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

Official Answers from Chaosium


Replenishing Rune Points (Page 315)

In regards to replenishing Rune points

Initiates and Rune Masters must sacrifice at least 2 magic points during a Worship ritual to their deity. For each additional magic point sacrificed, they get a +10% bonus to their Worship skill during that ritual. Magic points sacrificed regenerate normally.

Magic Points, page 316

I think I’m missing something. Is this saying that a player can spend magic points to give himself a 100% chance of recovering rune points and those magic points will return within 24 hours. That’s not much of a sacrifice. Am i missing something?

That’s as intended. You’re supposed to be able to commune with your god easily through Worship and regain your Rune points. Your god wants you to to have them. You run a small risk of being magic point shy for the day after a worship ceremony, but that’s a small price to pay for the power conferred by your returned Rune points.


Rune Spells (page 317)

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).


Axe Trance (page 318)

Does this have any actual “trance” features as per, e.g., Arrow Trance?

Treat them the same. 

Obviously, one would need to modify the exact features…

But will the the Axe Trance’d only be aware of themselves and their foes?  Unaware e.g. of falling allies, larger strategic considerations?  If all the foes are fallen before the spell expires, do they just stand ready for more foes?

If the Tranced character has run out of targets, I’d say the spell ends, even if prematurely. Humakt has little interest in his warriors standing around pointlessly when they could be going off to get into more trouble elsewhere. The same could be said for Aldrya or Babeester Gor. The rules don’t specifically spell this out but the gamemaster should be able to interpret the situation that way. 

Similarly, casting Extension on spells like this should only be useful for so long as the spell is useful. If, as a gamemaster, you want to have adventurers running around in a coldblooded murder zone, by all means allow it, but if you don’t, remember that the gods themselves are linked to the Runes that these spells are cast with, the Rune points the spells were cast with were granted by those gods themselves, and the use of the spells should be in service to the god, or at least not wasted on idle tasks.  

Things that fall outside the province of the target/Trance dynamic are ignored, which is why it would be horrible to keep one of these spells going for longer than is absolutely necessary.


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.


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:

Crack

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 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 dimension overall dimension (5x1x5 meters) is multiplied by the magic points. 

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 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.


Dismiss Magic (page 326)

How does Dismiss Magic work on Rune spells with extension?

As normal.

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

Why would it do that? 

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. 


Earth Power (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)


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:

Extension

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. 


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 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. 


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.


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. 


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.


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.


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. 


Restore Health (page 337)

Its description mentions “to the effects of the sorcery spell Tapping”. However, the core rules have no Tapping spell in sorcery. Will it available in a future supplement?

Yes.


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.


Shield (page 339)

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?

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. 


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)

4th bullet point, change

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!

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.

Spell Trading (page 340)

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.


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. 


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)

If I am playing my Humakti and I cast Sword Trance and stack 20 magic points in it I gain 200% to hit.

Correct.

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).

Splitting Attacks from 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%.

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.

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. 

Can a Humakti use Extension to have Sword Trance up for a year? 

Now, I’ve said no because a) (Doyleist answer) I don’t want that degree of power to last that long and b) (Watsonian answer) 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. 

Is this reasonable? Should there be guidance about how much semi-permanent magic should be possible? 

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.

Does this have any actual “trance” features as per, e.g., Arrow Trance?

I 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, I’d say the spell ends, even if prematurely. Humakt has little interest in his warriors standing around pointlessly when they could be going off to get into more trouble elsewhere. The same could be said for Aldrya or Babeester Gor. The rules don’t specifically spell this out but the gamemaster should be able to interpret the situation that way. 

Similarly, casting Extension on spells like this should only be useful for so long as the spell is useful. If, as a gamemaster, you want to have adventurers running around in a coldblooded murder zone, by all means allow it, but if you don’t, remember that the gods themselves are linked to the Runes that these spells are cast with, the Rune points the spells were cast with were granted by those gods themselves, and the use of the spells should be in service to the god, or at least not wasted on idle tasks.  

Things that fall outside the province of the target/Trance dynamic are ignored, which is why it would be horrible to keep one of these spells going for longer than is absolutely necessary. 


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.


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