CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 11 Spirit Magic Spells Q&A

Official Answers from Chaosium

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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.

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Spell NameRQGRBMNotes
Previous section – Spirit Magic Q&A
Befuddle256110
Binding Enchantment258110Updated description
Bladesharp258110
Bludgeon258110
Control (entity) 258111
Coordination258111
Countermagic258111
Darkwall259111
Demoralize259112
All Detect Spells259-260112All have an updated description
Detect Enemies 259112
Detect Life259112
Detect Magic259112
Detect Spirit259112
Detect (substance)260112
Detect Trap260112
Detect Undead260112
Dispel Magic260112
Disruption260113
Distraction260113Updated description from the Red Book of Magic
Dullblade261113
Extinguish261113
Fanaticism261114
Farsee261114
Firearrow261114Updated description
Fireblade262114Second printing corrections
Glamour262115Updated description
Glue262115
Heal262115See Red Book of Magic – Chapter 03 Spirit Magic Spells Q&A
Ignite262116
Ironhand262116
Lantern263116Updated description, Cult special, restricted to Yelmalio initiates only
Light263117
Lightwall263117
Magic Point Enchantment263117
Mobility263117
Multimissile263117
Parry263118
Protection263118
Repair264118
Rivereyes264118
Second Sight264118
Shimmer264118
Silence264119
Sleep264119Updated description from the Red Book of Magic
Cult special, restricted to Chalana Arroy initiates only
Slow264119
Speedart264119
Spell Matrix Enchantment265121
Spirit Binding265121Updated description
Spirit Screen265121
Strength265121Updated description
Summon (entity)265121Updated description
Vigor267122Second printing corrections
Visibility267122
Next chapter – Rune Cults Q&A
Only linked spells have a section below, otherwise see the Red Book of Magic Spirit Magic spells Q&A

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Binding Enchantment (page 249)

Delete

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)

Remove

Spell Type: focused

Updated in the Red Book of Magic


Dispel Magic (page 260)

See also

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

Dismiss Magic (page 326) Rune Magic

Neutralise Magic (page 397) Sorcery


Distraction (page 260)

New Spell Description

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)

Delete

Touch, Instant, Passive

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Replace

The damage bonus still applies, halved for thrown weapons as normal.

Updated in the Red Book of Magic


Fireblade (page 262)

Add

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)

Replace

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)

Remove

This focused, passive spell must be cast on a flat surface

Updated in the Red Book of Magic


Sleep (page 264)

New Spell Description

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.

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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)

Delete

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)

Replace

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.

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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.

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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. 

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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)

Change

First sentence changed to “This spell adds 3 points to the CON of the target.”

Part of Second printing corrections

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For the Spirit Magic rules section see Chapter 11 Spirit Magic Q&A

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