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Savage

Glorantha

Modifications
Derived Attribute: Power Points
As in the Savage Worlds Rulesbook, Power Points Point total. At the end of any adventure in which the
fuel spells and various arcane reactions. In Savage character overcame the Spirit of an enemy with an
Glorantha, though, every living creature has inherent offensive spell or through spirit combat, he may spend
Power Points equal to its Spirit x 2. While the maxi- a Benny to “permanently” increase his Power Points.
mum number of Power Points can be reduced, it can Only one Benny may be spent in this manner per ad-
never be increased beyond the Spirit x 2 limit. venture, and the character must actually have a Benny
available to gain the increase. His maximum Power
A character can temporarily spend his Power Points Points are always equal to his Spirit x2!
on Battle Magic spells, but he may never spend all of
his points ¬¬he must always have at least one point
remaining or his hold upon the physical world will
No Arcane Edges?
That’s right; no Edges are required to cast ANY form
be severed and his spirit will cross over into the spirit
of magic in Savage Runequest. Glorantha is a highly
plane. Temporarily expended Power Points return at
magical world in which the common man will likely
the rate of one per hour. For example, while fighting
know a spell or two; it is a place where rituals and
trolls in the Big Rubble, Rurik casts Bladesharp 4 and
magic are apart of peoples’ daily lives.
Protection 4, for a total of eight Power Points spent.
His Power Points temporarily fall to eight; however,
the spent points will be fully recovered in eight hours. Spirit Combat
Spirits, including ghosts, have only two traits: Smarts
A character may permanently sacrifice Power Points and Spirit. The values of these traits can vary widely,
to purchase Rune Magics, attune runic weapons depending upon the type of entity encountered. A
and armor, gain divine intervention, and make other minor animal spirit, for example, might have Smarts
significant arcane sacrifices. As described previously, d4 (A) and Power d6; however, a demigod might have
though, a character may never willingly sacrifice his Smarts d12+2 and Spirit d12+8! A table for random
last Power Point or he will pass into the spirit world. spirit contacts can be found below.
Each Power Point permanently sacrificed reduces the
character’s maximum Power Points by a like amount.
For example, after his adventure in the Big Rubble,
Rurik decides it would be wise to sacrifice to Yelmalio
for a Shield spell; his player “permanently” reduces
Rurik’s Power Points to 14 in order to gain Shield 2. .

Once a character has lost Power Points permanently,


he can gain new ones and thereby rebuild his Power
Spirit Contact Table mediately and requires a second opposed Spirit roll. If
the combatant attempting the capture wins this second
d100 Roll Smarts Spirit (PP)
contest, one of two things will occur—a victorious
01-10 d4 (A) d4 (8)
spirit will possess the victim or a “physical” challeng-
11-20 d4 d4 (8) er will be able to bind the captured spirit, if he knows
21-35 d4 d6 (12) the Control Spirit spell and has an appropriate binding
36-75 d6 d8 (16) object. If the opposed roll to capture fails, the Spirit
76-90 d8 d10 (20) Combat will continue next combat round.
91-95 d8 d12 (24)
96 d10 d12+1 (26) Binding Spirits
97 d12 d12+2 (28) To bind a spirit, a character must defeat one in Spirit
Combat, know the Spirit Binding spell, and have an
98 d12+1 d12+3 (30)
appropriate animal or spirit binding crystal at the
99 d12+2 d12+4 (32) ready. A bound spirit is in permanent telepathic link
100 Unlimited Deity with the binder up to a range of five miles, and this
contact can only be broken by spirit combat. If a
Spirits can perceive other spirits and sources of Power binder dies, all of his bound spirits are automatically
Points at a range of Spirit x 10. Within a range of set free. A binder can use the Smarts of a bound spirit
Spirit x 1, they can determine roughly how many to store spells and Power Points to fuel Battle Magics.
Power Points the being possesses (within four or five Furthermore, a spirit bound into an animal can act as
points either way) and can sense Mindlink and Runic a familiar! A character may never have more bound
(but not cult) affiliations. They can also attempt Spirit spirits than ½ his Spirit die type.
Speech at that range. Once in actual contact, spir-
its can sense religious affiliations; the exact Smarts,
Spirit, and Current Power Points of a creature; and its Edges
intent. Contact is also the range at which Spirit Com-
bat begins. Initiate (specific Deity)
Prerequisites: These vary by religion, but initiate
To engage a spirit in combat, a character must locate status usually requires proof of dedication through
one with a Detect Spirit spell or arrange for a priest regular attendance at services as a lay member for a
or shaman to find one for him. If not automatically year or longer and the successful completion of a test.
attacked by the spirit, the character may issue a chal- This exam is abstracted by the requirement that the
lenge; a declared challenge will do, since the spirit candidate possess various skills and abilities at certain
can read the Power Points (aura) of the character well levels of competence.
enough to sense the invitation. Combat then begins,
automatically breaking Mind Link and temporarily Benefits: Reduced spell training costs, if any; Cult
disconnecting the combatants from any other bound or Battle Magics up to 4 levels available; Initiate Divine
allied spirits. Each round of Spirit Combat consists of Intervention; the opportunity to obtain rune magics;
opposed Power Point rolls (round down to the closest ransom equal to Spirit x 100L; possible room and
die type; current power points of 11 is a d10 for the board while visiting the temple; contacts and support
roll) between the combatants. through fellow members.

The winner of a round can do one of several things: Obligations: Must tithe 10% of all income to the cult;
1 A spirit could choose to disengage if combat- must dedicate 10% of time to working for the cult;
ing a physical creature. other strictures, treated as a Vow (Major), as indicated
2 The winner can temporarily drain one Power by the specific cult. See the cult descriptions for spe-
Point from the loser if he achieved a simple success, cific details.
and one additional Power Point for each raise.
3 A winner with superiority in Power Points may Rune Lord (Select a Specific Deity)
attempt to capture the opponent. This happens im- Prerequisites: Heroic; Spirit d10+; Faith d12+; d12+
in four other skills related to the cult; proof of dedi-
cation (usually requires Initiate status for a year or Obligations: A Rune Priest is ac-
more); and successful completion of a test—succeed countable to his cult and it forms
in skill rolls for Faith and five selected cult skills. the focus of his life; depending
Rune Lords generally focus heavily upon martial upon the nature of the god he
skills, unless the cult in question demands pacifism, worships, a priest will dedicate
because they are their religions’ military leaders and most of his time to temple ac-
heroes. tivities. He has a duty to uphold
his cult’s tenets and protect its
Benefits: Rune Lord Divine Intervention; the ability worshippers. He must tithe 90%
to attune iron armor and weapons; ability to gain an of all income to his cult, and he
allied spirit; free battle magic training as time and must adhere to all of its other
resources permit; cult battle magics up to 6 levels strictures, treated as a Vow (Ma-
available; the ability to obtain reusable specialty rune jor). See the cult descriptions for
magics; board and succor; ransom equal to Spirit x specific details.
1000L; +2 Charisma when dealing with those who
respect the cult; contacts and support through fellow
members. Allied Spirit
Prerequisites: Rune Lord or Rune Priest
Obligations: A Rune Lord is accountable to his cult A potential Allied Spirit (Smarts d6 and Spirit d10)
and must come at its call, but he has a fair measure will be summoned for a Priest or Lord upon his re-
of independence under normal circumstances. He quest (and the purchase of this Edge). He will have to
has a duty to uphold his cult’s tenets and protect its engage the entity in combat and overcome its Spirit
worshippers; he must tithe 90% of all income to his with his own in an opposed roll. He need not reduce
cult; and he must adhere to other strictures, treated as the entity’s Power Points to zero, just overcome its
a Vow (Major), depending upon specific cult. See the Spirit one time. Should the Runemaster fail to do
cult descriptions for specific details. this and be reduced to zero Power Points himself, the
entity will disengage and reject his offer. Should this
happen, the Edge is not lost, but another attempt to
Priest (Select a Specific Deity) summon an Allied Spirit will not take place until the
Prerequisites: Heroic; Spirit d12+; Faith d10+; Lit-
cult’s next high holy day. A character may never have
eracy in Native Tongue; Persuasion d10+; d10+ in
more than one Allied Spirit.
one or two more knowledge skills related to the cult;
proof of dedication (usually requires Initiate status for
The benefits of an Allied Spirit are many, and in
a year or more); and successful completion of a test,
general it is treated as a specialty Sidekick controlled
abstracted —succeed in skill rolls for Faith, Persua-
by the Runemaster character. The ally is in perpetual
sion, and two selected cult knowledge skills. Rune
Mindlink with the Runemaster; they can see through
Priests generally focus upon the administrative tasks
each other’s eyes, use each other’s spell knowledge
of running the temple, carrying out religious services,
and Power Points, etc. out to a range of five miles.
and converting the uninitiated. They usually leave
The Allied Spirit can learn Battle Magic spells and
the heavy fighting and the direction of troops to their
sacrifice for its own Rune Magic spells. It can gain
Rune Lords.
experience like any other character and benefit from
additional Edges and attribute increases. Should the
Benefits: Access to all cult Rune Magics; reusable
ally’s Spirit increase to a d12, it will automatically
Rune Magics; the ability to attune iron armor and
gain the benefit of reusable Rune Magics just like a
weapons; ability to gain an allied spirit; free battle
Priest, without the other benefits and responsibilities.
magic training as time and resources permit; cult bat-
If bound into an animal sacred to the cult, the ally
tle magics up to level 8 available; board and succor;
will have all of the natural abilities of that creature. If
ransom equal to Spirit x 1000L; +3 Charisma when
bound into an object, it will require the Runemaster to
dealing with those who respect the cult; contacts and
move it from place to place. Should the binding ob-
support through fellow members.
ject or animal be destroyed or killed, the Allied Spirit The quantity of their total Power Points however, can-
will lose its ability to perceive the physical world, but not be greater than the Power Points of the fetch. A
it can still be used like a bound spirit for its Power fetch with a Power of 18 might capture one 18-point
Points. The ally can be placed in a new binding object spirit, or it might for example take one 4-point, two
or creature after a week¬long ritual of cleansing and 2-point, one 5-point, one 3-point, and two 1-point
atonement. spirits. The fetch must maintain enough Power Points
to keep these captured spirits, at a ratio of 1 Power
Associate Shaman Point to 1 point of captured spirit’s Power Points. If
Prerequisites: Novice; Spirit d8; Healing d6; Knowl- the Power Points are used by the shaman, the spirits
edge: Plants and Animals d6; parents must be Sha- will depart, always beginning with the largest ones
mans or the applicant must succeed at a Spirit roll and first, and weakest ones last. A fetch reduced to zero
the applicable prerequisite skills. Power Points does not die or disappear.

Benefits: Reduced spell training costs; spirit mag- Mind Expansion: A shaman gains use his Fetch’s INT
ics up to 6 levels available; ransom equal to Spirit and Power Points, through permanent Mindspeech.
x 100L; room and board with the Shaman who is
training you; contacts and support through fellow Discorporation: Sometimes a portion of the shaman’s
members. 1 free spell point of spirit magic per year spirit leaves his body and wanders deep into the spirit
and automatic 1-point increase in POW at the end of plane. During that time the shaman’s fetch is left to
every three years (not to exceed maximum). guard the sleeping body. The fetch cannot manifest
if the shaman is not discorporate. when manifested
Obligations: An assistant will live with, work for, on the mundane plane, the fetch will usually appear
and aid his shaman in every way. In return he will be as an animal significant to the shaman. The resulting
taught the way of the shaman. An assistant’s time is transparent form cannot be Dispelled, Dismissed, or
not his own; most shamans have only two to four as- Neutralized.
sistants and have no room for sluggards, backsliders,
or disloyal followers. An assistant must spend 90% of To discorporate, a shaman must expend a minimum of
his time with his shaman. 5 Power Points during a ceremony ritual that requires
one hour to complete. He must succeed at a Spirit test
Shaman to discorporate. If he is successful, the shaman causes
Prerequisites: To become a shaman, the assistant a portion of his spirit to temporarily leave his body
must awaken his Fetch; Heroic, Spirit d10; Healing and enter the spirit plane for one hour. Every addition-
d10; Summon Spirit d6; Spiritspeech d8. al Power Point spent during the ceremony increases
the time that the shaman can remain discorporate by
Benefits: Board and succor by the tribe; ransom equal an hour. This is not so much a spell as magical ability
to Spirit x 1000L; +2 Charisma when dealing with - the discorporation process cannot be Dispelled.
those who respect Shamans; contacts and support
from the tribe. When the shaman discorporates, his fetch forms on
the mundane plane and protects the body awaiting
The Fetch: When magically attacked, the shaman uses the recoalescence of the spirit. The fetch can cast any
both his own and his fetch’s Power Points to resist spell available to the corporate shaman, but it cannot
spells and spirits. (However when attacking, a shaman move or activate the shaman’s body. It is in Mind-
uses only his personal Power Points, not the fetch’s. speech with the portion of the shaman’s spirit on the
Furthermore, a discorporate shaman does not use his spirit plane, as well. When discorporate, the shaman
fetch’s Power Points for defense. cannot use the fetch’s magic points to defend or at-
tack, though he can use the fetch’s Power Points to
The Power of the fetch allows it to maintain per- fuel spells.
manent contact with spirits on the spirit plane - the
shaman’s familiars, allies, and friends who aid his If the discorporate shaman wishes to interact with
magical tasks. The number of spirits is unimportant. creatures on the mundane plane, as shamans often do
if they wish to engage in spirit combat, then they must main captured without protest until discharged, unless
use the Visibility spirit spell. the Power Points of the fetch are reduced sufficiently
to allow a captured spirit to flee. A captured spirit will
Second Power Points: The shaman may donate any of perform one deed appropriate to the spirit after which
his Power Points that he wishes, to his Fetch, increas- it must be free. This is the only way that a shaman can
ing its Power. This is the only way a fetch can gain use most of these spirits. Thus a spell spirit will teach
Power. This second set of Power Points regenerates or cast its spell, but it iwll not attack someone to pos-
independently of the Shaman. sess him.

Second Sight: With this ability a shaman can see the Fetch
auras of living things, as if using the Second Sight To become a shaman, the assistant must awaken his
spell. No expenditure of Power Points is required, fetch. He must go to a holy place and enter into a
only concentration. mystical quest, fasting and praying to the Great Spirit
to awaken the powers within him. He remains on his
Captured Spirits quest for 1d6+1 days. At its conclusion the Horned
Spirits are automatically captured when a shaman Man, the First Shaman, will appear: he will tell the as-
battles it in spirit combat; reduces its magic points to sistant that it is time to go, and will escort him along
zero; has a fetch with sufficient Power Points to main- the path to shamanhood. Along the path the quester
tain control of the spirit; and orders his fetch to do so. performs a special ceremony which always includes
Control type spells are not required. They always re- three stages.
cannot make a volcano erupt or turn water into steam.
The Sacrifice: A number of points of the shaman’s He could, however, grant a character the gift of flight,
Power Pool are permanently sacrificed to the future cause a tornado to suddenly strike, or put out a fire
fetch. There is no minimum that must be sacrificed, by taking all the air out of an area. Under no circum-
but a fetch with only 1 or 2 Power Points is easily de- stances can a god intervene or interfere inside the
stroyed if it ever must combat attacking spirits. If the temple of another deity!
assistant safely completes his journey then this will be
the beginning Power Points of the fetch. The fetch’s Initiate Divine Intervention
spirit will equal 1/2 of it’s Power Points rounded When an Initiate asks for divine intervention, roll a
down. If the assistant fails or dies, then these points d100 against the character’s Power Points (maximum,
are lost for good. not current) or less. If the roll is equal to or less than
that number, the supplicant’s request is granted and
Awakening the Fetch: A successful Summon Spirit his Power Points (maximum, not current) are “per-
skill roll must be made. If the roll is successful, then manently” reduced by the amount rolled. Should the
the fetch is awakened into conciousness. It’s Power roll exactly equal the character’s Power Points (again,
Points is the amount sacrificed to it. The process also maximum and not current), his request will be grant-
awakens a Smarts of d6. As explained below, the ed, but he will pass on into the spirit world, called to
fetch will add it’s Power Points to the shaman’s as the serve at the side of his god.
additional defense against the Bad Man attack. If the
roll is a failure, the sacrificed Power Points are lost Rune Lord Divine Intervention
and no fetch awakens. A player whose Rune Lord is requesting divine in-
tervention must first sacrifice any remaining Bennies
The Fight with the Bad Man: Spirit combat with and then roll a d10; if this number is equal to or less
the Bad Man occurs at the journey’s end. This spirit than the character’s Power Points (maximum, not cur-
has 35 Power Points and a Spirit of d12+5, and will rent), the request will be granted and the Power Points
spirit combat any quester with a fetch for 2d6 rounds. (maximum, not current) will be permanently reduced
Questers without a fetch will be fought until the Bad by the amount rolled. Should the roll be exactly equal
Man is destroyed, or until the living person is pos- to the character’s Power Points (maximum, not cur-
sessed. The Bad Man will not attack the Horned Man, rent), the Rune Lord’s request will be granted, but he
nor will the Horned Man defend the new shaman. will pass into the spirit world to the serve at the side
of his god.
Hindrances
Priest Divine Intervention
The Curse of Iron (Major) In a pinch, a Rune Priest can attempt a request for
Uz and Aldryami have been cursed to suffer greater Divine Intervention just as an Initiate does; however,
harm from iron weapons. Whenever members of these most Rune Priests will instead sacrifice for the Divine
two races are injured by an iron weapon, the severity Intervention Rune Magic.
of the wound is increased by one degree—a Shaken
result will become a Wound, a Wound will become
two Wounds, etc.

Divine Intervention
The gods of Glorantha often involve themselves in
the daily affairs of men. The direct intervention of
a god may be sought by any devout worshipper, as
indicated by Initiate status or higher within the cult.
When aid is sought, it is important to remember that
the god in question will be limited by its nature. For
example, Orlanth, god of movement and the winds,
Gloranthan Battle Magic Mindlink with the priestess, and Healing III will set
him back a whopping 1500L and yet another week’s
time in Mindlink. Rurik scrapes together 2500L and
The Basics returns to see the priestess.
All sentient beings have the ability to learn basic
magic, hereafter referred to as Battle Magic, and few
Focused and Unfocused Spells
individuals reach adulthood without knowing at least
Many spells require a focus, usually a carved rune of
one spell. Divine spell casters learn spells from their
some sort, to be cast effectively. Using a focus to cast
priests. Animist/Spirit spell casters learn spells from
a spell involves looking at that focus, pointing at the
their shamans. Most Battle Magic spells can be pur-
target, and reciting the incantation required to acti-
chased by finding a friendly priest who can teach the
vate the magic. Spells cast using a focus only require
desired magic and then paying him the customary fee
a single action to complete, and their casting may be
in Lunars, or for Spiritist/Animist communities Battle
combined with other actions during a single combat
Magics may be learned from a Clan Shaman. It takes
round (normal multiple action rules and penalties
a full week of uninterrupted time in communication
apply). Spells requiring a focus can be cast without
with a priest through Spellteaching to learn a single
that focus, but they require two full combat rounds to
Battle Magic spell. There is nothing secret about the
cast, to the exclusion of all other activity, except for
common battle magic spells, but cult specialty spells
free movement. The knowledge required to create a
are reserved strictly for devout worshippers of initiate
focus for any spell is always imparted when that spell
status or higher.
is learned. Note: Spells affecting the caster’s body
do not require a focus. Given time and reasonable
Credit tools, a character may create a focus for any spell he
A cult will often extend credit, once, to any member has learned. Note: Because magic is common in the
of good character. The diviners of the cult will judge myriad lands of Glorantha, it is seldom wise for ad-
the Spirit of the applicant and grant credit equal to his venturers to tattoo foci upon their bodies,unless they
Spirit die times 200L. This credit must be repaid with- wishes to risk having captors cut those symbols from
in a year if the character is to avoid excommunication their flesh.
or other retribution.
Limit to Learning Spells
Fixed and Variable Spells A character may learn a total number of levels of
Fixed spells can only produce an effect of a specific spells equal to his Smarts x2. For example, a charac-
intensity; Disruption, for example, always causes d6 ter with a d6 Smarts will be able to keep up to twelve
damage if it overcomes the target. Variable spells, on levels of different spells in mind at any given time
the other hand, can be learned in increasingly more and will be able to use and reuse those spells
potent magnitudes or levels of effect. Each level of within the limits of his Power Point pool. Spells
intensity cast costs one Power Point; therefore, cast- which are not variable count as one level of spell. For
ing Bladesharp 4 would require four Power Points. example, a character with a smarts of d6 can know 12
Moreover, a character can always choose to cast a levels of spells, such as: Befuddle (1), Bladesharp (5),
spell at a lower level than the maximum known. For Coordination (1), Countermagic (4), and Darkwall
example, if a character knows Bladesharp 4, he can (1). Note: A character may “know” any number of
always choose to cast Bladesharp 3, 2, or 1 instead. Rune Spells.

Each level or magnitude of a spell is learned as a


Offensive Spells
separate spell, requiring a week in uninterrupted
Any spell that directly affects another creature and is
Spellteaching and a separate cost in Lunars. For ex-
not desired by the target is referred to as an offensive
ample, Rurik learned Healing I for 500L from a local
spell. Such spells usually provide the victim with an
Chalana Arroy priestess some months back. After a
opportunity to resist. When casting an offensive spell,
near¬death experience in Gimpy’s, the Yelmalian de-
the mage must succeed in an opposed Power Points
cides to purchase two more levels of Healing. Healing
roll (use Current Power Points, rounded down to the
II will cost Rurik 1000L and an uninterrupted week in
nearest die type) against the target if the spell is to be one fighting?” A Befuddled enemy will not attack,
successful. cast an offensive spell, sound the alarm, etc. If at-
tacked, he will defend at full value and will no longer
Backing a Spell suffer the effects of the spell in following rounds.
Any Battle magic spell can be “backed” with addi-
tional Power Points to help it punch through Counter- Binding (Species) Enchantment (see Enchantments)
magic or Shield or to prevent it from being dispelled.
For example, Rurik casts a Demoralize at a troll priest Bladesharp
protected by Countermagic 4. He decides to back the Rank: Novice Range: 40
spell with five extra Power Points to make certain it Type: Focused and Variable Power Points: 1+
penetrates, so he spends a total of six Power Points. Duration: 10 Cost: 500+ L
This spell can be cast on any thrusting, stabbing, or
Spellcasting Rolls? hacking melee weapon, providing it with a bonus of
For a Gloranthan, casting a spell is as simple and cer- +1 to Damage for each level of the spell cast. Blade-
tain as closing a door, putting on a shoe, or drawing a sharp 4, for example, would provide a weapon with a
sword. Therefore, when a Battlemagic spell is cast, no +4 bonus to Damage rolls with the weapon enchant-
die roll is necessary, unless the spell is “attacking” a ed! The blade of a weapon enchanted with Bladesharp
target. In that case, a successful opposed Spirit roll shines supernaturally.
will be required for the spell to take effect.
Bludgeon
Rank: Novice Range: 40
Battle Magic List Type: Focused and Variable Power Points: 1+
Duration: 10 Cost: 500+ L
Armoring Enchantment (see Enchantments) This spell is identical in effect to Bladesharp, but
it works on smashing weapons, rather than edged.
Befuddle A weapon enchanted with Bludgeon with take on a
Rank: Novice Range: 40 black, glossy sheen.
Type: Focused and Fixed Power Points: 1
Duration: 10 Cost: 1500L Control Species
This spell confuses an opponent who succumbs to Rank: Novice Range: 40
it, causing him to wonder such things as, “Is that a Type: Focused and Fixed Power Points: 1
friend? Which ones are my enemies? Why is every- Duration: 10 Cost: 1500 L
Each casting of this spell subjects the indicated spe-
cies to the caster’s will. Shamans usually learn to
Control spirits. Control spells for other species are
generally available to them. Thus, there is Control
Disease Spirit, Control Ghost, Control Wraith, and so
forth. Additional otherworld creatures controlled by
variations of this spell include: healing spirits, hel-
lions, intellect spirits, magic spirits, power spirits,
spell spirits, and the various elementals, nymphs,
choncons, and passion spirits.

To use a Control spell the shaman must first reduce


the Power Points of his target to zero in spirit combat.
The next melee round the shaman must cast his Con-
trol spell, attempting to overcome the creature’s zero
Power Points with his own Power Points. If success-
ful the creature must obey all commands issued by the
shaman. These commands must be given, acted upon
and completed, before the end of the spell’s duration. c) If the attacking spell is two or more Power points
Thus spirit magicians use their Control spells primar- stronger than the Countermagic, it eliminates the
ily to capture otherworld creatures into enchanted Countermagic and takes full effect on the target, as-
devices. suming the “attacking caster wins an opposed Spirit
contest.
The controlled creature is in a special form of tele-
pathic communication with the shaman. This mental Anytime a caster’s spell has been defeated by Coun-
communication is limited to line-of-sight. The sha- termagic, he will sense the protective magic’s pres-
man must use a Control spell to learn specific infor- ence. Countermagic is unfocused when used on the
mation about the creature, such as the creature’s name caster and focused when used on someone else. This
or the values of specific characteristics or skills. spell can never be combined with Protection, Shim-
mer, or Spirit Shield.
To instruct a Controlled creature the shaman must
form a mental image of the actions that he wishes the Darkwall
creature to perform. Commanding a creature takes a Rank: Novice Range: 40
full round before the creature will act. Type: Focused and Fixed Power Points: 2
Duration: 10 Cost: 1500L
Coordination This spell creates a ten yard wide by three yard high
Rank: Novice Range: 40 by six inch thick wall of darkness. This wall can be
Type: Focused or Unfocused and Fixed moved by the caster at a rate of three squares per
Power Points: 2 Duration: 10 round as long as he does this to the exclusion of all
Cost: 1500 L else, except free movement. Torches yield no light
This spell increases the target’s Agility by two die within the wall and creatures that see in all but total
types. Even an Agility score of a d12 can be affected darkness cannot see through it—it is opaque to both
in this manner, with each step over the d12 adding +1 sides. However, Uz and Mostali darksense are unhin-
to the trait. Coordination is unfocused when used on dered. Attacks into, out of, or through a Darkwall will
the caster or focused when used on someone else. suffer the standard darkness penalty of ¬6.

Countermagic Demoralize
Rank: Novice Range: 40 Rank: Novice Range: 40
Type: Focused or Unfocused and Variable Type: Focused and Fixed Power Points: 1
Power Points: 1+ Duration: 10 Duration: 10 Cost 1500L
Cost: 500+ L The target of this spell will be struck with an over-
Countermagic is a defensive spell that attempts to whelming sense of inadequacy, a loss of faith, and
stop incoming magics targeted against the protected a greatly diminished sense of purpose. He can still
individual; it may be used to shield the caster, an- defend himself at full value, but he may not cast of-
other person, or any object within range. It absolutely fensive spells and all of his Trait rolls will suffer a ¬2
will not interfere with previously enchanted objects penalty. If affected by Demoralize prior to the start of
or individuals—think of it as a force field placed combat, the Demoralized target will generally avoid
around the recipient. Spirits and elementals cannot be engagement and may run or surrender if faced with an
dispelled with Countermagic, and it operates at half obviously superior foe. A Fanaticism spell will cancel
value against Rune Magic. It works as follows: the effects of a Demoralize and vice versa. Demoral-
ize requires an opposed Spirit roll.
a) If the oncoming spell is two or more Power points
weaker than the Countermagic, then the attacking Detect Detection
spell is eliminated and the Countermagic remains ac- Rank: Novice Range: 40
tive. Type: Focused and Fixed Power Points: 1
b) If the oncoming spell is within one Power point Duration: Instant Cost 300L
either way of the Countermagic, they eliminate each This spell may be cast upon any person or object
other. within range, and it tells the caster whether or not that
Detect Gems
Rank: Novice Range: 40
Type: Focused and Fixed Power Points: 1
Duration: Instant Cost 1000L
This spell gives the number and position relative
to the caster of all gems within range. Like Detect
Magic, it will cause all detected items to glow while
the spell is in effect. The position given provides
both direction and distance from the caster. This spell
is stopped by three or more yards of solid stone or
metal.

Detect Gold
Rank: Novice Range: 40
Type: Focused and Fixed Power Points: 1
Duration: Instant Cost 300L
This spell gives the quantity, distance, and direction
relative to the caster of all gold within range. Like
Detect Magic, it will cause all detected items to glow
while the spell is in effect. This spell is stopped by
three or more yards of solid stone or metal.

Detect Life
Rank: Novice Range: 40
Type: Focused and Fixed Power Points: 1
Duration: Instant Cost 300L
This spell gives the direction and distance from the
caster of any living creatures that are human¬sized
or larger. The spell will classify the life¬forms de-
tected into two categories: those that are from ¬1 to
+1 in size and those that are +2 or larger. This spell
is stopped by three or more yards of solid stone or
subject is being detected by magic of any kind. Detect metal. A raise on the Spellcasting roll will double the
Detection is unfocused when used on the caster or range of detection.
focused when used on another.
Detect Magic
Detect Enemies Rank: Novice Range: 40
Rank: Novice Range: 40 Type: Focused and Fixed Power Points: 1
Type: Focused and Fixed Power Points: 1 Duration: Instant Cost 200L
Duration: Instant Cost 300L This spell gives the quantity, distance, and direction
This spell gives the direction and distance from relative to the caster of all enchantments and magi-
the caster of any being intending to harm a specific cally potent objects within range. It will cause all
individual upon whom the caster concentrates. If the detected items to glow while the spell is in effect.
caster does not specify someone else as the person This spell is stopped by three or more yards of solid
whose enemies are being detected, the spell will de- stone or metal.
tect the enemies of the caster. This spell is stopped by
three or more yards of solid stone or metal. Detect Silver
Rank: Novice Range: 40
Type: Focused and Fixed Power Points: 1
Duration: Instant Cost 300L
This spell gives the quantity, distance, and direction
relative to the caster of all silver within range. Like
Detect Magic, it will cause all detected items to glow
while the spell is in effect. This spell is stopped by
three or more yards of solid stone or metal.

Detect Spirit
Rank: Novice Range: 40
Type: Focused and Fixed Power Points: 1
Duration: Instant Cost 300L
This spell gives the direction and distance from the
caster of any disembodied entity within range of the
spell. Detect Spirit also indicates if the beings detect-
ed are of lesser, greater, or equal Spirit in relation to
the caster. This spell is stopped by three or more yards
of solid stone or metal.

Detect Traps
Rank: Novice Range: 40
Type: Focused and Fixed Power Points: 1
Duration: Instant Cost 300L
This spell gives the direction and distance from the
caster of any intent to trap. Thus, it would detect an
ambush, magical trap, disguised pit, etc. It will not
detect a naturally occurring pit or poison because block detection spells, it may screen either the caster
there is no intent behind such things. This spell will or another person from detection. It stops only de-
make a three yard area around the trap glow, but it tection spells, but unlike Countermagic, a success-
does not give the exact location or nature of any trap. ful detection blank will not let the person doing the
This spell is stopped by three or more yards of solid detection know that there was anything present to be
stone or metal. detected. Once breeched by a detection spell, a De-
tection Blank automatically ends. Detection Blank is
Detect Undead unfocused when used on the caster or focused when
Rank: Novice Range: 40 used on someone else.
Type: Focused and Fixed Power Points: 1
Duration: Instant Cost 300L Dispel Magic
This spell gives the direction and distance from the Rank: Novice Range: 40
caster of any unliving creature—zombies, vampires, Type: Focused and Variable Power Points: 1+
animated skeletons, mummies, etc.—within range. Duration: Instant Cost 500+ L
The spell does not indicate the types of undead detect- This spell allows a hero to negate any enchantment
ed but it will classify them into one of two categories: with a duration and the same or fewer Power Points
those that are ¬1 to +1 in size and those that are +2 or than the Dispel Magic. When attempting to dispel
larger. This spell is stopped by three or more yards of Rune Magic, each point of a Rune Spell counts as two
solid stone or metal. Power points! For example, in order to dispel a Shield
2, a Dispel Magic 4 will have to be cast.
Detection Blank
Rank: Novice Range: 40 Disruption
Type: Focused or Unfocused and Variable Rank: Novice Range: 40
Power Points: 1 Duration: Instant Type: Focused and Fixed Power Points: 1
Cost 500+ L Duration: Instant Cost 500L
A specialized version of Countermagic designed to This spell speeds up the random molecular motion
in the target’s body, causing d6 damage, ignoring all Farsee
worn armor and Protection spells. This spell may be Rank: Novice Range: Touch
targeted against specific body locations! Type: Focused or Unfocused and Fixed
Power Points: 1 Duration: Instant
Dullblade Cost 500L
Rank: Novice Range: 40 This spell gives the recipient vision similar to a x10
Type: Focused and Fixed Power Points: 1+ telescope, and this enhanced vision can be switched
Duration: 10 Cost 500+ L on and off by the user at will for the duration of the
This spell, effectively the opposite of Bladesharp, can spell.
be cast on any thrusting, stabbing, or hacking weapon.
Each level cast reduces Fighting rolls and Damage Firearrow
with the weapon by ¬1. A weapon enchanted with Rank: Novice Range: 40
Dullblade will take on a sickly green sheen. Type: Focused and Fixed Power Points: 4
Duration: 1 Cost 2000L
Endurance This spell creates an arrow or quarrel of fire which
Rank: Novice Range: 40 causes 3d6 damage if it hits. It is cast upon an or-
Type: Focused and Fixed Power Points: 1+ dinary missile which is consumed by the fire. The
Duration: 10 Cost 1000L Firearrow lasts for one full combat round after the one
This spell adds to the stamina of the target. Each point in which it was been cast—at which time the mis-
cast will remove one level of Fatigue. The Endurance sile is consumed. This spell cannot be combined with
spell has no effect on creatures that do not have or use Multimissile or Speedart.
fatigue.
Fireblade
Extinguish Rank: Novice Range: 40
Rank: Novice Range: 40 Type: Focused and Fixed Power Points: 4
Type: Focused and Fixed Power Points: 2 Duration: 10 Cost 2000L
Duration: 10 Cost 1000L Cast upon the blade of an edged weapon, Fireblade
A favorite of trolls, Extinguish will put out one par- causes the weapon to flame, inflicting 3d6 damage
ticular fire up to the size of a large bonfire, or it will on a successful strike (regardless of the wielder’s
put out all small fires within a large burst template. Strength) if it hits. This spell requires unusual levels
Either way, the fires stay out and must be relit. Note of concentration to maintain; therefore, if the caster
that when the fires are Extinguished, the wood is cold takes damage or is shaken during the spell’s duration,
and relighting must proceed as with a new fire. it will end immediately. This spell is incompatible
with other weapon affecting spells, such as Blade-
Fanatacism sharp and Dullblade.
Rank: Novice Range: 40
Type: Focused or Unfocused and Variable Glamour
Power Points: 1+ Duration: 10 Rank: Novice Range: 40
Cost 300L Type: Focused or Unfocused and Fixed
This spell throws the recipient(s) into a single-minded Power Points: 2 Duration: 10
killing mode that is similar to the Berserk edge: all of Cost 2000L
his Fighting and Strength rolls are increased by +2, This spell temporarily increases the target’s Charisma
Toughness increases by +2, and Parry is reduced by by +2. The short duration of this spell prohibits its
¬2. In this state he cannot use skills requiring deep use in long¬term situations, such as convincing the
concentration, such as Shooting and Taunt, but he can guilds to extend more credit; however, it might be
do things like Fight. This spell will normally coun- very useful in determining whether or not one will be
teract a Demoralize spell. Additional levels of Fanati- ransomed or killed.
cism beyond the first will permit the caster to affect
additional targets simultaneously.
Glue of the same race as the caster, as long as the spell is
Rank: Novice Range: 40 applied within an hour of receipt of the wound(s) in
Type: Focused and Variable Power Points: 1+ question. Each level of Healing cast will repair one
Duration: 10 Cost 500L wound taken by the recipient. If used on a wounded
This spell creates a 10 cm x 10 cm patch of glue with but still living extra, a successful Healing spell will
a Strength equal to the caster’s Spirit die type. This cure his injury and return him to the action in a Shak-
patch can be distributed in any shape the caster wish- en state. A Wild Card sent to the Knockout Blow table
es. Each additional level of Glue cast can increase the can be immediately stabilized and prevented from dy-
size of the patch or increase the strength by one die ing of his wounds if any level of Healing is cast upon
type. Glue only works on inorganic materials—hair, him; furthermore, he may immediately return to the
hooves, nails, etc. cannot be affected. action in a shaken state. Healing has no effect whatso-
ever on poison and disease; however, it can repair the
Harmonize effects of permanent injuries suffered on the Injury
Rank: Novice Range: 40 Table if the Healing cast is equal to the number of
Type: Focused and Fixed Power Points: 2 wounds caused by the Knockout Blow. For example,
Duration: 10 Cost 1500L Jomo is struck in the head by a Lunar peltast’s sling
This spell causes the victim to attempt to do exactly stone and takes an unbelievable five wounds! After
what the caster does, but it works only on humanoids consulting the wound tables, it is determined that
of the same basic shape as the caster. Only one target Jomo is mortally wounded and may die. Furthermore,
may be Harmonized at a time; Harmonizing a second if he does live, he will have to permanently reduce his
target releases the first. Vigor by one die type. Fortunately for Jomo, Rurik
is standing nearby and quickly applies a Healing 5
Healing spell. Jomo is fully restored and his permanent injury
Rank: Novice Range: Touch is repaired! He may return to the combat in a Shaken
Type: Focused or Unfocused and Variable state next round. Creatures of species other than the
Power Points: 1+ Duration: 1 caster’s cost 2 points of Healing per Wound repaired.
Cost 500L
This spell is used to repair damage to any creature
Ignite This spell creates a ten yard wide by three yard
Rank: Novice Range: 40 high by six inch thick wall of light. This wall can
Type: Focused and Fixed Power Points: 1 be moved by the caster at a rate of three squares per
Duration: Instant Cost 500L round as long as he does this to the exclusion of all
With this spell a character can set fire to any normally else, except free movement. It can be seen through
flammable substance. It will have the effect of a stan- from the side of the caster while the glare on the other
dard butane lighter; thus, it could be used to set fire to side prevents vision from penetrating it. Interestingly,
a pile of hay, a torch, a thatched roof, etc. The skins of the darksense abilities of both Mostali and Uz, while
humans or monsters cannot be set on fire; to set fire to not entirely vision¬based, are still prohibited from
such a creature’s hair, the caster would have to over- penetrating a Lightwall. A raise on the Spellcasting
come its Spirit. roll increases the duration to 15 combat rounds.

Invisibility Magic Point Matrix Enchantment (see Enchant-


Rank: Novice Range: 40 ments)
Type: Focused or Unfocused and Fixed
Power Points: 3 Duration: 10 Mindspeech
Cost 2500L Rank: Novice Range: 80
This spell makes a character invisible by attracting Type: Focused and Fixed Power Points: 1+
onlookers’ attention to a spot other than where he is. Duration: 10 Cost 1500L
Attacks against an invisible target suffer a ¬6 penalty. This spell permits the caster to communicate with one
This spell requires unusual focus and concentration; other sentient being through a form of verbal telepa-
therefore, it will end immediately if the caster attacks, thy. Each additional level of Mindspeech cast permits
casts another spell, or suffers a Wound or a Shaken the caster to communicate with an additional indi-
result. It is common practice to use this spell for spy- vidual. It is important to note that Mindspeech does
ing and reconnaissance. not create an open link between all parties targeted
by the spell—there is only two¬way communication
Ironhand between the caster and each individual affected.
Rank: Novice Range: 40
Type: Focused and Variable Power Points: 1+ Mobility
Duration: 10 Cost 500+ L Rank: Novice Range: 40
This spell is identical in effects to Bladesharp, but it Type: Focused or Unfocused and Fixed
affects all of the target’s natural weapons—fists, feet, Power Points: 1 Duration: 10
head (head¬butt), claws, fangs, horns, etc. Natural Cost 1500L
weapons enchanted with Ironhand will glow with This spell doubles the target’s Pace value. Mobility
crimson light. is often employed by huntsmen, elite cavalry units,
police, and intelligent beasts of prey, such as baboons.
Light
Rank: Novice Range: 40 Multimissile
Type: Focused and Fixed Power Points: 1 Rank: Novice Range: 40
Duration: 10 Cost 500L Type: Focused and Variable Power Points: 1+
This spell must be cast upon something: a piece of Duration: 10 Cost 500+ L
wood, a stone, the tip of a finger, etc. The spell will Each level of this spell, cast upon any missile before
thenlight up an area equal to that illuminated by a it is released, creates one identical missile that will
torch, usually a 40’ radius around the illuminated be fired simultaneously with its original. Every mis-
object. sile fired requires a separate roll to hit; however, a
Multimissile attack is treated like Autofire—only one
Lightwall Wild Die is rolled per volley. This spell is incompat-
Rank: Novice Range: 40 ible with Speedart and Firearrow. This spell remains
Type: Focused and Fixed Power Points: 4 active for its duration or until the original missile is
Duration: 10 Cost 4000L fired, whichever comes first.
Protection blows received from that enemy.
Rank: Novice Range: 40
Type: Focused and Variable Power Points: 1+ Any heavy opaque surface - a thick woolen blanket, a
Duration: 10 Cost 500+ L wooden wall, etc. - will block Second Sight.
Each level of this spell provides the target with +1
to its armor value. Protection is incompatible with Shimmer
Countermagic, Shimmer, and Spirit Shield. Rank: Novice Range: 40
Type: Focused or Unfocused and Variable
Repair Power Points: 1 Duration: 10
Rank: Novice Range: Touch Cost 500+ L
Type: Focused and Fixed Power Points: 2 Each level of this spell reduces all Fighting and
Duration: Permanent Cost 1500L Shooting rolls against the protected character by ¬1.
This spell can be used to repair almost any dam- This also acts as Armor against area effect weapons.
aged object of reasonable size. A broken or damaged Shimmer is incompatible with Countermagic, Protec-
weapon can be restored to its original shape, a shield tion, and Spirit Shield.
can be fixed, or a piece of armor can be mended. All
pieces of the object must be available if the Repair is Silence
to be successful. It is important to note that when a Rank: Novice Range: 40
broken magical object is repaired, the magic within it Type: Focused and Fixed Power Points: 1
is not restored. For example, breaking an object con- Duration: 10 Cost 500L
taining a bound spirit releases that spirit; Repairing This spell suppresses noise created by the movements
the object does not bring the spirit back. of a target character, monster, or object. Thus, it will
suppress the clank of a character’s plate armor while
Second Sight he tries to hide from an approaching enemy. However,
Rank: Novice Range: 40 it will not prevent an enemy from casting a spell, shut
Type: Focused and Fixed Power Points: 3 up a loquacious friend, or prevent an individual from
Duration: 10 Cost: 2000L shouting for help.
This spell allows a person to view the Power Points of
living beings adn to guage its relative strength. This Slow
spell does not allowthe user to view the spirit plane. Rank: Novice Range: 40
Shamans naturally have this ability adn do not need to Type: Focused and Fixed Power Points: 1
expend magic points to use it. Duration: 10 Cost: 1500 L
This spell halves the target’s Pace value and prevents
The aura of all creatures within the spell’s range will it from running. Slow is often employed by huntsmen,
glow only to the caster. If there are a large number of police, and intelligent beasts of prey, such as baboons.
creatures within range it will be difficult for the caster
to determine the Power Points of each. Undead things Speedart
do not glow this way, for they have no Power Points. Rank: Novice Range: 40
The Power Points of enchanted items are also vis- Type: Focused and Fixed Power Points: 1
ible to users of this spell, though the Power Points in Duration: 10 Cost 500L
spells are not. This spell effects a single missile (arrow, bolt, sling
stone, etc.), granting it a +3 Damage bonus. The spell
The gamemaster should tell the player whether the remains active for its duration or until the enchanted
Power Points of the viewed creatures are much less missile is fired, whichever comes first.
than the Power Points of the user, within 5 points of
it, or much greater than the user’s Power Points (for a Spell Matrix Enchantment (see Enchantments)
shaman, include the fetch’s Power Points). An adven-
turer can use the Second Sight spell to target spells Spirit Binding
and blows against enemies in the dark, as long as they Rank: Novice Range: 40
possess Power Points. He will not be able to parry any Type: Focused and Fixed Power Points: 1
Duration: 10 Cost 1500L for his opposed Power roll and the spirit receives a
This spell may be cast by an individual only after he respectable 9. Normally, the spirit would have beaten
has beaten a spirit in spirit combat, and it permits the Bob this round; however, the Spirit Screen protecting
binding of the defeated entity into a familiar (a spe- our hero reduces the guardian’s offensive value to 6;
cial, cult-bred animal) or appropriate “holding” ob- therefore, the spirit does not overcome Bob this time.
ject, such as a Power Storage Crystal. Upon the death Furthermore, Bob’s roll of “7” does not overcome the
of the binder, all of his bound spirits will be released. spirit because the Spirit Screen penalty only applies
Note: An individual may never bind more spirits than to the entity’s offensive capabilities—the creature still
his ½ his Spirit die type. defends against Bob with its full value of 9. Spirit
Screen is incompatible with Countermagic, Protec-
Spirit Screen tion, and Shimmer.
Rank: Novice Range: 40
Type: Focused and Variable Power Points: 1+ Strength
Duration: 10 Cost 500+ L Rank: Novice Range: 40
This spell must be cast upon an individual prior to his Type: Focused or Unfocused and Variable
entering spirit combat, and each level cast causes a Power Points: 1+ Duration: 10
hostile spirit to receive a ¬1 penalty to its Spirit rolls Cost 500+ L
to attack the protected character. This penalty is only This spell increases the target’s Strength by one die
assessed against the attack, never the defense. For type; even a Strength score of a d12 can be affected
example, Burly Bob has Spirit Screen 3 cast upon him in this manner, with each step over the d12 adding +1
before entering spirit combat with a temple guard- to the trait. Strength is unfocused when used on the
ian. The guardian has a d12 Power and Bob has a caster or focused when used on someone else.
d10. During the first round of combat, Bob rolls a 7 Strengthening Enchantment (see Enchantments)
Summon Species (see Summoning)
Spirit Magicians normally summon only spirit crea-
tures.
Divine (Rune)
Vigor
Rank: Novice Range: 40
Magic
Type: Focused or Unfocused and Variable The Basics
Power Points: 1+ Duration: 10 Divine (or Rune) Magic is available only to faithful
Cost 500+ L members of the various cults; specifically, worship-
This spell increases the target’s Vigor by one die type; pers of initiate status or higher. Generally speaking,
naturally, this also increases the target’s Toughness. initiates will only be granted access to the “common”
Even a Vigor score of a d12 can be affected in this rune spells, while each cult’s specialty spells will be
manner, with each step over the d12 adding +1 to the reserved for its priests and lords. Each sacrificed Pow-
trait. Vigor is unfocused when used on the caster or er point permits a character to purchase one point of
focused when used on someone else. Rune Magic; some spells require significant sacrifices
to obtain. While no other Edges (besides Initiate,
Visibility Rune Lord, or Rune Priest) are required to sacrifice
Rank: Novice Range: 40 for Rune Magic, there is a huge drawback to invoking
Type: Focused or Unfocused and Variable Rune Spells if the casting character is not a priest.
Power Points: 2 Duration: 10
Cost: 1500L Casting Rune Spells
This special spell transfers an otherworld creature No Power Points are expended when casting a Rune
from the spirit plane to the mundane plane, giving it a Spell because the necessary energy is provided by
translucent form. The appearance of the form will be the character’s god; besides, permanent Power Points
the shape which the invisible being had while alive, have already been sacrificed! Furthermore, no die roll
if any. The spell can be cast only on creatures on the is necessary and no physical focus is required because
spirit plane. A creature with this spell on it may cast the character need only cry out to his god for aid.
spells or otherwise interact with the mundane plane,
adn is subject to spells. Normal weapons will not
Regaining Rune Spells
affect such creatures whether or not they have magic
A point of Rune Magic is “gone” once used and can-
cast upon them. Some otherworld creatures possess
not be used again, except under the following circum-
this as a natural ability which does not cost Power
stances:
Points.
a) Only Rune Priests can regain “Reusable” Rune
Spells by spending a full day for each point of Rune
This spell is not subject to the normal Dispel, Neutral-
Magic to be regained. This cleansing and atonement
ize, or Dismiss rules. To send a Visible otherworld
must take place at a temple to the character’s god.
creature back to the spirit plane requires that the ma-
b) Non¬Reusable Rune Magics are gone forever
gician Dispel, Neutralize, or Dismiss the number of
once cast.
Power Points equal to the current Power Points of the
c) Initiates and Rune Lords who cast Rune Spells
otherworld creature.
cannot regain them at all; once cast, those points
are gone. They can sacrifice more permanent Power
Points, though, to acquire more points of Rune Magic.

Stackable Rune Spells


Some Rune Spells can have their effects increased
in potency by combining multiple points of the same
spell. For example, a character who has sacrificed
for four points of Shield could cast Shield I on four
different occasions, or he could combine points in
any manner up to the limits of his sacrifice: Shield Matrix Enchantment, Spellteaching, Spirit Block,
IV, Shield III, or Shield II. When sacrificing for any Strengthening Enchantment, Summon (Species),
stackable Rune Spell, each Power Point dedicated Warding, Worship (Deity)
will purchase a single casting of that spell.

The Strength of Rune Magic


It is important to note that a single point of Rune Divine Magic List
Magic is generally counted as two Power Points of
Battle Magic when comparisons must be made. Absorbtion (1 point/stackable)
Status: Initiate Range: Touch
Backing a Rune Spell Duration: 15 Minutes Cost: 0
Rune Spells, like Battle Magic spells, can be Type: Reusable
“backed” with additional Power Points to help them This spell absorbs the Power Points of any enemy’s
penetrate magical defenses. Remember, though, incoming Battle Magic or Divine spells and makes
that each point of a Rune Magic is worth two Power them available to the person who cast the Absorb-
Points of Battle Magic. tion—the absorbed points are stored in the Spirit
Plane, held for the caster’s use by his god. It only
Common Divine Spells: Armoring Enchant- works on Battle spells with twice as many of fewer
ment, Binding Enchantment, Dismiss Magic, Divi- Power Points than points in the Absorbtion spell, or
nation, Excommunication, Extension, Find Enemy, other Divine Spells on a 1 for 1 basis. For example,
Find (Substance), Heal Wound, Magic Point Matrix Absorbtion II would absorb any battle magic spell of
Enchantment, Mindlink, Sanctify, Soul Sight, Spell up to four Power points, or Divine Spell of up to two
power points. Absorbtion is incompatible with Reflec- its own element while in the other.
tion, Shield, or Spirit Block. Should the Absorbtion be
dispelled or its duration end, all remaining absorbed Cloud Call (1 point/stackable)
Power Points will dissipate. Status: Initiate Range: Indeterminate
Duration: 15 Minutes Cost: 0
Armoring Enchantment (see Enchantments) Type: Reusable
This spell brings or makes enough clouds to cover
Berserk (2 points) the area of the sky that can be seen from the ground
Status: Initiate Range: 80 by the caster. Such a gathering of clouds may rain.
Duration: 15 Minutes Cost: 0 Each point of spell increases the cloud density by one
Type: Reusable percentile, as described in the World chapter of the
Sends the recipient into a murderous fury. Personal Players Book. Also refer to that chapter for the effects
safety and all but the strongest loyalties are forgotten of increased cloud cover.
in the rage to destroy, but the stamina and the com-
bat skills of the spell’s target are greatly enhanced. Cloud Clear (1 point/stackable)
A berserker is preserved from incapacitation, shock, Status: Initiate Range: Indeterminate
unconciousness, or exhaustion. All poisons do only Duration: 15 Minutes Cost: 0
minimal damage to a Berserker. A Berserker will still Type: Reusable
die if indicated on the Wounds chart. A Berserker For the spell’s duration, each point of this spell re-
doubles his fighting roll, rolling his Fighting die type duces the cloud density by one percentile. The area of
twice. He will also only Fully Attack. A Berserker sky that can be seen from the ground by the caster is
cannot cast magic, dodge or any way defend himself. affected.
Adventurers may not attempt to shake-off its effects
before the normal duration of 15 minutes expires Command (Species) (2 point)
unless extenuating circumstances, as judged by the Status: Initiate Range: 80
gamemaster, allow the Berserker to snap out of the Duration: 15 Minutes Cost: 0
battle rage before that. If ruled possible this requires a Type: Reusable
Smarts roll at -2. When the spell expires the Berserker While it endures, this spell allows the caster to take
will be exhausted. His current fatigue points will be over the actions and will of an unintelligent creature.
-2. If Berserk is cast upon a target under the effects of The caster must see (or be able to distinctly sense) the
Fanatacism, this spell takes precedence, they do not beast to cast the spell, and it’s Power Points must be
combine. overcome by the caster’s Power Points. If successful
then the creature will be in a special form of line-of-
Binding (Species) Enchantment (see Enchantments) sight, telepathic communication with the caster. The
caster must form a mental image of the actions that
Bless Crops (1 point) he wishes the creature to perform. Commanding a
Status: Initiate Range: 80 creature requires concentration of the caster for a full
Duration: 15 Minutes Cost: 0 melee round.
Type: Reusable
In the Spring this spell is cast upon an area of ground Concealment (1 point)
equivelant to that which a farmer can plow in a day. It Status: Initiate Range: Indeterminate
will guarantee a minimum return of an average year’s Duration: 15 Minutes Cost: 0
harvest the following fall. Type: Reusable
This spell is a combination of two Battle Magic
Breathe Air/Water (2 points) spells, Invisibility and Silence, and it has the added
Status: Initiate Range: 80 bonus of making the Invisibility “passive,” meaning
Duration: 15 Minutes Cost: 0 that the character may attack or be attacked and not
Type: Reusable lose all the benefits of the spell in later rounds. If a
Castable on air-breathers or water-breathers, for the character protected by this spell should attack with
duration it allows the target to breathe as if it was in melee, missile, or magic, he immediately becomes
visible for the remainder of the combat round. At the eral target, without specifying any particular effect or
very end of the round, he will become Invisible again, target, Dismiss Magic will always destroy defensive
unless engaged in melee! spells, beginnign with the most powerful spell it can
affect. However, it may be successfully cast against
Create Chost (1 point) One-Use a specific spell if the caster can magically discern or
Status: Initiate Range: Touch can otherwise guess the specific spell.
Duration: 15 Minutes Cost: 0
Type: One-Use Divination (1 point)
The Create Ghost spell must be performed over the Status: Initiate Range: 80
body of a recently slain victim. The ritual tears the Duration: Permanent Cost: 0
soul of the person from teh way that the sould natu- Type: Reusable
rally follows after death, and causes it to appear at the This spell allows the caster to ask a single question of
location of its old body and attack the casting priest in his god. The answer will be a vision or a short sen-
spirit combat. If the spirit’s Power Points are brought tence of up to seven words. The gods, bound by Time
to zero, it is turned into a ghost bound at that place. in the same manner as the rest of Glorantha, cannot
see into the future. The ritual takes an hour to com-
Discorporation (1 point/stackable) plete and must be performed in a recognized place
Status: Initiate Range: Touch considered sacred to that immortal (temple, shrine,
Duration: 15 Minutes Cost: 1+ (stackable) etc.). The character must make a Faith roll to cor-
Type: Reusable rectly interpret the answer provided (the GM should
The caster temporarily detaches his spirit from his always roll for this spell); otherwise, the interpretation
body and intentionally reunites them at will at a later of the message is inaccurate and the GM must provide
time, or after 15 minutes, whichever comes first. erroneous information.
The discorporate spirit may travel out to a range of
5 km its physical vessel, and the body remains co- Divine Intervention (1 point/stackable)
matose until the spirit’s return. While in spirit form, Status: Priest Range: Unlimited
the character may cast spells and instantly teleport to Duration: Permanent Cost: 0
any location within the range that the character can Type: Reuseable
maintain the separation; however, a critical failure on This is the Rune Priest’s approach to Divine Interven-
any Spellcasting roll will return the character imme- tion, a Rune Spell that provides a cumulative 10%
diately to his body. A discorporate character is treated chance per point stacked of invoking his god’s aid.
in all respects like a disembodied spirit, but he can be The aid provided should be in keeping with the nature
forcibly returned to his body should an enemy cast a of the deity, and the benefits are limited. For example,
sufficiently powerful Dispel Magic upon him or his a single character might be returned to life, or a party
physical form. Should the character’s body be slain of adventurers might be teleported out of harm’s way.
while he is discorporate, he will remain in the spirit Furthermore, Divine Intervention cannot be used to
world, showing no more interest in the material world harm another—no “Smite my enemies, oh Lord” type
than any other newly dead character would. Each ad- requests will be answered. While Divine Intervention
ditional point stacked increases the range that can be cannot tell the future or alter the past, it can be pretty
traveled by an additional 5 km. darned helpful. If the character’s Divine Interven-
tion die roll fails, the points of the spell are not lost;
Dismiss Magic (1 point/stackable) instead, the deity simply refuses to do as requested.
Status: Initiate Range: 80
Duration: Instant Cost: 0 Excommunication (1 point/stackable)
Type: Reusable Status: Priest Range: Touch
Cast at a target, this spell eliminates magic from it. Duration: Permanent Cost: 0
Each point of Dismiss Magic cancels two points Type: Reusable
of Battle Magic or Sorcery, or one point of Divine This spell can sever the mystical link that an initiate
Magic. Only the Intensity component of sorcerous establishes with a god, causing the target of the Ex-
spells needs to be overcome. When cast against a gen- communication to immediately and irrevocably lose
all divine magic from the caster’s religion. Excommu- Float (1 point/stackable)
nication must be cast by a priest, and require an hour Status: Initiate Range: 80
to complete. Duration: 15 Minutes Cost: 1+ Stackable
Type: Reusable
Extension (1 point/stackable) Each point of this spell lifts 100 kg to just below the
Status: Initiate Range: Touch surface of the water. Heavier objects will not float,
Duration: Instantaneous Cost: 1+ Stackable though they will sink more slowly than they would
Type: Reusable if the spell had not been cast. Lighter objects will be
This spell must be cast along with whatever spell raised to be about halfway out of the water, bobbing
it is extending, but there is no multi¬action penalty about.
for doing this. This spell doubles the duration of any
spell it is cast upon. It doubles again for each stacked Heal Body (3 points)
level. Any casting of Extension on a spell will elimi- Status: Initiate Range: 80
nate the need for concentration, if this was already a Duration: 15 Minutes Cost: 3
requirement (Invisibility, Fireblade). Note: Any spell Type: Reusable
intended as the target of Extension must have a dura- This spell cures the total damage done to a body,
tion—instantaneous spells gain no benefit! regardless of hit location. The player of the affected
character simply erases all damage tkaen. Heal Body
Fear (1 point) will not, however, regrow or heal a maimed or sev-
Status: Initiate Range: 80 ered limb.
Duration: Instant Cost: 0
Type: Reusable Heal Wound (1 point/stackable)
This spell brings or makes enough clouds to cover Status: Initiate Range: 80
Duration: 15 Minutes Cost: 1+ Stackable
Find Enemy (1 point) Type: Reusable
Status: Initiate Range: 80 This spell repairs damage done to a living creature. It
Duration: 15 Minutes Cost: 1 will work equally well on any living thing, whether
Type: Reusable complete or incomplete, as long as it takes Wounds.
This spell alerts the caster to danger. The caster This includes such things as people, animals, plants,
psychically knows of anyone within the spell’s range intelligent weapons, or certain otherworld creatures.
who intends to harm him, whether or not the lurker This spell converts Power Points into healed Wounds.
can be seen. The caster may also designate another The caster must simultaneously cast a number of
person to receive the spell’s protection. In this case Power Points equal to the points to be healed.
both the caster and the target psychically know who
are the target’s enemies. Interposing a meter of any Illusions: Once an illusion has been magically cre-
solid substance between the caster and an enemy po- ated it becomes a part of reality, however temporary.
tentially seen blocks the effects of this spell. Illusions cannot be disbelieved. An illusion with sub-
stance can do damage and can be damaged.
Find (Substance) (1 point)
Status: Initiate Range: 80 The six spells below can be combined in any manner
Duration: 15 Minutes Cost: 1 desired by the caster to create simple or complex illu-
Type: Reusable sions as desired, remembering that all uses of illusion
This spell informs the caster of the presence of the are subject to the guidance of the gamemaster.
substance sought - the slight, identifying glow can be
seen oly by the caster. This spell can detect hidden Illusion spells other than these certainly exist in the
objects made of the substance unless they are beyond myriad universes of fantasy - usually they are merely
one meter of stone, soil, or metal. The caster will be complex combinations of the following spells.
aware of the presence of the object for the duration of
the spell. If an illusion is cast upon an already-moving object,
the illusion will move with the object. A sound illu-
sion cast upon a noisy target will mask contradicting Illusory Sound (1 point/stackable)
noises, and the same is true with contradicting tastes, Status: Initiate Range: 80
smells, sights, etc. The following table suggest stan- Duration: 15 Minutes Cost: 1+ Stackable
dards for sense-related illusions. Type: Reusable
The sound created with this spell must be specified as
Intensity Odor Taste Sound to nature, duration, and intent at casting. The game-
1 rose water whisper master should rely upon the player’s stated intent
instead of the specified noises. If the character wishes
2 smoke banana conversation
to change the sound, he must cast another use of the
3 perfume lemon shout
spell.
4 ammonia whiskey gunshot
Illusory Substance (1 point/stackable)
Along with the spell Extension, Illusion spells are the Status: Initiate Range: 80
only exceptions to the rule that only one divine magic Duration: 15 Minutes Cost: 1+ Stackable
spell can be cast during a melee round. Type: Reusable
This spell adds 6 kg to the solid matter of an Illusion
Illusory Motion (1 point/stackable) per point. For purposes of combat each point of this
Status: Initiate Range: 80 spell adds 1 Toughness. An illusion with Substance
Duration: 15 Minutes Cost: 1+ Stackable can do damage. One point of this spell can cause 1d4
Type: Reusable damage, two points 1d6 damage, three points 1d8 and
Within range, this active spell animates illusions and so on. For an illusion with Substance to do damage
moves them as desired by the caster. Each additional the target must either strike himself with the illusion
point of the spell allows the illusion to be moved at an (such as walking into an illusory fire), or Motion must
increasing pace of 3”. The caster has to make Dexter- be combined with the Substance to give the caster fine
ity rolls to manipulate the illusion. control.

Illusory Odor (1 point/stackable) Illusory Taste (1 point/stackable)


Status: Initiate Range: 80 Status: Initiate Range: 80
Duration: 15 Minutes Cost: 1+ Stackable Duration: 15 Minutes Cost: 1+ Stackable
Type: Reusable Type: Reusable
This spell reproduces a single scent from the caster’s This illusion creates a single taste covering about 6
memory. Since odor perception is the same for all kg of material. The taste created must be familiar to
species, this spell can fool other creatures. Three the caster, though the target will eact to the taste as its
points or more of this spell forces the player of an experience dictates. If the target of the illusion cannot
adventurer encountering the odor to make a Vigor taste things, then this spell will have no effect.
roll against the odor. Failure indicates the adventurer
is overcome by nausea until the roll succeeds during Lightning (1 point/stackable)
some later melee round. Status: Initiate Range: 80
Duration: 15 Minutes Cost: 1+ Stackable
Illusory Sight (1 point/stackable) Type: Reusable
Status: Initiate Range: 80 A blast of crackling energy projects from either the
Duration: 15 Minutes Cost: 1+ Stackable hand or some device of the caster (a spear, wand,
Type: Reusable sword, etc.) toward the target. Each point of Light-
This spell creates a visual illusion which registers ning used will cause 1d6 points of damage if the
upon light sensitive organs. Each point of the spell caster overcomes its Power Points with his own. No
will cover a one and a half foot radius. One casting armor protects against this damage, but spells which
of the spell can completely cover a small child; if one defend against physical attack will be effective. The
point were used to create the illusion that an adult was Lightning discharge is very bright and will set afire
covered in armor plate, only a portion of the adult dry, flammable materials.
would appear to be covered by armor.
Madness (1 point) Mindlink
Status: Initiate Range: 80 Status: Initiate Range: 80
Duration: 15 Minutes Cost: 1 Duration: 15 Minutes Cost: 1+ Stackable
Type: Reusable Type: Reusable
If the caster of this spell overcomes the Power Points This spell allows up to four participants to communi-
of the target with his own, then the target suffers the cate telepathically and use each other’s magical abili-
effects given on the table below. The severity of the ties, such as knowledge of spells and Power Points—
result depends on the spells success and whether or even without being specifically granted permission to
not the caster scores any raises. Once the spell has do so. The following parameters more clearly define
been cast its effects cannot be dispelled. this spell:
1) A character must allow himself to be included in
Madness Effect Table the link and may leave at any time.
Success Level Effect on Target 2) Morale affecting spells targeted against one linked
member may affect all linked members.
2 raises Lose a die type of Smarts perma-
3) Once a Mind Link has been established, there is no
nently, and roll again for precise
limit to the range of communications.
result which lasts 30 minus Power
Points days.
Multispell
1 raise Paranoia. Victim attacks nearest
Status: Initiate Range: 80
person as if Fanatic (see spirit spell
Duration: 15 Minutes Cost: 1+ Stackable
Fanatacism) for 30 minus Power
Type: Reusable
Points minutes.
This spell allows the user to combine two or more
Success Catatonia. Victim collapses for 30 (1 extra for each stacked point of Multispell) Battle
minus Power Points minutes and Magic spells and cast them at the same time, without
cannot be awakened. the normal multi¬action prohibitions or penalties.
Failure No effect on normal Smarts crea- Each Battle Magic spell’s resolution is handled sepa-
tures; animal level Smarts creatures rately, with the exception of casting multiple Disrup-
are confused for 30 minus Power tion spells—two could be cast together, for example,
Points minutes. to cause a lump sum of 2d6 damage. Variable spells
Snake Eyes Victim is unaffected. cannot be combined for greater effect through Multi-
spell; for example, Protection 2 could not combined
with Protection 2 to gain the benefits of Protection 4.
This rune spell does not reduce the Power Points re-
Magic Point Matrix Enchantment (see Enchant- quired to cast any of the Battle Magic spells involved.
ments)
Reflection
Status: Initiate Range: Touch
Mindblast (2 points) Duration: 15 Minutes Cost: 1+ Stackable
Status: Initiate Range: 80 Type: Reusable
Duration: 15 Minutes Cost: 2 This powerful Rune Magic reflects spells back upon
Type: Reusable the enemy caster whenever he fails the opposed Spirit
This spell destroys the Smarts of the target if the cast- roll against the person protected by Reflection. The
er overcomes the target’s Power Points. This effect reflected spell then attacks the caster with his own
lasts that number of days equal to half of the caster’s Spirit die! For example, if a broo casts Disruption
Power Points (round up) and cannot be dispelled. at Rurik, who has Reflection I up, but the loathsome
If the caster achieves a raise while overcoming the creature fails to beat Rurik in the opposed Spirit roll.
target’s Power Points then he also does 1d6+2 points The Disruption is now reflected back upon the broo
of damage to the target’s head (plus bonus damage for who must make an opposed roll of his own Spirit vs.
hitting the head). that of the caster—himself! Reflection will not work
against any spell of greater points than the Reflection;
present. Each point of Restore Health restores one die
type of the specified characteristic. Use of this spell
can restore characteristics up to their original value.
There is a specific Restore Health spell for each type
of characteristic.

Resurrect (3 points)
Status: Initiate Range: 80
Duration: 15 Minutes Cost: 3
Type: One-use
This ritual spell allows an adventurer to be restored
to life. First the body must be healed to normal, re-
moving all Wound damage. If the body is dead from
disease, the disease must be eliminated or the Resur-
rect will be futile. This spell summons the deceased
spirit to approach its former body. The caster of the
spell can then start spirit combat with the deceased. If
the initiate or priest succeeds in causing the deceased
to lose magic points, then he can force the spirit back
into the body and to return to full life. If the caster
fails, the soul is lost to death. Each day after the first
that the dead adventurer stays dead permanently
reduces his current Strength, Vigor, and Dexterity
by one die type. When any characteristic is reduced
to zero or less, then that charcter is irrevocably lost.
however, remember that each point of a Rune Spell is Thus a death from loss of a characteristic is not resur-
worth two points of Battle Magic. This spell will last rectable.
for 15 minutes or until dispelled. Reflection is incom-
patible with Absorbtion, Shield, or Spirit Block. Sanctify (1 point/stackable)
Status: Initiate Range: 80
Regrow Limb (2 points) Duration: 15 Minutes Cost: 1+ Stackable
Status: Initiate Range: Touch Type: Reusable
Duration: 15 Minutes Cost: 2 This spell blesses the volume of a 10-meter-radius
Type: Reusable sphere. Cast on level ground, one hemisphere will
This spell regrows a severed or mangled limb. The roughly be in the air, and the other within the earth.
gamemaster should roll d100 whenever a limb is lost. The boundary of the volume slightly shimmers in
The result shows how much needs to be regrown - at bright light. Anyone within any portion of the sphere
the rate of 10% per game-week if the spell is applied is considered to be completely within it. The Sancti-
within 10 minutes of damage, lengthening to 10% per fied sphere is not detectable by trolls’ dark sense,
game-month thereafter. This spell does not heal dam- touch, or heat detection. If Non-Initiates, spells, or
age, so that the regrown arm must naturally heal or be spirits cross the boundary, the caster immediately will
otherwise magically aided. be alerted to their presence. Ceremonies are perform-
able within a Sanctified area that normally can be
Restore Health (to characteristic) (1 point/stackable) cast only in a temple. Additional points of Sanctify
Status: Initiate Range: Touch increase the area of protection by half. Thus a 2-point
Duration: 15 Minutes Cost: 1+ Stackable spell protects a 15-meter radius area, a 3-point spell
Type: One Use protects a 22.5-meter radius, and so on.
This spell restores characteristics that have been lost
to disease or to the effects of the sorcery spell, Tap-
ping. This spell does not cure any disease that may be
Shield spell into the recipient’s mind. This requires an un-
Status: Initiate Range: 80 interrupted week of training and ritual during which
Duration: 15 Minutes Cost: 1+ Stackable no other activity is permitted. Variable spells may be
Type: Reusable taught level by level—each requiring a separate week
Each point of Shield stacked serves as a cumulative of training—or in a single session if the recipient has
Protection 2 and Countermagic 2, and these effects the money to do so.
can be combined with regular Countermagic and
Protection spells! To get past a Shield spell, a Battle Spirit Block
Magic spell must have one more Power Point behind Status: Initiate Range: 80
it than twice the number of points of Shield in effect. Duration: 15 Minutes Cost: 1+ Stackable
Naturally, a Rune Spell would only need one Power Type: Reusable
Point greater than the number of Shield points. Unlike This spell must be cast upon an individual prior to his
Countermagic, Shield does not drop when breached; entering spirit combat, and each level cast causes a
it will remain in effect for 15 minutes or until dis- hostile spirit to receive a ¬2 penalty to its Spirit rolls
pelled, whichever comes first. If Shield is combined to attack the protected character. This penalty is only
with Countermagic and a spell which would normally assessed against the attack, never the defense. For
knock down a Countermagic spell of their combined example, Burly Bob has Spirit Block 3 cast upon him
strength is cast against the protected target, the Coun- before entering spirit combat with a temple guard-
termagic will drop, but the Shield will remain—both ian. The guardian has a d12 Spirit and Bob has a d8.
will not drop against a single spell. For example, During the first round of combat, Bob rolls a 7 for his
Rurik has Countermagic 2 and Shield 2 up and is at- opposed Spirit roll and the spirit receives a respect-
tacked by a Disruption spell backed with five Power able 11. Normally, the spirit would have beaten Bob
Points (six points total). This is equal to the total this round; however, the Spirit Block protecting our
Countermagic protecting him, so Rurik’s Counterma- hero reduces the guardian’s roll to 5; therefore, the
gic spell drops, but his Shield spell remains in effect. spirit does not overcome Bob this time. Furthermore,
Shield is incompatible with Absorbtion, Reflection, Bob’s roll of “7” does not overcome the spirit because
and Spirit Block. the Spirit Block penalty only applies to the entity’s
Soul Sight (1 point) offensive capabilities—the creature still defends
Status: Initiate Range: 80 against Bob with its full value of 11. Spirit Block is
Duration: 15 Minutes Cost: 1+ Stackable incompatible with Absorbtion, Reflection, and Shield;
Type: Reusable however, it may be combined with the Battle Magic
This spell allows the recipient to see both the Power spell Spirit Shield!
Points aura of the living and to magically know the
actual current Power Points of other things and crea- Strengthening Enchantment (see Enchantments)
tures, including the amount devoted to curently in-ef-
fect spells (such as defensive spells). The recipient Summon (Species) (2 points)
can also tell if a person viewed through this spell is an Status: Initiate Range: 80
initiate; and if so, whether the initiate is active or not. Duration: 15 Minutes Cost: 2
This spell will not reveal if a person is a priest. Type: Reusable
See Summoning
Spell Matrix Enchantment (see Enchantments)
Sunspear (3 points)
Spell Teaching Status: Initiate Range: 80
Status: Priest Range: 80 Duration: 15 Minutes Cost: 3
Duration: 15 Minutes Cost: 1 Type: Reusable
Type: Reusable This spell works only in direct sunlight. When cast,
This spell permits a Rune Priest to impart knowledge a shaft of sunfire blasts one caster-designated target.
of a Battle Magic spell to any. The teacher and student The target must be visible to the caster. Without need-
are bound together in a specialized form of Mindlink, ing to overcome Power Points, a 1 meter diameter
which permits the impression of the Battle Magic cylinder of damage descends upon the target. Every
living thing within the circle receives 4d6 points of three yards each combat round and turned up to 180
damage. The target’s thinnest armor only will protect degrees. While using Vision, the character cannot si-
against this damage; spells are ineffective. multaneously look through his own eyes, but he may
switch back and forth at the cost of an action.
Sureshot (1 point)
Status: Initiate Range: 80 Warding
Duration: 15 Minutes Cost: 1 Status: Initiate Range: 80
Type: Reusable Duration: Permanent Cost: 1+ Stackable
This spell is cast upon a missile weapon. Unless the Type: Reusable
adventurer’s player rolls a both, the adventurer’s This spell requires four wands as props. They must be
missile automatically hits - regardless of move- exactly six inches in length and may be made of light
ment, range (as long as it is within maximum missile wood. This spell protects an area of 81 square yards
range for the weapon), concealment, etc. This spell or less from spells cast into it from outside, attacking
is compatible with Speedart or Firearrow. It can be spirits, or attempts to enter it by enemy characters/
combined with Multimissile, but only the real missile creatures. The spell also protects the air space above
is affected. the area up to a height of three yards, effectively
creating a cube of protection. This protective magic
Thunderbolt (3 points/Stackable) provides all the benefits of Countermagic 1, Spirit
Status: Initiate Range: 80 Shield 1, Disruption, and a Detect Enemies spell—the
Duration: Instant Cost: 3 latter determines whether those entering are hostile
Type: Reusable and triggers the defenses. Each additional point of the
This spell draws a bolt of divine energy from the spell stacked can be used to increase the potency of
stormclouds and directs it at a specified target, with- its Battle Magics, as though Multispell had been cast
out needing to overcome the target’s Power Points. (mega¬Disruption!), or increase the area protected.
The sky must have a cloud cover of at least 51%. The Warding will last and continue to function, even
Each additional level of this spell adds another tar- after being penetrated, until the wands are removed;
get that can be affected. This spell does 3d6 point of any attempt to remove the wands by anyone other
damage. Neither armor nor spells that protect against than the caster will trigger the defenses. Naturally, a
physical damage are effective against this spell., Warding might be dispelled with Dispel Magic.
though countermagic will work.
Worship Deity (1 point)
True (Weapon) (1 point) Status: Initiate Range: 80
Status: Initiate Range: 80 Duration: 1 ceremony Cost: 1
Duration: 15 Minutes Cost: 1 Type: Reusable
Type: Reusable This ceremony spell allows a priest to lead a formal
Cast on a specified melee weapon, this spell doubles worship service to the deity specified. If this service is
the normal damage done by the weapon. If a weapon held on Sanctified ground or temple on a holy day of
does STR+2 damage, and the adventurer has 1d8 for the god, then it will allow the priests to regain a point
Strength, then he will roll 2d8+4 for damage with this of lost Power. If held on the High Holdy Day, it will
spell in effect. allow all priests and initiates to regain a lost Power
Point.
Vision
Status: Initiate Range: 80
Duration: 15 Minutes Cost: 2
Type: Reusable
This spell provides a viewpoint which may be up to
240 yards away from the recipient of this spell. Look-
ing from that viewpoint is much like looking through
the characters own eyes, but it gives a 180 degree
view. Once cast, the viewpoint may be moved up to
Enchantments together any or all spells that are Enchanted in the de-
vice. This essentially creates one very complex spell.
To cast any one of the spells that are linked together
Enchantments are used to store the knowledge of requires casting the others as well.
spells in physical items, magically defend places
against intruders, gain control over other creatures, Link Magic Point Conditions: This Enchantment
and for many other purposes. As a permanent change links the magic point storage capability in a device
in the world, an Enchantment cannot be Dispelled, to a spell or spells (if the spells are linked as well) so
Dismissed, or Neutralized, though the runes of the that when the spells are cast the Power Points used
Enchantment can be broken and the effect of the En- automatically come from that storage. Of course,
chantment thus cancelled. magic points must exist in storage for the spells to
draw from it. This costs one extra Power Point during
Enchantments represent a permanent change to the Enchantment.
environment of Glorantha, and require the expendi-
ture of part of the casters Power Points (similar to the Target Conditions: These conditions are used to de-
basic effect of acquiring Divine Spells). Each system fine exactly who will not be affected by the Enchant-
of magic in Glorantha has it’s own basic spells for ments in an item. If target conditions are not speci-
creating Enchantments. Spirit/Animist casters have a fied then the item will work against anyone. If target
battle magic, Divine casters have a Rune Magic and conditions are included as part of the Enchantment
Sorcerer’s have a Sorcery. Regardless of how the en- then the spells in the item will not be triggered by any
chantment is cast, each one requires an investment of target who fulfills the conditions. If the spells are cast
Power to create. The Animist and Sorcerer have spells by someone using the item, they will automatically
to cast, and have to add the Power investment when fail against protected targets.
they cast the Enchantment, whereas the Divine caster
sacrifices Power for each Enchantment to have it as a User Conditions: Normally, anyone can use an item.
one-use Divine Spell. User conditions make it possible for the enchanter
to restrict the use of the item. A Power Point spent
Enchantments may be created with a number of allows the creator to bar one specific person or group
conditions. Each requires an additional expenditure of of people from using the item. Any number of people
Power during the Enchantment process. can be included in the group as long as the group is
clearly identified. It could be so large as to exclude
Area of Affect Conditions: The Enchantment affects everyone but the enchanter. Once this condition has
an area rather than a specific object; the size of the been added to an item, the specified people can never
area is determined by the number of Power expended. use the item. If no one but the enchanter can use the
An area Enchantment using only one Power Point will item, then it will become useless when he dies. Only
affect one hex. Each extra Power Point will increase people who can use an item can add o the Enchant-
the radius by one. Anyone eligible can use the magic ments or conditions in that item. It is possible to tie
point storage capacity of spell matrices Enchanted a condition to only part of the Enchantments on an
into an area. The magical strength of an area-affect at- item, for example while anyone could use the magic
tack is equal to the spellcasting roll of the Enchanter. point storage capability of a ritual sword, only a storm
priest could use the Bladesharp spell matrix.
Attack Conditions: An attack condition added to
a spell causes it to be cast when a target defined by
additional Target Conditions violates the space or Armoring Enchantment
touches the item. Each Attack Condition costs one Rank: Novice Range: touch
extra Power Point to add. Type: Focused Power Points: 1 permanent
Duration: 10 Cost: 1500 L
Link Spell Conditions: This Enchantment links This enchantment is used to increase the Armor of
together specified spells to create unusual effects. an object or to give Armor to an object. Each time
Expending 1 Power Point allows the Enchanter to tie this power is bought it may be used ONCE to imbue
the object with the equivalent of one point of armor.
These armor points become one with the object. If Magic Point Matrix Enchantment
this enchantment is used to create or increase the Rank: Novice Range: touch
armor points of a living creature, it only affects one Type: Focused Power Points: 1 permanent
hit location (head, torso, left or right arm, left or right Duration: 10 Cost: 1500 L
leg). If used on armor it affects a single piece. This enchantment can be used to store one power
point. These stored power points can be used to power
Binding (Species) Enchantment or boost spells by anyone who can use the item.
Rank: Novice Range: touch Power points stored in Enchanted items do not regen-
Type: Focused Power Points: 1+ permanent erate on their own, but the user of the item can refill
Duration: 10 Cost: 1500 L the power point storage capacity by expending his
This enchantment costs 1 point of Power per attribute own magic points. It will take one round to store one
that the creature to be bound has. This enchantment power point in an Enchanted item. An Enchanted item
creates a magical binding to hold an otherworldly cannot hold more power points than it has capacity to
creature inside an appropriate item or place. You need store them.
a separate spell to Control/Command/Dominate the
creature to succeed in forcing it into a binding. A Spell Matrix Enchantment
creature bound within an item has no natural senses Rank: Novice Range: touch
and cannot perceive the world about it unless it uses Type: Focused Power Points: 1 permanent
magic. People in physical contact with an enchanted Duration: 10 Cost: 1500 L
item can mentally communicate with a creature bound Using a spell matrix, an enchanter can store the
inside (if there are no conditions to the contrary) and knowledge of a spell in an item. Anyone who can use
can automatically command the creature to use its the item will gain the knowledge of the spell when-
abilities. Some creatures have knowledge or abilities ever he is in physical contact with the item, though
which the wielder can use while it is Bound within he will forget the spell as soon as he loses that con-
an item (i.e. intellect spirits, magic spirits, and power tact. Even though practicioners of the different magic
spirits). However, many creatures are not very ef- systems use the same procedure to enchant the knowl-
fective when so trapped and must be released to be edge of a spell into an item, the results for each differ.
useful (ie. Wraiths, healing spirits, elementals, etc.). Spirit magicians and sorcerers do not lose the knowl-
Without the use of a control spell, a creature can be edge of spells for which they create matrices. Divine
released from an item to perform one function, then it priests do lose the knowledge of the spell. Each time
is free. If a control spell is used before the creature is this Enchantment is cast, it allows 1 level of magic to
released, then it can be commanded to perform many be stored in the Enchantment; to store a Bladesharp 4
actions, and return to the Binding item. Control spells would require this spell be cast 4 times on the storage
automatically work against creatures while they are object.
bound in items. Also a control spell supersedes the
innate control held over a creature bound into an item. Spirit/Battle Magic Matrix: The user of such an
An enchanter who does not use conditions to restrict enchanted item has a chance of casting that spell
the use of his items may find his Bound creatures equal to his Spellcasting roll. The person also needs to
stolen from him or turned against him by crafty op- spend 1 power point per point of the spell.
ponents using the proper control spells. Anyone who
can use the item can also cast spells on the creature Divine Spell Matrix: a divine spell that is Enchanted
trapped inside, and he does not need to be in physical into an item will be cast unless the user botches his
contact with the item to affect the creature with spells. Spellcasting roll. If the casting fails, the user can try
He must use magical means of seeing on the mundane again the next melee round. Once used, the user must
plane (Mystic Vision, Soul Sight or Second Sight) take the item back to the proper temple and perform a
to target spells against a Bound creature. Elementals worship service before the spell can be used again. In
and other creatures who are trapped in items cannot essence, the Enchanted divine spell works like priest-
regain lost hit points until they manage to return to ly magic. Only priests/rune lords can Enchant divine
the otherworld. spells into items. One-use spells cannot be Enchanted.
When the Enchantment is completed the priest/rune
lord will lose the use of the re-useable Divine spell
himself and has to seek out a temple to replenish it.
Summoning
Summon (species) spells are used to call otherworld
Sorcery Spell Matrix: a person who uses an item creatures to the caster. Otherworld creatures do not
containing a sorcery spell must develop his own Sor- usually live on the mundane plane, and a magician
cery casting skill. He starts with an unskilled 1d4-2 must use the Summoning spell to draw them to him.
chance to use each spell in an item. He increases his Then he may be able to magically control the creature
skill at casting such spells only through experience. using Dominate, Control, or Command spells.
If he later truly learns the spell (so that he remembers Even though followers of the three approaches to
the spell when not touching the magic item), he will magic may learn the Summon (Species) spell in dif-
retain his developed skill. ferent ways, it works identically for each.

Strengthening Enchantment Props for Summoning Rituals


Rank: Novice Range: touch In addition to quiet surroundings and the fog of in-
Type: Focused Power Points: 1 permanent cense invariably accompanying summoing, the sum-
Duration: 10 Cost: 1500 L moner must constantly keep in his mind the image of
This Enchantment makes the creature it is used on the creature to be summoned. Usually he will use a
much hardier. Strengthening cannot be used on weap- picture of the creature or will wear, hold, or stare at
ons, objects, or creatures that do not suffer Wounds. portions of a similar creature’s body. Braziers full of
This spell increases the maximum number of wounds roaring flames could be used for a fire elemental or
a target can sustain by one. These extra “Wounds” wolf fur and teeth for a wolf demon.
are taken first by damage, and do NOT accrue Wound
Penalties. Summoning Otherworld Creatures
A summoner can only Summon a creature not nor-
mally residing on the mundane plane. Ghosts, all spir-
its, wraiths, demons, hellions, and elementals usually
must be summoned before the magician can attempt
to use the control spells.

A summoner must succeed on a Spirit roll to summon


an otherworld creature. He must also use a number
of Power Points for the Summoning. If the number
of Power Points used is less than the Power Points
possessed by the specific creature that is being Sum-
moned, then the Summoning automatically fails.

The full amount of Power Points is spent, regard-


less of success. The summons requires one hour per
Power Point spent in attempting the summons.

Results of the Summons


Success: Typically, a random specimen magically ap-
pears at the spot where the Summons was performed,
one melee round after the Summons was completed.
The creature will be Shaken after it arrives, and will
be unable to act until it comes un-Shaken. Once that
happens, the creature can act. Summoned otherworld
creatures automatically are hostile to the summoner
and everyone in the area of the summoning. Depend-
ing on the relative strengths of the Summoned entity name is the magical, unique name which every be-
and the summoner, the gamemaster may choose to ing has individually, one ordinarily not conciously
cause the being to attack the summoner, to flee and known.) The Summoning of a known creature is per-
remain on the mundane plane, or to return to the oth- formed identically to any Summoning, except that a
erworld. named request is made. This is also safer than random
summonings, for no unexpected monstrosities will
About 10% of the time, a successful summoner appear.
invokes an exemplary, huge, and/or more powerful
version fo the Summoned entity than he expected. An adventurer can lose control of a creature in several
Just as there are powerful lords and kings on Earth, so ways. The creature can be destroyed through the loss
are there equivelantly more powerful lords and kings of characteristics or Wounds. Any time that a control-
for otherworld creatures. Such beings can choose to type spell fails, then the Summoned creature is free.
pass to the mundane plane when a foolish summoner An adventurer can steal control of a Summoned entity
shows them the way by trying to summon one of by dispelling the control spell and casting his own,
their subjects. The statictics given for discorporate or by casting a control spell on a creature which is
creatures and elementals cover about 30% of the bound into an item that the adventurer can use (see
creature’s population. There are spirits with Power conditions for Enchantment).
Points of 35, 50, and 100, though not many. There are
also colossal elementals and some very nasty wraiths Normal Summoning Targets
and demons. The following species are normally summoned with
the Summon (Species) spell. Any such spells can be
Failure: No creature appears. The Power Points spent learned by any adventurer, as long as the the game-
on the summons are lost, as if the summons was suc- master indicates that it is available. Usually Sum-
cessful. mons spells are learned only for entities that they can
control, using the control spell.
If the success roll is botched, then the gamemaster
rolls percentile dice on teh Summons Encounter Table Chonchon, Cult Entity, Cult Spirit, Disease Spirit,
to determine what actually appears. Creatures appear- Elemental, Ghost, Healing Spirit, Hellion, Intellect
ing as the result of a botched summons always will be Spirit, Nymph, Passion Spirit, Power Spirit, Spell
malign and will remain and attack the summoner for Spirit, Wraith.
as long as they desire. If the creature begins to lose
the battle, it will either flee or return to the other-
world. Some summoned creatures have no effective
attacks (healing spirits, intellect spirits, etc.)

Other Uses and Consequences of the Spell


An adventurer can learn the True name of any Sum-
moned creature by succeeding with a Control / Com-
mand / Dominate (Species) spell and asking that
question. The answer usually will be pulled up from
the being’s unconciousness. This method also can
reveal specific information about the creature’s char-
acteristics or skills. Each specific question requires an
additional use of a control-type spell.

Sometimes a magician will desire to Summon a crea-


ture that he has Summoned before, perhaps a creature
powerful enough to do the job, but not dangerously
overpowering - an achievement only possible if the
adventurer knows the creature’s True name. (A True
Gloranthan Bestiary Centaurs (Page 12 SB)
Spells: Healing 2, Mobility, and Binding

Baboons Cliff Toad (Page 57 SB)


This is a standard Runequest baboon.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength
d10, Vigor d6 Cockatrice (Page 13 SB)
Skills: Fighting d6, Guts d6; Tracking d6; Notice d6;
Stealth d6
Pace: 7”; Parry: 5(4); Toughness: 6(5) Demi-Birds ...
Gear: Spear (Str+2, Reach, +1 P)
Spells: Speedart(1); Ironhand(1); Protection(1).
Special Abilities
Dream Dragon (Page 20-22 SB)
• Claws/Teeth: +2 Damage
• Fast: Pace 7
Player Characters: Strength d6; Claws/Bite +2; Pace
Dragon Snail
This is a standard, abhorent Gloranthan dragon snail.
7; All Thumbs; Outsider
Attributes: Agility d4, Smarts d4(A), Spirit d12+1,
Strength d12+2, Vigor d6
Basilisk (Page 7 of FTKB) Skills: Fighting d6
Pace: 2”; Parry: 5; Toughness: 12(9)
Attacks: Bite (Str+2)
Bearwalker (Page 57 of FTKB) Special Abilities
• Size +4
• Shell: +3 Armor on Body
Bison (Page 125 SW) • Bite: Str +2 Damage (Two attacks at no
Add +1 Size and +1 Strength MAP if two¬headed)
• 100% Chance of a Random Chaotic Fea-
ture
Bolo Lizards (Velociraptor, Page 57
of FTKB) Dragonewt, Crested
Drop all skills to a d6 and Bite/Rake to Str+2.
Attributes: Agility d8, Smarts d6, Spirit d4, Strength
d4, Vigor d6
Broos Skills: Fighting d4; Shooting d4; Stealth d4; Spell-
This is a standard Runequest broo—a filthy bastard, casting d4
to be certain. Pace: 5”; Parry: 5(4); Toughness: 5(4); PP: 10
Attributes: Agility d6, Smarts d6, Spirit d6, Strength Gear: Short Sword (Str+2); Sling (4/8/16; Str+1);
d8, Vigor d8 Small Shield (+1 P)
Skills: Fighting d6, Guts d6; Tracking d6; Notice d4; Spells: Healing 2, Disruption, Mobility, Shimmer 1,
Stealth d4 Speedart
Pace: 7”; Parry: 5(4); Toughness: 7(6) Special Abilities
Gear: Spear (Str+2, Reach, +1 P), Leather Armor (1 • Size -1
AP)
• 50% Chance of Carrying a Disease
• Butt: +2 Damage
Dragonewt, Beaked
Attributes: Agility d8, Smarts d6, Spirit d8, Strength
• 25% Chance of Random Chaotic Feature
d12, Vigor d10
Player Characters: Not on your life!
Skills: Fighting d6; Shooting d6; Stealth d6; Riding
d10
Pace: 5”; Parry: 5(4); Toughness: 9(8); PP: 10
Gear: Klanth (Str+3); Bow (12/24/48; 2d6); Medium Ducks
Shield (+1 P) Attributes: Agility d8, Smarts d6, Spirit d6, Strength
Spells: Healing 2, Disruption, Mobility, Shimmer 1*, d4, Vigor d8
Speedart, Bladesharp 1*, Repair*, Binding, Fireblade Skills: Fighting d4; Shooting d4; Stealth d6; Swim-
Special Abilities ming d12
• Size: +1 Pace: 4”; Parry: 5(4); Toughness: 5(4); PP: 12
• Scaly Skin: +1 AP Gear: Short Sword (Str+2); Sling (4/8/16; Str+1);
• Beast Bond Small Shield (+1 P); Leather Armor (+1 AP)
• Demi-Bird Partner Spells: Healing 2, Disruption, Speedart
Special Abilities
Dragonewt, Tailed Priest (WC) • Size -2
Attributes: Agility d8, Smarts d6, Spirit d12, • Outsider
Strength d8, Vigor d10 • Slow
Skills: Fighting d8; Shooting d8; Stealth d6; Spell- Player Characters: Begin with Agility d6, Vigor d6,
casting d6 Outsider, Very Small: Size -2, Slow: Pace: 4, Swim-
Pace: 5”; Parry: 5(4); Toughness: 9(8); PP: 10 ming d12.
Gear: Pole Axe (Str+4, Reach 1); Bow (12/24/48;
2d6) Dwarves
Spells: Healing 2, Disruption, Mobility, Shimmer 1*, This is the typical, mindless Mostali automaton.
Speedart, Bladesharp 1*, Repair*, Binding, Fireblade; Attributes: Agility d6, Smarts d6, Spirit d6, Strength
Rune Spells (x1d10) d8, Vigor d8
Special Abilities Skills: Fighting d6; Shooting d6; Notice d6; Knowl-
• Scaly Skin: +1 AP edge: Mining d6; Repair d6; Climbing d4; Guts d6;
• Dragonewt Rune Master Pace: 5”; Parry: 6(5); Toughness: 8(6); PP: 12
• Beast Bond Gear: Warhammer (Str+2); Crossbow (15/30/60,
• Demi-Bird Partner 2d6); Small Shield (+1 P); Chain Armor (+2 AP)
Spells: Detect Magic*, Detect Gems, Detect Silver,
Dragonewt, Full Priest (WC) Detect Gold, Bludgeon 1, Disruption, Healing 1
Attributes: Agility d8, Smarts d6, Spirit d12+1, Special Abilities
Strength d12+2, Vigor d10 • Size -1
Skills: Fighting d12; Shooting d12; Stealth d12; • Pace 5
Notice d12 Player Characters: Begin with Strength d6, Vigor
Pace: 5”; Parry: 5(4); Toughness: 13(9); PP: 26 d6, Knowledge: Mining d6, Small, Pace 5, Dark
Gear: Klanth (Str +3); Pole Axe (Str+4, Reach 1); Sense, Outsider
Bow (12/24/48; 2d6); Scale Armor (+2 AP)
Spells: Healing 6, Disruption, Mobility, Shimmer 4*, Elves
Speedart, Bladesharp 4*, Repair*, Binding, Fireblade; This is the typical, tree¬hugging vegetable; the
Rune Spell (x 20) deciduous variety are dormant throughout Dark and
Special Abilities Storm Seasons.
• Improved Sweep Attributes: Agility d8, Smarts d6, Spirit d6, Strength
• Heavy Scaly Skin: +2 AP d6, Vigor d6
• Size +2 Skills: Fighting d6; Shooting d6; Notice d6; Stealth
• Dragonewt Rune Master d6; Survival d6; Climbing d6; Swimming d6; Guts d6
• Demi-Bird Partner Pace: 7”; Parry: 6(5); Toughness: 4(4); PP: 12
Gear: Shortsword (Str+2); Elf Bow (15/30/60, 2d6,
Dryads (Page 23 of SB) Stores 2d6 Power Points); Small Shield (+1 P)
Eliminate Charm and add Healing 4, Vigor, Spells: Healing 2, Speedart
Strength, Harmonize, Detect Life Special Abilities:
• Size -1
• Fast: Pace 7 Morokanths ...
• Iron Tolerance: Iron weapons cause
great harm to elves—any result of Shaken becomes
a Wound and any Wounds caused are increased by Newtlings
+1! Small, amphibious, and cute as buttons—just make
Player Characters: Begin with Agility d6, Smarts sure they get plenty of water to store in their tails. It is
d6, Survival d6, Stealth d6, Small, Pace 7, Outsider, said that Newtlings are distant relatives of Dragone-
Iron Intolerance wts, but only they know for certain.
Attributes:Agility d8, Smarts d6, Spirit d6, Strength
d6, Vigor d6
Gargoyles (Page 23 of FTKB) Skills: Fighting d6; Shooting d6; Notice d6; Stealth
d6; Tracking d6; Swimming d12; Guts d4
Pace: 6”; Parry: 6(5); Toughness: 5(5); PP: 12
Ghost (Page 128 of SW) Gear: Trident (Str+2; P +1; Reach 1); Sling
(15/30/60, 2d6)
Spells: May have one or two spells at GM discretion
Ghouls (Page 24 of FTKB) Special Abilities
• Size -1
• Aquatic: Swim Pace of 12; Must spend 8
Giants (Pages 24-26 of FTKB) hours in the water for every 40 hours out.
Player Characters: Begin with Agility d6, Swim-
ming d12, Small, Outsider, Aquatic
Gorps (Black Blob, Page 9 of SB)
Ogres ...
Griffins (Page 30 FTKB)
Add +1 Strength and Size; Smarts is d8 (Hu-
man); Knows any five spells. Pixies (Page 49 of SB)
Add Befuddle and Disruption

High Llamas (War Horse, Page 128 Rhinos (Page 50 of SB)


of SW)
Rock Lizards (Tuatara, Page 44 of
Horses (Page 128 SW) SB)

Impalas (Antelope, Page 5 of SB) Rubble Runners (Giant Rats, Page


49 of SB)
Jack O’Bears ...
Runners ...
Manticores ...
Sables ...
Minotaurs (Page 129 of SW)
Scorpion Men (Page 49 of FTKB)
Pace: 6”; Parry: 6(5); Toughness: 7(6); PP: 12
Gear: Heavy Mace (Str+2, AP 1 vs. Rigid Armor);
Shadow Cats ... Sling (4/8/16, Str+1); Medium Shields (+1P);
Leather Armor (+1 AP)
Spells: Healing 2, Extinguish, Bludgeon 2
Skeletons (Page 130 of SW) Special Abilities
• Size +1
• Dark Sense
Sky Bulls ... • Iron Intolerance: Iron weapons cause
great harm to trolls—any result of Shaken becomes a
Wound and any Wounds caused are increased by +1!
Snakes, Weapon (Page 50 of Player Characters: Begin with Size: +1, Strength
FTKB) d6, Darksense, Outsider, Iron Intolerance

Trolls, Great
Tiger Sons (Page 60 of SB) This is a typical, godawful, Runequest great troll. He
is a card¬carrying member of the brute squad, and
hurting people makes him smile.
Trolls, Cave Attributes: Agility d6, Smarts d4, Spirit d6, Strength
This is a godawful, chaos¬tainted, freak¬show of an d12+2, Vigor d10
Uz. Stay away or he’ll eat you! Skills: Fighting d6; Notice d4; Survival d4; Intimi-
Attributes: Agility d6, Smarts d4, Spirit d4, Strength date d6; Guts d6
d12+1, Vigor d8 Pace: 6”; Parry: 5(3); Toughness: 11(9); PP: 12
Skills: Fighting d6; Survival d4; Intimidate d4; Guts Gear: Maul (Str+3, AP 2 vs. Rigid Armor, Parry ¬2,
d4 2H); Sling (4/8/16, Str+1); Chain Hauberk Armor (+2
Pace: 6”; Parry: 4(6); Toughness: 9(8); PP: 8 AP)
Gear: Huge Club (Str+3, AP 2 vs. Rigid Armor, Parry Spells: Fanaticism I
¬2, 2H) Special Abilities
Special Abilities • Size +2
• Size +2 • Dark Sense
• 1 Point Skin • Iron Intolerance: Iron weapons cause
• Claw/Bite: Str +2 great harm to trolls—any result of Shaken becomes a
• Dark Sense Wound and any Wounds caused are increased by +1!
• Chaotic Regeneration: Make a Vigor roll Player Characters: Begin with Size: +2, Strength
each combat round to recover a wound! This roll does d8, Vigor d6, Darksense, Outsider, Iron Intolerance,
take penalties based upon the creature’s wounds. Dumb (Costs two leveling opportunities to raise
• Iron Intolerance: Iron weapons cause Smarts), Clueless
great harm to trolls—any result of Shaken becomes a
Wound and any Wounds caused are increased by +1!
• Major Phobia: Sunlight! Trollkin
Stunted, degenerate, and worthy of your utmost
contempt. Never turn your back on one, though— re-
Trolls, Dark member Rurik?
This is the typical, Runequest dark troll. He is a true Attributes: Agility d6, Smarts d6, Spirit d4, Strength
son of Kyger Litor and a role model to trollkin every- d6, Vigor d6
where. Skills: Fighting d6; Survival d4; Intimidate d4; Guts
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4
d10, Vigor d6 Pace: 5”; Parry: 6(5); Toughness: 4
Skills: Fighting d6; Shooting d6; Notice d6; Survival Gear: Light Club (Str+1); Spear (Str+2, Reach 1,
d6; Intimidate d6; Guts d6 Parry +1, 2H); Sling (4/8/16, Str+1); Small Shield
(+1P) Walktapi ...
Special Abilities
• Size -1
• Dark Sense
Wind Children (Avions, Page 11 of
• Iron Intolerance: Iron weapons cause SW)
great harm to trolls—any result of Shaken becomes a Reduce Size ¬1 and Strength ¬1; Add Healing
Wound and any Wounds caused are increased by +1! 2, Disruption, Speedart
• Major Phobia: Sunlight!
Wolf Brothers (Page 133 of SW)
Tusk Brothers (Werehog, Page 60
of SB) Wyrms ...
Tusk Riders ... Wyverns (Pages 58-59 of FTKB)
Add flying movement with Pace 10 and Accel-
Tuskers ... leration 4.

Unicorns (Page 58 of SB) Zombies (Page 133 of SW)


Vampires (Pages 132-133 of SW)
Gloranthan Currency Cart, Two Wheels - 35L
Cask (5 Liters), Ale - 5C
Cask, Wine - 2L
1 Wheel = 20 Lunars = 200 Clacks Climbing Gear - 20L
Clothing, Adventurer (Monthly) - 10L
Starting Cash Clothing, Peasant (Yearly) - 2L
Peasant (Poverty) – 100 Lunars Clothing, Noble (Monthly) - 20L
Townsman (Average) – 200 Lunars Clothing, Townsman (Yearly) - 5L
Barbarian – 100 Lunars (Receives Extra Gear) Cooking/Eating Gear - 2L
Noble (Noble) – 600 Lunars Yearly Stipend Fire Starter Kit (Bow and Block) - 1L
Filthy Rich Noble (Noble and Filthy Rich) – 1000 Fishing Gear - 4C
Lunars Yearly Stipend Flask - 1L
Hammer - 2C
Starting Gear Harp - 10 to 50L
All beginning characters can be expected to begin Horse, Cart - 50L
with the following gear, free of additional charge: Horse, Riding - 100L
Horse, War - 500L
Clothing: Tunic, Breeches or Kilt, Sandals or Boots, Hot Bath - 2C
Undergarments (Loincloth), Warm Cloak or Coat, Keg (15 Liters), Ale - 15C
Headgear, Hat or Cap. Keg, Wine - 6L
Lamp - 5L
Equipment: Knife, Fire Making Gear Lamp Oil (One Load) - 5C
Lur Horn (Instrument) - 25L
In addition, a character may (GM discretion) begin Lyre (Instrument) - 20 to 200L
with the following belongings, again free of addi- Mallet - 5C
tional charge: Meal, Cheap - 2C
Meal, Banquet - 1L
Peasant: Snares, Water Skin, Basic Camping Gear Meal, Good - 5C
Townsman: Flasks, Torches, Lamps, Assorted Tools Mug, Ale - 1/2 C
Mug, Wine - 2C
Barbarian: Snares, Rope, Torches, Riding Gear (If Papyrus/Vellum (Sheet) - 5C
Mounted), Basic Camping Gear, Week’s Rations, Provisions, Trail (Week) - 5L
Mount (If Mounted Barbarian), Basic Weapons, Reed Pipes (Instrument) - 1-5 L
Leather Armor Rope, 15 Yards - 5L
Room, Dormitory - 5C
Noble: One Weapon, Ringmail Hauberk, Open Helm, Room, Shared - 1L (Each)
2H or Missile Weapon Room, Private - 2L
Sack, Large - 5C
Filthy Rich Noble: Several Weapons, Chainmail Sack, Small - 2C
Hauberk, Full Helm, 2H or Missile Weapon, Riding Saddle and Tack - 20 to 200L
Horse and Gear Stabling and Feed, Horse (Daily) - 6C
Tent, Large - 40L
Tent, Medium - 25L
The Costs of Living Tent, Small - 10L
Adventurer’s Pack - 25L Torches - Free
Backpack - 1L Trail Fodder (Weekly) -2 L
Bagpipes - 10 to 25L Waterskin - 1L
Barding - 5x Human Cost Weekly Cost of Living, Adventurer - 5L
Bugle (Instrument) - 5L Weekly Cost of Living, Noble - 10L
Cart, Four Wheels - 85L Writing Tools - 10L
Armor
Area Protected Type Material AP Weight Cost Notes
Legs Varies Leather 1 5 15L
Greaves Cuirboilli 2 6 40L
Pants Chain 3 8 120L
Greaves Plate 4 15 120L
Arms Vambraces Leather 1 3 10L
Vambraces Cuirboilli 2 4 30L
Sleeves Chain 3 5 75L
Vambraces Plate 4 10 100L
Torso Vest Leather 1 7 20L
Cuirass Cuirboilli 2 10 80L
Byrnie Ring Mail 2 10 80L
Byrnie Chain Mail 3 12 200L
Cuirass Plate 4 25 400L
Torso and Arms Jacket Leather 1 10 30L
Hauberk Chain Mail 3 13 275L
Head Hood Leather 1 1 3L
Cap Cuirboilli 2 2 5L Hard cap with metal rivets
Open Metal 3 4 15L Protects 50% of the time - Roman
Full Metal 4 8 50L Corinthian

Shields
Area Protected Type Parry Bonus Weight Cost Notes
Where Interposed Small +1 8 15L
Medium +1 12 30L +2 armor vs. ranged from front and left
Large +2 20 50L +2 armor vs. ranged from front and left
Melee Weapons
Weapon Damage Weight Cost Min Str Bonuses and Notes
Axe Str+2 2 25L D6
Baton Str+1 1 10L -
Battle Axe Str+3 10 40L D8
Broadsword Str+3 8 50L D6
Dagger Str+1 1 20L -
Great Axe Str+4 15 50L D10 AP1; Parry -1; 2H
Great Hammer Str+4 20 75L D10 AP2 vs All; Parry -1; 2H
Great Sword Str+4 12 150L D10 Parry -1; 2H
Heavy Mace Str+3 10 40L D8 AP1 vs Rigid Armor (Plate)
Lance Str+4 10 30L D8 AP1, Reach 2
Mace Str+2 5 15L D6
Maul Str+3 20 40L D10 AP2 vs Rigid (Plate)
Military Flail Str+3 15 75L D6 2H; Parry -1; Ignores Shield Parry Bonus
Pike Str+3 25 30L D8 Reach 2; 2H
Pole Axe Str+3 15 75L D8 Reach 1, 2H
Quarter Staff Str+1 8 10L - Parry +1; Reach 1; 2H
Rapier Str+1 3 100L - Parry +1
Scimitar Str+3 8 50L D6
Short Sword Str+2 4 25L -
Spear, 1H Str+2 8 20L D8 Reach 1
Spear, 2H Str+3 8 20L D6 Parry +1; Reach 1
War Flail Str+2 6 40L D6 Ignores Shield Parry Bonus
War Hammer Str+2 8 50L D8 AP 1 vs Rigid (Plate)

Missile Weapons
Weapon Damage Weight Cost Str Req RoF Range Bonuses and Notes
Arbalest 2d8 20 150L d8 1 15/30/60 AP2; 2 Actions to Reload
Bow 2d6 3 50L d6 1 12/24/48
Composite Bow 2d6 5 150L d8 1 15/30/60
Crossbow 2d6 10 100L d6 1 15/30/60 AP2; 1 Action to Reload
Dart Str+1 2 15L - 1 3/6/12
Elf Bow 2d6 3 - d6 1 15/30/60 Stores 2d6 Power Points
Javelin Str+2 5 20L d6 1 4/8/16
Long Bow 2d6 5 150L d8 1 15/30/60
Sling Str+1 1 5L - 1 4/8/16
Throwing Axe Str+2 1 35L d6 1 3/6/12
Throwing Dagger Str+1 1 50L - 1 3/6/12
Cults of Glorantha
Orlanth Priests (Storm Voices)
Storm God, Chieftain, Warrior Requirements: standard. Storm Voices are the spiri-
tual leaders of the Orlanthi.
Orlanth is the Storm God, god of adventurers, and
Note: the spells of Flight, Shield, and Wind Words are
the god of the barbarian kings. He made the world
available to storm Voices on a one-use basis.
what it is with his strength, and his virtues keep it that
way. He claims, by right of his deeds, overlordship of
Common Divine Magic: all
the universe. He is the god of warriors, farmers, and
rulers, all three. The dominant Genertelan barbarian
Special Divine Magic: Bless Thunderstone, Cloud
culture is named Orlanthi after him.
Call, Cloud Clear, Command Sylph, Decrease Wind,
Orlanth’s temples come in all sizes. His
Increase Wind, Thunderbolt, Wind Warp.
shrines teach Cloud Call.

Initiate Membership Associated Cults


Chalana Arroy: provides Restore Health (Vigor) to
Requirements: standard. Skills - Fighting.
both Wind Lords and Storm Voices.
Spirit Magic: Bladesharp, Demoralize, Detect En-
Ernalda: provides Restore Health (Strength) to Storm
emies, Disruption, Heal, Mindspeech, Mobility,
Voices only.
Strength.
Eurmal: provides Charisma to both Wind Lords and
Note: initiates can sacrifice for all Orlanthi divine
Storm Voices.
magic on the usual one-use basis.
Issaries: provides Lock to both Wind Lords and
Rune Lords (Wind Lords) Storm Voices.

Requirements: Wind Lords are the temporal lead- Lhankor Mhy: provides Analyze Magic to both
ers of the Orlanthi. A candidate must have d10 in any Wind Lords and Storm Voices.
four skills chose from among the following: Climb-
ing, Stealth, Persuasion, Riding, Notice, Knowledge: Mastakos: provides Teleportation reusably to Wind
Stormspeech, or Fighting. They can learn the fol- Lords and on a one-use basis to Storm Voices. Pro-
lowing Orlanth divine magic reusably. Other Orlanth vides Guided Teleportation reusably to Storm Voices
divine magic is available to Wind Lords on a one-use and on a one-use basis to Wind Lords.
basis.
Storm Bull: provides Face Chaos reusably to Wind
Common Divine Magic: Worship Orlanth Lords and on a one-use basis to Storm Voices.

Special Divine Magic: Bless Woad, Command Sylph, Valind: provides Snow reusably to Wind Lords and
Flight, Shield, Wind Words. on a one-use basis to Storm Voices.
Special Orlanth Divine Spells Each Trickster cult is seperate from all others,
each with its own divine spell. His temples are usually
Bless Thunderstone 1 point/stackable only shrines. Paradoxically, these many shrines work
Status: Initiate Range: touch in unofficial harmony, for a worshipper can get rune
Duration: 15 Minutes Cost: 1 spells from any shrine. However, the wide distance
Type: Reusable between shrines permits only well-travelled tricksters
This spell may only be earned by a full Storm Voice. to carry a wide array of spells.
It may only be cast on the High Holy Day of Orlanth Spirit spells taught vary greatly from shrine to
upon a properly prepared flintstone, and thus canonly shrine.
be cast once a year.
The thunderstone must be activated before its Initiate Membership
magic operates. This is done by spending one Power
Point while touching it, whereupon the stone begins Requirements: the initiate must be willing to be-
to spark and crackle. The stone may be thrown, slung, come an outlaw, plus pass any other test desired by
held in one’s hand, or stuck against a target. Once the the local trickster priest, who is always eccentric and
stone has damaged a target, or one melee round after sometimes cruel. He may make the candidate search
activation in any case, it shatters and becomes use- through a huge steaming dungheap for one tiny pearl,
less. or steal a stick from a wyvern’s nest.
For each point of Bless Thunderstone stacked
in the casting, the stone does 1d6 damage and de- Note: tricksters are, by definition, outside the law.
stroys 1d6 Power Points of a struck target. Armor pro- The law does not punish their crimes, but there are no
tects normally against the damage done by the stone. legal sanctions against those harming tricksters in any
The Power Point drain can be stopped by protective way, either.
spells - each 1d6 drain acts a 1 point of divine magic All tricksters are also acolytes, with access to
for purposes of blocking. If a 5-point thunderstone reusable divine magic. A local trickster takes care of
struck a target with Countermagic 8 or Shield 4, he the shrine’s upkeep. In turn he gains the title of priest
would lose only 1d6 Power Points. and a free yearly point of Power Point return, if he
Each time a thunderstone is Blessed, the caster leads worship ceremonies.
loses 1 point of Power. Once a stone is enchanted,
additional castings of Bless Thunderstone have no ef- Special Divine Magic: each shrine is different.
fect.

Special Trickster Spirit Spell:


Hotfoot (Imp aspect)
Rank: Novice Range: 40
Type: Focused and Fixed Power Points: 1

The Trickster Duration: Instant Cost: 1500 L


Note: shrines to the Imp provide a Spellteaching
Jester and Scapegoat divine spell which teaches only the spirit magic of
Hotfoot to its users.
Trickster goes by many names and many shapes. He
If the target’s Power Points are overcome, he receives
is a liar, a shapeshifter, a joker, a murderer, an in-
a burning pain in one foot (chosen by the caster), and
nocent victim, a ravenous glutton, usually insatiably
he cannot stand on that foot for the rest of the melee
selfish but occasionally touchingly generous. He
round. If the target suceeds in an Agility roll, he can
is a paradox and a mystery, too shallow to be real.
hop around on his other foot until the heat dies down.
Tricksters are ill-mannered, gluttonous, and selfish in
Otherwise he falls down.
every way. They are vagabonds, drunkards, madmen,
outcasts, and thieves.
Trickster Aspects draw attention to himself, or he is detected by magic.
Each aspect of the Trickster has at least one type of If he makes a noise, an enemy could try to strike him
shrine dedicated to him. Often, no specific name is by ear, subtracting -4 from chances of success.
given to a particular shrine, or a shrine is known sim- If the character protected by the spell attacks
ply as something like Trickster Laughing or Trick- with missile, weapon, or magic, he becomes visible in
ster’s Toenails. the round he strikes, and remains visible until the end
Such generic shrines variously provide Reflec- of that round unless engaged in melee. In any round
tion and, individually, all the divine Illusion spells of the character disengages from melee, he disappears
Runequest, though a worshiper may have to travel a again at the end of the round of disengagement.
great distance to obtain them all.
Many shrines teach combined, but limited, Crack (Destroyer) 2 points
versions of the various Illusion spells to create a Status: Initiate Range: 80
specific illusion. Some are: Create Wine (1 pt), Gold Duration: Instant Cost: 2
into Hay (1 pt), Create Feast (4 pts), Change a Cow’s Type: Reusable
Color (1 pt), and Make Fine Clothes (2 pts). This spell must be cast at a non-living, non-magical
object, including a piece of armor or a weapon. The
targeted object immediately breaks into pieces. A
Special Trickster Divine Spells: Repair spell can fix the broken object.

Become (Other Shape) (Shapechanger) 3 points Group Laughter (Jester) 1 point/stackable


Status: Initiate Range: self Status: Initiate Range: 10 meter radius
Duration: 15 Minutes Cost: 3 Duration: 15 Minutes Cost: 1
Type: Reusable Type: Reusable
This spell comes in many forms. It turns the user’s This spell ensures that everyone within the radius sees
shape into that specified by the spell. The user retains the point of every joke told, and is even capable of
all his old characteristics and skills, except his size enjoying practical jokes played on themselves. Even
may change. He cannot be larger than normal, but he old jokes that everyone knows seem funny when told
can be smaller. He gains all of the abilities (or lack to those affected by this spell. Additional points of
of same) of the new shape. Each shrine has only one this spell increase the radius of effect by 10 meters.
type of shape the trickster can turn into. The shapes This spell’s effects cannot be resisted. The
vary tremendously. The spell often turns the user inot caster can boost it with Power Points to help penetrate
an animal, but some spells turn him into a type of Countermagic or similar defensive spells.
tree, a rock, or even (in Naskorian, a city of Ralios) a
dirty shirt or (in Pent) a pile of dung. Hide Fire (Firebringer) 2 points
Status: Initiate Range: 80
Charisma (Seducer) 1 point Duration: 15 Minutes Cost: 2
Status: Initiate Range: 80 Type: Reusable
Duration: 15 Minutes Cost: 1 This spell is cast upon a container of any type or size,
Type: Reusable including a man’s hand, a burlap sack, or a pail. It
This spell increases the targets appearance one step permits the container to hold an appropriately-sized
above what it normally is, and adds +2 to Charisma fire without burning or putting the fire out. Thus, a
for the duration. The target remains recognizable. man could pick a candle flame off it’s wick and hold
in his palm for the duration of the fire. He could also
Conceal (Thief) 3 point close his fist and hide the flame - when he opens his
Status: Initiate Range: 80 fist, the fire is still there.
Duration: 15 Minutes Cost: 3
Type: Reusable Lie (Rogue) 2 points
This spell makes the user invisible by attracting the Status: Initiate Range: self
enemies’ attention to a spot other than where the char- Duration: Instant Cost: 2
acter is. He remains unnoticed unless he wishes to Type: Reusable
This spell is indetectably cast at the same time that Duration: 15 Minutes Cost: 1
the trickster tells a lie. Anyone hearing the lie auto- Type: Reusable
matically believes it to be true, no matter how outra- Each point of this spell acts as 12 points worth of any
geous. They continue to believe it until they have divine Illusion or combination of Illusions including
incontrovertible evidence of its falsehood, or for at Motion, Odor, Sight, Sound, Substance, or Taste. The
least one melee round in any case. For instance, if a hallucination is perceived only by the spell’s user (and
trickster used this spell to tell his friends that the Sun those in mindlink with him) and is completely unde-
wasn’t going to rise tomorrow, it would elicit a great tectable to anyone else. A Second Sight spell shows
deal of panic until next morning or until a Yelm priest that the magic affects only the caster.
performed Divination and asked his deity what had
ahppened. Strike (Murderer) 1 point
Those who hear the lie second-hand are not Status: Initiate Range: touch
forced to believe it, and can talk the original hearers Duration: 15 Minutes Cost: 1
out of their misled faith. Type: Reusable
This spell is cast upon a weapon. The next blow by
Panic (Fright) 2 points that weapon ignores all armor.
Status: Initiate Range: 80
Duration: 15 Minutes Cost: 2 Swallow (Glutton) 1 point/stackable
Type: Reusable Status: Initiate Range: self
If the user overcomes the target’s Power Points with Duration: Instant Cost: 1
his own, the target is seized with an overpowering Type: Reusable
terror. He cannot cast any spells or attack in melee, Each point of this spell allows the caster to swallow
though he can parry or dodge normally. Usually, he up to 6 kilograms of any substance. Thus, a 4 point
runs away. spell would let the user swallow an average dog
whole. The caster remains unharmed even if he swal-
Remove (Body Part) (Dismembered) 2 points lows actively dangerous substances such as fire, acid,
Status: Initiate Range: self or poison. Any living being swallowd by the caster
Duration: 15 Minutes Cost: 2 dies.
Type: Reusable
This spell allows the user to pull off the specified limb
or organ without damage or pain. The detached limb
can be moved by the user, and he receives normal
sensory input from it. If he had Remove Hand, he
could take off his hand and send it crawling away.
Even if the user cannot see his limb, he can still
control it and feel what it feels, though he may not be
able to tell where or how far away it is.
If the seperated limb is damaged, all normal
rules ensue as if it were not detached - the owner
can become incapacitated, take Wounds, or even be
poisoned. The user cannot grow a new equivelant part
with a Regrow Limb or Regenerate spell, until the old
part is destroyed.
The user can return the detached part if he
brings it back within the spell’s duration. If the spell
ends before it is restored, it must remain seperated
until he casts the spell again.

Hallucinate (Truant) 1 point/stackable


Status: Initiate Range: self

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