Official Answers from Chaosium
This covers the second part of Chapter 11, pages 256-267
For the Spirit Magic rules section see Chapter 11 Spirit Magic Q&A
The Q&A here relates only to corrections and Q&A for the Core Rules book. The main Spirit Magic Spells Q&A is in the Red Book of Magic Spirit Magic spells Q&A.
Spell Name | RQG | RBM | Notes |
---|---|---|---|
Previous section – Spirit Magic Q&A | |||
Befuddle | 256 | 110 | |
Binding Enchantment | 258 | 110 | Updated description |
Bladesharp | 258 | 110 | |
Bludgeon | 258 | 110 | |
Control (entity) | 258 | 111 | |
Coordination | 258 | 111 | |
Countermagic | 258 | 111 | |
Darkwall | 259 | 111 | |
Demoralize | 259 | 112 | |
All Detect Spells | 259-260 | 112 | All have an updated description |
Detect Enemies | 259 | 112 | |
Detect Life | 259 | 112 | |
Detect Magic | 259 | 112 | |
Detect Spirit | 259 | 112 | |
Detect (substance) | 260 | 112 | |
Detect Trap | 260 | 112 | |
Detect Undead | 260 | 112 | |
Dispel Magic | 260 | 112 | |
Disruption | 260 | 113 | |
Distraction | 260 | 113 | Updated description from the Red Book of Magic |
Dullblade | 261 | 113 | |
Extinguish | 261 | 113 | |
Fanaticism | 261 | 114 | |
Farsee | 261 | 114 | |
Firearrow | 261 | 114 | Updated description |
Fireblade | 262 | 114 | Second printing corrections |
Glamour | 262 | 115 | Updated description |
Glue | 262 | 115 | |
Heal | 262 | 115 | See Red Book of Magic – Chapter 03 Spirit Magic Spells Q&A |
Ignite | 262 | 116 | |
Ironhand | 262 | 116 | |
Lantern | 263 | 116 | Updated description, Cult special, restricted to Yelmalio initiates only |
Light | 263 | 117 | |
Lightwall | 263 | 117 | |
Magic Point Enchantment | 263 | 117 | |
Mobility | 263 | 117 | |
Multimissile | 263 | 117 | |
Parry | 263 | 118 | |
Protection | 263 | 118 | |
Repair | 264 | 118 | |
Rivereyes | 264 | 118 | |
Second Sight | 264 | 118 | |
Shimmer | 264 | 118 | |
Silence | 264 | 119 | |
Sleep | 264 | 119 | Updated description from the Red Book of Magic Cult special, restricted to Chalana Arroy initiates only |
Slow | 264 | 119 | |
Speedart | 264 | 119 | |
Spell Matrix Enchantment | 265 | 121 | |
Spirit Binding | 265 | 121 | Updated description |
Spirit Screen | 265 | 121 | |
Strength | 265 | 121 | Updated description |
Summon (entity) | 265 | 121 | Updated description |
Vigor | 267 | 122 | Second printing corrections |
Visibility | 267 | 122 | |
Next chapter – Rune Cults Q&A |
Binding Enchantment (page 249)
Binding spirits into familiars demands the use of special cult-bred animals described in the Spirits chapter.
Updated in the Red Book of Magic
Detect Spells (page 259-260)
Spell Type: focused
Updated in the Red Book of Magic
Dispel Magic (page 260)
Dispel, Dismiss, and Neutralize Magic Box (page 260)
Dismiss Magic (page 326) Rune Magic
Neutralise Magic (page 397) Sorcery
Distraction (page 260)
From The Red Book of Magic:
This spell pulls an opponent’s attention to the caster as a more opportune target for attack.
When cast on a spirit engaged in spirit combat, it automatically draws the spirit away. It ceases attacking its current target and attacks the caster instead. The spirit combat against the caster begins on the next strike rank the spirit is eligible to attack. It attacks the caster until the caster is unconscious or the spirit is defeated and returns to the Spirit World. Only one spirit can be targeted at a time.
When cast on a corporeal enemy, the enemy ceases attacking their current target and begins attacking the caster as soon as possible by whatever means the target considers most effective and expedient.
Firearrow (page 261)
Touch, Instant, Passive
The damage bonus still applies, halved for thrown weapons as normal.
Updated in the Red Book of Magic
Fireblade (page 262)
Added sentence at the end of second paragraph “Though it is an active spell, the caster can still move and attack normally.”
Part of Second printing corrections.
Updated in the Red Book of Magic
Glamour (page 262)
This spell increases the target’s CHA by 8, spirit combat damage by one step on the Spirit Combat Damage table (e.g., from +1D6 to +1D6+3, page 56), all Communication skills by +10%, and all Magic skills as follows:
Lantern (page 263)
This focused, passive spell must be cast on a flat surface
Updated in the Red Book of Magic
Sleep (page 264)
From the Red Book of Magic
Sleep
3 Points
Ranged, Temporal, Passive
If the caster overcomes the target’s POW, the target falls into a deep sleep for the duration of the spell. The target only awakens if injured or if a hostile spell is targeted on them. Once the spell expires, the target moves into a light sleep, and awakens easily.
Chalana Arroy’s special spirit magic of Sleep may not be taught to outsiders under any circumstances. Befuddle was once a cult special spell as well, but knowledge of it was shared in the First Age, which led to its use to attack, perverting its merciful purpose. That mistake has not been repeated.
Cults of Glorantha, unpublished
Spirit Binding (page 265)
Binding spirits into familiars demands the use of special cult-bred animals described in the Spirits chapter.
Updated in the Red Book of Magic
This refers to the practice for cults to have animals sacred to that god kept and bred within the temple grounds. Ernalda temples are likely full of snakes, Orlanthi temples might keep a sacred cattle pen, Eiritha cows, Engizi a pool of fish, Issaries maybe birds, etc.
Eurmal would have a bunch of raccoons who run around loose and get into other temples, because they’re like that.
The term ‘familiar’ appears in the text of this spell and nowhere else in the book. Is a familiar the same thing as a spirit bound animal as described on page 250, or something else?
Yes, a familiar is a bound spirit animal.
For details on these animals, see W&E, Awakened Beasts, page 44.
Strength (page 265)
This spell increases the target’s STR by 8, and If the target’s STR+SIZ is 40 or less, increases melee combat damage by one step on the Damage Bonus table (e.g., from +1D4 to +1D6, RuneQuest, page 56), and all Agility and Manipulation skills (including weapon skills) as follows:
Summon (entity) (page 265)
I’m unclear how Summon (Entity) works
Summon (entity)
Variable
Ritual, Active
To cast this spell, the caster must inform the gamemaster of the Summon (entity) spell being used. Shamans and adventurers normally summon only spirit entities. The summoner states how many magic points they are using, and the summoner cannot use more magic points than are available. If the number of magic points used is less than the magic points possessed by the specific entity being summoned (as generated by the gamemaster), then the ritual automatically fails. The magic points powering the Summon spell are expended whether it succeeds or not.
Summon (entity), page 265
change to:
Summon (entity)
1 Point
Ritual, Active
To cast this spell, the caster must inform the gamemaster of the Summon (entity) spell being used. Shamans and adventurers normally summon only spirit entities. The summoner states how many magic points they are using, including the 1 magic point cost and cannot use more magic points than are available. The ritual requires one hour per magic point spent in attempting the summons. If the number of magic points used is less than the magic points possessed by the specific entity being summoned (as generated by the gamemaster), then the ritual automatically fails. The magic points powering the Summon spell are expended whether it succeeds or not.
Summon (spirit) is listed as a variable spell. Does this mean that a summoner needs to learn it to, say, level 15 to be able to use 15 mp on it to summon a spirit with 15 mp?
Or, is it really a 1 point spell, and you just boost it to whatever amount of mp you think the spirit in question has?
The latter. You spend 1 pt and boost the amount by the number of magic points for the desired spirit. See corrections above.
What does “Stackable” mean for Summon (Entity) spirit magic? What happens if I cast a two-point version instead of a one-point?
Summon (Entity) spirit magic spell description on page 265-266 do not mention “Stackable” anywhere in its qualities.
How does Summon (Entity) work?
When the spell is learned or picked, the subject “(Entity)” must be specified.
Tell the gamemaster how many magic points will be spent.
Perform the ritual.
If the magic points are lower than the entity’s magic points, the ritual fails.
If the points are equal to or more than the entity’s, the ritual succeeds and they appear.
Vigor (page 267)
First sentence changed to “This spell adds 3 points to the CON of the target.”
For the Spirit Magic rules section see Chapter 11 Spirit Magic Q&A
Related Pages
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 01 Introduction Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 02 Glorantha Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 03 Adventurers Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 03 Pregenerated Adventurers Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 04 Homelands Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 05 Game System Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 06 Skills Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 07 Combat Q&A pages 191-206
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 07 Combat Q&A pages 206-225
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 08 Runes Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 09 Passions & Reputation Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 10 Magic Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 11 Spirit Magic Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 12 Rune Cults Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 12 Rune Cults The Cults Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 13 Rune Magic Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 13 Rune Magic Spells Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 14 Shamans Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 15 Spirits & the Spirit World Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 16 Sorcery Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 16 Sorcery Spells Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 17 Equipment & Wealth Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 18 Between Adventures Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 19 Adventurer Sheets Q&A
- CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 20 Conversion Guide
- CHA4028 RuneQuest: Roleplaying in Glorantha – Index Q&A