RuneQuest 3rd Edition

Consolidated Rules Summary

1. Rules & System

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Condensed from "Creating an Adventurer" and "Game System" chapters.


1. Creating an Adventurer

Personal Information Fields

Adventurer Characteristics

Seven characteristics define capacities and skills: Strength (STR), Constitution (CON), Size (SIZ), Intelligence (INT), Power (POW), Dexterity (DEX), Appearance (APP).

Characteristic Summary
STR Muscular force; affects damage bonus, armor worn, weapons usable. Increasable by training up to the character's CON or SIZ (whichever is higher).
CON Health; determines hit points and resistance to disease/special attacks. Increasable by training up to STR or SIZ (whichever is higher).
SIZ Mass; affects damage dealt/absorbed, squeezing through gaps, hiding, armor fit. Cannot be altered except by magic.
INT Ability to think, memorize, coordinate; major influence on Knowledge-category skills and number of spells known. Doesn't change except rarely by disease/magic.
POW Life Force; harmony with the universe, hiding difficulty, leadership. Can rise, but never above (max possible rolled POW + min possible rolled POW); for humans, POW never exceeds 21.
DEX Coordination and speed; raised by training/magic up to 1.5× initial DEX.
APP Physical attractiveness to same species. Raised by grooming etc., never beyond 1.5× initial APP.

Determining Characteristics

Roll 3D6 for all characteristics except INT and SIZ, which use 2D6+6.

Entering Characteristics

Write the rolled value on the "original" line. When a characteristic changes, use the "current" line but never erase the original value.


2. Attributes

Attributes are numerically derived from characteristics: Magic Points, Fatigue Points, Hit Points, Damage Modifier, DEX Strike Rank, SIZ Strike Rank Modifier, and Movement (fixed at 3 meters/strike rank for all humans).

Magic Points

Equal to current POW. Enter the original POW value into the magic point tally.

Fatigue Points

Equal to STR + CON.

Hit Points

Hit Points Per Location Table (by total hit points band):

Location 01–03 04–06 07–09 10–12 13–15 16–18 19–21
Each Leg 1 2 3 4 5 6 7
Abdomen 1 2 3 4 5 6 7
Chest 2 3 4 5 6 8 9
Each Arm 1 2 3 3 4 5 6
Head 1 2 3 4 5 6 7

Formulas for locations: legs/abdomen/head = 1/3 total HP each; chest = 4/10 total HP; each arm = 1/4 total HP (all rounded up).


3. Damage Modifier

Total STR + SIZ, then consult:

STR+SIZ Total Damage Modifier
01–12 −1D4
13–24 0
25–32 +1D4
33–40 +1D6
41–56 +2D6
57+ additional +1D6 per 16 points (or fraction) over 56

Full modifier applies to melee weapon attacks; half modifier applies to thrown weapon attacks.


4. Strike Ranks and Strike Rank Modifiers

A melee round has ten strike ranks (1–10, lower acts first).

DEX Strike Rank
01–09 4
10–15 3
16–19 2
20+ 1
SIZ SRM
01–09 3
10–15 2
16–19 1
20+ 0

5. Skills and Modifiers

A skill is a percentage chance of success (roll D100 ≤ skill % to succeed). Skills group into seven categories, each influenced by particular characteristics.

Skill Categories

Category Skills
Agility Boat, Climb, Dodge, Jump, all Parries, Ride, Swim, Throw
Communication Fast Talk, Orate, Sing, Speak Own Language, Speak Other Languages
Knowledge Craft, Evaluate Item, Animal Lore, World Lore, Human Lore, Mineral Lore, Plant Lore, Martial Arts, Read/Write Languages, Shiphandling
Magic Skills for manipulating magical energies
Manipulation Conceal, Sleight, Devise, Play Instrument, all Weapon Attacks
Perception Listen, Search, Scan, Track
Stealth Hide, Sneak

Category Modifiers (how to calculate)

For each characteristic influence:

Category modifiers, once found, are added to the printed base chance of every skill in that category with a base chance above 0%. A skill modifier never takes a skill below 0%.

Category characteristic influences:

Category Primary Secondary Negative
Agility DEX STR SIZ
Communication INT POW, APP
Knowledge INT
Magic INT, POW DEX
Manipulation INT, DEX STR
Perception INT POW, CON
Stealth DEX SIZ, POW

Skill Notes


6. Weapons Section


7. Magical Data

Three varieties of magic exist depending on campaign/culture. The magic skills category modifier is entered once at the top of the magic section; individual spell names and percentage chances are recorded beneath it.


8. Equipment

Record: starting coinage (pennies), personal armor (with total encumbrance), weapons, and items carried on the adventurer or pack animals. Track total encumbrance and compare to fatigue rating.


9. Previous Experience

Adventurers begin at a minimum of 15 years old.

Skills

Tally 30 percentiles for every year older than 15. Divide these percentiles among skills:

Magic by Culture

Equipment (starting kit)

1H weapon + shield, or a 2H weapon; self bow or javelin or sling; cuirbouilli armor and helm (3 points of protection); one scar, tattoo, or birthmark; odd goods worth 100 pennies; Standard Traveler's Pack (50p, 14 ENC): 4-liter waterskin, 30m weak rope, peasant clothes, hand axe, hammer, tarpaulin, fish hooks, fishing line, sack, knife, bandages, cookware, blanket.

Cultural Weapons Tables

Percentages listed are added to the human-generic base chance from the combat chapter tables (only use generic base if a weapon isn't culturally listed).

Primitive:

Nomad:

Barbarian:

Civilized:

(1H = one-handed; 2H = two-handed, in terms of hands required to attack/parry with the weapon.)


10. Game System — Skill Use

Automatic Success

Ordinary actions (walking, talking, breathing) always succeed without a roll.

Simple Success Rolls

Roll D100 ≤ skill percentage to succeed.

Skill Versus Skill

Designate an "attacking" skill and a "defending" skill. The defender rolls first; if successful, subtract the defender's roll percentile from the attacker's skill, and the attacker must roll equal to or under the remainder (minimum 5% chance). If the defender fails, the attacker only needs a simple success roll.

Characteristic Rolls

Roll characteristic × a multiplier (commonly ×5, or a situational multiplier set by the gamemaster) as a percentage; roll D100 ≤ that value to succeed.

The Critical Success

A critical success occurs on a roll ≤ 1/20th (5%) of the simple success chance (minimum 01). Benefits vary by skill/situation (e.g., weapons ignore armor, climbers gain distance).

The Special Success

A roll better than normal but not critical. Occurs on 01–20% of the normal chance (see table below), when the skill has 51%+ or has been defined as offering special successes.

Skill Results Table (ranges of the actual skill %, giving the D100 ranges for Critical / Special / Fumble; "Failure" is everything else up to but not including Fumble):

Actual Skill Critical Special Fumble
01–07 01 01 96–00
08–10 01 01–02 96–00
11–12 01 01–02 97–00
13–17 01 01–03 97–00
18–22 01 01–04 97–00
23–27 01 01–05 97–00
28 01 01–06 97–00
30 01–02 01–06 97–00
31–32 01–02 01–06 98–00
33–37 01–02 01–08 98–00
38–42 01–02 01–09 98–00
43–47 01–02 01–10 98–00
48–49 01–02 01–10 98–00
50 01–02 01–10 98–00
51–52 01–03 01–10 99–00
53–57 01–03 01–11 99–00
58–62 01–03 01–12 99–00
63–67 01–03 01–13 99–00
68–69 01–03 01–14 99–00
70 01–04 01–14 99–00
71–72 01–04 01–14 00
73–77 01–04 01–15 00
78–82 01–04 01–16 00
83–87 01–04 01–17 00
88–89 01–04 01–18 00
90–92 01–05 01–18 00
93–97 01–05 01–19 00
98–00 01–05 01–20 00

A 01 result is always a critical success; a 00 result is always a fumble.

The Fumble

Chance of a fumble = 5% of the chance of failure (failure % × 0.05, rounded up to 2%). This is always at least a 99 or 00 roll.


11. The Resistance Table

Used to compare one quantity against another (e.g., STR vs. STR, POW vs. POW). One factor is "active," one is "passive."

Formula: % success = 50% + (active × 5%) − (passive × 5%)

If the quantities are equal, there's a 50% chance of success. Success chance rises 5% for every point the active factor exceeds the passive, and drops 5% for every point it's less — capping at 1% minimum and no defined maximum cap (effectively very high when active vastly exceeds passive).

Common uses:


12. Improvement

Skill Experience Rolls

After using a skill successfully in a stressful situation, the gamemaster may allow an experience checkmark. At the end of an adventure, roll D100 for each checked skill: if the roll exceeds the current skill %, the skill improves — add the category modifier to the roll, then add 1D6 percentiles to the skill (or the player may choose to add a flat +3 instead of rolling, decided before rolling).

Exceeding 100% in a Skill

Once a skill reaches 100%, only successful experience rolls can raise it further; the roll must be over 100 on D100 to succeed, though the skill's category modifier can still push a roll over 100.

Skill Training

Training requires an instructor with a higher skill %. Training increase is normally 1D6−2 percentiles (minimum 0, i.e. "no gain" is possible), or the player may choose a flat +2 instead of rolling (decided before the training roll). Training time and cost depend on current skill % (more hours/cost required as skill % rises). Skills at 100%+ with no experience-check box have a training/research cap of 75% — further increases must come from actual field experience.

Research

Increases a skill or characteristic without an instructor, by self-study/practice. Takes the same amount of time as training. The player must roll above the current skill % on D100 for it to succeed (a die-roll indicating a genuinely new technique was found), then gains the same 1D6−2 (or flat +1) percentile increase as training.

Increasing Characteristics

POW Gain Rolls

Made when a spellcaster's POW is matched against a target's magic points on the Resistance Table and the attack succeeds. There's no gain chance if the resistance table indicated a 95%+ success chance; otherwise, compute the maximum possible POW (18 for humans) plus minimum possible POW (3 for humans), subtract current POW, multiply the remainder by 5, and roll D100 ≤ that result to succeed. On success, roll 1D3−1 and add to current POW (a roll of 1 means no gain).

Improvement Summary Table

Method Die Roll Flat Add (alternative) Time Required
Experience 1D6 3 one adventure, plus ~1 game week
Training 1D6−2 2 hours equal to current skill %
Research 1D6−2 1 hours equal to current skill %
POW Gain 1D3−1 1 one adventure, plus ~1 game week
Characteristic (training/research) 1D3−1 none current characteristic × 25 hours

13. Time and Movement

Daily Movement Rates Table

Type Notes Rate
Hiking Average 10 hrs steady walking, road/path, no encumbering wagons/animals 50 km/day
Marching Organized groups, 10 hrs, ready to fight at the end 30 km/day
Riding Walking pace, possibly with pack train/wagons 30 km/day
Cavalry Unhindered by wagons/pack animals, disciplined trot-walk pace 50 km/day

Terrain Effects (modify the base rate): Major River adds 1 day/km to cross unless bridged/forded (or call for Swim/World Lore rolls); Vegetation — light slows to 85% of normal, medium to 70%, heavy to 50%; Rolling Hills slow movement to 70% of normal; Mountains slow movement to 30% of normal. Effects are cumulative.


14. Damage

Damage comes from weapons, fire, falls, bites, drowning, etc. — expressed as points of damage. Enter damage on the adventurer sheet by marking off hit points both from the total and from the specific hit location struck.

Hit Locations

Roll D20 to determine which location is struck, using one of two tables depending on attack type.

Humanoid Hit Point Location Table — Melee

D20 Body Area Description
01–04 Right Leg Right leg from hip to foot
05–08 Left Leg Left leg from hip to foot
09–11 Abdomen Hip to just under floating ribs
12 Chest Floating ribs to neck and shoulders
13–15 Right Arm Entire right arm
16–18 Left Arm Entire left arm
19–20 Head Neck and head

Humanoid Hit Point Location Table — Missiles/Spells

D20 Body Area Description
01–03 Right Leg Right leg from hip to foot
04–06 Left Leg Left leg from hip to foot
07–10 Abdomen Hip to just under floating ribs
11–15 Chest Floating ribs to neck and shoulders
16–17 Right Arm Entire right arm
18–19 Left Arm Entire left arm
20 Head Neck and head

(The melee table gives the chest/abdomen a smaller chance of being hit, since limbs partially block those areas; the missile/spell table has no such blocking and gives the chest a much higher chance.)

Results of Damage

Damage Equal to or Exceeding Double a Location's Hit Points

Permanent Damage and Death

Death is the primary permanent damage; a dead adventurer permanently loses 1D3 from current STR, CON, DEX, and APP after each 24 hours of death, until resurrected or those stats reach zero (unresurrectable). Severed/destroyed body parts, blindness, and similar effects may also be ruled permanent by the gamemaster.

First Aid

Used once per specific wound (not per total hit points), takes one melee round, stops bleeding, and needs a successful roll plus 5 melee rounds to restore hit points. Cannot restore severed limbs or negative hit points.

Healing Magic

Can cure any injury, any number of times. Only Healing magic specifically described as regrowing limbs can reattach a severed limb (must be used within ten melee rounds of severing). Will not fix damage to total hit points unrelated to a specific location.

Natural Healing

Without skill or spell use: 1D3 points per location per game week the location remains wounded (assumes the character isn't adventuring/working during recovery).


15. Fatigue

Current Fatigue Points (FP) = Basic FP (STR+CON) − current ENC.


16. Encumbrance

ENC measures how much weight an adventurer can carry, in points roughly equal to 1 kilogram each (see the SIZ Equivalency Table for the full kg/lb conversion by SIZ rating). A character can lift ENC = STR×6 with a 50% chance on the resistance table, but carrying that much and still being able to fight, climb, or run is unrealistic — items often have higher ENC than their raw weight to reflect awkwardness of handling.

2. Combat

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Condensed from the "Combat" chapter.


Combat Chapter Terms (Glossary)


The Melee Round

A melee round is a roughly 12-second slice of game time, divided into three phases:

  1. Statement of Intent Phase: players and gamemaster declare what their characters intend to do this round (doesn't need to be precise — just enough to convey the general plan).
  2. Action Phase: the gamemaster counts out strike ranks 1 through 10 in order; adventurers, NPCs, magic, melee, and missiles all occur on their appointed strike ranks. The round ends after strike rank 10 resolves.
  3. Bookkeeping Phase: after each round, subtract expended fatigue points, confirm damage has been recorded, and process any experience checks — then return to the Statement of Intent phase for the next round.

Movement Within the Melee Round


The Strike Rank

Whoever has the lowest total strike rank attacks first each melee round. Ties on total strike rank are broken by DEX (higher DEX acts first); if DEX also ties, actions and effects are considered simultaneous.

Strike Ranks Table

SIZ Modifier DEX Strike Rank Weapon Modifier (example)
1–9 3 1–9 4 0–.3m = 3 (fist/knife)
10–15 2 10–15 3 .4m–1.1m = 2 (1H weapon)
16–19 1 16–19 2 1.2–2.1m = 1 (2H weapon)
20+ 0 20+ 1 2.2m+ = 0 (pike/tree)

The Three Main Criteria

Preparing a Weapon

Altering Intent

Either the gamemaster or a player may alter a stated intent. Any action performed in addition to (or instead of) the originally stated intent costs three extra strike ranks. Example: an adventurer ready with sword and shield who instead decides at strike rank 4 to run for a door would need 3 strike ranks plus their DEX strike rank modifier to get moving — so at melee round strike rank 10, they'd move 3 meters.

Limit to Strike Ranks

No combat action (or combination of actions) may be performed in a round if the total strike ranks required add up to 11 or more. Combat actions don't carry over from one melee round to the next. If an adventurer doesn't act on a strike rank they could have, they're assumed to have spent it inactively (can't save it for later), though they may consciously delay an action until later in the same round. Exception: spellcasting (which can cost many magic points) can carry over into the next melee round.

Multiple Activities

An adventurer may combine actions (e.g., moving and readying a weapon) with gamemaster approval, so long as sufficient strike ranks are available and movement is relatively unimpeded — but only when the movement itself doesn't interfere with the other action. A DEX roll or an appropriate skill roll may be required as a prerequisite.


Improving Weapons Skills

Attack and parry percentages increase through experience, training, or research, like other skills.

Increase by Training or Research


Attacks and Parries Over 100%

An adventurer whose attack or parry skill is 100%+ can split that skill, gaining a second major chance for special/critical rolls.


Melee Activities

An adventurer is normally limited to one attack and one parry per melee round; a dodge may substitute for either.

Melee Skills

Fist, falchion, or fencepost — a weapon is any object used by an adventurer to do damage to a target. Each weapon skill is unique and must be learned separately from every other weapon skill (though some skill knowledge overlaps between weapons, e.g. sword and spear differ entirely and must be separately trained/experienced).

How to Attack

An attack represents a series/combination of blows occurring over a span of time beginning with the strike rank on which the weapon may first be used, continuing until the end of the melee round. The attacker has individual probabilities of success per weapon used; a successful roll hits the target, and (since combat is stressful) earns an experience check for that weapon.

The damage done depends on weapon type and the target's armor.

How to Parry

Damage to Parrying Weapons: a successful parry blocks damage only up to the parrying weapon's armor points. Damage beyond that reaches the parrier's body, and the parrying weapon also loses one armor point (simulating the damage it took blocking the blow). A special-success parry takes no damage to the weapon; a critical-success parry means no damage got through at all, even against a critical attack.

Successful Parry Versus Unsuccessful Attack: a successful sword parry against an unsuccessful attack always damages the attacking weapon for its regular weapon damage (regardless of how successful the parry was); damage exceeding the parried weapon's armor points subtracts from the armor points of that weapon. A successful parry by an axe (or similar bladed weapon) against a haft can do its regular damage to an unsuccessful attacking weapon if the parry is a special success (extra skill is needed to get the blade in position to damage the attacking weapon).

How to Dodge

Dodge is an Agility skill (detailed in the Skills chapter) usable instead of an attack or parry.


Moving and Melee

Opportunity Melee

A stationary character who sees an opponent running past in their general direction may use opportunity fire to strike as the foe passes — losing 10 percentiles from their attack chance for doing so. The attacker can parry or dodge normally as well as attack. Since a moving target negates any SIZ benefit/disadvantage, the attacker's strike rank is DEX strike rank plus weapon strike rank modifier.

Disengaging From Melee


Armor and Hit Point Relation Summary

Two possible relationships between armor and hit points:


Knockback

A sufficiently powerful blow can send a target staggering backward — a knockback.


Critical Hits and Critical Parries


The Impale

For thrusting and missile weapons (spears, shortswords, arrows, sling stones), a special success result means the weapon has impaled the target — different rules apply than a normal special hit.


The Fumble

Fumbles are individual, sometimes bizarre events. When a fumble occurs, roll D100 on the appropriate fumble table (there are three: Melee and Parry, Missile, and Natural Weapons) and apply the result. If a rolled result seems inappropriate to the situation, the gamemaster may substitute a similar fumble or have the player reroll.

Melee and Parry Weapons Fumbles (D100)

D100 Nature of Fumble: Effect on Fumbler
01–05 Lose next parry.
06–10 Lose next attack.
11–15 Lose next attack and parry.
16–20 Lose next attack, parry, and Dodge.
21–25 Lose next 1D3 attacks.
26–30 Lose next 1D3 attacks and parries.
31–35 Shield strap breaks; shield immediately falls.
36–40 As 31–35 above, and also lose next attack.
41–45 Armor strap breaks; roll for hit location from where the armor fell.
46–50 Armor strap breaks; as 41–45, and also lose next attack and parry.
51–55 Fall: lose parry and Dodge this round, and take 1D3 melee rounds to get up.
56–60 Twist ankle: halve movement rate for 5D10 melee rounds.
61–63 Twist ankle and fall: apply both 51–55 and 56–60 above.
64–67 Vision impaired: lose 25 percentiles from attacks and parries; fix helmet or clear eyes in 1D3 unengaged melee rounds.
68–70 Vision impaired: lose 50 percentiles from attacks and parries; fix helmet or clear eyes in 1D6 unengaged melee rounds.
71–72 Vision blocked: lose all attacks and parries; fix helmet or clear eyes in 1D6 unengaged melee rounds.
73–74 Distracted: foes attack at +25 percentiles effectiveness for next round.
75–78 Attack — weapon dropped: recover in 1D2 melee rounds. Parry — parrying weapon dropped: recover in 1D2 melee rounds.
79–82 Attack — weapon knocked away: roll 1D6 meters for distance, 1D8 for compass direction, and recovery time of 1D3+1 melee rounds. Parry — parrying weapon or shield knocked away: same, but 1D6 meters for distance.
83–86 Attack — weapon shattered: 100% chance if unenchanted, subtract 10 percentiles from chance per point of spirit magic or sorcery on weapon; subtract 20 percentiles from chance per point of divine magic on weapon. Parry — parrying weapon or shield shattered: same odds.
87–89 Attack — hit nearest friend; hit self if no friend is near. Parry — wide open; foe automatically hits for rolled damage.
90–91 Attack — hit nearest friend for maximum rolled damage; hit self if no friend is near. Parry — wide open; foe automatically hits for rolled damage.
92 Attack — hit nearest friend for rolled damage and ignore any armor; hit self if no friend is near. Parry — wide open; foe automatically hits for rolled damage.
93–95 Attack — hit self: do rolled damage. Parry — wide open; foe automatically hits for rolled damage.
96–97 Attack — hit self: do maximum rolled damage. Parry — wide open; foe automatically hits for rolled damage.
98 Attack — hit self: do maximum rolled damage and ignore any armor. Parry — wide open; foe automatically hits for critical success with weapon.
99 Attack or Parry — blow it: roll twice on this table and apply both results.
00 Attack or Parry — blow it badly: roll three times on this table and apply all three results.

Missile Weapons Fumbles (D100)

D100 Result
01–10 Lose next attack.
11–20 Lose next 1D4 attacks.
21–30 Lose next 1D3 melee rounds for any activity.
31–40 Weapon strap breaks: lose next melee round.
41–50 Armor strap breaks: roll for hit location to determine which piece breaks and falls.
51–60 Armor strap breaks: as 41–50, and neither initiate action nor parry next melee round.
61–65 Fall to ground.
66–70 Vision impaired: lose 50 percentiles from all attack chances for 1D3 melee rounds.
71–73 Vision blocked: cannot see for 1D3 melee rounds.
74–80 Drop weapon: weapon lands 1D6−1 meters distant.
81–85 Weapon shatters: 100% chance if unenchanted, −10 percentiles per point of spirit magic or sorcery on weapon; −20 percentiles per point of divine magic on weapon.
86–89 Hit nearest friend: do regular rolled damage. If no friend is near, apply as per entry 81–85.
90–92 Hit nearest friend: do impaling damage. If no friend is near, apply as per entry 81–85.
93–94 Hit nearest friend: do critical damage. If no friend is near, apply as per entry 81–85.
95–98 Blow it: roll twice on this table and apply both results.
99–00 Blow it badly: roll three times on this table and apply all three results.

Natural Weapons Fumbles (D100)

D100 Result
01–05 Lose next Dodge.
06–10 Lose next attack.
11–15 Lose next Dodge and parry.
16–20 Lose next Dodge, parry, and attack.
21–25 Lose next 1D3 melee rounds: initiate no action nor parry.
26–30 Lose next 1D6 attacks.
31–35 Armor or clothing strap breaks: roll to determine hit location.
36–40 Armor or clothing strap breaks: roll to determine hit location, and lose next melee round as per entry 21–25.
41–50 Fall: lose Dodge and parry this round.
51–60 Fall and twist ankle: lose 1 meter of movement per strike rank for 5D10 melee rounds.
61–70 Vision impaired: lose 25 percentiles for attacks, parries, and Dodges for 1D3 melee rounds.
71–73 Vision impaired: lose 50 percentiles on attacks, parries, and Dodges.
74–75 Vision blocked: fumbler cannot see for 1D3 melee rounds.
76–80 Distracted: all foes may attack at +25 percentiles during the next melee round.
81–85 Miss an attack, and strain a muscle: lose 1 hit point in the attacking limb and 3 fatigue points.
86–90 Hit nearest friend: do regular rolled damage. If no friend is near, apply as per entry 81–85.
91–94 Hit nearest friend: do maximum rolled damage. If no friend is near, apply as per entry 81–85.
95–96 Hit nearest friend: do critical damage. If no friend is near, apply as per entry 81–85.
97–98 Hit self: do maximum rolled damage.
99 Blow it: roll twice on this table and apply both results.
00 Blow it badly: roll three times on this table and apply all three results.

(Weapon-shatter results affect only unenchanted weapons at full chance; spirit/sorcerous or divine enchantments reduce or eliminate the shatter chance as detailed in the tables above.)


Weapons

Weapons are "melee" or "missile." Melee weapons are designed to attack and to parry; missile weapons are normally used beyond weapon-length range and have no designed capacity to parry.

A melee weapon falls into one of three classes: hand-held weapon, natural weapon, or impromptu weapon.

Melee Weapons Table

Weapon Category Weapon Damage STR/DEX ENC Base% Armor SR Price
Axe, 1H Battleaxe 1D8+2 13/9 1.0 10 8 2 100
Axe, 1H Hatchet 1D6+1 7/9 0.5 10 6 2 25
Axe, 2H Battleaxe 1D8+2 9/9 1.0 05 8 2 100
Axe, 2H Great Axe 2D6+2 11/9 2.0 05 10 1 120
Dagger Dagger 1D4+2 −/− 0.5 15 6 3 33
Flail, 1H Ball & Chain 1D10+1 11/7 2.0 05 8 2 250
Flail, 1H Three Chain 1D6+2 9/13 2.0 05 10 2 240
Flail, 2H Military 2D6+2 9/− 2.5 05 10 1 240
Hammer, 1H Warhammer 1D6+2 11/9 2.5 05 10 1 150
Hammer, 2H Great Hammer 2D6+2 9/9 2.5 05 10 1 250
Mace, 1H Heavy Mace 1D10 13/7 2.0 15 10 2 220
Mace, 1H Light Mace 1D8 7/7 1.0 15 6 2 100
Mace, 1H Wooden Club 1D6 −/7 0.5 15 4 2 4
Maul Heavy Mace 1D10 9/7 2.5 10 10 2 220
Maul Quarterstaff 1D8 9/9 2.5 10 8 1 20
Maul War Maul 1D10+2 11/7 2.5 10 12 1 150
Rapier Rapier 1D6+1 7/13 1.0 05 8 2 100
Shortsword Gladius 1D6+1 −/− 1.0 10 10 2 100
Shield Buckler 1D4 −/9 1.0 15 12 3 120
Shield Heater/Target 1D6 9/− 3.0 15 12 3 60
Shield Hoplite Shield 1D6 12/− 3.0 15 18 3 150
Spear, 1H Javelin 1D6+1 7/7 1.0 05 8 2 100
Spear, 1H Lance (mounted) 1D10+1 7/7 3.0 05* 10 0 150
Spear, 1H Short Spear 1D8+1 7/7 2.0 05 10 2 20
Spear, 2H Long Spear 1D10+1 9/7 2.0 15 10 1 30
Spear, 2H Short Spear 1D8+1 7/7 2.0 15 10 2 20
Sword, 1H Bastard Sword 1D10+1 13/9 2.0 10 12 2 230
Sword, 1H Broadsword 1D8+1 9/7 1.5 10 10 2 175
Sword, 1H Scimitar 1D6+2 7/11 2.0 10 10 2 200
Sword, 2H Bastard Sword 1D10+1 9/9 2.0 10 12 2 230
Sword, 2H Greatsword 2D8 11/13 3.5 05 12 1 320

Lance cannot parry when used from horseback. Percent given is for parry; attack is 05%. Weapons marked with "@" can be used either as a cutting/smashing weapon or as a thrusting weapon which can impale — mode must be declared before the attack is rolled. Weapons marked "@@" have all special hits as impales.

Definitions of Headings

Two-Weapon Use

When using two weapons (e.g., sword and shield, or sword and dagger), an adventurer may perform one action with each — as long as they don't Dodge that round, they may attack twice, parry twice, or attack with one and parry with the other.

Two-Handed Weapon Use

An adventurer with a two-handed weapon may attack once and parry once with it. If Dodging, one of the attack/parry must be given up. Two attacks or two parries with the same two-handed weapon are not possible.


Natural Weapons

Natural weapons are part of a combatant's own body — a human's fist and foot, or (for other creatures) claws, fangs, prehensile tails, stings, horns, and even (for some, like dragons) natural missile weapons.

Natural Weapons Table

Weapon Damage Base % SR
Claw* 1D6 25% 3
Fist 1D3 25% 3
Grapple 1D6 25% 3
Head Butt 1D4 10% 3
Kick 1D6 15% 3

For animals and intelligent humanoids who have working claws.

Definitions: Weapon — the natural weapon's name. Damage — rolled damage (plus the user's damage modifier for total damage). Base % — chance of a successful attack for someone with no prior experience/training (use prior experience instead if higher). SR — the natural weapon's strike rank modifier (combine with the character's melee strike rank modifier as normal).

Fist and Kick

Grappling

A natural-weapon skill for wrestling. Base chance is on the natural weapons list.

Claws, Fangs, and Other Natural Weapons

Most creatures with claws, stings, etc. use them like a human uses a weapon; strike rank for all natural weapons is 3.


Missile Weapons

Weapons that leave the user's grasp to reach their target, traveling through the air. Two types: thrown and projectile.

Thrown Weapons

Can also be used as melee weapons (dual-function, augmenting normal melee weapons). Difficult but not impossible to carry enough to last a battle.

Projectile Weapons

Weapons that project a missile at a target — bows, crossbows, slings.

Missile Weapons Table

Weapon STR/DEX Base % ENC(m) Damage AP Effect Range Max Range Rate of Fire Price
Bow, Self 9/9 05 .5(.05) 1D6+1 5 90 120 1/SR 150
Bow, Composite 13/9 05 .5(.05) 1D8+1 7 120 225 1/SR 350
Crossbow, Heavy 13/7 25 8.0(.05) 2D6+2 10 55 300 1/3MR 500
Crossbow, Light 13/7 25 3.4(.05) 1D6+2 6 40 225 1/2MR 300
Sling −/11 05 .1(.1) 1D8 100 100 1/MR 30
Javelin 9/9 10 1.5 1D8 8 20 50 1/SR 100
Throwing Axe 9/11 10 .5 1D6 4 20 50 1/SR 50
Throwing Knife −/11 05 .2 1D4 4 20 50 1/SR 50
Thrown Rock −/− 15 .5 1D3 20 20 1/SR 0

(Throwing Axe, Throwing Knife, and Thrown Rock do not do impaling damage with a special hit.)

Definitions of Headings

Firing Into a Melee

When throwing/shooting into a general melee (not a single clear target), the shooter can't be sure which combatant will be hit.


Armor

Armor is hard clothing (cloth, leather, metal, or a combination) that absorbs damage from blows.

Encumbrance

Armor's ENC depends on the wearer's SIZ. SIZ 11–15 is "normal;" every 5-SIZ increment above or below that changes armor ENC by 1/5 in the corresponding direction (larger character = heavier armor for the same protection; smaller = lighter).

Effects on Stealth Skills

Both armor and weapon ENC subtract one percentile from Sneak per point carried. There is no effect on Hide as long as the armor isn't shiny (dirty from travel, or deliberately dulled).

Breakage

Unlike weapons' armor points (which never change even after a blow exceeds them), armor is designed to take repeated pounding — its armor points never reduce through damage.

Armor Types and Costs

Armor Table

Armor Type Armor Points Cost per ENC Small (6–10) ENC (cost) Medium (11–15) ENC (cost) Large (16–20) ENC (cost) "Troll" (21–25) ENC (cost)
Clothes 0 varies 2.0 (40) 2.5 (45) 3.0 (50) 3.5 (60)
Soft Leather 1 20 p 3.0 (60) 3.5 (70) 4.0 (80) 5.0 (100)
Stiff Leather 1 20 p 4.0 (80) 5.0 (100) 6.0 (120) 7.0 (140)
Cuirbouilli 3 45 p 4.0 (180) 5.0 (225) 6.0 (270) 7.0 (315)
Ringmail 5 110 p 8.0 (880) 10.0 (1100) 12.0 (1320) 14.0 (1540)
Chainmail 7 240 p 16.0 (3840) 20.0 (4800) 24.0 (5760) 28.0 (6720)
Plate 8 270 p 20.0 (5400) 25.0 (6750) 30.0 (8100) 35.0 (9450)

(This table gives armor points, ENC, and average total cost per size band; actual prices may vary by the gamemaster's price lists.)


Results of Combat

A successful weapon hit means the attacker can do damage to the defender. Each weapon has a die-roll damage rating (e.g., a broadsword does 1D8+1 — roll 1D8 and add 1). Armor and special magic subtract points from this damage before it's applied; it's possible for a successful hit to do no damage at all if the target's armor is efficient enough.

Covered Targets

If a target is partially covered by a wall, doorway, window ledge, fencepost, etc., any hit landing on a covered hit location instead strikes the cover (see the inanimate objects rules in The World chapter for damage to the cover).

3. Skills

↑ Back to Index

Condensed from the "Skills" chapter and the opening of "The World" chapter.


General Skill Rules

The seven skill categories (previously defined by the characteristics that influence them) are detailed below, skill by skill, in alphabetical order. Each skill's parenthetical number is its human base chance.


Agility Skills

Agility skills rely on gross motor coordination rather than intelligence; they call on STR, DEX, and (negatively) large SIZ.

Boat (05)

Handling small, water-borne craft (oar or paddle-driven). A Boat roll is needed to start moving in an unhurried situation; rougher conditions call for a percentile difficulty penalty set by the gamemaster. A fumble capsizes the boat and forces a Swim roll.

Climb (40)

Lets an adventurer scale a ≤75° slope, low-branched tree, etc. A missed roll leaves the climber in place (no progress); a fumble means a fall. Climbing speed: 1 meter of a 75°-or-shallower slope (or thickly-branched tree) per 5 strike ranks. A player may trade skill percentage for climbing speed: subtract 10 percentiles from Climb for every extra meter per 5 strike ranks desired (this also raises fumble chance). A large creature (SIZ over 20) climbs 1 extra meter per 5 strike ranks for every 10 points (or fraction) of SIZ over 20. Rolls are typically made once per 10 meters of height gained, or once per minute spent climbing.

Dodge (05)

A successful Dodge means the incoming attack misses entirely. Dodge takes no time against melee attacks but a full melee round against missile attacks, and cannot be used during strike ranks already occupied firing a missile weapon. Encumbrance reduces Dodge (1 percentile lost per ENC point carried, at full value — see Consequences of Encumbrance for Dodging in the Game System chapter).

Jump (25)

Roll on D100 (≤ skill roll) to jump twice one's height horizontally, or one's height vertically, from a running start (halved from a standing start). Each ENC point reduces Jump chance by 1 percentile. A failed roll means the distance wasn't covered; a fumble means landing with the force of a 3-meter fall (and takes that damage). Jumping from standing takes one strike rank. A Jump roll (if successful) can be used to choose which hit location a falling character lands on.

Ride (05)

Riding a trained animal at no faster than a walk requires no roll. Faster gaits, or an unexpected event, require a Ride roll (with a saddle/stirrups) — failure means loss of control (requiring another Ride roll each round to regain it, or a fumble throws the rider). Riding bareback without saddle/stirrups: any failure = fall, any fumble = thrown (as per a fall, see The World chapter). Ride % is also used for training a mount to do something new. Experience-roll opportunities include: surviving a melee while mounted, doing something new with a mount, completing a week+ mounted journey through difficult terrain, or successfully training a mount to saddle and bridle.

Swim (15)

A Swim roll is required each time an unfatigued, unhurried swimmer covers a distance in meters equal to their Swim skill percentage. Swimmers move at 5m per melee round (2 strike ranks), starting on their DEX strike rank. A failed Swim roll means no progress (and the character begins to drown, following the World chapter's asphyxiation rules) unless a second Swim roll one round later succeeds. Encumbered Swimming: lose 5 percentiles of Swim per ENC point carried. Fatigue in Swimming: lose 1 fatigue point per round of swimming; regain 1 fatigue point per round of treading water instead.

Throw (25%)

Throws a balanced, palm-sized object 1 meter per point by which STR exceeds the object's SIZ. Unbalanced/awkward objects have reduced range. Beyond 20 meters, accuracy drops 1 percentile of Throw per meter over 20. Maximum vertical throw distance is half the horizontal maximum.


Communication Skills

Enhanced by high INT, APP, and POW.

Fast Talk (05)

Causes the target to believe (falsely) that the speaker is logically correct, prompting agreement/assistance. The target's player may attempt an INT×5 roll to see through it if given a moment's reflection away from the talker. One Fast Talk roll is allowed per full turn of talking; it's used implicitly against one or a few individuals.

Orate (05)

Appeals to emotion (rather than intellect, as Fast Talk does) and can move a crowd. A successful roll immediately sways everyone present, with no chance for later reconsideration — Orate against a crowd may take hours to unify listeners into agreement. A gamemaster may call for one Orate roll per point on which the adventurer wants agreement.

Sing (05)

Success pleases the audience; failure means an off-key or forgotten performance. A higher skill produces a noticeably better performance even if both a high- and low-skill singer succeed their rolls. One Sing roll is allowed per full turn of performance.

Speak Own Language (30)

Base chance is 30% plus any experience gained; cannot be raised by training/research, only by experience. Even a low-INT adventurer keeps the full 30% Speak Own Language.

Speak Other Language (00)

Increased only through training and research (often by living where the language is spoken). Languages very different from the adventurer's own may take a gamemaster-imposed training-time multiplier (e.g., 2 hours per percentile instead of the usual rate) to reflect difficulty.

Special Functions of Languages:

Language Proficiency Table (by D100 roll, describing what a given skill % lets a speaker communicate):

Roll (D100) Result
01–10 Can only communicate simple ideas ("I want food.")
11–30 Can get across simple requests and live day-to-day needs.
31–50 Assured communication; speaks better than a "stupid" native (most stupid natives are ~30%) and gets most ideas across.
51–80 Can tell stories, sagas, songs; argue and bargain as well as any native speaker.
81–00 The language of poets, philosophers, leaders, diplomats — a fluent, sophisticated grasp of the tongue.

Knowledge Skills

Depend on memorizing/comprehending a body of knowledge; usually cannot be increased by experience (must be trained or researched); enhanced by INT.

Craft (10)

Covers many distinct trades (armorer, baker, brewer, carpenter, tailor, etc.) — each craft is trained, researched, and recorded separately. Performing a craft usually takes several hours of game time.

Evaluate (05)

Determines the worth of artifacts, goods, and valuable natural materials. Having a relevant Craft skill doubles the chance to correctly evaluate related materials; having a relevant Lore likewise doubles the Evaluate chance for associated items/substances. Failure means the adventurer doesn't know the value; a fumble gives an entirely wrong value (always in the direction least convenient for the adventurer). Takes one full turn to perform.

First Aid (10)

Basic knowledge of how to help an injury/shock victim. A success stops all bleeding and prevents further hit point loss; failure costs the victim 1 additional hit point. Taking 5 melee rounds to perform heals 1D3 hit points (a critical success heals 2D3; a special success heals 1D3+3). Cutting the 5-round process short costs the recipient 2 hit points for every round skipped, even on an otherwise successful roll. Can only be used once per specific wound, but may be retried until successful; a fumble does 1D3 damage to the recipient and ends further attempts on that wound. Usable on any living creature.

Lores (05 each — Animal, Human, Mineral, Plant, World)

Represent regional/specialized knowledge that does not increase through experience — either the adventurer knows the fact or doesn't. A fumble may be used by the gamemaster to feed the adventurer false information.

Martial Arts (00)

Doubles the damage of a successful natural-weapon (unarmed) attack (no effect on the damage bonus, only the base damage dice). A player must roll a successful attack with the natural weapon, and the roll must also succeed against the (usually lower) Martial Arts percentage, to get the doubled-damage benefit. Martial Arts also improves a Fist parry: a successful parry roll that also succeeds against Martial Arts blocks 6 points of damage regardless of the attacking weapon (excess damage still gets through).

Read/Write (00)

Lets an adventurer read and write a specific language (learned separately per language, even if two languages share an alphabet — reading and writing are also separate skills/training tracks). Failure while reading a passage means no information gained until further training/research; a fumble may give misinformation.

Shiphandling (00)

Commanding a ship with a crew of more than two: navigation, sail-setting, watches, and related duties. Unlike most Knowledge skills, Shiphandling can be increased by experience rolls once some training has been gained.


Magic Skills

Used to enhance or create magical effects; depend on INT, POW, and DEX.


Manipulation Skills

Require fine hand control (unlike Agility skills, they depend on INT and DEX rather than STR).

Conceal (5)

Hides an object of any size (in a drawer, false floor, etc.) so it can only be found with a Search roll (the searcher subtracts the Concealer's skill from their Search % before rolling). Time to conceal something depends on the object/facilities; a rough guide is one melee round per SIZ point of the item.

Devise (5)

Assembling or disassembling mechanisms like traps and locks. A successful Craft roll (if the deviser has the relevant Craft) doubles Devise's success chance. If a mechanism was devised by someone specifically to foil later Devisers, the original devisers' Devise skill is subtracted from a later attempt's Devise skill before rolling. Takes at least one melee round per SIZ point of the object to disassemble, one full turn per SIZ point to assemble.

Play (Instrument) (00)

A given skill covers one specific instrument. Failure means wrong chords, forgotten notes, or a dropped instrument. One roll per full turn of performance; higher skill produces a noticeably better performance.

Sleight (5)

Quick hands and misdirection — taking a small object unseen, juggling, card tricks, pickpocketing. A success with no one watching means unqualified success; if someone is actively using Scan at the same time, that Scanner's player subtracts the Sleight-user's skill from their Scan % and rolls against the remainder to expose the trick. Takes one strike rank to perform.


Perception Skills

Extracting/organizing information from the senses; enhanced by INT, POW, CON.

Listen (25)

Both the ability to hear things not normally noticeable and to correctly interpret incidental sounds. A successful Sneak roll against the listener must be subtracted from the listener's Listen chance (along with modifiers for walls, distance, etc.) before the Listen roll is made. Time taken to use successfully varies from instantaneous to a full turn, at the gamemaster's discretion.

Scan (25)

Observing an area for anomalous movement (e.g., guards watching terrain for approaching enemies). Intervening terrain can reduce the chance of success. Takes one melee round per 90° arc scanned; scanning more than 90° in one round halves the Scan chance for the extra arc. Can be pitted against a Sleight attempt the same way Search is pitted against Conceal/Hide.

Search (25)

Closely scrutinizing an area to find a concealed item, a person using Hide, or a small object hidden with Sleight. To beat a Concealed item or a Hide attempt, subtract the concealer's/hider's relevant skill from the Search percentile and roll equal to or under the remainder. Takes one melee round per 4-square-meter area searched.

Track (05)

Trailing a living being through wilderness/rural terrain by reading traces (footprints, droppings, disturbed vegetation). A Track roll is made every two full turns while following a trail; each failed attempt to pick up a lost trail costs a full turn, and every day (or fraction) the trail is cold subtracts 20 additional percentiles from the tracker's chance.


Stealth Skills

Concealing oneself from hostile eyes; high POW hurts these skills (the aura draws attention), while small SIZ and good DEX help.

Hide (10)

Uses shadows, cover, or misty areas to hide from view; terrain affects the chance (per a Terrain/Stealth table referenced in the source but not detailed with specific values here). Hiding while moving at the same time halves the normal Hide percentage (after terrain modifiers). If a Searcher is actively looking, they must subtract the hider's Hide skill from their own Search % and roll under the remainder to find the hider; otherwise, a simple success roll by the hider is enough to avoid discovery. Takes until the user's DEX strike rank to perform; can only be rolled once per hide attempt.

Sneak (10)

Moving in silence without alerting a foe. If used at the same time as Hide, a single roll resolves both. Against an adventurer actively using Listen, the sneaker's player subtracts their Sneak skill from the listener's Listen percentile and must roll equal to or under the difference to move unheard; a Sneak roll is made for every melee round in which the sneaker is being listened for (but only once if there is no active listening). Each point of ENC from metal armor subtracts 1 percentile from Sneak.


The World — Natural Damage (excerpt)

Hazards in the game world (rather than weapons or magic) can also damage an adventurer.

Falling

Cumulative factors determine total fall damage:

Asphyxiation

Used for smoke inhalation, drowning, poison gas, or choking. If not surprised, the adventurer can hold their breath for the first melee round of exposure by rolling CON×10 or less on D100. Each subsequent round the success multiplier drops by 1 (CON×9, then CON×8, etc.) until CON×1 is reached on the tenth-and-later rounds, at which point the character takes increasing damage to total hit points each round the roll is missed, until death or escape. If deliberately choked, the victim's player must roll CON as a percentage each round or take 1D6 damage to total hit points directly, with no chance to hold their breath at all.

Damage per round of exposure depends on the substance: water 1D8, smoke 1D4, dense smoke 1D6, poison gas 1D8 plus its corrosive effect (if any).

If surprised by the situation, a luck roll determines whether a breath was taken before exposure began; failing that luck roll means subsequent CON rolls are capped at the current percentage-equivalent stage rather than starting fresh.

Fire and Heat

Fire damages any hit location it touches at the end of each melee round; a torch typically affects one location, while being thrown into a bonfire affects all locations. Armor and magical protection subtract their protection points from fire damage for that round; metal weapons/armor aren't destroyed by fire unless left in flames for several full turns (though they may become too hot to use).

Source Damage
Flame (candle/torch/lantern) 1 point/round
Small Fire (cooking fire) 1D6/round
Large Fire (bonfire, burning building) 2D6/round
Intense Fire (magical-grade) 3D6/round

Melting points for various metals (damage per round if immersed): Zinc 4D6, Aluminum 6D6, Bronze 8D6, Silver 9D6, Copper 11D6, Rock/Glass 13D6, Nickel 14D6, Iron 15D6.

Exposure, Hunger, and Thirst

Stifling heat or freezing cold causes 1×–4× the normal fatigue point loss per melee round of activity (multiplier set by the gamemaster). A hungry adventurer applies the same fatigue penalty per round of activity after two days without food; a thirsty adventurer applies it after one day without liquid. None of these penalties restore with rest while the underlying condition (heat/cold/hunger/thirst) persists.

Poison

Every poison has a Potency (POT), matched against the victim's CON. If POT overcomes CON, the poison's full POT is dealt as damage to total hit points; if it doesn't overcome CON, typically half the POT is dealt instead. Poison damage normally takes effect 3 melee rounds after exposure (unless the gamemaster/poison specifies otherwise). Two doses of a weaker poison are not equivalent to one dose of a stronger one (e.g., two POT 10 doses ≠ one POT 20 dose) — each dose is resisted separately.

Poison Antidotes: also rated by POT. An antidote administered within half an hour before poisoning subtracts its POT from the poison's POT before damage is calculated. An antidote for one poison type gives a lessened benefit (half POT) against a related poison type (e.g., giant scorpion antidote at half POT vs. manticore venom, and vice versa; giant spider antidote at half POT vs. giant scorpion venom, and vice versa; wyvern antidote at half POT vs. snake venom, and vice versa).

Disease

Diseases cause victims to lose characteristic points at intervals. On exposure, the player rolls current CON×5 or less on D100 to resist; if failed, they must keep retrying (typically once per game week) until succeeding. The number of failed rolls before the first success determines the severity:

Failures Severity Effect
0 none
1 mild lose 1 characteristic point weekly
2 acute lose 1 characteristic point daily
3 serious lose 1 characteristic point hourly
4+ terminal lose 1 characteristic point per minute

The first characteristic point is always lost immediately on contracting the disease. Recovery normally requires a CON×5 roll (reduced to CON×4/×3/×2/×1 for increasingly poor rest/care conditions, at the gamemaster's discretion) at the same interval implied by the severity.

Some named diseases: Wasting Disease (affects STR; death at STR 0), Creeping Chills (affects CON; death at CON 0), Brain Fever (affects INT; becomes a "vegetable" at INT 0), Soul Waste (affects POW; ceases to exist, even spiritually, at POW 0), The Shakes (affects DEX; becomes a "quivering mass of ganglia" at DEX 0).

Damage to Inanimate Objects

Objects (doors, chairs, walls) are treated like a weapon or armor piece — they have both hit points and armor points. Damage exceeding an object's armor points reduces its hit points; when an object's hit points reach zero, it's destroyed (if smaller than human-sized, or leaves a human-sized hole if larger, e.g., a wall). An inanimate object used as a parrying weapon (e.g., an improvised shield) loses 1 hit point (and therefore 1 armor point) for every blow that exceeds its armor points.

Armor Points for Objects Table

Object Armor Points
Light Wooden Furniture 5
Light Wooden Door 6
Heavy Wooden Furniture 8
Heavy Wooden Door 8
Hut Wall 6
Fence Rail 12
Farmhouse Wall (wood & plaster) 15
Postern Gate 20
Large Stone 20
Loose Stone Wall 20
Adobe 25
Castle/Town Gate 30
Wooden Palisade 30
Mortared Stone/Brick Wall 35

(An object's armor points may roughly equal its SIZ, but this isn't always the case — some heavy objects are more fragile than light ones, and vice versa.)

Condensed from the "Magic" (Introduction), "Spirit Magic", "Divine Magic", and "Sorcery" chapters.


The Three Perspectives

RuneQuest presents three compatible, mechanically-parallel ways to conceive of and practice magic: spirit (the shaman's path), divine (the priest's/priestess's path), and sorcerous (the sorcerer's path). None is objectively "true" — each is a cultural/philosophical lens on the same underlying magic system, and each answers the seven basic questions of existence (where did the world/we come from, why do we die, what happens after death, why am I here, how do I do magic, how do other cultures/practitioners fit in) differently. Procedures, terminology, and root mechanics are identical across the three; only the tactical powers, spells, and flavor differ. It's difficult for one practitioner to specialize in more than one type of magic, since the underlying conceptualizations are too divergent to hold in the same mind at once.


The Planes

The universe contains many discrete planes (levels/dimensions of reality), each with well-defined borders; creatures ordinarily can't travel from one plane to another.


Magical Procedures and Concepts

Spirit Combat

Occurs only when one or both combatants are discorporate (even if visible). Used to learn spells from certain spirits, to destroy an opponent's magic points, and potentially to possess/capture the victim.

Possession

Occurs when an otherworld being inhabits the body of a mundane-plane being.

Curses

A curse is the malicious sending of an otherworld creature, or a long-duration spell, to attack/discomfort a target. Treat curses as variants of the two possession types above.


Magic Points Summary

Magic points represent the quantity of life force an adventurer can spend to cast magic.


Spells — Common Terminology and Concepts

Types of Spells

Spell Effects, Ranges, and Duration

Spells and Memory

Spell Strike Rank

Strike rank to cast = caster's DEX strike rank + spell's magic-point cost (including boosting) + readiness modifier (0, or +3 if surprised).

DEX of Caster Strike Rank
01–09 4
10–15 3
16–19 2
20+ 1
Total Magic Points (in the spell) + Strike Rank
1 +1
2 +2
3 +3
each additional +1 +1

If total strike ranks needed exceed 10, casting spills into the following melee round(s) — e.g., a spell requiring 16 strike ranks takes effect on strike rank 6 of the next round if casting began on strike rank 1 of the first; a 25-point spell requires 2.5 melee rounds.


Spirit Magic

The simplest and least powerful of the three approaches — cast quickly, learned quickly and cheaply, but comparatively short-lived and weak.

Learning and Using Spells

Spirit Magic Procedures

The caster states the target, touches the focus, concentrates, and chants. On the strike rank the casting completes, the player rolls D100 ≤ POW×5 (minus ENC penalty) for success. A roll of 96+ is always a failure if the base chance exceeds 100%. If the roll fails, the spell doesn't work but the magic point is still spent; the spell may be attempted again next round. There are no critical-success or fumble modifiers for spirit magic.

Spirit Magic Spells (summary)

Spell Cost
Befuddle 2 points
Bladesharp Variable
Countermagic Variable
Demoralize 2 points
Detect (Substance) 1 point
Disruption 1 point
Heal Variable
Light 1 point
Protection Variable
Repair Variable
Speedart 1 point

Divine Magic

Wielded by people qualified to act in the name of a deity or principle. Divine magic offers the quickest, most reliable results of all three approaches, but spells must be renewed at special holy places (temples) and cost the sacrifice of current POW (not mere magic points).

Initiates

Learning and Using Divine Magic Spells

Temples

A holy place consecrated to and protected by a deity — a conjugation of the god plane (home of divinities) and the mundane plane (home of mortals). A temple's presence enables priests/initiates to learn spells, provides special defenses, and transmits mortals' prayers to the deity (and divine messages back to the priests).

Religions (example deity write-ups)

Each deity entry lists: an explanation of the deity's traits, skills especially appropriate to the religion, the divine magic specialty spells available, and the spirit magic the temple might teach. Three examples given: The Mother of Light (nourishment, protector of women; skills: Animal Lore, any Craft, First Aid, Human Lore, Scan; divine: Find (Substance), Command (Species), Heal Body, Heal Wound, Lightning, Soul Sight; spirit: Heal, Light, Repair), The Father of Darkness (feared by humans, worshiped by evil men and trolls; skills: Weapon Attack, Hide, Human Lore, Listen, Sneak; divine: Absorption, Command (Species), Fear, Find (Substance), Heal Wound, Soul Sight; spirit: Countermagic, Demoralize, Disruption), The Lord of Battle (god of battle, fiery tempers, jealousy; skills: Primary/Secondary Weapon Attack and Parry, Shield Parry; divine: Berserk, Find (Substance), Heal Wound, Soul Sight, Shield, True (Weapon); spirit: Bladesharp, Heal, Protection).

Common Divine Spells (summary)

Spell POW Cost
Absorption 1 point
Berserk 2 points
Command (Species) 1 point
Fear 1 point
Find (Substance) 1 point
Heal Body 3 points
Heal Wound 1 point
Lightning 1 point
Shield 1 point
Soul Sight 1 point
True (Weapon) 1 point

Fear Spell Table (degree of the caster's success on the resistance-table roll):

Result Effect
Critical Victim dies of fear.
Special Victim collapses for 20 minus CON full turns, and must make a CON×5 roll or die as above.
Success Victim acts as if Demoralized (see spirit magic) for 20 minus CON melee rounds.
Failure Normal-INT creatures unaffected; INT-restricted creatures are Demoralized for 20 minus CON melee rounds.
Fumble Victim is unaffected.

Sorcery

The most flexible approach to magic, and its spells are potentially the most powerful, though sorcerers believe in an impersonal universe governed by exploitable natural laws rather than living spirits or gods.

Learning Sorcery

Sorcery Use

Intensity Skill

All sorcery spells have an automatic intensity of 1; sorcerers raise a spell's intensity using this skill. Each magic point added to a spell's cost doubles its intensity for general effects (2 points triples it, etc. — a multiplicative rather than additive effect, detailed per-spell). Beginning Sorcery Skill Percentages: initial training for the Intensity skill takes one week (50 hours); success (INT×3 or less on D100) grants 1D6 percentiles plus the magic skills category modifier. Intensity (like other sorcery skills) can be further increased through research and training.

Determining the Success of the Cast

On the strike rank the sorcerer completes casting, roll percentile dice ≤ the sorcerer's simple casting chance for success (magic points are marked off as soon as casting completes, regardless of the roll's outcome). A roll of 96+ (or any result greater than the chance but less than a fumble) costs only 1 magic point with no effect; a fumble costs all magic points committed to the casting, with no effect. A critical success on the casting roll costs only 1 magic point regardless of how many were committed, but the spell still takes full effect.

Using Sorcery Skills

A sorcerer's chance to cast a given spell equals his lowest ability among all the sorcery skills and spell-specific skills involved in that casting (e.g., Intensity plus any spell-specific manipulation skill, whichever is weakest, caps the roll).

Limits to Manipulating Spells

A sorcerer can perform a limited number of manipulations on his spells, based on his free INT (INT not allotted to memorizing spells) — each raised intensity level (or other manipulation) requires one point of free INT. Sorcerers can never cast a spell requiring more free INT than they currently have; they may forget spells (at a rate of one per hour) to free up more INT.

Sorcery Spells (summary — parenthesized qualifiers indicate a substance, species, sense, or characteristic that must be specified when the spell is learned)

Tapping Yield Table (intensity required to Tap one point of the given characteristic):

Characteristic Intensity Required
STR 2
CON 3
SIZ 3
INT 5
POW 1
DEX 2
APP 4

Only the seven main characteristics (STR, CON, SIZ, INT, DEX, POW, APP) can be Tapped.

Condensed from the RuneQuest 3rd Edition (Games Workshop) System, Combat, Skills, and Magic chapters. Artwork from the source material has been omitted throughout.