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RuneQuest Home Rules

With thanks to Nikk Effingham http://www.nikkeffingham.com/runequest/rules.htm and Sandy Petersen from whom most of these rules are pilfered.

RuneQuest Home...................................1 Rules......................................................1 General..................................................7 Exploding dice.....................................7 Character Generation.............................7 Rolling Characteristics........................7 Luck Points during character generation.......................................7 Background Skills................................7 High Magic Points Recovery(MP).........7 Ablative Hit Points...............................7 Hit Points Over 20...............................7 Free INT..............................................8 Magic Items Limit................................8 Quirks..................................................8 Luck Points/Hero Points.......................8 Using Luck Points.............................9 Family.................................................9 Ransom Fund......................................9 Edges................................................10 Skills.....................................................14 Automatic failure...............................14 Chances of success over 100% ........14 Adjusted chance of Success less than 0%.....................................................14 Opposed Skill Rolls i.e. Sneak vs Scan ..........................................................14 Encumbrance Penalty for Skills and Spells ...............................................14 Team Rolls........................................15

Step One: Advantaged or Disadvantaged ..............................15 Step Two: Calculate Skill Rating ....15 Step Three: Make the roll ..............15 Step four: Resolution ....................16 Opposed Skills Rolls ......................16 Unopposed Skill Rolls (Team) ........16 Characteristic Rolls (Team)............16 Aiding Rolls ......................................16 Additional Skills.................................17 Agility skills....................................17 Communications skills...................17 Knowledge Skills............................19 Magical Skills.................................23 Stealth Skills..................................24 Damage................................................25 Dying.................................................25 Last Words........................................25 Long Term Damage...........................25 Minor Wound..................................26 Major Wound..................................26 Severe Wounds..............................26 Resurrection......................................27 The Resurrection Ritual..................27 The Deceased................................27 Death Sickness..............................27 The World.............................................28 Falling...............................................28 Asphyxiation.....................................28 Acids.................................................28 2

Alkali.................................................29 Drugs................................................29 Alcohol and Drinking......................29 Flying................................................29 Magical flight.................................29 Height............................................29 Flying and Weather Conditions......30 Flying inside sylphs........................30 Flying and concentration...............30 Shamanic Flying.............................30 Insanity.............................................30 Creating Insanity Spirits.................31 Disease.............................................31 Recovery From Disease.................31 Downtime and Experience...................32 Session Awards.................................32 Experience and Pow Rolls..............32 Epic Rewards.................................32 The Downtime Round........................32 Permanent Employed Work...........34 Illegal Activities..............................35 Self Employed Professions.............36 Working Co-operatively..................39 Living Costs.......................................39 Extra mouths to feed.....................40 Purchasing Property..........................40 Downtime Actions.............................41 Actions...........................................41 Instruction (Skills)..........................43

Characters teaching other Characters skills.............................43 The Retainer of Trainers................43 Institutional Access........................43 Research........................................44 Researching New Sorcery Spells....44 Business and Commerce...................47 Business Points..............................47 Making a New Business..................47 Spending BPs.................................47 Attending to your business............47 Profit Rolls......................................49 Liquid Assets..................................49 Non-Liquid Assets..........................49 RuneQuest Downtime Activities Record Sheet.................................51 Combat.................................................52 Shooting into Melee..........................52 The Combat Round...........................52 Declaration of Intent......................52 Moving and Attacking....................52 Full Round Action...........................52 Attacking/Defending while moving during the same round...................53 Charging........................................53 Mounted Combat...........................53 Attack of Opportunity.....................54 Surprised........................................54 Drawing/reading weapons.............54 Morale Checks................................55 3

NPC Checks.......................................55 Healing Checks..............................55 Fatigue..............................................55 Weapons...........................................57 Lances............................................57 Knuckle Dusters:............................57 Harpoon.........................................57 Lanterns and torches.....................57 Using Weapons At Below Minimum STR................................................58 General Magic......................................58 Use Pow vs Pow rather than MP vs MP ..........................................................58 Pow crystals/ storage matrix..........58 Spell Fumbles....................................61 Table (i)..........................................61 Table (ii).........................................61 Table (iii)........................................61 Table (iv)........................................63 Table (v).........................................64 Table (vi)........................................67 Spirit Magic..........................................69 Summoning Spell Spirits...................69 Learning Spirit Magic for Money........70 Common Magic Costs....................70 Common Magic Casting Results.....71 Brithini and Mostali........................71 Disadvantages of becoming a Shaman..........................................71 Amount of Spirit Magic a character can learn........................................71

Variant Spells.................................71 Openly Available Spirit Magic Spells .......................................................71 Rune Magic...........................................74 Heroquesting........................................77 Cults.....................................................96 Using Divine Intervention..................96 The Effects of Divine Intervention. .96 Initiates.............................................97 Rune Priests......................................97 Rune Lords.....................................98 Rune Masters.................................98 Hero...............................................98 Allied Spirits...................................98 Great Cult Initiation...........................99 Breaking Geases...............................99 Elementals...........................................99 Gnomes...........................................100 Shades............................................100 Salamander.....................................100 Undine.............................................101 Sylph...............................................101 Magical Items.....................................101 Magical Item Types.........................101 Enchantments..............................101 Dead Magic..................................102 Exotic...........................................102 Trinkets........................................102 Magical Item Limit...........................102 Attunement.....................................102 4

Metals.............................................102 Sorcery ..............................................102 AN OVERVIEW OF SORCERY............102 Who Cannot Learn Sorcery.............103 Learning Spells................................103 Increasing Spell Skill.......................103 Memory Requirements....................104 Casting and Maintaining Sorcery Spells ........................................................104 Commoners.....................................104 Sorcerers.........................................104 Ceremony.......................................105 Resisting/Dispelling Sorcery............105 Spell Components...........................105 Spell Precedence.............................105 Boosting..........................................105 THE ARTS........................................106 Learning The Arts.........................106 Art Vows.......................................106 St. Malkion...................................106 Study...........................................106 THE BASIC ARTS (Intensity, Multispell, Range) Intensity..........106 Multispell......................................106 Range..........................................107 SECONDARY ARTS (Accuracy, Ease, Force, Hold, Permanence, Reinforce, Speed).........................................108 Accuracy......................................108 Ease.............................................108 Force............................................108

Hold.............................................108 Permanence.................................108 Reinforce......................................108 Speed...........................................109 RANKS OF SORCERY........................109 Apprentice...................................109 Student........................................109 Journeyman..................................109 Adept...........................................110 Magus..........................................110 VOWS..............................................110 Learning Vows..............................111 The High Vow...............................111 The Vessel....................................111 Lore Mastery................................112 Other Vows..................................112 SPECIALTIES....................................115 Alchemist.....................................115 Conjuror.......................................115 Healer..........................................115 Enchanter.....................................115 Forest Mage.................................116 Illusionist......................................116 Metamorph...................................116 Monitor.........................................116 Necromancer...............................116 Ships Sorcerer..............................117 Warlock........................................117 Lore Mastery................................117 5

Weather Mage..............................117 SPELLS............................................117 Sorcery Used With Other Magic Types...........................................117 Definitions of Spellcasting............118 RITUAL MAGIC.................................130 Restricted Arts.............................130 Special Enchantment Rules.........130 Enchanted Tattoos and Ritual Scarification.................................130 The Ritual Spells..........................130 SECT SPECIAL SPELLS.....................135 Borist College of Magic................135 Brithini College of Magic..............136 Carmanian College of Magic........136 Galvosti College of Magic.............137 Hrestoli College of Magic.............137 Lunar Magic....................................139 Phase of the Moon Effect on Sorcery .....................................................139 New Art: Lunar Magic...................139 NonSorcerers...............................139 Henotheistic Church of Otkorion.....139 Character Sheet.................................148

Exploding dice
Whereby when a particular number is rolled on a die (often the highest, but not always) it allows the player to roll another die - which may explode again if the rules allow for it! So... for a d6 a roll of 6 would let the player roll again (if the exploding number was a 6 in this case) and add on.

Character Generation
Rolling Characteristics
Roll 3d6 5 times and record the results, then allocate amongst Str, Con, Pow, Dex and App as wished. Roll 2d6+6 twice and allocate amongst Siz and Int as wished.

Luck Points during character generation

Each character receives 3 luck points to use during character generation. They can be used as follows: 1 point allows a reroll, 2 points allows you to select the result (except rolls for characteristic, which cost 3 to select)

Background Skills
Add 30% to language skills, select them in such a way so that the party can have a common language. Add (Age over 15) x10 to any skills that the play can reasonably agrue their player should have, pay particular attention to new skills introduced by these house rules as they will not otherwise arise by the normal character generation. Typically do not add more than 10-15% to any one skill.

High Magic Points Recovery(MP)

Characters with very high POWs (for instance some wind children, certain spirits, demigods etc.) work slightly differently. If a character has a POW higher than 24, then these differences apply. Magic points regenerate at a rate of one point per hour for every 24 POW a character has (rounded up). Example: Cragspider, with a POW of 86, regenerates 86/24=4 (after being rounded up) magic points per hour.

Ablative Hit Points

Provided by things like vigour and strengthening enchantments, and certain chaos features. Ablative hit points are just like normal hit points, but dont raise hit locations. If you have any ablative hit points then, no matter where you are struck, the damage affects the ablative hit points first. When they are used up, damage goes through to the location. Ablative hit points heal at the rate of one per hour.

Hit Points Over 20

If a character has (regular, non ablative) hit points over 20, all healing is doubled (whether its from first aid, magical healing or natural healing). Similarly, if it is over

40, it triples etc.

Free INT
Free INT is the amount of room a character has to fit in spells. Each point of Spirit Magic (and any Charms past the five a character can normally learn) takes up one point of Free INT, and no character can learn more than their Free INT. The Free INT of a character is equal to 10 plus one half the characters INT.

Magic Items Limit

Virtually all magic items must be attuned to the user, with only very minor magic items not requiring such a process. However, there is a limit to the number of items that a character can attune to. For each category a character can have only one magic item. When a character becomes a rune level or a shaman, this increases to two for each category. When a character takes a sorcerors Vow, it can increase a single category from a limit of one magic item to two. A character who somehow is both a rune level and a sorcerer, or a shaman and a sorcerer, is still limited to two magic items in each category. The categories are magic point matrix, spell matrix, strengthening enchantment and crystals

A character can select up to five Quirks during character generation. Quirks should reflect minor twists of a characters personality. For every Quirk selected the character receives a re-roll (one use Hero/Luck points), which can be used at any time after character generation. Once used, they are lost forever. Example Quirks include: always itches their head; addicted to tobacco; a taste for Hazia; continually swears by Humakts name; farts often; favours rare blue cheeses; impotent; obsessed with their own hair; grouchy; lisps; always demands to gamble at the campfire; whittles figurines of the Celestial Court as a hobby; aims to turn yodelling into a form of martial arts; beer puff; averse to swearing; homosexual; never steps in the shadow of a shadowcat; knows all seventy four Praxian words for food; old romantic; lover of poetry; yawns at inopportune moments; despises theological discussions; compulsively keeps their weapon clean; inability to keep oneself clean; absent minded; compulsive liar; has a nemesis; tries to speak New Pelorian to sound fancy, but always gets it wrong. Example: Bob decides his characters quirks are as follows. First, his character is obsessed with learning obscene words in other languages. Hes very bad at cleaning his armour. He is particularly attracted to women with gat teeth. He keeps his toe nails short by biting them after every meal, whether in decent company or not. He dyes his hair with three blond streaks, one for every woman he has ever loved. He notes his 5 re-rolls. At this stage, Bob also realises he hasnt named his character. He settles on Querida Angelo Del Mico a Tinaros

Luck Points/Hero Points

POW 6 or Less Luck Points 1

712 1318 Each 6 points The Reasons Why

2 3 +1

POW: power is a measure of luck and divine favour; a gift of fate, or the ability to cheat it

Luck Points help differentiate heroes from the rank and file. They represent a characters ability to potentially turn failure into success and even cheat death. Every character starts with a number of Luck Points as described above. Luck Points can be used during play and, at the beginning of the next adventure, replenish to their usual value. Luck Points only increase if the POW characteristic increases, or some form of magic provides a temporary increase in some fashion.

Using Luck Points

Luck points can be used in a variety of ways. Only one spend of Luck Points can be used in support of a particular action.

Cheat Fate
Characters can use a Luck Point to re-roll any dice roll that they had to roll. This can be a skill roll, damage roll, experience check roll or anything else that has some effect. 2 Luck points guarantee success 3 Luck points guarantee special/critical if used as defence against critical attack

Desperate Effort
If a character receives damage equal or in excess (but not double) to Chest Abdomen or Head or up to double HP for limb and the character wants to be heroic and continue fighting, pay 1 hero point per round fought.

Unlike every other role playing game, RuneQuest assumes that the character has a family. Indeed, most campaigns will consist of doing things for ones family/tribe/community etc. and, as such, it would be particularly strange if every player character was an orphan! The player may freely create their family as they wish. But every PC should come equipped with some details about their immediate family. Example: Bob decides that Querida is one of four children. His father is a blacksmith who lost his job because during the last war he went with the armies, and when he returned his business had been stolen by another blacksmith. His mother is a housewife, whose relatives consorted with trolls in the east (thus setting him up with contacts with the ZZ cult). One of his two brothers died young, of Brain Fever. His other brother has is an apprentice blacksmith, but no longer talks to his family after he discovered his mothers secret that her family consorted with darkness. He decides he also has a sister, who has married another apprentice blacksmith. She drinks too much, and gambles, and has a penchant for beating her husband on the bad days. With this kind of family in place, and a campaign based in the city he grew up in, Querida is sure to have some interesting familial connections.

Ransom Fund
In Glorantha, not every conflict ends in fatalities and the taking or prisoners, and then ransoming them, is commonplace. Characters may take others for ransom, but it also works the other way. A character who surrenders to his foes will likely find himself up for ransom (for just one way to do this, see the Yield action in Combat). Obviously, it is moronic to attempt to surrender to certain foes (broo, ravenous trolls, brigands with nothing to lose and no way to collect a ransom easily) but many cultures will accept surrender well. It is assumed that the character begins with some friends or family willing to ransom him back. Unfortunately, of course, funds are going to be limited. The characters ransom fund starts at 500 pennies enough to ransom the average character back once. Characters who have taken the Status advantage have a ransom fund of 800 pennies. Note that the ransom for the character (given in Money and Equipment) may increase if they have inflicted great damage or need to pay wergild on the people that they have killed. If a characters ransom fund is of the appropriate level, the ransom is paid, the amount deducted and the character returned (although this is almost certainly after the adventure, and they lose any Downtime Actions for that downtime round). If it isnt of the appropriate level, it may still be paid if the PCs find some way to raise the extra cash.

A character may contribute to their own ransom fund at any time. Further, events in the game world may increase their ransom fund in any case. Characters cannot generally liquidate their ransom fund unless the funds have been provided by the character themselves. This cash is from the last coffers of ones brothers, sisters and friends, not some Gloranthan equivalent of an ISA.

Finally, a character may an edge. Edges are advantages that the character benefits from. Every character gets one edge. The only other way to get edges is through playing sessions (say, getting blackmarket contacts by getting blackmarket contacts in game). Often edges can be acquired via HeroQuests

Absolute Direction: The character has a mental compass, they always know which direction they are travelling.They can never be disorientated. Absolute Timing: No matter what, no matter where the character is or how long they have spent unconscious, they are able to accurately tell the time to within about five minutes. If they concentrate, they can be accurate to within five seconds. Accelerated Healing: The character recovers twice as fast from all wounds, and regains an extra two hit points every time they are required to make a healing roll. Access to Sorcery: Characters form a non-sorcery using culture, such as Dragon Pass barbarians or Pentan nomads, must purchase this advantage before buying sorcery. It can only be bought with GM approval, and usually requires a good reason for possessing it. Minor Allies: A character has allies that are willing to risk themselves in some manner to aid the character. Once called upon, they will do their best to help. They may also call favours in from the character, which gives ample possibility for a gamemaster to create storylines. This advantage may even cover a group of individuals rather than a single ally. Minor allies include a group of local city beggars willing to hide the character from time to time. Animal Empathy: The character gains a bonus of +5% on all rolls involving animals. Artistic Ability: The character gains an effective bonus of +15% when required to make a skill roll to do with art. Blackmarket Contacts Blackmarket Contacts: The character has contacts on the blackmarket that allow him/her to gain access to illegal substances and assets i.e. hazia, and other illegalities. The character might like this to be more exotic, such as having contacts with Bagogi mercenaries. Boon: The character has a boon from a local or influential member of society, such as a Count, Governor, Beggar King or local military member. This boon may be used once and once only, and the NPC may or may not be on friendly terms with the player. For instance, the Red Emperor may be in Boon to an Orlanthi for a previous act that helped the Empire. While the Emperor may not like it, he'll have to honour it. Given it is a one time only thing, the Boon should be pretty useful. Breath Underwater: For each level in this advantage, the character can spend longer and longer underwater, and generally hold their breath for longer. When making suffocation roles (whether underwater or not) they start with an extra five multiples. So, a character who holds their breath before running through a poisonous cloud starts rolling their CON at CONx15 rather than CONx10. Bulky: You muscly man meat you add 2 SIZ. 10

Weather-sense: The character gets the same weather-sense as an Orlanthi Wind Lord. They can predict massive weather changes one hour in advance. Cult Friendship: The character is related to a cult in a friendly manner. The cult will offer help, assistance, board and succour to the character, and makes available training at the same prices offered to cult members. This may be due to owing debts, or a great act that aided the cult. The choice of cult could be unusual (for instance the cult of Quatanara, or a chaos cult). Such choices should be run by the GM first. Cult Skill Access: This advantage give the character access to a special cult skill of a cult he does not belong to! So a character may have Sense Assassin without having joined Humakt! This may be a gift, a random blessing, the result of an accident, or a HeroQuesting gift, or maybe the secrets were just plundered! Once the advantage has been bought, the skill must then be bought up normally from a base chance of zero. Destiny: The character has a destiny to fulfil. The character will, at least, vaguely know of this destiny via visions and prophets etc... but may not, at the Gamesmaster's discretion, know the full extent of their path. During any adventure that deals with their Destiny, the character receives a single free re-roll. Detect Illusions: The character has an innate talent to detect illusions and other such chimeras. This is often seen as a blessing of Harmony. The character has a POWx5 chance of detecting illusions/phantasms etc... Double-jointed: The character is particularly supple. They have a bonus of 35% to all rolls involving this ability i.e. contortion. Eidetic Memory: The character can recall all minor details etc... with absolute clarity. Enhanced Darksense: Only available to characters with Darksense. It allows the characters to utlize their Darksense as a form of weapon, a sonar based weapon. Not particulary deadly, it can be used to get rid of bugs, zap trollkin into submission etc It can only be used whilst the sonar receptors are uncovered. It is counts as a missile weapon using a skill beginning at base 25%. It inflicts 1d3 damage, but that penetrates any and all armour. It can be dodged. Excellent Throw: The character has an excellent throwing ability. They may throw objects up to three times the normal range. Fame (Minor): The character is famous, at least amongst a certain type of people. At the minor level they are quite well known amongst their tribe and clan, with everyone in the area knowing who they are. Of course, what they are famous for is up to the character to decide. This advantage can be modified if it applies to a certain group of people, such as a specific cult (such as a Sage famous for mapmaking in the cult of Lhankor Mhy, or the character is known only to the such cases the characters fame should be closer to that of the Major Fame advantage. Fast Draw: The character is hard to surprise. They add 5 to all of their surprise checks. Fearless: The character lacks fear. Reduce all Fear passions by one, and they resist Fear spells, shade fearshock etc. with five extra magic points. Fertile: The character is blessed by the gods of fertility. Whether male or female, the character is three as likely to impregnate/conceive and the children are generally born healthy, unnatural effects not- withstanding. The chances of twins or triplets increases. The character resists all magic damaging fertility as if they had five more magic points than they actually do.


Foreign Sorcery Spell Access: Sorcerors who wish to purchase spells from outside their school, for instance a Boristi trying to buy the Brithini Suppress Wizard spell, can buy this advantage. It gives access to the foreign spell, and only that foreign spell. The spell choice must be GM approved. Survive death: For one night only, I will be Wile E. Coyote The character can survive death. Once. They might not survive with all their belongings, hell they might not even survive all in one piece, but they will survive. Scrub this edge off once used. Gift/Geas Gift: This can only be taken if the PC is a member of a cult that accepts gift/geas pairs (Humakt, Yelmalio, Vinga, Thanatar etc....). The character has done some great service, or participated in a particular ritual, or been gifted by the god, to have another gift, and it's appropriate geas. This should be chosen or randomly determined as is normal for the cult. Good Looking: Add three points to CHA. Hang On In There Baby: The character has an unnatural ability to cling on to life. They can fall to minus three general hit points without dying. High Pain Threshold: All CON rolls that are made to do with pain are made at a an extra three multiples i.e. a CON x3 becomes a CON x6. This does not apply to fatigue rolls. Hit Points Bonus: The character's stamina is unusually high. They have an extra two hit points. Immunity to Dehydration: The character has an effective 10 CON to resist dehydration. Immunity to Disease: The character has an extra 6 CON to resist all diseases. Immunity to Heat/Cold: The character suffers one point less damage from heat and cold effects from non-magical sources. The damage can not be reduced to below one point. Immunity to Poison: The character has an extra 6 CON to resist all poison. Immunity to Tap: The character always has 95% chance to resist Tap and Tap-related spells. Iron Grip: The character has an iron grip. They resist when grappling with an extra 5 points of effective STR, this applies also in contests such as arm wrestling. Lightning Calculator: The character can perform complex mathematical problems in an astoundingly short amount of time. Light Sleeper: The character is a light sleeper. At the first sign of danger they instantly awake with no penalty. They also receive Spot rolls to hear anything about them whilst asleep at no modifier. Lock Picker: The character is an excellent Lock Picker. Can add 20% to their effective skill when picking locks. Longevity:This advantage only applies to all further aging rolls made (i.e. those made after character generation). It allows the character to throw three sets of dice for every aging roll and select the best result.


Military Ranking:The character holds rank in an army of the area. They have commission, and therefore obligations, a salary and the ability to order others about. This advantage normally makes them akin to an officer. Musical Talent:The character gains +15% effective skill when required to make any roll connected to music. Night Vision (Minor):Character has Night Vision -20. Noble:The character is a titled noble. The character starts with an extra 300 pennies of cash, and owns land (reducing their living costs by 50% to a maximum saving of 500 pennies). Obese: Youre obese. Increase SIZ by three points, but decrease CHA by two. Obscure Skill: The character has access to one of the skills not normally accessible. Check with your gamesmaster whether you can take this edge for a particular skill. Party Animal:The character can stay awake all night with no fatigue effects. This only works if they slept the night before. Pick Pocket: The character is a natural pick pocket. Add 15% to their effective Sleight skill when attempting to pick pockets. Rune Spell Access:The character has either been blessed by a deity, been on a HeroQuest, or learnt ancient secrets. They gain access to a Rune Spell. This Rune Spell is one not normally available to the character, so an Orlanthi may buy access Weaponmight. The access is only ever one-use, but like other one-use spells the spell returns on the high holy day. The spell chosen should be approved by the GM. Skill Affinity (Minor):The character has an affinity to a certain skill. The character has a +5% bonus to their raising rolls with that skill. Skill Bonus (Minor): The character gains +15% to a skill that they have not already added any bonus to, or +5% to Advanced Edges one that they have. No skill can receive the benefits of more than one skill bonus. Smell Death:With this advantage a character can smell the presence of death (such as large numbers of corpses, or if the GM wishes, a single dead body), when powerful Death magics have recently been used, powerful worshippers of Death cults or (again, if and when the GM wishes) the immanent Death of somebody else. This does not locate the distance or direction of the source, only the presence. Spirit Affinity:The character has an affinity to spirits associated to a specific rune. For instance, the character may have Darkness Spirit Affinity, or Illusion Spirit Infinity:The character has +40% on the spirit reaction table when dealing with such spirits. Spiritually Powerful:The character is difficult to possess. Any possession attempt is resisted with an effective 10 POW extra. This includes the Attack Soul spell. Spirit Sense:The character is a natural mystic. They immediately sense the presence of spirits, even if they are possessing another being. They also gain some measure of feeling as to the nature of the spirit (i.e. malign, chaotic, darkness etc..) Status:The character has a position in society that demands respect. It only applies to one particular type of society, someone with status in the Lunar Empire will be treated well there whereas they would be treated with contempt by an Orlanthi. This advantage confers upon them a status akin to a noble, or equivalent. 13

Automatic failure
If you roll 96-00 you usually score an automatic fail. There is also a chance of a fumble, where some further deleterious effect takes place. Your chance to fumble is any roll above 95 + your chance to critical (to a maximum of 100).

Chances of success over 100%

If your chance of success is above 100%, then two effects take place. Firstly, the chance of failing decreases. Secondly, the character can score success levels higher than criticals. For every full 100% in the chance of success, decrease the chance to fail by 1. So whilst you normally fail on a 96-99, if you have 100-199% chance of success it decreases to 97-99; 200-299% it decreases to 98-99; 300-399% you fail only on 99; at 400% or higher you never fail. Everyone, no matter what, or how powerful, or how many powered weapons you have, fumbles on a roll of 00. The two higher success levels are supercritical and hypercritical. A supercritical can only occur when your chance of success is over 100%, and for every full one hundred percentiles of success, you have a 1% chance of a supercritical. A hypercritical (the best result you can have!) is equal to 1% for every full 400% you have in a skill.

Adjusted chance of Success less than 0%

A skill that has a Base Chance (not adjusted chance) of zero cannot ever be succeeded by the character. If they have Ventriloquism of 00%, then they have no chance of succeeding with that skill. If an adjusted skill chance is below zero, but has a base chance of more than zero (i.e. a character with a sword attack of 43% fights in darkness at 75% penalty yielding a final chance of 22%) there is always an 01 chance of succeeding (and doing so critically!).

Opposed Skill Rolls i.e. Sneak vs Scan

Both sides roll appropriate skill rolls, the winner is the succeeding skill roll with the higher percentage value unless one of the sides criticals or specials, in which case either the critical/special rolling side wins or the critical/special rolling side with the higher value wins. If both sides fail then in the case of the sneak vs scan example the sneaker should not be detected.

Encumbrance Penalty for Skills and Spells

Use ENC 5 as a deduction from skills, i.e. the first 5 enc has no penalty and thereafter the penalty is ENC 5 %


Team Rolls
Step One: Advantaged or Disadvantaged
In cases where teams must oppose skill rolls you must decide whether your situation is one of being: Advantaged and Disadvantaged. Your roll is an advantaged roll if having more people makes you more likely to succeed. For instance, lots of characters trying to pick a lock; lots of characters working to brew the same batch of ale; lots of characters trying to keep watch; engaging in ritual spells; engaging in boating down the river; researching specific pieces of information; most downtime job action rolls; tracking; battle co-ordination etc. Your roll is disadvantaged if having more people makes you less likely to succeed. For instance, if the characters are jointly trying to sneak past the guards; swimming as a group; climbing as a group; running long distance as a group etc. It is possible that two teams both roll advantaged rolls, or both have disadvantaged rolls.

Step Two: Calculate Skill Rating

Team rolls are resolved as follows: each team calculates the skill they have to roll against. If your roll is advantaged then it is calculated as the highest skill of the characters involved, plus 1/10th of the skill of everyone else involved. Disadvantaged is calculated as the skill rating character with the highest skill, then for every other character you modify that roll by: ( 100 their skill ) divided by 10 Note that in cases where a characters skill is over 100, this means that there is no penalty but do not add any benefit.

Step Three: Make the roll

Every character then makes a roll. The success level of the opposed test is determined by the roll of the character with the highest skill. But everyone else gets to roll too, and their success level has further effects. If they fail or succeed, nothing more happens. An individual failure is mitigated just as long as the roll of the character with the highest skill makes it. If they succeed, they dont really add to the project (and if the roll of the character with the highest skill is a fail or a fumble, tough titty it seems your characters attempt to aid the team endeavour just wasnt good enough to make a difference). If they succeed, they deserve an experience tick. They can get an experience tick, even if the team as a whole fails. If they fumble, then they screw up. This may affect the whole skill attempt, or just screw over the individual character. For instance, if they are trying as a group to swim a river then they screw themselves over but the group may do okay. If the group are jointly making, say, a sculpture then it screws over the project. If a character gets a special or better, they get some further effect. Firstly, a special by one character can cancel a fumble of another character if they so wish. If they use this option they use up their special and cannot get the second benefit. Secondly, for every special (or better) that is rolled, and isnt used up solving the fumbles of other characters, a re-roll is earned for the character with the highest skill. They can make the re-roll and then choose the best of the rerolls. 15

Step four: Resolution

With all of this done, compare the final rolls. Then resolve as you would with an opposed roll for two single characters. That is, if one success level is better than another, the better succeeds. If theyre the same, they draw or its whoever made it by the most etc.

Opposed Skills Rolls

Sometimes a team of characters must attempt to overcome one or more adversaries in a contest. In any case where it is conceivable that a team roll is relevant, the Team rules should be used. For instance, if the characters are trying to sneak past guards, its a team roll. If the characters are all on watch, and someone tries to sneak past, its a Team roll. If the characters try to jointly intimidate someone, its a team roll. If the characters try to ascend a mountain together, its a team roll. If the characters head off to pick some pockets, its a team roll etc. Characters do not have the option of picking whether its a team roll or not, and if a team roll could be appropriate then it is appropriate. Team rolls have four steps.

Unopposed Skill Rolls (Team)

Works just as above except that when you come to step four, resolution is figured just as you would figure unopposed skill rolls for single cases.

Characteristic Rolls (Team)

In the Team case it again matters whether the roll is advantaged or disadvantaged, although in most cases itll be advantaged (in most cases where you think its disadvantaged you should, unlike the skill case, make single rolls). In advantaged cases add of your stat to the highest stat and then make the appropriate roll on the resistance rable. In disadvantaged cases, minus [ ( 20 your stat ) / 4 ].

Aiding Rolls
Sometimes, as described below, one skill can be used to Aid another skill. When this is the case that skill gets to count towards the group roll as a positive modifier (and always a positive modifier, even if the roll is normally negative: for instance, using an Entertain skill of 50 to Aid a Stealth check always adds 5 to the roll). This cannot break the restriction that only three skills can add to the roll. As well as adding to the skill check, one gets to roll the Aiding skill during the skill check. An Aid Skill Can Never Be The Group Roller. One also rolls even when youve already rolled one skill roll you get to roll both! In this manner an individual might end up rolling a group check for a task performed on his own, when it is the case that they are using a skill to Aid another. Example: Hjart sees guards coming and starts dancing to distract them from seeing his allies breaking into the nearby house. He uses Entertain of 60 to Aid the group roll. If his allies were two in number with a Stealth of 60 each theyd normally roll a group roll at 56. However, with the Entertain bonus, this increases to 62. Everyone rolls at 60, with the normal effects of getting a special or a fumble etc. Example: Gerd tries to Evaluate (skill 40) an ancient First Age Sword. He has First Age Lore of 60. He uses First Age Lore to Aid his Evaluate. He doesnt roll on 60, he rolls on 40, plus 1/10th of his First Age Lore, which 16

makes 46. He rolls two dice, one for the group check, at 46, and the other for his First Age Lore at 60.

Additional Skills
Agility skills

Drive [vehicle] (10)

With this skill a character can control a wheeled vehicle drawn by one or more beasts of burden. Like ride, this skill represents the users ability to do more than simply let the horses pull the vehicle along; it involves sharp or difficult turns, jumps, bumps, and combat from the vehicle. Driving with only one hand reduces Drive by 20%. Unlike ride, however, the combat abilities of the rider's are limited to the driver's skill, not their own. Common Drive skills are Chariot, 4-wheeeled cart, and coach.

Escape (05)
Allows a character to escape from bonds. Each round in which the character may work uninterrupted and he succeeds in an Escape roll allows the character to pit his STR+DEX versus the STR of the binding. Failure leaves the character still bound. The process is easily visible to a guard who can interrupt it and negate the escape attempt. The GM should modify this skill according to the difficulty of the bonds. For instance, rope tied by a child might be easy, with +30 to use, whereas a set of iron manacles may be -20.

Running (25)
This skill increases the characters ability to sprint for short periods of time.

Dodge/Tumble (05)
Affected by ENC penalty This is the skill of diving and rolling in combat. A successful use of this skill means that the character may move away from his attackers at up to 1 meter per strike rank, and they must subtract the actual successful roll from their attack chances.

Communications skills

Seduction (10)
Seduction is used to seduce characters. It is, like most communication skills, a resisted contest with modifiers chosen by the GM (sluts, of the male or female variety, may give the character a +40, whereas trying to seduce virgins sworn to celibacy may give a -75). A success indicates that the victim has succumbed to the character's wiles. A failure does not always mean failure, since if the victim was inclined to bed the adventurer anyway, they might simply smile at his clumsy attempt and do so anyway. 17

A fumbled Seduction roll always indicates that the character has offended his target, and he/she might well relate the failed attempt to their siblings, parents, spouses, etc., with varying (usually painful) results.

Deal/Bargin (05)
This is the skill of buying something for a lower price than asked, as well as covering the ability to bribe. It also covers determining which situations are ones where a bargain can be struck, or whether a bribe would be accepted. It can even be used for brokering political deals. With regards to selling items, normally items can be sold for 50% of their list price (if good as new) or 20%(if damaged and battered e.g. armour taken from dead opponents). A successful Deal roll gets an extra 20% on that, 30% if a special, 40% if a critical, 45% if a supercritical and 49% if a hypercritical.With regards to buying items, if the character makes a Deal roll they get 10% off of the list price (15% on a special, 20% on a critical, 30% on a supercritical and50% on a hypercritical).Deal is separate from Convince. Deception can, inappropriate circumstances, be used to Aid Deal rolls. However in some circumstances (for instance, trying to sell a lemon) the Deception isnt used to Aid the rollbut is used as a precursor to making the roll in the first place.If the character fumbles, the attempt to buy an item fails. Either the person or people they are dealing withare outraged, or the whole market place becomes shocked by the dodgy dealing habits of the individual. In some cases, the guard are called, others the item will not be sold at all, and on other occasions the item will only be sold at 150% price. When it comes to bribing, there are modifiers depending upon the amount offered and the person dealt with. As a guideline: 25 pennies = Bribe for semi inconsequential information 100 pennies = Leaving the door of your employer open so someone can get in; getting obviously secret information; doing something pretty illegal (such as not arresting you for theft) 300 pennies = Doing something obviously illegal (such as not arresting you for murder) 500 pennies = Doing something seriously illegal (such as aiding you in murder) 1000 pennies = Doing something lethally dangerous (such as murdering your employer with a chance of being caught and executed) Modifiers are given below for Bribing. At no time will any character do anything stupid because of a Deal. No character would accept a bribe knowing they will be caught, no character will knowingly bargain themselves into a bad position. Example Modifiers: Bribing the corrupt (+40) Bribing the honest e.g. most guard (-20) Bribing the fanatically honest (-60) Bribing with only half the money (-30) Bribing with twice the money (+20) 18

Bribing with five times the money (+40) Bribing with fifteen times the money (+60) Example Reroll Periods and Tests: Virtually all Deal rolls and Bribe rolls take a few minutes, and theres just one chance.

Ventriloquism (00)
The ability to make one's voice seem to come from someplace other than the speaker. Normal range for throwing one's voice is the normal range for spoken voice.

Knowledge Skills

Lores (varies)
There are many different kinds of Lore. A successful roll for a particular Lore means that the adventurer has the necessary knowledge about an item or situation. A Lore skill does not increase through experience; either the character knows the information or he doesn't. Lore skills assume good knowledge about the native region of the character; Lores are rolled against when the character encounters new animals, plants, peoples, and so on. It is possible to research a Lore, to learn about unicorns, for instance, and in this way increase a particular Lore knowledge (or several, if there are interlocking factors. Unicorns would normally come under Animal Lore, but their horns have certain alchemical uses, so Lore increases in Alchemical Lore and even Poison Lore would not be inappropriate.) Lores can also be further subdivided into regional subskills; a desert nomad's initial World Lore (Desert) would know much about desert weather and the ways of sand, but if he later moved to an heavily forested region, he could gain a new World Lore (Forest) with new research. Alchemical Lore (00) Demon Lore (00) HeroPlane Lore [Plane] (00) Legal Lore (00) Music Lore (00) Poison Lore (00) River Lore (00) Spirit Lore (00) Undead Lore (00) 19

The base chance of some skills are noted on the character sheet, and are normally 05%. Unnoted skills are at 00%, except Chaos Lore.

Alchemical Lore
This lore provides a general knowledge of the principles and practices of alchemy. Successful use of this lore will enable the user to recognise various substances useful to, or produced by, alchemy. Alchemy is useful for creating potions, slaves, and oils that store magical energy, and for creating golems, homunculi, and simulacra. This skill must be used with specific raw materials. They may be obtained with the use of Animal, Plant or Mineral Lores. Healer temples have supplies of such substances and sell to initiates at a cost of 50 pennies per potential POT. In conjunction with Medcine skill Healing potions and medicine (curing diseases) can be made with this skill A successful Alchemical Lore roll transforms the raw materials into a medicine of the appropriate potency. A special success adds 1 to the POT. A critical roll increases POT by one half (round fractions up). A failure means the product was ruined and the raw materials wasted. A fumble means that the resultant potion is useless or even poisonous, but that the maker is unaware of this fact. Medicines can be made to cure diseases. The maximum POT of medicine created is equal to the character's Refine Medicine score divided by ten. It works by matching its POT against the diseases resistance, if the resistance is overcome the patient is cured. The resistance for Mild diseases is 2, Acute is 6, Serious is 12 and Terminal is 20. In the case of possession spirits, the medicine must match its POT versus the spirits POW, if the POW is overcome the victim may engage the spirit in spirit combat and if the spirit is defeated, the spirit is expelled. This lore also represents the ability to concoct both poisons and antidotes to poisons with common (or rare) ingredients. It interlocks quite nicely with Animal Lore (venom), Mineral Lore (mineral poisons, like arsenic) and Plant Lore (plant-based poisons, like nightshade or belladonna). A huge variety of poisons and their antidotes are possible through the use of this lore. A successful roll transforms the raw materials into a medicine of the appropriate potency. A special success adds 1 to the POT. A critical roll increases POT by one half (round fractions up). A failure means the product was ruined and the raw materials wasted. A fumble means that the resultant potion is useless or even poisonous, but that the maker is unaware of this fact. Poisons and poison antidotes can all be made with this skill. One point of poison antidote will counteract 1 POT of poison and is specific to a particular type of creature. Knowledge of this skill does not grant universal access to all antidotes, for instance to create Basilisk Antidote the Healer must have a good percentage in Chaos Lore. Types of Poison: Basilisk, Giant Ant, Ghoul Venom, Grampus Gas, Insect Poison, Manticore Poison, Octopus venom, Scorpion venom, Snake venom, Stoorworm gas, Walktapus gas, Wyvern venom. 20

Chaos Lore
This lore represents practical and scholarly knowledge of the forms of chaos common to one's local region. Orlanthi and other noted chaos haters have 15% base skill, other nomads, barbarians and primitive cultures (plus dragonewts and elves) have 10% base and most other culture, such as the civilised cultures like Dara Happa and Mostali have a base of 5%. Some isolated islanders have a base chance of 00%. Demon Lore: This lore represents knowledge of forms of chaos and chaotic entities that do not exist naturally on Glorantha, primarily those entities which must be summoned here. With this lore a character could tell the difference between a chaotic entity native to this world, and one which is not. It also represents his knowledge of the more commonly summoned demon breeds. It can also be used to determine the needs, weakness' and / or desires of a demon, so that it might be placated, driven off, or slain. This skill has a base chance of 0%.

HeroPlane Lore
A rare lore that deals with knowledge about the layout of the HeroPlane, what lives there, how to get there etc... There is a specific Lore for each part of the HeroPlane, so there is Underworld Lore, Sky Realm lore etc... This skill has a base chance of 0%.

Legal Lore
This allows a person to recall the letter of current statutes and to find examples of the law being used in practice. It's specific to the culture where the individual first learnt the skill. Note, this subtly different from Lawspeaking.

Magic Lore
Generally only learnt in the West, it is connected with the God Learners. This is the study of in depth workings of magic. Not just spells, they understand magical theory, and the methods of certain magics. Most people in Glorantha get along quite fine without it.

Music Lore
This lore includes knowledge of songs and singing styles common to one's local region. It might also relate to epic poems, folklore, and various other styles of poetry. A successful music lore roll would allow its user to recall the name, composer, and lyrics of an obscure song, or aid him in composing a song of his own.

[Racial] Lore
This is the equivalent of [Human} Lore, applied to other races. A member of a race has 05% in this lore and 00% in all other racial lores.

River Lore
This Lore skill represents knowledge of river ecology. It combines knowledge of geology, physical effects, animals and plants, and gives information not only on the normal 21

attributes of the river, but also the effects on the ecology from outside changes. It works equally well with rivers in any land.

Spirit Lore
This lore represents knowledge of the inhabitants of the spirit plane. With a successful lore role, a character could correctly identify a type of spirit, know how to summon a particular type of spell spirit,determine the most probable means of exorcising a spirit, or know what sort of spirit is necessary for the task at hand.

Undead Lore
This lore represents practical or scholarly knowledge of the various forms of undead, their capabilities, weakness', and formation.

Numeracy (00)
This is the ability to do complicated mathematical procedure including algebra and geometry, but most often used in large-scale accounting and number crunching. Lunar Tax employees are often quite skilled in this.

Poetry (00)
Poetry is the knowledge of verse forms and conventions. Characters may create or critique poems with this skill. Short poems such as Kralorelan Haikus can be created spontaneously.

Sense Motive (05)

By using this skill, the character gains insight into what motivates a target. Being a sense skill, the level of success determines the quality of the information the Referee gives to the using character. To ensure the character gets the appropriate information without further insight, the Referee should roll the skill in private.

Fumble - the Referee gives deliberately incorrect information. good luck Miss - the Referee gives only obviously discernable information. Hit - the Referee gives one extra bit of info about what is motivating the target character. Special - the Referee gives two extra bits of info, or reveals a motivation that the target character might not even be aware of. 22

Critical - the Referee gives a clear description of what motivates the target, and also reveals what the target may do next.

Swordsmithing (00)
Whilst the skill of craft/armouring allows a person to make normal weapons, shields, armour and smithing tools, this special skill allows the manufacture of high quality swords from suitable raw materials provided the user has time and access to the requisite tools. A person's Swordsmithing ability may never exceed their craft/armouring skill. A successful use of this skill creates a sword with +1 ap, whilst a special success creates a sword with +1d3 ap and 10% less ENC. A critical success creates a sword with +1d3+3 ap, 20% less ENC, +5% attack and parry, +1 damage and -1 SR (but never less than one). A skill roll above a person's swordsmithing skill but below their armouring skill still produces a normal sword. A total failure results in a sword with -2 ap, -5% to hit and parry, -1 damage and a 20% increase in ENC, although the sword may be reforged. A fumbled skill roll results in a totally ruined lump of scrap metal unsuitable for forging, and a dangerous accident.

Treat disease/poison (05)

Successful use of this skill doubles a victim's chance of success at his or her next disease recovery CON roll. A critical success triples the next chance of success, a fumble halves the next chance of success. Victims of acute, terminal or serious diseases must be tended to constantly to get this bonus. Victims of mild diseases need only be tended for one day per week. When dealing with possession based diseases (see Disease), this skill blocks 2d6 magic points of a disease spirit, reducing the chance of loss of characteristics and giving a Healing Spirit a greater chance of driving the Disease Spirit away. On a special roll, 3d6 magic points are blocked, on a critical 4d6 (on a supercritical or higher, 24 magic points are automatically blocked). Successful use of this skill purges the victim of 2d6 POT of poison, a special roll purges 4d6 POT, a critical success purges all of the poison. A fumble halves the victim's chance of resisting the poison. The skill attempt must be begun before damage has been taken. A skill roll can be attempted only once per poisoning.

Magical Skills

Ceremony/Summon (00)
The Ceremony skill can enhance your ability in spirit combat following a summons. Hours are assigned to ceremony in the usual manor prior to the spirit combat allows the character to add to their effective magic points in either attack or defence in spirit combat only, not in casting or resisting spells. The amount of effective magic points that 23

the shaman has available is skill/5 rounded up. For example, a shaman with Spirit Combat 44% may increase their magic points in attacking in spirit combat by up to nine, or their defence by up to nine, or any combination thereof (such as attack magic points increasing by 4, and defence magic points by 5).

Stealth Skills

Assassinate (00)
This skill can be used in combination with any surprise attack. It is combined with a surprise attack made by the attacker upon his victim - the attack must be a surprise. In cases where surprise may be an issue, use an opposed roll of either Hide or DEXx5 (as applicable) versus either the Scan or DEXx5 of the target. If the attack roll is both underneath Assassinate and the weapon attack, the location struck can be altered by up to Assassinate skill/10 (round up) and recalculate the attacker's damage bonus for this attack as STR+SIZ+DEX.

Disguise (05)
This skill allows the user to disguise himself or someone else. If the person is to be disguised as a particular individual, the chance of success is halved. If the person is to be disguised as a member of another race or species, the chance is 1/4 to 1/10 depending upon the disparity between species. It is impossible to disguise a human as a dark troll, or merman (for example), but it might be possible to disguise one as an elf or a trollkin. On a successful roll the disguise will fool most viewers. Use Scan vs. Disguise roll only if someone is specifically looking for something. On a critical roll, only disguises of a specific person or another race can be detected, and only by someone familiar with that person or race. On a failed roll, anyone may see through the disguise with a successful scan. However, a disguise of a specific person of race might even succeed with a failed roll, if the viewer has never seen that person or race before. On a fumbled roll the disguise is instantly seen for what it is, even by people who would have no reason to suspect a disguise was being used, or who are unfamiliar with the person or race imitated.
Example Modifiers: Only got a change of clothes to hand (--)

Got access to a disguise kit of make up and such (+20) Got access to nothing (-20) Trying to look like a specific person (-20) Trying to look like someone very different from you (-20) Trying to look like a specific person very different from the disguised person (-40)


Example Reroll Periods and Tests: Putting on a disguise: One minute (-40); Ten minutes (-20); An hour (--); A Day (+20)

Dama ge
As per standard RuneQuest plus the following changes. When a location is damaged which is already at double locational hit points, the target one general hit point.

If a character ends up taking double the hit points they can take in either their head or chest, or fall to zero general hit points, they are Dying. A Dying character will die if not healed by the end of the subsequent round that they end up in the Dying condition. If a character is healed on the very same round that they end up Dying, then they return back the next round. They will most likely be prone, but can nonetheless get up. In all cases, a character who is prevented from Dying loses a long term fatigue level. If the character is healed on the subsequent round then whilst they dont die, they dont return to full activity. They cannot take any actions, and must lie prone. They are effectively out of the combat. If they make a CONx3 they are conscious. Even then they cannot use any actions, not even spell casting, for the effort is too much. This Back to Life sickness lasts for about ten minutes (longer than most combats). If helped up, they could stumble around. They can use Divine Intervention. If a character is not healed by the end of that subsequent round, then they will die. Even a Divine Intervention wont stop such mortal wounds. However, there is a chance of a few last words.

Last Words
A character who dies from anything other than taking too much damage to the head or chest has a chance of making some final last words. They must make a CONx3. If successful they can gasp out some last words before passing away. At this point, even magical healing wont help them though so death is all they have to look forward to.

Long Term Damage

You get 1d3-1 on the first day after taking the damage. You get 1d3-1 on the next Downtime. You then heal ALL the damage at the end of that Downtime but if you had damage that wasnt healed you make a roll on the following charts. (Poison damage: Heals at the rate of 1 per day. If you fumble your resistance roll you take 1d(damage) as long term unhealable damage to general hit points.) Determine the damage remaining on your location, and for each location look on this chart: Damage in that location 1 2 3-4 5-6 7-8 9-10 11+ Locations original hit points 1 +50 +75 +125 +125 +125 +125 +125 2 +25 +50 +75 +125 +125 +125 +125 3 -+25 +50 +75 +125 +125 +125 4 -10 -+25 +50 +75 +125 +125 5 -20 -10 -+25 +50 +75 +125 6+ -20 -20 -10 -+25 +50 +75


In the case of general hit point damage, roll as many d20 as there are points of damage to be healed. This determines which locations take a point of unhealable damage for the purpose of the next roll. Obviously if you roll the same location multiple times, tot up the points. This can take the location beyond the normal maximum damage, which is why theres a +125 result on the above table. Next, roll for a war wound. Roll a1d100, plus the modifier from that chart. Further apply these modifiers: If you relaxed over the Downtime, -10. If you received immediate hospital aid, such as from a Treat Patient, if you receive it over downtime as well -40 If you receive hospital treatment over the downtime but not immediately, -25 These modifiers arent cumulative With that result, look on this table: 01-50: Nothing 51-70: Intermittent minor wound 71-95: Minor wound 96-139 Major wound 140+ Severe wound

Minor Wound
A minor wound is a twinge. The following effects take place, and where a skill is affected the penalty is -20: Leg: Roll 1d8-2 (minimum 1). This is how many skills from the following are affected (if you roll the same skill roll again and pick another one). 1: Running, 2 Acrobatics, 3 Climb, 4 Dodge, 5 Jump, 6 Swim Arm: Roll 1d7-2 (minimum 1). This is how many skills from the following are affected (if you roll the same skill roll again and pick another one). 1: All attack skills using that arm 2: Acrobatics 3: Climb 4: Sleight and Play Instrument 5: Swim 6: All parry skills using that arm Abdomen: Roll 1d2. On a 1, one random effect from the following is applied. On a 2, both are. The effects are -1 to your move rate, or halving all fatigue rolls. Chest: Roll 1d3 and pick as many of those random effects from the following (reroll if you pick the same one): 1: Cant recover fatigue for the one hour of rest per day; 2: -1 permanent fatigue level 3: all fatigue rolls are halved Head: 30% chance of 1d3 CHA loss (even if intermittent). Terrible headaches affecting certain skills. Roll 1d7-2 (minimum 1). This is how many skills from the following are affected (if you roll the same skill roll again and pick another one). 1: Spirit Magic 2: Convince, Deal, Deception and Seduction 3: Devise, Games(knowledge) 4: Lore 5: Spot and Track. If the wound is intermittent then its only a problem when they have a bad day. You have a bad day 25% of the time.

Major Wound
All kinds of bad. Do the above, plus theres stat loss. In each case roll 1d4, and thats how many points off of the random stat you lose. If you roll a 4, theres a 30% chance of it exploding. It can only explode once. Arm: 1d8: 1-3 DEX 4-6 STR 7-8 CON Leg: 1d6: 1 -1 Move level 2 -1 Move Level and DEX loss 3-4 Just DEX loss 5-6 CON. Abdomen: 1d8: 1-6 CON 7-8 DEX Chest: 1d8: 1-6 CON 7-8 STR Head: 1d6: 1-2 CHA (this can be cumulative with the loss from minor wounds) 3-4 INT 5-6 CON These lost points cannot be restored except through the use of the Cure Wounds spell.

Severe Wounds
You survived this serious a wound? You probably will wish you hadnt. Roll for the minor wound, but roll the dice twice and choose the worst result. Roll three times on the Major Wound table and apply all three results.


Curing War Wounds Replace Regrow Limb with Cure Wounds. This is 1 POW. When cast the person it is cast, the target (voluntarily) loses 4 POW. The wound is cured. If they suffer multiple wounds, such as from a Major Wound result or Severe Wound result, they will need to lose multiple sets of POW. Hit Points Over 20 If a character has (regular, non ablative) hit points over 20, all healing is doubled (whether its from first aid, magical healing or natural healing). Similarly, if it is over 40, it triples etc.

The Res urrection Ritual
When a Resurrection takes places, two things must be determined. First, does the spirit successfully migrate into the body. Second, does it do so without contracting death sickness. The base chance of returning to the world of the living is the deceaseds POW x5%. If the character is a shaman, then this should include their fetchs POW. Then add in the deceaseds highest passion that would be served by the characters return to the mundane world to a maximum bonus of 20. Generally this includes every passion except things like Abstain and Fear passions (although even then there are exceptions if youre going to Hell then Fear Hell would be very pertinent!). A resurrection roll always fails on 96-00. Example: Halvart is a simple peasant. He has POW 10 and his highest passion is Love Wife +5. He has a (10 x 5 ) + 5 = 55% chance of returning to life when a resurrection spell is cast upon him, or a Divine Intervention is used to return him to life. Match the roll as a normal uncontested solo roll and check the following table Success Level Fumble Fail Normal Special Resurrection Result The spirit is lost in the netherworld along the way, and almost certainly becomes a ghost. The character is not resurrected. No further attempts at resurrection can be attempted. Only a HeroQuest could restore the character to life. The character is resurrected and must roll for death sickness. The character is resurrected and need not roll for death sickeness

The Deceased
If a character dies they can be brought back by a HeroQuest, a Resurrect spell or some forms of Divine Intervention (deities which can Resurrect will have that effect explicitly listed in their description). However, for every day the character has spent dead after the first the character permanently loses 1d3 points from STR, CON, DEX and APP. If any of these characteristics reaches species minimum, they cannot be brought back from the dead. The chance of the deceased returning with death sickness is 30% if the character is an initiate (or equivalent); 10% if the character is an acolyte (or equivalent); and 5% if the character is a rune level (or equivalent).

Death Sickness
Sometimes those who come back are wrong. Instead of coming back whole, they come back with a part of them left behind. Such people are said to have death sickness, becoming listless, and generally lacking their previous motivations. Lovers, hobbies etc. hold increasingly less interest for those with Death Sickness. The character is deflated, less passionate and generally not all there. It is not a form of insanity, but more as if the character is constantly lacking some previous quality they once had. Characters with death sickness are still playable, but the player should bear in mind the above chances to the persona of their character. Mechanically, there are only two changes. First, the characters passions are capped at 10 unless they are passions from a God of Death (Humakt, Ty Kora Tek, Bijiif etc.). With this in mind, many of those with death sickness find their emotional solace by joining such death cults. Second, the character cannot be resurrected again. The next time they die, they are reunited with the lost part of themselves (and their passions restored to normal, should it matter). This does make them harder to turn into undead as well giving them their maximum POW as a resistance rather


than their current POW should anyone try. Design notes Engaging in spirit combat to get resurrected was dumb idea. How can dying with a higher POW be a bad thing? And there was always a bind of I try and find a Healer with a better POW so their chance was better. This puts the chance of coming back solely on the persons own character sheet, where it should frankly stay.

The World
A jump roll while falling allows a character to specify which location is injured upon impact. Height: The height fallen determines the base damage: Height Dmg Bleeding 1 storey (Wall etc.) 1d4* 3% 2 stories (House) 2d6 6% 3-4 stories (Towers midpoint)3d6 6% 5-7 stories (Top of a tower) 4d6 12% Mountainside 4d6 12% Treacherous Mountainside 7d6 21% * Damage taken for falling off of a wall cannot exceed the locational hit points. When falling off of a mountain, this only represents the distance fallen until you hit something that stops you. Obviously to literally fall from a mountaintop and not stop until you hit the floor would be terminal. The damage a character takes is inflicted to a random hit location unless a Jump roll is made, in which case the character can pick the location. Armour (magical or non-magical) protects to a maximum of two points. The damage that a character takes can exceed double the hit locations hit points. The excess damage is inflicted to the general hit points. It is not applied to the location, which can only ever go to minus the normal positive value. Bleeding: Whenever a character falls, there is a chance of bleeding at the rate of one hit point per round. That chance is a percentage chance equal to three times the number of dice rolled for damage. It is listed in the chart above.

As per standard RuneQuest except the damage is always 1d4 dmg to general hit points. It cannot be healed until you stop being asphyxiated.

In Glorantha acids may be naturally occurring, or magical, or creature created (such as in the case of lesser hydrae, or krarshtkids). Acids can be exceedingly dangerous to people affected by them. Acids have two ratings: their potency and the number of rounds they remain in effect. Here are some sample ratings: Acid Level Weak Acid Medium Acid Strong Acid Gorp POT 1 2 4 8 Rounds 2 3 3 1

Some acids last longer, but only rarely do they exceed 4 points of POT. The Gorp is the exception, but they only inflict damage for a single round. The POT of the acid is applied as damage to whatever it strikes. For instance, if it hits an unarmoured location it inflicts its POT in damage to that location. If a character is wearing armour, then the acid inflicts its damage to the armour first, and then to the location underneath. Obviously armour that is destroyed by Acid does not recover, unless a Repair spell is used. For a Repair spell to be used, at least one point of armour must remain. Damage can be healed magically, but not by the First Aid spell. Acid does burn away magical armour such as Protection spells, Shield spells and the like! It burns away the magical armour first. If it burns away magical armour, it burns away the magic cast on that location only. Recasting the spell restores the armour. Taken internally, they inflict their POT in damage directly to Chest hit points, with any excess damage being taken to the abdomen. Usually this causes immense scarring. Healing of a magical form is effective, whereas First Aid is not.Acid burns for a number of rounds as indicated in its description, inflicting the full damage every round. With that in mind, some characters may wish to remove their armour whilst it is being attacked by acid, or attempt to wipe it off.


The length of time it takes to remove armour is indicated in the Combat chapter. Trying to do it faster, say by cutting straps, requires a DEXx2 and if successful leaves that piece of armour useless until fixed. Trying to wipe acid off requires something to wipe it with, or else just roll around on the ground. If you are rolling then obviously you cannot defend yourself. Either ways, it takes a full action. The chance of succeeding is DEXx3 if you have something to wipe it off with, or DEXx1 if youre just rolling around in the bushes.

Alkalis act in a similar way to acids except that they do not attack metal. It is up to the GM to decide whether metal armour actually protects against alkali attacks. Leather or linen will be eaten away as normal as will armour straps unless a Luck Roll is made. Alkalis have the same effect on flesh as do acids. Acids and alkalis counter each others effects. If an alkali or acid is applied to the location struck in the same round that the opposing agent struck, the POT of the larger is reduced by the POT of the smaller, leaving the residue to eat away as normal. Thus, if a character is hit by POT 16 acid, he may pour POT 10 alkali onto he location to end up with POT 6 acid. Of course, this involves some preparation and a little risk - is the broo spitting acid or alkali at me?

Alcohol and Drinking
Choose whether your character is a tee-total or a light drinker; a medium to heavy drinker; or a very heavy drinker. When a character drinks there are three types of session: tipple, normal, booze-up. A tipple has no deleterious effects in the game mechanics. A normal drink has no effect unless youre tee-total/light, in which case you have to make a drinking roll. A booze-up comes in levels (so an evening of heavy drinking is level I, an evening of drinking contests a la Raiders of the Lost Ark is level II, an evening of drinking troll drinks III, a two day bender level IV etc.). For every level, make a drinking roll. A drinking roll is calculated as CONx5. If successful, no effect. If it fails, roll again and keep rolling until its made. Every failure is a -10% to all skills from being drunk and the loss of one long term fatigue level. Light drinks and teetotallers roll CONx3, and heavy drinkers roll CONx7 Every Downtime round, if a heavy drinker has at least one action they must make a POWx3 or spend an action drinking. It takes a downtime action to change from being tee-total to medium, from medium to heavy and vice versa. No roll is required, and I leave it up to you to roleplay being a recovering alcoholic etc. Similarly, one might be a Medium Drinker and never touch a drop because youre a recovering alcoholic.

Magical flight
At heart the Fly sorcery spell and the rune magic spell Flight are all variants on magic allowing one to travel through various elements, it is really a Travel through Air spell. Firstly, this means it can only allow one to travel in Middle Air, in the area that Umath made by tearing a space between the Sky and the Earth. It is useless for travel in water (you can't propel yourself through a lake with it), the underworld (should you go there) or the Sky (should you go there as well). This applies on practice run HeroQuests as well, so if you follow the path of Orlanth on the Lightbringer's Quest then when you get to the part of the ritual that involves travelling through the Underworld, all forms of flight are ineffective. If one wishes to use the magical flying to escape a different element, such as being trapped in a lake or the ocean, then at least half of one's body has to be out of the element, like the abdomen, both arms the head. Of course there is nothing to stop a powerful, high intensity Fly being cast on a small object, like a dagger, which is held out of the water and used to drag the character out - although few sorcerors have the foresight for such things. Secondly, there are analogous spells for travelling through the other elements. They are rare, but are effectively the same as Fly and Flight. So there is an equivalent for travelling through water, allowing fast propulsion underwater, one for travelling through the underworld, allowing "flight" in the underworld, and the same for the Sky. There is the even rarer spell that allows travel through the earth, where one can literally sink in and walk around. None of these spells bestow any ability to survive the conditions there, however, so you'd still suffocate travelling through earth or water (no-one has to breath in the Underworld or the Sky Realm for Time and all natural laws do not hold there).

There is a maximum height to which magic can take you. A simple small intensity Fly spell doesn't give you the ability to fly wherever you want. Generally, though, this will not be an issue, as the height from all the spells will not be too important.


The sorcerous version of Fly allows one to reach a height of 50m per level of intensity of the spell. This means that limited sorcerors won't be able to fly to mountain tops unaided. Powerful sorcerors, however, will be able to fly very high indeed - it is not inconceivable to reach intensity 50 Fly, or higher! This can be achieve even more height than normal Rune Magic. The Rune Magic spell Flight will allow one to travel to 4000m above the ground, which is stunningly enough, high enough for most purposes. Under certain conditions, and in certain places, this ceiling can be increased. On Orlanth's High Holy Day is increases threefold to 12,000m which is high enough to reach the peak of Kerofinela. The same effect occurs near Stormwalk Mountain, the area itself enchances the magic. However, if you want to travel higher and break the ceiling, travelling far above into Middle Air then you will have to use the Vanganth spell Into Middle Air. The rare shamanic gift that allows one to fly allows one to reach a height of 100m for the first level, and then 200m for every level thereafter. Most other creatures can fly to a height of 2000m, including wind children.

Flying and Weather Conditions

Weather conditions can affect one's performance whilst flying. Strong winds, rain, hail etc... can all be deadly, specifically at high heights such as on mountain tops. Non-divine powered flight has certain problems with winds over a light win (wind STR 18). Once the wind exceeds this level, beings powered by such magical flight get whipped around, caught on the wind gusts and dragged off wherever the winds blow them. Once a wind exceeds STR 18 there is a chance of this occuring, depending upon the intensity of the spell used (for the purposes of the shamanic gift, the intensity is the square of the level of the gift, so a level 5 gift counts as intensity 25 for these purposes). If the character is using a spell with an intensity less than half the wind STR, then they cannot move safely. If the character does have a spell with an intensity higher than half the wind STR then they can move safely. Characters who attempt to move unsafely must, every round, match the intensity of their spell against the wind STR. If they fail, they are whipped off into the wind streams. Sometimes this is just a pain, blown off course. Sometimes it can be hazardous, being blown into buildings and such. In some places it is almost fatal, on mountain tops where the wind blows hard on can easily be blown off into the upper reaches of Middle Air, buffetted about to pieces. Divine Magic flight can safely travel though any non-storm environment, although they will still suffer the usualy penalties for exposure and visibility. In storms they stand the normal chances of damage, unless they use the Vanganthi spell Avoid Storms.

Flying inside sylphs

Sylphs are, of course, immune to weather conditions. But even they have limits to their power. Sylphs are only minor elementals, capable of travelling about 2000m into the air. The more powerful air elementals can do better, Kolati can go 12,000m high and Umbroli can travel anywhere in Middle Air (good luck trying to summon and command one though!). Sylphs, and other air elementals, can be used as a mode of transport. However, for long periods of travelling the effect is rather the same as travelling in a tumble dryer. It isn't pleasant, and whilst the sylph may not tire of taking it's passengers they quickly will. A sylph can travel 100km in a normal eight hour day, and those who wish to travel via sylph can normally stomach eight hours as long as they have the odd break here and there. This costs two levels of long term fatigue. Of course, the sylph never needs to stop, and so can travel 300km in a single day if it just travels with no breaks. So, travelling across Dragon Pass via Sylph could be achieved in little over a day. However, those who use this method are unable to sleep, and find it even more upsetting, losing 4 levels of long term fatigue.

Flying and concentration

The sorcerous version of Fly is pretty powerful. It can be on continuously, and allows almost limitless mobility. There are drawbacks. Firstly, it is an active spell, which means that whilst flying the character is unable to cast any other magic. However, there is also the question of concentration. For instance, if a trap opens up beneath a character's feet how long does it take them to activate the fly spell to stop themselves from falling? I recommend that a concentration roll is called for in these circumstances no matter what magical flight method is used. For non-magically flying characters I'd recommend using the Fly skill. It should be slightly more than a mere whim of the magic user that they fly, there has to be more effort than that.

Shamanic Flying
Some shamans, rare shamans, have the ability to fly magically. The following is a gift for Sandy Petersen's Shamanic rules that certain spirits grant. For each level of the gift the shaman can fly at a move rate of 1. He can only take his fetch's POW in ENC with him (and cannot fly at all should he try and take more!).

Gloranthan insanity is caused by insanity spirits. Insanity spirits can also be brought into being by horrific and harrowing


experiences. When driven insane a character becomes random, suffering from delusions, often gibbering, and difficult to talk to. (In Glorantha there arent different brands of mental ailment youre either normal or utterly bonkers). The level of disconnection depends upon the POW of the insanity spirit. Spirit POW 1-5 6-10 Level of Insanity Character develops ticks and minor delusions; compulsive behaviours, that kind of thing. Effectively, very eccentric Character develops major delusions, extremely compulsive behaviour, and only rarely manages to have enough self control to act in a rational manner. The characters totally nuts, unable to act rationally, but still capable of saying things (which make little sense) and doing basic activities like eating good and avoiding obvious sources of danger (open fires, the guy with a sword who just struck you) 25 The character is so totally nuts that they are unable to do anything. Their actions are random and make no sense whatsoever. The character is driven so mad he acts in ways detrimental to himself and those around him e.g. attacking comrades, trying to commit suicide etc.




Cre ating Insanity Spirits

A character who undergoes a particularly traumatic experience has a chance of creating an insanity spirit. During the experience, resist the characters POW against the number listed in the column. If successful, theyre fine. If not, they lose 1d3 POW. For each point of POW the character loses, the spirit has 1d6 POW. Trauma Entire family murdered in front of you Murdering your entire family Tortured for a short time (days) Tortured for a long time (weeks) Tortured for years Rating 8 12 6 12 18

Recovery From Disease
Characteristics and skills reduced by infectious diseases may start to return to normal. Recovery requires rest and limited activity. Recovery is delayed or prevented if the victim overexerts himself. A character gets a number of Recovery Rolls equal to the number of successful attacks. They receive them at a rate of one per day, plus one more for every level in Immunity to Disease. The character gets a CONx4 as a Recovery Roll chance, modified by their advantages and disadvantages. A successful Recovery Roll recovers an amount equal to the amount lost in one attack. A failed roll means that that particular loss is permanent. The Rune Spell Restore (Health) can be used to restore various characteristics. This spell can be cast on individuals even years after the loss. Contraction Rolls 31

Third, the rolls for seeing whether the disease progresses or gets better are: CONx5 for being in bed like a parcel, CONx4 is moderate activity (shuffling around, cooking) or being wrapped up in bed in a slum (so in a slum you may as well shuffle around), CONx3 is training and travelling, CONx2 is most adventuring (climbing, fighting etc.) and living in uncomfortable circumstances like being in a cell or forced to do heavy labour whilst ill. CONx1 for something like living in a prison where the guards specifically pick you out for mean treatment and make you sleep naked in the rain. Weeks Finally, change any mention of weeks to Downtime when applying the standard disease rules.

Downtime and Experience

Downtime is the phrase for all activity taking place outside of adventures. At the end of every adventure, the game enters downtime. Downtime comes in Downtime Rounds.. Each is about two weeks, but the GM should feel free to have some flexibility about this. During downtime the characters may work, train, research and reflect on their experience. Characters can also reap metagame awards.

Session Awards
Experience and Pow Rolls
As per usual RQIII rules

Epic Rewards
At the climax of a particularly important scenario, extra POW may be awarded (1-3 points).

The Downtime Round

After the end of an adventure, the game generally enters downtime. At the end of most adventures the character will get a one or more Downtime Rounds to do various things with outside of the game such as training etc. The character, during each downtime round must fund themselves to live, a t t e n d t o business, pay maintenance for property owned or trainers retained. For periods less than two weeks there is a reduced chance of obtaining down time actions. Each day less then two weeks that a character has free reduces the chance of getting a downtime action by 7%. The Round consists of the following stages: 32

Calculate time lost to cults: Self explanatory. Typically: o o For Initiates,Cult Holy days + 10% of time. Rune lords, Rune priensts, Shamans and assistant shamans (currently working for a shaman) 90% of time

Some cults will allow that some of the time devoted to appropiate activities counts as cult time. Warrior type cults might expect that their initiates and Rune lords do some trainingor research while devoting time to cults. It is also possible for those with responsibilities on occasion to ask permission to under do some required task (an orate roll could even help here). Calculate time lost to other ongoing projects. For example a GM might calculate that 10% of a characters time is taken teaching an exotic pet. Assume that there are 60 hours free in a week or 120 in a 2 week downtime action and calculate how many hours are devoted to activity and thus what loss to free time is incurred Calculate time lost to family commitments. A noble might be required to spend time on family affairs etc. Permanent Jobs: If the character is employed, they lose an amount of time as laid out below, and then receive their wage. Illegal Jobs: If the character wishes they can do an illegal job. An illegal job takes 1d3x10% of your time. A character can do more than one illegal job, but the roll is then 1d6x10% for how much time is spent. If that roll takes them over 100% then they do not have time to complete the second job. Resolve the job as laid out below. Self-Employed Jobs: Self-employed characters have to first find a job. They declare which job they want and spend 10% of their time looking for it. They make a roll to see if that job is available, and if it is they decide how much time to spend on it. The 10% they spent looking for it counts towards that time. They can repeat this process as often as they wish, until they run out of time. Player declares how much time will be spent praying and sacrificing for magic: This is 10% per point for sacrificing. For repraying every 10% counts as a day of prayer. In cases where the character has completed a cult mission they are usually permitted to count this repraying time as part of their time devoted to the cult. Also could be included here is shamans summoning new spell spirits Player pays living costs: Depending upon where they live and what house they have. Player rolls for Downtime Actions: To determine how many Downtime Actions a character has, look at the amount of spare time they have left over. If a character has 0% spare time, having committed themselves elsewhere (say, a profession plus two initiations totals a 100% time commitment) then they have no Downtime Actions. A character with -50% spare time should double that number, and roll 1d100. If it is under the figure, then they get one Downtime 33

Action. A character with 51-100% spare time gets one action automatically, and another one if they roll under the amount of spare time they have available (not doubled). This represents the vagaries of their time commitments, how many hours they manage to save for themselves, whether they can get off work early, the random chance of a cult ceremony running short or long etc. A character can Cram in order to get a better change of getting Downtime Actions. Pay retainers: For every instructor that has been retained, pay the retainer. Scratch off those who have not been retained.

Permanent Employed Work

Slaying dragons and stealing hoards isnt the only, nor even the best, way to earn money. They can also work. If working in a permanent employed position, the character must dedicate 80% of their time to it every Downtime Round or lose that job. Sometimes this time will vary, for instance if the employer wants to allow them the chance to repray for spells. On the upside, they normally have a set wage. If a character wants to join a profession they must firstly find an employer and then make the associated skill roll to gain permanent employment. From that point forth they are employed. Note that not all professions are available everywhere. Few cultures are civilised enough to have fishing businesses for instance. Characters who reach 60% in the associated skill can get promoted. If promotion is available, then triple their wage from that point forth. Another promotion comes at 90%, which yields five times the wage listed below.
Common Employed Professions Profession Acolyte Caravneer Courier Entertainer Fisherman Guildsman Hunter Jeweller Mistress Wage Standard 90 110 50

Ass. Skill

Drive Vehicle Ride Sing, Dance or Play Boat Craft Track Evaluate Courtesan(must have APP 16+)

130 90 160 200

Priest Royal Taster

Good 150
If the roll is a fumble theres a 5% chance of death


Solider/Guard Trader

100 130

Weapon Attack Bargain

Illegal Activities
A character engaged in illegal activities is trying to earn money by nefarious means. They tend to give slightly higher rewards when it comes to earning money, but can also have lower returns. Moreover, theres a chance of getting caught! But the best thing about doing things illegally is that the time commitment is lower (as laid out above). The mechanic works as with self employed professions (see below). The character picks a job, and rolls to see if they have a chance of that job coming up. They lose 1d3x10% of their time if this is their first attempt that round and 1d6x10% of their time if its their second. If this takes them to more than 100% time commitment then they cannot roll. If the job is unavailable, then nothing happens. If a job is available they roll the associated skill, compare the success level with the multiplier and multiply that against the base value. They then get that amount (unaltered from the amount of time spent doing the job, unlike self employed professions). If the roll is 96-00 then there is a chance that they have been caught by the authorities. An area will either be Lawful or Unlawful. A Lawful area if one with low crime and corruption and the means to prevent crimes (say a city like Syran). An Unlawful area is one where this isnt the case (such as a rural village or a city like Azilos). If you are in a Lawful city then you have a chance of being caught on a 96-00, whereas if you are in an Unlawful city you have to Fumble. To see whether you are caught, roll the skill again with a - 20 modifier if the character is in a Lawful area. If they succeed, they escape. If not, they have been caught and is hauled off to jail. The effects of this depend upon the campaign and the laws of the society the character finds themselves in but probably arent great. Not in a city? All of this assumes the character is in a city. If they are not in a city its harder to do illegal things. The GM should modify the chance of the job coming up by (burgling in villages can be tricky!) and, if the area they are in isnt as affluent, cut the base value by or more. Similarly, in a richer city, there might be a modifier to the base value say 120% of it. Base Wage Multiplier based on Skill Roll Professi on

% Job

Ass. Skill

Base Wage

Fumb le 0


Norm al 1

Speci al 1

Critic al 1


Assassinate/Garrot te

2d4x10 0


Burglar Charlatan Femme Fatale Fence Hired Thug Horse Rustler Lock pick

60 60 70 50 20 15 10 20 60 40 75

Stealth Deception Seduction Bargain Any weapon attack Ride Devise Acrobatics/Jump/Cl imb Slight Alchemy Any weapon attack or deception Disguise

5d6x10 4d6x10 3d12x1 0 1d6x50 1d3x10 0 1d3x10 0

0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0

1 1 1 1 1 1 1 1 1 1 1

2 2 2 2 1 2 1 2 2 1 1

4 4 2 3 1 4 1 3 3 1 1

5d6x1 0 6d6x1 0 5d6x1 0 1d3x1 00 3d6x1 00 6d6x1 0

Opportuni st burglar Pickpocke t Poisoner

Self-Run Protection Racket

Underworl d Disguise Artist


Self Employed Professions

Self-employed characters first have to find work. In some cases this is easy anyone can fish or hunt. In other cases this isnt the case. To simulate this, the character spends 10% of their time looking for the job. They select the job, make the roll, and if successful they get it. They then choose how much time to devote to that job (where the 10% they spent looking for it can count towards that amount). If they fail then they can go looking for another job, costing another 10% of time, if they wish. They must then make a roll on the skill appropriate to that profession, roll the base value and match that against the multiplier of their success level. They then get, of that value, a percentage equal to the time they spent on that job. A character can spend multiple times seeking out the same job. So they can spend 10% trying to be a guard, fail, and spend another 10% trying to be a guard etc. Not in a city? All of this assumes the character is in a city. If they are not in a city its harder to 36

find certain work. The GM should alter the chance of getting a job in that case. Similarly, in certain areas the chances of certain jobs may increase (for instance, in the Camp of Bards one can always get a job as a bard


Profession Alchemist Bar fly Caravaner Courier: Foot Courier: Horse

Chance of Getting a Job

Self Employed Profession Table Base Wage Multiplier Based on Skill Roll Base Wage Fumble Ass. Skill Fail Normal Special Critical Alchemy Seduction Drive Running Ride 4d6x10 2d10x10 3d6x10 3d6x7
3d6x15 (owns a horse); 3d6x5 (if not)

30 10 70 60 60

0 0 0 0 0

2/3 0 2/3 1/3 1/3

1 1 1 1 1

2 2 2 2 2

3 3 3 4 4

Crafter Docker Engineer Entertainer: Acrobat

Entertainer: Bard, Dancer, Singer

50 50 20 60 70 65 100 60 80 50 100 100 50 40 30

Craft STRx5 Devise Acrobatics Entertain Sleight Boat Spot First Aid Cure Disease Track Swim Courtesan Ceremony Evaluate

3d6x10 5d6x10 5d6x10 2d8x10 2d8x10 2d8x10 5d4x10 2d8x12 3d6x10 6d6x10 3d6x10 3d6x7 3d6xAPP 0 5d6x10

0 0 0 0 0 0 0 0 0 0 0 0 0 1 0

1/5 1/3 0 0 0 0 2/3 2/3 1/5 0 2/3 2/3 2/3 2 1/3

1 1 1 1 1 1 1 1 1 1 1 1 1 3 1

2 1 2 3 3 3 2 2 2 2 1.5 1.5 1 3

4 1 3 4 4 4 2.5 3 3 2 2 2 2 6

Entertainer: Magician Fisherman Guard Healer Healer Hunter Oyster Catcher Prostitute Rain Dancer Rare goods dealer

Sailor Scholar Scribe Shaman Ships Captain Solider/Guard Trader Translator

50 50 40 40 100 50 100 25

Boat Lore Language Spirit Dance Boat (must own ship) Weapon Attack Deal Language

7d6x10 5d6x10

3d8x10 6d6x10 3d20x2 3d6x12


0 0 0 0 0 0 0 0

2/3 0 1/3 1/3 2/3 2/3 2/3 1/5

1 1 1 1 1 1 1 1

2 2 2 2 2 2 2 2

3 3 3 3 3 3 3 3

Working Co-operatively
For both self-employed characters and those working illegally, characters can work together. In that case, the money earned is multiplied by the characters engaging in the activity. The characters also get to engage in a group roll when it comes to rolling under the skill.

Living Costs
Living costs money. The player should decide what standard their character lives at, and then has to pay the associated cost: Nothing: The character does nothing. o o Cost: Nothing. Penalty: No character who lives on nothing can research or train how could they on an empty stomach! Any work they do will be poor quality, so half any money earned. Moreover, they start the next adventure with 1d3 levels of long term fatigue loss that can only be recovered after a Downtime Round of Standard living or better. This is cumulative, so numerous Downtime rounds of living off nothing will reduce in a lower and lower fatigue. They are also exposed to disease in the same way that Minimal living characters are.

Minimal: Character lives on the street, eating the worst food, drinking rainwater and watching their clothes turn to rags. The character lives on handouts. This is the living standard of beggars. o o Cost: 10 pennies. Penalty: No character who lives on Minimal living costs can engage in any kind of physical research or training. Any work they engage in that requires physical exertion will be of poor quality, and they will earn only half the money. They must make a CONx5 or start the next adventure with a level of long term fatigue loss. This will be recovered if they either spend one Downtime Round living at at least Standard level, or if they live at Minimal level and make the CONx5 roll that time around. As above, its otherwise cumulative. They are also exposed to disease. If living in a city, they must make a POWx3 or face a random disease. If living in a village or town, they must make a POWx4 or face a random disease. If living in the middle of nowhere, they must make a POWx5.

Standard: Character lives in shared accommodation, eating acceptable food, drinking fresh water on a regular basis and consuming adequate amounts of alcohol. o Cost: 40 pennies.

Good: Character is the head of the household of a shared accommodation, or lives in a small place of their own. They eat acceptable food, supplement able by good food every now and again. They have free access to fresh water. o Cost: 180 pennies.

Excellent : The character has plush accommodation, and lives on excellent food all of the time. Water is a drink for the daytime, as they indulge in wine and fine meads every evening. o Cost: 1000 pennies.

Extravagant : The character isnt just paying to live, theyre paying to let everyone know how theyre living. To live at the level of a Duke, High Priest or Magi o costs 3,000 pennies; at the level of an Archduke or Satrap it costs 10,000 pennies; at the level of a King it costs 30,000 pennies; at the level of an Emperor it costs 100,000 pennies.The only reason to pay this would be to maintain a social standing.

Extra mouths to feed

The above only covers trying to care after oneself. If one has a wife or dependent, then multiple the cost appropriately. In the case of children, they count as half a person each.

Purchasing Property
If a character buys a property to live in, it reduces the living costs. The cost of a house depends on how nice it is. The amount it reduces the characters living costs by depends. Each level of house is listed with a value. If the character tries to live at a level higher or equal to their level, they reduce the amount to live at that standard by that value. If the character tries to live at a level lower than that value, reduce the amount they have to pay by the value listed with the house of that level. In both cases where a character tries to live at a different level, do bear in mind that their property is, one way or another, out of kilter with that lifestyle. A property can support a certain number of people, granting them the benefits attached to that property. The number of people this can be done for is given in the Fits column. If less people than that number live there, there is no additional benefit. These values are only examples. Obviously prices vary depending upon where you are. Property Costs Level Description

Cost to Buy 250

Value 3

Fits 1

Leaky basement of a shit house


Normal house Posh House Small mansion

Extensive estate

3000 11000 150,000 1,000,000 6,000,000 10,000,000

20 80 400 1600 6000 18000

4 4 8 15 25 40

Good Excellent

Extravagant (Duke) Extravagant (Satrap)

Small palace Palace

Extravagant (King)

Downtime Actions
A character will end up with some spare time during downtime i.e. time not devoted to either their cult duties or position. What they choose to spend their spare time on may vary, and will depend upon how many Downtime Actions a character has available to him. To determine how many Downtime Actions a character has, look at the amount of spare time they have left over. If a character has 0% spare time, having committed themselves elsewhere (say, a profession plus two initiations totals a 100% time commitment) then they have no Downtime Actions. A character with 1-50% spare time should double that number, and roll 1d100. If it is under the figure, then they get one Downtime Action. A character with 51-100% spare time gets one action automatically, and another one if they roll under the amount of spare time they have available (not doubled). This represents the vagaries of their time commitments, how many hours they manage to save for themselves, whether they can get off work early, the random chance of a cult ceremony running short or long etc. Even at 100% commitment a character still has a chance to eat, sleep and attend to various personal functions (such as copulation with ones partner, cleaning etc.). For periods less than two weeks there is a reduced chance of obtaining down time actions. Each day less then two weeks that a character has free reduces the chance of getting a downtime action by 7%. Likewise for characters that fine themselves free for periods more than two weeks but short of two downtime rounds or characters that have many obligations and thus a low chance of getting a downtime action and wish to pool their chance of getting downtime actions with the following downtime round add 7% to the chance of getting a downtime action per additional day.

Instruction: The character seeks instruction in a given skill. See below for details.

Research: The character heads off to self-instruct themselves in a given skill. See below for details. Business: The character attends to their business, either to generate BPs or attend to it. See business and commerce rules below. Woo: The character attempts to take a lover. They can either use their innate, natural sex appeal to find a lover, or try and attract one through reputation and money. In the former, make a roll based on Seduction; in the latter, make a roll based on Deal. If successful, the character has taken a lover. If they succeed in five Woo actions with the same lover, they can get married to them. If they ever fumble a Woo action, their lover leaves them. Note that Wooing is not the only way to get a lover! But I dont see any reason for a character to be limited by the story arc in finding a lover not every relationship in Glorantha is with a long lost princess, or magical prince, or is a marriage based on in game political considerations etc. Sometimes a character might just want to get married and have kids the Seduction action allows them to do that. Relaxing: The character spends their time relaxing and socialising. This allows them to reroll natural healing rolls, as well as regain lost LTFL from cramming. Recuperation: This allows a character who has been resurrected to regain their fatigue levels. Otherwise they regain only 1d10 by the next adventure. Travelling: The character goes travelling to a nearby city or town, or maybe goes camping in the countryside. It is one action for anywhere in the region, and two actions for a region nearby. Indulge Addiction: Everyone likes a drink now and again. With this action, a character enjoys many drinks. Over a short period of time. If the character has an addiction, then they must spend their time on this action.

Instruction (Characteristics):
To increase characteristics requires two Downtime Actions devoted to instruction. Also, the character must determine whether instruction is available. One way is to seek out instruction in their locale. Unless a character has retained a trainer (q.v) or has institutional access (q.v.) then roll on the table below, which indicates the chance of such Instruction being available by chance. Unlike skills (q.v.) another character cannot teach them, nor can tomes be used as a substitute for a person doing the instruction. Instruction takes the form of weightlifting, exercise and bodybuilding (for STR, CON and SIZ), consuming large quantities of food (for SIZ its the players choice whether he becomes well built or fat), training in speed and agility (for DEX), training in critical thinking and research (INT) and general beauty treatments and training in grace and dress sense (for APP). A character pays the amount listed based upon their current level and it increases by one point. Each statistic can be increased by up to three points past the base value

to the species maximum. A character can increase the statistic further than three points, but this is pretty extraordinary. A character can increase a stat by up to two points higher than their ordinary maximum (again, never higher than the species maximum). However, to ensure that the statistic remains at the extraordinary level they must devote a single Downtime Action every Downtime Round to simply maintaining their increased statistic. They dont have to pay any money, just spend the time maintaining it. If they fail to do so, it has a 50% chance of decreasing by one point.

Instruction (Skills)
Instruction involves learning skills by seeking out a source of instruction. This source might be a person (in the case of practical skills like climbing or weapon skills) or a book (in the case of lores and magical skills). First, the character must determine whether instruction is available. One way is to seek out instruction in their locale. Unless a character has retained a trainer (q.v) or has institutional access (q.v.) then roll on the table below, which indicates the chance of such Instruction being available by chance. At the GMs discretion, the character can, if they use Instruction regularly for the same skill, not have to re- roll each time and instead stay with the same Instructor. Cult skills are always available if the character has access to their cult. The cost of instruction depends upon the level of skill the character has (where, if they are getting a skill they currently have at 00% is always five times the listed cost for training it in the 01-25 range). Finally, a character can provide their own instruction, say by getting a PC or NPC to instruct them, or finding a tome to provide instruction. In the latter case, any character who Instructs must spend their Downtime Action Instructing the character. The amount gained is as per the standard RQIII rules, either 2% or 1d6-1%.

Characters teaching other Characters skills

Can only teach to 75% of own skill Teacher must either be 90% plus in skill or succeed at an INTx5 roll or else the time taken justs counts as a research opportunity for the pupil

The Retainer of Trainers

Once youve found someone to instruct you on a particular skill or characteristic, you can pay to retain them. That way, you dont have to roll every time. To retain an instructor,. Every downtime you have to pay 15% of the training cost it would cost for someone of your skill level. If you pay it, they will be available for the next Downtime with no roll required. As soon as you stop paying them, they cease to be available.

Institutional Access
Cults and certain other institutions (such as universities or the city guard) may make available instruction freely for all members. In such cases, no roll is required to see if

instruction is available. As a rule of thumb, your cult will always provide institutional access to cult skills. This is not to say that they teach them free of charge! Although certain cults may well do so, this is listed in their cult description. Certain skill are only available from your cult. They are listed as CO (Cult Only) on the Instruction table.

There is another way to learn skills (but not characteristics). Rather than seeking an instructor, the character can try and research it themselves. In the case of weapons they spend time hacking at things; in the case of climbing they climb things; in the case of lores they go out and look at things until they figure out how they work etc. At the end of the downtime action the character can make an experience check (similar to normal experience rules) and if successful they can add either 1% or else 1d6-2 % No character can research a skill that they have no percentage in. The exception is entirely new sorcery spells.

Resear ching New Sorcery Spells

One of the listed requirements for Magushood is making spells. Making spells i.e. new, as yet unknown, sorcerous rotes, is a complicated process. Firstly, the sorceror must purchase a laboratory of area 100 square metres minimum, and outfit it with the necessary oils, balms, magical and non-magical salves, blessed equipment, statuettes of Malkion etc... Normally this costs, all in all, 8-10,000 pennies. For every action spent in researching the spell to be created, the sorceror must spend 1,000 pennies to replace used materials, as well as covering the cost of newer, more up-todate texts. Secondly, the spell must (obviously) be acceptable to the GM. A spell which duplicates another spell, or combination of spells, is not acceptable. Ditto for spells that are too powerful. "Advanced" or "improved" versions of spells are disallowed. A sorceror with Venom 50% cannot create an Improved Venom spell to cut down the casting cost. Instead, it's called Venom 100%. Thirdly, while researching, a sorceror must devote a Maintenance slot to the process of the spell. They cannot use this slot, just as if a spell was "up". If the character drops this slot to cast another spell then the research is lost and the whole process must be started anew. If this is done then, for every 10 downtime actions spent researching (which need not be consecutively performed, although the Maintenance slot must always be used up for research), the character has a chance of finally creating the spell. This chance is calculated as follows: Base chance= Character's magical bonus -10. +5% for every minor art the character has access to. +1% for every 20% the character has in Mythology of a sorcerous culture.

+1% for every 10% over 50 the character has in a related spell +1% for every 500 pennies the character devotes to additional materials etc... (max. +6%). Bonus only lasts for a single roll, and the money must be spent again for the next roll. +1% for having another sorceror help (a sorceror can only have up to INT/3 sorcerors helping: "Too many cooks spoil the broth..") +1-5% for having an object to help (for example, a lightning spell would be aided by an Orlanthi artifact) -1% for being interrupted (going on an adventure etc...) For every roll, the player adds 1% to their chance of successful research. When the roll is successfully made, the character gains the spell at 1d6+their magical bonus. Once a spell has been researched it must be perfected by increasing it to 90%. If a spell is not perfected then whenever it is cast and the roll fails, there is 10% chance of something malign and horrible going wrong. The GM should create a table of random results, not letting the player know what is on it. For example, in the Evoke Acid context, failure may cause all water within 10m to turn to acid, cause the caster to evoke urine, create a soaking acid rain, or even cause the spell to cover the caster in acid!! A sorceror can raise a spell to 90% through either normal research, or experience. They need no longer devote presence to it. A sorceror cannot teach the spell until he has mastered, nor make a spell matrix out of it. Attempts to do so are, at best unsuccessful and, at worst, explosive.
Instruction Table (Skills)


Chance of Instruction




Small City
40 4 60 97 CO 80 65 99 10 2

Medium/ Large City

80 8 60 99 CO 99 98 99 20 4


200 200 110 70 100 70 110 100 150 150



Alchemical Lore Assassinate Bargain Boat Ceremony Climb Conceal Craft Devise Disguise

01 1 1 40 CO 30 20 25 1 1

10 2 10 60 CO 50 40 65 3 1

99 12 90 99 CO 99 99 99 40 8

350 300 550 200 300 250 300 200 600 600

600 500 900 400 650 600 650 400 1000 1000

Dodge/Tumble Drive Enchant Escape Evaluate Fast Talk First Aid Hide Jump Language (common) Language (rare) Language (uncommon) Listen Lore Martial Arts Orate Play instrument Ride Running Scan Search Seduction Sense Motive Shiphandling Sing Sleight Sneak Sorcery Spell Summon Swim Throw

4 3 CO 1 1 1 4 20 10 15 01 01 5 5 01 2 5 10 10 5 5 3 1 40 5 1 7 CO CO 30 10

10 7 CO 1 5 2 10 40 30 40 01 10 10 20 10 10 25 40 35 10 10 10 2 60 25 5 35 CO CO 80 30

60 30 CO 2 20 5 30 65 60 95 05 20 40 80 30 40 70 98 75 40 40 25 5 97 70 10 65 CO CO 25 60

60 70 CO 4 50 10 70 98 95 99 10 40 80 99 70 80 99 99 99 80 80 50 10 99 99 20 75 CO CO 25 95

98 98 CO 8 98 30 98 99 99 99 15 75 99 99 99 99 99 99 99 99 99 75 30 99 99 35 85 CO CO 35 99

150 100 100 150 100 150 80 110 80 80 250 150 100 100 150 80 80 80 80 100 100 110 150 70 80 110 80 100 100 80 80

450 300 300 600 350 400 300 300 200 200 500 350 250 300 300 200 200 200 200 250 250 300 400 200 200 400 250 300 300 200 200

800 650 650 1000 600 700 600 650 550 600 900 700 600 700 750 650 700 650 600 600 600 700 700 400 700 800 550 650 650 450 550

Track Treat Disease/Poison Ventriloquism

20 1 1

35 1 5 25 2

50 1 10 75 5

50 2 20 99 15

70 4 35 99 25

80 120 110 100 125

200 400 400 400 500

450 1000 800 650 780

Weapon (cultural) 5 Weapon (noncultural) 1

Instruction Table (Characteristics) Stat


Chance of Instruction
Town 10 10 7 5 10 3 1 1 1 1 1 1 Small City 30 30 25 20 30 10 Medium/Large City 55 55 55 55 55 25 Metropolis 98 98 80 95 98 50 1-3 1500 1600 300 3000 1200 3500 4-8

Cost given current level of characteristic

9-12 1000 1000 1000 1000 1000 1000 13-16 2000 2000 2400 2000 2200 1400 17 3000 3000 3000 3000 3000 1600 18 4250 4250 4300 5000 4500 1800 19-22 5000 5000 5000 7000 5000 2500 23-30 6000 6000 6000 8000 6000 3500 31+ 6500 6500 6500 8000 6500 4500 800 800 750 1500 1000 1500


Business and Commerce

You can also make businesses during downtime!

Business Points
BPs are used to set up a business and to move your business to another level. To get BPs, you must devote an action to it during a Downtime Round. You can make a Bargain roll to get 1 BP (spcl for 2, critical for 3; fumble loses 1d6)

Making a New Business

You must build up the required non-liquid assets (given on the chart below) which varies depending upon whether you set up a risky business, a normal business or a safe business. A risky business would be a hedge fund or something blackmarket, a normal business would be a merchant caravan or a warehouse, whilst a safe business would be something like making money off of land ownership. You then need 4 BPs and youre away. Spend them, and you become a level 1 business.

Spending BPs
To get from the level of business you are at to the next level costs BPs. Thats given on the following chart. You also, in addition to BPs, need an amount of money to invest as a non-liquid asset. Further,Moving levels might involve an in game element to be fulfilled. If youre moving to a level 4 blackmarket business, you cant just do it you first need to displace the crime boss. If youre moving to a level 6 mercantile business, you need to watch out for the competition getting pissed off with you, if you move to a level 7 land based business, expect the Emperor to take an interest in your affairs. The non liquid assets accumulate , the BPs listed are the number that must be accumulated before you can progress to the next level at which point the count would reach zero again.

Attending to your business

A business needs to be tended to. This takes a Downtime Action. It is a different action to generate more BPs. If you dont devote a DA to it, then your profit roll is at -25%. This means that to grow a business

you either have to stop paying attention to it or spend 2 DA. You can buy management in. This gives an extra 25% of time, as long as one of your DA is spent on the business. This costs 1/20th of the non-liquid assets required for a business of that level per Downtime action. Leve l Example of a business at that level Land Based 1
Rented Room

Mercha nt Based Stall

Black market Pick pocket racket Protecti on racket Success ful fence Crime boss Very successf ul crime boss King of thieves

BPs to next level

Profit Base

Non-Liquid assets required Risky Norma l 500 Safe




Rented House






Small estate

Successf ul shop Multiple shops Mercanti le House





4 5

Large estate Numero us large estates

7 8

400 1000

8,000 15,000

10,000 18,000

15,000 30,000

Major noble

National mercant ile house Region wide Mercanti le house Secretly you own most things Basically you own every business in the country





County wide estates and tax revenue Large county








125,00 0

150,00 0

250,00 0

Lunar Satrap


12000 350,00 0

400,00 0

600,00 0

10 11



35000 750,00 0 1100 00 3,000,0 00

1,000,0 00 5,000,0 00

1,500,0 00 8,000,0 00


Profit Rolls
Every Downtime Round, at the end, make a Bargain roll which affects the Profit Roll. If it succeeds, the Profit Roll gets no modifier, if it fails it gets -10%, if it fumbles it gets -25%, it if specials it gets +10%, if it criticals it gets +25%, if it supercriticals it gets +40%, if it hypercrits it gets +80%. The character can also gamble before making the Bargain roll. If they so gamble, the results of the Bargain roll are doubled, good or bad. Now roll on the Profit Table. Take the number that results and multiply it by the Profit Base. Thats how much Liquid Assets the character receives or must lose. If a company loses money from the profit roll and there arent enough liquid assets to pay it off (i.e. the character just dont have the cash) triple the amount remaining and remove it from the Non-Liquid Assets. If this causes the company to fall a level, note that. Then make a Bargain roll, at -30 if the company moved a level. If successful, the company stays afloat (although lose all BPs you currently have). If not, then not it collapses and everything is lost. If a company scores a collapse result then a Convince roll at -20 can put this off. In the next adventure the character has to raise the funds. Otherwise, during the next Downtime, at the very start before making profit rolls or downtime actions for more business, the business goes bust (lose everything in that business). The amount that must be paid back is equal to double the amount owing in the first place, not simply the amount owing and not the triple cost that the non-liquid assets took. If it is paid back, those non-liquid assets dont come back theyre gone.

Liquid Assets
Liquid assets are just, in pennies, the cash in the owners pocket. The owner can record this on their character sheet it really is just theirs to do with what they will. When someone says liquid assets they just mean what dosh you have. One can convert liquid assets into non-liquid assets on a 1:1 basis.

Non-Liquid Assets
Non-liquid assets cannot be used just like money, nor can money lost from Profit Rolls be taken from Nonliquid assets it is, after all, unsold inventory and buildings, stocks and long term investments. The only way to concert Non-liquid assets into liquid assets is to spend time and effort doing so. The owner makes the decision to sell, and how long itll take to receive the money. The results of a Bargain roll adjusts the ratio they get: The owner can decline the result if they so wish, not sell, and keep it as non-liquid assets. They can only attempt to sell once every downtime round. If sold, the non-liquid assets vanish immediately. If this causes your business to lose a level, the character must make a Bargain roll at -20 or their next profit roll is at -25. Further, whether or not the Bargain roll is made, all BPs are lost as well.
Profit Modifier -10 plus exploding 2d10 -6 plus an exploding d6 Risky Business 01 02 Modified 1d100 roll Normal Business Less than 01 01 Safe Business Less than 01 01 (roll 1d6, on a 1 apply this result, on a 2+ apply the next row) -02 03-04 05-07 08-11 12-15 16-24 25-35 36-50

-5 -4 -3 -2 -1 -0.5 0 0.5 0.8

03-04 05-07 08-14 15-20 21-26 27-35 36-43 44-48 49-53

02 03 04-08 09-14 15-18 19-24 25-35 36-39 40-44

1 1.2 1.5 2 2.5 3 4 5 5 plus an exploding d6

54-60 61-64 65-68 69 70-76 77-82 83-86 87-90 91-00

45-75 76-81 82-87 88-91 92-94 95-96 97-98 99 00

51-80 81-90 91-95 96-98 -99-00 More than 00 ---

Result Fumble Fail Normal Special Critical Supercrit+

Sell this round 1:0.1 1:0.2 1:0.5 1:0.8 1:1 1:1.5

Sell round 1:0.2 1:.0.5 1:0.8 1:1 1:1.2 1:1.75

Liquidising Assets Table next Sell in 2 rounds 1:.4 1:.6 1:0.9 1:1 1:1.2 1:2

Sell in 3 rounds 1:.5 1:.75 1:1 1:1 1:1.25 1:2

Sell in 4 rounds 1:.5 1:.8 1:1 1:1 1:1.4 1:2.2

RuneQuest Downtime Activities Record Sheet


Cash (Not on hand) Cash Location

Cult Cult commitments

Cult leader name Cult Holy Days



Profession Income Residence

Living Standards Living Costs

Trainers retained

Long Term Injuries

Ongoing Projects Project Project Time commitment / remaining Time commitment / remaining

Project Business

Time commitment / remaining

Non-liquid assets Notes

BPs to Next Level

Shooting into Melee
Shooting into a melee is dangerous only if there are friendly combatants with in 1 m of the Line of sight of the missle attack, also continuing past the target. The chance of hitting an allied target is 50%the chance of hitting the target. The %0% is then split above and below the chance to hit the target (so it is possible to miss the intended target .. i.e. roll over, but still hit an unintended target) e.g. Skill 50% Critical 01-03 Special 04-10 Hit 11-38 Hit Ally 39-62 25% of 50% =12 so 50-12 until 50 +12 If more than one ally possible to hit, randomly determine Siz effect ? For each 5 siz greater than 10 Siz difference between ally and target 10% to percentage chance to hit ally

The Combat Round

Declaration of Intent
Done in reverse INT order Only necessary to declare what you are doing up until SR5 or 1st action Changing what your first action is before it happens or changing actions before SR 5 brings a penalty of 3SR added onto the normal SR cost of the new action. A 1.5m step move by a melee opponent can also be responded to, regardless of declaration

Moving and Attacking Full Round Action

A full round attack allows 2 of A%/P%/D% Full round disengage action. If you only dodge or parry for a full round of melee and declare you are attempting to disengage, then on the following turn you may move from your current (but may provoke attacks of opportunity if leaving another threatened space) threatened space and move as normal.

You may attack with a second weapon (Main Gauche or Shield) if you did not parry or dodge at 3 SR after your first attack. You may parry twice (but with the same weapon in the same SR) if you do not attack or dodge

You may move during such a round (start moving the SR after DEX SR) but You must have SR sufficient remaining in your turn for full DEX SR + SIZ SR + WEAPON SR cost of attack or If moving after you attack you must have sufficient SR remaining for DEX SR + each SR of desired movement. Mover may be subject to Attacks of Opportunity.

Attacking/Defending while moving during the same round

Allows only 1 of A%/P%/D% If moving first then start moving the SR after DEX SR Attack takes up WEAPON SR + SIZ SR

If attacking first, then attack at DEX SR + SIZ SR + WEAPON SR, move movement rate in metres for each following SR. Mover may be subject to Attacks of Opportunity
If attacker moves, attacks then intends to move after attacking, attacks at 10%

2 FP cost Can move at Speed x2 Requires at least 2 SR (normal move) straight movement before attack +10% attack bonus Defender also gets +10% attack against charger in the same round

Mounted Combat
Movement costs for mount and rider are paid for by the mounts SR Each SR that involves the mount changing direction by more than 45 costs an SR extra. Turning the mount around on the spot costs 2 SR. The first SR that a mount moves it can only move at 1/2 movement rate When fighting from a mount reduce attack 10%, except lance. Attack skill when fighting from a mount is capped by ride skill, except for lance, which cannot be more than twice ride skill.

Mounts are either Riding , Cavalry or War mounts.

A normal riding mount will not attack, although a riding character should be able to make it trample a prone opponent, if it has such an attack, on a ride check. with reduced damage of one die less than its usual. A saddle adds +10% to ride skill A Cavalry mount will attack if a roll under the riders ride skill is made,. If an opponent is knocked prone then a trample attack can also be made 3 SR later if the rider makes another ride check and sufficient SR remain. If the opponent is already prone then only the trample attack is made. If a riding or cavalry mount is injured the rider will have to make a roll (+10% for cavalry) to stay on its back or be thrown. A warhorse will attack a foot soilder once per round or will attack another mounted troop upon successful skill roll, trampling as per Cavalry unless this is its only attack in which case no ride skill check is needed Mounted animal attacks take place on the appropiate SR of the animal or SR + number of rounds moved if combined with movement. If not enough SR are left in round for attack then attack does not take place in that round.

Attack of Opportunity
Threatened Reach You threaten the space into which you can make a melee attack, i.e. everything in your reach (considering SIZ and weapon reach) adjacent to your space and consistent to your facing. An enemy that moves out of a threatened space provokes an attack of opportunity from you.

Who can attack? If you have not yet attacked that round, have a weapon ready and have SR remaining equal to DEX SR and WEAPON SR. The attack of opportunity will cost you that SR value after your attack; the cost of an attack of opportunity can carry over to the next melee round. Avoiding attack of opportunity There are two methods of avoiding such an attackthe 1.5-metre step and the full round disengage action (see Full Round Action above).
1.5m step

Moving only 1.5m or less in a round move doesnt provoke attack of opportunity, but opponents should always be able to respond in kind likewise with another 1.5m movement, even if they did not declare such movement initially.

Being surprised means acting 3 SR later in round, GM decides what constitutes being surprised

Drawing/reading weapons
Dropping weapon/drawing another 3SR

weapon Drawing Sword/ Reading shield Drawing Sword + dagger (if in easy accessible locations) Putting arrow in bow Getting bow and putting arrow in bow Stringing bow 6SR 3SR 3 SR 6 SR 10 SR

Moving and reading weapons is usually possible at same time

Morale Checks
Morale checks are made whenever a unit of enemies suffers 50% casualties. Every time half their unit is lost, they make another check: so they make check at then at etc. If the check is failed, the unit withdraws. The gamesmaster must decided whether it is a retreat or a rout.

Morale Afraid Cautious Brave Courageous Resolute

Enemies under certain magical effects; people who began combat crapping their pants.Broo;untrained bandits. Levy; badly paid guardsmen. A band of warriors, people defending their homes and territory Brithini warriors; Hoplites; Mostali Iron Dwaves

Morale Check 10% 25% 50% 75% 95%

NPC Checks
Even NPCs and monsters might heal their allies when theyre down, or flee when confronted by overwhelming odds. To represent this, all NPCs have Healing and Morale checks. Checks are only a guideline, and the gamesmaster may ignore them if it is unsuitable in certain circumstances.

Healing Checks
When an NPC is next to a downed ally, one who if healed the next round will live but not rejoin the right, there is a chance that they will attempt to heal them if they have the correct magic. The following lists example chances: Loyalty Example Bastards Broo; Selfish Loyal Dependable Health Check disorganised bandits; people who arent allied 10% Levy; guardsmen. 50%

Bandits; trollkin. 25% A band of warriors; Hoplites. Ardent Brithini warriors;close family members 75%

Fatigue due to lack of sleep, and over exhursion is represented by increased Enc, this is not real ENC but represents the accumulated exhaustion of the character.

For each day of missed sleep roll 1d6 and add to ENC (record as a separate item named Exhaustion. Characters can also receive extra Long term Fatigue ENC through living in poverty or when starving (see downtime) or when sick that can only be recovered when the character starts living better/eats/recovers. Both Exhaustion and long Term Enc count as normal Enc in terms of reducing Fatigue and having an effect on some skill rolls Sleep of at least 5 hours. Allows a character to remove 1d6 Exhaustion Enc. Modifiers to removing Exhaustion Enc -1 attacked during the night, or repeatedly woken up. -1 sleeping rough in bad conditions (like it rains, or its very cold) -2 sleeping in awful conditions (thunderstorm) -4 sleeping in intolerable conditions (earthquake) -2 sleeping in light armour -4 sleeping in medium armour -4 sleeping in heavy armour (must also make a CONx3 or lose a LTFL) If the result is a minus add the value to the exhaustion rather than subtract. When Fatigue is below 0 DEX SR is +1 For each point that FP is below 0 subtract 1 from all skill rolls On a given day if FP goes below 0 add an Exhaustion Enc, after one hour the characters FP goes again below 0 or remains below 0 can gain an additional Exhaustion Enc. Characters knocked unconscious lose 10 FP and add 1d6 exhaustion Enc. Characters in shock because of limb loss/maiming unconscious lose 10 FP, add 1d6 exhaustion Enc and 1d6 Lon term Fatigue points. Loss of FP with activity without rest Walking (2 points/kilometre) Riding (1 point/kilometre) Physical labour (1 point/30 mins) Injury (1 point/point of damage taken) The first 10 FP are recoverd each round, thereafter recovery is per 5 minutes Use the Munchkin Quest wheel to record current fatigue loss for all participants in battle, if a participant runs/charges or performs some vigorous activity, mark an extra point directly off their FP track. If a participant rests or has not yet entered a combat either

add an extra point of FP recovery or else track FP separately or else re-adjust all current participants FP tracks and start again When calculating skill reduction or DEX SR addition mentally subtract value on FP wheel from FT track value If FP track reaches 10, readjust FP tracks and start again

When a lance is used as a mounted weapon do not use normal damage bonus. Instead, use the damage bonus of the mount, which replaces the character's normal damage bonus. A lance hits as it arrives, not on a predefined SR. lances do not benefit from the usual (dis)advantages of a charge (see above) When the lance hits, the character takes jarring damage as it impacts. Upon impact the character must make an unmodified Lance attack roll to see how well they take the jarring damage, if they succeed they take 2 points less, and on a special or more they take no damage. Jarring damage is equal to the number of dice in the damage bonus of the steed. If a Lance impales then the lancer must let go of the lance or else roll STR vs SIZ of the target (fail, the lance is dropped) and Lance AP vs SIZ (fail the lance breaks). If both rolls succeed then the target is impales on the end of the lance and is carried along with the lancer.

Knuckle Dusters:
A character who wears knuckle dusters doesn't get extra damage. What happens is they can re-roll a '1' if that's what they get for their main damage roll (not their damage bonus). This applies for normal unarmed attacks and boxing, but no other martial art as that uses things other than fists etc.

Specialised javelins can be created with barbs and a mechanism to hold a cord to turn them into harpoons. When a harpoon impales, the character can stop the creature from moving and use slack on the cord to compensate. This involves a STR versus STR roll every time the creature tries to escape the cord. If the roll fails, the creature can move that SR, although the creature is still caught until the character runs out of the rope, and it can run free. Usually this is used against dumb animals to allow them to bleed to death without fleeing. Sentient creatures usually remove the harpoon. With a STR versus STRx1.5 the creature can reeled in like a fish on a hook at STR/5 m/SR.

Lanterns and torches

These can be used as weapons. They come under unarmed attack. A torch inflicts 1d6 fire damage and has a 20% chance of lighting the average target on fire, theres a 25% chance it will extinguish the torch. A lantern shatters upon striking home, inflicts 2d6 damage and has a 30% chance of lighting the average target on fire. When on fire, a target takes 1d4 damage every round until they spend a round putting themselves out. If a character is carrying a torch or a lantern, this takes up a hand. Whilst a buckler can be used, no other shield or weapon can be used in a hand thats taken up with a torch.

Using Weapons At Below Minimum STR

You must expend a short term fatigue level for every round that a weapon is wielded and your STR is lower than its minimum.

General Magic
Use Pow vs Pow rather than MP vs MP
What about for spirit combat? Efforts to speed up spirit combat Mixed spirit combat and melee combat

Compromise: use Average (Pow +MP) round up Or POW (MP used)/2 round down

Places a lower limit to what resistance a person can have but still places a cost on using MP POW for MP Sacrifice POW to gain more MP (1d10)

Pow crystals/ storage matrix

can only take from in one action, e.g. if it has 10 points stored, then in one action the user can take 10 points, but can not take 5 now, 5 later. Can only be charged up in one go only too User can only be attuned to one at a time
Chance to cast Every spell has a particular chance to be cast. This is determined either by a skill (in the case of Spirit Magic and Sorcery) or a set rate (as in the case of Rune Magic). A spell requires a roll underneath the chance to cast on 1d100. If the roll fumbles, then the player should roll on the spell fumble chart (unless it was a charm, in which case the spell fails to cast; or it was a Spirit Magic spell, in which case the roll is on the chart but at -100). A failure results in the loss of a single magic point. A success results in the loss of normal magic points, a special results in the loss of one less magic point than normal and a critical results in the loss of no magic points. Boosting A spell may be boosted to help it penetrated defensive magic. Boosting a spell is done by casting it with more MPs than the spell needs. These extra MPs add nothing to the intensity, range, duration, or any other aspect of the spell other than

it's ability to penetrate defensive magic. The number of MPs the spell is boosted with (which is limited only by amount of MPs the caster has available) is added to the spell's intensity to determine if it penetrates any defensive magic. Ritual Magic Some spell are marked as Ritual Spells. Ritual magic is learnt as either a Rune Magic spell or a Sorcerous spell. If a Rune Magic spell, POW must be sacrificed as per usual to gain access to it. If a sorcery spell, it must be learnt as per usual. There is no difference between them and normal spells, except the length of time to cast them.

Some spells are Enchantments. These spells obey special rules, laid out in this section. Enchantment spells are used to create enchanted items. Enchanted items and affects cannot be Dismissed or Dispelled. They always cost permanent POW to make. Tatoos Contrary to previous editions, no enchantment can be placed in a tattoo (except for certain, special, magics, such as the Bortau tattoo gained from the Orlanthi pilgrimages). Procedure The player must state which enchantment they are going to use and which level of enchantment they wish to use. There are five levels of Enchantment. The nearby table lists how much POW is required to create that level if successful, the amount of POW lost if the Enchant roll is failed, the length of time the Enchantment ritual takes to complete and the cost of the props to complete the enchantment in pennies. To cast an Enchantment of the appropriate level requires the appropriate level of spell. For Rune Magic, thats one point per level (so a Spell Matrix IV will allow you to make a Powerful Spell Matrix whereas it wont allow you to make an Heroic Spell Matrix). For sorcery, for every 20% or part thereof that the cast has in the skill, they can create one level of an enchantment. casting the Enchantment. They lose POW as stated on the table. A special or critical has no success. A supercritical means the item has been created at the cost of 1 point of POW less than stated, a hypercritical creates it at a cost of 3 points less than stated (both to a minimum of 1). If they fail then, obviously the enchantment is not made. The character losses a number of POW as given on the table. If they fumble then not only is the enchantment not made, but they lose POW as if they had succeeded. Res toring Broken Enchantments As per RuneQuest. Except they spend one POW/level that the original enchantment had i.e. a simple enchantment costs 1 POW whereas a Runic enchantment costs 3 POW and a Heroic enchantment costs 5 POW. Conditions on the enchantment (see below) return with the enchantment. If they fail then the enchantment is ruined forever, any nothing can be done to return it. Lifespan All enchantments have a lifespan how long they last. This is given on the above chart. Near the end they die out, becoming less powerful or working infrequently. Then, one day, their magic evaporates. An enchanter can make their enchantment last permanently by expending 2 extra POW. Enchantment Conditions As per RuneQuest Power Level Simple Advanced Runic Powerful Heroic POW Cost 1 3 6 10 20 Failure POW Cost 1 1 2 3 5 Length of time 1 hour 3 hours 12 hours 2 days 1 week Cost of props 100 200 500 2000 5000
Length of Time Enchantment Lasts

10-20 years ~50 years 200-300 years

2-4 Ages Permanent

Enchantment Table At the end of the specified period that it takes to cast the ritual, the character rolls 1d100 and, if underneath his

adjusted Enchant skill then they have succeeded in

Magic Sight
A generic ability for various spells (and, sometimes, items) is Magic Sight. This allows the character to see into the Otherworld. Magic Sight can be activated either by casting the Magic Sight rune spell (see Rune Magic), being a shaman (see Shamanic Magic) or using the spell Mystic Vision (see Sorcerous Magic). Activating Magic Sight always costs an action (see Combat), and in the case of Mystic Vision is only successful if the character rolls under their Mystic Vision skill. Magic Sight allows one to see the Otherworld. This has various effects, including (but not limited to) the following. Spirits It reveals the presence of any unmanifested spirits (and, in the case of manifested spirits, makes their appearance ever more vivid). This includes the presence of bound spirits, including allied spirits. Otherworld It allows the character a peek into the Otherworld. When looking at the clouds, they will see the servants of Heler dancing atop; when they look at the Red Moon the ley lines of Lunar energy on its surface become more visible etc. Gauge Magic Sight allows a character to gauge the soul strength, Heroquesting presence and spells of a particular target. The number of targets that can be so concentrated upon is limited, however. For the Soul Sight spell it is one per point. For the Mystic Vision spell it is one for every full 2 points of intensity. For shamans, it begins at one and increases depending upon the gifts they take. Once concentrated upon, the character can gauge the relevant strength of a beings soul. They can see how many personal magic points any creature within view has. They can tell whether it is in the 1-5 range, the 610 range, the 11-15 range etc. It does not measure POW, only magic points. It does not pick up non- sentient sources of magic points such as crystals or magic point matrices. It also determines what spells, if any, they have cast on them. Finally, it will reveal if they are currently on a Heroquest. At higher levels, it may reveal information about the Heroquester at the GMs discretion.

Dispelling Magic
When dispelling magic (using Dispel Magic, Dismiss Magic, Neutralise Magic etc.) you can either just cast it at someone and not declare what spell you're aiming for, or declare a particular spell. When cast with no declaration, your spell affects the strongest spell it possibly can (which, for Neutralise Magic, is the spell with the pointage as close to the intensity of the spell as possible). If there are spells tied for that, the spell affected is randomly determined. When cast with a declaration, you can just need to declare what spell you're aiming for. So if you've used Magic Sight on someone and seen they have a Bladesharp, you can aim for the Bladesharp. Without Magic Sight it gets a little more tricky: you might see the ZZ rune lord has magic cast on his maul. You can declare a quite general declaration of 'I cast dispel to get rid of the weapon enhancing magic on his maul', or you might (figuring he has both Seal Wound and Bludgeon) declare 'I cast dispel to get rid of the Seal Wound'. If multiple spells meet your demand it affects the spell with the highest pointage it can effect (so if you make the first declaration whilst casting Dispel Magic 3 against the ZZ rune lord who has Seal Wound and Bludgeon 3 on his maul, it successfully dispels the Bludgeon 3). He's the rub: if the spell you've declared isn't cast (for instance there is no Seal Wound when that's what you went for, or you thought he had mindspeech cast when he didn't) then nothing happens. Most spells have a visual clue - so casting Seal Wound or Bludgeon or Protection all have a visual give away that a spell has been cast. Note, however, that the clue is indeterminate between spells. So you might see the sparkly sheen of magic on a trollish enemy, but whether that signals Absorption, Shield or Protection (or Countermagic etc.) is beyond you. You need magic sight for that. Some spells have no visual clue - like mindspeech or silence. You don't know the results of a dispel, and don't know whether you've succeeded in dispelling it unless you have magic sight (or it was the only spell that caused a visual occurrence, and you just dispelled it).

Spell Fumbles
Table (i)

Roll 1d10 and add one per point of the spell. This indicates which table to now roll on.
Resu lt Fumble Table


Table (ii)>


Table (iii)


Table (iv)


Table (v)


Table (vi)

Table (ii)

Table (iii)


1d1 00

Mishap Effect


No additional effect.


Lose all the magic points invested in the spell.


Lose all the magic points invested in the spell and lose an equal amount of fatigue points. These return at the rate of one per hour.


A random location is rendered paralyzed for 1d3 rounds. If this is the head or chest the character is prone but still conscious.


The magical effort damages the character. They take 1d3 general hit points.


The character suffers a temporary loss of Presence. They lose 3 points. If this takes the character beneath zero Presence (almost certain in the case of nonsorcery using characters) this is the percentage chance of the character being rendered permanently incapable of learning and utilising sorcery).


The entire area becomes covered in some substance, such as soot, or dirt, or feathers, whatever the GM chooses. It covers an area with metres equal to the number of magic points used in the spell.


Spell affects the wrong target. Randomize from the selection of all viable targets in range. In the case of touch spells the caster counts as a viable target. If there are no viable targets, they simply lose all magic points in the spell.


For the next 1d6 MR the caster must add 3 SR to their casting time.


Re-roll twice on this table.


Re-roll on table(iv)

Table (iv)
1d1 00 Mishap Effect


No effect.


Caster loses all magic points invested in the spell.


Caster loses all magic points invested in the spell, and loses twice that amount as fatigue points. These return at the rate of one per hour.


The caster, and everyond in Mindlink with the character (including familiars and allied spirits, and bound power spirits) lose all the magic points used in the spell.


A random hit location is rendered paralysed for 2d10 rounds. If this is the head or chest the character falls unconcious.


The character suffers a temporary loss of Presence. They lose 2d6 points. If this takes the character beneath zero Presence (almost certain in the case of nonsorcery using characters) this is the percentage chance of the character being rendered permanently incapable of learning and utilising sorcery).


Spell effect is reversed.


The magical effort damages the character. They take 1d3 general hit points.


The magical effort damages the character. They take 1d3 general hit points. This must be healed like poison damage.


The magical effort damages the character. They take 1d6 general hit points as damage.


A random spirit is summoned to the area.


For the next 1d6 days the character must add 3 SR to their casting time.


The spell burns the associated rune into the ground. Caster is stuck to the rune with a 'glue' of STR equal to the magic points used in the spell.


Caster loses twice the amount of fatigue points as magic points invested in the spell and becomes exceedingly tired. A penalty of one to Move is suffered until a full night of rest is had.


Spell goes off, but it isn't the right spell! Randomise a spell. It has points equal to the spell cast and is boosted with as many magic points as the caster boosted it with.


Lose 1d6 STR. These return at the rate of one per turn.


Lose 1d6 CON. These return at the rate of one per turn.


Lose 1d6 DEX. These return at the rate of one per turn.


The character cannot use Divine Intervention for the next 1d10 rounds.


The characters hair turns grey. This is permanent.


Re-roll twice on this table.


Re-roll on table (v)

Table (v)
1d1 00 Mishap Effect


No effect.



Caster loses all magic points invested in the spell.


Caster loses all magic points invested in the spell and loses three that amount as fatigue points. These return at the rate of one per hour.


The caster, and everyond in Mindlink with the character (including familiars and allied spirits, and bound power spirits) lose all the magic points used in the spell.


Caster loses all personal magic points. Thusly they are rendered unconscious.


A random hit location is rendered paralysed for 3d6 hours. If this is the head or chest the character falls unconcious.


The character suffers a temporary loss of Presence. They lose 3d6 points. If this takes the character beneath zero Presence (almost certain in the case of nonsorcery using characters) this is the percentage chance of the character being rendered permanently incapable of learning and utilising sorcery).


Spell effect is reversed.


The magical effort damages the character. They take 1d6 general hit points.


The magical effort damages the character. They take 1d6 general hit points. This must be healed like poison damage.


The magical effort damages the character. They take 2d6 general hit points as damage.


A random elemental or undead monster is instantly summoned to the area. Roll 1d6. On a 1-3 it is an elemental (roll 1d10; on a 1-2 it is small, on a 3-7 it is medium, on a 8-10 it is large), on a 4-6 a random undead monster is summoned, such as a group of 2d6 mummies, or a vampire.


For the next 1d6 weeks the character must add 1d10 SR to their casting time.


The spell is burned from the casters mind. They must relearn it or resacrifice for it.


Take your own magic modifier as a penalty to all skills for next day.


The caster ages one year.


Lose 1d6 STR. These return at the rate of one per day.


Lose 1d6 CON. These return at the rate of one per day.


Lose 1d6 DEX. These return at the rate of one per day.


Lose 2d6 STR. These return at the rate of one per day.


Lose 2d6 CON. These return at the rate of one per day.


Lose 2d6 DEX. These return at the rate of one per day.


Massive magical energy explodes forth, disfiguring the caster. Lose 1d3 APP permanently.


Caster becomes cursed to become a magic spirit upon death. Only a HeroQuest can prevent this.


Can't use Divine Internvention for 3d6 hours.


All the casters hair falls out. If the caster is naturally bald then all the hair on their body falls out.


Re-roll twice on this table.


Re-roll on table (vi)

Table (vi)

Any roll on table (vi) immediately carries with it the lose of all magic points used in the spell, with the exception of the 'No Effect' result.
1d1 00 0110 Mishap Effect

No effect.


Caster, and everyone and everything, within 100 yards, loses all magic points. Add up all magic points lost in this way. Then divide as damage to general hit points amongst all of the creatures within 100 yards. The magical effort damages the character badly. They take 3d6 general hit points, and permanently lose 3d10 fatigue points. The magical energies are uncontinable and literally burn off a part of the caster. Randomly determine a location. This location is lost.

1620 2125 2630 3135 3640 4145

The caster ages 2d20 years. If the roll is above 30 add another 1d20.

Lose 2d6 STR permanently. If this brings a characteristic below zero there is a 50% chance of the character becoming an incomplete creature rather than dying. Lose 2d6 CON permanently. If this brings a characteristic below zero there is a 50% chance of the character becoming an incomplete creature rather than dying. Lose 2d6 DEX permanently. If this brings a characteristic below zero there is a 50% chance of the character becoming an incomplete creature rather than dying.


Lose 2d6 STR, CON and DEX permanently. If this brings a characteristic below zero there is a 50% chance of the character becoming an incomplete creature rather than dying. Some hideous monstrosity from the Underworld or Outer Void is summoned to the area. A crack is created in reality, joining the spirit plane and the mundane plane for an area equal to 1d20 metres.

5155 5660 6165 6670 7175 7680 8185 8690 9195 9699

A crack is created in reality, creating a permanent chaos maw.

Caster loses 1d6 POW and maximum POW.

Caster swaps mind with a randomly selected nearby creature. This is permanent.

Character becomes one with the Magic Rune. Is removed permanently from play (requires a HeroQuest to get back). Magical energy causes an explosion. Inflicts 3d6 damage to everything and everyone within 50m.

Caster is pulled onto the HeroPlane somewhere.

Re-roll on this table twice.

Re-roll on this table three times.


Roll 1d20. On a 1-19 roll on this table again. On a 20 a Unique Event takes place along the lines of Sunstop, or all those who died that day returning to life (see Gloranthan Visions. If the GM wishes they can ignore this result and roll again.

Spirit Magic
Summoning Spell Spirits
It is assumed that they know how to summon spell spirits for the spells they know or have known. To know how to summon any other particular spell spirit the summoner must roll a spirit lore skill. Attempting to evaluate if it is possible to summon a spirit from a particular place at a particular time requires meditation, worship and studying the spirit world and takes 1 day per point of the spell. If a character fails the roll they cannot try again until they attempt to increase their spirit lore through instruction or research. Often summoning a particular type of spell might call for the summoner to be in a particular place or to make a particular sacrifice as determined by the GM (but if the player suggests particularly good ideas the GM migh use them and reward them with some modifier to their spirit lore roll). Holy days give + 5% to Ceremony, ceremony can be used to both help with the summon skill roll and to help combat the summoned spirit. A character can also try to summon a random spell spirit, in which case failure to summon by more than 10% always causes the equivalent of fumble and success makes a random spell spirit to appear (see Gods of Glorantha pg 25) Summoner states number of MP cast before ritual The ritural takes 1hour + 1 MP per MP cast to summon the creature plus any extra time taken in Ceremony. If the Ceremony is being done to summon a spirit for another character they also need to be present during this time. Spell spirits have (MP d6) +MP in Pow, Cult spirits have (MP d3) +MP in Pow. i.e. a Bladesharp 3 spell would have 3d6+3 Pow for a shaman but for a priest of Orlanth would have 3d3 +3 Pow if number of MP spent on the ritual < Pow of Spirit then the summons fails Roll the summon skill (this skill can be augmented by Ceremony), if the roll is a fumble then roll random spirit (pg 54 magic book), it will attack If the roll succeed than the requested spirit appears, the Summoner decides whether to attack spirit or banish it or not each round after simultaneous spirit combat. The summoner has opportunity to cast control (spell spirit) spell if the MPs of the summoner are greater than MP os spirit. If the spell succeeds the summoner can either command spirit to attack someone else (so they can learn the spell) or else they can learn spell. If fails the fight continues (subtract 1 MP for the cost of the control spell) If spirit is beaten in combat the spell can be learnt, if the spell wins then the summoner is either catatonic, or may be stuck casting spell repeatedly depending on GMs choice. The Ceremony skill can enhance your ability in spirit combat following a summons. Hours assigned to ceremony in the usual manner (see table below) prior to the spirit combat allows the character to add to their effective magic points in either attack or defense in spirit combat only, not in casting or resisting spells. The amount of effective magic points that the shaman has available is skill/5 rounded up. For example, a shaman with Ceremony 44% may increase their magic points in attacking in spirit combat by up

to nine, or their defense by up to nine, or any combination thereof (such as attack magic points increasing by 4, and defense magic points by 5). Duration (hours) 1 2 3 5 8 13 21 34 55 Roll (% addition to roll, no more than Ceremony %) 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6

Lear ning Spirit Magic for Money

A cult can teach any Cult Spirit Magic spell (listed in the cult description) plus any Openly Available Spirit Magic spell not given in the Cult list. Spells that would appear to contradict the cult runic associations are not available.. i.e .Darkwall for a light cult. Any level of Spirit Magic can be learnt by any character, as long as they have the money and can find someone with the appropriate Spellteaching. The only exception are 8 point Spirit Magic spells which can only be granted to Heroes by their respective god. The amount of money that must be spent depends upon whether or not the spell appears on the cults list of spells. If it is, they get it for cheaper than if its just on the Openly Available Spirit Magic list.

Common Magic Costs

Spell 1 point 2 point 3 point 4 point 5 point 8 point Cost (cult) 400 900 1500 4000 8000 Cost 600 1300 2000 6000 11000



Common Magic Casting Results

Success Level Fumble Fail Success Special Critical or Better Result roll on the fumble Lose one magic point. Spell is cast. Lose magic points equal to the level of the spell. Spell is cast. Lose magic points equal to the level of the spell minus one (to a minimum of one). Spell is cast. Lose no magic points.

Brithini and Mostali

The Brithini and Mostali can learn Spirit Magic as well, but learn it by merely studying books. It costs nothing, although the individual has to be deemed to be worthy to have the appropriate tomes made available to him or her. It takes one year to learn a charm, and one year per point of Battle Magic, to learn Common Magic through these means.

Disadvantages of becoming a Shaman

The skill limits as per pages 14-15 of the magic book are not used

Amount of Spirit Magic a character can learn

The amount of Spirit Magic a character can learn is limited by their Free INT. Each point of Spirit Magic takes up one point of Free INT. Note that sorcery magic and rune magic does not take up Free INT. Your Free INT is equal to 10+ one half of your INT characteristic. If the character wants to learn more, or needs more Free INT, it takes one hour per point of spell to be forgotten. Once forgotten, the spell cannot be used again until retaught. A character cannot partly forget a spell: if they need an extra point of Free INT they cannot forget a Bladesharp 2 down to a Bladesharp 1.

Variant Spells
Some spells are variants of other spells. So Bladesharp has, as a variant, Deathblade or Blow of Sian Lamarr. The GM is encouraged to come up with such variants for spells, available from shrines and local cults as local variations, all over his campaign. Note that the effects of variant spells dont stack with each other, or the spell they are a variant of. For instance, casting Blow of Sian Lamarr with Bladesharp is possible, but the damage does not combine from between the two.

Openly Available Spirit Magic Spells

Assure Variable Self only, temporal, passive Every point in this spell increases the casters Orate by 5%. Climbing variable touch, temporal, passive For every point in the spell the target's climb skill is increased by 5%. Cooking variable self only, temporal For the duration of the spell all skills associated with cooking are increased by 5%. Coordination variable touch, temporal, passive

Each point of this spell increases DEX by 3 points for the purpose of resisted rolls, any roll made using DEX as a multiple and any roll for initiative or ambushing. Countermagic As per RuneQuest Darkwall As per RuneQuest Demoralize As per RuneQuest Detect magic As per RuneQuest Dispel Magic As per RuneQuest Disruption As per RuneQuest Dullblade As per RuneQuest Dupe Variable Self only, temporal, passive Every point in this spell increases the casters Fast Talk skill by 5%. Endurance variable touch, temporal, passive The character instantly regains two short term fatigue levels for every level in the spell. Eupepsia Variable Touch, temporal, passive For every point in the spell the target gains 5 points of CON when doing CON rolls or calculating rolls on the resistance table. Extinguish As per RuneQuest Fanaticism 1 point ranged, temporal, passive Once cast a character becomes a fanatical fighting machine. Their attack chances increase by +25, but they dodge and parry at -25. Fanaticism counteracts Demoralize. If cast on an unwilling target magic points must be overcome. Farsee 2 points ranged, passive This spell allows a character to see very far indeed. As long as there is a line of sight, and the weather is clear, they can see anything within 10km in as much detail as they would if it were 10m away. Firearrow As per RuneQuest Fireblade 3 points touch, temporal, passive Cast on any edged weapon or spear. It makes the weapon explode into flame, inflicting 3d6 damage on a successful hit. On a special it inflicts an extra 1d10 damage, where on a 5+ it ignites flammable objects on that location. The weapon is unharmed by this magical fire. Fireblade is incompatible with Bladesharp and True <weapon>. Glamour variable touch, temporal, passive Adds 3 APP per point of spell for the purpose of APP rolls and resisted contests. Glib variable self only, temporal, passive For the duration of the spell the caster enhances their ability to Bargin. They become very convincing, capable of hiding any doubts they have about the prices of goods, or any desires they themselves have to purchase the goods, through a combination of magic and hand movements. For every point in this spell the caster's Bargain skill is increased by 5%. This can even be used in Downtime when making rolls for businesses and jobs. Glue As per RuneQuest

Heal As per RuneQuest, except its not double cost to cast on other species. Horsemanship variable touch, temporal, passive Once cast the target of the spell gains an extra 5% to their Ride skill for the duration of the spell. Ignite As per RuneQuest Ironhand As per RuneQuest Leap variable self only, temporal, passive For every point in the spell the casters Jump skill is increased by 5%. Lift and Carry Variable Touch, temporal, passive At level 1 and every 2 levels thereafter, when calculating the loss of fatigue levels due to ENC, the characters STR is one band better. The character has three points of effective STR per point when it comes to resisted STR rolls and STR rolls in general. Light As per RuneQuest Lightwall As per RuneQuest Mindspeech As per RuneQuest Mobility (Humanoid) variable ranged, temporal, passive Mobility has different effects depending upon how many points is in it. 1 point = + 30% Running 2 points = Increase Move by one level 3 points = Increase Move by one level, and +20% to Running 4 points = Increase Move by one level, and add +50% to Running. 5 points = Increase Move by two levels. Multimissile As per RuneQuest Pella's Blessing variable Self only, temporal, active For every point in this spell the caster's skill in craft/pottering is increased by 5%. Protection As per RuneQuest Repair 3 points touch, instant This spell repairs broken items (such as weapons broken by a fumble), provided all the pieces are available. If used to Repair magic items, the spell does not return any broken enchantments or released spirits. Second Sight 2 points ranged, temporal, passive This spell allows the character to see spirits in the nearby area. Shimmer As per RuneQuest Sneak variable touch, temporal, passive Each point of this spell adds 5% to the Stealth skill of a person. Slow variable ranged, temporal, passive This spell slows down an enemy. Each point nullifies the effects of one point of Mobility. If the character has no Mobility spell cast, or the Slow spell exceeds the pointage of a Mobility spell, then this decreases the movement level of the creature by one level. Speedart

As per RuneQuest Spirit Screen variable ranged, passive This spell protects the target from possession. For every point in the spell the character resists possession attempts as if they had 3 extra magic points. Stroke variable touch, temporal Once cast the recipient becomes better at swimming. For every point in the spell the target's swim skill increases by 5%. Strong Blow 2 points touch, temporal, passive The targets damage bonus is increased by one level. Vigor variable touch, temporal, passive For every point in the spell the character gains two ablative hit points.

Rune Magic
Common Rune Magic
This is a list of all the Common Rune Magic, including the ritual magic: Armouring Enchantment, Basic Rites, Dismiss Elemental, Dismiss Magic, Divination, Extension, Heal Wound, Magic Point Matrix Enchantment, Mindlink, Soul Sight, Spell Matrix Enchantment, Spellteaching, Spirit Block, Strengthening Enchantment, Warding. Acolytes normally have access to the following: Basic Rites, Dismiss Elemental, Dismiss Magic, Divination, Extension, Heal Wound, Mindlink, Soul Sight, Spellteaching. (So theres no more Excommunication and that kind of thing.) All spells are as per normal, with a few exceptions given on the next page.

You can sacrifice for spells anywhere if they are three points or less. For higher pointage spells you need a temple or holy place. Repraying for spells can be done anywhere. If you repray for one day, you get ALL one point spells back, if you repeay for two days, you get ALL two point spells back etc. Finally, spells which are one use are now annual. That is, they can be reprayed back for once a year if youre an initiate. Oh, and only rune lords and priests can repray for spells that are four or five points. Everyone else is limited to three points or less. Design notes Getting rid of Worship and Excommunication in return for basic rites streamlined a lot. Sacrificing and repraying for spells away from your temple means that you can have a character from another land without screwing yourself over. If you dont do that, everyone is limited to the same cults. That sucks. Annual spells for rune magic comes from Tales of the Reaching Moon #12. The reasons for it are laid out there. The limit on the pointage of what spells can be prayed for makes advancement a big thing, and stops low level parties overwhelming the enemy by just pulling a five point spell out of their back pocket. Finally, the repraying for spells so they all come back within a max of five days is an excellent idea one of the first I had when rewriting the rules. In the old days you might knock off 20 points of magic. Is it really MGF to then spend three weeks repraying? The answer is No. Design notes With the spells on the next page, I altered Shield and True Weapon to keep damage down (remember, low numbers!) Heal Wound got altered for reasons too numerous to mention, but has been changed four times already so Im still playtesting what Ive got. Oath has a funny story. A sever spirit is nothing. You can shrug it off. Hell, you can get resurrected. I used Simon Phippss rules for Styx Water to make more deadly oaths. Then everyone used Styx Water for their oaths. So for my

new rules I figured that rather than there being a pump knocking out styx water by the gallon, Id just give Oath spells real bite to begin with.
Basic Rites (Common) 1 point ritual ceremony, stackable, reusable This spell is used for just about every basic ritual common to a cult. Most importantly it allows one to lead worshipping ceremonies, initiate members to the cult, excommunicate people (thus also summoning spirits of reprisal), and consecrate territory. With a Basic Rites I or higher you can carry out basic worship ceremonies. With Basic Rites II or higher you can initiate people into the cult if they meet the cult requirements. With Basic Rites III or higher you can consecrate an area ready to be made into a temple. With Basic Rites IV or higher you can excommunicate someone if their Mythology score is lower than yours. With Basic Rites V you can engage in mass initiations on holy days, allowing you to initiate up to twice your POW at once. To be excommunicated you (i) have to be present (tied and gagged, if need be); (ii) the person excommunicating you must have a higher Mythology score. You can excommunicated for anything. Excommunication doesnt bring about a spirit of reprisal. Excommunicated characters cannot rejoin that cult. Berserk 2 points ranged, temporal, nonstackable, reusable This spell sends the target into a murderous fury. Personal safety and all but the strongest loyalties (have a Passion in it of 15+) are all but forgotten. The stamina and the combat skills of the spells target are greatly enhanced. It now does +75 to attack. Allows you to ignore all damage and deleterious effects, including bleeding, until you hit 0 general hit points (immediately fall unconscious) or a location is reduced to double negs (in which case, if head or chest, you fall KO and start Dying; if abdomen you lose the use of your legs, if a limb you lose the use of that limb. No roll). Lose all defensive actions. Immune to all mind affecting magic. To remain beserk must continually engage an enemy i.e. be attacking someone or running to attack them. Can choose to end this spell at any time. Causes a lose of 2 long term fatigue levels once over. Immediately pass any CON rolls, including those to resist against poison and disease. Plus 8 effective STR for calculating any resistance rolls or such. Call Elemental 1 point Ranged, temporal, stackable, re-usable This spell instantly calls a elemental, and it will instantly respond to one command from the caster with no resistance. The elemental will remain until it reaches 0 hp or the duration of the spell expends, even if the elemental is inside a binding enchantment at the time. The elemental will have random statistics and be of a size of one level per point of spell. Can summon one elemental per encounter, even if its dismissed. Dismiss [Elemental] 1 point ranged, instant, stackable, reusable This dismisses an elemental of size of one level per point of spell. Heal Wound (Common) 1 point touch, instant, nonstackable, reusable This spell heals one wound. You can receive one Heal Wound per encounter. Any further Heal Wounds merely result in the wound being stabilised. It prevents you from dying, but doesnt allow you to rejoin the fight. Impale/Slash/Crush 2 Points ranged, passive,non-stackable, reusable This spell must be cast on a spear, pike or impaling weapon. For the duration the chance to inflict a special is increased by 10%. Magic Point Matrix (Common) 1 point Enchantment, stackable, reusable Allows an enchanter to create an MP storage device. The amount it can store depends upon the level of Enchantment. Level MPs Simple 5 Advanced 10 Runic 15 Powerful 20 Heroic 25 Oath (Humakt, Yanafal Tarnils) 1 point enchant ritual, one-use Binds two to a pact. Oath is a one point one use spell. You make the oath. If either side breaks it, some predetermined bad effect takes place from this list to either party (such as the one who broke the oath) or both (and which it is, is likewise determined when the oath is made): (i) struck dead with no chance of ressurection; (ii) struck blind/deaf/dumb/crippled/infertile; (iii) if a member of a cult friendly to Humakt, a spirit of reprisal is sent against them; (iv) lose a predetermined number of POW which might also result in your death. Countermagic etc. is useless, and there is no chance to resist. Restore {stat] Rather than being a one use spell its reusable one point. But for every point that is resotred the target must voluntarily give up 1 POW. This means the problem with restioring stats is passed over to the PC rather than the NPC casting it on him/her. Shield 1 point ranged, temporal, stackable, reusable This spell protects the wearer from damage. Each point of Shield gives the wearer 1 point of magical armour, and 2 points of countermagic. The effects are cumulative with both Protection and Countermagic. Shield is incompatible with Absorption, and Relfection. Strengthening Enchantment (Common) 1 point Enchantment, stackable, reusable This enchantment give extra ablative hit points. The amount increased depends upon the Level of the spell. Note that strengthening enchantments must

be attuned to. Level HP Gain Simple 3 Advanced 6 Runic 9 Powerful 12 Heroic 15 True (Weapon) 1 point ranged, temporal, stackable, reusable Cast on a specified weapon. This spell adds one to the damage of the weapon per point, plus one to the Special Effects Die if it is rolled.

This chapter details how Heroquesting works, some of the logistical problems faced by people on the Heroplane, it also details some manner of Heroplane geography (if such a thing can be said to exist). {insert some generic Heroquest introduction} A Heroquest takes place when a character partakes in the realm of myth and magic, interacting with the world in a way that mundane beings do not. A character can begin a Heroquest in one of two ways. Firstly, they can engage in a ritual that starts them on a Heroquest. This requires them to know an Etnering Myth (see below) and may, or may not, take them on to the Heroplane itself. Secondly, and more rarely, a character can find themselves on the Heroplane by other means (falling down Hell Crack; entering the Caverns of Nogshill; jumping to the Red Moon etc.). Since the most common type is the former, thats what well concentrate on here. There are two types of such re-enactment Heroquests: practice run Heroquests taking place on the mundane world and Heroquests taking place on the Heroplane. In both cases, the characters involved do enter the Heroplane to varying degrees, but it is only the latter where the Heroplane effects come into play (see below). During a normal Heroquest, a character re-enacts a gods actions from their mythology, and in so doing gains certain benefits. Once a Heroquest has started, various extra rules come into effect. They are detailed in the rest of this chapter. Myth Attributes and Quest Building One use of myths is to engage in HeroQuests. You build up a HeroQuest out of the myths that you know. But you cant just fit them together how you like, you need to make sure they match up with one another. This is achieved by looking at the attributes of the myth. Myths all have the same attributes. They have a name, a description of what that myth represents (usually a titbit about what the myth involves), keywords governing what places it is connected with on the HeroPlane, what times it is connected with on the HeroPlane, what type of station it is and where and when the Myth goes to (its destination on the HeroPlane). Further, it lists how it deals with entering/exiting the HeroPlane. Further, each station has details concerning what one might normally where it to be used as a full-blown HeroQuest on the HeroPlane but players generally do not get to see such information, it is for the GMs eyes only. These attributes are only relevant when the character is using the myth to engage on a HeroQuest (either a practice run quest, or one that takes them to the Heroplane). The name of a myth is pretty straight-forward. For instance, the Terminus Myth Cycle of the Humakti cult is composed of seven myths: The Journey to the Hidden Chamber; Through Suberes Domain; At the Hidden Chamber; Past the Underworld Guardians; The Forging of the Blade; The Power of Death; and Seeking Death. Whereas the Yelmalion Hill of Gold Myth Cycle is composed of five myths: Finding the Hill of Gold; Fighting Orlanth; Fighting the Black Lord; Fighting Inora; and Fighting Chaos. The places of a myth determines where that myth takes place on the heroplane. Similarly, the time of the myth determines when that myth takes place. The type determines what sort of things go on at that station. Most importantly, the destination tells you what myths can be placed after the myth you have just used. For example, these are the details for the Teminus Quest (we deal with entering/exiting below):

A myth in RuneQuest is an item of the game mechanic. One learns myths and then uses them, either for magical effects in the mundane world, or for entering, traversing and leaving the HeroPlane as part of a HeroQuest. Each myth represents a single station on a HeroQuest, and comes with its own powers, and its own attributes that can be used to tell you how it helps to enter, traverse and exit the HeroPlane.

Myth Name The Journey to the Hidden Chamber Through Domain At the Chamber Past Underworld Guardians Suberes Hidden the

Where Inner (any) World Any


Type Travel

Destination Underworld (outer)/Lesser Darkness or before/any Underworld Darkness/any (any)/Lesser Lesser

Entering/Exiting Entering only

Underworld (outer) Underworld (inner) Underworld (outer) Inner World (Genertela) Inner world The Well of Life

Lesser Darkness Lesser Darkness Lesser Darkness

Travel Conflict Darkness Travel

None None None

Underworld (outer)/ Darkness/Travel

Inner World (Genertela)/Lesser Darkness/any Inner World (any)/Darkness (any)/Conflict The Well of Life/Greater Darkness/Conflict Any/Greater Darkness/Any

The Forging of the Blade The Power of Death Seeking Death

Lesser Darkness Greater Darkness Greater Darkness

Forging Conflict Conflict

None. None Existing only

So you use the first myth, and upon completion can travel to any station that has, as its where an underworld (outer) location, that has as its when attribute a time period of the Lesser Darkness or before, and has as its type attribute anything whatsoever. Of course, the next myth down the list meets such conditions, so if you know the second myth you can carry straight on to it (as it takes place in the outer region of the underworld, during the lesser darkness and is a travel myth). Similarly, after that myth is completed you can carry on to any myth that has as its where attribute any underworld location, takes place during the Lesser Darkness and is of any type. And, again, the next myth down the list fits the bill. And so on and so forth. Note that the keywords are increasingly specific. So if the type of quest you have is Conflict Darkness then any quest that takes you to a Conflict station will work. But if you myth lists
Myth Name The Hidden Passage of Kwrkzi Where Underworld (outer) When Any except Green Age Type Travel

Conflict Darkness as its destination it cant be used to go to a general Conflict myth, or a Conflict Chaos, Conflict Sky myth etc. it can only be used to go to a Conflict Darkness type myth. Note that youre not limited to those myths. For instance, you may substitute one myth for another. So you may know the myth of Past the Underworld Guardians or you may not. Upon completion of the At the Hidden Chamber myth you may decide to use the Past the Underworld Guardians myth. But you may not for you may not know it, or may have a better quest to use. After all, that myth involves fighting Bimbaros and the Sunbiter. Perhaps you dont fancy doing that at all, and instead know the myth of The Hidden Passage of Kwrkzi where you find a hidden passage and negotiate the secret traps and dangers that allow you to leave the underworld. That myth would have the following attributes:
Destination Inner World/any/any Entering/Exiting None

So that myth could be substituted salva veritate in place of the other myth and still get you to the myth you wanted to go to (namely The Forging of the Blade). So by building up myths you may be able to better negotiate the Heroplane.
Myth Name Healing the Underworld Hawk Where Underworld (outer) When Darkness (any) Type Travel

Heres another example. You might use Healing the Underworld Hawk where someone finds an underworld bird, and gives it healing magic, in return for which it flies them far from the underworld. That myth might have the following attributes:
Destination Sky/Darkness (any)/Travel Entering/Exiting None

This myth will take you to the Sky world, and thus wont allow you to travel to the next station. What happens then? Well, you could try using extra stations that eventually navigate you back to the station you wanted. So say you also knew the Quests of Along the Sky River and From the Castle of the Sky King to the
Myth Name Along the Sky River From the Castle of the Sky King to the Ground (Rather Fast) Where Sky (outer) Sky (inner) When Storm Age Lesser Darkness Type Travel

Ground (Rather Fast). The first station takes place in the Sky, and allows you to travel across the sky to wherever you want. The second station recounts the myth of the Sky King hurling someone back to the Inner World (and, yet, surviving to tell the tale). Those myths would have these attributes:
Destination Sky (any)/any except green and golden age/any Inner world (or, if the Sky King is defeated, the Sky Kings Castle)/Lesser Darkness/any Entering/Exiting None Exit

Conflict Sky

You could then use those myths to get back on the Humakti myth cycle and use Forging the Blade. Note that the destination of the second myth is conditional if you beat up the Sky King you dont go to the Inner World and are instead left in his castle. Note also that you can exit the heroplane if you so wish using the second myth (explained below).
Myth Name Finding the Hill of Gold Fighting Orlanth Where Inner (any) World When Greater Darkness Greater Darkness Greater Darkness Greater Darkness Greater Darkness Type Travel Conflict Storm Conflict Darkness

But there is a second alternative to going along the sky river. You might not try to get back on to the Humakti myth cycle before and instead just carry out other myths instead. This is the heart of experimental heroquesting. Heres a similar table and example for the Hill of Gold myth:
Destination Hill of Gold/Greater Darkness/Conflict Storm Hill of Gold or Inner World/ Greater Darkness/Conflict Darkness Hill of Gold/Greater Darkness/Conflict Ice Hill of Gold/Greater Darkness/Conflict Chaos Inner World or Hill of Gold/Greater Darkness/any Entering/Exiting Entering only None

Hill of Gold

Fighting the Black Lord Fighting Inora Fighting Chaos

Hill of Gold Hill of Gold Hill of Gold

None None Exiting only

Conflict Ice Conflict Chaos

Note that in this quest you options are far more limited, both because the type of myth that must come next is limited, and because the location is very specific, namely the Hill of Gold. So you might well know the myth of Wrestling Cwim and want to use it instead of Fighting Chaos at the Hill of Gold. But, alas, Wrestling Cwim may be Conflict Chaos but doesnt take place at the Hill of Gold. Hence, experimental heroquesting with this myth will be very problematic. So every Quest must be such that the myth you are going to fits the destination attribute of the myth you just used. Finally comes exiting/entering. Only some myths allow one to get on to the Heroplane, and only some allow you to leave. This is covered in the exiting/entering attribute. The first myth you use, the one that you will head into from the mundane plane, must have the Entering attribute. Finally, the last myth you use must have the exiting attribute (although in many cases a destination is also listed for

stations with the exiting attribute, which means that

they could be used to leave the Heroplane but dont have to). Thats how you build up a myth. Importantly you can only use every myth you know once on any given HeroQuest. So if you need to travel twice through the underworld, as you do on the Terminus Quest, you will need two separate travelling myths. Deciding what myth you go to is done en route on the HeroPlane, and so you can decide what myth to use once every station is complete (so you may find that events at a particular station sway you towards fighting the underworld guardians, or maybe using that secret passage, or maybe finding that underworld bird youve heard so much about). Finally, you may wonder what happens if you dont know an appropriate myth that meets the destination attributes. Thats really bad. You end up lost on the Heroplane, meeting whatever fiendish station the GM so desires. So, for instance, you might end up using a myth whereby you talk to Issaries and he promises to take you somewhere in the ocean. If you knew an

ocean myth, you could use it to make sure Issaries took you to that place in the ocean. If you dont know any ocean myths, you have no such luck. Thats not to say you cant go to where you wanted to go, but you might find that without the myth Issaries doesnt know the location of where you are travelling to, or even if he does know the location he doesnt take you to it in the right place (or even the right time! So you might want to end up there in the Lesser Darkness, but instead end up there in the Greater Darkness!). This is experimental heroquesting to the max, and without the safety net of a myth to guide your way you will end up doing a Sam Beckett for at least a fair while, desperately hoping that the next myth is the myth home Example Myth Attributes Here are some sample attribute details for all myths generally. This list is far from exhaustive and only lists the most common attributes. On the left is a general attribute, on the right are more specific versions of it. Where Inner World Inner World (Genertela); Inner World (Pamaltela); Inner World (Fronela); Inner World(Storm Mountain).

Dawn Type Travel Conflict Travel to Sky; Travel to Darkness etc. Conflict Darkness; Conflict Chaos; Conflict Zorak Zoran etc. Bargaining; Riddling; Gambling;

Dealing Thieving Learning Myths

One might know a story, but thats not the same as knowing the myth. So whilst we may all know the tale of how Humakt went to the underworld, got death, had it nicked by Orlanth and then got it back, that doesnt mean that everyone knows the Myth. To learn a Myth is to learn special cult secrets, so dont confuse knowing the details of the story with the details of the Myth. Nor should you confuse knowing the Myth with knowing every detail of the story. That is, you might well know the Myth of how Humakt tamed death, without knowing precisely how we did that (and, thus, having to either find out or think of your own way when you decide to do it yourself on the Heroplane!). If you are the person learning a Myth, you need do nothing other than spend a downtime action (or, via GM fiat, whatever time period he so chooses if this takes place mid-adventure) with someone who can teach you it. If you are teaching a Myth, it costs you 1 POW per person it is taught to. If the Myth is a part of a whole HeroQuest, and you teach all the stations at once, its half the POW cost rounded up. This makes learning a Myth a non-trivial matter as people wont burn POW willy-nilly to pass the Myth on to you. There is no roll that needs to be made to teach or learn a Myth, as long as both parties speak the same language (if they dont both have 30% they must make appropriate Speak rolls, and if they fail the POW is not lost and they need to spend set amount of time trying again). You do not need to be in the same cult as someone to learn the Myth (although the chances of ever being taught a Myth when youre not in the cult is almost nil, especially as you can then go and spill these cult secrets to others!). The other way of learning a myth is to research it. This again costs a downtime action, and you must have access to the appropriate resources (such as ancient, weighty tomes). Indeed, gathering together the required material to learn a Myth is probably a few adventures in and of itself. In cases where you learn from a text, you spend 1 POW to learn the Myth. In all cases, the GM reserves the right to say that a downtime action can be used to learn just one Myth or multiple Myths at the same time as is appropriate to the narrative.

Note that not every location in the inner world receives this attribute. Just look at the Hill of Gold Quest! To get to the Hill of Gold requires a special station that specifically lists the Hill of Gold, rather than anywhere in the Inner World. Although thats not to say that every quest that takes place on the Hill of Gold is the same. So some Quests may list Inner World(Hill of Gold) as where they take place.

Sky Underworld

Sky (outer); Sky (inner); specific locations in the sky Underworld (outer); Underworld (inner); specific locations in the underworld Specific locations within Hell i.e. Hell (Sheng Seleris prison). Specific location in Altinae Specific rooms in the Spike, like the Grand Auditorium, or the Seventh Prison of Bronze.


Altinae The Spike

When Pre-Existence (rarely found!) Creation Golden Age Lesser Darkness Greater Darkness Great Compromise (this is a specific moment, and is also the period that I Fought We Won takes place)

Invoked Powers As noted in Tales of the Reaching Moon #7, one of the ideas introduced into Heroquesting is the idea of Divine Qualities, of "special cards". These are powers that the Quester has, and can invoke them against other people - they are gained by Heroquesting. For instance, an Orlanthi may be able to summon a Hurricane, or a Zorak Zorani could summon Gore and Gash. An perfect example of this is from King of Sartar p. 2368 where Harmast Barefoot Invokes the Heroquests of Orlanth and Aroka to prepare for battle against Dragons. You can invoke a Heroquest anywhere, whether you are on a Heroquest or not. I use a system almost entirely similar to Simon Phipp's idea of Invoked Powers (so give him the thanks). When a character learns a Myth, say the various tations of the Hill of Gold Heroquest, they likewise learn the invoked power. They can then use that invoked power as if it were a spell details are always provided with the Myth. The Invoked Power normally costs POW, or more rarely magic points to use. Example: Mike the Yelmalion Heroquester knows the Myth of the Hill of Gold and meets a Zorak Zorani. The Hill of Gold myth has an invoked power. It costs Mike 1 POW. For the period of that combat, the Yelmalion can now take their POW extra to their general hit points before dying, but are unable to score criticals upon the Zorak Zorani. This reflects how Yelmalio survived the conflict with Zorak Zoran, but did not defeat him. These benefits cannot normally be dispelled. Myths can also be used to summon aid while on the Heroplane, as Divine Intervention is ineffective. Invoking Heroquests carry with it certain unwritten penalties, which are left to the Gamesmaster to decide. It tends to bring with it the actions of the rest of the Quest. For instance, a Zorak Zorani knows the Hill of Gold Quest and Invokes it to steal the magic from a defeated foe. However, as Zorak Zoran faced Chaos of great power on the Hill of Gold Quest, a short period of time later this chaos shows up to fight the Invoker summoned by the use of Heroquest magics. Sometimes it is not chaos, but Orlanthi, sometimes nothing happens. As a guideline, if the character is Invoking Quests willy-nilly use these side effects against him, if he is using them at mythically appropiate times then refrain from indulging in their use. However, Questers should always be careful of Invoking Myths. Involuntary Heroquesting Not everyone who goes on a Heroquest does so of their own volition. One way for this to happen is to wander, accidentally, into the Otherworld by means of a magic portal. However, there is another way. When Heroquesting on a practice run quest, characters encounter people from the mundane world who have been pulled in to play the role of whoever it is that is required. For instance, on a

practice run Heroquest to defeat Gore and Gash, the quester will encounter two trolls who have been pulled onto the Heroquest. Even with Heroquests that take place on the Godworld somewhere on Glorantha some guy is playing the role required. Often this wont be involuntary on their part. For instance, on a Godworld version of the Quest to defeat Gore and Gash, in some dark troll temple in Guhan two trolls will be reenacting this quest. In a sense they are the trolls who are met by the character. Sure, their stats are higher. Sure, if the Questers kills Gore and Gash, those two trolls dont die except dying as part of the ceremony. But, nevertheless, someone from the mundane world is, in some sense, behind the mask of the Godworld inhabitants met. Normally the powers of myth determine who gets pulled on to a Heroquest. But a character can try to pull someone purposefully on to the Heroquest, either in the practice run version or the Godworld version. The mechanic is a bit tricky. First, the target must have engaged in their own Heroquest that intercedes at the appropriate point. For instance, if a Yelmalion wants to pull some Zorak Zorani onto the Heroplane then that Zorak Zorani must have engaged in the Hill of Gold quest himself at some point in their the practice run or Godworld version. Second, find the appropriate Quest that the target mustve gone on. Find the major passion of that Quest, and call X the value of the targets rating in that Passion. Third, the Heroquester casts the Heroquest spell and must then make a resisted Mythology roll opposed against the targets score of 100-X. The target counts as active. If overcome, the target is dragged on to the Heroquest. If not overcome then the quest nevertheless begins, and must be completed as per usual (and, indeed, theres still a chance that the powers of myth will drag the target onto the Heroquest anyhow!). Example: Mike the Yelmalion hates Bolargi the troll. Mike decides to drag him onto the Hill of Gold Heroquest. Bolargi has enacted the practice run version of the Quest and is thus an acceptable target. If one engages in the Zorak Zorani version of the Quest then one gets the Passion Hate Yelmalion. Bolargis Hate Yelmalion passion is 35. Mikes Mythology skill is 70. So the resisted roll is between Mikes skill of 70 and Bolargis effective skill of 65 (that is, 100-35). Mikes player rolls a 40, but Bolargis player rolls a 50. If Mike had specialed, or Bolargi had failed, then he wouldve been pulled on to the Heroquest. But not today. On the practice run version of the Quest, at the appropriate station the target turns up. On the Godplane version, the target kinda turns up. If they are weaker than the Godplane version then use the stats of the creature given in the Quest description. If they are stronger, then replace the Godplane character with the target. In cases where its not clear, use the latter.

Whatever happens to the target on the Heroquest, be it practice run or Godworld versions, happens to the target.

Sometimes, they even manage to make it back to the Surface World and carry on living. Obviously this is a Heroquest in itself. The special ability to escape the Path of the Dead can only be gained via Heroquesting. However, those characters with enough force of will can choose to depart the Path of the Dead. This is represented by a roll made on their highest Passion minus 50. A chance of zero or less means a roll cannot be made. Obviously, Passions such as Love (Death) do not count, and in fact count as penalties to the roll. If successful the character can break away from the Path of the Dead. Divine Intervention Divine Intervention is useless on any Heroquest. Since the character is taking on the part of their god then they may not call on their deity (or, indeed, any other deity they happen to worship). Normal Benefits of a Heroqu est Engaging in a Heroquest invariably provides some sort of benefit to those who support the quest (see below). However the individual involved will also gain certain benefits. Some of these may be special powers, or special items as described in each Quest. But there are, in addition, some standard benefits that a Quest usually provides. Firstly, Heroquests are one of the main ways to get hold of Rune magic. Completing a practice run quest normally yields 2-3 points, whilst a Heroplane quest normally yields 5-6. These points must all be spent at the end of the quest. Further, they cannot be added into a pool with POW to purchase spells. So if a character receives 2 points from a Heroquest they cant buy a Shield III by expending an extra point of POW. In the case of cults that dont support rune magic but support saints, the character gets points to spend on Saints instead. These can be added into a pool with POW to buy a Saint. Further, in the case of Saint Points they can be used to buy Blessings that are to be used later. The character must select which Blessings they will use at the end of the quest, but neednt be actually used until the character desires. Secondly, any given quest usually provides a Hero Point that can be spent at a later date. The Hero Point is always tied to the major passion of the quest, and can only be spent when that passion is being used. When spent it bumps any roll by one success level. It can be spent after seeing the result. Often characters quest for Hero Points so that they can be stored up and spent on a later Heroquest. In cases where groups go on a Heroquest, as opposed to an individual, the point is only awarded if they are in an Iron Ring or similar grouping. The Hero Point is then available for any of them to use (subject to the veto of the leader of the group). If the group disbands, the Hero Points are lost, even if they later reform.

What follows are the rule changes that apply whilst partaking in a HeroQuest. Passions As noted in Game Systems a characters passions are always added (or subtracted) from the appropriate skills in the appropriate cases. Passions do not increase via experience ticks like a skill. Instead, they are gained through succeeding in Heroquests. The increase varies depending upon what type of Heroquest is being attempted and to what extent the passion plays a role in the Heroquest. Every Heroquest lists the appropriate bonuses, but here are some guidelines as to what to expect. On a practice run Heroquest a character will get five points in any passions relevant to the main point of the Quest. For instance Slaying the Dragon enacted as a practice run quest will increase the characters Hate Dragon by five; a practice run version of the Terminus Quest may raise different passions by five points say Succor Cult and Protect Cult.; a practice rune version of the Slaying of the Devil may raise a Storm Bulls Hate Chaos and Protect Eirithra. A practice run can only ever increase a Passion to 30. On a Heroquest taking place on the Heroplane some passions will be more important than others. The main passion(s) connected with a Quest increase by 12, whereas the minor passions increase by 9. In the case of minor passions, the maximum level it can increase them to is 60. In the case of major passions, the maximum level it can increase them to is 100. For instance, if in Slaying the Dragon a character goes off to defend their family from dragons they get Protect Dragon at 9 points, but Hate Dragon at 12; on the Terminus Quest a character will increase their Succor and Protect Cult passions by 9 but their Hate Undeath will go up by 9 as well for fighting Vivamort (amongst other passions from other stations). Whether a passion increases or not may well depend upon the actions of the character. If a character engages in Slaying the Dragon to protect his family, his Protect Family raises. If not, then not. Passions do not, generally, decrease. They also have a maximum rating of 100. Passions Above 50 Those who die, both on the Mundane Plane and the Heroplane, can break away from the Path of the Dead. When a characters passions go above 50 they can achieve this by sheer willpower. Instead the character can choose not to go down the Path of the Dead, and can try and escape the guardians of the Path, flee into the Underworld and take their chances in Hell.

Cult Support
One of the most important parts of any Heroquest is the entourage that the Quester has supporting him/her. These Supporters participate in pray, aid, sacrifices etc... at the local temple whilst the Quester is on the Heroquest. Spiritually powerful supporters are, obviously, more useful than weak, drained or indifferent Supporters. Upon the Heroplane, the Hero becomes the focus of the Supporters - in effect, he becomes his community. If he does something on the Heroplane then his community is affected by it directly. In turn he is affected by them. If a Humakti tries to gain support from Chalana Arroy Healers then he will find himself at a distinct disadvantage if he attempted a Humakti Quest. Supporters are more than human sized Duracell batteries. The aid that the Supporters give comes in the form increased Passions, increased magical resources and mundane support before hand (such as lending the Heroquester crystals, binding enchantments etc.). In return, the Supporters gain the benefit of the successes of the Hero, and also his failures. Therefore, a Hero takes upon himself responsibility for his followers. The Community To use Supporters properly, the GM must figure out the "statistics" of the Community. For instance, a collection of hand picked Humakti Rune Lords will be more suitable to support a Heroquester embarking on the Lead Cross Quest than a collection of rag tag peasants whose interests include wenching, drinking and going to bed before sundown. There are two things that determine how powerful a communities support actually is, its size and its "spiritual quality". The community grants Support Points, and how they are used is described below. The size dictates the base number of support points, which are then modified by the spiritual quality of those providing the support. If a community gives total support (q.v.) then they grant an extra Support Point (not modified by Spiritual Quality). Number of Supporters 30-80 81-200 201-500 501-1,000 1,001-3,000 3,001-10,000 10,001-100,000 100,001-1,000,000 1,000,001-10,000,000 Etc. Base Points 1 2 3 4 5 6 7 8 9 +1

on, increasing by one Support Point for every multiple of ten additional to this. This is then modified by the spiritual quality of the community. If your supporters are hand picked rune lords and priests, they are going to benefit you more than a group of drunkards and alcoholics. Modify the number of Support Points gained by looking at the table. To get the spiritual quality multiplier, the vast majority of the supporters must be of that quality. For instance, if a million Lunars support you, even though some of them will be of Good or Excellent quality as most are Normal you only get a x1 multiplier. However, you can get the best of your support ratings. So if you have 250 supporters, of which 50 are Mistress Race trolls, and the rest are trollkin, you get three points, for whilst the 250 count as poor (granting two points) the 50 Excellent Uzuz grant three points and you get the best of the two.
Spiritual Quality Poor Normal Good Excellent Multiplier x1/2 x1 x2 x3 Example Trollkin, Teshnan Night Caste, Kingdom of War serfs Members of a normal cult, Dara Happan noble clans Hand picked rune lords, skilled magicians etc. Uzuz, Idovanus worshippers, demigods.

Design notes All of this is rooted in Nils Weinanders YAHQS. Support Points Support Points are used in two ways. Once used they are used, they do not return until the Heroquest ends and the Supporters get a chance to recuperate. Firstly, whilst on the Heroquest, and while Support is being given, the Quester receives additional POW equal to the square of the Support Points given. Just in case you are confused, if you receive 2 Support Points you get 4 2 extra POW (i.e. 2 ), if you receive 4 Support Points you receive 16 extra POW, if you receive 7 Support Points you get an extra 49 POW! This POW vanishes after the Heroquest, so if you have 10 POW and gain 16 from Support, go on a Heroquest and lose 5 POW then when you return you will have only 5 POW, not 10 still. This could feasibly kill the Quester, if he had been tapped for 11 POW or more then when he returned he would have negative POW and die instantly. The POW can be used for magic points, is used on resistance rolls etc. Each character receives this bonus the POW bonus is not spread amongst them.

A community, be it a temple, a nation, or a village, grants one Support Point if there is one hundred of them, two Support Points if there are one thousand, three Support Points if there are ten thousand, and so

Secondly, the Support Points apply a bonus to the characters skills any skills used on the Heroquest. So if a character has 6 Support Points then they have an extra 6% to each skill. This extra bonus is not modified by the /5 modifier on the Heroplane (q.v.).

The Supporters and the Quest The Supporters share in all the victories and failures of the Quester. For instance, if a group of Yelmalions were to engage in Supporting a Quester on the Hill of Gold Quest and the Quester suceeds, then the Supporters might gain a chance to sacrifice for one-use Sunspear, Command Salamander and Summon Salamander. If the Quester failed, then the Supporters might well lose access to the spells Sunbright, Light and Lightwall as the Quester gambles away his Light powers. A Quester who is defeated by the Lions of Nambran Gate may find his temple being invaded by a plague of lions, or forever be branded as cowards as their courage is stolen. The Supporters may give normal support, or total support. In the case of normal support, the supporters gain approximately 1/10th of the reward the Quester earns, so if George Missinghands is blessed with +100% sword attack, his Supporters gain 10%. They also gain comparatively little chance of major disabilities if the Quester fails. On total Support, the Supporters gain about 3/10ths the reward of the Quester, but stand to lose more as well. In the case of the Lions of Nambran Gate, total supporters might die if the Quester is defeated!! Obviously, some numerical values cannot be applied, what is 1/10th the reward of the Sandals of Darkness. Normally the exact reward is given in the Quest. Some Supporters may choose only to Support the Quester on part of the Quest. This on the Lightbringer's Quest, the Orlanthi Quester may find a group of Humakti who agree to support him on only when he is in Hell, and nowhere else. In this case, the group can only gain benefits from the part they support, but in turn only suffer from the failures of the part they support. So if the Humakti agree to give support only when Orlanth is in Hell, but not when he confronts the Devil, then if he dies fighting the Devil they are safe. If he dies whilst in Hell, however, they suffer the same penalties as everyone else. The Supporters must decide which stations of the Quest they will Support before the Quests begins. If a Quester should start doing something against the Supporters wishes, they cannot choose to stop supporting the Quester. If the Storm Bull support an Illuminate on a Quest against the Devil and suddenly the Illuminate starts to try and make friends with him, they can do nothing until the Quest is over. At which point they will most likely kill him. General Losses This mystical support is very draining and time consuming. In most cases, a Heroquest will last a maximum of one week, maybe a bit more. In this case, the Supporters spend all of their time devoted to the Quester in pray and mystical aid. All Supporters lose one magic point an hour for engaging in Support, and double the amount of Fatigue. If, for some exterior

reason, the Supporters are disturbed, for instance the enemy raids them, then the Supporters can no longer give Support!! One example of cult support is from King Of Sartar, where Orlanth should have been destroyed during the Requirement of Proof but calls upon those who loved him. In the case of the much rarer, much longer Quests, such as Argrath's Lightbringer Quest in King Of Sartar, the Supporters normally devote about one day a week, and can act normal otherwise. All the Supporters do not even have to lend their Support on the same day! However, in this case, the Supporters must also devote permanent POW - they spend 1 POW per year of the Quest. Some Quests can last many, many years. Usually this Support consists of giving prays of hope to the Quester.

I use a modified version of Sandys runic fame rules, for which I dont have permission to reproduce. Infinity Rune The Infinity Rune is "the mark of the gods... it implies total control of the power flow around the user, making him invulnerable to all magic, among other abilities" (RuneQuestII p.54). It is the binding Rune of the Cosmos, it rules and commands all other Runes. In the same way the world is made up of interactions involving the Runes, the Runes are made up of interactions involving the Infinity Rune. It is the operating system of the Universe. All superheroes, dragons and some gods have the infinity rune. The Infinity Rune is a sign of connection, permanent connection, with the macrocosmic world. With the Infinity Rune you gain a better understanding of the Cosmos. It connects you to the world of the Transcendent, the "unknowable and changeless world" (RQCONII Book p.70) that goes beyond the normal world, the spiritual plane and the magical realm - into the all embracing nature of the Universe. The owner of this rune finally understands the workings of the mystical world and can manipulate the powers of magic like a sorceror can manipulate the physical world with magic. Those in contact with Infinity gain an amazing understanding of the Gloranthan universe - why be afraid of death and an afterlife if you control Death? If there is no need for an afterlife, the majority of religions have suddenly become obsolete - the Infinity rune brings greater freedom. The Infinity Rune is owned in partnership with another rune, and is tied to it. For instance, Jar-Eel has Harmony and Infinity, whereas Harrek the Beserk has Death and Infinity. Unlike normal Runic Links, Infinity is either owned, or not, there is no gradual progression. Gaining the Infinity Rune primarily involves a long and involved Heroquest. Anyone who gains it is considered to be a Superhero - although all True

Dragons possess it. One can become a Superhero by reconstructing an old Superhero and incarnating them thereby gaining the Infinity Rune. Once gained, it grants a variety of powerful benefits. Another method of gaining it is to follow the path of another Superhero to gain the Infinity Rune as they did. For instance, Harrek followed the same path as Elmale, Jar-Eel probably followed the same path as one of the Lunar Gods. Firstly, the infinity rune relieves the Hero from the downside of the Runic Link the Infinity Rune is held in conjunction with, so Harrek no longer suffers casting penalties for having 100 in his Death Rune Link. Secondly, all spells that are connected the rune that infinity is held in connection with can be cast as Heroic Castings, in other words can be cast without having to be reprayed for, so Jar-Eel has access to an infinite number of Heal Body spells as Heal Body is connected to Harmony, which is the rune she combines with Infinity. Lastly, the magic flow can be completely controlled by the Superhero. They have access to an effective infinite reservoir of magic points, have infinite magic points for resisting spells, and can dismiss magic - or even stop it from being cast - by resisting their POW against the number of magic points in the spell. They can even stop HeroPowers and Divine Intervention if they succeed in a POW vs. POW with the user. Most mortals, however, can concentrate on a maximum of one effect at a time, and can channel their infinity rune against only one spell or HeroPower a round. Note that even in the HeroWars, there are only three Superheros, Jar-Eel, Harrek and Androgenous. Before this there have only been a handful more, Elamle in the Second Age, Arkat in the First Age and a few in Godtime, like Tada.

route to head off into the Heroplane. For instance, at the Two Pine Crossroads where Malkion went East, a Heroquester might instead go West and head off into the Realm of Pain and fight evil Zorak Zorani demons rather than bother with the Heroquest he began. Experimental Heroquests can also be used to find out new paths that were unknown before. For instance, if you know your god can speak to flowers and always smells wonderful, but you do not know how, you can Heroquest experimentally to find out. Then, upon returning, you can give this knowledge to your people. Normally these Quests are attempted by tweaking already known paths. Taken to an extreme the Questers can actually create myths and paths and attempt them instead. Only in these dark times, when the Heroplane is changing, when the old ways aren't working, is it that the people of Glorantha are using Experimental Heroquests. There are two essential forms of Experimental Heroquesting. The first anyone can do. The second requires a character to build a new Heroquest out of stations of other quests. What if I sleep with Vivamort instead? In the first case we have anything that requires normal mundane knowledge to experiment with. For instance a clan may know that when they get to the Stead of Gohar Kalinsson you rest for the night and do not sleep with his promiscuous wife. However, what if you gave gifts to Gohar? Perhaps that will do something. So you attempt it, and he gives you a magic pie. What if you give gifts to his Gatekeeper? You give his gatekeeper a magic dagger and he teaches you how to hurl swords seven inches deep in your foes. Another Quester tries giving him a Lead Cross and offends him, and is challenged to a duel for his life. Another Quester gives him a few gold coins and is taught how to throw his sword high in the air and catch it again. What if you attempt to gift his servants? You attempt it and achieve nothing. This all requires no special preparation or powers, just the desire to make a gamble and to think beyond the confines of the Quest. This form of experimental Heroquesting is relatively common. You cannot truly prepare, except to ask other people for advice. The change the Quester might make on the path may be more radical. Such as, rather than killing the Boggin Beast with your sword, can you seduce it? Can you marry it? Can you trick? Rather than killing the Devil in Hell, you can flee and when he tries to suck you back with his inhaling breath you can toss pepper at him and make him sneeze to allow you to escape. Rather than forging a mighty blade of death for Kargan Tor you might make him a Shield. The deviation from the Heroquest has more radical effects than merely trying some small difference like offering people gifts etc... such major deviation should have equally major ramifications. For instance, if you marry the Boggin

Experimental Heroquesting
For more information on Experimental Heroquesting read Questlines II p. 68-80. Experimental Heroquesting is essentially an Orlanthi and a Lunar activity. These two cultures are the cultures that are good at it. Other cultures can experimentally Heroquest if they wish and, with the approaching Hero Wars in the Third Age, do so quite often. Arkati are also well known experimental Heroquesters. Experimental Heroquesting is to do what no-one has done before, to go beyond the confines of the Heroquest myth. It is dangerous. Usually deadly. Almost always fatal. Pretty often, it's worse. In fact, almost always. Well, always. Nearly. It is to do what is not expected by the myth. For instance, experimental Heroquesting is not to go up the Hill of Gold and kill Yelmalio, it is not to let Aroka capture Heler, it is not to kill Aroka and instead make a deal with him. It is to use a different method to achieve a different aim. Often, experimental Heroquesting is just used as a

Beast perhaps all your familys children will be little baby Boggin Beasts. But then again, perhaps in times of need you will be aided by the Boggin beast worshippers from the nearby swamp. If you escape the Devil in Hell, you may well survive with your life, but the Devil is left unslain! Bad things should result, such as incursions of chaos or perhaps on your next Heroquest you are ambushed by the Devil who roams, unchecked around the Heroplane. In the last case perhaps nothing happens, perhaps Kargan Tor is quite happy with his new shield. Perhaps he loses his next battle and dies, perhaps he fares even better and gifts you. Even though this form of experiment is more risky, it is also not necessary to have any magical powers or preparation, although careful planning will probably reduce the chance of catastrophic failure. If a Quester plans to deviate from the Path in some major way, such as go on the Lightbringer's Quest and get to the West coast and travel South to aid Pamalt against Jraktal and his foes, rather than doing his own Heroquest, then the Gamesmaster should plan well in advance. Such major deviations from Heroquests, just heading off into the Heroplane rather than travelling the established path, was pioneered by Arkat who managed to make connections between the different Quests of his cults and was able to travel from one Quest to another he knew the Heroplane so well. While these Quests are dangerous, and almost suicidal it requires no magical preparation or powers. Stat ions and Heroquests The second way to experimentally Heroquest is to buy a Heroquest "piecemal", as in to buy it Station by Station. For instance, you might only purchase the station on the Hill of Gold Quest where you face Zorak Zoran. These Stations can still be used for Invoked Powers, so the Heroquester in the example could still use the Invoked Power of gaining bonuses against Zorak Zorani, but not against Orlanthi, or the ability to summon Elf allies to aid him. There is a good reason for doing this when you consider Experimental Heroquesting, you can substitute one station for another. For instance, imagine you are a competent Humakti Heroquester. You engage in the Terminus Quest, one station of which is to go to Hell through a place called the Jewelled Crevice. The Quester, knowing that this might be dangerous, has in his repetoire of Heroquest spells a single station from another Quest, a station where you go from the surface world to the Underworld by paying a Ferryman. So the Humakti substitutes this station into the Quest. Rather than going to the Crevice, he goes to a river, pays a ferryman who then takes him to Hell. The rest of the Quest continues normally. The Quester must state their substitutions before they enact the Quest (you can't suddenly start substituting stations halfway through a Quest - preparations must

be made beforehand). A Gloranthan example would be Harmast Barefoot who knew that at the Well of Wisdom you must go into the Baths of Nelat - and he also knew that no-one has ever survived the Baths other than Orlanth, and so as he knew a different test, the Fires of Ehilm, he substituted that station into the Quest. He survived that, but obviously didn't get the benefits for succeeding in the Baths of Nelat. Substitutions must be made with smiliar stations. A station requiring you to travel through Hell and meeting various demons cannot be substituted with a station where you travel through the Sky World - it can only be substituted with a station where you travel through Hell. Illuminates, with their wide range of Heroquests, can make a lot of substitutions. For instance, if they were in a warrior cult and on a Quest to get a magical sword, requiring them to defeat an evil Fire Demon, they might substitute it with a Heroquest station from the cult of Tyram, where they pass by a Fire Demon by copulating with it instead of slaying it. There are dangers involved in substituting stations. The less similar the station is to the original the more likely it is that the Quest will not work the way the Heroquester intended. For instance, if you go on the Lightbringer's Quest and instead use a station to make a pact with the Devil to prevent him from destroying the Comos instead of killing him, it is unlikely that you will get the benefits of the Heroquest. After all, the Gods of the Cosmos will not give you a reward after watching you deal with their arch-enemy! If you were on the Quest to kill a Fire Demon and the Sword's powers were specifically targetted towards Fire Demons then if you slept with the Demon the sword might not work for you! If you fought Gore and Gash at the Hill of Gold instead of Zorak Zoran, fine, as they are very similar. However, if you fought Asrelia the results of the Quest might be very different. Perhaps you might survive but not gain Immortality. The Gamesmaster must carefully consider the ramifications of using "twisted" versions of Heroquests.

Hero Cults
Hero Cults are sometimes thought of as being the true mark of the Hero. A Hero Cult is a collection of individuals worshipping somebody. The Hero of the Hero Cult must be worshipped for some reason - people will only worship somebody for nothing if they are slave worshippers, which is something else entirely. Usually the Hero has a power, ability or spell discovered on the Heroplane and taught to the Cult through him. Because most powers/skills etc... can already be accessed by other Hero Cults, only Heroquesters who have discovered new powers have Hero Cults. One example Greg Stafford gave was Mike the Yelmalion who won the powers of Fire back from Zorak Zoran at the Hill of Gold. Rather than every

Yelmalion gaining access to these powers, it was only those who joined Mike's Hero Cult. If, eventually, Mike's Hero Cult was so widespread everyone always joined it, then Yelmalio would have his Fire powers back. See the RQ Con Compendium. Sometimes a Hero Cult is formed out of reverence of a previous act, or out of a desire to lend more power to the Hero to help him in his course. In such a case worshippers gain no power but their only reward is what their Hero does. For instance, Sartar is worshipped for founding his country, while Argrath might be worshipped as Destroyer of the Lunar Empire - those who worship him gain no power but know their investment will result in the destruction of an awesome foe. Creating a Hero Cult The forging of a Hero Cult primarily involves a Hero creating a mystical link between himself and those who wish to worship him - much the same as the Link between a God and his initiates. In doing so, however, the Hero's free will becomes limited as they're cult controls them and their existence. To create this mystic link is not too difficult if the Hero intends to make their Hero Cult a sub-cult of another God. Take the Hero Cult of Gerak-Kag, which is a subcult of Kyger Litor. All the Hero has to do is Heroquest to their god's current residence on the Godplane. Once there (and it can easily be a difficult task) the Hero must teach their God their new ability. Then, when the Hero returns he can form his cult and grant his power via a Rune Spell or Spirit Magic Spell. Alternatively, when the Hero Cult does not need to teach a new power (such as Argrath or Ralzakark), a simple spell can be used - such as the 4 point spell The Enthronement of Orlanth which re-enacts Orlanth taking Umath's position. There are two problems to this approach, though. Firstly, it may be undesirable for the god to accept the Hero's Power. For instance, trying to Illuminate Urox or teaching Ressurect to Humakt. Secondly, the Hero Cult is still subject to the parent cult and only worshippers of the parent cult may join. Plus, the God may demand that the Hero Cult is subject to some special condition, such as requiring a particular skill, possess piety or take an appropriate geas. For instance, only worshipers of Kyger Litor may join the Hero Cult of Gerak Kag. Another approach is available, especially if a Hero worships no god, a dead god, a weak god or a god that has no wish to accept the power the Hero offers. While it has less restrictions, it is far more difficult. The Hero himself must devise some way to create the mystical link. This is a very freeform activity, it requires a large amount of research, acquire a large amount of magical energy (primarily through supporters) and then engage in a Heroquest spell of the Heroquester's own devising. The amount of magical energy necessary for this would run into thousands of magic points. Very few Heros

have achieved this level of power - Sir Ethilrist is one, the Pharaoh is another. An example Heroquest to become a Hero is the Path of Thed, where a Quester travels to the home of the broo mother, rapes here and gains power. Another example Hero Cult might be a troll who manage to retrieve the Sandal's of Darkness and return them back. His cult would then be part of Kyger Litor. Not every Hero who dies apotheosises. In fact, very few do. Most go and join their gods in their respective domains and receive worship through their Hero Cults. Only Heros who make special preparation become Gods. Post humous worship in the Malkioni lands converts a dead soul into a Saint, and a Hero. This requires the entire support of the Church responsible for the Saint. Benefits Firstly, the benefits that Quester would have for having the Support of his Hero Cult are permanent, he always has their Support Points when he goes to the Heroplane, and the POW gain is permanent. The POW gain also increases maximum POW, so a character who has an extra 9 POW has a maximum POW of 30. This makes Heroes with large Hero Cults very powerful individuals (such as the Exarchs or Godunya, or Moonson). Secondly, by having a large Hero Cult the Hero creates an intrinsic connection between himself and the cultists, his free will is limited the same way that a gods actions are limited by his having worshippers. In Heroquest terms, the Passions of the character are altered. First, decide what Passions the Hero is associated with (so if he is a famed dragon slayer who sleeps with men across the land then the passions are Hate Dragons and Lust Men). Next, take the Support Points granted by the Hero Cult and multiply it by 4. This is then the amount by which the Passion is increased (to a maximum, as always, of 100). The Hero cannot refuse these Passions, even if they are illuminated or really, really don't want them. Penalties The loss of Free Will due to Passion gains is what hinders most Heroes. Also, having a cult makes it more likely that they will be sucked onto the Heroplane from time to time. If a Hero defeated Zorak Zoran and regained Fire, he will continually find himself having to battle to keep it - and the larger his cult, the more often he appears. Heropaths A Heropath is a Heroquest that is based on the actions of what a Hero did to change an established myth. For example, in the original Well of Wisdom myth, Orlanth faces the challenge of the Baths of Nelat as one of his tests. Harmast Barefoot's Heropath for the Well of Wisdom, which any sane Orlanthi would use instead of the original Quest as it is impossible to survive the Baths, has the Quester face the Fires of Ehilm instead.

Harmast established a Heropath on the Heroplane that others could follow at a later date. Heropaths are only formed if a Quester enacts a deep Heroquest on the Godplane itself (an Other Side Quest) where the change can be made. Generally, as these Quests are the "divided by ten" type, where everything met is exceedingly difficult, Heropaths are not a vastly common thing. Most Heroes who grant Hero Powers through a Hero Cult have Heropaths. For instance, Gerak Kag of the cult of Kyger Litor has a Heropath that allows you to learn how to jump just like he did. Sir Ethilrist has a Heropath that allows his followers to go and get a Black Steed. All Heroes have Heropaths. They can be sacrificed for as Rune Spells in certain circumstances. In these cases only members of the Hero Cult can sacrifice for the spell, which is generally the same cost as the Heroquest that has been altered. If the Hero enacted a previously unknown Heroquest, rather than merely altering an old one, the Gamesmaster should determine the cost. Apotheosis Apotheosis is one of the possible paths a Hero can take. Apotheosis covers a wide range of fates, some desirable, others not. Before I begin, I must point out that I do not believe that Apotheosis is forced upon powerful individuals as there is no Gloranthan precedent. Loosing Free Will is punishment enough for being powerful. Apotheosis can be either voluntary ascension as the head of a Hero cult to the Heroplane or a Hero seeking out his rightful place among the gods as a god and not some petty figure head of some two-bit sub-cult. A mention must be made here of individuals who seek out paradises on the Heroplane and hide out there, for eternity, in bliss. Not actually apotheosis as they have no divine status, but certainly a nice end for a Hero. Apotheosis to the Head of a Hero Cult means retiring to the Heroplane before you die, or making preparations so that upon your death you can still be worshipped by cultists. In both cases the god to whom your Hero Cult belongs to is sought out on the GodPlane and must be convinced of the desire to give the Hero a permanent place in their God Palace. As most Heroes have already sought out their gods to actually make a Hero Cult in the first place, they usually encounter little problems in apotheosising to the Heroplane as the head of a Hero Cult for the God. A Hero who dies without such preparation for their Death can no longer be worshipped for power. Their cult dies out with no-one to initiate new members and the Heropaths the Hero made fade away. The more stereotypical meaning of apotheosis is to ascend as an actual Gloranthan God, i.e. Sartar, Red Goddess, Argrath. Here the Hero must assemble their power and forces and meet all of the Gods on a Heroquest, and demand the right, and fight for the right, to be worshipped as a God, no longer under the watchful eye of another deity. Two obvious examples

come to mind, Sartar and the Red Goddess. The Red Goddess was a seriously powerful individual who managed to find the assembled gods at Castle Blue and rightfully fought for her place in the Cosmos. Sartar, while not as powerful as the Red Goddess, had the backing of Orlanth and the Lightbringers, who would have spoken for his right to ascend. Any being who wishes to ascend as a god in their own right must find a place to exist upon the GodPlane, one is never provided. This must be sought before acceptance as a god. Upon acceptance as a god the Hero ascends and can now be worshipped across Glorantha, grant Divine Intervention and can now only be affected by powerful Heroquests. As a side note, not all apotheosises have been voluntary. Many gods have fooled others into exchanging their positions in life, so the God can regain their lost freedom and return to the mundane world. Generally this only occurs with weaker gods, as the stronger ones have so little free will. Stars {Include rules for stars} Example HereoQuests What follows are some example HeroQuests Ive used in my campaign.

Myth Sheet: The Firepath to the Darktower (whole myth) Kir of the Orlanthi Horde went seeking for his nephew, who was taken by the Black Lizard people of the Darktower. He spoke to his mother, who told him of the foreigner Mastakos, who might be able to help him. He went, armed with his lute, and played it to please Mastakos. So placated, he agreed to show him a path to the Underworld. Hurling him high above the world he sent him to the Firepath one of the paths traced by the Fire Scouts when the Emperor died, such that they hunted for the best route for him to travel to his Place of Demise. Upon that path were trials and tribulations, such as the Wailing Horde, who Kir flew over so he could not hear their cries. He followed the path around the entire sky bowl, until it touched the earth. And there he found that the Fire Scouts had tried to find many holes into the underworld. One, the Gate of Dusk, was well known. But the Fire Scouts had found another path, a less regal path, that they decided was not fit for the Emperor. This was a second dusk gate. Whilst guarded by Luathelans, Kir and his einherjar defeated them with ease. From there he headed into the Underworld. The firepath passed by the top of the Darktower, and he alighted exactly where his nephew was held. With ease he dispatched the guardians, and fled back to the surface world.
Myth Name Getting Firepath to the Where Orlanths Camp When Greater Darkness Type Dealing (impressing) Destination Sky World (outer)/Travel (any)/Any Inner World (must be in the western half)/ Any/ Any Underworld (outer) / Any / Darkness or later Underworld (outer) / Any / Any darkness or later Entering/Exiting Entering only

The Wailing Horde

Sky World (outer)

Greater Darkness

Travel to Luathela


The Second Gate of Dusk


Any Darkness or later

Conflict Luathalen


The Darktower

Outer Underworld

Any Darkness or later

Conflict Darkness

Exit only.

Invoked Powers Getting to the Firepath: The character can spend 2 POW. Any attempt to impress a Mastakos worshipper with music is doubled. The Wailing Horde: The character can spend 1 POW to ignore upset women. The Second Gate of Dusk: The character can spend 2 POW to double their attack chance for one round against Luathelans. The Darktower: If with a relative, and in a tower associated with darkness creatures, they can spend 2 POW. If there is an available escape route, they will be attracted to it.

Myth Sheet: The Second Day of the Bruidian Siege (fragment of a myth) And on the second day Ezkankeko watched as the Gideon Ram breached the Obsidian Palace. With that in mind, there was no choice but to seek out new trade. He had heard of Urslulf in the north, and said that he himself would go there. He had his men construct a sally port of the like that the enemy had in their own forts. With it he slipped out, with five Uz at his side, each a bold female with teeth as sharp as spears and hands strong enough to snap lead bars.
Myth Name The Second Day of the Buidian Siege Where Uz enclave When Greater Darkness Type Travel Through the Inner World Destination
Inner World(some type of forest) / Travel / Greater Darkness

Entering/Exiting Entering only

Invoked Power After damage has been inflicted by a siege weapon the user can invoke this quest at the cost of 5 POW to cause it to have missed instead. Can only be invoked once per encounter. Myth Sheet: Koth Hunts Braznofstel (fragment of a myth) Koth took his troops through the forest. It was haunted by the Darkling Spores, which had long been a problem for those around. But it was easy to dispatch them, where upon they managed to get to the Lake of the Bird People.
Myth Name Koth Braznofstel Hunts Where Inner World Forest in Rinliddi When Greater Darkness Type Travel Through the Inner World Destination Inner World (lake) / Any / Any Entering/Exiting None.

Invoked Power Can spend 1 POW to double their track skill when tracking chaos. Myth Sheet: Fragment of the Deal with the Humans In Trouble (fragment of a myth) Bloodied, Zorak Zoran supped from the lakeside as he eyed up the intruders. Pah! he said to his fellows, They are weak willed, and meek. Look how they enter our lands without the Dark Tapping ritual, or the Holler of Entry! If we were not nearly dead, I should eat them. Yet Argan Argar knew better. He gave the whistle that everyone knew was the sign of friendship and approached those that had been spotted. They revealed that they were members of the Orstoni tribe, and had been chased from the surface world by enemies. Argan Argar told them that his people were in trouble as they were in trouble. For each trouble, they could swap and barter, and for each swap and barter, a trouble from each would fade away. They chatted and traded, and even drank beer with one another (which resulted in only five of the humans dying.) With each trade, friendship grew. With each trade, the hatred Zorak Zoran had within him was displaced by a growing friendship. And Zui was right, this growing friendship saw off the beast. In the morning, it became clear to Argan Argar that they needed to seal this friendship with a Bond. He said that they should travel to meet the King of the Orstoni tribe. There he sat, and did the Trading Dance. The King laughed to see it, but he himself was taught it. As Argan Argar had the thousand eggs that the Orstoni tribe needed for, see, the start of this story is not irrelevant! the Bond was forged.
Myth Name Avoiding Creature the Where Inner World (Lake in Dagori Inkarth) When Lesser Darkness Type Conflict Water Destination Any except underworld / Dealing (Bargaining) / Any Entering/Exiting No.

The Trading Dance

Inner World (northern Dragon Pass)

Lesser Darkness

Dealing (Bargaining )

Any Inner world / Lesser Darkness / Any

Exiting only.

Invoked Power Avoiding the Creature: Can expend 3 POW. For the rest of the encounter the mind affecting and emotional affecting effects of one type of creature are ignored (i.e. the demoralising howl of a ghoul etc.) The Trading Dance: Has the same effect as an Oath spell as long as the Oath concerns trading deals. Both sides must do the dance. Each side expends 1 POW.

Myth Sheet: Sparring Before the Joust (fragment of a myth) And after that, Lelian returned to the Joust and threw the body of the baby to the floor. Lo!, he said, I have travelled in Arkats name and found what he found; done what he done; spake what he spake; ate what he ate; loved who he loved; chosen what he chose. All of those present knew that he spoke the truth, and saw the foreign pain in the body of the corpse. Rightfully, I challenge you. He said to the Tourney Knight. The Tourney Knight demanded twice that he face him in a joust, and both times Lelian refused. Given who I am given what I am you must fight me on my terms. He said. He dictated that they would fight with their left arm bound behind their back, and the crowd agreed that it must be done in that way. As they sparred, Lelian nicked the Tourney Knight twice on the arm.
Myth Name Sparring Before the Joust Where Inner World (any human centric area) When Post-First Age Type Conflict Human Destination Inner World (must be to some form of competition or tournament)/ Any / Any Entering/Exiting None.

Invoked Powers Costs 1 POW. Can only be used within the proximity of a crowd of people who revere Arkat and his works. If unsuccessful they cannot try again during the same encounter. If successful, match the number of people in that crowd against the POW of the target. If overcome the target must either flee or accept to spar the attacker, who can stipulate what type of fight it will be (bare fists, weapons, jousting, archery etc.) along with one condition of their choice, no matter how odd (GM may veto certain choices). However, during the sparring the attacker only ever causes minimum damage. The sparring match comes to an end after two consecutive blows have been struck by either side. If the Invoker continues fighting at that stage, they offend the gods, and can never use this myth or invoke it ever again (although they may still teach it).

Myth Sheet: The Child Purifier (whole myth) The temple of Mraidor was the hallowed holy spot of Genraldra the Gentle, sister of Ernalda and mother of the fourteen hundred spores of Gethamine. It was a bountiful place, that had held out against all hardships of the lesser darkness. No wind had harmed its walls, no darkness had crept into its courtyard, no waters can covered its temple. Even Death had not managed to gain entry, having been turned away at the door by the Ladies of Green. But Chaos was unknown to Genraldra, so her wisdom and soft touch were of no use. The demon Ragnaglar managed to gain entrance under the pretence of an injury. Lo Genraldra he cried, I am but a poor innocent man, cast from his camp, and no suffering injury in his leg. Heal me oh woman, heal my heart! he did cry. And so the door was flung open. For three nights Ragnaglar slept in the compound, and on the third night he did devour all within, using his teeth of Void and his talons of Scror. The raking sound of the talons, the holler of his victory cry, echoed throughout Spore Valley. At the end of that valley was Babeester of the Axe. She did hear these cries, and knew that wrong had been done. She had oft raised a weapon in anger, but never with intent to kill. Now she hoisted it to her head and made the cry of Gor and took that name upon herself: Babeester Gor had come to the land and to the earth to protect, and defend, and wreak vengeance upon the enemies of her fellows. She snuck in through the undergate and entered the column region. There she snaked around the Gas of Gasses until she came across Ragnaglar. There she came across him eating a body, gnawing on its bones. She struck him by surprise across the head, and he fled into the night. Leaving only corpses behind, the new Gor took to purify the temple by intoning to the air: Lady of the Earth, Gata oh Gata, hear my purifying cry. No such look was had, and in her heart she knew blood must be spilt first. She hunted for the Bile Demons that Ragnaglar had left in his stead. They would keep her from the bodies and from the burial rites, but after they were dispatched Gor took a spade made of iron and dug a hole in the ground big enough to fit them: Oh mother of all, oh lady of the ground, Gata oh Gata, hear my burial chant she cried. Then and only then did purity return to Mraidor, and our mistress of vengeance strode from the halls and back into the world.
Myth Name Birth of Babeester Gor Where Inner (any) World When Greater Darkness Type Travel Destination Inner World (chaos inhabited area)/ Great Darkness or later/Conflict Chaos Entering/Exiting Entering only

Ragnaglars Fleeing at Mraidor The Purification Mraidor of

Inner World (Chaos Aligned area) Inner World (Earth aligned area)

Greater Darkness Greater Darkness

Conflict Chaos Conflict Chaos

Inner World (any) / Greater Darkness or later/ Conflict Chaos Inner World (any) / Greater Darkness / Travel


Exiting only

Invoked Powers Birth of Babeester Gor: 1 POW to locate the a specific chaotic entity that has recently attacked an area or people sacred to the Earth pantheon. Ragnaglars Feeling at Mraidor: 2 POW. If succeeds in a POW vs POW with a chaotic entity, then if in the next three rounds the character can score a damaging blow on the entity (i) it cannot take that location to 0 or less hit points; (ii) the chaotic creature will flee next round, if possible, and will succeed at any rolls required to succeed in doing that, and wont trigger an attack of opportunity. The Purification of Mraidor: 1 POW. Purifies an area that has been previously inhabited by chaotic creatures. Requires the blood of the chaotic creatures in question. Restrictions Neither the Myth or Invoked Powers of Birth of Babeester Gor can be used by anyone who is or has been a rune level member of Babeester Gor.

Using Divine Intervention
A Divine Intervention can only be used by a character if they are free to move (not bound by bonds etc.) just as if they were using magic spells. However, unlike casting magic, it does not take a full action a DI only counts as a minor action. This can take place at any initiative, even if it takes place before the characters regular action. However, this does mean that a character who has exhausted their minor action for that round then they cannot DI. DI can be stopped via slave collars, magical nullifying collars made in Kralorela, Fonrit and the Lunar Empire, although they can be found in other places. When used, roll the appropriate die. If the result is greater than the characters POW, nothing happens (and the character keeps their non-continual DI if that was what they were using). If the result is lower than the characters POW, deduct that amount from their POW (plus remove the noncontinual DI if that was what was used). If the roll is equal to the characters POW, the player has the option of accepting the DI, and dying (their soul whisked away to the afterlife) or doing nothing. In either case, the non- continual DI is lost. Characters reduced to zero POW in this fashion cannot be resurrected (but do have a chance for Last Words see Combat). A character can only have one successful DI per encounter

The Effects of Divine Intervention

A character can often choose the effect of the DI. However, this is not sacrosanct, and the god may choose to intervene in ways the PC did not imagine. Example: A character DIs to Maran Gor for aid in battle, asking for her to heal her broken body so she can return to the fray. Maran Gor, in her wisdom, sees the battle is lost and instead summons a gnome, which swallows up the worshipper and takes them to a nearby underground chamber inaccessible to the enemy. They live to fight another day (at least, those who didnt suffocate in the gnome). Most gods have the ability to deliver certain DI effects: Heal one person of all damage, restoring their short term fatigue loss. Replicate up to four points of cult rune magic. If used as an attack spell, the spell comes in as an effective 4 point rune spell for overcoming countermagic with 14 magic points to overcome. Can give an omen, sign or portent, including signalling the presence of some exit or object the character is looking for. Summon a cult spirit to come to the characters aid. Say, a Gray Furie for Kyger Litor, a medium elemental, a fiend for Cacodemon etc.

Further to this, a God can bring about an effect relevant to their runes. For instance:

Orlanth could use his wind magic to fly a character out of a tunnel complex and to the door. Darkness gods could create to hide behind when fleeing foes. an undetectable Darkwall for some characters

A Sun God could illuminate all of a tunnel complex within 50m for a period of time. A healing goddess could resurrect someone (with no roll required to overcome their magic points and bring them back to life). A healing goddess could heal everyone within a group. would be Mastakos,

Divine intervention has its limitations. It cannot do the following: Virtually no gods can teleport people away. The exception but thats only because hes replicating the Guided Teleportation spell.

No god whatsoever can heal long term fatigue loss. All gods are bound by Time and the Great Compromise and this is one of the limitations. No god can restore magic points. Again, this is a limitation of the Great Compromise and cannot be removed.

No god can make people time travel. Although they could place you in stasis to last throughout the years. But then theres no going back. Only healing gods can heal more than one person at a time. Even then the choice must be made between damage and short term fatigue loss

Most cults accept initiates readily. There are exceptions for instance, chaos cults might put you through some ordeal or test. But, in the main, most cults wont refuse an initiation. The normal cost for initiation is 200 pennies. This is waived if the candidate can demonstrate their worth to the cult. This is abstracted by succeeding in a test of four of the five cult skills. Some other cults, such as Humakt, have a different test. These tests can be attempted once per Downtime. Some races are immediately members of a cult upon birth, such as intelligent spiders and the cult of Aranea. The ritual is sealed by the candidate sacrificing 1 POW to the deity being worshipped. Only excommunication can sever this link. Unless otherwise noted, initates: Devote 10% of time and income.

Can sacrifice for rune magic, including that from subcults and associated cults. Maximum pointage is 3 May learn Spirit Magic.

Rune Priests
Rune Priests are the leaders of the community. Standard requirements for priesthood means that there must first be a vacancy for the priest to take, must possess at least ten points of rune magic, must have at least 75% in four cult skills, 50% in Mythology and 10 points of Rune Magic. Unless otherwise noted, priests: Devote 90% of time and income. Get permanent board. Gain access to rune magic, up to five points, including that from associated cults and subcults.

Get an allied spirit.

Rune Lords
Unless otherwise noted, rune lords: Give up 90% of time and income. Normally get an enchanted iron weapon, and some form of equipment and armour. Gain access to a continual 1d10 divine intervention. Get access to reusable rune magic as per an acolyte.

Rune Masters
A character can become a Rune Lord and a Rune Priest of the same cult under special circumstances. Firstly, the character must qualify. This involves meeting the requirements of both rune lord and rune priest. They must also have 110% in at least five skills from the lists for rune priesthood and runelordhood. Secondly, they must be approved to do so by the High Priest of their cult. After which, they are ordained as Rune Masters. In certain cults, they will accept shamans and sorcerors into their flock. For example, Jakaleel allows in shamans, while Irripi Ontor actively encourages Magi to join.

To qualify as a Hero, a character must have 120% in five cult skills, 75% in Mythology, 5 in all cult runes, 25 in one cult passion, and at least 15 in all other cult passions. Unless otherwise noted: Heroes receive a 1d8 Divine Intervention. Need no longer devote time or income to the cult (unless they wish). Theyre on their gods mission now, and dont need interfering cults to get in the way. They can select, at any point (but usually when they become a Hero) one Spirit Magic spell available from their cult and get it at 8 points. It costs them nothing, and only requires a casting of Spellteaching 5. They only get it once, although should they forget it for some reason they can relearn it once again. When you become a Hero you can convert any spell you have back into 'points' and spend those points on cult magic, so you can remove all the Shield 2's you have and turn them into one big Shield 5 (if you want).

Allied Spirits
Certain cults grant allied spirits for their priests, rune lords and sometimes even favoured initiates and acolytes. They have POW 3d6 and INT 3d6, but you reroll any 1s. Allied spirits are either bound into items or into animals. These creatures and objects are always appropriate to the cult and examples are detailed in the cult description. Whilst so bound they are called embodied allied spirits. An embodied allied spirit bound into an animal can cast any magic as long as it is conscious and not tied up etc. just as any other sentient creature can. It goes on its own initiative determined by its own DEX. An embodied allied spirit bound into an item can cast any magic as long as the caster is conscious and aware of the target, and the item is on the person of the character (need not be held in hand etc. but has to be on their person, or lying on the table where they put it down for a second etc.). If the caster is unconscious or asleep such an allied spirit can only cast spells on the character, not anyone else. If the allied spirit is not on the person of the character, it can cast magic only on someone who is touching it (so if I nick your Humakti allied spirit bound into a sword you can't be the target of its magic anymore, but it can sever spirit me if I'm not, say, carrying it in a blanket). Note the difference between 'touching' and 'being on their person'. All spells go on Dex SR 4 If the animal dies or the item is destroyed, the allied spirit becomes disembodied. Further, an allied spirit can become disembodied on its initative at a cost of a minor action. Disembodied spirits are far more limited in their abilities but as they're knocking around the Spirit Plane they can't be 'taken off' the character. They can only cast spells on the

character. They cannot target anyone else (even if someone casts Mindlink on them), and even though they're on the spirit plane they can't see the spirit plane (for they hover in the periphery between worlds, in the umbral field generated by the rune lord himself), nor engage things in spirit combat etc. It takes a one day ritual at a temple to re-embody an allied spirit using the Basic Rites spell. So, basically, you can have an allied spirit bound into an animal, which is pretty cool as it can do animally type things like scouting etc. But it's pretty easy to kill it, at which point it disembodies and is only good for healing. In an item it can't do animally things, but is harder to get rid of - so it can cast a barrage of magic spells which would probably end up making the animal a target. An allied spirit immediately qualifies as an initiate of the cult. They can never get reusable rune magic. Allied Spirits can earn DIs just like initiates can, but this is rare, and normally the result of a HeroQuest. Allied Spirits do not have the benefits of Passions and Runes on the HeroPlane, except in very special cases. An allied spirit is in permanent, unlimited range mindlink with the priest or rune lord. If the spirit is bound into an item it cannot see anything beyond what the mindlink to the priest or rune lord allows it to. If bound to a creature, it can see as the creature sees, and the mindlink allows the priest or rune lord to see it as well. If a character wants a new allied spirit they can get one on their High Holy Day (roll new stats). They are stuck with what they get, though, and cant keep the old one.

Great Cult Initiation

Some cults are great cults, whereby your membership only allows you to worship one facet of that god. For instance, Orlanth Adventurous is just one facet of Orlanth, with the other (major) faces being Orlanth Rex and Orlanth Thunderous. Mechanically, Great Cult initiation works as follows. When initiated into the cult, you only have access to the magic, both battle and rune, of the facet you are worshipping. However, you may choose to change to a different facet. This can only be done if you qualify for that facet, but when you change you need not sacrifice anymore POW. Your passions and runes remain unchanged, and you retain all previous Spirit Magic and divine interventions. You still retain all rune magic, but unless the new facet has that magic as well it is only one- use (that is one-use, not annual). In the case of Spirit Magic spells, they always count as common spells (so the Basic Rites of Orlanth Adventurous counts as the Basic Rites of Orlanth Rex). Allied spirits are retained, but no new allied spirits can be gained from the new facet. If a character qualifies for more than an initiate level of the new facet, they may if the cult is willing immediately advance into it. You can change facets a maximum of once between every holy day. That is, you can change at any time, but until the next holy day passes you cannot change to another facet. Most cults will demand some good reason to effect such a change. Note that the permanent increase in passions and runes may convince someone to make the swap just for that obviously the priesthood will take a dim view on a change for such a reason (read: that would be abusing the game mechanic, and the GM reserves the right to punish anyone who makes their PC act for certain game mechanic driven ends their character, who has not read the RuneQuest rules, would not understand or know about. Maybe some weird Arkati cults sufficiently understand the Cosmos to deliberately plan in this fashion, but no-one else does). Note that not every God who has multiple facets counts, mechanically, as a Great Cult (for instance, the Red Goddess has many facets but does not count as a Great Cult).

Breaking Geases
You are immediately excommunicated and summon a spirit of reprisal. Reprisal spirits appear at a narratively appropriate time, not necessarily immediately. You cannot rejoin your cult. Doesnt matter if you broke the geas by accident.

Elementals are called by means of Call spells. They can be dismissed by use of the Common Rune Magic spell, Dismiss Elemental. There must be as many points in the Dismiss spell as there is in the Call spell. The generic Dismiss Elemental will affect all elementals (you dont need Dismiss Sylph or what have you). If the Caller preps a Dismiss Magic spell, they can attempt to intercept any Dismiss Elemental spell cast against their elemental. Indeed, Call [elemental] can be used to intercept such a spell as well as Dismiss Magic. [Note to all that Ive entirely done away with Bindings and the Command spell]. A Called elemental will obey one order, which is receives on the round its summoned. As theyre not sentient, it has to be a simple order, such as attack them or Fly me to Valantia or guard here. Once the order has been completed, the elemental departs. Whilst the elemental remains, the Call spell cannot be reprayed for, so if left on guard duty you cannot repray for the spell. Elementals are not intelligent enough to follow you around theyre very bad bodyguards. Elementals come in five levels. Each point of spell summons an elemental of that level. They have an approximate size of

one metre in each dimension for every level they have. So a level 5 elemental is 5mx5mx5m big. Most cults do not get access to the most powerful Call spells. For instance, Babeester Gor can only summon level 2 gnomes; Argan Argar only summons level 3 shades; Maran Gor can only summon a level 3 gnome. Its only great cults heavily associated with the rune in question that can summon larger elementals: for instance, Polaris can summon level 4 Star elementals; Subere can summon level 5 Shades; Orlanth level 5 sylphs etc. Elementals can be summoned anywhere. There need not be the substance in question to summon them. An elemental can attack as many times a round as it has levels, and does so on the Callers initiative. If the Callers initiative changes, the elementals changes with it. It cannot attack the same target twice. Elementals have Monstrous dodge, and you do not get a ganging up bonus for multiple people attacking it. For every level an elemental has, three people can attack it. They attack by freezing their opponent, battering them with earth, hurling them around in wind, bashing them with water, burning them etc. It can be dodged or parried. When parrying, youre basically waving your sword to keep the damn thing away! Elementals, being spirits and magical entities, cannot be affected by certain magic. This includes all healing magic (unless the spell specifically states it heals elementals), protection magics and other defensive magics like coutnermagic (theyre semi-immaterial) and mind affecting magics.

Gnomes are earth elementals that open up the earth beneath you and munch on you. They can also gout out and attack as they try and pull you in (so can hit your head and this kind of location in combat). They can also destroy walls and such, and if you risk suffocation transport you through the ground. Gnome Table Level HP AP POW Att% Dmg Special Effects Die 1d6+6 1 1d6 30 2d6 1d6 (6 captured) 1 2d6+8 3 2d6 50 3d6 1d6 (4+ captured) 2 3d6+10 5 3d6 70 4d6 1d8 (5+ captured) 3 4d6+12 7 4d6 90 5d6 1d10 (6+ captured) 4 5d6+14 9 5d6 110 6d6 1d12 (7+ captured) 5
When a captured result is indicated, if the individual is damaged then they have been sucked into the earth. Whilst they might not be entirely sucked in, they are rolling around like being in a dishwasher. They immediately lose the initiative and cannot act until freed. No extra damage is taken, unless the gnome decides to attack them by squeezing its own innards. The character gets no defensive action. To get freed they can make a STRx1 on their own initiative. Alternatively, someone can kill the gnome. A gnome can only capture as many people as its level.

Shades are darkness elementals. They cannot be seen through, and dull even smell and sound. Even Darksense cannot penetrate them. They are also remarkably hardy, protected as they are by the powers of darkness. Shade Table Level HP AP POW Att% Dmg Special Effects Die 1d6 3 1d6 30 1d6 1d6 (4+ demoralise) 1 2d6 6 2d6 50 2d6 1d6 (2+ demoralise, 6 catatonic) 2 3d6 9 3d6 70 3d6 1d8 (1+ demoralise, 7+catatonic) 3 4d6 12 4d6 90 4d6 1d8 (1+ demoralise, 6+ catatonic, 8 heart attack) 4 5d6 15 5d6 110 5d6 1d10 (1+ demoralise, 6+ catatonic, 9+ heart attack) 5 Regardless of damage rolled and armour, the least amount of damage a shade can do is one point. If a demoralise effect comes up, the creature is demoralised for 15 minutes. If catatonic is rolled, they fall unconscious. Every round after the one they suffer the fearshock, they must make a CONx1. If successful, they wake up. If not, they remain unconscious. They applies even if theyre attacked, such as someone slitting their throat. If heart attack comes up resist the shades POW against their CON. If it overcomes, they suffer a heart attack. Starting on the round they suffer the fearshock, they lose 1 long term fatigue level a round, and must make a CONx3 or die. A Heal Wound or Heal Body will stop this. If the Heal Wound is cast, they dont also recover hit points. Remember that all special effects apply, so someone heart attacked is also catatonic and demoralised.

Salama nder
Salamanders are fire elementals. Level HP AP POW Att% Salamander Table Dmg Special Effects Die

1 2 3 4 5

3d6 4d6 5d6 6d6 7d6

2 4 6 8 10

1d6 2d6 3d6 4d6 5d6

30 50 70 90 110

2d4+1 3d4+2 4d4+3 5d4+4 6d4+5

1d10 (5+ ignite) 1d10 (3+ ignite) 1d12 (3+ ignite) 1d12 (2+ ignite) 1d20 (2+ ignite)

An ignite result means that location has been set alight (quite possibly burning flesh and muscle tissue). It will burn for 1d3 dmg a round until extinguished, starting the round after it was inflicted. This takes an action and a DEXx3 (or an extinguish spell). Any flammable material on that location is destroyed, including non-metallic armours.

Undines are water elementals. They move Fast in water. Undine Table Level HP AP POW Att% Dmg Special Effects Die 3d6 2 1d6 30 1d8 1d10 (5+ drown) 1 4d6 4 2d6 50 2d8 1d10 (3+ drown) 2 5d6 6 3d6 70 3d8 1d12 (3+ drown) 3 6d6 8 4d6 90 4d8 1d12 (2+ drown) 4 7d6 10 5d6 110 5d8 1d20 (2+ drown) 5 When a drown result is rolled they are caught within the body of the undine, and must escape to catch their breath. The character starts to asphyxiate. If they make a POWx5 they start their asphyxiation rolls at CONx10. If not, they start at CONx1. This roll is made on that round. Whilst within the undine they cannot attack and are at -25 to their defensive action. They must make a defensive action, at 25, to escape. This action is instead of an attack or any other action. The undine can continue to attack anybody inside of it if it wishes to use one of its attacks on them it takes a separate defensive action to avoid that attack.

Sylphs are air elementals. They move Fast in the air. Level 1 2 3 4 5 HP 3d6 4d6 5d6 6d6 7d6 AP 2 4 6 8 10 POW 1d6 2d6 3d6 4d6 5d6 Att% 30 50 70 90 110 Dmg 1d6 2d6 3d6 4d6 5d6 Sylph Table Special Effects Die 1d6 (6 drop) 1d6 (4+ drop) 1d8 (4+ drop) 1d8 (2+ drop) 1d10 (2+ drop)

When a drop result is rolled, the sylph manages to hoist them up in the air and drop them. After combat damage is resolved, roll for their falling damage. It is 1d6 per level of the elemental to a random hit location (if the victim makes a Jump roll, they can choose the location). Armour protects up to 2 points. Like regular falling damage, this damage can exceed the damage in the location. There is a 3% chance per level of the sylph of the character bleeding (if they are wounded, that is).

Magical Items
A character can, at will, cease to be attuned to a magical item, even if it isnt at hand. Unless its cursed. They also cease to be attuned to any item that they are attuned to when they die. Each item can only be attuned to one person at a time This chapter details how magical items work. It also gives some example of magical items and materials in Glorantha.

Magical Item Types

There are four types of magical items.

These objects are the enchantments that can be created using ritual magic (see General Magic for more information). They

include armouring enchantments, binding enchantments, spell matrices, skill matrices and strengthening enchantments.

Dead Magic
Dead magic includes crystals and metals. Generally, crystals and metals are only found as by products of gods, and not within the realm of even the most powerful mortals to actually create.

Exotic magic covers powerful magical items that fall outwith the above two categories. They are always unique, and never within the power of mortal man to make.

Trinkets are magical items with only minor magical powers. They are created as the result of enchantment; the application of sheer will; a mundane item being left in a region of magic for too long; remnants of the Godtime; brought back from the Heroplane (even during minor magical rituals); gifts from the Gods; and a myriad of other ways. Importantly, trinkets do not count towards the total number of magical items one can be attuned to.

Magical Item Limit

There are now different types of magic item: Strengthening, Magic Point Matrices, Skill Matrices, Spell matrices, Crystals and Miscellaneous. You can have one item of each type. When you become a rune level, raise this to two. If youre a sorcerer, every 90% in a spell allows you to pick one category and raise it to 2. Trinkets, truestone, certain powerful exotic magic items and allied spirits never count against this total.

To use most magical items (except trinkets) one must attune to that item. It takes five minutes to attune to a magical item, during which time the character must be uninterrupted. If they try and do it faster (in the space of a minute), or under harsh conditions, they must make a POW X5 roll. If someone else attunes to it, your attunement to it is lost.

As per RuneQuest except Iron no longer does double damage to elves and trolls. Instead, if it penetrates armour roll an Iron Damage Die. This is always the same type of Die as the Special Effects Die (but no special bonus occurs if you roll high on it, and if you special you do get to also roll the special effects die.

This is Sandy Petersens sorcery

Several different Gloranthan magic traditions are all vulgarly termed "Sorcery". Kralori mysticism is restricted to Kralorela, and is very difficult for outsiders to learn. The peculiar magic native to the East Isles is sorcerylike, in that the effects are created by manipulating magic energy. Dwarf magic is superficially much like standard sorcery, and indeed the latter may have derived from it. Sorcery in its best-known form was originated by the Brithini and Vadeli. It has spread across much of the world, and many, perhaps most, Third Age sorcerers are not Malkioni at all.

Who Cannot Learn Sorcery

a shaman can learn no sorcery unless his fetch has been permanently destroyed. A person who knows sorcery and becomes a shaman loses all his sorcerous lore. most priests cannot learn sorcery, often because it is considered sinful by their deity, but also because the nature of their philosophy and devotion renders the priest unable to alter his mindset in the necessary manner. An initiate of a non-sorcery-using deity may never become an acolyte, priest, or rune lord while he knows his lore. Normal dwarf magic is much like sorcery, and free dwarfs take to sorcery like ducks to water. Trolls also use sorcery in conjunction with their native darkness cults. Few elves can learn sorcery, as their minds and souls are not keyed into seeing the universe as natural resources to be manipulated by principles of immutable law. Their Weltanschauung is highly personal Aldrya is immanent. Sorcery requires an impersonal view of the universe and Aldrya is more than just a distraction -- she makes the sorcerers viewpoint an impossibility. Only rootless elves, who have lost their world view, can sometimes learn sorcery. Most nonhumans can learn sorcery like anyone else, always assuming that someone is willing to teach them. Of course, this implies that the race can learn magic at all. Krarshtkids and jelmre cannot learn sorcery because the former can never use any magic and the latter can only use their speciesunique emotion magic.

Learning Spells
From an instructor this takes 50 hours of training from someone with skill in the spell being learned of at least 90. At the end of the training, the student receives a spell skill equal to 1d6 plus his Magic Bonus. If this is 0 or less, the spell is useless to him. Another 50 hours adds another 1d6 to his skill, and this can be continued unti he is finally at a positive level. A spell teacher can train a number of students equal to his INT. From a Scroll or Book a student who successfully Reads a work describing a spell and studies it for 50 hours can learn the spell by rolling his INT or less on 1d100. If he fails, he can study another 50 hours, then try his INTx2. Then INTx3, etc. A special Read doubles the reader's chances. A critical Read is an automatic success. Spell Inscription anyone who knows a spell at 90+ can inscribe it via a successful Write. If a matrix of the spell is enchanted into the scroll or book, the matrix's skill bonus is added to the student's chance of learning the spell.

Increasing Spell Skill

Experience as per normal RQ rules. Research & Training a successful bout of training or research provides the sorcerer with a full 1d6 increase, rather than 1d6-2.

Maintenance if a spell is kept continuously maintained for a week, and makes up at least a tenth of the sorcerer's total Presence, then the sorcerer gets a skill check. If the skill check results in an increase, the spell goes up by 1d6-2. If a sorcerer maintains more than one copy of the same spell, he only gets one skill check.

Memory Requirements
A sorcery spell takes up 1 point of INT. This INT can come from the sorcerer's own brain, a spell matrix, a bound spirit, or a familiar, but it must be stored somewhere. A sorcerer can increase his skill in spells which he has not memorized (but has access to through a familiar or whatever).

Casting and Maintaining Sorcery Spells

The chance of casting any sorcery spell is equal to the user's skill in that spell on 1d100. In all cases, the caster may not place more Art levels in a spell than his skill in that spell/10. The caster's degree of success can be relevant: Success Level Critical Special Normal Failure Fumble Result

Spell goes off, costs only 1 MP, takes full effect. Spell goes off, costs 1 MP less than usual, takes full effect Spell goes off, normal MP cost Spell fizzles, only 1 MP lost Spell fizzles, all MPs lost (alternatively, spell goes off on wrong target).

Time needed to cast a sorcery spell is equal to the user's DEX SR plus 1 per MP. The Arts of Ease and Speed and the Ceremony skill may modify this.

most sorcery-users are not wizards, and do not know the Arts. Such individuals can cast spells using the art of Intensity (only), with maximum levels equal to their skill/10, rounded up. Such spells have a maximum range of 10m, and if temporal last for 10 minutes.

those who know the Arcane Arts must determine how many levels of each Art are used in each spellcasting. A sorcerer cannot have more total levels in effect at any given time than his Presence. A sorcerer can cease maintaining a spell instantly. The spell's effects last till the end of the round in which it was canceled.

increases the caster's chance to cast a spell, and hence also the total MPs he can manipulate it by. Ceremony cannot more than double the user's skill. Each round spent in ritual permits the sorcerer to use up to 10 percentiles of Ceremony. A sorcerer with 85% Ceremony has no need to spend more than 9 rounds chanting before casting a spell. When casting a ritual spell, an hour must be spent per 10% bonus instead of a round.

Resisting/Dispelling Sorcery
: --with few exceptions, only Intensity is used to determine a sorcery's power vs. counterspells. An Intensity 1, Range 6 spell acts as a 1 point spell and is blocked by a Countermagic 1 (knocking down the Countermagic in the process)

Spell Components
if the sorcerer possesses an object or substance especially appropriate to a spell being cast, the GM can give him a 5 percentile boost to chances of success. Special or rare components give higher boosts, depending on the GM's whim. An extra round must be taken in casting the spell when a component is used. Example: Subadim casts Fly using an eagle feather. The GM rules this gives him a +5 bonus. If he'd used a griffin or sky bull feather, he'd have gotten a +10 bonus. A phoenix feather or dragon wing scale would be +20, and a feather from Vrimak, King of Birds, is worth +50. A chicken or crow feather is worthless. The tongue of a crow who'd been taught to speak would be worth +10 for a communication spell.

Spell Precedence
spells are layered from the inside out in the order in which they were cast. For instance, if you cast Resist Magic 6, Castback 6, and Resist Damage 6, in that order, a foe casting Evoke Fire at you would first need to overcome Resist Damage, the last spell cast. If it penetrated, it would strike the Castback. If it bypassed the Castback, it would strike the Resist Magic. Only if it penetrated the Resist Magic would it affect you. Evoke Fire had to overcome the Resist Damage, because it directly causes damage. If the caster had thrown Stupefy instead, the Resist Damage would not have interfered.

a sorcerer can boost a spell with additional MPs, unlimited by his skill or Presence. It does take an extra SR per MP. The additional MPs serve no function except to add to the spell's Intensity for purposes of overcoming counterspells. Example: Subadim throws an Evoke Fire 4 at a broo. He suspects the Broo has Countermagic up, so he boosts his Evoke fire with 6 MPs. The Evoke hits the broo with 10 MPs of force. If the broo's Countermagic is 8 or less, hell be affected by the Evoke Fire 4.

The Arts of sorcery are used in casting spells. Remember: the user cannot have more MPs in a spell than his skill/10. Three Basic Arts are normally recognized: Intensity, Multispell, and Range. A number of "secondary" Arts are also commonly recognized. Other secondary arts are known, but not all are available to all colleges of magic.

Learning The Arts

The Arts are learned by three main methods. It is possible to mix and match these methods, though most students do not.

Art Vows
an Art Vow can be taken when the student gains 90% in a sorcery spell. When taken, the student gains access to a single chosen Art, and his Presence is increased by the Vow's value minus 3. In most cases, this gives a negative result! (For example an Art Vow of Shun Immortality reduces Presence by 2.) If a sorcerer violates an Art Vow, he does not lose use of that Art, and his Presence is restored to what it would have been without said Vow (it may increase!). However, he also loses 10 percentiles from all his spells.

St. Malkion
the famous founder of the Western Way provides Arts to those who believe on him. If an apprentice has Malkion as patron, then each year at Sacred Time, Malkion can be invoked to gain one Art.

for this purpose, the Arts are treated as Magic skills with a base chance of 0, acquired and learned like any other skill. Once the student achieves 90% in an Art, he has mastered it. If the student tries to use Arts with a skill below 90, his chance of casting the spell is no higher than the lowest of all Arts used.

THE BASIC ARTS (Intensity, Multispell, Range) Intensity

the most basic Art. When a spell is listed along with a number, the number invariably refers to Intensity. Thus, Venom 6 is shorthand for Venom, Intensity 6.

lets the user cast multiple spells simultaneously, at the same or different targets. Multispells can have identical MP levels for all Arts used, or the user can voluntarily lower the levels for one or more spells selectively. Each MP in Multispell permits the user to cast one spell, or to strike 1 target with all the spells cast. Note: Multispell 1 is pointless. Chance for success is figured by the lowest skill of all spells being cast. If a mage Multispells Evoke Fire 60 & Animate Fire 80, he may place 6 MPs into the combined spell

limited by his Evoke 60. Since he needs Multispell 2 to cast the two spells, his Intensity can be no more than 4. However, all spells in the Multispell share the same Intensity. So the spell would be Evoked at Intensity 4, and Animated at Intensity 4, for the same 6 MP cost! When attack spells are combined, each defender needs to make only one resistance roll. If he fails, all the spells take effect. If he resists, none do. If the spells have different chances of overcoming him, use the single die roll to determine success or failure for all. Thus, one spell could succeed while another fails. The single Intensity is used for all the spells combined when breaking through magic defenses. Thus a Countermagic 4 would resist fifteen Multispelled 2-point spells. Example: Thraxon the wizard Multispells Diminish STR, Diminish CON, Diminish SIZ, & Shapechange. He applies Intensity 6 and needs Multispell 4 (because 4 spells are involved). The total cost is 10 MPs, and the target ends up with 6 SIZ, CON, and STR, plus enough Shapechange to affect a target up to SIZ 12. If Thraxon included Hold 8, he could keep the effect readied for a total of 18 MPs spent. Of course, hed need 171% skill in all the spells involved. If he specialized as a Metamorph, then hed only need a skill of 86, a bit more reasonable. (See the Specialty rules, following.) When Thraxon casts the spell, he only rolls to overcome his foe's MPs once. If the target's SIZ is 13 or more, then the entire spell automatically fails, because the 100% certainty of the Shapechange spell's failing is the "lowest chance" among the spells involved.

without this Art, a ranged spell can be cast up to 10m. Each MP in Range doubles this. An active spell needs sufficient Range to keep the target within its effect. RangeDistance 0 1 2 3 4 5 6 10m 20m 40m 80m 7 8 9 10 RangeDistance 1.3 km 2.5 km 5 km 16 10 km 17 20 km 18 40 km 19 80 km 20 14 15 RangeDistance 160 km 320 km

640 km 1300 km 2500 km 5000 km 10,000 km

160m 11 320m 12 640m 13

SECONDARY ARTS (Accuracy, Ease, Force, Hold, Permanence, Reinforce, Speed) Accuracy
only usable with spells that choose a target randomly (such as a random hit location). Each MP in Accuracy allows the caster to modify the die roll by 1. Only known to the Rokari, Hrestoli, and Sedalpists.

this Art actually costs 1 MP per level used! However, each level of Ease adds 1 extra SR to those needed to cast. You cannot reduce the total MPs in the spell to less than the levels of Ease used. Example: Thraxon wants to Palsy an unsuspecting guard, but sees no reason it should cost him a fortune in MPs. He applies Palsy 4, Range 2, Ease 3, for a total of 4+2-3 = 3. It would be foolish to use Ease 4, because that would require at least 4 MPs, and hes already got it down to 3. The spell will take 9 SRs to cast, plus his DEX SR. And of course Thraxon needs a skill of at least 81%.

only usable when the sorcerer is casting an attack spell that matches the caster's MPs vs. the target's MPs, POW, etc. on the Resistance Table. For each MP in Force, the caster's chance of overcoming the target are raised by 5 percentiles. If the caster's chance is nominally less than 05%, it must be increased sufficiently to overcome this handicap.

lets you hold a single sorcery spell ready to cast. The MPs in Hold must at least equal the highest other Art used. The spell pops onto the Otherworld, where it remains ready for release. This gives you an "emergency" spell. When a Held spell is loosed, it goes off on your DEX SR. Held spells count vs. the user's Presence. Note: Permanence can be combined with Hold.

causes a spell to count as a single MP of Presence, regardless of its actual size. The MPs in Permanence must equal the highest other Art used. In addition, the caster spends 1 POW.

renders a temporal spell more resistant to dispelling. Each MP in Reinforce gives the spell 2 additional pseudoIntensities vs. dispel attempts.

lets you cast a spell more quickly. Speed does not count against the SRs needed to cast the spell (though it does cost MPs), plus each MP reduces the SRs needed to cast the spell by 1, to a minimum of 1 SR.

In most societies, sorcerers rise through definite degrees, and are ranked according to their achievements.

an apprentice is attached to an older sorcerer, normally at least an Adept, but some journeymen take apprentices, too, depending on local custom (typically, when sorcerers are common, only Adepts take apprentices). The apprentice first devotes himself to the mastery of a particular Art, normally Intensity. Once he has learned the Art, he takes the High Vow at a formal celebration. A good master will insist that his apprentice learn several different spells. A master may or may not cast Apprentice Bonding on a new apprentice. Apprentice Requirements Magic Bonus of 10+.

once an apprentice has learned the three basic Arts, he is permitted to take the Vessel in another celebration. At this time, he is considered to have risen to the rank of Student, and is given extra privileges. Technically, a student is still an Apprentice but a more important one. A Student may now choose to become a specialist, if his master is one. The master must be a specialist in the field chosen. Most sects require a master to perform Apprentice Bonding by the time his apprentice becomes a full student. Student Requirements Knowledge of all basic Arts Ceremony, Enchant, and Summon skills of 01 or more.

once an apprentice learns enough, most sects permit him to leave his master. However, he is not required to do so, and for some time will be considered second-rate in any case. Income may be significantly straitened until he improves his skills. This is normally the level at which a player-character becomes an adventurer.

Journeyman Requirements Knowledge of all Basic Arts and at least one secondary art Ceremony, Enchant, and Summon skills of 25+ Mastery of at least one spell at 90+

adepts are considered competent in all aspects of sorcery. An Adept must meet specific requirements, and are respected or feared everywhere. In civilized lands, adepts are licensed by the authorities, and usually permitted certain privileges. For instance, in most Malkioni lands, only Adepts are permitted to wear all-white robes. Adepts are able to learn spells normally restricted to specialists, because their lore and knowledge has grown until they can comprehend such. Adept Requirements Knowledge of all Arts Skill in at least five non-ritual spells at 90+. Ceremony, Enchant, and Summon skills of 50+ Possession of a familiar. (Malkioni only) at least three Patron saints. Iconoclasts or non-Malkioni must have accomplished something similarly impressive, varying with the sect.

at some point, an Adept can proclaim himself a Magus. Generally, this is not done until most people who know of him have begun to consider him such (or he risks mockery). There are no specific conditions, but being called a Magus normally implies at least the following minimum; Commonly Recognized Magus Qualifications Ceremony, Enchant, and Summon skills of 90+ Skill in at least a dozen non-ritual spells at 90+ Having invented at least one new spell Presence of 50+

Sorcerers create and increase Presence by means of Vows: oaths the sorcerer must try to keep. If a sorcerer breaks a Vow, he loses all Presence he'd gained from it, and may

never take that Vow again. This fact is taken by Malkioni as evidence that sorcery is governed by the Invisible God, deity of Law.

Learning Vows
When a sorcerer masters his first Art, he can take the High Vow of his sect. This sets up a mental discipline for him to follow throughout life. Once the sorcerer has learned the three basic Arts of Intensity, Range, and Multispell, he can take the Vessel vow. For each Art he learns after that, he may take one additional Vow. In addition, for each sorcery spell he masters at 90%, he may take yet another Vow. If a sorcerer somehow forgets an Art, or an appropriate skill drops below 90, he does not lose the Vow he received for that skill or Art, but when he relearns the Art or the skill rises back to 90, he does not get to take a new Vow -- only one Vow per Art or spell. Arts Known Vows available none none one only The High Vow

all basic Arts The Vessel each other Art each spell at 90 Any Vow Any Vow

The High Vow

this is the first vow an apprentice normally takes, and is the only vow that can be taken before a sorcerer has learned all three basic Arts. The High Vows vary with the particular sect of Malkionism, hence there is High Hrestolism, High Rokarism, etc. The user must adhere to his Sect's general strictures (such as Caste definitions). The High Vow's Presence boost is equal to the sorcerer's basic Magic Bonus (not counting magical boosts). If the bonus is 0 or less, the student still gets 1 Presence for the High Vow. When a sorcerer converts to another sect, he loses this Vow. However, he can retake it in his new sect the next time he qualifies for a new Vow. Even non-Malkioni sects oft have an equivalent to the High Vow -- usually some philosophy upon which the sorcerer can base his mind's architecture. While it is possible for a person to learn sorcery without this kind of mental framework, it is of course much harder. Most unaligned sorcerers adhere to an ethical doctrine or mental discipline as a High Vow. If they have no such dogma to base their reality around, no High Vow is possible, and their sorcerous power is correspondingly weaker.

The Vessel
this is normally the first Vow taken upon acquiring the basic Arts [Intensity, Multispell, & Range]. All the user's INT that is not taken up in memorizing spells i.e., his "free INT"

becomes a magic Vessel added to his Presence. Only the users personal INT counts. This vow is especially useful because it cannot really be broken. A wizard with no free INT gets no Presence, but should he forget a spell (and free up some INT), the Presence returns.

Lore Mastery
a fine Vow adding 1 Presence for certain skills mastered at 90%. Qualified skills include all Read/Write skills, any Lore, plus Ceremony, Enchant, and Summon. Sorcery spells do not count. This Vow, like the Vessel, cannot readily be broken. If one of the sorcerer's applicable skills drops below 90, the Vow is not broken, but he does lose that point of Presence until it rises again.

Other Vows
After each Vow's name is a parenthesized number; this is the amount by which the Vow increases Presence. ABJURE ARMOR (1; 2 for Rokari): never wear any physical armor. Unavailable to the Brithini (who can't wear armor anyway), the Vadeli, and the Hrestoli. The Rokari have the lesser Vow of Abjure Metal Armor (1), which permits them to wear leather, wood, or other non-metal armor. If such a Rokari later takes Abjure Armor, the lesser vow is subsumed (and he only gets 2 total Presence). ABJURE ARMS (2): never use a weapon of any type. Unavailable to the Hrestoli and Vadeli. The Rokari have the lesser Vow of Abjure Knightly Arms (1), which permits them to use staffs, daggers, and other decidedly un-military arms. If such a Rokari later takes Abjure Arms, the lesser vow is subsumed (and he only gets 2 total Presence). ABJURE LIQUOR (1): never drink alcoholic beverages. ABJURE RUNE MAGIC (1; 2 if you have never cast a Rune spell): you may never sacrifice for Rune magic, and must never cast any you now know. Unavailable to Lunars or Henotheists. ABJURE SPIRIT MAGIC (1; 2 if you have never cast a spirit spell): you may never learn spirit magic, and must forget any you now know. ADULATION (1): devotion is given to a saintly relic, icon, or idol. The relic must be kept safe, given ornamentation, routinely tended, prayed to, etc. Only available to noniconoclastic Malkioni sects. CELIBACY (1; 2 if you have never engaged in coitus; add +2 for Rokari): This includes sex of any type, including homosexual, cross-species, etc. DEVOTION (2): each year, sacrifice 1 POW to the Invisible God. Only available to Malkioni. FASTING (1): must not eat or drink on one chosen day a week. This Vow may be repeated.

FLEE [element] (2 or more): this ritual Ceremony costs 1 POW. It is rare among humans. Once performed properly, you are harmed whenever you are left exposed to the full force of the named element. For instance, Flee Sky would harm you if touched by full sunlight. Flee Storm would harm you via moving air (i.e., wind), and so forth. When taking this Vow, you must choose what kind of loss you wish to take (FP, MP, HP, or POW). This Vow can be repeated (no POW is lost on future ceremonies). The first Flee Element vow causes you to lose 1 point per hour exposed. On second and subsequent Flee Element vows, you may accelerate the harm done. You may also choose to add another type of loss to the basic Vow, keeping the points additive. Note: creatures without a particular stat cannot select that type of loss. Example: Deentim has taken the Flee Dark vow (so must stay out of shadows, and keeps the lights on at night), choosing to lose FP. He gets 1 Presence for this. Later, he accelerates the vow. Now, he loses 1 FP per minute, but gets 3 Presence for the Vow. Still later, he takes the Vow again and chooses to lose HP as well as FP. This adds another 4 Presence, for a total of 7. He cannot choose to lose 1 HP per hour, and must lose it per minute. The mightiest Vow he could take would cost him 1d6 FP, MP, HP, and POW per round -- this would take 8 Flee Darks to attain, and would provide him with 21 total Presence. Base Type of Loss Time Acceleration FP = 1 Presence MP = 2 Presence HP = 4 Presence +0 per hour of continuous exposure +2 per minute +4 round

POW = 6 Presence +6 lose 1d3/round +8 lose 1d6/round NEVER KILL A HUMAN (1; 2 if you have never ever done so; add +2 for Sedalpists): the sorcerer is still permitted to let a human die by inaction, and he can order someone else to kill a human. The Stygians have the vow of Never Kill a Troll, which may be taken in addition to or or instead of this one. It provides 1 Presence, or 2 if you have never killed a troll. Trollkin do not count as trolls. RITUALS (2): must spend an additional melee round in preparation before casting any spell. The Brithini, Rokari, Valkarists, and Sedalpists have the enhanced vow of Great Rituals, which requires them to spend an hour in preparation before casting a spell. This gives Presence equal to the High Vow. SACRIFICE APPEARANCE (1): lower APP by 2. May be taken more than once. Training APP back up breaks the Vow, though Boost APP is legal. APP cannot be lowered below 1 by this Vow.

SACRIFICE CONSTITUTION (1): lower CON by 1. See Sacrifice Appearance. CON can be reduced to 0 or less, but if this happens, the sorcerer's CON-boosting spells must be sufficient to raise his CON to at least 1 or he dies at once. Not available to Hrestoli. SACRIFICE POWER (3): lower species-maximum POW by 1. This only reduces current POW if it is already at species maximum. A human sorcerer who'd taken this vow 5 times (for +15 Presence) would have a species maximum POW of 16. Not available to most Malkioni (it is considered to harm one's afterlife). SACRIFICE STRENGTH (1): lower STR by 1. See Sacrifice Constitution. Not available to Hrestoli. SECLUSION (1): spend one week of every year in total seclusion. During this time, the sorcerer may not speak, may not cast any spells, and must avoid contact with the outside world. This week must be the same week every year. This vow may be repeated. However, if the sorcerer breaks this Vow, he loses the Presence for all Seclusion Vows he has taken. SHUN HARM (3): cast no attack spells. Generally only taken by healers. Unavailable to Brithini and Vadeli. SHUN [ELEMENT] (2): cast no spells that control, evoke, or otherwise manipulate the selected element. For example, a sorcerer with Shun Sky could not cast Glow. A sorcerer with this vow may learn Resist spells vs. the chosen element. Unavailable to Lunar Sorcerers, except for Shun Storm. Shun Darkness is unavailable to Stygians, and Shun Storm is unavailable to Aeolians. Note that nobody can take Shun Moon, for non-Lunar sorcerers can't use such magic anyway, and Lunar sorcerers are forbidden this vow. SHUN IMMORTALITY (1): Never cast or maintain the Immortality spell upon yourself (you may do so for others), nor receive any similar life-extending magic. Naturally immortal entities (such as Brithini) may not take this Vow unless they have somehow become mortal. SHUN TAP (1; 2 if you have never cast Tap): Never cast or maintain Tap. Unavailable to Malkioni sects which permit Tap. SILENCE (3): never communicate verbally. You may use Telepathy, hand signals or the written word to communicate. This does not prohibit spellcasting. Not available to Hrestoli or Valkarists. TEND FAMILIAR (1): You can get this Vow simply by taking a familiar. When your familiar dies, the Vow is cancelled, but by taking another Familiar (or resurrecting the old one), you can accept this Vow again the next time you qualify for a new Vow. VEGETARIANISM (2): Eat no flesh. The Sedalpists have the lesser Vow of Partial Vegetarianism, which forbids eating the flesh of warm-blooded animals (only), for only +1 Presence. If such a Sedalpist later takes full Vegetarianism, the lesser Vow is subsumed, for a total of +2 Presence. Sedalpists also have the Vegan Vow, for +3 Presence, which requires them to avoid milk and other animal products.

A sorcerer can specialize in a particular type of magic. All spells within the chosen specialty have an Art limit equal to his skill/5, while spells outside the specialty have an limit of his skill/20. For instance, an illusionist with both Phantom Sight & Treat Wounds at 85 could cast Phantom Sight 17, but only Treat Wounds 5. A non-specialist could use 9 MPs for each spell. Sample Sorcery Specialties Spells" = all spells within that specialty. "Vows" = alterations in Vows due to this specialty. "Lore Mastery" = those skills which give him Presence above and beyond the normal Lore Mastery vow. "Other" = any special bonuses or handicaps.

Spells Animate [substance], Bless [object], Boost [attribute], Holdfast, Locate Object, Produce [energy], Sense [substance], Armor Enchantment, Create Basilisk, Enchant [metal], Warp Enchantment Lore Mastery Craft, Evaluate, Mineral Lore, and World Lore give 2 Presence each. Other new Art: Alchemy

Spells Create Basilisk, Dominate [otherworld species], Mystic Vision, Protective Circle, Resist Magic, Resist Spirit, Summon [species], Binding Lore Mastery Demonology, Magic Lore, Spirit Lore, and Summon give 2 Presence each. Other new spell: Boost Elemental

Spells Bless (medical gear, antidotes, etc.), Dominate [disease, emotion, healing spirits], Regenerate, Resist Death, Resist Disease, Resist Poison, Summon [healing spirit], Treat Wounds Vows none unique, though Never Kill a Human and Shun Harm are common. Lore Mastery First Aid, Treat Poison, & Treat Disease give 2 Presence each. Other new spell: Neutralize Disease

Spells -- all Enchant spells

Lore Mastery -- Enchant and Magic Lore give 2 Presence each. The first Craft the enchanter masters provides 3 Presence. The second Craft provides 2. Further Crafts are worth 1 each. Other new spel: Break Conditions

Forest Mage
Spells Animate Wood, Animate Plants, Animate Trees, Animate [plant species], Boost Perception, Boost Stealth, Dominate [woodland species], Project [sense] Lore Mastery Plant Lore counts for 3. Each Stealth skill gives 1 Presence. Other Transform to Tree, special plant-affecting spells.

Spells Phantom [sense], Project [sense] Lore Mastery --Conceal, Sleight, each Perception skill, and each Stealth skill give 1 Presence. Other new Art: Illusion

Spells Boost [char.], Diminish [char.], Shapechange [species], Tap [except POW and INT] Vows -- may never Sacrifice any characteristics in a Vow Lore Mastery -- Animal & Plant Lore give 3 Presence each.

Spells Dominate [species], Mystic Vision, Suppress Sorcery, Stupefy, Tap INT, Telepathy Lore Mastery each Communication skill gives 1 Presence. Other new spells: Hypnotism, Clear Mind, Comprehend, Implant, Mind Probe

Spells Animate Dead, Dominate [type of undead], Drain, Hand of Death, Resist Death, Sense Life, Sense Undead, Tap [characteristic], Banishment, Create Basilisk, Create Vampire, Immortality, Summon [type of undead] Vows Shun Sky is required as the third Vow. In addition, every 5th Vow must be Sacrifice Appearance, until APP has dropped to 1. Never Kill and Shun Immortality are forbidden. Lore Mastery Magic & Undead Lore give 2 Presence each. Each Stealth skill gives 1 Presence. Other new spell: Hide Life. Can stack Tap spells. Necromancers are considered to be chaotic, or at least meddling with chaos.

Ships Sorcerer
Spells Animate [rope, canvas, wood, etc.], Bless Ship [and shipboard equipment], Boost [ship's attributes], Evoke Wind, Holdfast, Open Seas, Skin of Life. Vows Shun Sea, Shun Storm, and Shun Sky are forbidden Lore Mastery Boating, all appropriate Crafts, Navigation, Shiphandling, and World Lore give 2 Presence each.

[of named element] Spells -- Animate/Evoke/Produce/Resist/Sense [element]; Dominate [elemental], Summon [elemental] Vows Shun [enemy element] is required as the third Vow. Enemies are the dominant or inferior element to your own -- for instance, Water & Dark are enemies to Fire. The other Shun [enemy element] must be taken as the fifth Vow. Each time you take the Flee [element] Vow vs. an enemy element, you get an extra 1 Presence.

Lore Mastery
-- Mineral & World Lore give 2 Presence each. Other new spell: Boost [elemental]. Only the element chosen can be used in the listed spells. For instance, Resist Fire is a specialist spell, but not Resist Damage. All aspects of a given element are within this specialty. For instance, both Evoke Fire and Evoke Light are within a fire warlock's specialty.

Weather Mage
Spells Animate Fog, Call [appropriate energy], Dominate Sylph, Evoke Lightning, Evoke Windblast, Fly Vows may not take Shun Sky or Shun Storm Lore Mastery World Lore gives 4 Presence. Other Predict Weather, plus others.

Sorcery Used With Other Magic Types
Other types of magic interfere with sorcery. When a sorcerer casts a spirit spell or Rune spell, they count against his Presence. His Presence remains encumbered with these magics until they expire. However, he cannot cancel them until they expire naturally, nor can he maintain them past that point. Each point of spirit magic takes up 1 Presence. Each point of Rune magic takes up 4 Presence. Instant spirit and Rune spells only use up Presence for the round they are cast. When sorcery and other types of magic are cast on the same target, similar spells do NOT add together. Instead, they "overlap. For instance, if Boost Damage 6 and Bladesharp 4

are cast on the same sword, damage is increased by 6 (Boost Damage), and attack is increased by 20% (Bladesharp). Because of the wide variety of possible combinations, the gamemaster is the final judge of whether or not a particular spell pairing "overlaps". Note that some similar-appearing spells may not overlap. For instance, though Fireblade and Boost Damage both increase damage, they do not overlap instead, Fireblade takes precedence, just as it does with Bladesharp.

Definitions of Spellcasting
An "attack" spell, such as Hinder, must overcome a target's MPs in order to take effect. A target can choose not to resist. A non-attack spell, such as Treat Wound, normally does not have to overcome a target's MPs. However, a target can choose to resist such a spell. When an "active" spell is up, you cannot cast any other spells (except a Held one). You can only utilize an active spell with some other spell if Multispell was used when it was cast. (For instance, combining Fly with Animate Stone to make a flying gargoyle). An active spell can be allowed to lapse into quiescence, and then later brought back into activity by concentration. You can only control one active spell at a time. A "transient" spell is active, but in addition, if you end your concentration the spell is cancelled. You can only control one transient spell at a time. Many spells cost points or do damage defined as 1d(intensity). This means a die or combination of dice is rolled with a maximum value equal to the Intensity. Thus: Intensity 3 = 1d3. Intensity 6 = 1d6. Intensity 10 = 1d10. Intensity 14 = 1d8+1d6, Intensity 18 = 3d6, etc. Some spells come in the format VERB [noun] such as Animate [substance]. Such spells come in a variety of forms, sometimes individually described, but sometimes not. Hence, Animate [substance] is not a single spell, but a whole category, each of which must be learned separately. Knowledge of Animate Stone is useless in casting Animate Fire.

ranged, active Each Intensity animates 6 SIZ or 1d6 STR. Normally, sufficient Intensity is required to make the entire corpse's SIZ animate (but in special circumstances, just a corpse's arm, head, etc. need be activated). If the corpse is not given at least half as much Intensity for STR as it has for SIZ, it will only be able to wriggle around, not actively locomote. More SIZ cannot be animated than the creature's original SIZ, but the creature can be given more STR than in life. An animated corpse's move is 1 less than in life, and an animated skeleton moves as fast as in life. Example: Subadim the sorcerer wishes to reanimate a dead horse, SIZ 32. This costs 6 Intensity for SIZ, plus if he wants it to be able to walk around, hell need to spend half as much Intensity on STR (i.e., 3, which gives a STR of 3d6). He can make the horse stronger if he wants (and if has sufficient ability).

ANIMATE [substance]
ranged, active Each Intensity lets the caster animate 1 SIZ, 1 ENC, or 1 cubic meter, as appropriate (non-solid substances such as air, light, or fire would be per meter, for instance). Different substances have different characteristics. An Animate spell cannot be used to affect a complex living creature, such as a human or troll. Unless the animated substance is appropriately crafted, it cannot wield objects or tools. The object retains its former armor points. Normally, a wooden object has a move of 3, a stone object a move of 1, and a metal object a move of 2. Other substances can have their move rates figured out appropriately. used for animating substances such as stone, wood, metal, etc. An Animate can be generic, such as Animate Metal, or specific, such as Animate Bronze. To determine the degree of control the caster has, you must to figure out how specific his Animate spell is, combined with certain other conditions. See the following chart for the basic system. DEX Multiplier x7 x5 x3 x1 Spell

Specific "Animate Weedeater the Sword" Item & Material "Animate Bronze Sword" Material "Animate Bronze" Class "Animate Metal"

If an object is very unsuitable for the desired action, it cannot perform it regardless of DEX roll. f the target is especially well-suited, the caster may get a bonus. If the target object has moving parts (like a door lock), the user's Devise skill applies, if lower than the DEX roll. A damaged object can be repaired via Animate, if the caster takes at least an hour (more, for very delicate jobs such as jewelry or fine mechanisms) and is able to succeed at the appropriate Craft. When Animate ends, the target object returns to its original form, unless the caster makes the effect Permanent, or successfully uses a Craft, as above.

ATTRACT [harm]
attack, touch, transient The recipient tends to attract various harmful attacks. It starts with a 10m radius around the target, and Range can be used to widen the effect. If the target becomes inanimate (i.e., dies), the spell ends. If two Attract spells would both affect a given attack, the higher Intensity spell checks first to see if it succeeds. If two spells of equal Intensity compete, the one nearer to the attack checks first.

Magic ranged spells only. The recipient must be a legal target of the spell in question. For instance, if he is not visible to the spellcaster, he does not attract the spell. Match the Attract's Intensity vs. an eligible spell on the resistance table. If the Attract wins, the spell targets the recipient, even if he cast the spell himself. Missiles all eligible missiles roll 1d20. If the total is equal to or less than the spell's Intensity, the missile hits the recipient, assuming it hits at all. Spirits all spirits capable of offensive spirit combat must roll their MPs vs. this spell's Intensity each round they are within the spells radius. If they are overcome by the spell, they must attack the recipient. Spirits currently engaged in spirit combat or who have 10 or more MPs than the Attract's Intensity can ignore this spell.

BLESS [object]
Touch Makes a specific tool or weapon slightly magical. Each Intensity adds 5 percentiles to all skills using that tool. A weapon has both Attack and Parry increased.

Ranged Requires Intensity equal to the objects ENC. Each additional Intensity past that adds +1 to its armor points. For instance, if Boost Armor 8 were cast on a medium shield (ENC 3), the shield would receive 5 extra armor points. Because of the high weight of body armor, this spell is normally cast upon a single piece of armor at a time, rather than the entire suit (a medium suit of chainmail, for instance, takes 20 Intensity, but a chain coif only 2).

Ranged Adds +1 to damage on the affected weapon per intensity. Can be cast on innocuous objects such as coins to give them a damage potential.

Ranged Adds the spell's Range to a missile's basic and long range. Requires Intensity equal to the missiles ENC (1 Intensity is enough for all but siege missiles). BOOST [characteristic] ranged Each Intensity adds 1 to the selected stat. Boosting APP by 6 or more makes the target unrecognizable. INT and POW cannot be Boosted beyond the user's original rolled INT or POW, but the spell can substitute for INT or POW lost due to Tap or disease. BOOST [skill bonus] ranged Each 2 intensity adds 5 to the selected skill category modifier. All skills within that category are increased. For instance, Enhance Perception 4 adds 10 to all

perception skills. Note: sorcery spells are NOT affected by Boost Magic, but Ceremony, Summon, and Enchant are.

CALL [energy]
ranged Produces the specified energy everywhere within the spells Range. Call Calm decreases wind velocity by 1 kph per Intensity. Call Cold lowers the temperature by 1C per Intensity. Call Heat raises the temperature by 1C per Intensity. Call Light creates a faint glow. Intensity 1 is enough to read by, Intensity 5 is neardaylight, 10 makes bright daylight. Call Shadow creates a faint shadow. Intensity 5 makes a shadow even in full daylight, and 10 is like a moonless night. Call Tide only usable at the seashore. The waters height is raised or lowered (casters choice) by 1 cm per Intensity. Call Wind increases wind velocity by 1 kph per Intensity.

touch If an attack spell fails to overcome the target's MPs and has Intensity equal to or less than the Castback's, it bounces back at the caster. If both target and caster have Castback, the spell may ricochet back and forth until it finally affects one of the targets.

DIMINISH [characteristic]
attack, ranged Only STR, CON, SIZ, DEX, or APP can be Diminished. Each Intensity subtracts 1 from the selected characteristic, down to a minimum of 1. Diminishing APP makes the target unrecognizable if the APP is reduced to less than half its normal value.

DIMINISH [skill bonus]

ranged Each 2 intensity subtracts 5 from the selected skill category modifier. All skills within that category are affected. Example: Diminish Agility lowers all Agility skills, including parries.

DOMINATE [species]
attack, ranged, active This is an assortment of spells, each tied to a single species. Dominate requires an Intensity at least half the target's MPs. If the target fails to resist, he falls under the caster's domination. If the caster tries to force the target to perform an exceedingly repugnant action, it gets an immediate chance to break free. In any case, a sentient creature gets such a chance once a day.

A being inside a binding enchantment cannot resist this spell, and only one Intensity need be used regardless of the being's MPs. DRAIN attack, ranged, instant Each intensity lowers the target's current fatigue by 1d6.

[energy] ranged, instant Lets the user send a force as a beam towards a foe, striking a randomly rolled hit location. Evoke Cold does 1 pt of damage/round, continuing for the spell's Intensity in rounds. Armor does not protect. Evoke Flame does 1d(intensity) damage. Flammable materials may ignite, with a default chance of 5x Intensity. Armor protects unless a flame hits the same location for a second consecutive round or the target site ignites, armor stops helping. Evoke Light the target is lit up brightly. Darkness entities (such as hags or shades) and undead take 2d(intensity) damage. Evoke Light neutralizes darkness-based magic. Evoke Lightning the target takes 1d(intensity) damage, ignoring metal armor. Evoke Shadow the target's sight-based skills drop by 5 per intensity. This situation improves by 5 percentiles per subsequent round. Neutralizes earth-based magic. Evoke Water delivers a knockback attack of 1d6/Intensity. Neutralizes fire-based magic. Evoke Windblast does 1d(intensity) abrasion damage, first destroying armor, then hit points. Neutralizes water-based magic. FLY ranged, active Lets the caster levitate 3 SIZ of a target object at a move of 1. Each additional intensity adds 3 to the SIZ allotment or increases move by 1, at the casters option.

ranged Each 2 Intensity increase the target's movement by 1m/round and lower his DEX SR by 1. No matter how low DEX SR drops, no action can take less than 1 SR. The target loses Fatigue equal to Intensity.

attack, ranged Each Intensity decreases the target's movement by 1m/round, and increases his DEX SR by 1. If the total SR of the target adds up to more than 10, he can take action only once every other melee round.

(formerly Bind)

attack (if cast vs. a living target), ranged Minimum Intensity 2: Ccauses two 10cm by 10cm surfaces to stick together with a STR of 3. Each Intensity either adds 10cm in each dimension to the surface area to be commingled or adds 3 STR to the glue. If used to affect living tissue, the target's MPs must be overcome. The exact shape of the Holdfast can be altered by the sorcerer upon casting, so long as the total surface area is not increased beyond the spell's parameters. Once the Holdfasts STR is overcome by the target, the spell ends.

ranged, instant Allows the caster to identify a spell. Intensity 1 3 5 7 Perception

general category (i.e., Sorcery, Rune, Spirit Magic, Mysticism, Draconic, etc.) point value (for Sorcery, only Intensity is given) the spell's name. the spell's full description.

ranged, active The affected object becomes traceable by the sorceror. When he concentrates on the object, he receives an impression of its current direction and distance. If Locate Object is dispelled, at that moment the caster involuntarily learns the object's current direction and distance, and a mental picture of the individual casting the neutralizing spell. If the caster or object moves beyond Range, the spell is null, but remains in effect.

self-only For each Intensity in this spell, you lose 1 ghp and 1d6 fp, and gain MP equal to the rolled fatigue loss.

ranged Only affects the caster himself (the spell's Range is how far he sees). Darkness or opaque stuff blocks you. You see the exact amount of MPs in all you perceive, up to Intensity x 3. Anything over that is just "greater".

ranged, instant

Cancels a spell if the Neutralize Magic's intensity overcomes the defending spells on the Resistance Table. The Neutralize Magics intensity must be at least half that of the defending spell.

attack, ranged Hits a random melee hit location. If the target fails to resist, and the Intensity is equal to or greater than the location's current hit pts, the location is paralyzed. A damaged hit location healed beyond the Palsy's Intensity remains Palsied. If the head is palsied, the target falls unconscious. If the chest is palsied, the target is incapacitated, and begins to smother (start rolling at CONx10). If a selected location is already Palsied, reroll until an unPalsied location is selected.

PHANTOM [sense]
ranged (active to move or attack, otherwise temporal) This complex of illusion spells each affect a particular sense. If the caster concentrates on the illusion, it can be moved around, animated, or otherwise altered. An illusion can be moved with incredible speed unless Phantom Touch is included in the effect, in which case it is limited as described below. Phantom Odor higher Intensity makes an odor more intense. Intensity 1 is mild, such as air after a storm, while Intensity 3 is somewhat stronger, like freshcut grass. Intensity 10 is quite potent frying onions, cloying perfume, or dog breath. An odor stronger than an ambient scent can be used to mask it. (Example: an undead covering up his stink of corruption.) An odor weaker than an ambient scent can be used to modify or alter it. (Example: transforming the smell of cut wood into the smell of cut cedarwood.) Foul odors can be used offensively. To do this, match the odor's intensity vs. the target's CON. If the odor wins, the target is incapacitated that round. Keep re-rolling each round until the target succeeds, in which case he is now accustomed to it and does not have to roll again until the odors Intensity rises. Phantom Sight each Intensity creates a solidlooking illusion of SIZ 3. Alternately, a caster can create a larger illusion that is more or less translucent. For instance, an Intensity 1 SIZ 6 illusion would be mostly solid, though dim outlines could be seen through it. Still assuming Intensity 1, a SIZ 6 illusion is translucent; SIZ 12 is a colored transparency; SIZ 18 only an outline or faint shading; and SIZ 24 hard to detect without a Search roll. Phantom Sound creates a loudness of 10 decibels per Intensity. Any kind of lengthy or comprehensible speech or music needs to be concentrated on as per an active spell. Decibels 10 Typical Sound

normal breathing

20 30 40 50 60 70 80 100 120 140 160

rustling grass large empty building quiet village at night quiet tavern in business hours conversation a busy highway a hair dryer subway train gunshot jetfighter at takeoff wind tunnel

Phantom Taste affects an area of 1 SIZ, with a strength equal to Intensity. Intensity 1 reproduces mild flavors, like lettuce or water. Intensity 3 provides stronger flavors, such as apples or fried chicken, and Intensity 10 is very powerful, able to reproduce flavors like redhot peppers or biting into a fresh lemon. A taste illusion can be used to attack a foe, like an odor illusion, but the target must actually take the illusion into his mouth. The target must overcome the illusion's Intensity with his CON, and is incapacitated any round he fails. Once he has successfully overcome the illusion two rounds in a row, he is purged of it until he takes it into his mouth again. Phantom Touch manifests as an invisible solid force. This sets up a framework so that other, non-illusion spells can be cast on it (such as Glow or Resist Magic), but cannot have a higher Intensity than the Touch. It cannot do damage by itself, but can be Damage Boosted, Heated, or have other spells cast on it. Each Intensity gives the Touch a move of 1 when concentrated on.

Touch One Intensity is needed per ENC of the affected item. The spell grants a bonus of +1 AP to the preserved item. The Blessed item remains in the same state of repair as when the spell was cast: armour remains shiny and new, clothing is difficult to soil, a room stays clean and tidy.

PROJECT [sense]
ranged, active Lets the caster project the specified sense out to Range. The caster can move the viewpoint at 1m/round, each additional Intensity adding 1 to speed. The spell cannot

penetrate more than 10cm of dense material per Intensity. The viewpoint is invisible to normal (but not magic) senses. Spells directed vs. the Projected sense affect the caster as if he were present. Since the Projected sense is active, the caster cannot himself cast spells through it. Someone in mindlink with him could do so, but such spells must have Range enough to reach the viewpoint's distant location (wherever it is).

touch (Range must be used) Creates a magical framework on which other spells can be cast. Each Range gives the circle a 1m radius (at least one must be used). Intensity provides the circle with its power, and none of the spells on the Circle can have a higher Intensity than it does. The circle is immobile on the substrate on which it is cast if the substrate is mobile (for instance, a ship's deck), the circle can move along with it. Any spell can then be cast on the framework by the Circle's original caster or by anyone within the Circle, and that spell becomes part of the Circle. This is a good way to protect a group with Skin of Life, for instance. Instant and Attack spells placed on the Circle are quiescent until triggered when an appropriate object crosses the edge. For instance, a Neutralize Magic in the Protective Circle activates when a spell crosses the boundary. Dominate Human remains quiet until a human tries to cross the boundary, when it is cast on him. Attack spells act as if they have MP backing them up equal to any MPs used to boost the Circle.

touch This spell causes a severed limb to regrow at a rate of 1% per Intensity per week. The spell must be maintained until the limb is fully restored. If Regenerate is dispelled or dropped before a limb is completely restored, a medical crisis ensues. Roll 1d100 minus the Intensity of the cancelled Regenerate. The result is the percentage of the limb that becomes necrotic and must be cut off before another Regenerate can work. Note that a very low roll might actually end up sprouting additional limb. The percentage lost is subtracted from the amount already regrown. A result of more than 100 is considered to be so badly damaged that the limb cannot be regrown.

RESIST [attack type]

Touch An incoming attack must overcome the Resist's Intensity in order to cause harm. Most Resists must have an Intensity at least half of the attack's value or it is ignored. Resist Damage stops physical damage. Resist Damage must be cast on the outside of any armor or armorlike spells or has no effect. Knockback can still occur, even if damage is blocked.

Resist Infection helps vs. disease. If the target is attacked by a spirit of disease, this spell acts like Resist Spirit. If the target is exposed to disease in the normal fashion, use the Resist intensity as an extra CON roll that must be failed before he is infected. Example: Deentim, CON 12, is exposed to the Shakes and the GM deems it requires a CONx4 roll. Deentim has Resist Infection 8 up, so first tries to roll 32 (8x4) or less. Only if that roll fails must he resort to a CONx4 roll. Resist Magic helps vs. incoming spells. Spells that harm one indirectly, such as Shake Earth, are not affected. Resist Poison helps vs. any kind of poison or venom. Resist Spirit an attacking spirit must overcome the spells intensity before it can attack the user in spirit combat. It must re-attempt the roll each round.

SENSE [substance]
ranged, active Upon concentrating, the caster becomes aware of every source of the chosen substance within range. The spell penetrates 10 cm of dense, opaque material per Intensity. Commonly used substances include gold, silver, bronze, gems, etc. Some unusual "substances" are listed below. Sense Life any living creature. This does not include semi-living things like elementals or undead, of course. Sense Magic any active spell or enchantment. Sense Malice anyone meaning immediate harm to the caster. Note that the target must be aware of the caster before this detects him. Sense [Species] the use is obvious. Trolls, humans, horses, are all useful targets. Sense Undead any undead, or dead-but-animate creature is detectable. This includes not only obvious undead like vampires, but animated corpses, ghosts, etc.

attack, ranged This spell requires intensity equal to at least half the target's SIZ. This spell is only usable on complete creatures. A different version of this spell exists for each different target species but you may choose what you want to transform the target into each time the spell is cast. Shapechange does not alter any of the target's statistics, including SIZ. Special powers of the target species are only transferred if they are inherent in the body form and metabolism. Thus, a man shapechanged into a bat could fly (there might be a learning process involved), and if he were a fish, he could breathe water.

touch The user is relieved from taking harm from certain types of physiological threats. Intensity 6 = no need to breath Intensity 12 = no need to eat or drink Intensity 18 = no need to sleep

attack, ranged, transient Lasts 1 melee round per Intensity. The target takes normal CON rolls as per asphyxiation, taking 1d3 damage per round once he fails.

attack, ranged, active To be effective, this spell's intensity must equal or exceed the target's Free INT. If so, the victim ceases all action, and simply stands there, taking no will or interest in what goes on about him. He may be led or forced to walk, eat, or sit, but takes no independent action. He may babble incoherently. He remains in this state until he sustains physical or magical damage or the spell lapses.

attack, ranged This spell affects a target sorcerers Presence. Each Intensity traps 1 Presence, rendering it incapable of supporting spells. TAP [characteristic] attack, touch, instant This spell permanently destroys 1d6 of the specified characteristic and provides either MPs or FP to the caster in an equal quantity to the points taken. A characteristic cannot be reduced past 1. The Intensity needed for the spell to affect 1d6 of a particular characteristic varies. Example: Evil Nim the Tapster casts Tap Intelligence 15 on a hapless foe. This drains the foe's INT by 3d6. Nim rolls a 14 on his three dice, but his foe's INT is only 12. Since the target's INT cannot drop below 1, Nim gets 11 Presence in return, not 14. Tap Intensity

per 1d6 loss STR CON SIZ INT 2 3 4 5



4 3

Remember that the maximum MPs a person can have is twice his POW, except that beings lacking POW have no MP maximum.

ranged, active Allows mind-to-mind communication between the caster and a target, or between two targets chosen by the caster (it must be Multispelled for this latter purpose). An unwilling target can attempt to resist. Intensity 1 = only the life, death, or unconsciousness of a fellow communicant can be sensed. Intensity 3 = communication as in Mindspeech. Intensity 5 = each caster can see through the other's eyes. Intensity 7 = the users can cast one another's spells. Intensity 9 = they can use each other's MPs. Intensity 11 = one user can control the other's actions by overcoming his MPs with his own. He must renew such control every melee round (and if he fails, his victim can try to control him. Since Telepathy is Active, the benefits of Intensity 7 and 9 can only be utilized if someone else cast the spell or if you are mentally linked to a user (as with a familiar).

ranged, instant Each Intensity teleports 3 SIZ (touching the caster) to a visible point within Range or to a Homing Circle within Range. If the caster has several Homing Circles, he can choose which to use.

touch, transient This spell may be used in two ways. Emergency form heals the target for 1d(intensity) damage. Normal use enables the target to receive First Aid a number of times equal to Intensity. Each success heals damage as per normal First Aid rules, and takes only a fraction of a melee round. Fumbles, special successes, and critical successes are all as per normal rules.

attack, ranged, instant If the target is overcome, a venom with POT equal to Intensity infuses him. If he resists the POT with his CON, he takes half damage. Otherwise, he takes the full POT in damage.

Ritual spells take 50 hours to learn & take up 1 INT to memorize, like other sorcery spells. However, they use the corresponding Magic skill to determine success. To perform a Ritual, the caster spends an hour per Art level in the spell (unless the spell description specifies otherwise) plus any hours for Ceremony. During the ritual he may not eat, drink, sleep, or lose concentration. At the end of the ritual, he rolls against the appropriate skill.

Restricted Arts
unless otherwise stated in a rituals description, Ease, Hold, Multispell, and Speed cannot be used in ritual magic.

Special Enchantment Rules

The amount of POW which can be placed into an enchantment varies with the object enchanted. Basically, the more "magic" it is, the more POW it holds. Obviously, this is up to GM discretion. For instance, an ordinary pebble may only contain 1 POW. A wooden staff could hold 4 POW. A staff cut from an awakened tree might hold 16 POW.

Enchanted Tattoos and Ritual Scarification

most matrices are engraved into inanimate objects. However, they can be tattooed, scarred, or otherwise attached to a living being. A living being has no limit to the amount of POW that can be enchanted onto him. Appropriate skill rolls are needed (such as Tattoo).

The Ritual Spells

ritual Ceremony, costs 1 POW (spent by the apprentice) This establishes a special link between the master and his students. Once completed, the master always knows the approximate distance and direction of the apprentice, and can issue a mental summons for the apprentice to return to him (which the apprentice need not obey, at his peril). He cannot read the apprentice's mind or control his actions in any way. This effect lasts until the master's death.

ritual Ceremony A funeral ritual common to Malkioni cultures. If performed over a corpse, it ensures that the soul of the deceased passes on to the afterlife or lack of same, rather than remain as an evil spirit to haunt the living. Range, Multispell, Intensity, and other Arts may apply depending on the type of Banishment performed and the culture.

ritual Enchant Lets the caster spend POW to create an enchantment to contain spirits. Only incomplete creatures can be bound, and only if they lack permanent SIZ (like Naiads), or if they normally form their bodies from raw materials (like Elementals). POW cost is 1 per stat the being possesses (excepting APP). Bind Naiad costs 6 POW; Bind Power Spirit costs 1. Once created, a binding is specific as to species. Thus, an Undine binding cannot hold a Gnome, though both entities have 3 statistics. Some sample costs: Entity POW required Chonchon 5 Elemental 3 Ghost 2 Hellion 1 Intellect Spirit 2 Magic Spirit 2 Nymph 6 Power Spirit 1 Wraith 2 To summon an elemental from its binding enchantment, some amount of the element must be present. Generally figure about a liter of the element per cubic meter of the elemental. BLESS ritual Ceremony, costs a variable number of MPs A common ritual typically used at weddings, tournaments, coronations, and other important occasions. The ritual can take anywhere from a few minutes to a few days, depending on the occasion. The gamemaster adjudges the effect, if any, of the blessing. In general, longer rituals with more participants, and more MP spent, have more tangible results. The effects of Arts vary as well.

ritual Enchant, costs 1 POW per Intensity This is a Chaotic spell. You need a live toad or adder, and an egg laid by a rooster. The ritual is performed, and then the toad or snake must incubate the egg for a month per POW sacrificed. The sorcerer can use Holdfast or Dominate to make the incubator behave. When the basilisk hatches, its glance is the equivalent of a 1-pt Rune spell per Intensity. The basilisk is not automatically friendly towards its creator. Its characteristics are determined randomly.

ritual Enchant You must give 1 point of your own stat to the familiar for each missing stat. When the familiar dies, you get your lost stat back, exactly one year later. Stat boost INT adds 2d6 to familiar's INT. POW gives a POW equal to your own, but this new POW can only be increased by an experience roll of 01-05. SIZ if familiar already has SIZ, makes it permanent. If not, provides a SIZ of 1. STR as per SIZ CON as per SIZ DEX gives a DEX of 2d6 Familiars have mental contact with their masters, and he can use any spells they know (and vice versa). In addition, familiars automatically know all the sorcery skills and arts of their master. They do not have their own Presence, but share the master's. An owner can choose to free his familiar from mental control and fellowship. It still retains any Stat(s) provided. If it dies, the owner still gets your lost stat back after a year. A loosed familiar starts off with sorcery spells and Arts equal to its master's level, and gains its own Presence as if it had the Vows of Vessel and Lore Mastery.

ritual Enchant, costs 7 POW, plus a variable number of MPs & FPs The victim of this ritual must be alive for the first six days of the ceremony, and is killed one day before its completion. Upon completion, the corpse becomes a vampire with MPs and FPs equal to the amount of MPs and FPs spent for this purpose by the spellcaster. CURSE ritual Summon A ritual used to send curses against one's foes. The mechanics of performing a Curse are similar to the Bless ritual, and the results equally vague.

ENCHANT [characteristic]
ritual Enchant, costs 1 POW per 1 point increase Lets the caster increase a characteristic of the target, except for SIZ, INT, or POW. The total size of the increase, including previous enchantments, cannot be higher than the Intensity of the spell. Example: Rurik has Enchant CON 6. He cannot get another point until he can find a sorcerer who can cast Enchant Con 7 or better.

ENCHANT [metal]
ritual Enchant, costs 1 POW Lets the caster temper one of the magic metals of Glorantha. The total ENC tempered is equal to the spell's Intensity. An appropriate Craft skill can be handy to use at the same time. HOMING CIRCLE ritual Enchant, costs 1 POW per Intensity Creates an area which one can target using the Teleport spell, even if it is out of the user's sight. Each Intensity lets the circle accept 20 SIZ.

ritual Enchant, costs (up to GM) Prevents the caster from aging. The spell must be maintained, and the spell must have sufficient intensity to equal or exceed his CON, plus 1 for each year the caster has had an Immortality spell in effect. If the spell is dropped, the user must cast it again within a day, or suffers all the aging effects of the years during which it was in effect. This spell also requires another component, chosen by the GM (water from the Fountain of Youth, virgin blood, etc.).


ritual Enchant, cost 1 POW Allows a sorcerer to create an MP storage device. If the Enchant roll succeeds, the device holds 1 MP per Intensity. If the roll is a Special success, it holds Intensity + 1d10. If the roll is a critical success, it holds Intensity + the casters Magic Bonus. A sorcerer with a Magic Bonus of 15 and an Enchant of 90 (i.e., 9 Intensity) who got a critical success would get a matrix for 24 MPs.

ritual Enchant, costs 1 POW Allows a sorcerer to "break" enchantments. To do this, the sorcerer spends 1 POW and matches the Intensity of Neutralize Enchantment vs. the POW invested in the enchanted item. If the item has MPs, he must overcome these with his own MPs. If both rolls succeed, the enchantment is broken.

ritual Ceremony, costs 1 MP As previously described.

ritual Enchant, cost 1 POW

Creates a 1d(Intensity) regenerating source of MPs. A special success causes the device to hold its Intensity in POW, and a critical success causes it to hold its Intensity +1d10.

ritual Enchant, costs 1 POW A ritual considered evil and chaotic by most societies. It prevents a fresh corpse's spirit from passing on to the afterlife, and the spirit often responds by transforming into a ghost or wraith over time. The spell's Range determines how far it can travel from the site of its burial. A true Banishment cancels out the Shackle Soul, and also sends the spirit on to its afterlife.

ritual Enchant, 1 POW per +10 bonus This lets you place a spell in a magic item, so you don't have to memorize it any more. For each POW, 10 percentiles are added to anyone's chances of casting the spell, so it can be manipulated to greater levels than before. A Spell Matrix cannot contain more POW than the Intensity of the spell. If someone lacking sorcery skills attempts to use the enchantment, he receives his Magic Bonus as a base chance, plus the percentiles included with the enchantment.

ritual Enchant, 1 POW per Intensity Increases an attribute by 1d3 for 1 POW. Normal attributes that can be affected are Armor, Armor points (for weapons, for instance), Hit Points, Fatigue (living beings only), etc. A Strengthening cannot contain more POW than the Intensity of the spell.

SUMMON [species]
ritual Summons Lets the caster summon a creature from the Otherworld. If the caster knows the true name of the being he summons, he gets the one selected. Otherwise, he gets a random member of the species. Commonly, Hold is used to keep a Dominate spell ready for the creature's arrival. If the Summon roll is fumbled, a link to the Otherworld appears anyway, and a creature shows up, but not the desired species. Usually hostile and dangerous entities appear on a bungled Summons. When summoning an elemental, you need sufficient element for the creature to take form (i.e., 3 cubic meters, 4 cubic meters, etc.).

ritual Enchant, costs 1 POW per Intensity This enables the sorcerer to alter one enchantment into another. He must know all the enchantments involved, both those in the item as it stands, and those he wishes to change them into. Either he or an assistant must succeed in Craft to alter the patterns on it. The caster matches the Warp's Intensity vs. the total POW in the enchanted item. If the enchantment has its own MPs, he must

overcome those MPs with his own. Normally, sorcerers spend 1 POW when casting this spell, hoping for a lucky roll.


ritual Ceremony Lets the user lead a formal worship service. If successful, all participants in the ritual receive spiritual assurance that the MPs donated to the Invisible God were acceptable.


Borist College of Magic

attack, ranged, instant If the target fails to resist, match Intensity vs. his CON. If his CON is overcome, he dies at once. This spell costs the caster 1d3 general HP per casting.

touch, instant Relieves the effects of poison. The Intensity of Neutralize Poison is matched vs. the poison's Potency on the Resistance table. If the POT is overcome, all poison is purged from the victim's body. The spell must be cast before any actual damage has been taken by the target. If the target is poisoned more than once, all the combined Potency must be purged at once. A Multispell may be used for this; matching the Neutralizes each vs. one of the poison doses no more than one spell per dose. Unlike most Neutralize spells, Neutralize Poison has a chance to take effect even if its intensity is less than half the poisons POT.

ritual Ceremony Purges a sinner of all his accumulated evil since the last time he was Shriven. This evil expresses itself in the form of a chaotic taint or feature which manifests either in the spell's caster, the sinner himself, or in the caster's (or the sinner's) familiar, if any. Normally, the familiar is so utilized. Regularlyshriven folk do not generate enough evil to create an entire chaos feature. Instead, over the course of time the evil accumulates until there is sufficient present to express itself. This spell is painful to the sinner, and costs MPs, general hit points, fatigue, or possibly even POW or other stats, depending on how evil he has been and what his crimes were.

Brithini College of Magic

attack, ranged, instant The target is instantly aged by 1d(intensity) years. If the target is a being that normally does not age, the spell has no effect. Immature individuals are immune to this spell -- only adults that have reached their full growth can be affected.

Ritual Enchant, cost 1 POW Creates an object which trires to drain MPs from anyone touching it. It cannot hold more MPs than its Intensity. It can match its current MPs vs. anyone touching it, and if it overcomes the person, it drains 1d6 MPs into itself. It attempts this once per round until it is filled or the person drops the object. This MP drain is painless and can only be sensed if the holder concentrates on it when it is happening. The sink expels its MPs onto the spirit plane at the rate of 1d6 per hour, emptying it for further use.

attack, ranged This spell comes in several subtypes -- one for each Art. The most common is Suppress Intensity, naturally. Each time a victim wishes to cast a spell, he must overcome the Suppress with his MPs on on the Resistance table. If he fails, he may not cast any spell using that Art for the remainder of the round. If a spell takes more than one round to cast, he must resist the Suppress on each round of casting, or the spell is cancelled.

attack, ranged Each Intensity reduces a target magicians chance for success with all d100 rolls having to do with magic by 1 percentile.

ranged Lets you take over a spell that someone else is maintaining. You must actually have learned the spell you wish to grab, and your Wrest Magic must have Intensity greater than the target spells Intensity. If these requirements are met, match your MPs vs. the spell owner's. If you succeed, the spell is placed under your control, and takes up your Presence. When Wrest Magic is successful, the owner notices at once, and will awaken if he sleeps.

Carmanian College of Magic

ranged The chance of the target successfully casting spirit or divine magic from the named cult is reduced by 5 percentiles per Intensity. The target cannot resist, but defensive magic may block the spell.

Proscribe spells exist for Gorgorma, Yu-Kargzant, Shargash, Storm Bull, Tawar, Kyger Litor, Humakt, Chalana Arroy, Lodril, and the entire panoply of Pentan and Char-Un spirits.

Galvosti College of Magic

ritual Enchant, costs 1 POW per species banned This is used in an area enchantment. The caster must name the species or entities banned and must also place MPs into the enchantment. A banned entity must overcome the Bans MPs with its own to to enter the area. Once inside, it must attempt the die roll again each melee round or lose 1 MP. An entity with 10+ MPs more than the Ban can ignore it.

ranged Each Intensity gives the target 1 point of protection vs. spells which act against INT. For instance, it provides false "free INT" for defending against Stupefaction; and subtracts 1 from the target's effective INT for recovering from Befuddle. Other spells that target INT are affected likewise, by raising or lowering the caster's INT, whichever is most helpful. The target becomes resistant to all mind- and emotion-affecting spells. If he is under a mind-affecting spell with a lower Intensity than the Clear Mind, the latter masks the former's effects until the Clear Mind is allowed to lapse. This renders one immune not only to harmful spells, but certain beneficial spells as well, such as Fanaticism, Telepathy, Erotocomatose Lucidity, and Mindlink. Mental contact with a familiar or apprentice remains intact.

ranged Per Intensity of Resist Death, the target can go 1 HP beyond normal death without actually dying (he is still unconscious, though). Resist Death does work in the normal Resist manner to try to block Death magic; i.e., any spell which causes death directly; such as Sever Spirit, Fang of Wachaza, etc.; when it attempts to resist the actual number used to kill the target. For instance, it would try to resist a Sever Spirit by pitting itself vs. a Sever Spirit caster's MPs (and the target would still suffer 1d6 CON damage if Resist Death worked), and it would try to resist vs. the damage done with a Fang of Wachaza.

Hrestoli College of Magic

ranged, instant

This spell affects only on the dead, the undead, and undead magical constructs. The Banish's Intensity is matched vs. the undead creature's MPs on the Resistance table, with the following possible results: Success Level Result Critical Undead destroyed, dissolved, etc. Special If caster immediately spends 1 POW, Undead is destroyed. Otherwise, Undead loses 3d6 MPs. Normal if caster immediately spends 1 POW, Undead is destroyed. Otherwise, Undead loses 1d6 MPs. Failure No effect Fumble Undead receives MPs equal to Banish Intensity

attack, ranged, instant If the target fails to resist, he loses 1d(Intensity) MPs.

ranged This spell gives the target 1 mock hit pt per Intensity in each hit location, and is destroyed by incoming attacks, point for point. False Armor must be destroyed hit location by hit location.

ranged This spell is cast on a weapon. When the weapon strikes home, the Intensity of the Neutralize spell is matched vs. the target's APs. If the spell succeeds, the enemy's armor does not protect vs. that blow. The value of the Neutralize must be at least half that of the armor in question. Casting Neutralize Armor on a bow is useless, unless you physically strike the foe with your bowstave. It can be cast on arrows or quarrels, however.

attack, ranged The target's chance to cast spirit spells is reduced by 5 percentiles per intensity.

attack, ranged The target can cast no non-ritual Rune spells unless he expends 1 MP per Intensity of the Suppress spell during the casting. MPs that would normally be spent anyway (such as in a Heal Wound) count towards the total needed. In addition, the extra MPs do count towards boosting a spell to blast through an opponent's defenses.

Lunar Magic
This is an unusual sorcery variant.. The sorcerer is tied to cyclical magic, and is able to utilize Lunar elemental magic. Only Lunar sorcerers can use Lunar elemental magic.

Phase of the Moon Effect on Sorcery

Full Moon Use skill/5 to determine Art levels per spell Half Moon Use skill/10 to determine Art levels per spell Crescent Moon Use skill/20 to determine Art levels per spell Dark/Dying Moon Use skill/50 to determine Art levels per spell A Lunar sorcerer can take a specialty. A Lunar specialist casts his specialty spells as if the Moon was one phase "better", and he casts his non-specialty spells as if the Moon was one phase "worse". During the Full Moon, he casts his specialty spells at skill/3. During the Dark or Dying Moon, he can use only a single Art level on a non-specialty spell.

New Art: Lunar Magic

a sorcerer who joins the cult of the Red Goddess (q.v.) automatically gains this new Art, which lets him manipulate spirit spells. The sorcerer needs as many levels of Lunar Magic as all other Arts used. Each level of Range increases the spirit spell by 50m of distance. Phase of the Moon Effect on Sorcery Full Moon Each Art can be up to the sorcerers Free INT in size. I.e., a priest with Free INT 10 can use both Intensity 10 and Multispell 10. Half Moon The total Art levels used may not exceed the casters Free INT. As above, plus only one Art may be used. No spirit magic manipulation is possible.

Crescent Moon Dark/Dying Moon

an individual who joins the Red Goddess's cult but who has not learned the Arts gets Lunar Magic, plus limited access to the Arts, which he may use only to manipulate spirit spells. If he later learns the arcane Arts properly, he can manipulate both spirit magic and sorcery.

Henotheistic Church of Otkorion

Vows Abjure Rune Magic and Shun Storm are forbidden. Shun Tap must be the third vow taken. Lore Mastery

Speak Stormspeech, Sword Attack, Hide, Jump, Listen, Orate, and Scan give 1 Presence. Read/Write Stormspeech gives 2 Presence. New Vows NEVER SPEAK TO NON-STORM (1, o r 2 for the Great Vow): only converse with people who are initiates of cults allied to Orlanth, or with their underage children. The Great Vow means that the sorcerer can only converse with people who are initiates of Orlanth himself or their underage children. Orlanth variants are permissable, so a worshipper of Entekos or Kargzant is out, but an Orlanthi from Lankst, an Aeolian, or a member of Urox (but not the Praxian Storm Bull) are all legitimate. LAWSPEAKER (1): may only be taken by those who have a Human Lore of 50+ and St. Lhankor Mhy as patron. The sorceror must attend and arbitrate all matters of law when asked.

Adept Membership

an Otkorion sorcerer may not become an Adept until he has vowed Shun Tap and has three patron saints. Rokari College of Magic

BANISH UNDEAD (see Hrestoli) BLOCK PAGAN attack, ranged Has no effect on non-shamans. If the shaman fails to resist, and the intensity of the spell is equal to or greater than the fetchs MPs, the shamans fetch is severed from him, and can take no actions until Block Pagan expires. If the shaman is on the spirit plane, he cannot return to his body until Block Pagan expires.

If the fetch's MPs exceed this spell's intensity, the fetch is blocked from the shaman for one melee round per Intensity.

DAMPEN DAMAGE ranged This spell is cast on a weapon, and requires Intensity equal to the weapon's minimum damage roll. For instance, a broadsword (1d8+1) requires Intensity 2. A poleaxe (2d6+2) requires Intensity 4. The affected weapons weapon's damage roll is always the minimum

possible. Bonuses for special hits or magic add normally. For instance, a Dampened scimitar that impales does 3 + 1d6+2 damage. A Dampened rapier with Truesword does 2 + 1d6+1.

NEUTRALIZE DAMAGE touch, instant Heals damage to a hit location as per other Neutralize spells. The Neutralize Intensity must be at least half that of the damage, as with other Neutralize spells.



WREST MAGIC (see Brithini)

New Art: Banish

this Art is used to cancel another spell. For each level of Banish, 1 point of the defending spell is cancelled. To use this Art, you must actually have learned the spell you wish to dispel. You need sufficient Range to reach the offending spell. Banish can be Multispelled to affect a number of defending spells. Example: Rokar the Rokari uses Banish 2 on a foe's Resist Magic 6. The foe's spell is reduced to Resist Magic 4. When a spell is Banished, the owner notices at once, and will even awaken if he sleeps.

Sedalpist College of Magic

POISON TROLL ritual Enchant Costs 1 POW plus normal MP cost. Each Intensity infects 1 ENC of any foodstuff with a poison that affects only trolls and their kin. Any troll which eats a full ENC of an affected food ingests a potency 20 poison. Ten minutes after ingesting, he must match his CON vs. the poison. Success means he takes 10 pts of damage. Failure delivers a full 20 points. If the troll eats only part of an ENC, pro-rate the poison.

The poison is odorless and tasteless, but the enchantment can be exposed by Detect Magic, Second Sight, or similar spells.

SLUMBER OF PEACE attack, ranged If the target fails to resist, he matches the Intensity vs. his CON. If he is overcome, he falls asleep. Otherwise, he is stunned for one round and can take no actions. A sleeping target remains so until awakened by being injured, splashed with water, etc., or the spell lapses.

SMITE [non-human] Ranged Must be cast upon a weapon, and requires Intensity equal to or greater than the weapon's maximum damage roll, not counting specials. All damage done by that weapon to the target species that penetrates armor is doubled. Thus, if Smite Slarge were cast on a greatsword, which then hit a Slarge with 10-pt armor for 14 pts of damage, the 4 pts that got through would be doubled to 8.

Magic bonuses added to the weapon are not

WITHER ELF BOW attack, ranged, instant This spell is only efficacious vs. magic elf bows. If the caster overcomes the bow's magic points, the bow takes 1 pt of damage per Intensity. Defensive magic, such as Protection, Resist Damage, Shield, etc. all lower the damage done.

Stygian College of Magic


Never Kill a Human, Shun Darkness, and Vegetarianism are forbidden. New Vows

EAT ONLY ALDRYAMI (2): may eat only Aldryami, dead or alive. EAT ONLY BURNT FOOD (1): all solid foodstuffs must be cooked, even the smallest leaf.

GLUTTONY (1): must ritually devour five or sick times the normal amount of food daily. Sometimes results in an increase of SIZ over time, and often a decrease in CON as well.

DEVOTION (1): must attend a selected temple at least 1 day a week, preventing long distance travel. This vow may be repeated, for the same or different temples, but must be a different day each time, of course.

ILLUMINATION (varies): gain 1 presence for every 10% progress towards Illumination he has. Once illuminated, this Vow becomes null. The Presence gained for it does not go away, but no longer increases.


BOOST [elemental] ranged This spell must be cast on an elemental. The spell's Intensity is added to the elemental's hit points. If the spell lapses, the extra hit points vanish, possibly destroying the elemental. PROJECT DARKSENSE (as per other Project [sense], but for Darksense)

SEE RUNE MAGIC ranged, instant Informs the user as to what Rune magic the target knows. The target cannot resist, but defensive magic can block the effect. Use the following chart to determine the effect. 1 3 5 7 9 Only the presence or absence of Rune magic is sensed. At least one major Rune of the spells involved is sensed. The total number of points of Rune magic is perceived. All the Runes of the gods involved are perceived. The names of all the spells known are perceived.

This spell only detects spells known by the target, not spells in effect. It does not detect one-use spells that have been been cast.

Vadeli College of Magic

DRAIN [characteristic] Works like Tap, except the caster gains HP, which may be applied per location or as general HP. It is morally and ethically identical to Tap. Valkarist College of Magic

BAN (see Galvosti) HAND OF DEATH (see Boristi)

RESIST [damage] touch The exact type of damage resisted must be specified. Thus, there is Resist Burns, Resist Drowning, Resist Falling Damage, and Resist Impales (the latter resists only the impaling part of an attack). An incoming attack must overcome the Resist's Intensity in order to cause harm. The incoming damage can only ignore the Resist if it exceeds it by 10 or more. In addition, if the Resist is at least twice as great as the incoming damage, it automatically stops it.

TRANSFORM TO [species] attack, touch This spell acts like Shapechange (q.v.), but instead of restricting which creature is transformed, it dictates the species to which the target is transformed. For instance, a Woods Mage's Transform to Tree can transform a man, a bear, an elf, or a horse into a tree. You still need Intensity in the spell equal to at least half the target's SIZ.

WARD DAMAGE ranged This useful spell requires Intensity equal to the user's CON, and halves all damage penetrating armor.



Never Kill a Human, Shun Harm, Shun Darkness, Shun Immortality and Shun Tap are forbidden. New Vows

ABJURE DAY (3): may never cast spells during daylight hours. Ritual spells must conclude during the hours of darkness. CANNIBALISM (2): must eat the flesh of your own species at every meal.

DEVOUR FOE (2): must feed on any creature you kill. Even a small bit will suffice (or even a successful Bite attack in combat). Blood counts as food.

NECROPHILIA (1): must sleep with a corpse weekly. This Vow does not conflict with Celibacy.

SHUN HOLY GROUND (2): never enter the holy ground of a non-chaotic cult. If you are taken there against your will, the Vow is still broken.

Waertagi Sorcery

The Waertagi have always had a very pragmatic approach to their magic. They believe in no afterlife, and worship sea gods in addition to Malkionism. Their magic has evolved along its own lines, and now has many differences from conventional sorcery, including many unique spells and at least one unique Art. Most, but not all, are specialists. New Art: Immersion

this Art may only be used if the caster's skin and hair is totally wetted with seawater. Each level of Immersion is added to each other Art used in the spell. Example: Darkdemon the Waertagi, soaked by spray, casts Dominate Human at the crew of a fleeing ship. His skill of 98% gives him 10 levels of Art. He applies Intensity 1, Range 1, Multispell 1, and Immersion 7. The latter adds +7 to his Intensity, Range, and Multispell, so he affects 8 targets each with Dominate Human 8 at Range 8 (2.5 km). Immersion seems rather unfair to most sorcerers.

Converting from Old Sorcery

In old-style RQ sorcery, spell skills were harder to achieve, and so was mastery of the Arts. To make an old-style sorcerer compatible with the new rules, use the following process. Arts

the player is assumed to possess the Arts of Intensity, Multispell, and Range if he had any percentage at all in those skills. For each full 50 percentiles he had in the old Arts, he receives one secondary Art (thus, if he had 40 percentiles in each of the four old Arts, for a total of 160 pts, he would get 3 secondary Arts.) Presence & Vows

the player is assumed to have taken the High Vow, the Vessel, and Lore Mastery. He may take an additional Vow of his choice for each spell, old Art, or magic skill (i.e., Ceremony, etc.) he knew at 50+. Spells

trade obsolete spells for the nearest equivalents. Spell Skills

since spell skill is easier to improve under the new rules, increase each spells percentage by 1/5. Thus, a skill of 60 would rise to 72. Round fractions up. Miscellaneous

if you think the character behaved like a Specialist, make him one. If he already adhered to a certain Vow (more or less), give him that Vow. Example: if he has never taped, let him have Shun Tap. If he had a familiar, give him Tend Familiar. Otherworld Creatures and Sorcery

A number of entities rely largely or solely on sorcery, yet do not take Vows or otherwise train in the Arts. In general, sorcery is "natural" to these entities. It is their flesh and blood, inherent to them. Incomplete creatures lacking normal INT cannot normally use sorcery. Those few that express sorcerylike effects do so because of metabolism or innate gifts, not because they intelligently manipulate their environment.


typically otherworld creatures learn Arts by study, since they cannot access St. Malkion and Art vows are difficult. Vows

all otherworld creatures can have a High Vow if they know an Art, and Vessel once they know all three basic Arts. The creatures very existence constitutes a High Vow of sorts. Incomplete creatures with free will (i.e., not bound into an enchantment, reasonably intelligent, and not a familiar), are occasionally able to learn other vows. These vows are often very peculiar, and sometimes beyond human comprehension. Former Sorcerers

The revenant of a sorcerer (i.e., a ghost, mummy, vampire, etc.) retains his former Presence and Vows; however, an evil revenant often has his vows inverted. For instance, if he formerly had Shun Tap, it might be replaced by Tap Daily. Sorcery Access for selected unusual entities

CHONCHON: these entities are created of spirit magic, and can never learn or use Sorcery. GOBBLER: can be taught spells, but has only those Arts and Presence which has been enchanted into its hide.

GREMLIN: can be taught spells, but has only those Arts and Presence enchanted into it or provided in an enchanted item.

HELLION: a Hellion's Presence is equal to its HP, like most of its characteristics.

NYMPH: Auloniads, Dryads, Limoniads, Naiads, and Oreads do not learn sorcery.

MAGIC SPIRIT: only special sorcery-using magic spirits can gain Presence and learn Arts, though all can learn and cast sorcery spells.

Specialist Spells


MIND PROBE Attack, ranged, transient Effective only vs. creatures with normal INT. If the target is overcome, then the Mind Probes intensity is matched vs. his MPs. If he fails to resist, the caster can obtain one truthful answer from the victim. He may try again once a melee round. Once the target succeeds in resisting the Mind Probe, the spells effects end. The answer is transmitted via telepathy. If the caster is already in telepathic contact with the target, the latter automatically fails to resist the incoming spell (but he can still resist vs. its Intensity). If the caster does not speak the targets language, only Yes, No, and I dont know. responses are given.


HIDE LIFE Self-only The target cannot be detected by means of spells, unless the spell involved has a higher Intensity than the Hide Life. If the caster concentrates on the spell, as with an active spell, then the Hide Life has a chance to resist detection spells by matching its Intensity vs. theirs on the resistance table. Weather Mage

PREDICT WEATHER ritual Ceremony, ranged Accurately predicts the weather for the following day. If the ceremony is fumbled, the weather mage gets an inaccurate prediction. Spells and supernatural affects are not allowed for. The spells prediction only holds for the area within the range of the spell.

Character Sheet