Official Answers by Chaosium
This covers Chapter 5, pages 137-161
- RuneQuest: Roleplaying in Glorantha Quickstart – Q&A
- RuneQuest: Roleplaying in Glorantha – Q&A by Chapter
- RuneQuest Gamemaster Screen Pack – Q&A
- RuneQuest Glorantha Bestiary – Q&A
- The Red Book of Magic – Q&A
- The Smoking Ruin & Other Stories – Q&A
- Pegasus Plateau & Other Stories – Q&A
- RuneQuest Starter Set – Q&A by Book
- Weapons & Equipment – Q&A
- The Prosopaedia – Q&A
- The Lightbringers – Q&A
- Earth Goddesses – Q&A
- Mythology – Q&A
- The Lunar Way – Q&A
- The Glorantha Sourcebook – Q&A
RQG Cults allowing Shaman
see:
Tools of the Shaman (page 351)
Typo
- Drums that evoke the sounds made during the creation of the Spike (see Axis Mundi on page 354).
Assistant Shaman (page 352)
Discorporation
Shamans can simply discorporate, everyone else can only do it with a spell. What about assistant shamans? Can they discorporate at all? And if not, how can they ever become shamans, since discorporation is part of the process of becoming a shaman? And if they can’t go on the spirit plane, doesn’t that make it a lot harder for their shamans to teach them?
Assistant shamans can discorporate through use of the Discorporate spell. All Assistant shamans have access to Discorporation and it is usually their first rune spell gained (this will be covered in the upcoming Cults of RuneQuest).
A full shaman may have both the Rune spell and the inherent ability, which is tremendously useful. Both take an hour-long ritual, but the Rune spell costs 1 Rune point to cast, while the special ability uses 5 magic points. Depending on the circumstance, either method might be desirable.
Free Point of POW per Year
Assistant Shaman get one free point of POW per year (page 354 RQG). Is that in addition to any pow gain rolls or does it replace one of the six possible? (I would assume the sacred time one if so)
It’s not a POW gain roll, it’s an actual free point of POW, no roll required, so in addition to POW gain rolls.
Spirit Combat Bonus
Does an assistant shaman retain their +1 spirit combat damage permanently, even if they are no longer actively acting as assistant to a shaman, and are no longer actively pursuing a career in shamanry?
If they are not actively acting as an assistant shaman:
An assistant shaman must spend 90% of their time with their mentor shaman. They may take a Loyalty (Shaman) Passion starting at 60%.
Assistant shaman, page 353
they do not get the returns in the following paragraph, including the +1. There will obviously be a roleplaying opportunity with the shaman mentor…
Shamanic Skills (page 353)
Correction
Spirit Lore (00)
Only a shaman, priest or sorcerer can learn this skill.
Becoming a Full Shaman (page 354)
Loyalty (shaman)
When an apprentice shaman becomes a shaman, what happens to his Loyalty: Shaman score?
Nothing. The Loyalty is to the individual, not to the rank or the relationship.
Sabera Spiritrider (page 354)
What cult is Sabera Spiritrider a member of?
He presented himself to her and made his intentions known.
Sabera Spiritrider is a woman and Vishi is a Waha initiate, and the Waha is men only. So what is happening here?
Sabera’s cult isn’t given. She’s an independent shaman with a membership in multiple spirit cults. As Vishi’s background tells us on page 90, that he was almost killed by spirits. Later on page 255, he tells the group that A raven summoned me to her. Raven being a spirit cult that’s part of the the Three Feathered Rivals.
What tradition does Sabera belong to,
The Praxian tradition.
and wouldn’t Vishi follow in those footsteps?
At his initiation, Vishi became a Waha lay member as he hadn’t been chosen for another cult, after proving himself, he became a Waha initiate. He was called to Sabera (by the Raven) and became apprenticed to her as an assistant shaman.
It could reasonably be assumed that Waha initiates who wish to become shaman are apprenticed to Waha shaman, but this doesn’t have to be the case. Sabera is clearly a trusted individual within the High Llama tribe.
Sabera prepares him for his ordeal to come. Ultimately shamanhood is bestowed by the Horned Man. Waha accepts this and his shaman.
A few other considerations:
- Sabera could be a Waha shaman, amongst her clan and tribe she could be considered co-genderered or a woman who is accepted as a man. Both of these occur amongst real world shaman.
- The High Llama tribe may practice that male shaman must tutored by women and vice-versa. This also occurs in real world shamanism.
Ultimately you can choose how this works in your game.
Stage Three—The Cave (page 354)
Correction
The fetch adds its POW to the shaman’s POW against any contests involving POW vs. POW struggles.
to
From this point on, the fetch’s POW is always added to that of the shaman’s. This combined POW is used in nearly all situations involving the shaman’s POW.
Stage Four—The Ordeal (page 355)
Rune Fixes 1
The final ordeal to become a shaman is the confrontation with the Bad Man. The rules included only his POW and not his Spirit Combat skill. The complete stat block for the Bad Man is:
The Bad Man
POW 35
Spirit Combat 175%*
*Please note that the previous version incorrectly lists The Bad Man’s Spirit Combat at 165% (corrected 8 December 2019)
Note: Combat with the Bad Man does not result in loss of magic points from either side. If the Bad Man wins a round of spirit combat, the would-be shaman gets a shamanic taboo. If the would-be shaman wins a round of spirit combat, they gain a shamanic ability without needing to take a corresponding taboo.
Correction
If the Bad Man wins a round, the player must choose a taboo from the Taboo table on page 363. Alternatively the gamemaster may make the choice for the player. If the shaman wins a round, they gain a single shamanic ability and skips the need to take a corresponding taboo.
Failure at this stage
It’s a bit difficult to follow, am I right in understanding that the shaman cannot fail this stage? It goes on for 1D6 rounds or more, the shaman gets either a Power or a Taboo each round, and that’s it?
When I first read it, I came away with the impression that you could attempt to become a shaman, fail it at the Ordeal, and then try again when your master deems you worthy again. Now, on re-reading it, once you’ve made your roll of (average of POW+CHA)×5 or whatever roleplaying satisfies the GM, that’s it. You’re going to be a shaman. The only variables are how good your Spirit Dance roll is to get a toasty Fetch, and how many times you beat the Bad Man in the ordeal.
Is that correct?
The assistant shaman can’t fail, other than to lose all of the 1D6 rounds of combat. They don’t lose any magic points. It is a game of Chicken, to test the prospective shaman’s fortitude by seeing how many taboos they will be willing to take.
Do the shaman abilities taken cost characteristic points? I’m assuming not but it isn’t totally clear to me.
- In Stage Four—The Ordeal, any shamanic ability received is free of cost.
- In Stage Five—The Reward, a shamanic ability is chosen, free of cost.
- Once the stages are complete, any new shamanic ability must be paid for.
Bad Man
A few questions about the process of becoming a shaman and the ordeal in particular, so as I understand it:
- The Horned Man has a power of 35, which translates to a spirit combat skill of 175%
The Bad Man, you mean. See page 355. It’s a common mistake.
- So anyone fighting him in spirit combat will be fighting at there skill -75%
- Which in most cases in a 20% or less skill for the want to be shaman vs 100% skill for horned man
- The ordeal goes on for 1 to 6 rounds which means, which means most shamans will get around 3 restrictions and the one usual ability.
All correct, aside from Bad Man being a different entity than the Horned Man.
- What happens on a tied round where both pass skill?
Stalemate. Nothing happens. Quote
- If the shaman breaks off at the end of a round , does he fail becoming a shaman or just loose the opportunity to gain more shamanic abilities?
No further abilities or taboos are granted and the spirit combat ends. On to Stage Five.
Stage Five—The Reward (page 355)
Correction
The shaman then picks one shamanic ability from the Shamanic Abilities section (page 360), plus any other abilities gained and taboos acquired through the ordeal, and begins their career.
The Fetch (pages 355-357)
What the Fetch Provides the Shaman (page 356)
Correction
The fetch provides POW and magic points to the shaman. Its magic points are always accessible to the shaman, and its POW is nearly always added to that of the shaman’s (except for POW gain rolls).
Fetch’s Magic Points Recovery Rate
The fetch’s magic points regenerate at the normal rate, in parallel with the shaman’s. If the fetch’s POW is 12, for example, it regains 1 magic point every two hours.
What the Fetch Provides the Shaman, page 356
This additional POW regenerates magic points at the same rate as the shaman’s own magic point regeneration.”
Second POW, page 358
These rules seem to contradict each other. Can you clarify the recovery rate of the fetch’s magic points.
Use the fetch’s POW to determine the fetch’s magic point recovery rate.
Can shamans fetch cast spells like allied spirit can? I mean to a different person than her own shaman… Can Fetch cast for example Protection-2 to a warrior next to shaman?
No. The shaman is in the Middle World, the fetch is in the spirit world. Unless of course the shaman has an ability such as Materialize Fetch.
Spell Strength vs POW roll
Does a shaman’s fetch’s POW add to theirs for the purposes of a Spell Strength vs POW roll?
Yes. See Stage Three—The Cave (page 355): “The fetch adds its POW to the shaman’s POW against any contests involving POW VS. POW struggles.”
Rune Fixes 1
A shaman gains use of the fetch’s CHA for storing additional spirit magic spells. However, this does not affect the spirit combat damage done by either the shaman or the fetch, which is based on their personal CHA+POW.
Example: Vishi Dun is now a shaman and has a fetch with a POW of 11 and a CHA 18. His personal POW is now 18 and his CHA is 15. Vishi does 1D6+6 damage in spirit combat and his fetch does 1D6+1 damage.
Fetch and Discorporation (page 356)
Correction
When discorporate, the shaman cannot use the fetch’s magic points to defend or attack, though they can use the fetch’s may use its own magic points to fuel spells.
Fetches and Combat (page 356)
It says that the fetch can only be targeted by spells from the Mundane World if the fetch first casts a spell against a target. Ok, but how long does this last? It’s not specified what condition resets the fetch to its usual state of not being attackable again.
The Fetch has revealed it’s position (it’s over there), so until the combat ends or the GM says otherwise.
Also, does “against a target” including against a friendly target?
Unlikely:
If the fetch casts spells against a target in the Mundane World, only then can the fetch be targeted by spells emanating from the Mundane World.
For example if the Fetch cast heal on a friendly target, unless the enemy had a method of seeing this, it’s unlikely (unless the friendly target shouts it’s over there). Ultimately this is a GM call.
Capturing Spirits with the Fetch (page 356)
On page 357 when Vishi Dunn becomes a shaman, he gives 5 points of his 19 POW to his fetch. Since he now has a POW of 14, he does not meet the basic requirements for priesthood (p.276 “Have a POW of 18 or higher.”). Does he count as a priest of Waha, or does he still need to meet the basic requirements in order to function as a priest?
Use the rules for rune priests involuntary loss on page page 278. Although it’s a voluntary loss, it’s needed to become a rune priest-shaman.
Example (page 357)
Correction
The fetch gives Vishi the following benefits: its POW adds 11 points to his own POW for resistance rolls, an 11 extra POW to sacrifice if need be, and 11 additional magic points; an additional 15 points of CHA towards storing spirit magic spells; and a guardian and assistant while he Discorporates.
Fetch & Accessing spells in a Matrix
Can a fetch cast a spell that is stored in a spell matrix, assuming the character is in physical contact with the matrix?
No for a fetch in the Spirit World, Yes for a fetch inhabiting their shaman’s body when they are discorporate. A matrix is external and not part of the shaman, but when they are in the shaman’s body they can use it as the shaman could.
Benefits of Being a Shaman (page 357)
Discorporation (page 357)
2nd paragraph, delete the sentence “Every additional magic point spent during the ritual increases the time that the shaman can remain discorporate by one hour.”
Second printing correction
Correction
To discorporate, a shaman must sacrifice a minimum of 5 magic points during a ritual that requires one hour to complete.
Typo
Should for some reason the shaman wishes to use the Discorporate spell instead of the natural ability,
Interacting with the Middle World
If my discorporate shaman is hanging out in the Spirit World, can he see or interact with the Middle World?
In other words, can he discorporate, wander into a nearby cave, and return with a complete inventory of its occupants? I believe he can count the spirits and get a sense of their POW, but can he see whether that powerful spirit in the corner is a Dark Troll, a Human or a Broo? Ok, ignore the Broo, he’d sense the Chaos rune, but you get the idea.
If he wishes to engage in spirit combat, he needs to become visible in the Middle World. If he does so, does the Middle World then become visible to him?
This is up for the gamemaster to determine based on what abilities your shaman is bringing to the table. I would definitely have them sense the spirits of living beings, and would make a more detailed assessment based on circumstances. Is the shaman using Second Sight? How magically potent are the cave’s inhabitants? Are any of them Rune Masters?
RuneQuest, page 366, covers spirit combat between entities in the Spirit World vs. the Mundane World in detail. Discorporate beings are “spirits” as discussed in the last paragraph of the first column.
Travel in the Spirit World
A player had a shaman that wanted to talk to a spirit that was bound to a physical place in the Middle World. This physical place was extremely far from the shaman’s location. The player wanted to discorporate and reach this spirit by travelling through the Spirit World, arguing that this should be quick and easy, as he knew where the spirit was located. Is this possible?
Yes. But it’s not quick, discorporation is an hour long ritual. If they are a shaman, they spend five magic points and then spend an hour discorporating (see Discorporation RQG 357), and then takes 1D6 hours of travel / activity.
The player assumed the Middle World overlaid the Spirit World, so each location in one had an equivalent in the other. So for one spirit to go from Sartar to Esrolia (for example), it would simply do and equivalent trip in the spiritual plane but just much faster. Is that so? How does it really work? Can he avoid the hazards of travelling in the Spirit World just because he knows the physical location where the other spirit is bound? Obviously this question only applies to trips where bound spirits are located (as I suppose free spirit have no equivalent location in the physical world).
If the shaman knows where the spirit is it makes it easier: see Finding Spirits (RQG 374). If they know the spirit’s location I would treat it as At an appropriate Spirit Place and allow the minimum +20%. If they had met it before, I would allow +50% to there spirit travel roll. Remember, that for one magic point added to the discorporation, they can add +1% to their spirit travel if done in the discorporation ritual. Standard discorporation allows one spirit travel roll and one spirit encounter, and takes 1D6 hours. For example:
- Spirit Travel 70%
- Know where the spirit can be found: +20%
- Spend 10 extra magic points in the discorporation ritual: + 10%
- Consider augmenting to get another bonus.
- Total spirit travel Roll: 100%, then roll a d6 for the number of hours.
If they succeed, they meet the spirit and can do what they intended (bind, ask questions, ally, etc.).
If they fail, they encounter a different spirit (see Finding Spirits, failure (RQG 375)
How does a shaman looks for (and finds) a very specific spirit? For example, the shaman wishes to capture a unique individual, not just a spirit of a defined type.
Unique spirits on the Spirit Rarity table (RQG 375) are -50% to spirit travel to find. The shaman should be specially prepared and may need to use extended discorporation to allow more time.
Expanded Charisma (page 357)
How can a shaman’s fetch improve their CHA? Can they or are you just stuck with the CHA it started with?
There are no current provisions in the rules for increasing fetch CHA.
We encourage enterprising gamemasters and players to determine possible options.
Learning Spirit Magic (page 357)
A shaman may learn any spirit magic spell desired (unless a specific spell is forbidden to the shaman for other reasons, such as a cult restriction or taboo) and without cost. The shaman merely goes to the Spirit World to speak with the relevant spirit, and then makes a focus for the spell. A shaman can do this once per day.
Learning Spirit Magic, page 357
How does this work for variable spells? Can my shaman pitch up in the spirit world and learn Bladesharp 15 if he wishes?
Or is there a limit on the power of these variable spells?
Yes, but each point takes up a point of CHA:
Limits to Spell Holding
Each point of spirit magic requires 1 point of CHA. An adventurer’s maximum potential spell capacity equals their CHA.
Limits to Spell Holding, page 354
The visit to the spirit world once per day is an abstraction of the whole process on page 374. It assumes that the shaman has a good knowledge of their spirit world, knows their way around and has a good collection of Spirit Vortices. The Red Book of Magic further defines what they can teach:
From a Shaman
As the specialists in communicating with the Spirit World, shamans can teach any non-variable spells costing 250 L or less, or variable spells up to 6 points (see page 109). The standard cost of each spell is listed on the Spirit Magic Spells table (page 109).
The Red Book of Magic, Learning Spirit Magic, From a shaman, page 107
In the case of Bladesharp 15, the shaman would know a very good Death Vortex and/or I would get them to do a search of the spirit world. As a suggestion, modify the Spirit rarity table on page 375 to reflect the spell cost or make up you own:
Spirit Rarity | Over 250L | Variable | Modifier |
---|---|---|---|
Normal | 1-6 | 0 | |
Uncommon | Fireblade, Lightwall | 7-8 | -10% |
Rare | 9-11 | -20% | |
Very rare | 12-14 | -30% | |
Unique | 15+ / Cult special | -50% | |
At an appropriate spirit place | (see Spirit places) | +20-50% |
Second POW
Correction
Change Heading: Second POW to Combined POW
The fetch’s POW is always added to that of the shaman’s when they are together. This combined POW is used in all situations involving the shaman’s POW, but does not affect the shaman’s natural POW.
So this includes POW for Skill Category Modifiers and Spirit Combat?
Look at the situation the shaman is in and apply the rule.
For example if the shaman is in the Spirit World and the Fetch is occupying or guarding their body, you would not add their POW together. The situation is that they are in separate places.
Likewise if the shaman and fetch are in separate spirit combat, you wouldn’t add them together. If only the shaman was in the spirit combat, and the fetch was present could you do so.
The situation doesn’t arise when calculating Skill Category Modifiers, but would arise in Spirit Combat if the fetch is present.
Can the fetch’s POW to be added for Spirit Combat Damage?
If the fetch wasn’t in spirit combat or casting spells, yes. His combined usual POW & CHA is 33 plus 11 would be 44 and he could do 2D6+6. Remember the fetch is now defenceless, so Vishi would need to cast some defensive magic on it.
So is the intention instead that the Fetch’s POW is only added to the shaman’s POW for purpose like POW vs. POW rolls, POW x 5% rolls?
Yes. Depending on the situation.
MP regeneration?
No, they are calculated separately per page 358.
Teaching Spirit Magic (page 358)
Does a Shaman, Priest, or Spirit teaching a spirit magic spell loose the knowledge of the spell when they teach it?
No. Why would they?
Second Sight (page 358)
Correction
This means that the shaman can see another entity’s POW, and tell whether that entity’s POW is about the same as their own combined with their fetch’s, 5 or more points less, or 5 or more points more.
Spirit Pacts (page 358)
Typo
Spirits can tell the POW of another spirit within a range of within 5 points higher or lower than its own, so it will know if it has a chance of success.
Correction
Replace
A shaman’s bound spirits are bound to them until the shaman is unable to heal their body sufficiently to self-resurrect (see page 361). If the shaman cannot heal themselves in this manner, the bound spirits are freed, just as they are when any other binder dies.
with
If the shaman dies and does not self-resurrect (see page 361), all pacts are broken and the spirits freed.
Spirit Pact Benefits
To find spirits to control, the shaman uses their fetch to inhabit their body while the shaman journeys into the Spirit World. As with Discorporation, the ritual to enter the Spirit World is complex, requiring an hour to complete
Spirit Pacts, page 354
I am not clear about the meaning of this; is this a different process than the usual Discorporation (which is also to travel to the Spirit World) and astral travel? When it says “their body”, does it mean that the fetch inhabits the body of the shaman while the shaman travels in spiritual form (same as Discorporation)?
- It’s standard Discorporation on page 357
- and Extended Discorporation on page 375
- the Fetch occupies the Shaman’s body per the Fetch and Discorporation on page 356 While the shaman’s body is occupied by their Fetch, the shaman’s spirit travels in the Spirit World.
- Concerning the benefits, it says that “the spirit serves the shaman as an extra set of eyes in the Spirit World”, but my question (even if it is silly) is: how do you know what a spirit can actually see? Just the specific area where it was originally found? Or can the spirit be instructed to travel further in search of things, thus avoiding the shaman the need to travel himself to the Spirit World (an exploit the player may try to use).
The spirit be instructed to travel further in search of things. Depending on the type of spirit, and it’s skills, it may or may not be useful to do this. The GM should base the outcome (roll) on the difficulty of the task and it’s abilities. The shaman may augment with their spirit Speech or other appropriate skill. It’s not an exploit, it’s what shaman do.
It also says that the spirit can be used as a reservoir of magic points for casting spells. Is this in all circumstances, i.e. the spirit works in the same way as the fetch, providing the shaman with its magic points at any time the shaman wishes when he casts a spell?
Yes.
It also says that he can be used in spirit combat. What does this mean: that the spirit can initiate spirit combat against any entity when the shaman orders it? If so, is this valid at any moment and place, regardless of the location of the spirit at that moment? Has the entity (the foe) to be together with the shaman for such an order to work? Or is it enough its location is known? These are the benefits listed in the rules, but is there another benefit that could apply? (I mean, can the GM create new ones)?
It depends if the shaman negotiated more making the pact. The usual is eyes, fight and magic points, for me? Clearly weak spirits will not enter into this kind of pact. Different kinds of pacts may include: fighting, healing, specific abilities, casting magic, etc. Some may be location specific as the spirit maybe tied to a location, others may hover about the shaman.
Concerning the price, the rules state that “If contact is made with a non-hostile spirit, the shaman must bargain with it. The normal deal is for the shaman to give to the spirit 1 point of POW per 10 points of POW the spirit possesses”. But I guess another price can be closed if the circumstances allow for it (for example, an extremely good relation with the spirit due to past history), correct?
Only if you want to make this more complex.
If the shaman has a Loyalty passion to the spirit, that would certainly lower the cost, but always at least one POW though. Negotiation for more abilities or less abilities may increase or reduce the permanent POW costs. My rule of thumb is 1 POW per 10 POW of the spirit, minus 1 per standard ability left out, to a minimum of 1. Plus 1 per specialist ability but cannot leave out normal abilities. Example:
Earth spirit snake INT 14, POW 20, with Heal 6. Pact cost 3 POW (2 for POW, 1 for healing) (will act as eyes, fight, but not loan magic points).
Adding Shamanic Abilities (page 359)
Correction
To add an additional ability or to increase the points in an existing ability from 1 to 2, the shaman must bargain with a Greater Entity (see above) and sacrifice 1 characteristic points (such as a point of STR, CON, INT, POW, etc.).
The first additional ability or increase costs one characteristic point, the second two characteristic points, the third three characteristic points, and so forth. A point of INT counts for 3 times as much as any other characteristic.
Each time the shaman improves an ability or acquires a new ability, the cost in characteristic points increases.
Shamanic Abilities (page 360)
Please note that all of the Shamanic abilities are personal, so not transferable.
For reference, here are the abilities as list
- Conceal Fetch (Rare) 1+
- Cure Disease 1
- Expanded Presence 1+
- Hide Soul 1
- Magic Attack 1+
- Magic Defense 1+
- Materialize Fetch 1
- Possession 1+
- Power Within 1+
- Second Sight (Enhanced) (6 individual abilities, two with advanced versions) 1 each
- Distinguish POW +/- 5 points
- Distinguish exact POW
- Distinguish magic points within a range
- Distinguish available magic points within a better range
- Determine individual’s spirit magic.
- Identify spirit magic spells on an individual.
- Determine individual’s sorcery spells
- Determine individual’s Rune magic.
- Distinguish POW +/- 5 points
- Self-Resurrection 1-8
- Show Spirit 1
- Soul Expansion 1+
- Spell Barrage 1+
- Spell Extension 1+
- (Spirit) Affinity 1+
- Spirit Defense 1+
- Spirit Mastery 1+
Increased POW and CHA
If the POW and CHA of a shaman are temporarily increased by a spell, does this affect the spell limits or spirit control limits, or those things are only affected by the original stats of the shaman.
Only in the cases of shaman abilities Expanded Presence, Magic Attack, Magic Defense, Soul Expansion, and Spell Extension with a spirit magic like Glamour.
Hide Soul (page 360)
Hide Soul & Rune spells
Spirit magic sensory spells are mentioned with regard to cancelling points of this ability according to their magic points. Do sensory Rune spells follow the usual pattern of counting as twice their Rune points when compared to the MP used for Hide Soul?
No, this works only on spirit magic cast by spirits (see example). As usual GMs may add their own interpretations.
Possession (page 360)
Covert or Dominant possession
Does the Shaman gift Possession allow covert or dominant possession. I’m assuming dominant is the default but would a shaman be able to go covert and hide within the person he attacked. Once they came round they could perhaps ride inside to penetrate a place normally protected by magical alarms or perhaps emerge to suddenly take over the body at a strategic moment?
The shamanic ability is effectively active possession, not covert possession. Covert possession would be a separate shamanic ability. For some it might be possible to buy as as as extra levels of Possession for double point cost. In both cases it’s a rare ability.
Does the Shaman have the same limits on using the unfamiliar body as other spirits given it’s normally a shape he’s familiar with?
No. The Shamanic Possession (p360) works on a “per hit location chart” basis so it means they’re familiar with their own rough body shape.
Self-Resurrection (page 361)
Typo
Table Heading Points -> Level
Self-Resurrection & the Fetch
Does the fetch come back with the shaman if this ability is used?
Yes. They are effectively the same being and cannot exist separately.
Does that depend on whether the fetch was destroyed itself first (and that is what killed the shaman)?
Yes, a Fetch reduced to zero POW kills both.
And do the above apply for other types of resurrection (e.g. Chalana Arroy)?
Yes. Although there are few ways to reduce POW to zero.
If a shaman dies, what happens to their fetch if it is embodied in an animal? Does the animal die?
Fetches aren’t embodied (allied spirits are). The fetch remains with the shaman in the spirit world (it is part of them).
Self-Resurrection & Ability Cost
If a shaman self-resurrects within an hour (a listed cost of 4 POW) does that imply that they have spent 4 POW to get themselves back to 1hp or is the cost actually 4 POW for each point of Spirit Magic Healing they perform from their deceased condition?
Note that there is a typo in the table heading, Points should be Level. This is likely why you are confusing the points of healing needed to bring the shaman to one hit point point and the already purchased level of the ability. The level is the already acquired ability per Adding Shamanic Abilities, page 359. If a shaman has four levels in Self-Resurrection, they can bring themself back in one hour.
So if a shaman dies and is at -8 Total Hit points, it would usually cost 9 magic points if they used Heal Wound, however this ability uses POW for healing so would cost 9 POW to reach 1 Hit point (and the Rune point for Heal Wound in this example).
It seems that the longer you wait, the easier self-resurrection becomes.
The wait is based on your already developed ability, that you have already acquired to a particular level.
At what point does it become free? A year? A century?
It never becomes free as you need to spend POW to heal yourself.
Can you actually GAIN POW if you remain dead long enough?
No, you need a minimum of 1 level in this ability to use it.
I’m thinking about this in relation to Jaldon Toothmaker and his long death-sleep absences, and the Pendragon “sleep” rules for magic.
Simply, Jaldon is a summoned embodied spirit. This not related to magical sleeping.
Self-Resurrection & the Wait
It seems that Shamans can completely refuse to enter the cycle of death and rebirth, choosing instead to hide out in or near their bodies.
No. If they don’t have enough POW to heal themselves, they remain dead.
Can they spend POW to cast disruption on scavengers who want to eat their remains?
If they remain as ghosts, they use the normal spirit combat rules for attacking (one round to become visible, etc) and use their magic points.
Self-Resurrection & Healing the Body
What condition do Shaman bodies have to be in to be capable of self-resurrection anyhow?
Enough that they have enough POW to heal themself.
Is cremation final for an Oakfed Shaman, or can they be fanned back from the embers of their pyre?
Yes it’s final: Cremate Dead: This spell allows an official (usually a priest) to fully destroy the bodily remains of any one person after death.
What if someone else comes along and heals the body?
This is certainly possible (must be done with resurrect too), and would likely be done by their assistant who would then guard the body hoping for their return (remember depending on their level it can range between an season and 1 SR).
What happens to a shaman with the ability to self-resurrect but lacking the means to restore the body?
They die and their spirit follows whatever path is normal when they die. Usually ending up in the afterlife of their Greater Entity.
Are they trapped in the Spirit World near their lifeless body, unable to die and face Daka Fal?
They could chose to remain as a ghost, tied to where they died, or go on to the usual path. Whichever fits the story better or the player’s choice. Looking Leona the shaman in the last issue of Heroes (Volume I Number 4), there are great examples of bound and haunting shaman relatives.
So a lucky shaman, could rejoin their body without needing to spend POW if someone else heals it. I would still rule it takes at least 1 permanent POW.
No, there is no POW cost in this case.
I’d also rule the rune points used in either Heal Body are Heal Wound are permanently lost.
No, only if the Rune spell is one use for the caster. Healing a body before a resurrect Rune spell does not cost permanent Rune points either.
So, a Shaman who could not heal themselves to self-resurrect could find another body to utilize?
If they have the shamanic ability of possession (RQG 360), yes. Just like the spirit ability of possession (RQB 165), it’s not automatic. Note that the shamanic ability is effectively active possession, not covert possession. Covert possession would be a separate and very rare shamanic ability.
Self-Resurrection & Attuned items
Do crystals and items attuned to a shaman become immediately de-attuned at the moment of death, or is the connection a little more resilient than that?
In this case they aren’t really dead as they are about to self-resurrect, so nothing happens.
Self-Resurrection & Allied Spirits
If the shaman is a Rune Lord or Rune Priest, of a cult that gives them an allied spirit in an animal, and they die, does the animal die immediately?
The spirit departs back to their god and the animal’s original spirit reasserts itself. In this case as they aren’t really dead, it remains.
Is a shaman who dies able to summon back the spirits they previously had bound in crystals and matrices, as RQ3 “shamans learn the names of spirits once they defeat them, and can use those names to re-summon them” rules?
In this case they aren’t really dead as they are about to self resurrect, so nothing happens to their bound spirits.
Yes, they can use the spirit’s name but they will need to learn a specific (named) version of summon (entity), eg Summon (Bob the Ghost). Alternatively they can use Summon cult spirit if appropriate or Summon specific ancestor, or any specialist specific spirit cult summoning. eg Summon Son of Votank per Lightbringers, page 85.
Soul Expansion (page 361)
Correction
This improves his chance to increase POW by experience.
Soul Expansion & POW Increase %
If Soul Expansion does not increase the chance to increase through experience, how does a shaman ever take advantage of the expansion? How can POW increase from 21 to 22 if the chance to increase is zero? or is it just the “default” 5% chance?
It is 5%.
Spell Barrage (page 362)
Correction
The strike rank is equal to the shaman’s DEX strike rank, plus the magic points spent minus 1,
Spell Barrage & Multispell
How do Spell Barrage and the Common Divine Spell Multispell interact with each other?
They would stack, if the GM allows it.
When trying to stack them, determine which are the Multispelled spells and which are the ones due to Spell Barrage.
The Multispells are treated as separate instances and the Barrage is all-or-nothing.
Spell Extension (page 362)
Rune Fixes 1
The shamanic ability Spell Extension allows a shaman to maintain a spirit magic spell indefinitely until the shaman chooses to drop the spell. The shaman cannot forget a spell while it is being maintained with the Spell Extension ability.
Spell Extension & Specific spells
Is that shamanic ability for a specific spell named at the point of taking the ability or can it be used for any spell, chosen when casting it?
It’s not tied to a specific spell. Just one at a time.
Conditions on this ability
The shaman can maintain one spirit magic spell indefinitely in effect per point of Spell Extension. The shaman can drop the extended spell at any time, and recast it when desired. The spell can be dispelled normally, of course.
Spell Extension, page 362
When considering the above situation?
All of the Shamanic abilities are personal, so not transferable.
We went back and forth with our GM whether we could get the party shaman to buff 4 PCs with semi-permanent Mobility spells during travel, and several other pretty cheeky strategies.
The shaman can maintain Mobility on themselves indefinitely. Remember to have Spell Extension at level four, assuming it was their first ability would have cost (1 to 2 = 1, 2 to 3 =2, 3 to 4 = 3) 6 characteristic points.
Could a party or PC pay a Shaman to cast a spell / bless them with Strength for a whole season? If they were part of the actual party i assume it would be easier.
No.
Note that the Shamanic Abilities list is not inclusive, there are many other abilities possible. A version of Spell Extension that works on others should have restrictions on who the targets are (such as the shaman’s assistants only) or cost a point of POW to form a permanent bond with the shaman, etc.
Spell Extension & Lunar Magic
How does shamanic Spell Extension power (RQG 262) combine with Lunar Magic, for example with Amplified Spirit Magic spells?
If they are going to manipulate a temporal spell that is cast using Spell Extension, there is no need to prolong the spell. For example, if they have a CHA 18 and successfully cast Glamour with Shamanic Extension and Amplify 8 (for a total of 10 magic points), they would have CHA 34 (18+8+8) and per Spell Extension, the shaman can maintain it indefinitely.
Spirit Affinity (page 362)
Correction
This reflects an affinity for spirits of a certain type, or tied to a single Rune.
Taboos (page 362)
Why do Shamans get taboos?
Taboos are how your Greater Entity wants you to behave as part of the pact between you and them. These may seem odd in the Middle World, but the spirits have no real understanding of that, meaning some may seem odd or nonsensical.
In real world shamanism, taboos manifest in the same way, and may even be contradictory between shaman. A salmon spirit may require the taboo of never eat salmon, while another may receive the taboo of always eat salmon (daily, weekly, etc). Honor me by never eating my flesh, Honor me each season by eating my flesh, etc. One of the practices in real world shamanism is negotiating with the spirits. This is a great role playing hook, as a spirit could show a shaman a huge real world boulder and say “carry this with you at all times”. As this is impractical in the real world, the shaman would negotiate with the spirit, down to perhaps a chip of the rock, but promise to visit the rock and honor the spirit there each season.
What are taboos
Are taboos the commandments of spirits / deities that they want you to obey for their own reasons?
It’s not about obedience, it’s the pact between you and them.
Are taboos lifestyle choices taught by spirits / deities that make you a stronger magician.
No, as they may make you weaker too.
Are taboos lifestyle choices taught by spirits / deities that make you a stronger magician by making you resemble more the spirit / deity.
In some cases yes, in other cases no.
Are taboos lifestyle choices taught by spirits / deities that make you a stronger magician by making you stick to ancient traditions.
In some cases yes, in other cases no.
Are taboos something about my Fetch here. Making me resemble my fetch more to become a stronger magician?
This is nothing to do with the shaman’s fetch. The fetch is the shaman.
Breaking Taboos
I break a taboo, will the spirit want to punish me,
The most common effect is to loose contact with the spirit, no access to your Rune pool, etc.
or will it shake its head disappointed in me failing to become a stronger magician?
No. The spirits aren’t interested in your goals.
What happens if I break a taboo intentionally?
You would lose contact with the spirit, no access to your Rune pool, abilities, etc. With little change of regaining them.
What happens if I break a taboo accidentally and don’t even notice I did?
You would lose contact with the spirit, no access to your Rune pool, abilities, etc, You would have a chance of regaining them – at a cost. It’s a roleplaying hook.
Is there someone watching over me and ensuring that I’m staying on the straight and narrow? The spirit? My Fetch?
The shaman has a direct link to their Greater Entity, it’s where their shamanic abilities originate from. Ultimately the Horned Man watches over his proteges.
Illumination and Taboos
The spirits aren’t interested in your world outlook.
How many taboos
So taboos are a really powerful way of getting a lot of magiboom, so how many taboos should a shaman have?
As many as your adventurer reasonably needs.
As Shamanic Abilities are priced on the Pyramid Formula, assuming you take a lot of Abilities, taking Taboos as often as possible makes taboos worth 1 Characteristic Point compared to second-most-efficient method. (Ability-Taboo-Ability-Taboo-Ability.. compared to A-A-T-A-A-T). Characteristic points are so precious that A-A-A-T-A-A-A-T-A-A-A pattern is just intolerably expensive, unless you are an uzdo wanting to transition into trollkin.
As a player you need to decide how to balance your adventurer.
I guess the rules intent is taking a ton of taboos, considering that Waha forces 4 taboos and abilities (must not marry foreign women, must not eat meat on Claydays, must not hunt birds or gather eggs, must not sew) on a shaman as a handshake bonus
In the case of Waha, he’s defining how your adventurer should act based on his mythology. Waha as the Greater Entity and Culture hero is using the shaman to define behaviour in Praxian society. Note that taboos are not forced, a shaman takes them willingly as part of their pact.
What’s the design intent here — the rules kinda imply that you wouldn’t go A-T-A-T, but the math is so punitive that it does not require a minmaxing mindset to realize that’s the only way to go?
The spirits aren’t interested in maths.
Can you decline a Taboo
No.
When Bad Man hits you, p.355 in RQG 2nd ed.
I’m will assume you are using the RQG second printing.
the player must choose a taboo […] the gamemaster may make the choice for the player”. This is pretty harsh in RQ generally, where usually its quite clear on who decides. Player might go for never eat elk meat and the GM might go for never wear any clothes so it’s kinda substantial to figure out who decides.
Per page 363, replace this with:
To determine a new taboo, the gamemaster can select a taboo or the player may roll D100.
But more importantly, and later on, when the shaman contacts a Greater Entity, and the Greater Entity is like “never bathe” or “I rolled thrice more so make pilgrimage to three places every season”, is the Shaman able to say, at that point “I… think I gotta call Horned Man, he’s got better deals this season, sorryy”.
No. Remember the Greater Entity is a mask of the Horned Man as well. Cult specific shaman will usually only be in contact with their cult deity as the Greater Entity. In some cases they can contact associate deities / Greater Entities.
Altering Taboos for gameplay
Some of the taboos in the taboo table are highly character-breaking
They are roleplaying opportunities.
(and oddly specific to Prax) so this is very important.
The Core Rule book has only three cults with shamans – Daka Fal, Waha, Yelm. The first two are Praxian, the last is Grazelander. If you receive a specific cultural taboo, then change the location and / or god /spirit:
eg 70–72 could be changed to:
- Daka Fal – Make pilgrimage to your ancestors home (in the Spirit World) in Sacred time.
- Golden Bow – Make pilgrimage to the Great Herd (in the Spirit World) on Golden Bow’s holy day in Harmony Week of Fire Season. Note that these would be the Great Horse herds.
other changes could be:
- Bulldry (W) / Golden Fields (GB) / Land of the Dead (DF)
- Daka Fal’s Fire (DF) / Sacred Fire (GB) / Fireground (W)
- Earth Camp (W) / Earth Camp (GB) / Earth Camp (DF – A doorway to the Earth)
- Hunter’s Camp (W) / Herder’s Camp (GB) / Ancestors camp (DF)
Likewise:
- Never eat elk meat / Only eat elk meat or change the type of meat to be relevant.
Work with your GM to tailor these taboos to your adventurer’s cult and homeland.
Shaman-Priests
Clarification
In the Core Rules, Daka Fal, and Waha, have shaman-priests, while Golden Bow Shaman are not shaman-priests.
In the Bestiary, Aldrya, Kyger Litor, Mallia, Telmor and Thed have shaman-priests.
Shaman-Priests Requirements
Shaman-priests (as for Waha and Daka Fal in the core rulebook, or Telmor in the Glorantha Bestiary): Must they meet the requirements for a Rune Priest (e.g. POW 18+, 90% Rune affinity, 50%+ in five cult skills including Worship etc) over and above becoming a shaman?
Generally speaking, no. However as these are cult shaman, there are often extra requirements before becoming a cult shaman, after being an initiate. eg:
- Daka Fal: must know spirit speech at 90%
- Waha: must be of noble descent from Waha (
- Telmor: no extra requirements beyond initiate
This will be detailed in the upcoming cults of Glorantha:
- Aldrya – Earth Goddesses, Aldrya, Shamans, page 33
- Daka Fal – Lightbringers, Daka Fal, Shaman-Priests (Rune Priest), page 83
- Jakaleel – Lunar Way, Jakaleel, Witch (Rune Priest), page 89
- Waha – Lightbringers, Waha, Rune Priest (Shamans), page 145
Shaman-Priests and Rune Priest Benefits
Do such shaman-priests gain any of the Rune Priest benefits such as the easier POW gain roll?
Yes, if they are shaman-priests. No if just shaman, so
- Daka Fal: Yes
- Waha: Yes
- Telmor: Yes
To clarify, priests receive a +20% bonus to their POW gain roll per page 276.
Shaman-Priests & Allied Spirits
Does the shaman-priest gain an Allied Spirit?
Yes if shaman-priests and their priesthood is stated to receive a spirit. Rune Lord-shaman may have allied spirits.
Shaman-Priests & Divine Intervention
Do Initiates / shamans etc of animist cults get access to Divine Intervention, for example followers of Telmor, or Kolat? i.e. is it the Initiate status that matters, not whether their entity is a Deity in the theist sense?
You need to look at each cult’s description, to check:
- Daka Fal: No (specifically states it)
- Waha: Yes
- Telmor: Yes.
- Kolat is a spirit cult, and follows the rules for them, so no.
Does a character that wishes to become a shaman have to meet the prerequisites for becoming a normal Rune Priest (276) as well as follow the procedures on page 354, or do they just need to follow the latter?
Both prerequisites (if their cult allows it). Unless the cult has shaman-priests, then follow what the cult says.
I’m confused because it says on page 351 that they are equivalent, but it doesn’t explicitly say they need to meet the prerequisites.
When playing a shaman, the player and gamemaster should keep in mind they are the equivalent of Rune Priests in other cults.
Socially and power-level-wise. So shaman of Golden Bow is equivalent to a priest of Orlanth.
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 11 Spirit Magic Spells 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 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
Page Last updated: 2024-11-06 15:38:51