HeroQuest 1 – Template: Common Magic Keyword

Latest revision: 2 Apr 2004

Common Religion Magic Keyword


A description of the worshipped entity and common knowledge of the magical organization is followed by the actual keyword. A hero receives all keyword abilities if he takes the magic keyword during character creation, but does not automatically gain all of them if he joins the religion or organization during play.

Note that common religions do not have magical secrets, although some have secret knowledge available to a select few.

Entry Requirements:Specific requirements for the character to join the religion and take the keyword. These might include gender, occupation, culture, or family restrictions, or even specific abilities and ratings.
Homeland(s):The homeland(s) in which the common religion is found.
Abilities:Typical things that a person can do when they have been in this religion. A hero can select some of these to specialize in, thereby setting himself apart from the normal membership.
Depending on the keyword, different levels of membership or different types of members may have different abilities available. Most common religions include at least the following abilities:
      Mythology of [Common Religion]Worship [Common Religion].
Virtues:Desired personality traits of worshippers. A hero may take any, all, or none of these as abilities.
Common Magic:The specific magical abilities taught by or available through the religion. Generally, talents, feats, charms, and spells will each be grouped together, but sometimes common magic abilities will be grouped based on some organization recognized by the common religion.
Other Side:The Otherworld home of the worshipped entity. Note that many common religions do not have this entry.
Disadvantages:Unusual restrictions faced by worshippers.

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