this, even a few days later, but in all seriousness we need to do something about it.

My question is: when we muster enough points of Dismiss Magic, will one casting be sufficient to dispel the effects of the entire spell on everyone, or will we need to cast it on each victim individually? If the latter, then we will need to enlist the aid of our wyter?

As the spell is centred on the caster one a single Dismiss Magic would work. However as Eurmal’s magic is clearly MGF,  you would need to cast it on each victim…

Hallucinate (page 330)

Can a Trickster casting Hallucinate see a door in a wall for example that nobody else can see, and walk through it? I’m hoping the answer is yes, as that sort of thing was a favorite of my old RQ2 Trickster. I called it “the roadrunner spell.”

That would be an extraordinarily powerful 1-pt spell. 

As a gamemaster, I’d rule that yes, they could cast the spell and open that illusory door. What’s on the other side of that door, if anything… that’s the chance the trickster takes. 

Heal Body (page 330)

Looking for a quick clarification on whether a Heal Body would heal general hit-point damage taken by poison?

If someone has taken the general hit-point damage and survived – does a Heal Body then cure the hit-point damage. The description of the rune spell says damage from any source. 


Heal Wound (page 330)

Do the extra MPs added to Heal Wound count towards boosting the spell? Eg, if I cast heal wound and spent 5mp on it , would it count as a 2 point spell or a 7 point spell for the purposes of countermagic?

I would say yes, just like other spells where magic points are spent.

Invigorate (page 332)

The Invigorate rune spell is in the rulebook, but no cult has access to it. Is this intentional?

Yes. It’s included as it’s part of the Conversion Guide. See the Spirit Magic Conversion table on page 435.

Illusory Substance (page 332)

Can Illusory Substance be used alone to create a solid, invisible substance? For 4 points, could I wield an invisible weapon that deals 2D6 damage?

Not alone. Re-read the final sentence of Illusory Substance on page 332. You would need to cast Illusory Motion in tandem with it to be able to move and manipulate your 2D6 invisible weapon. You could create a stationary illusory spike under someone to fall on, but both spells would be needed for something you’d wield in combat.

Impede Chaos (page 332)

How does Impede Chaos actually work? The spell talks about a penalty to “attack skill”, but there are no longer any attack skills. Should it be read as inflicting a -20% penalty to all attack rolls, or a -20% penalty to all weapon (including Unarmed) skills? 


Any skill a Chaos creature is using to attack is penalized by -20% per point.

Every creature in the Bestiary and all existing publications has a section in their description for their weapons or attacks. You can also apply this penalty to spells, unarmed combat, and Spirit Combat that target an adventurer. 

Is the Chaos creature attacking an adventurer? Modify the skill it is using. 

Invisibility (page 333)

Invisibility isn’t an actual visual change, but merely a distraction, so how does the spell hide you and your spirit from creatures that have different senses (i.e darksense, heat vision, spirits/shaman/second sight, etc. )?

Yes to those abilities using conventional vision (darksense, heat vision, etc.), as the spell is magic invisibility, not tied to conventional real-Earth physics. 

Second Sight I would also say no to also, because the spell specifically eludes the viewer’s notice, so someone would have to know where the invisible character were to see their POW.

Leap (page 333)

What the official view is on how often a character can actually leap using the Leap spell.  The spell description says a fully encumbered person can jump 6 meters high, or away, for the spells duration.  I assume that’s not just once during the spell’s duration. I’m going with once per melee round( plus you get your normal movement in that round ), but I could see arguments for once every DEX SRM.

Outside of combat, any reasonable number of times in 15 minutes.

In combat maybe DEX SR + 1SR per 1m so a character with a DEX SR of 2 would jump on SR 2 travel 6m, land on SR 8, not really enough time for another jump. Very quickly they would be disengaged. so apply the outside of combat version above.

Ultimately what ever seems reasonable for the activity required.

Lock (page 333)

Second sentence changed to “… magic points used in the spell multiplied by 10.” (Part of Second printing corrections)

In the description of Lock: “It thereafter acts as a more potent version of the spirit magic spell Glue, with a strength equal to the magic points used to strengthen the spell when it was cast.” That is, if Lock is cast with 8 magic points, the Locked door has STR 8.In the description of Glue (spirit magic spell, P.262): “The STR of the glue equals the magic points powering the spell, multiplied by 10.”It seems that the 8 points of Glue has STR 80. It seems to be strange. And I’d like to know the exact effect of these two spells.

That is an error! (and will be corrected)

It should read Strength equal to the magic points x10, just as with Glue. However, Lock lasts eight weeks and not two minutes.

Madness (page 334)

So, Madness cannot be Extended, because it’s an instant spell, and non-stackable spells, like Charisma that are temporal be subject to Extension?


Rune Fixes 2 also addresses the Extension spell in some detail.


When the Madness wears off it leave trace effects, and we are referred to the table. These effects seem severe: in the case of 3,5 and 6 the character becomes unplayable. Is there any way of treating these effects? madness seems to be the only thing that has no remedy!

To clarify, if a caster overcomes the adventurer’s POW with a critical success, they become insane:

Insane: Lose 1D4 INT permanently, and roll again on the Insanity table for the precise result, which lasts 30 minus POW in days.

Madness, Madness Effect, page 334

For the average character with an POW of 11 it’s only going to be 19 days, just under three weeks. Not that long at all. With the recommended adventure being seasonal, and hopefully it not affecting the their Occupation Income Roll, there’s plenty of time to be mad in an 8 week season.

The INT can be restored using Restore Health (page 337) from Chalana Arroy, Daka Fal, Ernalda, Lhankor Mhy, Orlanth, Yelm, at the standard 20L/pt, or using standard natural healing: see RuneQuest Glorantha Corrections and Q&A, Chapter 05 Game System Q&A, Healing (page 149-150), Natural Healing (page 149):

Unless contradicted in the rules, assume one characteristic point is restored each season a successful CONx5 roll is made. If the characteristic point loss lasts beyond a year, it is not recovered. See the rules for recovering from Blotches (page 155) for a specific instance of this recovery rate. 

GMs may realise that adventurers slowly dying in their bed’s by failing their Natural Healing rolls may not be considered a dramatic circumstance, and are reminded that if this is the case, no roll is required as it’s an automatic success. See:

Does the chance of failure heighten tension and make for an exciting possibility? Will a failure add fun to the game? If the answer to either is “Yes,” then the gamemaster should have the player make an ability roll.

Ability use, page 141

Matrix Creation (page 334) – Rune Magic Matrices

Is it meaningful to create a Rune Magic Matrix of a stackable spell with more than the POW for the basic casting invested in it? i.e. If you create a Shield 4 matrix for the sacrifice of 4 POW, does it mean you can cast Shield 4 using the Matrix without spending Rune Points at the time of casting? Or is the intent that you create a Shield matrix which allows you to spend your Rune Points to cast Shield even if you don’t have access to the spell (making Rune Magic matrices something you make for others)? If the latter, what is meant by the section on ‘recharging’ them? Do they automatically recharge to full if involved in a (presumably successful, based on the officiating Priest’s roll) Worship ceremony?

For your example, you would need to spend the Rune points to cast Shield 4 with the spell matrix. The matrix’s virtue is that it allows someone without the spell to cast it using their POWx5 chance, regardless of their rating in the associated Rune. Yes, a successful Worship ceremony will re-ready the matrix for use.

If I want to store a one use spell in a matrix, how do I do this?

You cannot put a one use spell into a matrix.

If they even exist, they are likely to be rare cult objects, recovered on heroquests.

The user of a Rune spell matrix has a chance of casting that spell equal to their POW×5.

Rune Magic Matrices, page 335

Is this a mistake and should the character use the correct Rune percentage instead?

Yes, that should be the Rune’s chance. 

Multispell (page 335)

Multispelling a disrupt spell. The rules as to Multispelling non-compatible spirit spells state that:

“The only exception to this is the Disruption spell, which can be combined with itself and resolved as one attack doing 2D3 damage to one hit location:

Multispell page 335
  • 1) One can infer that seeing as the spell is stackable one can take the italicized text and add a d3 per point of stacking. But is that inference correct
     i.e. stacking twice for cost of 2 RP results in 
    one attack doing 3d3 points of damage to one hit location at a cost of 2 MPs. 
  • 2) Or does stacking allow one to toss another doubled disrupt per stacking at another target (another inference)?

Multispell (1 pt.) costs 1 Rune point to cast. Disruption costs 1 magic point per use. Spending 1 Rune point and 2 magic points lets you cast a double-strength Disruption spell. 

If you spend 2 Rune points, you can add another casting of Disruption to the mix, for a total of 2 Rune points and 3 magic points to cast a 3D3 Disruption spell. 

This continues per additional Rune point spent. 

Peace (page 336)

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”.

Restore Health (page 337)

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, page 337

The core rules have no Tapping spell in sorcery. Will it available in a future supplement?

For Tapping, see Tap on page 384, and the sorcery spell Tap Body on page 400

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.

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?


Resurrection (page 33) & Seal Soul (page 338):

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.

Sanctify (page 338)

When the ceremonies cease, the spell effects expire.

The Red Book of Magic, Sanctify, page 76.

Shield (page 339)

Is the countermagic/protection provided by Shield incompatible with Shimmer and Spirit Screen like the spirit magic equivalents are?


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?

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 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.

Soul Sight (page 340)

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 Insects (page 340)

In its description, “Oratory bonuses count… “What are “Oratory bonuses”?

You can use Communication skills such as Oratory, Bargain, Fast Talk, or Intimidate. Probably not Charm, but that’s up to you.

Spell Trading (page 340)

Each player simultaneously rolls a D100. If 1–95 is rolled by both, the spell was traded successfully, but a 96–00 result by either means that the spell is activated against the other party, and immediately takes effect!

Spell Trading, page 340

4th bullet point, change to

Each player simultaneously casts their rune spell as normal. On a success, the spell was traded successfully, on a fail the spell was not traded, and on a 96–00 result the spell is activated against the other party, and immediately takes effect!

The example is correct.

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.

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.

Summon Ancestor (page 341)

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 (page 342)

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. you need to follow up with casting

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.

Can I summon a specific known entity 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.

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 Elemental (type) (page 342)

Can I summon an Elemental directly on someone within Range? Do I need a POW vs POW roll to do so? How much Create Shadow do I need to summon or maintain a darkness elemental in daytime: one pointt, 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?

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. 

I would say 2 points to 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.

Sunspear (page 345)

Only the target’s thinnest armor protects against this damage; spells are ineffective.

Sunspear, page 345

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 (page 346)

“Summon Shadow” changed to “Create Shadow”. (Part of Second printing corrections).

“Inside the area is shadowy haze equivalent to a Summon Shadow 1 spell.”

Summon Shadow may be “Create Shadow.” Is it right?

Yes, that’s an error.

Sureshot (page 346)

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.

Swallow (page 346)

Changed from “Instant” to “Instant/Temporal”. Last sentence changed to “…items are recoverable and their condition once they have been swallowed.” (Part of Second printing corrections).

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.

The description says “The gamemaster should determine if any swallowed items are recoverable while the spell’s duration is still in effect.”

Swallow is an Instant spell and does not have the Duration.

Items last until the spell’s duration and then are destroyed. I’ve added “Instant/Temporal” to the spell’s description.

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.

Sword Trance (page 346)

See The Red Book of Magic – Chapter 02 Rune Magic Spells Q&A

Thunderbolt (page 346)

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 (page 347)

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.

True (Weapon) (page 347)

Do Bladesharp and True Sword stack?

Yes. Neither spells’ description forbids it.

How Truesword combine with special success when attacking?

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. 

For the Rune Magic rules section see Chapter 13 Rune Magic Q&A

Related Pages