THE WORLD OF MAGIC
Magic pervades RuneQuest, for not only is the world a magical one, but in the game every adventurer can become a magician and manipulate invisible powers. A magician can cause changes in the reality of the world to occur in conformity with his or her will. A number of different approaches to magic exist in RuneQuest, including divine magic, cult magic, spirit magic and sorcery. Cult magic and spirit magic are often referred to as battle magic, and comprise the most common form of magic used. Battle magic and sorcery come from within, though skill in sorcery is slowly acquired through study in contrast to battle magic, where skill is based on innate ability. Divine magic draws upon an the energies of the God Plane through the agency of a god.
THE FORMS OF MAGIC
A variety of different forms of magic exist. Some of the most common ones are described below.
Battle Magic
Battle magic allows its users to make short term alterations to the fabric of reality in exchange for the temporary cost of magic points. In Glorantha, it is the most common form of magic, and its practitioners can be found in nearly all parts of the world. Battle magic is commonly used in Glorantha by both divine magicians and spirit magicians, but is rarely used by practitioners of other forms of magic, such as sorcerers. One is limited by one's INT as to the total number and power of battle magic spells one can know.
Divine magic users generally call the battle magic they use "cult magic". Only a limited number of battle magic spells that are sacred to the deity are taught by that deities cult, though it is possible for divine magicians to learn battle magic from associated cults as well. The more deeply an adventurer has entered into a cult or religion, the more powerful the cult magic available to him or her. Cult magic is taught by divine magic Spellteaching rituals. Spirit magic users generally call the battle magic they use "spirit magic". Spirit magic is most common among nomad or primitive societies. Shaman are masters of spirit magic, and teach a wide variety of spirit magic spells to their followers or members of their tribe. With proper gifts, they may teach strangers as well. Shaman must discorporate and enter the spirit world to find spirit magic spell spirits, which they can defeat and consume to learn the spell, or can return with for another to learn the spell by defeating the spirit. The power of spirit magic spells depends on the time and effort spent by the shaman to seek out the spirit. Weaker spell spirits are more common, powerful ones are rare and hard to find, and may be too powerful to easily defeat. Ritual spirit magic spells exist, used to create enchantments or other ritual magic effects.
Divine Magic
Divine magic, also known as rune magic, is the most powerful form of magic available to divine magicians. These spells draw upon the power of the god and the god plane for their effects. Only initiates or higher ranking members of a cult can learn divine magic. Divine magic users are found wherever gods are worshipped. Learning divine magic requires the sacrifice of permanent POW at a site holy to the god. Once used, divine magic spells can only be regained by prayer at a holy site. Initiates may only regain spells through prayer on a high holy day, while higher ranking cultists, such as rune lords or priests can pray to recover divine magic at any time. Some powerful divine magic spells are one use only. These may only be learned by higher ranking cultists. Both ritual and non-ritual divine magic spells exist.
Shamanic Magic
Shamans, by the nature of the unique relationship they establish with the magic of the spirit world, and the fetch they awaken within themselves, gain unique shamanic abilities. These may include the ability to leave their bodies to walk in the spirit world, possess others, trap spirits, resist magic or spirits, or an affinity for a certain form of magic. Shaman may also know unique spirit magic spells, unlike the commonly available ones.
Sorcery
Sorcery is a system of magic based on the skilled manipulation of magical laws and principles. A sorcerer changes reality in accordance to his will at the temporary cost of magic points or permanent cost of POW. More advanced sorcerers study High Magic and manipulation skills that allow for unusual modifications of their spells. Sorcery is entirely skill based—the greater a sorcerer's sorcery skills, the more powerful the spells he can cast. Sorcery is common only in civilized cultures.
Lunar Magic
In Glorantha, the Lunar Empire, whose members commonly use battle magic and divine magic, and less frequently sorcery, has a few practitioners of a unique variation of sorcery called Lunar Magic, which allows them to manipulate battle magic spells, greatly enhancing their effect, range or duration. It is a weird combination of sorcery and battle magic which was created by the Red Goddess and cannot be used by anyone but her initiates. It is rare, and thus not presented in this book (see Gods of Glorantha for more details).
Dragon Magic
Dragon magic is misunderstood by humans. In Glorantha, the main practitioners are the mysterious dragonewts. The only other users of this magic are the humans of Kralorela and a kingdom hidden in the mountains of Pamaltela. Dragonewts and dragon magic-using humans do not worship deities in the same manner as other cults. It is exotic, and thus not presented in this book.
MAGICAL PHENOMENA
Apparent Effects of Magic
At the moment a spell is successfully cast, an effect occurs that ordinary creatures can see or otherwise sense. The exact nature of the effect varies depending on the source and strength of the spell. A typical effect is a stirring in the air around the point where the spell took effect. Another common effect is a flash or sheen of a certain color. The exact color varies depending on the source of the spell. Humans appear to primarily see visible spell effects. Trolls report Darksensing spell effects, and dwarfs report Earthsensing them. An elf can Elfsense the effect of a spell on anything it is touching. Thus, when the discussion below uses the word "visible," read it as "Darksensable" for trolls, "Earthsensable" for dwarfs, and so on. Most spells cause visible effects only when the spell does something. Every time a sword with a Bladesharp or Truesword spell on it hits a target, a visible discharge occurs (such as a flash of colored light, or a spark, or something of the sort). Likewise, a protective spell such as Protection, Countermagic, or Shield causes a visible discharge every time a weapon (Protection or Shield) or spell (Countermagic or Shield) hits the spell's user. Some spells, such as Light and Fireblade, always have visible effects beyond that of the initial casting—a light or flame of a certain color. Darkwall, Firearrow, Lightwall, Lantern, and Shimmer also have continuing effects. Most other spells have a visible effect when cast and when they first hit their targets, but not afterwards. Instant spells, attack spells such as Demoralize or Befuddle, and Detect spells are all examples of this.
As a rule of thumb, smaller, less powerful spells have less obvious effects than larger ones. A successful Sleight skill roll can hide the action of casting a spell, but can do little to conceal the visible effects of a large spell, either when first cast or when it subsequently has an effect. A Scan roll must succeed to see the visible effects of spirit magic and sorcery spells of up to 4 points and divine spells of up to 2 points.
A Scan roll at twice the normal chance of success can see the visible effects of spirit magic and sorcery spells of up to 8 points and divine spells of up to 4 points.
The visible effects of spirit magic and sorcery spells of over 8 points and divine spells of over 4 points are always noticed outside of combat and noticed in combat 95% of the time.
Note that in combat a character's Scan skill is halved unless he or she spends a Miscellaneous Action to Scan.
Apparent Effects of Cult and Divine Magic
The apparent effects of cult and divine magic generally depend on the runic associations of the cult the cult or divine magic spell was drawn from. Most cults have more than one runic association, and their apparent spell effects will reflect this.
Chaos
Black or red colors, darkness, glows, corruption, oozing, a disturbance.
Darkness
Black or dark colors, shadows, darkness, cold, a disturbance, subsonics.
Death
Gray or dark colors, a disturbance, pain, a feeling of severance.
Disorder
Nearly any appearance, may vary from one casting of the spell to the next.
Dragonewt
Green colors, a disturbance.
Earth
Earth, stone, mineral or green colors, gleams and glints, a disturbance in the ground.
Dark Earth
Blood red, earth, stone and mineral colors, gleams and glints, fissures, cracks, disturbances in the ground.
Fertility
Red and white colors, warmth, glow, light.
Fire
Yellow, orange or red colors, flames, heat.
Harmony
White colors, white light, a feeling of peace.
Illusion
Multiple colors, pastel colors, shimmering, shifting, disturbance.
Infinity
Unknown.
Law
White or pale colors or light.
Light
Yellow or white colors, light, flashes, gleams.
Magic
A disturbance, an aura, a presence.
Air
White, blue or orange colors, electrical sparks, turbulence, wind, haze, mist, smell, a disturbance in the air.
Beast
Bestial appearance, rank odor, strength or vigor.
Man
An aura of presence, an appearance of strength, health or vigor.
Moon
Red colors, glows, cyclical pulses, sparkles, waxing and waning.
Movement
Motion, blurring, change.
Plant
Green and brown colors, growth, stirring or disturbance in plants.
Spirit
An aura, faded colors, shimmering, a presence, a disturbance.
Stasis
Muted colors and sound, a feeling of stability or immobility.
Truth
Gray colors, gray or pale light.
Water
Blue or blue green colors, moisture, fog, a disturbance in the water.
| D100 Roll | Color |
|---|---|
| 01-15 | Black |
| 16-30 | Blue |
| 31-33 | Blue-Green |
| 34-43 | Brown |
| 44-50 | Green |
| 51-56 | Gray |
| 57-58 | Indigo |
| 59-65 | Red |
| 66-70 | Orange |
| 71-80 | White |
| 81-88 | Yellow |
| 89-90 | Violet |
| 91-95 | A disturbance |
| 96-00 | Other (or roll again) |
Apparent Effects Of Sorcery
The visible effects of sorcery spells vary greatly, but often share a certain consistency from school to school. In general, their effects are less obvious than those of other forms of magic, often enhancing or altering the target of the spell in some way. Sorcerously blessed weapons, armor or tools may gleam or shift unnaturally, or have a peculiar sound or feel. Pale colors or unnatural auras are common as well.
Twilight
At twilight in Glorantha, for one timeless moment between light and dark, all active spells and magic briefly become visible.
The Glowline
The Glowline is a magical boundary which surrounds most of the Lunar Empire. Within the Glowline, the red moon is always full, despite the phase of the moon, and all spells cast by Lunar priests within the Glowline are thus beneficially affected, although minor variations due to the actual phase of the moon can occur.
Outside of the Glowline the phases of the moon vary depending on the day of the week and one's relative position with respect to the moon, as blackness covers portions of it. Two distant areas may see different phases of the moon.
The Red Moon and Lunar Magic
The changes in the Red Moon's phases affect the magical power of the Red Goddess upon the world. Spirit magic and sorcery spells are unaffected by the cycle, for their power derives from within men, not within gods, All Lunar cult magic, Lunar divine magic and Lunar Magic follows this cycle unless specified otherwise.
Lunar Magic Table
Apparent Effects of Spirit Magic
Shaman's spells or spells learned from a shaman tend to have a wide variety of visible effects. Some of the spell effects resemble those of a divine cult, but others are unique. Shamans are the junk collectors of the spirit world, and almost any combination of special effects could conceivably end up in their hands.
The gamemaster should make up an appropriate color or effect for any spirit magic spell learned by or from a shaman, selecting from the cult and divine magic list above, or can use the following table:
| Phase | Magical effect |
|---|---|
| Dark/Dying Moon | Only 1 or 2 point cult magic spells may be cast. Only 1 point divine spells available, and no spells may be stacked. Lunar Magic (manipulation of battle magic) cannot be used. |
| Crescent Moon | Only up to 4 points of cult magic spells may cast Up to 2 point divine spells available, but only two spells may be stacked together. Lunar Magic can only affect one aspect of a spell at a time (Intensity, Range, Duration, etc. ). |
| Half Moon | No limit to cult magic use. All divine spells available and freely stackable. Lunar Magic can be used normally. |
| Full Moon | All spells available and freely stackable. Cult and divine spells have double normal duration. Lunar Magic manipulation limits apply to each skill separately, so far more of each manipulation can be used on a spell. |
Possession
When a spirit, demon, or shaman with the ability to possess inhabits the body of a being, that being is possessed. There are two kinds of possession:
Dominant Possession—in this form, the identity (the INT and POW) of the original owner is suppressed by the possessor and imprisoned within the body beyond normal reach, communication, or action. The possessed cannot regain magic points or heal the body. The possessor controls the body. While it controls the body, it normally has only beginning percentage chances in skills. The possessing spirit can only be exorcised by another spirit, or some very rare magical spells. Examples of dominant possession include demonic possession, insanity, the Bad Man of the Shamanic initiation, and others. If magically viewed, the aura of a possessed being has the shape of the possessor's natural aura. The entrapped soul will be visible as an ugly smudge within the aura of the possessor. Dominant possession can occur when a creature's magic points are reduced to zero during spirit combat.
Covert Possession—the possessing creature exerts no influence upon the actions or consciousness of the natural owner of the body, but shares the physical form. Examples include disease spirits, sendings, emotion spirits, and hauntings (including bad memories and dreams). If magic a l l y viewed, the aura of a being s u f f e r i n g covert possession appears cloudy where the two spirits overlap. Requirements for success vary with the type of spirit. The possessed person cannot expel the possessing spirit once magic points have returned to normal. The possessor can only be exorcised by another spirit or some very rare magical spells.
Curses
In RuneQuest, a curse is defined as the malicious sending of an otherworld creature or of a long-duration spell to attack and discomfort a target. Treat curses as variants of the two types of possession or as a long term spell with a deleterious effect. Such spells or sendings are typically the domain of exotic ritual magic.
Death and the Path of the Dead
The theists and the spirit magicians of Glorantha have access to powerful spells that allow them to resurrect the dead. Such spells are very rare, and may have a high cost to their caster. They believe that when you die, your soul separates from your body. It lingers near the body for seven days, drifting apart and developing spirit senses. Once seven days have passed, it is no longer possible to resurrect the body.
The theists believe that after seven days the new spirit flies inwards into the heart space, assisted in finding its way by the pantheon's psychopomp. There it joins the other dead on the Path of the Dead, and travels to the Courts of Silence, where the dead are judged and sent to their respective heavens or hells.
The spirit magicians believe that after seven days the soul has become a spirit, which will henceforth reside in the world of spirits, returning to the world of men only when summoned or in times of urgent need.
The sorcery using cultures generally do not resurrect their dead. The Malkioni believe that those that properly followed the laws of Malkion in their lives will enter Solace. Those unfortunates that do not enter Solace may become ghosts, but such are driven away from Malkioni lands by the sorcerous Blessing and Banishment funeral rituals. A number of sorcery spells or rituals exist to extend or prolong life, or otherwise stave off death.
MAGIC ITEMS
Rune Metals
Gloranthan metals are analogous to terrestrial ones, and so are identified by the same names. There are, however, significant differences. The rune metals of Glorantha are the bones of dead gods. The rune metals include aluminum ( ), bronze ( ), copper ( ), gold ( ), iron ( ), lead ( ), quicksilver ( ), silver ( ) and tin ( ). The "standard metal" of Glorantha is called bronze, for it is red-gold in color and can be made by mixing the equivalent of Gloranthan tin and copper. However, bronze ore can also be mined, and is more capable of being stretched or extended than is terrestrial bronze. This metal is used worldwide, and whenever a Gloranthan item is made of metal not otherwise characterized, it is made of the standard metal, bronze.
Some rune metals, particularly iron and silver, have magical properties naturally. Iron interferes with the casting of magic, every ENC of unenchanted iron subtracting 5% from the caster's chance to cast any spell. Any damage from unenchanted iron weapons that penetrates the armor of elves or trolls is doubled. Both unenchanted iron and silver can be used to damage creatures that are normally affected only by magical weapons, such as lycanthropes, although unenchanted silver is too soft to be used for anything other than crushing weapons or sling bullets. An entire piece of pure bronze, dug from the ground as a whole bone is said to have magical properties, but such pieces are very rare. Other rune metals must be enchanted for their magical properties to become active (see Enchanted Rune Metals below).
Crystals
Just as the bones of dead gods provided Glorantha with metal, the blood of dead and wounded gods has provided magic crystals.
Dead Crystals
These came from gods now dead. They come in various shapes, and sizes and are generally translucent. They can be used to store magical energy. A typical dead crystal can be used to store up to 2D6+3 MP. To store MP in a dead crystal, one simply touches the crystal while expending MP. A dead crystal may not be filled beyond its capacity. These MP can be drawn upon by anyone touching the crystal, and used to power the casting or backing of spells. They do not otherwise add to the caster's MP for the purposes of attack or in spirit combat, and they cannot be used to replenish lost personal magic points. They are commonly known as Quartz Crystals or Star Tips.
Living Crystals
Also known as powered crystals, these came from gods that still live. They are much rarer than dead crystals. They can be found in a variety shapes, and sizes and colors (see Apparent Effects of Divine Magic for what colors would be appropriate to a particular god), and have a wide variety of effects.
Living crystals have a POW of their own and must be attuned to be used. To attune a crystal, match the POW of the adventurer against the POW of the crystal after an effort that takes nearly an entire day. If the adventurer is not an initiate of the god the crystal came from, double its POW for resistance purposes. If the adventurer overcomes the crystal, it glow and becomes attuned to him or her. If the adventurer fails to overcome the crystal, it remains unattuned, and the adventurer loses 1D3 POW permanently. An attuned crystal cannot be attuned or used by anyone else until it is unattuned. The individual to whom a crystal is attuned can unattune it at any time simply by concentrating for a minute and severing the link (if he or she wished to re-attune the crystal, he or she would have to repeat the normal attuning process). The death of the individual to whom a crystal is attuned immediately unattunes the crystal as well. An individual (spirits included) may be attuned to only one living crystal at a time. A few examples of living crystals follow. More are described in Elder Secrets of Glorantha.
Power Enhancing—these crystals double the effects of variable spells (except healing) cast by the user up to their limit in POW (typically 1D3). Thus a user with a 2 point Power Enhancing crystal that cast a Bladesharp 1 would get a Bladesharp 2, casting a Bladesharp 2 would get a Bladesharp 4, and casting a Bladesharp 4 would get a Bladesharp 6. It is believed that these crystals often come from the blood of the storm gods. A few of these affect only the cult spells of a particular god. They are commonly known as Orlanth's Stones, uncut Esrolian Rubies, or Humakt's Blessings.
Healing Focusing—these crystals double the effects of Healing spells up to their limit in POW (typically 1D6). Thus a user with 3 point Healing focusing crystal that cast a Heal 1 would get a Heal 2, casting a Heal 3 would get a Heal 6, and casting a Heal 4 would get a Heal 7. It is believed that these crystals come from the blood of healing gods, Arroin in particular. They are commonly known as Arroin's Tears or Chalana's Blessings.
Spell Strengthening—For every MP used in a spell, the crystal boosts the spell by 1 MP up to their limit in POW (typically 1D4) for the purposes of penetrating defensive magic. Thus, a user with a 4 point Spell Strengthening crystal casting a Befuddle would cast a 4 (2 + 2) point spell for the purposes of penetrating defensive magic. If he boosted the Befuddle with 4 MP, he would cast a 10 (6 + 4) point spell. Yelm and an otherwise unknown deity or set of deities called Barnab, Darnag, or Gargag are thought to have provided the blood for these, and the crystals are often called Yelmsblood, Arrow Points, Barnablood (or Darnagblood or Gargagblood) or Barnabshoot (or Darnagshoot or Gargagshoot).
Spirit Supporting—each point of the crystal's POW (typically 1D6) is added to the character's MP in spirit combat for the purposes of attack, damage done, and defense. It is believed that these come from the blood of Flesh Man or Grandfather Mortal, but a curious belief holds that they come from the fossilized souls of lonely widows. They are commonly known as Ghost Shields or Grandpa's Helpers.
Truestone
Truestone is part of the original matter of the world. It is said to have been part of the deity Stone, the first mountain, the Cosmic Spike. When it exploded, most of the Spike turned to dust, but pieces of Truestone were scattered about the world. The largest of these that remains is the Block, in Prax.
Truestone can appear in a number of forms, the most common of which are a red marble sphere, an ovoid sandstone tear, or a jagged chip of flint. None can be chipped or marred in any way. Truestone has a number of magical properties, the best known of which is its ability to store divine magic. The Lhankor Mhy cult is said to have secret rituals which allow them to store secrets and knowledge inside Truestone, and it is said that others have stored POW or deity granted Heroquest powers within Truestones. Once a Truestone has magic stored in it, it becomes permanently set, and cannot be readjusted to the quantity or quality of their content. Thus, blank Truestones command immense value, as they can be set as their owners desire. However, touching a blank Truestone fills the holder with a nearly uncontrollable urge to cast all their divine magic into it. Any magic cast into a Truestone is permanently lost to its owner, but becomes available for the use of anyone touching the Truestone. Once set, a Truestone whose spells are used up can be recharged by another casting of the same spell—this casting of the spell can be regained, if it is a reusable divine spell.
As a result, most found Truestones are already set with a body of divine spells. These spells are almost never random, but belong to a certain cult or group of cults, typically the divine spells of the individual that first stumbled across it. Larger pieces of Truestone can store more magic than smaller ones, but many large pieces are set with but the spells of the person that first discovered it, as few can resist the call of a blank Truestone to return it to a temple unfilled. The few large temple Truestones that exist, filled with the spells of a dozen or more priests when they were brought to a temple unfilled, are among the greatest and most closely guarded treasures of a cult.
Truestones can be used as slingstones. In this case they will ignore any spirit magic or sorcerous protections they encounter (though as they are not affected by spirit magic or sorcery their effectiveness as a weapon cannot be boosted by them either). In addition, as Truestone is essentially fossilized Law, it will do double normal damage after penetrating physical armor to any creature of chaos. Creatures of chaos cannot stand to handle Truestone.
As a rule of thumb, most Truestones an adventurer might come across will be small and set with 1D10 divine spells. Even this is a item of great value. Truestones permit a gamemaster to grant players one use of any body of divine magic, which can be a useful plot device.
Other Magic Items
Many unique and distinctive magical items exist in Glorantha. Some are the products of particular enchantments (see Enchantment, below). Others can be found or created at a lesser cost. A few examples of such items are described below. Gamemasters should feel free to create more.
Aldryami Arrows—these arrows are grown by the elves from arrowseeds, and have leafy fletching and a sharp thorny tip. They have twice the normal point blank range and function as if at normal range out to maximum range. In the hands of elves they ignore any to hit modifiers or cover provided by obstructing vegetation, firing as if in the open even in deep woods. On occasion they are tipped in copper, in which case the arrow does 1 additional point of damage.
Rhino Fat—a clear jelly like substance, made from specially treated rhino fat. When smeared on one's body Rhino Fat provides an additional AP of protection. It takes 5 minutes to apply, and wears off after five hours. It is made by the animal nomads of Prax.
Scarlet Scimitar—a glowing red scimitar with 15 AP. They are made by the Scarlet Scimitar subcult of Yanafal Tamils, and also awarded to Lunar citizen in acknowledgment of special services provided to the empire. The person for who it was made can call forth a bright red glow from the scimitar which lights an area with a radius equal to his or her POW at will, and can call a Truesword forth from the blade once a week (except for Dark/Dying days of the moon). They are greatly prized as war trophies by the Orlanthi.
ENCHANTMENTS
The most commonly found magical items are enchanted items. Every form of magic has its own enchantments.
Creating Enchantments
Enchantments are created through the use of various Ritual (Enchant) spells and the expenditure of POW. Some of the features of enchantment common to all forms of magic are described below.
Preparation for Enchantment
The enchanter must inscribe the runes of power that will focus the energies to be released during the ritual. If enchanting an area, then these symbols must be inscribed into ground, trees, rocks, or other substances within the area of Enchantment. The symbols need not be visible, but they must be made of or from substance. Enchantments of animals or people must be accomplished through runes scarred or tattooed onto the particular creature to be affected. The runes are inscribed in as permanent a fashion as possible, since if the symbols are destroyed the enchantments are also destroyed.
Limitations
When an item is first enchanted, the enchanter may choose to restrict its use to him or herself only. In this case the enchanted item cannot be used by anyone else, and becomes useless when the enchanter dies. If the enchanter does not choose to restrict the items use, anyone can use it. By expending additional POW, the enchanter can impose more sophisticated user conditions (see below).
Conditions on Enchantments
Every enchantment can be modified by attaching conditions during the enchantment. An enchanter learns how to add conditions as part of his training. The enchanter's player states the conditions that he desires and expends the appropriate amount of his adventurer's current POW when he makes his success roll. Once a condition has been added to an enchantment, it can never be removed or expanded, though later the enchanter can further restrict it.
There are six classes or kinds of conditions. Each class costs 1 point of permanent POW to include in the enchantment, no matter how complex the stated condition within the class. The gamemaster rules as to the number of classes actually within a stated condition. In general, a condition triggered at a distance from the item cannot rely upon more information than the caster could gather with his own senses at the same distance (race, but not nationality or cult affiliation, for example). A condition triggered at touch range can be more sensitive, distinguishing things such as nationality, identity, cult affiliation or intent.
Area-Effect Condition—expending an additional point of POW causes an enchantment to effect an area rather than a specific object. The size of the area is determined by the number of POW points expended on the rest of the enchantment. Each point affects a 1 meter radius sphere. An enchantment using only 1 additional point of POW for area-effect will affect a 1 meter radius sphere. A 3 POW area-effect Enchantment will affect a 3 meter radius sphere, and so on.
It is typically used to bind a spirit into an area so to attack anyone passing through the area, create spell matrices which anyone standing in the area can use, or create an armoring enchantment that protects all those standing within it.
Trigger Condition—a condition added to a spell matrix which causes it to be cast when a condition is met (in combat, on the SR the condition is met). Unless Area Condition is used as well, the condition must involve someone touching the item with the spell matrix. With spirit magic or sorcery spells, Link Condition must be used as well to provide a source of magic points for the spell. An attack spell from a spell matrix attacks with the MP of its enchanter.
Some examples might include a Fireblade that activates (using a Link Condition) when drawn by its user, a Heal Body spell matrix that triggers when the authorized carrier's total hit points reach zero or less, a doorway (area effect) that attacks anyone attempting to pass though it with the intention of harming the occupants with a Madness spell, or a Control/Wraith spell that commands a bound wraith to emerge and attack anyone nearby for 5 minutes (using a Link Condition to the wraith to power the spell), then return to the binding matrix.
Merge Condition—this enchantment merges together a number of different spell matrices to create unusual effects. Expending 1 point of POW allows the magician to tie together any or all spell matrices enchanted in a device. This essentially creates one very complex spell. To cast any one of the spells that are merged together requires casting the others as well. If, at a later time, the enchanter wished to merge more spells he must expend another permanent point of POW.
Link Condition—at a cost of 1 POW, this enchantment links the magic point storage capability of a crystal placed in an item, spirit bound into a item, or willing holder of an item to a spell or set of spells (Merge Condition) so that when the spells are cast the magic points used automatically come from that source. Of course, the source must have magic points left for the spells to draw from it.
Target Condition—at a cost of 1 POW, the enchanter may define exactly who will not be affected by the enchantments in an item. If target conditions are not specified then the item will work against anyone. If target conditions are included as part of the enchantment then the spells in the item will not be triggered by any target who fulfills the conditions. If the spells are cast by someone using the item, they will automatically fail against protected targets.
User Condition—normally, enchanted items can be used by anyone or only used by the enchanter, if he chose to so limit the item at the time of its enchantment. User conditions make it possible for the enchanter to restrict the use of the item in a more sophisticated manner. At a cost of 1 POW, the creator to bar one specific person or group of people from using the item. Any number of people can be included in the group as long as the group is clearly identified. It exclude everyone but initiates of a god, for example.
Once a user condition has been added to an item, the specified people can never use the item. If the enchanter later wants to restrict another person or group of persons, he must spend another permanent point of POW in an enchanting ritual. Only people who can use an item can add to the enchantments or conditions in that item. It is possible to tie a condition to only part of the Enchantments on an item, for example while anyone could use the Bladesharp spell matrix of a enchanted sword, only initiates of Humakt could use the Truesword spell matrix in it.
Some of the most common kinds of enchantments are discussed below.
Armoring Enchantments
Weapons, shields, pieces of armor, suits or armor, and less commonly tools can be found whose AP have been enhanced by an armoring enchantment. A typical item would have 1D3 extra AP, though more powerful versions of this enchantment exist.
Enchanted Rune Metal
When enchanted, many of the rune metals gain magical properties. Of these, iron is the most valued. All enchanted rune metal weapons gain the property to cause damage to creatures that are normally only affected by magic, such as lycanthropes or wraiths.
Aluminum or Quicksilver (Sramak's metal)—these are two different forms of the same metal, and may be converted from one form to the other with a Craft/Quicksilver roll. Enchanted quicksilver gains the AP of bronze and becomes buoyant in water. Enchanted quicksilver armor or gear does not subtract from a wearer's Swim skill. This enchanted metal is favored by river or sea cults.
Bronze (Umath's metal)—this metal changes little when enchanted, so it is rarely enchanted.
Copper (Gata's metal)—enchanted copper gains the AP of bronze, but is even more resistant to breakage (double the AP for the purposes of resisting breakage, but not for parrying or defense purposes). Enchanted copper armor can be hammered very thin, halving the armor's ENC, but only subtracting 1 AP from its defensive value. This enchanted metal is favored by earth cults, including Aldrya, the cult of the elves.
Gold (Yelm's metal)—gold has twice the density of bronze, giving weapons or armor made from it twice the normal ENC, so it is typically used instead to gild bronze or iron armor. Enchanted gold gains the AP of bronze, glows softly in the dark, glows softly in the dark, and doubles the effect of any light producing spell cast on it. This enchanted metal is favored by solar cults.
Iron (Mostal's metal)—enchanted iron gains half again the AP of bronze. Weapons and armor of enchanted iron are greatly sought after by warriors. Iron armor can be made thin, halving the armor's ENC, but this gives it only the AP of bronze. It retains its ability to cause increased damage to elves or trolls (any weapon damage that penetrates the armor of elves or trolls is doubled). They are the dwarf's traditional foes, and the dwarfs designed the metal to particularly hurt them. This enchanted metal is favored by war cults.
Lead (Nakala's metal)—this soft, dull metal has half again the density of bronze, so weapons or armor made from it have half again the normal ENC. Enchanted lead gains the AP of bronze, and never clanks or reflects light, so enchanted lead armor does not subtract from a wearer's Stealth skill. Crushing weapons made of enchanted lead do +1 damage. This enchanted metal is favored by troll, darkness and thief cults.
Silver (Uleria's metal)—this soft, pliable metal gains the AP of bronze when enchanted. This enchanted metal is favored by Lunar cults and certain sky cults.
Tin (Dayzatar's metal)—this soft, silvery blue metal gains the AP of bronze when enchanted.
Potions
A number of magical potions exist, the products of alchemical enchanting. Some of the most common include magic point restoring potions (restores 1D6 lost MP when drunk, costs 300 L), healing potions (typically acting as a intensity 1 to 6 Heal spell, worth 50 L for a 1 point spell, 100 L for a 2 point spell, 200 L for a 3 point spell, etc. ), and disease curing potions (allows an extra CON roll to stop the course of a disease, rolled for as soon as the potion is drunk, worth 300 L). Other potions might include magical venoms, magical venom antidotes, and more powerful healing potions, all extremely valuable.
Spell Matrices
A wide variety of spell matrices exist. Most are for common spells, but some are for rare or unusual spells.
Battle Magic Spell Matrices—these give anyone that uses them the ability to cast the spirit or cult magic spell they contain with a percentage chance equal to their POW x5 to a range of POW x5 in meters. A typical battle magic matrix will contain a single spell, with an intensity of 1D4 if the spell is variable. See Battle Magic, Cult Magic or Spirit Magic for more details.
Divine Magic Spell Matrices—these allow anyone that uses them to automatically cast the divine spell or spells contained within the matrix. If the spell was reusable the matrix can be refilled by the appropriate prayer by an initiate or higher level member of the cult to which the spell belongs, using the normal procedures for recovering cast divine magic spells. A typical divine magic matrix will contain a single spell, of 1D3 points if the spell is stackable. See Divine Magic for more details.
Sorcery Spell Matrices—these enhance the skill of anyone using them with respect to a particular sorcery spell. If the individual using the matrix does not know the spell at all, it allows him to cast it with a skill equal to the bonus given by the matrix, and the base spell may be learned from the matrix to 1D6 plus magic bonus after 3 days of study for a Low Magic spell and 5 or 10 days of study with a High Magic spell. A typical sorcery matrix will add +20% to + 60% to a particular Low Magic spell and +10% to +30% to a particular High Magic spell. See Sorcery for more details.
Spirit Traps
Items with spirit trapping enchantments. They may or may not a have spirit bound inside them already (typically a ghost, wraith or elemental). The crudest simply trap a defeated spirit inside them, and must be broken to release the spirit. More elaborate versions allow the user to release the spirit without breaking the item, draw upon spells in the spirit's INT and the spirit's MP, or allow the spirit to see from the item so that it can target spells other than on those touching the item.
A spirit bound into a spirit trap will agree to perform a single function if it released. If a Command, Control or Dominate spell is used, it automatically succeeds on a trapped spirit, and the spirit will perform any actions required of it by the spell's caster for the duration of the spell, including returning to the item before the spell's duration expires, assuming the binding item is still intact. Wise enchanters apply User Conditions to their spirit traps to prevent others from commanding their spirits. A typical spirit trap will have one of the additional properties described above, and has roughly a 50% chance of already containing a spirit.
Other Enchantments
Adamant—this is refined and enchanted Truestone. All the divinities that could enchant or shape Truestone are now gone, so anything made of adamant will forever retain its shape. It is unbreakable, and the value of anything made of adamant is beyond calculation. Nations have fought over scraps of adamant. The best known adamant item is the Unbreakable Sword, once borne by Arkat the Liberator.
Slave Bracelets—these are magical restraints, originally developed by the dwarfs. Others have since learned the enchantments to make these, notably the cults of Ikadz the Torturer and Danfive Xaron. Slave bracelets generally come in three pieces, a collar and two bracelets. The collar prevents the wearer from using his magic points to fuel spells, though they can still be used to worship or participate in other rituals. The bracelets prevent the user from resisting spells or spirits (treat them as if they had a POW and MP of 0). The level the bracelets reduce the wearers POW and MP can be adjusted for areas where the wearer will have to do some looking out for themselves. Tunings of 3 POW (and MP) and 6 POW (and MP) are common in such areas. The combination of collar and bracelet prevent the user from casting any form of magic, including divine magic, or from calling for divine intervention.
Only the person who fastened the collar and bracelets can safely remove it. If anyone else attempts to remove a piece the wearer suffers 1D6 damage directly to general hit points each round an attempt is made. It requires a STR of 50 to snap a bronze collar or bracelet, and a STR of 75 to snap an iron collar or bracelet. Slave bracelets are typically used on important prisoners and slaves, as they are too valuable for common use.
Woad—this blue dye, derived from the woad plant, has magical properties when properly enchanted, typically by a divine ritual enchantment spell that Orlanthi Wind Lords can cast once a year. The spell enchants enough Woad to cover a single man or woman. When smeared on a naked body, each point of the spell that was used causes the Woad to act as 1 point of armor and one point of magical protection (spells must have more intensity than the points of magical protection to affect the wearer of the Woad). Each day the Woad is worn, it declines in both physical and magical protection by a point, until it has fully worn off. If the wearer ever dons armor or clothing, the Woad immediately loses all of its magical power. A sealed pot of enchanted Woad will not spoil. A typical Woad might have a potency of 1D6. Thunderstones—these enchanted flint stones are typically created by Orlanthi Wind Voices (priest), who have a divine ritual enchantment spell that they can cast once a year to create a Thunderstone. A Thunderstone must be activated before it is used, a process which requires expending a magic point (and an action in combat). An activated Thunderstone begins to spark and crackle, and must be thrown, slung or used to strike a foe. Once a Thunderstone strikes a target, or in any case at the end of the second melee round following its activation it shatters and becomes useless. For each point of spell invested in the Thunderstone, it does 1D6 points of damage to the location struck and drains 1D6 magic points from its target. Armor and spells which protect against physical damage, and Countermagic will protect against the draining effect (treat each point of spell in the Thunderstone as having 2 intensity for the purposes of penetrating defensive magic). A t y p i c a l Thunderstone will have been enchanted with 1D6 points of the spell.
MECHANICS
Nearly all forms of magic have some qualities in common. These are described below. Additional details are provided in the Divine Magic, Spirit Magic and Sorcery chapters.
Terminology
Spell—most magical effects are carried out by casting spells. A spell combines the use of arcane sounds and phrases, subtle gesture, and the knowledgeable expenditure of power or magic points in order to predictably change the magician's environment by other than mundane means. Each form of magic requires slightly different procedures for casting spells.
Ritual Spell—a framework of motion, invocation, and power expenditure created by a magician to establish the conditions necessary for summoning, enchanting, or enhancing the skill with which spells are cast. Rituals can require a great deal of time and power to construct.
Magic Points—the energy used to fuel battle magic, sorcery and ritual spells. Some divine spells are fueled by magic points as well. All magicians can also use magic points to back their spells for the purpose of penetrating magical defenses. One magic point (MP) is the smallest amount which can be used; there is no particular maximum, but a rested adventurer's MP equal his of her POW. The exact costs are described in the spellcasting procedures below. In general, the more MP used, the longer the spell takes to cast. MP can also be lost in spirit combat.
Total Magic Points—a term describing the full number of magic points which the caster of a spell must provide to fulfill the caster's intent.
Intensity—a measure of the strength of a spell. Each spell description details the minimum effect that a spell can have and the minimum number of magic points that the caster must provide to achieve that effect. A minimumeffect spell is also referred to as a minimum-intensity spell Battle and divine magic users can cast spells with a maximum intensity equal to the size of the spell they know. Sorcerers are limited in their maximum intensity by their skills. The intensity of a divine magic spell is doubled for the purposes of penetrating defensive magic, as they are more powerful on a point for point basis than battle magic or sorcery spells.
Touch—spells that function only at touch range. The touch need not penetrate armor or clothing. If the target of the spell is adjacent to the caster but unwilling or be touched, the caster must also succeed in a roll of DEX x3, Grapple or Brawl skill, whichever is higher, at the time the spell is cast (treat this as a physical attack which can be defended against), then overcome the target's resistance (see below). The caster is always assumed to be in touch range with himself.
Ranged—spells with range. A battle magic spell has a maximum range equal to the caster's POW x5 in meters. A divine magic spell has a maximum range of 100 meters. A sorcery spell has a base range of 25 meters, which may be increased through manipulation.
Instant—a spell that takes effect instantly, and has no real duration. The effects of an instant spell can not be dispelled. The Heal spell is an example of an instant spell. Once cast, it has an instant effect.
Passive—a spell with duration that requires no further attention once cast. Most spells are passive. Once such a spell takes effect on a target, the caster need not concentrate on it further, and may proceed to perform other actions which include the casting of other spells. Battle magic spells have a duration of 5 minutes, divine magic spells have a duration of 15 minutes and sorcery spells have a base duration of 10 minutes, which may be increased through manipulation. It is possible to dispel a passive spell through the use of appropriate spells.
Transient—a passive spell that terminates if a certain condition occurs during its duration (which is otherwise like that of a passive spell), typically activating a spell effect. Examples of transient spells include missile enhancing spells that activate when the missile is fired, or spells that trigger against a threat. A transient spell may be dispelled if it has not yet triggered.
Active—a spell which require the concentration of the caster to remain in effect for their full duration. Maintaining an active spell requires the caster to spend a Miscellaneous Action each melee round while in combat. A caster cannot maintain more than two active spells (this would take all of the caster's actions in combat to do). If the caster does not expend the required number of actions, the effects of the spell cease and the spell must be recast for the effect to again apply. If the caster takes physical or magical damage, or has something unexpected happen to him, then he must make a concentration roll (INT x3 as a percentage) or the effects of the spell cease, as above. When an active spell's duration expires (otherwise equal to that of a passive spell) the caster has the option of simply expending the number of magic points it would normally take to cast the spell, but with no casting roll required, and the spell is treated as if recast. It is possible to dispel an active spell through the use of appropriate spells.
Variable—a spell that can be learned and cast at several intensities. If there is a limit to the strength of a spell, that limit will be included in the spell description. An adventurer could learn a low intensity spell (Protection 1, for example) and later learn more powerful versions of the spell (Protection 2 or 3). An adventurer can know a powerful variable spell and cast a weaker version of that spell. Many battle magic spells are variable. A stackable divine magic spell is essentially variable as well, as are sorcery spells manipulated with the sorcerous Intensity skill.
Nonvariable—a spell that is learned and cast at only one level of intensity. A Befuddle spell is always learned and cast as a 2 intensity spell, for instance. Although base sorcery Low and High Magic spells are nonvariable, it is possible to manipulate their intensity with the sorcerous manipulation skill of Intensity. When manipulated by Intensity, sorcery spells essentially become Variable.
Stackable—a divine spell whose castings can be combined to create greater effects. All divine magic spells have an initial point cost. Sacrificing this cost in current POW yields one casting of the spell. It is likely that a priest will learn several castings of a spell. If a spell is stackable, then these several uses of the spell can be combined into a more powerful version of the spell.
Nonstackable—a divine spell whose castings cannot be combined with each other.
Reusable—a divine spell which can be regained through proper prayer once cast (see Divine Magic).
One-use—a divine spell which cannot be regained after it is cast. These spells are generally the most powerful divine spells. They cannot be learned by initiates, only acolytes, priests or rune lords.
Spell Casting
The chance to cast a spell depends on the form of magic used:
Battle Magic—chance to cast is the caster's POW x5.
Divine Magic—cast automatically, no roll required.
Sorcery—chance to cast is equal to the caster's skill in the particular spell being cast.
A failed battle magic or sorcery spell does not go off but costs the caster 1 MP. A critical or fumble with a sorcery spell has additional effects (see below and Sorcery). The use of the appropriate Ceremony skill (see Skills) can further enhance the casting of spell in exchange for additional time spent casting the spell.
Cost to Cast Spells Magic points (MP) represent the quantity of life force which an adventurer can use to cast spells that are powered internally, such as battle magic or sorcery. Divine magic, which draws upon an external source, does not normally cost magic points to cast. Instead, use of the spell is lost until the caster recovers it through prayer, or in some cases, the spell is lost permanently. Divine magicians use magic points to back spells (see below) or in certain rituals, such as worship ceremonies. One magic point is the smallest amount which can be used; there is no particular maximum, but a rested adventurer's MP are of the same number as his POW. A magic point which powers or backs a spell is used up, and additional or replacement magic points must be used to power or back other spells. As magic points are spent, the player should mark them off from his adventurer's magic point tally. When an adventurer's magic points reach zero, he will fall unconscious. Magic points can never be less than zero.
The cost to cast a spell depends on the form of magic used:
Battle Magic—a successfully cast battle magic spell costs a number of MP equal to its intensity. A failed battle magic spell does not go off, but costs the caster 1 MP. Divine Magic—normally there is no cost in MP to cast a
divine magic spell, though use of the spell is lost (if reusable, it may be regained through prayer).
Sorcery—a successfully cast sorcery spell costs 1 magic point plus one magic point per level of manipulation used on it. A critically cast sorcery spell costs only 1 magic point, a failed sorcery spell does not go off, but costs the caster 1 magic point, and a fumbled sorcery spell does not go off, but costs the caster the full number of magic points it would have cost if successfully cast. A fumbled High Magic sorcery spell may have other unfortunate side effects (see Sorcery).
Spell Casting Time
When a spell is cast in combat depends on the form of magic used:
Battle Magic and Sorcery—the caster's DEX SR plus the total number MP used to cast (and back) the spell in SR.
Divine Magic—the caster's DEX SR. Add the total number of MP used to back the spell (if any) in SR. Add 3 SR to the above times if the caster was surprised.
General Mechanics
The following rules apply to nearly all forms of magic:
Regaining Magic Points—magic points are automatically regained at a rate equal to the adventurer's POW every day, or 1/24th of the adventurer's current POW per hour. The magic points regained can never exceed the adventurer's POW, though an adventurer may by other means have an amount of magic points greater than his POW.
Overcoming Resistance—the spell caster's current magic points are used to overcome the resistance of spells cast at an unwilling target. A conscious target will always resist a spell unless that target voluntarily accepts the spell. To find out if a spell was successfully cast against a resisting target, compare the caster's MP just prior to the casting against the target's POW on the resistance table. If the target lacks POW but possesses MP (such as an undead), it resists with its MP instead.
Sleeping targets will resist, though unconscious ones will not. Inanimate objects do not resist unless they possess POW or MP.
Backing Spells—magic points may also be used to back spells for the purposes of penetrating defensive magic. Each magic point spent to back a spell adds one to the spell's intensity for the purposes of penetrating defensive magic only. Thus, a Befuddle spell (a 2 intensity spell) backed by 3 magic points is treated as 5 intensity spell for penetrating defensive magic.
Aborting a Spell—spirit-magic users and sorcerers can voluntarily halt the casting of a spell at any time prior to the SR the spell would go off on. No magic points are lost, although the action used to start the spell is wasted. A cast active spell can be voluntarily aborted by the caster dropping his or her concentration, or involuntarily aborted by loss of concentration. This requires no additional cost in actions or magic points.
Spell Stacking—if two similar spells are cast on the same target, only the intensity of the spell with the highest intensity counts towards the overall spell effect. For example, a character that for some reason has both Bladesharp 2 and Bladesharp 4 thrown on their sword will only benefit from the Bladesharp 4. A character with a Bladesharp 4 that has a sorcerous Damage Boosting 6 thrown on their sword will still add 20% to hit (from the Bladesharp), but do only 6 additional points of damage, not 10 (only from the Damage Boosting). The effects of the spells will not stack. The same holds true for characteristic enhancing spells that affect the same characteristic.
A few unusual spells can stack with similar spells. This is always explicitly mentioned in the spell description. The divine magic spell Shield is an example of this. It provides Protection and Countermagic that can stack with the battle magic versions of the spells (though not sorcery). There is no limit to the number of different spells that may be cast on a single target or object.
Protective Spells—a critical hit that ignores armor also ignores spells that provide physical protection, such as Protection or Shield. These spells try to ward damage, but do not always succeed.
Spells and Memory—battle magic spells require that a certain amount of points of INT be allotted to memorize them. Only by memorization can such spells be cast without aid. Once can have a maximum number of points (intensities) of battle magic spells memorized equal to one's INT. If more room is required (such as to learn a new battle magic spell), one or more old spells must be forgotten. This process takes one hour per point of spell to be forgotten (a portion of a variable spell can be forgotten), and the spells forgotten are permanently lost. Divine magic and sorcery spells do not require memorization.
Spell Qualifiers—some spells affect only a particular substance, species, sense characteristic or attribute. Such spell's descriptions include a qualifier in brackets. The qualifiers specify the particular substance, species, sense, characteristic or attribute that one version of spell will affect. They allow for a wide variety of spells to be discussed in relatively little space. Each of these spells is essentially a distinct spell. Detect Gold is a different spell from Detect Iron, but both spells work in the same manner. Both must be separately learned, and if sorcery spells, experience in each must be developed individually.
Substance Qualifiers—these indicate the natural substance that will be affected by the spell. Common substances include gold, silver, copper, sapphire, iron, coal, tin, emerald, fire, diamond, earth, air, wood, leather, stone, fire, cotton, brick, bronze, water, bone, glass, quartz and darkness. Of course many other substances exist, and they can be added if the gamemaster allows those spells into the campaign and the adventurers can find a teacher. Substances do not include living material.
Species Qualifiers—these indicate the particular species or group of animals or creatures that is affected by the spell. Common groupings include man, troll, elf, dog, horse, hawk, elemental, nymph, spirit, ghost, and demon.
Characteristic and Attribute qualifiers—these indicate the characteristic or attribute the spell works on. Characteristics include STR, CON, SIZ, INT, POW, DEX, or APP. Attributes might include HP, Damage Bonus, or Fatigue.
Sense qualifiers—these indicate the sense that the spell affects. Senses include sight, hearing, smell, touch, and taste, as well as nonhuman sense such as Darksense, Earthsense, etc.
BATTLE MAGIC
Battle magic is the most common form of magic in Glorantha, with similar battle magic spells used by divine magicians as cult magic and spirit magicians as spirit magic.
Learning Battle Magic
Spirit magic is taught by shaman (see Spirit Magic), and nearly any battle magic spell can be learned from a shaman. Cult magic is taught by cults, and only a few battle magic spells special to the religion are taught (see Divine Magic). The costs of learning battle magic spells are:
| Learning Battle Magic | Cost |
|---|---|
| 1 point | 100 L |
| 2 points | 200 L |
| 3 points | 400 L |
| 4 points | 800 L |
| 5 points | 1,600 L |
| 6 points | 3,200 L |
| 7 points | 6,400 L |
| 8 points | 12,800 L |
| etc. |
These costs have halved if for initiates learning their religions cult magic, or for members of a shaman's tribe. They are doubled for complete outsiders for cult magic or for complete strangers for spirit magic.
Note that most cults cannot teach cult magic beyond 2 points to those that are not initiates of the religion. Initiates can typically learn up to 4 point spells, more if the spell is a specialty of the cult, less if it is not. Acolytes, priests and Rune Lords of a cult have a deeper connection to their deity, and can learn more than initiates (see Divine Magic).
Procedure
To use battle magic, one calls upon the power of the spell. In melee, this takes one's DEX SR + 1 SR per MP of the spell. Each MP used to back the spell for the purposes of penetrating magical defenses adds 1 SR to the casting time. If the spell's caster lacks a focus (see below), double the casting time.
Chance to Cast
For a battle magic spell to be successfully cast requires a roll equal to or less than POW x5. If the roll succeeds, the spell is cast successfully and the caster loses the magic points spent to cast the spell. A failed roll results in the spell not being cast and the caster expending 1 magic point. A fumbled roll results in the spell not being cast and the caster losing all the magic points that would normally have been spent to cast the spell. If the spell's caster lacks a focus (see below), halve the chance of success. Note that outside of combat, spells are typically cast more slowly, using Ceremony (see Skills) to enhance the chance of casting the spell.
If players and gamemasters wish to deal with the added complication, an option is to allow characters to select commonly and uncommonly used spells. The chance to cast a commonly used spell is POW x6, the chance or cast a uncommonly used spell is POW x4. A character must declare one of the spells he or she knows to be uncommonly used for every spell he or she declares to be commonly used. The casting chance of spells not declared to be commonly or uncommonly used remains POW x5.
Range
The range of a Ranged battle magic spell is the caster's POW x5 in meters.
Duration
The duration of a battle magic spell is 5 minutes, unless it is an Instant spell, in which case it has no duration.
Foci
A focus is a carved rune or emblem of some sort that helps to trigger the release and formation of the magical energies that make battle magic spells work. They are typically carved on jewelry, wands, weapon blades, weapon hilts, sewn onto clothing, carried as fetishes or trinkets, or tattooed or scarred on the caster's skin. Creating a focus typically requires an hour of a Crafter's time. The Crafter must know the spell to create a focus for it. Shaman make foci for their students and members of their tribe.
Memorization Limits
As previously discussed, an adventurer may not know more total points (intensities) of battle magic than his or her INT. Note that although the player knows exactly how many points a battle magic spell is, adventurers do not. Adventurers should only have a rough idea of the size and power of the spell (1-2 points small, 3-4 points medium, 5-6 points large, 7 or more points very large).
Variety
A great variety of battle magic spells exist. The most common cult and spirit magic spells have hundreds of subtle variations, primarily in how they appear when cast, but also in how people learn and use them. The God Learners cataloged over 100 different versions of the basic Disruption spell, for example.
Under the description of each of the most common battle magic spells is a list of the most common names the spell goes by. Adventurers will generally think of two distinct versions of a spell with different names and visible effects as two different spells, even though they have identical game effects.
A farmer that learned Slay Pest (Disruption) from a local shaman and later became a Humakti mercenary might well consider learning the Humakt cult magic spell Wound (Disruption) as well. Some players and gamemasters may prefer to refer to spells by one of the common names instead of the primary name. Keeping both names on the character sheet is probably a good idea in such a case, perhaps with the primary name in parentheses, as above.
BATTLE MAGIC SPELLS
This section lists and describes in alphabetical order the common spells of battle magic. A subset of these spells are available to members of d i v i n e cults as cult magic. Associated cults teach each other their cult magic. The depth of a divine magician's involvement with his or her cult and god governs the size of the cult magic spells they can learn (see Divine Magic). All battle magic spells are available to spirit-magic users as spirit magic through the agency of a shaman (see Spirit Magic).
Battle Magic Spell List
| Spell Name | Intensity |
|---|---|
| Befuddle | 1 Points |
| Bladesharp | Variable |
| Bludgeon | Variable |
| Control <Spirit> | 1 Point |
| Coordination | Variable |
| Countermagic | Variable |
| Darkwall | 2 Points |
| Demoralize | 1 Points |
| Detect Enemies | 1 Point |
| Detect Magic | 1 Point |
| Detect <Species> | 1 Point |
| Detect <Substance> | 1 Point |
| Dispel Magic | Variable |
| Disruption | 1 Point |
| Dullblade | Variable |
| Endurance | Variable |
| Extinguish | Variable |
| Fanaticism | 1 Point |
| Farsee | Variable |
| Firearrow | 2 Points |
| Fireblade | 4 Points |
| Glamour | Variable |
| Glue | Variable |
| Heal | Variable |
| Ignite | 1 Point |
| Ironhand | Variable |
| Light | 1 Point |
| Lightwall | 4 Points |
| Mindspeech | Variable |
| Mobility | Variable |
| Multimissile | Variable |
| Peaceful Cut | 1 Point |
| Protection | Variable |
| Repair | Variable |
| Second Sight | 3 points |
| Shimmer | Variable |
| Silence | Variable |
| Slow | Variable |
| Speedart | 1 Point |
| Spirit Screen | Variable |
| Strength | Variable |
| Vigor | Variable |
| Visibility | 2 Points |
In the detailed spell descriptions that follow, each spell is presented in the following format:
SPELL NAME
Common Names
Variable/Intensity if Nonvariable
Casting Range, Spell Type
The spell description, including the area of effect, if any.
BEFUDDLE
Befuddle, Bemuse, Confuse, Muddle, Stun 2 Points Ranged, Passive
This spell confuses an opponent that succumbs to it. It will cause him or her to wonder such things as: Why am I here? Is that a friend? What is happening? Who are they? Which ones are my enemies? Why is everybody fighting? When this spell successfully overcomes the POW of its victim, he or she can take only defensive actions and cast only defensive spells. Depending on the Befuddled target's natural inclinations, he or she may freely choose to stay put, seek cover, cast concealing or protective spells, heal themselves if wounded, put their back to a wall, or run like hell. They can parry, dodge, or take other defensive actions in melee normally. They will always resist any spells cast on them. If attacked, their confusion is resolved, and beginning next melee round they will no longer act as confused (the guy that attacked me is my enemy, and once he is dead his obvious allies are my enemies). Thus, with some clever management, a Befuddled opponent might actually end up attacking his own party for as long as the spell remains in effect.
If the target of the spell succeeds in an INT x1 roll when first affected by the spell, he or she realizes that they have been Befuddled, and can attempt to dispel the Befuddle should they know an appropriate spell, or flee and give the spell a chance to wear off. If attacked, they can choose to attack back, but since they realize they are Befuddle, they may be more careful not to kill opponents in case they made the wrong decision.
BLADESHARP Bladesharp, Keenedge, Plowsharp, Runeblade, Sharpen, Swordsharp Variable Touch, Passive
This spell works on any cutting, stabbing, or hacking weapon. It increases the chance to hit by +5 percentiles and does one additional point of damage per point of spell applied. Each point of the spell therefore increases the chance to special by 1 percentile, and every four points of the spell increase the chance to critical by 1 percentile.
If a Dullblade is also cast on the weapon it will continue to have its increased chance to hit, but its additional damage will be reduced by the second spell. Note that the magical points occasionally do damage to magical creatures otherwise invulnerable to weapon damage. Lycanthropes, for instance, will not be hurt by a bronze weapon, but may be hurt by the magical bonus.
BLUDGEON Bludgeon, Bash, Drive Post, Hammeright, Pound, Smite Variable Touch, Passive
This spell works on any smashing or crushing weapon. It increases the chance to hit by +5 percentiles and does one additional point of damage per point of spell. Each point of the spell therefore increases the chance to special by 1 percentile, and every four points of the spell increase the chance to critical by 1 percentile. If a Dullblade is also cast on the weapon it will continue to have its increased chance to hit, but its increased damage will be reduced by the Dullblade. Note that the magical points occasionally may do damage to magical creatures otherwise invulnerable to weapon damage. Lycanthropes, for instance, will not be hurt by a bronze weapon, but may be hurt by the magical bonus.
CONTROL <SPIRIT> Control, Bind Spirit, Command, Spirit Binding 1 Point Ranged, Active (until the creature is instructed) then Passive
Each casting of this spell subjects a kind of spirit to the caster's will. A separate spell exists for each rune a spirit may be tied to. Thus there is Control Man Spirit, Control Plant Spirit, Control Darkness Spirit, Control Spell Spirit, and so forth. To use a Control spell the adventurer must first reduce the magic points of his target to zero (generally through spirit combat) then cast the Control spell at it, or cast it on a spirit trapped in a binding enchantment, which resists such spells as if it had zero magic points. If the adventurer overcomes the spirit's zero magic points with his own magic points the spirit must obey all commands issued by the adventurer. These commands must be given, acted upon, and completed, before the end of the spell's duration. Thus, spirit magicians use their Control spells primarily to force spirits into binding enchantments, or to command a spirit bound in a binding enchantment to perform a set of actions (and return if the enchantment did not have to be broken to release the spirit).
To instruct a Controlled creature the adventurer must form a mental image of the actions that he wishes the creature to perform. Commanding a creature takes one melee action, and the creature will not act before the next melee round. The controlled creature is in a special form of telepathic communication with the adventurer. This mental communication is limited to line-of-sight. An adventurer can also use a Control spell to force a spirit to give him or her information, such as the creature's name or a piece of knowledge it knows.
COORDINATION Coordination, Adroitness, Agility, Balance, Dance, Dexterity Variable Touch, Passive
This spell increases the target's DEX. The target must possess the DEX characteristic in order for this spell to work. Each point of spell increases DEX by 2 points, thereby increasing skills, DEX rolls, and possibly increasing MV score or lowering the number of the DEX strike rank. Each point of the spell therefore adds 2 percentiles to all Agility, Magic, and Manipulation skills. DEX SR and MV may have to be re-figured as well. A creature's DEX may never be increased by this spell to be greater than twice its current, unadjusted DEX.
COUNTERMAGIC Countermagic, Spellguard, Spellward, Spellshield Variable Ranged, Passive
This defensive spell will attempt to protect against any other incoming spell including detection, protection, and even Healing spells. Cast on armor or weapons, the Countermagic will protect spells that were previously cast on the object from being dispelled. Countermagic will not defend against previously enspelled things, such as a sword with a Bladesharp spell on it, or spirits. If the oncoming spell is two or more points weaker than the Countermagic then it is eliminated and the Countermagic remains. If the incoming spell is equal to or within one point (either more or less) of the Countermagic, both disappear. If the attacking spell is two or more points stronger than the Countermagic it eliminates the Countermagic. If it then overcomes the resistance of the target, it takes full effect upon its target.
DARKWALL Darkwall, Darkness, Night's Cloak, Shade, Shadow, Troll Door 2 Points Ranged, Passive (Active to move wall)
This spell can create a wall of darkness 10 m square in area and 10 cm thick. The Darkwall can be moved by the caster at a rate of 1 meter per strike rank, though this requires using an additional action in combat. Light sources within the darkness give no light nor can any sighted being see through. Other senses, such as sonar, are unaffected by this wall. A Darkwall can be moved or shaped into the height or width desired, so long as the total area is 10 m square, and the thickness is always 10 cm.
DEMORALIZE Demoralize, Evil Eye, Fear, Frighten, Hex, Panic, Rout 2 Points Ranged, Passive
A victim of this spell loses faith in the ability of himself and his party to win a fight, succeed in their quest, and so on. He can still defend himself fully but can attack only at half normal percentage. He • casts only defensive and heal spells. If the spell takes effect before combat is started, then the victim will try not to attack. Faced with superior odds he will probably run or surrender. The victim's POW must have been overcome by the caster's MP for the spell to take effect. A Fanaticism spell cancels a Demoralize, and vice versa.
An adventurer can attempt to realize that he is under the effects of a Demoralize spell, but his player must roll percentile dice and obtain a result equal to or less than the adventurer's INT x1. If the adventurer realizes his condition, then he may cast Fanaticism or Dispel Magic to counter the Demoralize. The spell's effects still hold until the spell is countered. A player may roll for his adventurer's realization only once, when the Demoralize first takes effect.
DETECT <ENEMIES, MAGIC, SPECIES, SUBSTANCE> Detect, Dowse, Find, Seek, Sense 1 Point Ranged, Active
The adventurer must have some sort of focus (a wand, knife, sword, skull, feather token, compass, etc. ) that can guide him toward the target of the spell. The focus will first point to, and then guide the adventurer to the closest target of the spell within range. If the spell is still in effect, it will then point to and guide him to the next closest target, and then the third closest, and so on for the duration of the spell. The spell will not guide the caster to a target touching him of her. If the target of the spell is a living being, the caster of the spell does not have to overcome the magic points of a potential target to find him. The sensing effect is stopped by one or more meters of dense substance such as stone, metal, or earth. The spell is also blocked by Countermagic or other similar magical defenses. If this occurs the caster will sense that there is a target protected by Countermagic within range, but be unable to place the location of the target. The spell can be backed (to penetrate Countermagic) only when it is first cast,
not subsequently.
Detect Enemies leads one to the closest
person within range who knowingly intends to harm the caster. Detect Magic leads one to the nearest magical object, enchantment, active spell, or undead in range.
Detect <Species> guides the caster to the nearest living creature of the target species. An example might be Detect Bison.
Detect <Substance> guides the caster to the nearest supply of the target substance. An example might be Detect Gold.
DISPEL MAGIC Dispel Magic, Dispel, Hexbreaker, Remove Curse Variable Ranged, Instant
This spell eliminates magic. One point of this spell will remove one magic point of spirit magic or sorcery spells; two points will remove one point of divine magic spells. With sorcery spells, only the Intensity of the spell must be eliminated to destroy the spell. Thus to Dispel a Befuddle spell would require 2 points of Dispel, to dispel a 1-point Truesword (a Divine spell) requires 2 points, and to dispel a Boost Damage 4 with Range 2 and Duration 2 would require 4 points. You cannot Dispel part of a spell. When cast against a target without specifying any specific effect or target, the Dispel will always first destroy defensive spells, beginning with the most powerful spell that it can affect. However, it may be cast against a specific spell if the caster can discern a specific spell.
DISRUPTION Disruption, Eurmal's Kiss, Get Cow's Attention, Harm, Kill Rat, Shatter, Slay Pest, Wound 1 Point Ranged, Instant
This spell damages the target's body. If the target's POW is overcome, the target takes 1D3 damage to a random hit location. This damage is not absorbed by armor. The spell can affect inanimate objects as well.
DULLBLADE Dullblade, Hex Blade, Sword Curse, Padding Variable Ranged, Passive
Despite the spell's name, this spell reduces the damage done by any melee weapon or projectile, sharp or blunt. To work properly it must be cast on the weapon, and will then reduce damage by 1 point per point of Dullblade. It is often used by warriors to allow them to practice and spar safely. This spell has no effect on natural weapons (Brawl, etc).
ENDURANCE Endurance, Restore Wind, Second Wind, Stamina Variable Touch, Transient
Every point of this spell restores one level of short term fatigue loss, such as that lost in combat. For example, a Weary adventurer that is hit by an Endurance 2 spell goes back to Normal fatigue. The spell has no effect on long term fatigue, such as that caused by travel or wearing armor for long periods of time. Its transient nature means that the spell will automatically go into effect if target loses fatigue at any point in its duration. A Tired adventurer that has an Endurance 3 spell cast on him is restored to Normal fatigue, and the spell is reduced to an Endurance 2. The adventurer can suffer the loss of two more fatigue levels for the remainder of the spell duration without ill effect.
EXTINGUISH Extinguish, Douse, Quench Variable Ranged, Instant
This spell puts out fires and flames and cools hot materials to the ambient temperature. One point of Extinguish will put out a candle, torch, or lantern; 2 points will put out a small campfire; 3 points will eliminate a bonfire, etc.
FANATICISM Fanaticism, Bull's Head, Enrage, Fury, Goad 1 Point Ranged, Passive
When cast upon a being with normal INT this spell will increase his chance to hit in melee by half again his skill percentage. Thus, a 33 swordsman becomes a 50 swordsman under the spell of Fanaticism. The fanatic may not parry or cast magic other than attack spells (Disruption, Boost Damage, Mindblast, etc. ). The spell halves the target's Dodge. This spell will only affect a character's chance to attack and dodge in melee combat. A character using a ranged weapon retains normal attack and dodge skill percentages, although he or she may still not parry or cast magic other than attack spells.
A successful Demoralize spell cancels the effects of a Fanaticism spell, leaving the target with normal morale. If the target does not wish the spell to be cast upon them the caster must overcome their POW with his or her MP.
FARSEE Parsec, Godseye, Hawk's Eye, Farview, Longsee, Longview Variable Ranged, Passive
Each point of this spell halves the apparent distance as seen by the caster to the rest of the universe. The effect includes foreshortening of the field of vision, exactly as if a telephoto lens was being used. If a particular target is specified, then the spell magnifies only the target, and the viewer's Search ability with respect to that target is increased by 5 percentiles for each magic point spent powering the spell.
FIREARROW Firearrow, Flamearrow 2 Points Touch, Transient
This spell creates a missile of fire which does 3D6 damage if it hits. It must be cast on an ordinary arrow, rock, or dart which bursts into fire and is consumed as the missile leaves the hand of the caster. Armor will help protect a target. A Firearrow will ignite flammable material. This damage cannot be resisted (i. e. magic points vs. POW) because it is actually physical damage from the heat of the fire. This spell is incompatible with Multimissile and Speedart.
A Firearrowed weapon that gets a special hit will do 3D6 plus normal rolled weapon damage, one that gets a critical hit will do 3D6 plus normal rolled weapon damage, ignoring all armor or picking the location struck, as always. The transient nature of this spell means that it can be cast onto a missile and the spell will work once only if the missile is used any time within the spell's duration.
FIREBLADE Fireblade, Flameblade, Firesword 4 Points Touch, Passive
Cast on any edged weapon or spear, this spell delivers 3D6 damage when it strikes. This replaces any normal damage done by the weapon. The wielder of the weapon still adds his damage bonus when he or she strikes. The weapon is unharmed by this magical fire. The spell is incompatible with Bladesharp. A Firebladed weapon that gets a special hit will do 3D6 plus normal rolled weapon damage, one that gets a critical hit will do 3D6 plus normal rolled weapon damage, ignoring all armor or picking the location struck, as always.
GLAMOUR Glamour, Bedazzle, Charm, Disguise, Seduce Variable Touch, Passive
Each point of spell adds 2 APP points to the target for its duration. This increases all of the target's Communication skills by 2 percentiles per point of spell. The target must possess APP for it to be affected. The appearance of the target does not alter, but the quality of appearance increases so that soon the perceiver simply is not reminded of the similarities to the person of whom he otherwise might be reminded. Characters will be recognizable as themselves only when within half of their previous total APP. For example, Urrgh the Ugly, APP 4, will be unrecognizable after raising his APP to 8 by applying 2 points of the spell, Arlia, APP 15, still will be recognizable after increasing her APP to 21 by applying 3 points of the spell. A creature's APP may never be increased by this spell to be greater than twice its current, unadjusted APP.
GLUE Glue, Clamp, Fasten, Hold, Make Fast Variable Touch, Passive
For each point of this spell the caster gets the equivalent of a 10 cm-square patch of glue to distribute in any shape desired. The STR of the glue equals the intensity of the spell multiplied by 10. Glue may be resisted by using adventurer STR on the resistance table. If adventurer STR over comes the STR of the Glue spell, then the spell is broken and the patch is no longer sticky. Glue will never stick to any living tissue or living vegetable material.
HEAL Heal, Chalana's Touch, Cure Wounds, Healing, Major Healing (6 points and above), Minor Healing, Treat Wounds Variable Touch, Instant
This spell repairs damage done to a hit location. For creatures of the caster's species, Heal replaces 1 hit point for each point of Heal spell used. The part of the body being healed must be touched. The effect is immediate. Creatures of species other than the caster's cost 2 points of Healing per hit point healed.
A Heal 6 (or greater) spell can instead be used to re-attach a severed limb if cast within 10 melee rounds of the severance. The caster must also succeed in a First Aid skill roll. This does not heal any damage, simply re-attaches the severed limb, which will require further healing. A Heal 8 (or greater) spell can instead be used to heal 1 point of general hit point damage (such as damage from poison), once the target's location are healed.
IGNITE Ignite, Firestarter, Flame, Spark 1 Point Ranged, Instant
This spell will ignite anything normally burnable. It creates a small fire. Thus Ignite can set fire to a torch, a cloak, a house, or a backpack. Skin cannot be Ignited. If the item ignited is touching a being (clothes, hair or fur), the being's magic points then must be overcome on the resistance table.
IRONHAND Ironhand, Bronzehand, Ironbeak, Ironclaw, Ironfist, Ironhoof, Toothsharp, Godsday Punch Variable Touch, Passive
This spell adds damage and increases the chance to hit with any natural weapon. Each point of the spell adds 1 point of damage if contact is made and +5 percentiles to the chance to hit. Each point of the spell therefore increases the chance to special by 1 percentile, and every four points of the spell increase the chance to critical by 1 percentile.
Note that the magical points occasionally may do damage to magical creatures otherwise invulnerable to natural weapon damage. Lycanthropes, for instance, will not be hurt by a fist, but may be hurt by the magical bonus.
LIGHT Light, Effulgence, Glow 1 Point Ranged, Passive
This spell must be cast on some physical thing. A coin, wand, fingertip, or wall will do. It will then light everything within a 10 meter radius from that point with a radiance good enough to read by, though not as full as daylight. This spell is not affected by Extinguish.
LIGHTWALL Lightwall, Dazzle, Heaven's Face, Wall of Light 4 Points Ranged, Passive (Active to move wall)
This spell creates a immaterial wall of light which is 10 meters square by 10 centimeters thick. The wall presents a bright glare on one side which is visually impenetrable, while from the other side it can be seen through. Other senses, such as hearing, are unaffected. Further, the glow illuminates 10 meters on all sides like a Light spell. It may be moved by the caster at a rate of one meter per strike rank, and it can be specified to take any form, provided it is always 10 centimeters thick and contiguous.
MINDSPEECH Mindspeech, Farhear, Mindwords, Telepathy, Whisper Variable Ranged, Passive
This spell allows mind-to-mind communication, like mental telepathy. Each point of the spell allows one more person to be in contact with the caster. It will transmit only the thoughts intended for transmission by the caster. The thoughts to be transmitted must be sub-vocalized (whispered) and the listeners will hear the message in their minds in the language sent. Knowledge of spells and magic points cannot be transmitted.
Mindspeech does not create an open link between the spell caster's communicants. If A casts the spell on B and C, then B and C are not in contact.
MOBILITY PROTECTION Mobility, Fleetfoot, Mastakos' Feet, Speed Variable Ranged, Passive
Each point of the spell adds 1 meter to the target's MV score. If the target actually uses the extra movement, subtract 5% per point of Mobility used from their next Fatigue Roll.
MULTIMISSILE Multimissile, Arrowswarm, Twoshot, Threeshot, Volley Variable Touch, Transient
Each point of the spell cast upon an arrow, rock, throwing knife, javelin, or throwing axe or crossbow quarrel creates a magical missile the instant that the original is fired. The magical missile does the same damage as the original. Each of the missile attacks is rolled separately. The first roll is for the original, which is the only one that can special or critical normally. The magical missiles do only normal damage on a special hit, and do normal damage ignoring armor or normal damage to a location of the attacker's choice on a critical hit. This spell is incompatible with Speedart and Firearrow. Larger missile weapons require several points of this spell to create a single missile. An arbalest, for instance, requires 2 points of spell per missile. As a rule of thumb, each 2D6 or fraction of weapon damage requires 1 point of spell. The transient nature of this spell means that it can be cast onto a missile and the spell will work once only if the missile is used any time within the spell's duration.
PEACEFUL CUT Peaceful Cut, Hunter's Prayer, Thanksgiving 1 Point Touch, Instant
This is a simple spell which hunters and herders perform to ensure that the soul of the slain beast returns to it mother, to be reborn properly. It includes a short prayer and a ritual of thanksgiving. The spell is performed in conjunction with the skills of Ceremony and Craft/Butchery. After casting the spell, the user says the prayer, and attempts to roll under his Craft/Butchery skill (Ceremony is complementary). Success means the spell and ritual worked.
Protection, Armor, fur stiff, Protect, Ward Damage Variable Ranged, Passive
Each point of this spell adds a point of armor protection to the whole body or object. It acts in every way like normal armor (i. e. a critical hit can bypass it).
REPAIR Repair, Fix, Restore Variable Touch, Instant
This spell repairs broken objects. All the pans must be present. Thus a sword can be fixed, shields renewed, and armor repaired. Each point of the spell fixes 1D10 points of damage. The object repaired shows a scar, and permanently loses 1 armor point. If used to Repair magic items, the spell does not restore any broken enchantments or released spirits.
If an appropriate Craft skill roll is made before casting Repair, the item will shows no visible scar and lose no armor points. This will take a variable amount of time and possibly require access to a proper set of tools, depending on the item to be repaired.
SECOND SIGHT Second Sight, Magic Sight, Magic Vision, Sight, Witchsight 3 Points Ranged, Passive
This spell allows a person to view the POW aura of living beings and to gauge its relative strength. This spell does not normally allow the user to view the spirit plane or an unmanifested spirit. Some shamans naturally have this ability and do not need to cast a spell or expend magic points to use it. The aura of all living beings within the spell's range will glow only to the caster. If there are a large number of living beings within range it will be difficult for the caster to determine the POW of each. Undead things do not glow this way, for they have no characteristic POW. The POW of enchanted items is also visible to users of this spell, though the magic points in spells are not.
The gamemaster should tell the player whether the POWs of the viewed creatures are much less than the POW of the user, within 5 points of it, or much greater than the user's POW. An adventurer can use the Second Sight spell to target spells and blows against enemies in the dark, as long as they possess POW.
He will not be able to parry or dodge any blows received from that enemy. Any heavy opaque surface, such as armor, heavy cloth, a thick woolen blanket, a wooden wall, etc. will block Second Sight. The skill of Spirit Sense, known primarily to shaman and spirits can function with Second Sight to detect unmanifested spirits (see Spirit Sense).
SHIMMER Shimmer, Blur, Cloud, Evade Variable Ranged, Passive
This spell blurs and distorts the target's visual image making it easier for them to evade a foe's attacks. Each point adds 10 percentiles to the target's Dodge skill and 5 percentiles to the target's parry skills.
SILENCE Silence, Hush, Sneak, Stalk Variable Touch, Passive
Each point of this spell will add 15 percentiles to the Sneak skill of a person attempting to keep down his noise, and will muffle incidental noises (the brush of pants, soft footsteps, etc. ) made by the target. It will not stop someone from chanting a spell, issuing commands, clumsily stepping on a large twig causing a loud snap, knocking over a vase and having it shatter, or similar loud or sharp sounds caused by fumbled Sneak rolls.
SLOW Slow, Hinder, Hobble, Immobilize, Paralyze Variable Ranged, Passive
This spell slows down an enemy by subtract 1 point of MV per point of spell. It may reduce the MV of a creature to 0, in which case they must stay in place although they can still change facing. Once the spell wears off or is dispelled, they may resume moving normally. The target's POW must be overcome by the caster's MP for the spell to take effect.
SPEEDART Speedart, Arrowboost Touch, Transient
This spell adds 15 percentiles to the attack chance and 3 points of damage to any missile or thrown weapon. The transient nature of this spell means that it can be cast onto a missile and the spell will work once if the missile is used any time within the spell's duration.
SPIRIT SCREEN VISIBILITY Spirit Screen, Ghost Shield, Spirit Shield Variable Ranged, Passive
This spell acts as spiritual armor to protect someone from attack by spirits. Each point of the spell adds 2 points to the target's MP or other relevant characteristic for defense against all types of spirit combat. It does not actually alter the characteristic being attacked, but merely bolsters it against the effects of spirits. Use the target's current characteristic value for all purposes other than spirit combat. The target will remain so protected for the spell's duration.
STRENGTH Strength, Lift Cart, Swell Thews Variable Touch, Passive
Each casting of this spell adds 3 points of STR to the target for the spell's duration. The target must already possess the STR characteristic in order for the spell to work. This spell will affect characteristic rolls, skill modifiers, and damage bonus for the duration of the spell. Each point of the spell therefore adds 3 percentiles to all Agility skills and 1. 5 percentiles to all Manipulation skills. Damage bonus may need to be re-figured as well. A creature's STR may never be increased by the spell to be greater than twice its current, unadjusted STR.
VIGOR Vigor, Alertness, Health Variable Touch, Passive
Each casting of this spell adds 2 points to the CON of the target. The target must already possess CON in order for the spell to work. These extra points will increase skill modifiers, characteristic rolls and normal hit points for the duration of the spell. Each point of the spell therefore adds 2 percentiles to all Perception skills and 1/2 point to hit points. Hit points per location will probably have to be re-figured. A creature's current CON may never be increased by the spell to be greater than twice its current, unadjusted CON. When the spell wears off or is dispelled, any damage taken remains—a heavily damaged adventurer may well fall unconscious die unless he or she is healed before the spell wears off.
Visibility, Manifest 2 Points Ranged, Passive This special spell transfers a spirit from the spirit plane to the mundane plane, allowing it to manifest. A manifested spirit typically has a translucent form, the appearance of which will be the shape which the invisible being had while alive, if any. The spell can be cast only on spirits or discorporate shaman. A creature with this spell on it may cast spells or otherwise interact with the mundane plane, and is subject to spells. Weapons will not affect such creatures whether or not they have magic cast upon them. Some spirits possess this as a natural ability which does not cost magic points. This spell is not subject to the normal Dispel, Neutralize, or Dismiss rules. To send a Visible spirit back to the spirit plane requires that the magician Dispel, Neutralize, or Dismiss that number of magic points equal to the current POW of the spirit.
Divine magic is a form of magic wielded by worshippers of a deity or principle. Divine magicians wield their god's powers through the use of cult magic spells and divine magic spells. Cult magic spells are a form of battle magic sacred to the god. Divine magic spells are very powerful and offer the quickest and most reliable results of any form of magic, but can only be renewed in special places or at special times, and cost the sacrifice of permanent power to learn. An adventurer must be at least an initiate of a cult to gain divine spells. Priests devote themselves to the worship of a god and the use of that god's magic.
DIVINE MAGIC (THEISTIC)
WHO USES DIVINE MAGIC?
Divine magic is used by those that worship gods. In Glorantha, divine magic is used by the theists. Glorantha is a world that is rich in magic and deities, and there are many deities that are actively worshiped. The worship of deities is organized into cults or religions, and closely associated groups of deities form pantheons, whose cults are associated.
Divine magic is commonly used wherever gods are worshipped, which in Glorantha includes central Genertela, parts of eastern and western Genertela, the Central Seas, and much of Pamaltela. In central Genertela, divine magic is the most common form of magic, and several great pantheons vie for dominance.
Divine magic is more powerful than spirit magic, as it calls upon the power of a god, not just the power of its user, and it has a correspondingly greater effect on the societies in which it is common. Priestesses use fertility spells to enhance the growth of crops. Priests use truth spells at important trials and oath swearings and to interrogate prisoners. There are Wardings around markets, shops and important buildings. Divination can convey the god's wishes to priest. Divine magic can even bring the dead back to life. Among the theists of Genertela, the use of divine fertility magic is essential for the survival of agricultural communities, as the death of Genert has left the continent with but a fraction of its former fertility. Although divine magic is rarely used without a good reason, when it is needed, it can be put to use with great effect.
LEARNING DIVINE MAGIC
The simplest aspects of divine magic, cult spells, can be studied by any of a god's worshippers. Its more powerful magics, divine spells, may only be learned by the initiates, acolytes, priests or Rune Lords of a cult. The gods of Glorantha are limited by the Great Compromise as to how far they can extend their influence into the world of mortals, but even so the spells and powers they grant their worshippers are one of the most powerful forms of magic in the world. The first step in learning the magic of the cults is becoming a lay member.
LAY MEMBERS
The simple worshippers of a deity are called lay members. They attend regular ceremonies and say prayers. They are excluded from certain parts of the worship service, and are not taught the inner secrets of the religion. Lay members are casual worshippers who generally belong in a more serious fashion to other religions or cults, or are children, and include anyone planning to become an initiate. Lay members may learn cult magic, a form of battle magic, and may study cult skills in preparation for becoming an initiate of the cult.
There are few requirements to become a lay member of a religion. A basic understanding of the cult's tenants and a small gift or donation (typically worth 1 to 10 L) is generally all that is required to join a cult as a lay member. Many become lay members of a locally important cult only for the duration of one of the cult's festivals or High Holy Day celebrations, in which case a less valuable gift is excepted, or the requirement for a gift is waived. The harvest festivals of the earth goddess, where many outsiders participate as lay members, are an example of this. Members of associated cults (closely related friendly religions) that are of initiate or higher status in the associated cult are automatically considered to be lay members of the cult, without any need to make a gift or donation. Lay members are expected to attend the cult's yearly High Holy Day ceremonies and give a small gift to the cult at that time. They are also expected to attend some or all of the seasonal Holy Day ceremonies.
INITIATES
To join the inner membership of a religion, a lay member must make a commitment to the religion. The commitment usually involves substantial investment of time, effort, power, money, and emotion. The religion must agree to accept this commitment, and frequently accepts the lay member as an initiate only after he or she passes one or more tests. In return the new initiate enters into the inner secrets of a religion, learning many secrets of the deity, and receives special protections and guarantees from the religion or cult. An initiate has established a special link with his or her deity, which allows them to contact the god through prayer, learn the divine magic of the god, and have a chance to gain the deity's attention in time of need by means of divine intervention. In theistic communities, it is a traditional sign of adulthood to become an initiate of the appropriate religion or cult, an eagerly sought for and anticipated position.
Requirements for Initiation
A candidate for initiation must pass a rigorous test, the object of which is to discover the candidate's suitability, sincerity, knowledge, reputation, and personality. Tests for initiation are generally held at the cult's Holy Days and on the cult's High Holy Day, with a celebration afterwards, such as a feast, to honor any new initiates.
An initiation test can abstracted as follows. The prospective initiate must donate a gift worth at least 50 L to the temple; understand the requirements and obligations of an initiate; and prove knowledge of the cult's specialty skills. Traditionally, five cult skills are tested, one of which selected by the examining priests, typically <Cult> Lore or Ceremony, the other four selected by the prospective initiate from among the cult skills special to the religion (see the Religions section). A hard skill counts as two of the five skills to be tested, and two easy skills count as but one of the five skills to be tested. The player of the applicant must roll D100 for each skill tested. In order that the applicant convince the examiners of his worthiness, his player must succeed at three of those five skill rolls. A particularly handsome gift, diligent performance of duties for the cult as a lay member, or an applicant whose parents that were initiates or priests and is known to the temple can all give a bonus to the skill rolls for the purpose of convincing the examiners. Failure to convince the examiners means that the applicant is not accepted as an initiate, but may try again after a year has passed.
If the prospective initiate is accepted, the initiation ritual is sealed when the prospective initiate sacrifices 1 point of POW to the deity in an initiation ritual performed by a priest, thereby establishing a holy link from the initiate to the deity through which later sacrifices flow. Such sacrifices are magic points and current POW. This link allows the initiate to manipulate a fraction of the god's powers into divine magic spells. If an initiate commits great sacrilege against the god, an excommunication ritual will sever this holy link. Unless otherwise stated (see Religions), a cult will not accept a shaman (that is, an adventurer that has awakened a fetch) or a sorcerer (that is, a sorcery using adventurer that has undergone an apprenticeship) as an initiate. It is possible for an adventurer to become an initiate of more than one religion. He must pass the appropriate tests for each cult, and sacrifice 1 point of POW to the deity of
each cult he or she joins. This always entails that the religions be compatible. Members of associated cults frequently become initiates of more than one cult.
Duties of Initiates
Initiates must tithe a tenth of their yearly income and a tenth of their free time to the temple. In game terms, they are expected to spend devote one day every other week to cult duties. Donating one day a week to cult duties is considered a sign of devotion. Tithes are used for maintenance, food, salaries, sacrifices, paraphernalia, and so on. An initiate of more than one religion must tithe to all of his cults and perform duties properly and completely for all of them.
Initiates must protect their deity and its reputation. This amounts to verbal, physical, and magical defense of the religion. This obligation is open to individual interpretation, and varies by religion. Unless otherwise stated, initiates of a religion may never become shamans or sorcerers. Initiates are expected to attend the yearly High Holy Day ceremony and seasonal Holy Day Ceremonies, and to attend most of the weekly worship services
Benefits of Initiation
Initiates, with their deeper links to the god, can learn more powerful version of cult magic than can lay member They may purchase cult magic and training in cult skills at half the normal price.
Initiates can learn reusable divine magic spells, though not one-use divine spells. Learning divine magic requires sacrificing a point of permanent POW per point of spell learned, and paying for the time of the priest that teaches the initiate the spell, typically 16 L per day it takes to learn the spell. It takes one day per point of spell to learn a divine magic spell, and one week per point of spell to learn a ritual divine magic spell. An initiate can recover some of the divine spells her or she has used in the course of a year during the yearly High Holy Day ceremonies.
Initiates may pray to their god through the special link they have established. Prayer passes information from the initiate to the god. Prayer can also be used to call for a blessing or a curse, as per the Spirit Magic Bless or Curse spells, though an initiate need not know the spirit magic spells (see Spirit Magic for details). Some gods may only respond to calls for blessings, others only to calls for curses. The effects of the blessing or curse, if any, are typically limited to the god's domain. Some gods have specific curses, which can only be invoked in certain circumstances, or by members of a certain rank. The Flint Slingers of Orlanth are an example of such a curse.
Initiates may attempt divine intervention. This special appeal or prayer of desperation to the deity of the religion is useful only in the most serious conditions. Typically it is made as an adventurer dies, to prevent his or her death or resurrect him or her. It is also useful for escaping the scene of sure disaster, or calling upon the god's aid in a desperate situation.
ACOLYTES
Sincere worshippers may become acolytes (also known as associate priests). They have some of the privileges and responsibilities of priesthood, but not all, and do not lead a congregation. Retired priests may be freed from many of their responsibilities by requesting demotion to acolyte status. Acolytes are often the only holy folk to tend shrines. They are supervised by priests.
Requirements for Acolytes
To become an acolyte, a vacancy for an acolyte must exist within the initiates temple. Vacancies for acolytes are more common than for priests, and some religions do not restrict the numbers of their acolytes. If the gamemaster wishes to abstract this, a vacancy is available if the prospective acolyte succeeds in a POW x5 roll (made once a year). If a vacancy exists, the initiate must pass a test of their worthiness for the status.
Tests for acolytes are typically held on the yearly High Holy Day of a cult, and also on seasonal Holy Days in the case of some large religions. The test may be abstracted as follows. The prospective acolyte must have been an initiate in good standing for at least two years, must have at least 10 unused points of his or her cults reusable divine magic, must know four cult skills at 50% or higher, must donate a gift worth at least 1000 L to the cult, and must convince the examiners of his or her dedication to the cult and its goals. If he or she meets these conditions, and succeeds in roll under his or her POW x3 in a Test of Holiness, the applicant is accepted as an acolyte. If the Test of Holiness roll was under the new acolytes POW x1, he or she will be sent an allied spirit by the god (see below). If the roll fails, he or she may not apply again for a full year.
Acolytes may be initiates, acolytes, priests or Rune Lords of closely-associated gods, and may not be sorcerers or shaman, unless stated otherwise.
Duties of Acolytes
Acolytes must spend at least 20% of their time working for the cult, and must donate 50% of their income to the cult. In game terms, they are expected to devote at least one day a week to cult duties. Acolytes may not become sorcerers or shaman, unless stated otherwise. Acolytes are expected to attend all of the yearly High Holy Day ceremony, seasonal Holy Day Ceremonies and weekly worship services. They may be called upon to lead
worship when no priest is present, assist priests in services, teach cult magic, perform divinations, or perform other cult rituals. Acolytes may not ordain new initiates into the faith, collect tithes, or perform functions restricted to priests.
Benefits of Acolytes
Acolytes, with their deeper links to the god, can learn more powerful version of cult magic than can initiates. A new acolyte is taught a cult magic spell of his or her choice. An acolyte can purchase cult spells and cult skill training at half price.
Acolytes can learn both reusable and one-use divine magic. This still requires the intervention of a priest, and the acolyte must pay 16 L per day it takes to learn the spell to cover the costs of priest, as well as sacrifice 1 point of POW per point of spell.
Acolytes can regain a point of cast reusable divine magic by spending a day (10 hours) in prayer. They can also regain spells at High Holy Day ceremonies. Acolytes may pray and attempt divine intervention.
PRIESTS
A priest is the god's spiritual representative in the mundane world. Priests lead congregations. A priest is an essentially an acolyte with a congregation. Priests spend most of their time performing duties for the deity, temple, and congregation. Priests are also commonly known as Rune Priests.
Requirements for Priests
To become a priest a vacancy for a priest must exist within the initiates temple. If the gamemaster wishes to abstract this, a vacancy is available if the prospective priest succeeds in a POW x3 roll (made once a year). If a vacancy exists, the initiate must pass a series of tests.
Tests for priests are typically held on the yearly High Holy Day of a cult. The test may be abstracted as follows. The prospective priest must have been an initiate in good standing for at least two years, must have at least 10 unused points of his or her cults reusable divine magic, must know Ceremony, <Cult> Lore and two other cult skills at 50% or higher, and must convince the examiners of his or her dedication to the cult and its goals. If he or she meets these conditions, and succeeds in roll under his or her POW x3 in a Test of Holiness, the applicant is accepted as a priest. If the Test of Holiness roll was under the new priests POW x1, he or she will be sent an allied spirit by the god (see below). If the roll fails, he or she may not apply again for a full year.
An acolyte may become a priest if a vacancy for a priest opens within the temple, which can be abstracted as a POW x3 roll (made once a year). If the acolyte otherwise fulfills the criteria for a priest, he or she is accepted on a roll of 01-95 on percentile dice. If the roll fails, he or she may not apply again for a full year.
Priests may be initiates or acolytes of closely-associated gods, but not Rune Lords or priests of another god. They may not be Rune Lords, sorcerers or shaman, unless stated otherwise.
Duties of Priests
Since priests live to serve their temple and their god, they must give 90% of all personal income to the temple. Similarly, they must spend 90% of their time at the temple, or on temple business. In game terms, being a priest is a full time job, and a priest must spend five days a week engaged in cult duties (one of those five days may be spent practicing a cult skill). Their duties include leading worship ceremonies, performing the sacred rituals of the cult, teaching cult and divine magic, performing divinations, collecting tithes and ordaining new initiates into the faith. Priests may not become Rune Lords, sorcerers, shaman, or Rune Lords or priests of another cult, unless stated otherwise. Priests must always work for their deity, and strive to uphold those principles important to the deity. This is of particular importance during adverse times.
Benefits of Priests
Priests, with their deeper links to the god, can learn more powerful version of cult magic than can initiates. A new priest is taught a cult magic spell of his or her choice, and receives another cult magic spell of his or her choice each subsequent year. A priest can learn additional cult spells at half price, and can receive training in cult skills for free in his or her spare time.
Priests can learn both reusable and one-use divine magic simply by spending the appropriate length of time and sacrificing 1 point of POW per point of spell. Priests can regain a point of cast reusable divine magic by spending a day (10 hours) in prayer. They can also regain spells at High Holy Day ceremonies.
A priest leads his or her congregation in worship, for which he or she receives a free point of divine magic at the end of each year, during the Sacred Time ceremonies. A priest's station give him or her the support of his or her community and great social status.
A priest may become a chief priest, high priest or even an arch-priest as he or she progresses in the ranks of the cult and as vacancies allow. These are administrative and social positions, they do not confer additional magical powers. However, such positions have higher status than that of priest, and can convey significant social and material benefits, including higher social rank, finer clothing, better food, and more servants.
Priests may pray and attempt divine intervention.
RUNE LORDS
Where priests represent a god's spiritual authority, Rune Lords represent a god's temporal authority. A Rune Lord is a master of cult skills, and employs his skills in the service of the cult and his god. Some cults, particularly those which value skills, such as war cults, have only Rune Lords, and no acolytes or priests. Conversely, some cults, particularly those that have little use for mundane skills have no Rune Lords. Rune Lords spend most of their time performing duties and quests for the cult and their god.
Requirements for Rune Lords
To become a Rune Lord one must be an initiate or acolyte of a cult that has Rune Lords and need for a Rune Lord must exist within the temple. If the gamemaster wishes to abstract this, a need exists if the prospective Rune Lord succeeds in a POW x5 roll (made once a year). If a need exists, the applicant must pass a series of tests. Tests for Rune Lords are typically held on the yearly High Holy Day of a cult. The test may be abstracted as follows. The prospective Rune Lord must have been an initiate in good standing for at least five years, must know five cult skills at 90% or higher, and must convince the examiners of his or her dedication to the cult and its goals. If he or she meets these conditions, and succeeds in roll under his or her POW x5 in a Test of Holiness, the applicant is accepted as a Rune Lord. If the Test of Holiness roll was under the new Rune Lord's POW x3, he or she will be sent an allied spirit by the god (see below). If the roll fails, he or she may not apply again for a full year.
Rune Lords may be initiates or acolytes of closelyassociated gods, but not Rune Lords of another god. They may not be priests, sorcerers or shaman, unless stated otherwise.
Duties of Rune Lords
Rune Lords dedicate their lives to their cult and their god. They must give 90% of all personal income to the temple and must spend 90% of their time attending to cult duties. In game terms, being a Rune Lord is a full time job, and a Rune Lord must spend five days a week engaged in cult duties (one of those five days may be spent practicing a cult skill). Their duties include being sent on quests by the cult, seeking sacred items, performing the sacred duties of the cult, avenging crimes against the faith, teaching cult skills, or acting as emissaries for the cult. Rune Lords may not become priests, sorcerers, shaman, or Rune Lords or priests of another cult, unless stated otherwise.
Benefits of Rune Lords
Rune Lords, with their deeper links to the god, can learn more powerful version of cult magic than can initiates. A new Rune Lord is taught a cult magic spell of his or her choice, and receives another cult magic spell of his or her choice each subsequent year. A Rune Lord can learn additional cult spells at half price, and can receive training in cult skills for free in his or her spare time.
A new Rune Lord will be gifted by his cult with enchanted Rune Metal weapon, typically at least an enchanted weapon, and if the temple is wealthy enchanted armor as well, made of a Rune Metal sacred to the cult. These items remain the property of the temple, but are on loan to the Rune Lord for as long as he or she retains his or her status as a Rune Lord.
Rune Lords can learn both reusable and one-use divine magic. This still requires the intervention of a priest, although the cult covers the priest's costs. It still requires the sacrifice of 1 point of POW per point of spell on the Rune Lord's part.
Rune Lords can regain a point of cast reusable divine magic by spending a day (10 hours) in prayer. They can also regain spells at High Holy Day ceremonies. A Rune Lord's station give him or her the support of his or her cult and community and gives him or her great social status.
Rune Lords can pray, and have a greatly enhanced chance of attempting divine intervention.
ALLIED SPIRITS
Some cults have a body of spirits who remain loyal to the religion even after death. They are called cult spirits and vary in type. Many are worshippers returned from the dead, some are incorporeal creatures who worship the same god, while others are special spirits sent by the god to the cult. One of these spirits may be sent to Rune Lords, priests or acolytes who have been specially chosen. Such spirits are known as allied spirits. In some cults the ally takes the form of an awakened animal, a creature with normal rather than fixed INT. For the purposes of learning skills, gaining POW, etc. , awakened animals should be treated as embodied spirits, while allied spirits should be treated as spirits (see Creatures). A number of cults use both allied spirits and awakened animal allies, in which case the gamemaster should decide the form it takes (as a rule of thumb, if such a cult has both Rune Lords and priests, Rune Lords will generally receive allied spirits and priests will generally receive awakened animal allies). An ally may be sent to a specially chosen new acolyte, priest or Rune Lord when they acquire their new status. However, initiates, acolytes, priests or Rune Lord that lack an allied spirit but attract the attention of their god through remarkable deeds may be rewarded with an ally at a later date.
The allied spirit or awakened animal is friendly and available. It will use its powers to benefit its mortal ally. Both spirit and mortal ally are usually played by the same player. Allied spirits usually reside in a special ceremonial object given to the honored recipient. A Humakt Sword's allied spirit or a Wind Lord's allied spirit might reside in the recipient's sword, for instance. An Issaries allied spirit will occupy a staff or a merchant's shop, while a Lhankor Mhy scholar-priest's might occupy a scroll or a quill pen. Specific kinds of awakened creatures are associated with specific religions, where they commonly serve as scouts and companions for the priesthood. Orlanth, for example, uses shadowcats, Issaries uses mules, while Kyger Litor priests have giant beetles, and Malia disease masters use various parasites. Gods of Glorantha provides additional details on allied spirits and awakened animal allies.
An allied spirit or awakened animal ally is in continual Mindlink with its ally, and its INT can be used to store spells as its magic points are used to cast them. A disadvantage of the Mindlink is that emotion or mind affecting spells can affect the ally through the link (see Mindlink). The Mindlink will cease to function if the allies move more than 100 m apart, but will resume when they are once again within range. An awakened animal ally can cast spells normally. An allied spirit can cast spells on itself or its mortal ally without trouble, and can attempt to target spells at others through its mortal ally's eyes with an INT x3 roll (roll each time it attempts to cast a spell on another—if the roll is failed, the action is lost, but no spell is cast). An allied spirit or awakened animal ally is an initiate of the cult, and can learn and recover divine magic as an initiate can.
An allied spirit spends its full time watching over its mortal ally. If a cult spirit's mortal ally shows signs of heresy or shows less than full devotion to the deity, the spirit will chastise him and attempt to guide him back to righteousness. If the mortal ally persists in error, the spirit will leave him, and the deity will inform the adventurer's high priest of the necessity to excommunicate the offender.
DIVINE INTERVENTION
Divine intervention is an appeal for the god to intervene on the part of an initiate, acolyte, priest or Rune Lord.
Procedure
The player must state that his adventurer wishes to call for divine intervention. An appeal for divine intervention will only work if the situation is desperate or serious situation enough to draw the god's attention through the adventurer's initiate link. An adventurer can call upon divine intervention even if he or she has just been killed or rendered unconscious or helpless. In such a situation, the adventurer's player then rolls D100. If the D100 roll is greater than the adventurer's POW, then the call for divine intervention is not answered, and there is no other effect. If the D100 roll is equal to or less than the adventurer's POW, the god hears the appeal and intercedes. The adventurer then loses that number of current POW points equal to the player's D100 roll. This is a permanent change in the adventurer's current POW, and represents the POW taken from the adventurer by the god to fuel the god's response. If the adventurer must lose an amount of current POW points which equals his total current POW characteristic, then a response occurs but the god takes up the adventurer's soul in exchange, which will end up with the god at its appointed place on the god plane. The adventurer is dead, and cannot be resurrected by normal means. A Rune Lord has a significant advantage in appealing for divine intervention. As the temporal extension of the deity in the mundane world, a Rune Lord rolls 1D10 for divine intervention. Thus, a Rune Lord's appeal for divine intervention will almost always succeed. In some rare cases, a particularly devout priest may gain the gift of similar access to divine intervention.
A god will either respond or not respond to a given situation the first time divine intervention is called for. Thus, there is no point to multiple calls for divine intervention if the situation has not significantly changed. If a significant change has occurred in a situation, in the gamemasters opinion, an adventurer may try once again to call for divine intervention. An example might be a wounded adventurer that calls upon divine intervention to be healed, and succeeds, but is struck dead shortly afterwards. The gamemaster may wish to allow him or her another call for divine intervention, as the situation changed for the worse. There is no other limit to the number of times an initiate, acolyte, priest or Rune Lord can calls for divine intervention It takes no significant time to call for divine intervention. In combat, it takes no actions.
Effect
The most common effect of divine intervention is to temporarily strengthen the link between the worshipper and his or her god. This increases the immanence of the god in the world, or in other words, allows the god to manifest in the world. The worshipper can draw upon the magic of the god, even to the extent of using magic or spells he or she does not know. Such a manifestation often has visible effects. A worshipper of a death god, such as Humakt, may find his shadow beginning to take on the form of a Death rune, while a wind may begin to emanate from a storm worshipper, such as an Orlanthi. The following guidelines are suggested for determining how much power a successful divine intervention makes available to the worshipper, and how it can be used. An initiate or acolyte gains access to a number of points of divine magic equal to twice the POW expended in the call for divine intervention, or twice the number of points of divine magic he or she knows, whichever is greater. A priest or Rune Lord gains access to a number of points of divine magic equal to thrice the POW expended or thrice the number of points of divine magic he or she knows, whichever is greater. In extreme circumstances, such as when fighting traditional cult enemies, answering the call of a particularly pious worshipper, or when the worshipper has made a great gesture (such as a Humakti fighting to the death, alone, to support the retreat of his or her friends), the multiplier increases by one (thrice POW or divine spells known for an initiate or acolyte, four times POW or divine spells known for a priest or Rune Lord). Likewise, a worshipper that is not particularly devout, or resorts to divine intervention more often than the god cares to respond, will find the effects greatly lessened, with the multiplier reduced by a factor of one or more. For the duration of the situation, these points of divine magic can be used to cast any of the god's reusable divine magic on a one for one basis, and on a three for one basis to cast any of the god's nonreusable magic. The same costs apply to divine spells provided by associated cults. Such spells can be stacked with any stackable divine spells the worshipper already knows.
These points can even be used to create magical effects similar to those of another god's divine spells, if they too lie within the god's domain, at three times the above costs (three for one to cast related reusable magic, nine for one to cast related nonreusable magic). The gamemaster is the judge of whether or not an effect lies within a god's domain. Thus, a Humakti could create effects similar to divine spells of other death cults, such as casting a Living Blade spell (see Gods of Glorantha) at a cost of 9 points (it is a reusable 3 point spell), or a Strike spell (see Gods of Glorantha) at a cost of 3 points (it is a reusable 1 point spell). The gamemaster may wish to estimate a cost for effects that do not correspond to an spell but falls within a god's domain, but can also simply disallow them. These points can also be used to cast any of the god's cult magic at a cost of one point for every four points of cult magic cast, up to a maximum of 8 points of cult magic. Cult magic of associated cults can be cast at a cost of one point for every two points of associated cult magic cast, up to a maximum of 6 points of cult magic. Cult magic of other cults that falls into the god's domain can be cast at a cost of one point for every point of cult magic cast, up to a maximum of 4 points of cult magic. Regardless of the size of the spell cast, there is no MP cost and the spell cast at the DEX SR of the worshipper. Finally, these points can be used to provide MP for the purposes of fueling or backing any divine spells cast, or backing any cult spells cast, at a cost of one point for every 4 MP. The spell is still cast at the worshipper's DEX SR, regardless of the amount of backing used.
Two notable exceptions to the normal spell casting procedures exists when using points of divine magic granted by divine intervention.
The first is that the worshipper can choose to stack such spells to affect any initiates (or higher ranking worshippers) of the god within range with a single casting. Thus, a Humakti could use 5 points of divine intervention granted divine magic to cast a Truesword not only upon her sword, but also on the swords of the four other Humakti initiates in her party, all as a single spell. The second is that if the worshipper is unconscious or dead when he or she calls for divine intervention, he or she can continue to cast spells granted by divine intervention until the points run out. If the worshipper is still unconscious or dead at this point, they will remain so. They cannot cast any other spells while unconscious or dead. A dead worshipper may attempt to resurrect themselves (through the use of the Resurrection spell) after they have healed the wounds that caused their death (through the use of Heal, Heal Wound or Heal Body spells). Even gods who do not grant (or have within their domain) the spells Heal Wound, Heal Body or Resurrection, will grant these spells for an unconscious or dead worshipper to use on themselves at triple cost (3 points, plus 1 point per 4 MP for Heal Wound, and 9 points for Heal Body or Resurrection). In this case the Resurrection spell takes no additional time to cast and automatically succeeds. A few gods, most notably the death god, Humakt, will not grant Resurrection to fallen worshippers. Once the crisis that precipitated the call for divine intervention is resolved, any remaining points of divine magic granted by divine intervention dissipate.
The effects detailed above describe the most common form of divine intervention. It is possible for other effects to occur. The gamemaster should base such alternate effects on the situation and what he or she knows about the personality, mythology, and powers of the god called upon by the worshipper. Nearly all gods have the power to heal or resurrect their worshippers, restore used reusable divine magic spells, and transport their worshippers or their belongings from one temple or holy site of the god to another. To get an idea as to other powers a god might bring into play, look at the spells the god teaches his worshippers. Orlanth, the Storm King, could raise a storm, create high winds, warp a wind, or cause it to rain. Given Orlanth's mastery of the Four Magic Weapons, he could probably shroud a worshipper in mist, cloak them in darkness, make their shield invulnerable for a while, or cover their weapon with live lightning. Based on the other spells Orlanth provides he could probably teleport worshippers to nearly any location, greatly increase their mobility, cause them to fly, shield them from physical or magical damage, and so on. As a rule of thumb, an alternate effect, unless weak, will not affect more than 10 worshippers in response to a single worshipper's call for divine intervention.
Limitations
A god cannot do other than what is normal to him or her. An air god cannot make the earth quake, a darkness god cannot create storms, etc. Only an earth deity can open holes through the ground, or transport worshippers through the earth, for instance, and only a fire god can raise or lower temperatures (though an air god could create a cooling breeze and a water god could douse a fire with a gush of cold water).
Due to the Great Compromise, gods will riot directly attack mortals. Thus a god would not simply strike a foe dead, but would grant spells to, shield, heal, magically enhance, or conceal his or her followers to give them an advantage over their foes, or would remove his or her followers from danger.
Divine intervention cannot be used against worshippers of the same god, for a god will not act against himself or herself.
Gods are unlikely to help non-worshippers. It might be possible that a worshipper can gain a loyal following of non-worshippers, and in such cases a leader may be able to assist his or her followers.
Divine intervention cannot transport an individual into an enemy stronghold or temple where the enemy's power is greatest, but it could be used to escape from such a site.
There are situations in which divine intervention can be blocked. Magical slave collars exist that prevent a worshipper from calling to his god, and certain cults have developed rituals that can permanently or temporarily sever a worshipper's bond to his god.
LEAVING A RELIGION
It is possible for members of a religion to leave, resign or retire from the religion, and even remain on good terms with the priests and members of the religion. Reasons for leaving and ways to leave vary.
Retirement
A priest or Rune Lord that wishes to retire may request a demotion to acolyte status. They lose the benefits of their Rune Lord or priest status, but gain the benefits of an acolyte, generally gaining considerably more free time in the process.
This may also happen involuntarily to a priest that loses his or her congregation (through war or a disaster, for instance). In this case the former priest can regain his or her former status by once again leading a congregation in a High Holy Day ceremony.
Voluntary Departure
It is always possible to quit a religion. Such a decision immediately changes the status of the member to inactive, even if he or she continues to tithe and attend services. All restrictions and obligations will be lifted, and all benefits will be lost, except for the cult and divine spells currently held. Unless he or she is formally excommunicated, divine spells will be retained, though no longer reusable. Cult magic is never lost, unless purposefully forgotten. Inactivity
An worshipper may fail to fulfill his or her obligations to the religion. A backslider might miss the required annual High Holy Day ceremony, or withhold payment of tithes. A priest can always tell if a worshipper is inactive by using Soul Sight. An inactive worshipper may learn no divine new spells, nor can his or her calls for divine intervention work. Priests and temple may refuse protection. Divine magics already learned by the worshipper are still available for his or personal use, but if reusable cannot be regained after casting. At the gamemaster's discretion, some religions, some temples, and some priests may interpret inactive initiates as being sacrilegious.
Sacrilege
Sacrilege is an activity seriously contrary to the laws of the religion. Specific religious laws vary from religion to religion, but most require absolute respect for the deity and the priests, for sacred objects, and absolute obedience to prohibitions concerning specific activities.
Whenever a worshipper commits a sacrilegious act he or she immediately becomes inactive. Any priest of his religion who views him with Soul Sight will know that he is inactive, but not sacrilegious. However, such an initiate will be recognized as an invader and intruder and register on temple defenses of Find Enemy.
To correct sacrilegious actions and avoid excommunication, a worshipper can attempt to placate his or her priests, temple, and deity by performing the corrective actions they deem appropriate, such as demanding that the profaner cast away his divine magics, pay great sums of money, perform penance such as begging forgiveness from everyone he meets for the next year, or set out upon a difficult quest. The higher the former worshippers previous status in the cult, the more difficult the tasks set for him or her.
Excommunication
An authorized priest can cast out anyone from the priests religion using the ceremony of excommunication (see Excommunication). Sacrilege is normally the only reason for excommunication to be performed. Excommunication may be performed at any distance from the victim. Once completed, the target is stripped of all status in the religion, forever forfeiting the benefits and the POW he sacrificed to the deity.
Excommunication ends all links between the deity and the former communicant. All divine spells learned from the deity are lost permanently, though cult magic spells are retained. Any other magical benefits which were gained, such as enchanted items, will also lose their potency if they have divine magics or spirits, or user limitations limiting their use to initiates of the religion.
Priests cannot tell if an adventurer is an excommunicant from their religion, even with Soul Sight. They may, of course, recognize the person through sight or reputation.
LEARNING SPELLS
Cult Magic
The divine magic Spellteaching ritual summons a cult spirit which can impart knowledge of a cult magic spell to a cultist.
Priests generally explain that their Spellteaching rituals summon a cult spirit from which knowledge of the spell is gained. Depending on the cult, the ceremony to obtain the use of the cult spirit's magic varies, as will what occurs when the cultist attempts to learn the spell. With the divine magic Spellteaching ritual, the cultist fights the cult spirit in spirit combat. The cult spirit is typically commanded not to resist by the acolyte or priest performing the ritual. Once the spirit falls to 0 magic points, the cultist appears to absorb the spirit, and he or she gains the use of the spirit magic spell.
The exact means by which the cult spirit is absorbed vary from cult to cult. Darkness cultists eat the spirit, Air cultists inhale the spirit, Fire/Sky cultists absorb heat, fire or light, Water cultists drink or breathe the spirit in, Moon cultists have a glow seep into them, Humakti feel the spirit cut its way into them, Harmony or Fertility cultists feel the spirit flow into them, Earth cultists absorb it, and so on.
Limits to Cult Magic
The amount of a given cult magic spell that an adventurer can learn is based on the depth of his or her connection with the god, and how important the spell is to the god. Cult magic is rarely taught to complete outsiders, as without the basic grasp of the cults tenants and beliefs it would be a waste of time. Outsiders that wish to purchase spells from a cult are encouraged to join as lay members. They otherwise may not learn more than a 1 point cult magic spell.
In general, lay members may not learn more than a 2 point cult magic spell, initiates may not learn more than a 4 point cult magic spell, and acolytes, priests and Rune Lords may not learn more than a 6 point cult magic spell (a 2/4/6 spell limit). If the cult spell is one that is not particularly important to the deity, lay members may not learn more than 1 point, initiates may not learn more than 2 points, and acolytes, priests and Rune Lords may not learn more than 4 points (a 1/2/4 spell limit). If the cult spell is a particular specialty of the deity, lay members may not learn more than 4 points, initiates may not learn more than 6 points, and acolytes, priests and Rune Lords may not learn more than 8 points (a 4/6/8 spell limit). Initiates of associated cults should be treated as lay members for this purpose, and acolytes, priests or Rune Lords of associated cults as initiates. If they hold higher rank in the cult itself, that rank of course applies. Unusual cult teaching spirits, exotic rituals, rewards from the god or heroquests may allow an adventurer to surpass these limits, but for the most part they describe the maximum limits of cult spell availability.
The precise cult spells available to a number of different Gloranthan religions and the limitations to learning them are listed in the Religions section.
Divine Magic
To learn reusable divine magic spells, an adventurer must be at least an initiate of a religion, and must learn the spell from a priest who knows it (unless the adventurer is himself a priest of the religion).
Acolytes and Rune Lords can learn one-use divine magic spells from a priest, and priests can learn one-use divine magic on their own. Initiates cannot learn one-use divine magic spells.
Learning divine magic requires sacrificing a point of permanent POW per point of spell learned. It takes one day per point of spell to learn a divine magic spell, and one week per point of spell to learn a ritual divine magic spell. Initiates and acolytes must also pay for the time of the priest that teaches them the spell, typically 16 L per day it takes to learn the spell.
Divine magic spells require no INT to memorize, unlike spirit and cult magic spells. A priest or initiate can learn as many spells as he can sacrifice POW for. Associated cults often grant a single special divine magic spell for members of its associate to learn, based on gifts exchanged by the two religion's gods during Godtime. Such a spell is treated as if it now belonged to the god it was given to, except that it can be recovered at only a great temple of the god, a major temple of the god with a shrine to the associate present, a minor temple of the god with a shrine to the associate present, or at a temple of the associated god.
RECOVERING SPELLS
Acolytes, priests and Rune Lords can recover reusable divine magic through daily prayer or at High Holy Day ceremonies. Initiates can only recover reusable divine magic at High Holy Day ceremonies.
Limits to recovering divine magic exist, based on the size of the temple one prays at or performs the High Holy Day ceremony. They range from shrines, where only a single divine spell besides Initiation, Worship <Deity> and Sanctify can be recovered, to great temples, where all divine spells, including those granted by associate cults, can be recovered.
Prayer
It takes a full day of prayer (10 hours) for an acolyte, priest or Rune Lord to regain one point of reusable divine magic.
High Holy Day Ceremonies
In the course of a High Holy Day ceremony, all initiates, acolytes, priests or Rune Lords recover one point of used reusable divine magic. An initiate that cast a 2 or 3 point reusable spell may have to let more than a year pass to fully recover it. The officiating priest at a High Holy Day ceremony recovers all used reusable divine magic spells. On occasion, a god may choose to bless a particularly devout or worthy worshipper by restoring more than one point or even all of their used reusable divine magic. In addition, any reusable divine spells cast by any members of the congregation during the course of a High Holy Day ritual are fully recovered at the end of the ritual. Thus, a great deal of divine magic may be cast during the course of such a ritual.
TEMPLES
A temple is a holy place, consecrated to and protected by a deity. Temples may be sites where the deity once was, or may be sites sanctified by the deities worshipper. It is a conjugation of the god plane, where the divinities live, and the mundane plane, where men live.
The presence of a temple makes it possible for priests and initiates to learn spells, acts as a nexus for cult spirits, provides special defenses, and transmits mortals' prayers to the deity and divine messages to the priests.
Worship
At a temple, a congregation regularly meets to worship a god, spirit, or power. The ceremonies are led by a priest or other holy person of the religion. In many religions, a temple spirit, commonly known as a wyter, assists the priests in channeling worship to the god. Most temples hold minor weekly worship ceremonies, seasonal Holy Day ceremonies, and a yearly High Holy Day ceremony.
During the Holy Day and High Holy Day ceremonies, the God Plane comes into contact with the mundane world, and initiates can witness and participate in the great acts their god performed during the God Time. Many unusual events can occur at such times, and visions or messengers sent by the god may appear.
Sacred objects used in worship are usually kept on the temple premises.
Ceremonies
Temples are the center many ceremonies besides worship ceremonies. These include naming ceremonies, marriage ceremonies, initiation ceremonies, and other ceremonies important to the god. For example, the priests of Orlanth the Storm King, perform ceremonies throughout the year to keep the winds blowing and the air strong. Temples are a focus for the year-end Sacred Time ceremonies as well, when all worshippers gather to perform great ceremonies to seek oracles, strengthen the land and ensure the coming of the next year.
Learning and Recovering Magic
Magic can be learned and recovered at a temple. Special divine and cult magics, limited by the worshiped entity, can be learned here. Priests who have cast their divine spells may also regain use of them at these sites, and initiates who have cast their divine spells may regain use of them at a High Holy Day ceremony. Although all temples allow the learning of some spells, the spells learnable are limited by temple size, as detailed below.
Temple Defense
The deity worshipped defends its ground. A temple can defend itself with magic, even without the presence of priests or worshippers.
Temple Sizes
The number of lay members and initiates (which including acolytes, priests and Rune Lords) determines the size of a temple. The sacrifice of POW and magic points at a site opens links to the deity and then sustains the relationship. The larger the temple, the greater the benefits received from the god, and the more actively defended the temple by the god. Most sites of active worship are sanctified, either by a Sanctify spell or by being a holy site having particular significance to the religion.
Site (0-50 initiates, typically 0)
A site is a simple place of worship where members of a religion gather to worship on holy days. A site has no magical effect in and of itself. A worshipper cannot learn or regain spells there, nor does it have any defenses. Such a place does not normally support a full time priest, nor does it detect as magical by itself.
Shrine (1-100 initiates, typically 25)
Shrines are the most common form of holy site. Every village or clan hearth has one or more shrines. There are shrines to an obscure local spirits and to great deities. The priest of a shrine may often be indistinguishable from the rest of the locals. At a shrine one can learn or renew only the divine spells of Initiation, Sanctify, Worship <Deity> and a single divine spell special to the religion and the shrine. Maintaining an active shrine takes the sacrifice of 10 magic points on the seasonal holy day of the religion. If the shrine is not holy to the religion, and the priest has not cast a Sanctify spell; it takes the sacrifice of five times the amount of magic points, or 50 magic points, to keep the shrine active.
Minor Temple (10-400 initiates, typically 100)
A temple size commonly found in towns. There are several priests, perhaps not well paid, a few servants, and perhaps an errand boy. At a minor temple, one can learn or renew only the divine spells of Initiation, Spellteaching, Sanctify, Worship <Deity> and any divine magics special to the religion. Temple defenses only include those spells. One can also learn cult magic spells. Maintaining an active minor temple takes the sacrifice of 50 magic points on the seasonal holy day of the religion. If the area is not holy to the religion, and the priest has not cast a Sanctify spell, it takes the sacrifice of five times the amount of magic points, or 250 magic points, to keep a minor temple active.
Major Temple (100-1000 initiates, typically 400)
A temple size commonly found in cities. There are a number of priests, resident initiates, and servants. Here one can learn or renew all common divine magics and divine magics special to the religion. Temple defenses include all the same spells. One can also learn cult magic spells. Maintaining an active minor temple takes the sacrifice of 250 magic points on the seasonal holy day of the religion. If the area is not holy to the religion, and the priest has not cast a Sanctify spell, it takes the sacrifice of five times the amount of magic points, or 1,250 magic points, to keep a major temple active.
Great Temple (500+ initiates, typically 1600)
A temple size commonly found in large cities. Depending on the religion, there will be dozens to hundreds of priests in a great temple, many initiates occupying various specialized posts, and a plethora of servants rushing in and out of the gates. One can learn and renew all divine spells common to the religion, divine magics special to the religion, cult magic spells, and any cult or divine spells granted by any associate cult or religion.
Maintaining an active great temple takes the sacrifice of 1,250 magic points on the seasonal holy day of the religion. If the area is not holy to the religion, and the priest has not cast a Sanctify spell, it takes the sacrifice of five times the amount of magic points, or 5,000 magic points, to keep a great temple active.
Maintenance
Ordinary worshippers sacrifice a single magic point on the seasonal holy day. A small number of particularly devoted or fanatical worshippers can maintain a higher level temple by sacrificing an unusually large amount of magic points, particularly if the area is a sanctified one. However, this does not allow the maintenance of a temple with less than the minimum listed number of initiates (for example, 1 initiate is the minimum for an active shrine, 10 initiates for a minor temple, 100 initiates for a major temple, and 500 initiates for a greater temple, even with an unusually high sacrifice of magic points on the worshipper's part).
Lay members also worship, but because they have not established the close link to the god that initiates have, it takes ten lay members to do as much as one initiate. Note that disembodied spirits can and do worship, thus letting some ancestor worship cults have hundreds or thousands of worshippers at what would be a shrine in the absence of these ghosts.
Temple Defenses
Temples defend themselves with a vigor dependent en the number of worshippers and the spells available to the religion. Each temple supports a portion of its deity's consciousness, which resides within the temple's inner sanctum to work the defenses. As a side effect of worship, every 100 initiates worshipping at a temple provides 1 point of Power for the defense of the temple. This amount depends more on the sacrifice of permanent power to the god for initiation and divine magic than the sacrifice of magic points during worship ceremonies, thus, the amount never exceeds 1 point of defensive Power for every 50 initiates, even with particularly active and devoted worshippers.
Temples commonly use the following spells for defense: Sanctify, Warding, Find Enemy, Command Cult Spirit tied to a cult spirit, and any attack spells available to the temple. The spells regenerate at the rate of 1 point a day if triggered or dispelled. A standard distribution is 50% to the inner sanctum, 25% to the outer sanctum or priests' quarters, and 25% to the outer defenses.
Example
A minor temple of Yelm the sun god in Vanch has 360 initiates. This gives the temple 4 points of Divine Magic to use in its defenses (360/100 - 4 (rounding up)). They choose a Sunspear, a 3-point spell, to defend the inner sanctum. The spell can strike from the sun through the temple's golden dome should someone defile the inner sanctum. A Sanctify spell is used to bless and guard the rest of the temple.
SPELL MECHANICS
Cult Magic
Cult magic spells use the same mechanics as battle magic spells.
Divine Magic
Procedure
To use divine magic, one triggers the spell. In melee a divine magic spell goes off at the caster's DEX SR, no matter what its intensity is. Each MP used to power the spell (as is required in some cases) or used to back the spell for the purposes of penetrating magical defenses adds 1 SR to the casting time. No words or gestures are required to cast a divine magic spell.
Chance to Cast
Divine magic spells are cast automatically. No casting roll is required, though a MP vs. POW roll to overcome resistance must still succeed, if appropriate.
Range
The range of a Ranged divine magic spell is 100 meters.
Duration
The base duration of a divine magic spell is 15 minutes. It can be extended with the divine magic spell Extension.
Penetrating Magical Defenses
Point for point, divine magic spells are more powerful than battle magic or sorcery spells. Double the points of a divine magic spell to calculate its intensity for the purpose of penetrating defensive magic only.
Variety
Divine Magic, known as Rune Magic, is better codified and more standardized than is battle magic. Although different names for the same divine spell may exist, most people use common name to describe a divine spells. There are no variations in the effects of divine spells, but visible effects do differ.
Common and Special Spells
The main categories of divine magic are called common spells and special spells. Common spells are available to any religion mustering a sufficient number of initiates to qualify as a major temple (see Temple Sizes). Thus an initiate of a religion with a major temple can sacrifice POW to gain the use of any common spell.
Special spells are available only to members of specific religions. Each of the descriptions in the Religions section of this chapter lists the special spells available through that religion. Additionally, each of the spell descriptions states whether the spell is common or special, and indicates the deities who can grant the use of that spell. Consult the Temples section for the availability of spells by temple size.
CULT MAGIC SPELLS
The majority of cult magic spells are a subset of the common battle magic spells. However, many cults have unique cult magic spells. Some cults teach these unique spells only to initiates, others teach them to lay members and initiates. They are not taught to associated cults — a member of an associated cult would have to become a lay member or initiate (depending on the cult and the cult spell) to learn one. The normal limits to learning cult magic apply. Two sample unique cult magic spells are presented below, and many others can be found in Gods of Glorantha. The format they are presented in is identical to that of battle magic spells, with the addition of a rune showing their runic affiliation.
PARRY Variable Touch, Passive
The Parry spell is unique to the cults of Humakt and Yanafal Tarnils. Each cult teaches the spell to its lay members and initiates. A Humakti hero, Yan Starcere, is said to have first popularized the use of this cult spell. When Yanafal Tarnils broke with his former master, Humakt, he took the spell with him, and has passed it on to his cult since his apotheosis. This spell may be applied to any weapon (or shield). Each point adds +5% to the chances of parrying with that weapon, and adds 1 to the weapon's armor points. After the spell expires, the extra armor points vanish, which could cause a heavily-damaged weapon to fall apart.
SLEEP 3 Points Ranged, Passive
This spell is a unique spell of the Chalana Arroy cult, and is only taught to its initiate healers, who are sworn never to harm others. Anyone slept by a healer is under the healer's protection, and must not be harmed in any way, though they may be disarmed and captured. The proscription against harming those slept by a healer does not necessarily apply to chaotic foes, however.
If the caster overcomes the target's POW, the target falls into a deep sleep for the duration of the spell. The target only awakens if injured or if a hostile spell is targeted on him or her.
DIVINE MAGIC SPELLS
This section lists and describes in alphabetical order both the common divine spells and divine spells special to one or more religions that are available to members of the religion. Reusable spells are available to initiates and higher ranking cult members, One-use spells are available only to acolytes, priests and rune lords.
Common Divine Magic Spells
| Spell | Cost |
|---|---|
| Dismiss Magic | 1 Point |
| Extension | 1 Point |
| Find Enemy | 1 Point |
| Find <Substance> | 1 Point |
| Heal Wound | 1 Point |
| Mindlink | 1 Point |
| Soul Sight | 1 Point |
| Spirit Block | 1 Point |
Special Divine Magic Spells
| Spell | Cost |
|---|---|
| Absorption | 1 Point |
| Analyze Magic | 1 Point |
| Berserk | 2 Points |
| Bless Crops | 1 Point |
| Breath Air/Water | 2 Points |
| Conceal | 3 Points |
| Cloudcall | 1 Point |
| Cloudclear | 1 Point |
| Command (Species) | 1 Point |
| Dark walk | 1 Point |
| Detect Truth | 1 Point |
| Fear | 1 Point |
| Float | 1 Point |
| Great Parry | 3 Points |
| Heal Body | 3 Points |
| Illusory Motion | 1 Point |
| Illusory Odor | 1 Point |
| Illusory Sight | 1 Point |
| Illusory Sound | 1 Point |
| Illusory Substance | 1 Point |
| Illusory Taste | 1 Point |
| Impede Chaos | 1 Point |
| Lightning | 1 Point |
| Madness | 2 Points |
| Mindblast | 2 Points |
| Path Watch | 2 Points |
| Reflection | 1 Point |
| Regrow Limb | 2 Points |
| Restore <Characteristic> | 1 Point |
| Sever Spirit | 3 points |
| Shield | 1 Point |
| Sunspear | 3 Points |
| Sureshot | 1 Point |
| Thunderbolt | 3 Points |
| True <Weapon > | 1 Point |
Each divine magic spell is presented in the following format:
SPELL NAME RUNES
Whether Common, or Special, and if Special, which cults it belongs to. The runes of a Special spell reflect the runic associations of the spell. Intensity (cost in POW to learn)
Casting Range, Spell Type, Stackable/ Nonstackable, Reusable/One-Use Definition (including area of effect, if any)
ABSORPTION Aldrya, Asrelia, Chalana Arroy [Zotulla subcult], Dendara, Gorgorma, Kyger Litor, Natea, Subere 1 Point Ranged, Passive, Stackable, Reusable
This spell absorbs enemy spells, converting them into magic points, and makes those points available to the caster. It also screens out the effects of Absorbed incoming spells.
Each point of Absorption soaks up any one point of divine magic, or any two points of sorcery or spirit spells. The Absorption spell will not soak up part of a spell. If the incoming spell has more total magic points than can be Absorbed, then it will take effect normally. The magic points gained this way remain suspended within the caster's aura, usable as he wishes. When the spell expires, or is Dispelled, any magic points in excess of his current POW dissipate. If the caster has more than one defensive spell up, Absorption is assumed to be the last defense an incoming spell would encounter.
ANALYZE MAGIC Chalana Arroy [from Lhankor Mhy], Eurmal [from Lhankor Mhy], Issaries [from Lhankor Mhy], Irrippi Ontor, Lhankor Mhy, Orlanth [from Lhankor Mhy] 1 Point Touch, Instant, Stackable, Reusable
This spell gives a true statement about at least one function of a single magical item, entity, or substance. The statement is detailed, and tells how to use the function and what limitations (if any) apply to the use of the function. If more than a single point is cast simultaneously, more than one truth is discovered. If the spells are not cast simultaneously, the same truths may be repeated.
Though the range is touch, it is possible to cast the spell just above the surface of an item, to avoid triggering curses or other magical effects by the caster's touch.
BERSERK Babeester Gor, Gorgorma, Humakt (one use), Storm Bull, Zorak Zoran 2 Points Ranged, Passive, Nonstackable, Reusable
This spell sends the recipient into a murderous fury. Personal safety and all but the strongest loyalties are forgotten in the rage to destroy, but the stamina and the combat skills of the spell's target are greatly enhanced.
The Berserker's total hit points and hit points per location do not change as a result of this spell, though his player will succeed when attempting any CON roll unless a 96-00 is the result. A Berserker is preserved from fatigue loss, incapacitation, shock, unconsciousness, or the effects of exhaustion. He will suffer all other deleterious effects of a location's loss as described in Damage. All poisons will do only minimal damage to a Berserker. A Berserker will die from the loss of twice their total hit points. A Berserker doubles his attack percentage, but cannot cast magic, parry, or Dodge. Adventurers affected by the spell may not attempt to shake-off its effects before the normal duration of 15 minutes expires unless extenuating circumstances, as judged by the gamemaster, allow the Berserker to snap out of the battle rage before that. If ruled possible this requires an INT x1 roll by the Berserker's player. When the spell expires or is dispelled, the Berserker suffers all the effects of any fatigue loss incurred during the spells duration. The player or gamemaster should keep track of the fatigue that the Berserker would lose but for the spell, as a Berserker will not pause to rest, and will thus often fall into the Exhausted or Incapacitated fatigue classes when the spell ends.
If Berserk is cast upon a target under the effects of Fanaticism, this spell takes precedence. They do not combine effects.
BLESS CROPS Dendara, Ernalda, Grain Goddesses 1 Point Ranged, Instant, Nonstackable, Reusable
In the Sea Season this spell is cast upon an area of ground equivalent to that which a farmer can plow in a day. It will guarantee a minimum return of an average year's harvest the following fall, barring natural disaster. In Genertela, even with such spells, crop yields are low, due to the magical infertility of the land. A priestess must assist in the casting of the spell, though she need not cast it herself.
BREATHE AIR/WATER Magasta, Zola Fel 2 Points Ranged, Passive, Nonstackable, Reusable
Castable on either air-breathers or waterbreathers, for the duration of the spell it allows the target to breathe as if it was in its own element while in the other.
CLOUDCALL Heler, Orlanth, Valind 1 Point Indeterminate Range, Passive, Stackable, Reusable
This spell brings or makes enough clouds to cover the area of sky that can be seen from the ground by the caster. Such a gathering of clouds may rain. Each point of spell increases the overall cloud density by one percentile.
The effects of Cloudcall vary somewhat depending on climate and season. The gamemaster can add 1 to 4 percentiles to the effect of each point of Cloudcall for optimal climate (such as Wintertop, the Storm Mountains, or Fethlon) or season (Storm Season, Sea Season).
CLOUDCLEAR Orlanth, Yelm, Yelmalio 1 Point Indeterminate range, Passive, Stackable, Reusable
For the spell's duration, each point of this spell reduces the cloud density by one percentile. The area of sky that can be seen from the ground by the caster is affected.
The gamemaster can add 1 to 4 percentiles to the effect of each point of Cloudclear for optimal climate (such as doldrums) or season (Fire Season).
COMMAND CULT SPIRIT Common 1 point Ranged, Instant, Reusable
This spell is used to convey a single command to a cult spirit. If the cult spirit is unwilling, the caster must succeed in a MP vs. POW roll.
Cult spirits vary, but may include the spirits of former cultists, temple spirits, tutelary spirits, wyters, allied spirits, ghosts (Death cults), elementals (Elemental cults), healing spirits (Chalana Arroy and other healing cults), disease spirits (Malia) and even madness spirits (Lunar cults), depending on the cult in question.
It may be stacked with a divine Summon <Species> spell or the divine Spellteaching ritual, where it is generally used to command the cult spell spirit not to resist.
COMMAND <SPECIES> Argan Argar, Asrelia, Babeester Gor, Chalana Arroy, Dendara, Ernalda, Gagarth, Gorgorma, Grain Goddesses, Hunter, Jakaleel, Kyger Litor, Lodril, Magasta, Malia, Maran Gor, Orlanth, Seven Mothers, Storm Bull, Subere, Ty Kora Tek, Valind, Waha, Xiola Umbar, Yelm, Zorak Zoran 1 Point Ranged, Passive, Nonstackable, Reusable
While it endures, this spell allows the caster to take over the actions and will of the specified target species. The caster must see (or be able to distinctly sense) the target to cast the spell, and its POW must be overcome by the caster's magic points. If successful then the creature will be in a special form of line-of-sight, telepathic communication with the caster.
The caster must form a mental image of the actions that he wishes the creature to perform. Commanding a creature requires concentration of the caster for a full melee action, and the creature will not begin to act until the next melee round.
CONCEAL Annilla, Black Fang, Jakaleel [from Annilla], Krarsht [from Black Fang], Trickster 3 points Ranged, Passive, Nonstackable, Reusable
This spell makes the user invisible, which offers some definite advantages. If the character attacks with spell, missile or melee, weapon he becomes visible in the first strike rank of the round in which he attacks or acts and disappears again after the last strike rank of that round unless engaged in melee. In any round that the character disengages from melee, he disappears again at the end of the round of disengagement.
DARK WALK Argan Argar, Orlanth [Sandals of Darkness subcult] \ point Ranged, Passive, Nonstackable, Reusable
This spell allows the user to be totally invisible and soundless in darkness and shadow to anyone within range. Blend-in is total.
If its user attacks from darkness or shadow, the effect is the same as if attacking from a Conceal spell.
DETECT TRUTH Danfive Xaron, Humakt, Ourania, Yanafal Tamils, Yelm 1 point Ranged, Passive, Stackable, Reusable
This spell allows the caster to tell if anyone within 5 meters of the spell's target site is consciously lying. If a conscious lie is spoken, and the caster succeeds in a MP vs. POW roll against the speaker, the speaker emits a dark, smoky glow visible only to initiates of the god. The gamemaster should make any necessary MP vs. POW rolls for a player that has cast the spell, so that the die rolls do not give anything away.
DISMISS MAGIC Common 1 Point Ranged, Instant, Stackable, Reusable
This spell eliminates magic from the target it is cast at. Each point of Dismiss Magic eliminates two points of battle magic or sorcery, or one point of divine magic. It can partially eliminate a spell. No MP vs. POW roll is required. When cast against a general target, without specifying any particular target or effect, Dismiss Magic will always first destroy defensive spells, beginning with the most powerful spell. Excess points of Dismiss Magic will go on to destroy other spells on the target, if any, starting with other defensive spells. It can always be cast against a specific spell if the caster can magically discern or otherwise guess the specific spell.
EXTENSION Common 1 Point No Range, Passive, Stackable, Reusable
This spell extends the duration of any temporal divine magic spell which has a normal duration of 15 minutes. The Extension spell and the spell to be Extended must be simultaneously cast by one person. This spell and the Illusion spells are the only exceptions to the rule that a spell-caster can only cast one Divine spell per action.
The first point extends the spell to 30 minutes. Each additional point doubles the extension an Extension 2 extends a spell to a 60 minute duration, and so on. Reusable spells that are extended and the Extension used to extend them cannot be regained at a temple until the spell's duration expires.
FEAR Gorgorma, Magasta, Storm Bull [from Zorak Zoran], Wachaza, Zorak Zoran 1 Point Ranged, Instant, Nonstackable, Reusable
This spell causes intense, incapacitating fear to well up within the target. To be effective, the caster must overcome the POW of the victim. This spell is ineffective against unconscious victims or against victims lacking INT. The degree of success in overcoming the victim's POW determines the effect of this spell. Calculate the chance to special, critical, etc. for the caster as if the chance to succeed on the resistance roll was a skill of that percentage, and cross-index the degree of success on the Fear table to find the spell's effect. Once cast, the effects of Fear cannot be dispelled.
| Fear Spell | Table Roll Result |
|---|---|
| Critical | Victim dies of fear. |
| Special | Victim collapses for 15 minutes, and must make a CON x5 roll or die as above. |
| Success | Victim is Demoralized for 15 minutes, as per the battle magic spell. |
| Failure | No effect on normal INT creatures. Fixed INT creatures are Demoralized for 15 minutes, as per the battle magic spell. |
| Fumble | Victim is unaffected. |
FIND ENEMY Common 1 Point Ranged, Passive, Nonstackable, Reusable
This spell alerts the caster to danger. The caster psychically knows of anyone within the spell's range who intends to harm him, whether or not the lurker can be seen. The caster may also designate another person to receive the spell's protection, in which case both the caster and the target would detect the target's enemies. Interposing a meter of any solid substance between the caster and an enemy blocks the effects of this spell.
FIND <Substance> Common 1 Point Ranged, Passive, Nonstackable, Reusable
This spell informs the caster of the presence of the substance sought. The slight, identifying glow that results can be seen only by the caster. This spell can detect hidden objects made of the substance unless they are beyond one meter of stone, soil, or metal. The caster will be aware of the presence of the object for the duration of the spell.
FLOAT Dormal, Magasta, River Gods 1 Point Ranged, Passive, Stackable, Reusable
Each point of this spell lifts 10 SIZ to just below the surface of the water. Heavier objects will not float, though they will sink more slowly than they would if the spell had not been cast. Lighter objects will be raised to bob about halfway out of the water.
GREAT PARRY Babeester Gor, Orlanth [Shield of Earth subcult] 3 points Touch, Passive, Nonstackable, Reusable
This spell must be cast upon a shield. It effectively gives the shield an infinite amount of armor points for the spell's duration. However, knockback still affects the holder of the shield.
HEAL BODY Aldrya, Babeester Gor [from Ernalda], Dendara, Chalana Arroy, Ernalda, Gorgorma [from Dendara], Pamalt [from Chalana Arroy], Triolinia, Yelm [from Dendara], Yelmalio [from Aldrya] 3 Points Touch, Instant, Nonstackable, Reusable
This spell cures the total damage done to a body, regardless of hit location. The player of the affected character simply erases all damage from total hit points and limb hit points. Heal Body will not, however, regrow or heal a maimed or severed limb.
HEAL WOUND Common 1 Point Touch, Instant, Nonstackable, Reusable
This spell repairs damage done to a living creature's hit points. It will work equally well on any living thing, whether complete or incomplete, as long as it has hit points. This includes such things as people, animals, plants, intelligent weapons, or certain otherworld creatures. The spell converts magic points into hit points. The caster instantly loses a number of MP equal to the points to be healed. This spell cures the damage in the location being touched as well as damage to general hit points.
ILLUSIONS
Once an illusion has been magically created it becomes a part of reality, however temporary. Illusions cannot be disbelieved. An illusion with substance can do damage and can be damaged. The six spells below can be combined in any manner desired by the caster to create simple or complex illusions as desired, remembering that all uses of illusion are subject to the guidance of the gamemaster. An illusion cast directly upon an target moves with the target until its duration expires. A sound illusion cast upon a noisy target will mask contradicting noises, and the same is true with contradicting tastes, smells, sights, etc. An illusion with Illusory Motion can be made to move independently. Along with the spell Extension, Illusion spells are the only exceptions to the rule that only one Divine magic spell can be cast in a single action. A number of different Illusion spells and even Extension can cast in a single action to achieve a desired effect.
The following table suggests some standards for sense-related illusions. Other Illusion spells exist, but tend to be merely complex combinations of the following spells.
Illusion Intensity Table
| Intensity | Odor | Taste | Sound |
|---|---|---|---|
| 1 | rose | milk | whisper |
| 2 | smoke | banana | speech |
| 3 | perfume | lemon | shout |
| 4 | ammonia | whiskey | thunder |
ILLUSORY MOTION Donandar, Eurmal, Trickster 1 Point Ranged, Passive, Stackable, Reusable
Within range, this active spell animates illusions and moves them as desired by the caster. Their basic MV is 3. Each additional point of the spell allows the illusion to move 3 MV faster per melee round. No roll is necessary for crude motions. For the purposes of fine manipulation, the basic spell provides the caster with a DEX x3 die roll to accomplish a given task, each additional point of the spell increases the DEX roll by one multiple, making fine manipulation easier. Moving an illusion requires concentration on the caster's part (an Attack action in melee).
ILLUSORY ODOR Eurmal, Trickster 1 Point Ranged, Passive, Stackable, Reusable
This spell reproduces a single scent from the caster's memory. Since odor perception is the same for all species, this spell can fool other creatures. Two points or more of this spell forces the player of an adventurer encountering the odor to make a CON x5 roll against the odor. Failure indicates the adventurer is overcome by nausea (treat them as Incapacitated, see Combat) for the duration of the spell (or until it is dispelled). Each additional point of spell reduces the CON roll by one multiple.
ILLUSORY SIGHT Donandar, Eurmal, Trickster 1 point Ranged, Passive, Stackable, Reusable
This spell creates a visual illusion which registers upon light sensitive organs. Each point of the spell will cover a volume of SIZ 3. One casting of the spell can completely cover a small child. If one point were used to create the illusion that an adult was covered in armor plate, only a portion of the adult would appear to be covered by armor.
ILLUSORY SOUND Donandar, Eurmal, Trickster 1 Point Ranged, Passive, Stackable, Reusable
The sound created with this spell must be specified as to nature, duration, and intent at the time of casting. Two or more points of the spell will drown out conversations, and may cause temporary deafness, using the guidelines under Illusory Odor.
ILLUSORY SUBSTANCE Eurmal, Trickster 1 Point Ranged, Passive, Stackable, Reusable
This spell adds 1 SIZ of the solid matter to an Illusion per point. For purposes of combat each point of SIZ equals 1 hit point and 1 armor point. An illusion with Substance can do damage. Each point of Substance can do 1D4 points of damage, two points do 2D4 points of damage, three do 3D4 points of damage, etc. .
For an illusion with Substance to do damage the target must either walk into the illusion (such as walking into an illusionary fire, over an illusionary pit, or into illusionary thorns), or one point of Motion must be combined with each point of Substance to give the caster the fine manipulation to effectively strike the target on a DEX x3 roll. Such a combined illusion has a base MV of 3. Each point of Motion above the total points of Substance in the illusion adds 3 to its MV. Moving or attacking with such an illusion requires concentration on the part of the caster (an Attack action in melee).
ILLUSORY TASTE Eurmal, Trickster 1 Point Ranged, Passive, Stackable, Reusable
This illusion creates a single taste covering about 1 SIZ of material. The taste created must be familiar to the caster, though the target will react to the taste as its experience dictates. If the target of the illusion has no sense of taste, then this spell will have no effect. The illusion can be used to nauseate a target, using the guidelines under illusory Odor.
IMPEDE CHAOS Storm Bull, Waha [from Storm Bull] 1 Point Ranged, Passive, Nonstackable, Reusable
This spell adds 5 to any percentile die attack rolls made by a creature of chaos fighting a target protected by the spell. This includes both weapon and natural weapon attack rolls and MP vs. POW resistance rolls to overcome the target with a spell. This makes it more likely for the creature of chaos to fumble in melee, and less likely to critical. Any natural rolls of 01 remain unmodified, (likely resulting in critical hits).
LIGHTNING Cult of the Spear, Mastakos [from Orlanth], Orlanth [Lightning Boy subcult] 1 Point Ranged, Instant, Stackable, Reusable
A blast of crackling energy projects from either the hand of or some device of the caster (a spear, wand, sword, etc. ) toward the target. Each point of Lightning used will cause 1D6 points of damage to a single hit location if the caster overcomes the targets POW with his own magic points. No armor protects against this damage, but spells which defend against physical attack, such as Protection or Shield, will be effective. The Lightning discharge is very bright and will set afire dry, flammable materials.
MADNESS Jakaleel, Red Goddess, Seven Mothers 1 Point Ranged, Instant, Nonstackable, Reusable
If the caster of this spell overcomes the POW of the target with his own MP, the target suffers the effects given on the table below. The severity of the result depends on the degree of success of the caster's attack. Once the spell has been cast its effects cannot be dispelled.
Madness Spell Table
Roll Result
Critical Catatonia. Victim collapses for 30 - POW days (minimum 1 day) and loses 1D4 INT permanently. Special Paranoia. Victim attacks nearest person as if Fanatic (see the battle magic spell Fanaticism) for 15 minutes. If the first target fells, the victim moves on to the next closet target. If no targets are left, the victim becomes catatonic for the remainder of the spell effect, and cannot be awakened.
Success Victim is Befuddled for 15 minutes, as per the battle magic spell.
Failure No effect on normal INT
creatures. Fixed INT creatures
are confused for 15 minutes, as if
affected by Befuddle spell that
could actually affect a fixed INT
creature.
Fumble Victim is unaffected.
MINDBLAST Irrippi Ontor, Red Goddess [from Irrippi Ontor], Seven Mothers 2 Points Ranged, Instant, Nonstackable, Reusable
This spell destroys the INT of the target if the caster overcomes the target's POW. This effect lasts that number of days equal to half of the caster's POW (round up any fraction), and cannot be dispelled. If the caster achieves a special success in overcoming the target's POW then he also does 1D8 points of damage to the target's head.
MINDLINK Common 1 Point Ranged, Passive, Stackable, Reusable
Each point of this spell allows mind-tomind communication between two people. It must be cast upon both people at once. It allows the transmission of conscious thoughts, magic points, and spell knowledge.
Mindlink may be stacked so that several sets of two people are linked together, so that several pairs of people are in dependently linked in pairs, or so that one central person is linked to many people who are not otherwise linked. One point of Mindlink will link two characters. If person A is linked to person B and person C, B and C are not linked. Any participant in a Mindlink may use the spell knowledge and the magic points of other participants without their consent, though they must willingly consent to being included in the Mindlink in the first place. It is not possible to stack divine spells that have different sources, except in the course of certain exotic rituals, typically used in warfare.
This spell may endanger participants perhaps otherwise safe. INT or morale affecting spells (Mindblast, Befuddle, Demoralize, Stupefy) cast against one member of the Mindlink will attack all those connected by means of a single resistance roll. For example, all MP attacker casts Demoralize at a target with 14 POW. The attacker's player needs to roll 40 or less on D100 for a success, and gets a 37. The target is Demoralized. But the target's friend, who was in Mindlink with the target, with 15 POW, is not Demoralized because his POW was not overcome.
Although the participants in Mindlink share magical energies and conscious thought, they maintain separate identities and retain their respective INT and POW for all game purposes. Mindlink does not reveal hidden thoughts, unconscious urges, or permanent spell knowledge. It cannot be used to teach a spell. Adventurers in the link defend against spells with their own POW. Any person can leave the link at any time. Mindlink remains in effect as long as the participants are within range of each other.
PATH WATCH Etyries, Issaries 2 points Self, Variable Duration, Nonstackable, Reusable
This spell is used when traveling through dangerous or questionable territory. It must be laid upon a known path or visible road which will be traveled by the caster. The spell alerts the user to the direction and number, though not type, of all enemies and traps within a 100 meter radius. The spell lasts as long as the road lasts and as long as the caster stays awake.
REFLECTION Aldrya, Etyries, Magasta, Red Goddess, She Who Waits, Seven Mothers, Trickster 1 Point Ranged, Passive, Stackable, Reusable
This spell reflects spells which fail to overcome the magic points of the protected being. The next strike rank, the reflected spells attack their caster. The magic points of the reflected spell attack are equal to caster's at the time the spell was originally cast. They are compared to the current magic points of the caster (after the spell was cast) in a resistance contest. If the spell overcomes the caster's POW, he or she suffers the spell's effects. This spell reflects two points of spirit or sorcerous magic, or one point of divine magic per point of Reflection stacked in a single spell. The effects of Reflection do not work at all if the incoming spell is too powerful. If the caster has more than one defensive spell up, Reflection is assumed to be the first defense an incoming spell would encounter.
REGROW LIMB Aldrya, Chalana Arroy, Dendara, Deezola, Ernalda, Flamal, Grain Goddess, Issaries [from Chalana Arroy], Lodril, Red Goddess, Seven Mothers, Xiola Umbar 2 Points Touch, Special Duration, Nonstackable, Reusable
This spell regrows a severed or mangled limb. The gamemaster should roll D10 whenever a limb is lost. The result shows how much (on a scale of 10 to 100%) needs to be regrown at the rate of 10% per game-week if the spell is applied within 10 minutes of damage, lengthening to 10 per game-month thereafter. This spell does not heal damage, so that the regrown arm must first naturally heal or be healed.
RESTORE HEALTH <CHARACTERISTIC> Chalana Arroy <All>, Dendara <CON, INT>, Ernalda <STR, CON> Lhankor Mhy <INT> [from Chalana Arroy], Orlanth <CON> [from Chalana Arroy], Triolinia <DEX> 1 Point Touch, Instant, Stackable, One-use
This spell restores characteristic points that have been lost to age, disease, Tapping, or some other source. The spell does not cure any disease that may be present. Each point of Restore Health restores one point of the specified characteristic. Use of this spell can restore characteristic points only up to the value they were at immediately prior to their loss. There is a specific Restore Health spell for STR, CON, SIZ, INT, DEX, and APP. There is no spell for POW or for attributes.
SEVER SPIRIT Humakt, Yanafal Tarnils (One-use), Zorak Zoran (One-use) 3 points Ranged, Instant, Nonstackable, Reusable
This spell cuts the bond between the body and spirit of the target. The caster makes a MP vs. MP roll. If the caster succeeds, the target dies. If the caster fails, the target takes 1D6 damage to his or her general hit points, with effects similar to poison damage. Humakt is the only god to offer this spell reusably, and the cult takes its responsibility as honorable dealers of death very seriously. Humakt initiates must prove themselves to the cult before they are allowed to learn the spell.
SHIELD Aldrya, Babeester Gor, Gorgorma, Humakt, Hwarin Dalthippa, Lodril, Maran Gor [from Babeester Gor], Orlanth, Pole Star, Storm Bull, Wachaza, Waha, Xiola Umbar [from Zorak Zoran], Yanafal Tarnils, Yelm, Yelmalio, Zorak Zoran 1 Point Ranged, Passive, Stackable, Reusable
This spell protects the target from damage and magic. Each point of Shield gives the target 2 points of magical armor and 2 points of Countermagic. The effects of this spell are cumulative with either Protection or Countermagic. If the spell's target has a battle magic Countermagic up as well, the battle magic Countermagic must be penetrated before the Shield's Countermagic is reached. To get past a Shield spell, an incoming spell must be at least one point stronger than the Countermagic of the shield. This Countermagic does not dissipate when breached. The spell remains in effect for the full 15 minutes or until it is destroyed with Dispel, Neutralize, or Dismiss Magic.
SOUL SIGHT Common 1 point Ranged, Passive, Nonstackable, Reusable
This spell allows the recipient to see both the POW aura of the living and to magically know the actual current magic points of other things and creatures, including the amount devoted to currently in-effect spells (such as defensive spells). The recipient can also tell if a person viewed through this spell is an initiate; and if so, whether the initiate is active or not. This spell will not reveal if a person is an acolyte, priest or rune lord.
SPIRIT BLOCK Common 1 Point Ranged, Passive, Stackable, Reusable
Each point of this spell adds 10 points to the defensive value of the recipient's magic points or other relevant characteristic versus an attacking spirit. It does not alter the recipient's attack chances. If the magic points of the attacking spirit fall below the defensive value of the Spirit Block then it becomes unable to interact with the protected recipient. This spell was taught by Flesh Man to all those he met in the Greater Darkness.
SUNSPEAR Yelm, Yelmalio [from Yelm] 3 Points Ranged, Instant, Nonstackable, Reusable
This spell works only in direct sunlight. When cast, a shaft of sunfire blasts one caster-designated target. The target must be visible to the caster. Without needing to overcome POW, a 1 -meter-diameter cylinder of fire descends upon the target. Every living thing within the circle receives 4D6 points of damage to its general hit points. Only the target's lowest physical armor value (if armor is uneven on locations) will protect against this damage; magical defenses will not.
SURESHOT Hunter, Yelm [Saggitus subcult] 1 Point Ranged, Passive, Nonstackable, Reusable
This spell is cast upon a missile weapon. Unless the adventurer's player rolls a 96- 00, the adventurer's missile automatically hits regardless of movement, range (as long as it is within maximum missile range for the weapon), concealment (as long as some portion of the target is exposed), etc. Any chance for a critical, special, or fumble result is based on the adventurer's own missile skill. This spell is compatible with Speedart or Firearrow. It can be combined with Multimissile, but only the real (first) missile is affected.
THUNDERBOLT Orlanth 3 Points Ranged, Instant, Stackable, Reusable
This spell draws a bolt of divine energy from the stormclouds and directs it at a specified target, without needing to overcome the target's POW. The sky must have a cloud cover of at least 51%. Each additional point of spell adds another target that can be affected. This spell does 3D6 points of damage directly to hit points. Neither armor nor spells that protect against physical damage are effective against this spell, though Countermagic will work.
TRUE <Weapon> Humakt (Truesword), Kyger Litor [Karrg subcult] (Truemace), Seven Mothers (Truesword), Yanafal Tarnils (Truesword), Yelm [Hastatus subcult] (Truespear) 1 Point Ranged, Passive, Nonstackable, Reusable
Cast on a specified melee weapon, this spell doubles the normal damage done by the weapon. Any damage modifier accorded the wielder of the weapon due to exceptional SIZ or STR is not affected. The player of the weapon-wielding adventurer should roll the weapon damage dice twice and total the results. The spell stacks with Bladesharp or Bludgeon, as appropriate for the weapon, but if a Fireblade is cast on it, it will do the Fireblade damage or the Truesword damage, whichever is greater.
RITUAL DIVINE MAGIC
Rituals and ritual magic play an essential part in nearly all forms of magic, including divine magic. Many common divine rituals exist that do not require the direct use of divine magic, including birthing ceremonies, naming ceremonies, and marriage ceremonies. Ceremony/Divine skill is used instead.
Some important divine rituals, including worship ceremonies and initiation ceremonies, which do require the use of divine magic are described in the following section. The chance to successfully complete the ritual is equal to the caster's divine Ceremony, Enchant or Summon skill, as appropriate to the ritual. The chance for success may be enhanced by the use of ceremonial casting (see Ceremony, in the Skills chapter for more details). If a ritual in which POW is expended is failed, 1 point of POW is lost. If the ritual is fumbled, all the POW that would have been used is lost. The rituals typically take a number of hours equal to the points of ritual divine magic used or points of POW expended in the ritual, whichever is greater.
Common Ritual Divine Magic
| Spell | Points |
|---|---|
| Armoring Enchantment | 1 Point |
| Binding Enchantment | 1 Point |
| Cult Magic Spell Enchantment | 1 Point |
| Divination | 1 Point |
| Divine Magic Spell Enchantment | 1 Point |
| Excommunication | 1 Point |
| Initiation | 1 Point |
| Sanctify | 1 Point |
| Spellteaching | 1 Point |
| Summon <Cult Spirit> | 1 Point |
| Warding | 1 Point |
| Worship <Deity> | 1 Point |
Special Ritual Divine Magic
| Spell | Points |
|---|---|
| Create Ghost | 1 Point |
| Create Skeleton | 2 Points |
| Create Zombie | 3 Points |
| Enchant <Metal> | 1 Point |
| Resurrect | 3 Points |
ARMORING ENCHANTMENT Common 1 Point Ritual (Enchant), Stackable, Reusable
Each point of the spell allows the caster to sacrifice a point of POW. Each point of POW sacrificed in the enchantment increases the armor points of a single object by 1D4. The spell can affect the armor points of a single weapon, a single shield, a piece of armor covering a single hit location, or a single hit location (though the last would involve scarring or tattooing runes on the hit location itself). Only the single highest enchantment will affect an object. That is to say, if a 1 POW enchantment increased an objects AP by 3, and then a later 2 POW enchantment increased the objects AP by 5, the object would have its AP increased by 5, not by 8.
BINDING ENCHANTMENT Common 1 Point Ritual (Enchant), Nonstackable, Reusable
The binding enchantment ritual allows the caster to enchant an object such that a spirit may be bound into it. When the spell is cast, POW is expended. Each point of POW invested in the item allows one to bind a spirit of 3D6 POW. The caster should double this cost if he wishes to be able to release the spirit without breaking the enchantment. This also enchants the object so that it establishes a basic link with any spirit bound into it that allows anyone in contact with the object to communicate with the spirit by forming mental images.
An additional point of POW must be spent if the caster wishes the object enchanted so that it establishes a deeper link with any spirit bound into the item that would allow anyone in contact with the object to draw upon spells in the spirit's INT (should it possess INT and know spells) or draw upon the spirit's MP. An additional point of POW must be spent if the caster wishes any spirit bound into the item to be able to 'see' outside the object, necessary if you wish a spirit with spells to cast them at anything other than touch range.
CREATE GHOST Cacodemon, Gorgorma, Humakt, Yanafal Tarnils, Zorak Zoran 1 Point Ritual (Enchant), Nonstackable, One-use
The Create Ghost ritual must be performed over the body of a recently slain victim. The ritual tears the soul of the person from the way that the soul naturally follows after death, and causes it to appear at the location of its old body and attack the casting priest in spirit combat. If the spirit's magic points are brought to zero, it is turned into a ghost bound at that place.
CREATE SKELETON Vivamort, Zorak Zoran 2 Points Ritual (Enchant), Nonstackable, Reusable
This spell creates an animated skeletons, as described in the Creatures chapter. When the spell is cast, both magic points and POW must be expended. Each magic point gives the completed skeleton one magic point, not to exceed the POW of the caster. The first point of POW used in the ritual animates a skeleton of up to SIZ 20, giving it the STR and DEX it had in its former life. Every additional 20 points of SIZ require the expenditure of another point of POW.
CREATE ZOMBIE Vivamort, Zorak Zoran 3 Points Ritual (Enchant), Nonstackable, Reusable
This spell creates an animated zombie, as described in the Creatures chapter. When the spell is cast, both magic points and POW must be expended. Each magic point gives the completed zombie one magic point, not to exceed the POW of the caster. The first point of POW used in the ritual animates a zombie of up to SIZ 10, giving it half again the STR and CON it had in its former life, but twothirds of its former DEX. Every additional 10 points of SIZ require the expenditure of another point of POW
CULT MAGIC
SPELL ENCHANTMENT Common 1 Point Ritual (Enchant), Stackable, Reusable
Each point of the spell allows the caster to sacrifice a point of POW. Each point of POW sacrificed in the enchantment creates a cult magic matrix of points equal to the POW sacrificed, to a limit of the number of points of the spell known by the caster. The knowledge of however many points of the cult spell that was enchanted into the matrix is lost to the caster.
DIVINATION Common 1 Point Ritual (Ceremony), Stackable, Reusable
This Ceremony ritual spell must be used in either a temple of the caster's deity or in a Sanctify spell-blessed area which is undisturbed for the duration of the Divination.
This spell is the primary means by which a deity communicates with his or her worshippers. For each point of the spell cast during the Ceremony, the communicant will receive a message of up to seven words or a brief vision or dream of a message the god wishes to communicate with the caster. The content of the message will generally reflect what actions the god wishes his worshippers to perform, or give them news the god considers important. This information is drawn from the desires and wishes communicated to the god through the prayers of the god's initiates, acolytes, priests and Rune Lords. Unfortunately, the messages of the gods are rarely subject to clear interpretation by even the most skillful diviners.
A divination ritual may instead be used to ask a simple question of the god, receiving in return an answer of up to seven words or a brief vision or dream of the answer. If the question is one of little interest to the god, he or she will simply respond with a message of interest to the god, which will likely have little or nothing to do with the question asked. The gods are quite limited by Time and the Great Compromise in what they can see or know.
Most consistently, a god understands the events with which he or she was involved before time—those things that happened to him or her in youth and in ascension to godhood during the time of myth. Such information can be of great use to priest performing rituals or to heroquesters, but will be of little use to most adventurers.
Priests, Rune Lords, and initiates are extensions of the god, and can tell the god many things through prayer. A god will know what has happened to his priests, acolytes and Rune Lords, and, to a much lesser extent, his initiates. He will know if they are alive or dead, and can tell what killed them (or what they thought killed them). The god does not know what a worshipper is thinking and cannot deduce motivations. A god knows facts. A god cannot invade anyone's mind, though he or she will know when a worshipper has lost faith. Other knowledge given to a god by a worshipper must be volunteered through prayer.
Finally, gods have general information about events within their realm or area of worship. An air god will know in a general fashion about events occurring in the air, and an earth goddess likewise will know some things which happen on or in the earth. Specifics or details that do not directly concern the god are not known to a him or her. Even when Yelm the Sun is overhead he would not notice or even care who is in the town square. On the other hand, if one of his temples is under siege, he will notice.
A god is incapable of revealing what he or she does not know, and most gods are severely limited outside their sphere of experience. A god will know nothing of events pertaining to another deity or that deity's worshippers, especially events occurring within 'foreign' (i. e. , belonging to other gods) sacred or temple grounds. Imprisoning a god's worshipper within a foreign temple will result in the god losing track of the worshipper. The god will know roughly where the imprisoned worshipper went, but not exactly where he is.
The gamemaster should privately roll D100 whenever a player uses Divination. If the roll is greater than the caster's POW x5, then the caster failed to interpret the message or dream properly and the gamemaster must make up a misleading message. If the roll succeeds the message is generally puzzling, but loosely interpretable.
DIVINE MAGIC
SPELL ENCHANTMENT Common 1 Point Ritual (Enchant), Stackable, One-Use
Each point of the spell allows the caster to sacrifice an additional point of POW. Each point of POW sacrificed in the enchantment creates a divine magic spell matrix of points equal to the POW sacrificed, to a limit of the number of points of the spell known by the caster. The use of however many points of the divine spell that was enchanted into the matrix is permanently lost to the caster. Anyone using the matrix should be treated as if they knew the spell. An acolyte, priest or Rune Lord may recharge a reusable divine spell matrix through prayer, and a point of the matrix will be recharged during a High Holy Day worship ceremony.
ENCHANT <Metal> Aldrya <Copper>, Argan Argar <Lead>, Asrelia <Copper>, Babeester Gor <Copper, Iron>, Danfive Xaron <Iron>, Ernalda <Copper>, Flintnail <Copper, Iron, Lead, Quicksilver>, Gorgorma <Iron>, Humakt <Iron>, Hwarin Dalthippa <Iron, Silver>, Jakaleel <Lead, Silver>, Kyger Litor <Lead>, Lhankor Mhy <lron>, Lodril <Copper, Gold, Iron, Lead, Tin>, Magasta <Quicksilver>, Orlanth <Iron, Silver>, Pole Star <Gold, Iron, Silver>, Red Goddess <Iron, Silver>, Seven Mothers <Iron, Silver>, River Gods <Quicksilver>, Storm Bull <Iron>, Subere <Lead>, Tskanth <Iron>, Ty Kora Tek <Copper>, Uleria <Silver>, Wachaza <Iron, Quicksilver>, Yelm <Gold, Iron>, Yanafal Tarnils <Iron>, Yelmalio <Gold, Iron>, Yelnora <Iron, Silver>, Zorak Zoran <Lead> 1 point Ritual Enchant, Reusable
When this ritual is performed over the specific Rune metal it is designed for, 10 ENC of metal are enchanted for each point of POW sacrificed by the caster. The object should already be forged, as reforging (or breaking) a piece of enchanted metal destroys the enchantment. A broken piece may be enchanted again once it has been repaired. Gloranthan metals should not be mistaken for their earthly equivalents. They have different properties and origins. Bronze can be mined directly from the ground, as it originates from the bones of storm deities slain in the God War. Bronze is rarely enchanted, as it changes little. All enchanted metal weapons can damage creatures normally only affected by magic, such as lycanthropes or wraiths. Unenchanted iron and silver normally have this property, although only unenchanted iron is suitable for most weapons use (if not enchanted, it has the AP and strength of bronze). Unenchanted silver is very soft, and only suitable for use in crushing weapons or sling bullets. Any damage from unenchanted iron weapons that penetrates the armor of elves or trolls is doubled. However, unenchanted iron interferes with the casting of magic. The wearers chance to cast any spell (even a divine spell, which would start at 100%), is reduced by 5% per ENC of unenchanted iron worn or carried.
See the World of Magic chapter for the specific effects of enchanting some common Gloranthan rune metals.
EXCOMMUNICATION Common 1 Point Ritual (Ceremony), Stackable, Reusable
This spell can sever the mystical link that an initiate establishes with a god, causing the target of the Excommunication to immediately and irrevocably be severed from the caster's religion. Only the priest who initiated the target into the cult, or a priest of the same cult with the authority to excommunicate, can cast the spell. The exact details of which priests have the power to excommunicate vary from religion to religion. The excommunication ceremony requires an hour to complete. Excommunication may be performed at any distance from the victim. Once completed, the target is stripped of all status in the religion, forever forfeiting the benefits and the POW he sacrificed to the deity. Excommunication ends all links between the deity and the former communicant. All divine spells learned from the deity are lost permanently, though 1 or 2 point battle magic spells are retained. Any other magical benefits which were gained, such as enchanted items, will also lose their potency if they have divine magics or spirits. Priests cannot tell if an adventurer is an excommunicant from their religion, even with Soul Sight. They may, of course, recognize the person through sight or reputation.
INITIATION Common 1 point Ritual (Ceremony), Nonstackable, Reusable
This ritual is used to establish the special link between an initiate and his deity, or the deeper link that exists between a priest or rune lord and their deity. It is used on worshippers that wish to enter into a deeper relationship with their deity, meet with the approval of the initiating priest or temple, and qualify for initiate, priest or rune lord status. Some cults only perform the ritual on a holy day of the deity, in which case it is followed or preceded by a Worship ceremony. The ritual can only be performed successfully by a priest. All prospective initiates, priests or rune lords that participate in the ceremony are affected by the spell. Prospective initiates must also sacrifice a point of POW to establish the mystical link with the deity. Worshippers that have undergone this ceremony gain the corresponding benefits of their new status, including the ability to learn divine magic and more powerful cult magic. There are some disadvantages as well, as cults expect duties and tithes of their initiates, priests and rune lords.
RESURRECT Aldrya (one use), Ancestor Worship (one use), Chalana Arroy, Deezola, Seven Mothers, Yelm (one use) 3 points Ritual Spell (Ceremony), Nonstackable, Reusable
This Ceremony ritual spell allows an adventurer to be restored to life. First the body must be healed to a level of at least 3 positive hit points. If the body is dead from disease, the disease must be eliminated or the Resurrect will be futile. This spell summons the deceased spirit to approach its former body. The caster of the spell can then start spirit combat with the deceased. If the initiate or priest succeeds in causing the deceased to lose magic points, then he can force the spirit back into the body and to return to full life. If the caster fails, the soul is lost to death.
Each day after the first that the dead adventurer stays dead permanently reduces his current STR, CON, DEX, and APP characteristics by 1D3 points.
SANCTIFY Common 1 Point Ritual (Ceremony), Variable Duration, Stackable, Conditionally Reusable
This spell blesses the volume of a 10- meter-radius sphere. Cast on level ground, one hemisphere will roughly be in the air, and the other within the earth. The boundary of the volume slightly shimmers in bright light. Anyone within any portion of the sphere is considered to be completely within it. The Sanctified sphere is not detectable by trolls' Darksense, touch, or heat detection, though it will detect as magic. If non-initiates, spells, or spirits cross the boundary, the caster is immediately alerted to their presence. Ceremonies can be performed within a Sanctified area that normally can be performed only in a temple. Additional points of Sanctify increase the area of protection by half. Thus a 2- point spell protects a 15-meter radius area, a 3-point spell protects a 22. 5- meter radius, and so on. A Sanctified area lasts for as long as its caster does not regain the spell. As soon as the spell is regained, the previously Sanctified area vanishes.
SPELLTEACHING Common 1 Point Ritual (Summon), Nonstackable, Reusable
Through the use of this ritual the priest or initiate can summon a cult spirit from which a cult spell can be learned. This ritual must be undertaken within a temple or other holy place, and the recipient of the ritual must be present for the ritual's entire duration. The process of learning a cult battle magic spell is described earlier in this chapter.
SUMMON <CuIt Spirit> Common 1 Point Ritual (Summon), Nonstackable, Reusable
This ritual summons a particular type of cult spirit. Spellteaching is a variation of this spell that summons a spirit that only teaches a spell. Large cults often have a wide variety of cult spirits, and thus many varieties of this spell. Small cults tend to have few available cult spirits, if any. Some common type of cult spirits include allied spirits (summoned by a priest if the god has seen fit to grant one), elementals (if the cult has an elemental rune), messenger spirits, spirits of retribution (will only answer to a priest in authority) and temple spirits (summoned to protect a temple).
Some cults have access to other spirits. For example, Chalana Arroy has cult healing spirits, Jakaleel has cult madness and fear spirits, Kyger Litor has cult fear spirits, Malia has cult disease spirits, the Seven Mothers have cult madness spirits, and Yanafal Tarnils has cult ghosts. The spell Command Cult Spirit may be used at the end of the summoning ritual to force the spirit to do something it is reluctant to do.
WARDING Common 1 Point Ritual (Enchant), Stackable, Conditionally Reusable
This ritual spell creates an area of safety for those inside. It requires four wands exactly 15 centimeters long as props. The wands can be made of any material, and can be so spaced as to enclose a maximum area of up to 81 square meters. The spell extends into the air for 3 meters above the wands, and underground to the depth of the wands. The wands need not be visible to work.
The activated wands connect invisibly to form a barrier detectable only by magical means. The protection afforded by the Warding is initiated when physical or spirit enemies of the caster cross the barrier, or when a spell is cast across the barrier from the outside. When this happens a loud noise (a keening, whistling, booming, etc. ) begins which may be suppressed by the casting priest.
Each point of Warding counts as 1 point of Countermagic against spells cast across the barrier, 2 points of Protective Circle (see Sorcery) against outside spirits, and does 1D3 points of damage, ignoring armor, to one hit location of any corporal enemy that crosses the boundary. Alternatively, the added points of Warding can be used to increase the area protected: each additional point adds another 81 square meters of coverage. The Warding spell will remain in effect until the wands are removed. Anyone but the caster who attempts to touch the wands will touch off and be affected by the spell. But after suffering the Warding's effect, the sufferer can then remove the wands, dispelling the Ward. The caster cannot regain use of the spell until the stakes are removed (dispelling the Ward), after which use of the spell can be regained by the normal procedures.
WORSHIP (DEITY) Common 1 Point Ritual (Ceremony), Nonstackable, Reusable
This Ceremony ritual spell allows a priest to lead a formal worship service to the deity specified. If this service is held on Sanctified ground or in a temple on a Holy Day of the god, it will allow the presiding priest a POW gain roll. If held on the High Holy Day, it will allow all priests and initiates present to attempt a POW gain roll.
RELIGIONS
The following Gloranthan deities and pantheons are meant to be guiding and exemplary, not exhaustive. Deities are commonly grouped together in associations called pantheons with other more or less friendly deities. They are often opposed by the deities of another (hostile) pantheon. The section contains information on some of the most important pantheons and religions in the area of Dragon Pass and central Genertela.
Cults
Each deity has a religion, or cult, which provides certain benefits, including spells, in return for the devotion of the initiates. The interests of the cult are defined by cult skills and cult duties, the study and performance of which is essential to becoming an initiate, acolyte, priest or Rune Lord of the cult. The benefits are visible in the cult skills, cult and divine spells provided by the cult, its subcults and its associated cults.
Sub-Cults
A sub-cult has no existence independent of a larger religion. A sub-cult might worship a local variant of a deity, an ancient hero, family ancestors, or an obscure spirit surviving from the Gods Age. Such deities are always worshiped as aspects of, or otherwise in association with a greater deity. Every pantheon includes many sub-cults, which generally provides supplementary skills, spells, or powers to initiates of the greater religions who also worship through that sub-cult.
Associated Cults
Associated cults are those whose deities closely support each other. Their mythologies are intertwined. The cults are very friendly and often exchange skill training and cult spells, and call upon each other for assistance in time of need. Each associated cult provides its associate with a special divine spell, whose members can learn and use as if it was one of their own gods spells. Its uses must be recovered at a temple to the associate that provided it, or at a great temple of their god, which will contain shrines to all of the gods associates. Members of associated cults can be treated as lay members of each others religions for most purposes, and can learn the other cult's cult magic spells. Specifically, a cult lay member or initiate will be treated as a lay member of an associated cult, while a cult acolyte, priest or Rune Lord will be treated as an initiate of an associated cult for the purposes of learning cult magic. Members of associated cults often become full initiates of both cults.
The cult information is arranged as follows:
NAME OF DEITY RUNIC AFFILIATIONS
Common Titles of the Deity
Worshippers: Those that commonly join the cult.
Skills: Skills of special interest to the cult, also known as cult skills.
Duties: Duties specially appropriate to the cult.
Cult Magic: Cult magic available to the cult, with limits in the format "L/I/P" (lay member/initiate/acolyte, priest or Rune Lord". Where no cult magic is listed, members are generally free to learn other cult magic or spirit magic, and possibly even sorcery if the cult allows sorcerers as initiates or priests.
Divine Magic: Divine Magic available to the cult.
Associated Cults: Associated cults (divine magic they provide)
Miscellaneous: Notes or additional information. When two of the same runes appear in a deities' runic affiliations, that deity is the current owner of that rune. Note that italicized spell names are unique cult or special divine spells which are not defined in this set of rules. Most of these unique spells are defined in Gods of Glorantha, and a number of others are defined in Troll Gods, Elder Secrets of Glorantha, and River of Cradles.
THE ORLANTH PANTHEON
Orlanth, Master of Storms, Wielder of Death, Bringer of Light, is the King of a tumultuous pantheon of gods, whose demeanors range from that of the sophisticated Lhankor Mhy to the brutal Storm Bull. Their mythology is filled with violent, reckless deeds and honorable, heroic actions. Orlanth's reckless murder of Yelm, the Sun God, plunged the world into the Lesser Darkness, and set the stage for the Greater Darkness. His sense of responsibility prevailed in the end, when he saw the terror and hunger his actions had caused, and undertook the Lightbringer's Quest to bring the dead sun back from Hell.
THE LIGHTBRINGERS
The gods that participated on the Lightbringer's Quest, and succeeding in returning the sun to the world, starting a new age, are now known as the Lightbringers. They were seven, of which five: Orlanth, Chalana Arroy, Lhankor Mhy, Issaries, and Eurmal are normally worshiped. The other two were Flesh Man, who was driven mad, and Ginna Jar, who remains an enigma.
ORLANTH
King of the Gods, the Storm King, Ernalda's Husband
Worshippers: Adventurers, warriors, farmers, herders, leaders, nobles, lawspeakers, poets, thieves
Skills: Ceremony, Dodge, Enchant, Hide, Jump, Orate, Orlanth Lore, Speak <Own Language>, Speak Stormtongue, <Weapon> Attack, <Weapon> Parry
Duties: Leadership, defending worshippers, fighting chaos
Cult Magic: Bladesharp 2/4/6, Demoralize, Detect Enemies, Glamour 2/4/6, Heal 2/4/6, Mindspeech 2/4/6, Mobility 2/4/6, Strength 2/4/6
Wind Lord
Divine Magic: Bless Woad, Command Sylph, Dark Walk, Enchant Iron, Flight, Great Parry, Lightning, Mist Cloud, Sanctify, Shield, Summon Sylph, Wind Words, Worship Orlanth
Storm Voice (Priest)
Divine Magic: all common, Bless Thunderstone, Cloudcall, Cloudclear, Command Sylph, Decrease Wind, Enchant Silver, Increase Wind, Summon Sylph, Thunderbolt, Wind Warp
Associated Cults: Chalana Arroy (Restore CON), Ernalda (Restore STR), Eurmal (Charisma), Heler (Rain), Issaries (Lock), Lhankor Mhy (Analyze Magic), Mastakos (Guided Teleport, Teleport), Storm Bull (Face Chaos), Valind (Snow), Yinkin (Identify Scent)
Miscellaneous: A number of subcults exist, including Orlanth Rex, worshipped by poet and rulers; Orlanth Thunderous, worshipped by devotees and farmers; Orlanth Lightbringer, worshipped by devotees and questers; Orlanth Adventurous, worshipped by adventurers and thieves; the Sandals of Darkness, worshipped by adventurers and thieves; the Lightning Spear, worshipped by adventurers and warriors; the Shield of Earth, worshipped by warriors; the Scarf of Mist, worshipped by devotees and thieves and Vinga the Adventuress, worshipped by female adventurers (members of this subcult dye their hair red).
ISSARIES
God of Trade, Travel & Communication
Worshippers: Traders, merchants, explorers, travellers, linguists, messengers, heralds, grave blessers
Skills: Bargain, Ceremony, Evaluate, Issaries Lore, Speak <Own Language, Speak <Language>, Speak Tradetalk, Read/Write Tradetalk
Duties: The Goldentongue subcult consists of explorers and traders, commonly known as Trader Princes; the Garzeen subcult consists of merchants, shopkeepers and middlemen; the Harst subcult consists primarily of rural barterers; and the Herald subcult consists of messengers and heralds. Teaching languages is a duty.
Cult Magic: Glamour 2/4/6, Glue 2/4/6, Mindspeech 2/4/6, Mobility 2/4/6
Divine Magic: all common, Create Market, Create Great Market, Lock, Passage, Path Watch, Spell Trading
Associated Cults: Chalana Arroy (Regrow Limb), Eurmal (Clever Tongue), Lhankor Mhy (Analyze Magic), Orlanth (Flight)
LHANKOR MHY
God of Lawspeaking, Lord of Knowledge
Worshippers: Scholars, sages, alchemists, loremasters, scribes, lawspeakers, officials
Skills: Ceremony, Evaluate, First Aid, Lhankor Mhy Lore, Lore <Any>, Orate, Persuade, Read/Write <Language>
Duties: Teaching, providing information, seeking knowledge
Cult Magic: Detect <Any>, Farsee 2/4/6, Mindspeech 4/6/8
Divine Magic: all common, Analyze Magic, Clairvoyance, Enchant Iron, Knowledge, Mind-Read, Reconstruction, Translate, Truespeak
Associated Cults: Chalana Arroy (Restore INT), Eurmal (Clever Tongue), Issaries (Create Neutral Ground), Orlanth (Wind Words)
Miscellaneous: Initiates must have 90% in a cult skill. Priest must wear beards, false if necessary.
CHALANA ARROY
Goddess of Healing & Comfort
Worshippers: Healers, doctors, surgeons, medics, herbalists, midwives
Skills: Ceremony, Chalana Arroy Lore, Human Lore, First Aid, Physician
Duties: Healing, caring for the sick, comforting those in distress
Cult Magic: Befuddle, Dullblade 2/4/6, Endurance 2/4/6, Heal 4/6/8, Light, Shimmer 4/6/8, Sleep
Divine Magic: all common, Comfort Song, Command Healing Spirit, Cure Chaos Wound, Heal Body, Heal Constitution, Regrow Limb, Restore <Any>, Restore Vision, Resurrect, Summon Healing Spirit
Associated Cults: Aldrya (Accelerate Growth), Issaries (Create Neutral Ground), Lhankor Mhy (Analyze Magic), Orlanth (Shield), Storm Bull, Yelm (Fight Disease)
Miscellaneous: Initiates must swear an oath of non-violence, and cannot study weapon skills or use spells that harm others, including Warding. Initiates and priests may be shaman or sorcerers. They are considered inviolate, and never attacked.
EURMAL
The Trickster, God of fools & Outlaws
Worshippers: Tricksters, fools, puppeteers, clowns, thieves, rogues, assassins
Skills: Ceremony, Conceal, Hide, Sneak, Orate, Persuade, Trickster Lore
Duties: Joking, lying, fooling others, playing pranks, confusing others
Cult Magic: Hotfoot
Divine Magic: Charisma, Clever Tongue, Conceal, Illusory Motion, Illusory Odor, Illusory Sight, Illusory Sound, Illusory Substance, Illusory Taste, Initiation, Reflection, Worship Eurmal
Associated Cults: Issaries (Lock), Lhankor Mhy (Analyze Magic), Orlanth (Wind Words)
Miscellaneous: Tricksters are universally despised and considered outcasts. No Orlanthi laws apply to or protect them. Trickster magic is aberrant—initiates are acolytes, but temples teach only one spell.
THE ORLANTH PANTHEON
A number of other important gods belong to the Orlanth pantheon. In some cultures, they actually may be the dominant gods. In Sartar, Ernalda takes a secondary role as Orlanth's wife. In Esrolia, where the culture is matriarchal, Ernalda is the dominant deity, and Orlanth is but one of her six husbands. Humakt is the Sartarite Wargod, and in times of war his worship may surpass even that of Orlanth. He was once kin to the storm gods, but severed his relationship with them to maintain his purity of purpose.
ERNALDA
The Earth Mother, Orlanth's Wife
Worshippers: Farmers, peasants, herders, healers, homemakers
Skills: Animal Lore, Ceremony, Climb, Ernalda Lore, Mineral Lore, Plant Lore Duties: Providing food and shelter, tending to crops, tending to fields, blessing the earth, blessing crops
Cult Magic: Endurance 4/6/8, Heal 2/4/6, Second Sight, Shimmer 1/2/4, Strength 2/4/6, Vigor 2/4/6, Visibility
Divine Magic: all common, Bless Crops, Command Gnome, Command <Domestic Animal>, Command Snake, Enchant Copper, Earthpower, Heal Body, Regrow Limb, Restore CON, Restore STR, Summon Gnome
Associated Cults: Aldrya (Accelerate Growth), Argan Argar (Create Shadow), Asrelia (Hide Wealth), Babeester Gor (Great Parry), Eiritha (Speak with Beasts), Flamal (Bear Fruit), Magasta (Breathe Air/Water), Maran Gor (Blast Earth), Orlanth (Cloudcall), Storm Bull (Impede Chaos), Ty Kora Tek (Bless Grave), Voria (Invigorate), Yelmalio (Catseye)
Miscellaneous: Priests must be women that have given birth to a healthy child.
MASTAKOS
God of Mobility, Orlanth's Charioteer
Worshippers: Messengers, dancers, travellers, adventurers
Skills: Ceremony, Dodge, Drive <Chariot>, Jump, Mastakos Lore, Maneuver, Ride <Beast>
Duties: Travel, bearing messages, driving chariots
Cult Magic: Coordination 2/4/6, Mobility 4/6/8
Divine Magic: Guided Teleport, Initiation, Teleport, Worship Mastakos
Associated Cults: Orlanth (Flight, Lightning)
ELMAL
God of the Sun & Horses, Orlanth's Thane
Worshippers: Warriors, guards, thanes, bodyguards, horsemasters
Skills: <Bow, Javelin or Spear> Attack, Ceremony, Enchant, Horse Archery, Horse Lore, Listen, Ride, Scan, Search, <Shield> Parry
Duties: Warfare, guarding steads, raising horses, blessing crops
Cult Magic: Coordination 2/4/6, Detect Enemies, Farsee 2/4/6, Firearrow, Fireblade, Ignite, Light, Lightwall, Protection 2/4/6, Repair 1/2/4
Divine Magic: all common, Bless Crops, Catseye, Enchant Gold, Enchant Iron, Shield, Sunbright
Associated Cults: Hippoi (Bless Horses)
DONANDAR
God of Music & Dance
Worshippers: Entertainers, musicians, minstrels, dancers, puppeteers, singers, illusionists, magicians
Skills: Ceremony, Dance, Donandar Lore, Play <Instrument>, Sing, Orate
Duties: Acting, singing, playing, dancing, entertaining and performing
Cult Magic: None, but may learn battle magic or sorcery from other sources.
Divine Magic: Harmonize, Illusory Motion, Illusory Sight, Illusory Sound, Initiation, Sanctify, Switch Places, Worship Donandar
Miscellaneous: Initiates and priests may be sorcerers.
BABEESTER GOR
The Holy Avenger & Guardian of the Earth
Worshippers: Warriors, mercenaries, temple guards, bounty hunters
Skills: <Axe> Attack, Babeester Gor Lore, Ceremony, Enchant, Listen, Search, <Shield> Parry, Track
Duties: Guarding earth temples, hunting down rapists, oathbreakers, kinslayers and enemies of the earth
Cult Magic: Bladesharp 2/4/6, Demoralize, Detect Enemies, Disrupt, Heal 1/2/4, Strength 2/4/6, Vigor 4/6/8
Divine Magic: all common, Axe Trance, Berserk, Command Gnome, Enchant Copper, Enchant Iron, Great Parry, Shield, Slash, Summon Gnome
Associated Cults: Asrelia (Hide Wealth), Ernalda (Heal Body), Maran Gor (Blast Earth), Ty Kora Tek (Command Ghost), Voria (Invigorate)
Miscellaneous: Only women may join.
HUMAKT
God of Death, War & Endings
Worshippers: Warriors, mercenaries, soldiers, bodyguards, lawmen, adventurers, executioners, bounty hunters
Skills: Ceremony, Craft <Armoring, Battle>, Enchant, First Aid, Humakt Lore, Maneuver, Orate, Ride, Scan, Sense Assassin, <Sword> Attack, <Sword> Parry
Duties: Soldier, executioner, mercenary, bodyguard, teaching combat skills, destroying undead
Cult Magic: Bladesharp 4/6/8, Coordination 2/4/6, Demoralize, Detect Enemies, Detect Undead, Disrupt, Fireblade, Heal 2/4/6, Parry 4/6/8, Protection 2/4/6, Repair 1/2/4, Strength 2/4/6, Vigor 2/4/6
Divine Magic: all common, Berserk, Create Ghost; Detect Truth, Enchant Iron, Morale, Oath, Sever Spirit, Shield, Strongblade, Truesword, Turn Undead
Miscellaneous: Initiates are taught Bladesharp 4 for free. Initiates and Swords of the cult may never be brought back from the dead by any means. They are forbidden to use Dullblade, and must accept gifts and geases (see Gods of Glorantha). The cult has no acolytes or priests, only Rune Lords called Swords. Some of the other gods worshipped by the Orlanthi:
Asrelia, Grandmother of Wealth; Barnatar, God of Plowmen; Caladra & Aurelion, the Volcano Twins; City Gods; Daka Fal, Judge of the Dead; Dormal the Sailor; Eiritha, the Cow Mother; Eninta, Goddess of Childbirth; Gagarth, God of the Wild Hunt; Grain Goddesses; Grandfather Mortal; Gustbran the Bonesmith, God of the Forge; Heler, God of Rain; Horned Man, the Great Shaman; Kero Fin, Mountain Mother, Mother of Orlanth; Kolat, Father of Winds; Mahome, Goddess of the Hearth; Maran Gor, the Earthshaker; Minlister, God of Ale and Mead; Oakfed, God of Holy Fire; Odayla the Hunter; River Gods; Urox the Storm Bull, God of Berserks; Ty Kora Tek, Goddess of the Dead; Uleria, Goddess of Love; Valind, God of Winter; Voria, Goddess of Spring; Voriof, God of Shepherds; Yelmalio, God of the Winter Sun; Yinkin the Shadowcat
In this section, and the others like it that follow, gods and cults in italic are not further described in this book> Many of them are described in Gods of Glorantha, Troll Gods, Elder Secrets and River of Cradles.
THE LUNAR PANTHEON
The Red Goddess, Goddess of the Red Moon, Mistress of Time, Sister of Chaos, and Lurker Upon the Veil, was reborn in the year 1220 S. T with the assistance of the Seven Mothers, after centuries of secret attempts. Although she was born inside of Time, her powers quickly developed, and her apotheosis took place only 27 years later. The Red Goddess founded the Lunar religion, with its strange mixture of mysticism and practical magic, barbaric cruelty and dignified beauty, freedom and tyranny. She danced and fought her way to become part of the fabric of the world, and took for her domain the Middle Air, where she now rests, by doing so invoking the eternal enmity of Orlanth and the Storm Gods.
THE•SEVEN•MOTHERS
The Seven Mothers, the recreators of the Red Goddess, were Yanafal Tamils, Queen Deezola, Irrippi Ontor, Jakaleel the Witch, Danfive Xaron, Teelo Norri and She Who Waits. Within 30 years of the apotheosis of the Red Moon, they had left the mundane world and joined the Goddess in immortality. They are worshiped both separately, and together as the Seven Mothers. The cult of Teelo Norri is very simple, lacking priests or initiates, and She Who Waits is not worshiped outside of Glamour, the capital of the Lunar Empire.
THE SEVEN MOTHERS Recreators of the Red Goddess
Worshippers: Lunar citizens, missionaries, soldiers, officials, scholars, healers
Skills: Ceremony, Climb, Conceal, Enchant, Human Lore, Listen, Read/Write New Pelorian, Ride, Scan, Seven Mothers Lore, Sneak, Track, <Weapon> Attack, <Weapon> Parry, World Lore
Duties: Missionary work, defending the Lunar way, guarding the frontiers
Cult Magic: Befuddle, Glamour 4/6/8
Divine Magic: all common, Command Lune, Madness, Mindblast, Reflection, Regrow Limb, Resurrect, Truesword
Associated Cults: Danfive Xaron, Deezola, Irrippi Ontor, Jakaleel (Enchant Silver), Red Goddess (Chaos Gift), She Who Waits, Yanafal Tamils (Enchant Iron)
Miscellaneous: Initiates may be sorcerers.
DANFIVE XARON Lunar God of Repentance
Worshippers: Former criminals, soldiers, agents, officials
Skills: Danfive Xaron Lore, Ceremony, Conceal, Craft/Torture, Garrotte Attack, Hide, Human Lore, Persuade, Sneak
Duties: Rehabilitating criminals, administering justice, capturing criminals, guarding the Lunar way, hunting traitors
Cult Magic: Bladesharp 2/4/6, Coordination 1/2/4, Countermagic 2/4/6, Demoralize, Detect Enemies, Disrupt, Mobility 2/4/6, Slow 2/4/6, Speedart
Divine Magic: all common, Bind Soul, Detect Truth, Enchant Iron, Enchant Slave Bracelets, Excommunicate, Oath, Seal Tongue
Associated Cults: Deezola, Irrippi Ontor, Jakaleel, Red Goddess (Chaos Gift), Seven Mothers, She Who Waits, Yanafal Tamils
YANAFAL TARNILS Lunar God of War
Worshippers: Warriors, mercenaries, soldiers, bodyguards, nobles, adventurers
Skills: Ceremony, Conceal, Craft <Armoring or Battle>, Dodge, Enchant, Maneuver, Ride, Scan, <Scimitar or Sword> Attack, <Shield> Parry, Track, Yanafal Tamils Lore
Duties: Soldier, mercenary, guard, teaching combat skills
Cult Magic: Bladesharp 2/4/6, Coordination 2/4/6, Demoralize, Detect Enemies, Disrupt, Fireblade, Heal 1/2/4, Parry 2/4/6, Protection 2/4/6, Repair 1/2/4, Strength 2/4/6, Vigor 2/4/6
Divine Magic: all common, Create Ghost, Detect Truth, Enchant Iron, Morale, Oath, Sever Spirit (one use), Shield, Truesword, Turn Undead
Associated Cults: Danfive Xaron, Deezola, Irrippi Ontor, Jakaleel, Red Goddess (Chaos Gift), She Who Waits
Miscellaneous: Duke Tamils defeated his master, Humakt to become the Lunar wargod. His cult is similar to that of Humakt, but without any restrictions on resurrection. Initiates may accept a gift and geas if they wish (similar to Humakt's).
DEEZOLA Lunar Goddess of Healing
Worshippers: Healers, nobles, poets, doctors, medics, surgeons
Skills: Ceremony, Deezola Lore, First Aid, Orate, Physician
Duties: Healing, assisting in childbirth, tending to the ill, caring for the souls and spirits of Lunar worshippers
Cult Magic: Heal 4/6/8, Protection 2/4/6, Second Sight, Spirit Screen 2/4/6, Vigor 2/4/6
Divine Magic: all common, Prevent Decay, Protect Location, Regrow Limb, Resurrect, Sustain Life
Associated Cults: Danfive Xaron, Irrippi Ontor, Jakaleel, Red Goddess (Chaos Gift), Seven Mothers, She Who Waits, Yanafal Tamils
IRRIPPI ONTOR Lunar God of Knowledge
Worshippers: Scholars, officials, teachers, sages, alchemists, loremasters, scribes
Skills: Ceremony, Evaluate, Irrippi Ontor Lore, Lore <Any>, Read/Write <Language>
Duties: Teaching, providing information, seeking knowledge
Cult Magic: Detect <Any>, Mindspeech 2/4/6
Divine Magic: all common, Analyze Magic, Clairvoyance, Knowledge, Mindblast, Mind-Read, Translate, Truespeak
Associated Cults: Danfive Xaron, Deezola, Jakaleel, Red Goddess (Chaos Gift), Seven Mothers, She Who Waits, Yanafal Tamils
Miscellaneous: Irrippi Ontor was an outlawed priest of Lhankor Mhy, and their cults are very similar. Initiates must have 90% in a cult skill, but priests need not wear beards.
JAKALEEL Lunar Goddess of Witchcraft
Worshippers: Magicians, witches, spies, assassins
Skills: Ceremony, Conceal, Enchant, Hide, Jakaleel Lore, Magic Lore, Sneak, Summon
Duties: Enchanting, espionage, witchcraft, assassination
Cult Magic: Befuddle, Darkwall, Demoralize, Dispel Magic 2/4/6, Dullblade 2/4/6, Extinguish 1/2/4, Glamour 2/4/6, Fanaticism, Mindspeech 2/4/6, Second Sight, Silence 2/4/6
Divine Magic: all common, Binding Enchantment, Command Lune, Enchant Lead, Enchant Silver, Madness, Summon Lune
Associated Cults: Annilla (Conceal), Danfive Xaron, Deezola, Irrippi Ontor, Red Goddess (Chaos Gift), Seven Mothers, She Who Waits, Yanafal Tamils
THE LUNAR PANTHEON
The Lunar Empire has conquered a number of different lands and nations, including the lands formerly held by two great empires. The policy of the Lunar Empire has been to allow the inhabitants of these lands as much freedom of worship as possible, and the worship of their original gods remains popular in those regions.
In the Western Reaches, the former lands of the Carmanian Empire, worship of some of the gods of the Orlanth and Troll Pantheons remains popular, along with the worship of the Invisible God (see Sorcery for more details). In the lands of the former Dara Happan Empire, now part of the Heartlands of the Lunar Empire and one of its richest regions, the worship of the Yelm Pantheon dominates. In the hills of Peloria, worship of the Orlanth pantheon remains popular, although the worship of Orlanth is discouraged by the Empire. Throughout most of the empire, the worship of the Lunar Pantheon dominates.
The cult of the Red Goddess is open to only a select few, but other more accessible Lunar cults are worshiped as well. The primary cult of the Lunar Empire's traders and bankers is that of Etyries, a daughter of Issaries that chose to follow the Red Goddess. Hwarin Dalthippa was the general that conquered the south of Peloria for the Lunar Empire. Her feats earned her apotheosis, and her cult is popular among both the soldiers and the crafters of the Empire.
ETYRIES Lunar Goddess of Trade and Commerce
Worshippers: Traders, merchants, bankers, travellers, messengers
Skills: Bargain, Ceremony, Etyries Lore, Evaluate, Speak <Own Language>, Speak <Other Language>
Duties: Trading, accounting, teaching languages, guiding others, carrying messages
Cult Magic: Countermagic 2/4/6, Extinguish 1/2/4, Parsec 1/2/4, Glue 2/4/6, Ignite, Mobility 2/4/6, Repair 2/4/6
Divine Magic: Command Cult Spirit, Divination, Exchange Spells, Initiation, Mindlink, Path Watch, Reflection, Sanctify, Spellteaching, Summon Cult Spirit, Warding, Worship Etyries
Associated Cults: Red Goddess
Miscellaneous: Initiates and priests of Etyries may be sorcerers.
HWARIN DALTHIPPA The Conquering Daughter
Worshippers: Soldiers, crafters, monitors, engineers
Skills: Ceremony, Craft <Armorer, Battle, Fortification or Substance, Devise, Enchant, Hwarin Dalthippa Lore, Magic Lore, <Weapon> Attack, <Weapon> Parry
Duties: Warfare, guarding, crafting, guarding roads, enchanting, teaching crafts and weapon skills
Cult Magic: Befuddle, Countermagic 2/4/6, Demoralize, Disrupt, Dispel Magic 2/4/6, Heal 1/2/4, Mobility 2/4/6, Protection 2/4/6
Divine Magic: all common, Enchant Iron, Enchant Silver, Enchant Stone, Form Stone, Shield
Associated Cults: Red Goddess (Chaos Gift)
Some of the other gods of the Lunar pantheon:
Annilla, Goddess of Tides, Secrets and the Blue Moon; Arachne Solara, Goddess of Nature and Fate; Aronius Jaranthir, God of Citizen-Foreigners; Baxos, God of Borders; City Gods; Crater Makers; Crimson Bat, Steed of the Red Goddess; Gorgorma, the Keeper of Secrets; Great Sister, the Emperor's Sister; Hell Sisters; Hon-eel the Dancer, Goddess of Maize; Iphigios, God of Crafts; Kalikos Icebreaker; Myrandos, God of Roads and Travel; Nysalor, the Illuminator; Red Emperor, Living God of the Empire; Red Goddess, Goddess of the Red Moon; River Gods; Teelo Norri, Young Life; Time; White Moon, the Moon of Peace; Yara Aranis, Goddess of the Reaching Moon; Young Elementals
THE PRAXIAN PANTHEON
The gods of Prax are the survivors of the Great Darkness. Faced by a desolate waste at the Dawning where once lay paradise, the people of Prax turned to their gods to show them how to live in this new land. The god Waha was the son of the Storm Bull, the mightiest of the Praxian gods, and Eiritha, the mother of the Praxian animals. Waha taught the men a new way of life, showing them how to use the secrets of death to safely return the spirits of fellow animals to Eiritha's womb, deep beneath the earth, where Eiritha had hidden to survive, and feed on the bounty provided by their remains. He rescued the daughters of Eiritha from the forces of darkness which had imprisoned them, and through them, the women of the tribes were able to worship Eiritha once again.
The people of Prax are now the animal nomads of Prax, and follow a nomadic herding lifestyle, with men using the powers of death, and women using the powers of life to allow them to survive again on the Plains of Prax. Many of their other gods assist them as well. Foundchild the Hunter aids those that must hunt to survive, the Storm Bull aids them in the constant struggle against chaos, and Daka Fal keeps the dead and living in their proper places, yet allows the animal nomads to call upon the wisdom of their ancestors. Not all the surviving gods are so friendly. Were it not for the tribe's shaman, Malia's plagues would sweep through the tribe. The Wastes of Prax are haunted by Gagarth and the Wild Hunt, worshiped by criminals and outlaws.
WAHA
God of Prax, Kahn of the Praxian Gods
Worshippers: Warriors, kahns, shaman
Skills: Ceremony, Craft/Butchery, Ride, Summon, Waha Lore, <Weapon> Attack
Spirit Magic: most common are Countermagic, Detect Spirit, Heal 1, Peaceful Cut, Protection, Slow, and Vigor
Divine Magic: Call Founder, Command Gnome, Command Spirit of Law, Cremate Dead, Extension, Fix Intelligence, Initiation, Release Intelligence, Sanctify, Shield, Summon Spirit of Law, Worship Waha
Associated Cults: Eiritha (Speak with Beasts), Storm Bull (Impede Chaos)
Miscellaneous: Only men may join. A worshipper can never learn more than Heal 1. Shaman may become initiates and priests are always shaman.
EIRITHA
Mother of Herds
Worshippers: Tenders, herders, healers
Skills: Animal Lore, Ceremony, Eiritha Lore, Plant Lore, Understand Herd Beasts, World Lore
Duties: Healing, tending to the sick, tending to the herds, delivering animals, blessing the herds
Cult Magic: Parsec 2/4/6, Heal 2/4/6, Ignite, Slow 2/4/6
Divine Magic: all common, Bless Animals, Pathway, Peace, Resurrect (one use), Speak With Beasts
Associated Cults: Aldrya (Accelerate Growth), Dendara (Heal Body), Ernalda (Command Gnome, Summon Gnome), Storm Bull (Shield), Waha
Miscellaneous: Only women may join. Ignite is free to initiates.
THE STORM BULL
God of Berserks and the Desert Wind, Lord of the Wastes
Worshippers: Warriors, berserks
Skills: Ceremony, Scan, Search, Sense Chaos, Storm Bull Lore, Summon, Track, Understand Herd Beasts, <Weapon>
Attack, <Weapon> Parry
Duties: Seeking & killing chaos, leading
Cult Magic: Detect Enemies, Dispel Magic 2/4/6, Fanaticism, Heal 2/4/6, Protection 2/4/6, Strength 4/6/8
Divine Magic: all common, Berserk, Command Sylph, Enchant Iron, Face Chaos, Impede Chaos, Summon Sylph
Associated Cults: Chalana Arroy (Cure Chaos Wound), Eiritha, Ernalda (Earthpower), Orlanth (Shield), Valind (Cloudcall), Waha (Command Spirit of Law), Zorak Zoran (Fear)
FOUNDCHILD THE HUNTER
Provider of food
Worshippers: Hunters, trappers
Skills: Ceremony, Craft/Butchery, Foundchild Lore, <Missile> Attack, Listen, Trap, Track
Duties: Hunting, butchering game, blessing the departed souls of game
Cult Magic: Disrupt, Mobility 2/4/6, Peaceful Cut, Slow 2/4/6, Speedart
Divine Magic: Command Cult Spirit, Command <Game>, Divination, Draw Beast, Excommunication, Heal Wound, Initiation, Sanctify, Sureshot, Soul Sight, Summon Cult Spirit, Spellteaching, Worship Foundchild
Miscellaneous: The cult is very similar to that of other Hunter gods, such as Odayla the Hunter or Zong the Hunter. Foundchild hunters are assisted by dogs (associated with the Brother Dog subcult) while Odayla hunters are assisted by shadowcats (associated with the Yinkin cult).
GAGARTH
The Wild Hunter, God of Outlaws
Worshippers: Outlaws, bandits
Skills: Ceremony, Dodge, Gagarth Lore, Ride, Summon, Track, <Weapon> Attack
Cult Magic: Bladesharp 2/4/6, Coordination 2/4/6, Demoralize, Detect Enemies, Disrupt, Fireblade, Heal 1/2/4, Protection 1/2/4, Repair 1/2/4, Strength 1/2/4, Vigor 1/2/4
Divine Magic: Binding Enchantment, Command Whirlvish, Create Whirlvish, Extension, Initiation, Sanctify, Wind Walking, Worship Gagarth
Some of the other cults worshiped in Prax:
Cannibal Cult; Daka Fal, Speaker to the Dead; Earth Witch; Helpwoman; Horned Man, the First Shaman; Malia, Mistress of Disease; Oakfed, the Wild Fire; Yelmalio, God of the Sun Dome; Zola Fel, God of the River of Cradles
THE PAVIS ARRAY
The god Pavis is the founder of the city of Pavis and the protector of the citizens of Pavis. He built the city with the assistance of his friend Flintnail, now the craft god of Pavis. Pavis established a number of treaties to ensure the existence of his city on the Plains of Prax, including one with Waha and the animal nomads, and another with Zola Fel, God of the River of Cradles, upon with the city of Pavis rests.
Much of the old city now lies in ruins, but the busy frontier town of New Pavis on the outskirts of the ruins is a new focus of trade and commerce. The original settlers of New Pavis, Sartarites, imported the worship of their native gods, and subsequent settlers and visitors have added their own temples. The Lunar Empire occupied Pavis in 1610 S. T. , and has since established temples to its own gods and goddesses.
PAVIS Cod of the City of Pavis
Worshippers: Citizens of Pavis, architects, crafters, healers
Skills: Ceremony, City Lore, Craft <Any>, First Aid, Pavis Lore, Pavis Cult
Lore, Rubble Lore
Duties: Crafting, healing, maintenance, guarding the city
Cult Magic: Bladesharp 1/2/4, Demoralize, Detect Enemies, Disruption, Heal 2/4/6, Mindspeech 1/2/4, Mobility 1/2/4, Strength 2/4/6
Divine Magic: City Harmony, Command Gnome, Command Salamander, Command Shade, Command Sylph, Command Undine, Divination, Heal Wound, Initiation, Mindlink, Sanctify, Spirit Block, Summon Gnome, Summon Salamander, Summon Shade, Summon Sylph, Summon Undine, Worship Pavis
Associated Cults: Aldrya (Heal Body), Flintnail (Support)
Miscellaneous: An initiate may be a shaman, sorcerer, or even a priest of another cult, as long as he was born in Pavis or New Pavis, or has become a citizen of Pavis. The cult is typical of that of a major city go, though details may vary, such as the Pavis cult elementals, which Pavis won for his cult's use.
FLINTNAIL God of Pavis Crafters
Worshippers: Crafters, dwarfs, adventurers
Skills: Ceremony, Craft <Any>, Devise, Flintnail Lore, Rubble Lore, <Weapon> Attack, World Lore
Duties: Craft work, construction, maintaining the city, restoring the former glory of the Rubble
Cult Sorcery: Bind, Bless <Tool or Weapon>, Call Cold, Call Fire, Call Heat, Restore <Stone or Metal>, Form <Stone or Metal>
Divine Magic: Animate Warrior of Stone, Command Gnome, Craft Warrior of Stone, Enchant Copper, Enchant Iron, Enchant Lead, Enchant Quicksilver, Enchant Stone, Extension, Find <Substance>, Initiation, Sanctify, Shape Metal, Shape Rock, Support, Summon Gnome, Worship Flintnail
Associated Cults: Pavis
Miscellaneous: Initiates and priests may be sorcerers.
ZOLA FEL God of the River of Cradles
Worshippers: Fishermen, boatmen, traders, river travellers, river dwellers
Skills: Boat, Ceremony, Devise, Swim, World Lore, Zola Fel Cult Lore
Duties: Boating, protecting the river
Cult Magic: Extinguish 2/4/6, Glue 1/2/4, Mobility 2/4/6, River Eyes
Divine Magic: Breathe Air/Water, Command Undine, Divination, Enchant Quicksilver, Excommunicate, Find Enemy, Float, Initiation, Sanctify, Soul Sight, Spellteaching, Summon Naiad, Summon Undine, Worship Zola Fel
Associated Cults: Diros, Pavis
Miscellaneous: The cult is typical of that of a major river god.
BLACK FANG The Black Fang Brotherhood of Thieves & Assassins
Worshippers: Assassins, criminals, shaman
Skills: Black Fang Lore, Ceremony, Climb, Conceal, Craft <Poison>, Evaluate, Hide, Intimidate, Sneak, Trap, <Concealable Weapon> Attack
Duties: Assassination, strong-arm work, smuggling
Spirit Magic: any
Divine Magic: Conceal, Divination, Divination Block, Initiation, Mindlink, Sanctify, Shattering, Spirit Block, Worship Black Fang
Associated Cults: Krarsht, Lanbril
Miscellaneous: Initiates may be shaman, priests are always shaman.
LANBRIL The Forgotten God, God of Thieves
Worshippers: Thieves, fences, cut-purses
Skills: Act, Bribe, Ceremony, Climb, Conceal, Craft/Disguise, Craft/Feign Death, Craft/Foil Restraints, Craft/Mimic, Craft <Potion>, Custom <Low>, Devise, Evaluate, Hide, Lanbril Lore, Persuade, Pickpocket, R/W Thieves' Argot, Sneak, Speak Thieves' Argot, Trap, <Concealable Weapon> Attack
Duties: Theft, smuggling, crime
Cult Magic: Befuddle, Conceal, Coordination 2/4/6, Countermagic 4/6/8, Face of Lanbril, Forget, Silence 2/4/6
Divine Magic: all common, Divination Block
Associated Cults: Black Fang
Some of the other gods worshiped in New Pavis (the elves and trolls of the Rubble worship the gods of their respective pantheons as well):
Argan Argar, Troll God of Trade; Chalana Arroy, Goddess of Healing; Eiritha, the Herd Mother; Ernalda, the Earth Mother; Etyries, Lunar Goddess of Trade; Humakt, God of Death & War; Irrippi Ontor, Lunar God of Knowledge; Issaries, God of Trade; Lanbril, God of Thieves; Lhankor Mhy, God of Knowledge; Lokarnos, God of Commerce; Orlanth, the Storm King; Seven Mothers; Storm Bull, God of Berserks; Teelo Norri, Young Life; Uleria, Goddess of Love; Waha the Butcher; Yelmalio, Frontier God
YELM PANTHEON
Yelm, the Sun, Harbinger, Warrior, Healer, and Emperor of the World, is the ruler of a elegant and splendid pantheon of gods. In the Golden Age, Yelm, the God Emperor, ruled the world with perfect justice for 100,000 years. The Rebel Gods, led by Orlanth, ended the reign of splendor by murdering Yelm's son and destroying Yelm, plunging the world into darkness. Yelm's power of divine justice was such that even from the Land of the Dead he was able to draw Orlanth and the Rebel Gods to him, to atone for their deeds and ask his forgiveness. Together, they defeated the forces of chaos that had torn the old world apart, and returned triumphant, to the surface world. The worship of Yelm was once far more widespread. It is now focused in areas such as Dara Happa, Pent and Kralorela, but the sun is recognized and worshiped or respected in almost all the cultures of humanity, and even by some of the Elder Races, particularly the elves. The cult of Yelmalio, a son of the sun, is one of the few sky gods popular among both the storm worshipping hill barbarians. His worship is popular among the elves, as he came to their defense in the Greater Darkness. Pole Star is another god loved and fondly remembered by many of the people he aided in the Greater Darkness, for even as he defended the hole in the center of the sky dome from the horrors now infesting the world below, he sent his Star Captains screaming to earth as great bolts of fire and magic to defend those below.
Lodril was a sky god that had exiled himself from the pure heavens by choosing to make his home in the world below. He was always a favorite of the people of the earth, and fought mightily to defend his adopted home and people from the chaos that swept over it in the Greater Darkness. The worship of these gods has survived the changes that swept over the world after the Dawning, and continues to the present day.
YELM The Sun God & Emperor
Worshippers: High born, nobles, warriors, harpers, archers, rulers
Skills: Bow Attack, Ceremony, Craft/Falconry, First Aid, Ride, Scan, Search, Yelm Lore
Duties: Leadership, dispensing justice, defending worshippers, healing, teaching
Yelm the Youth Cult Magic: Farsee 2/4/6, Light, Lightwall
Cult Magic: Befuddle, Coordination 2/4/6, Detect Enemies, Disruption, Extinguish 1/2/4, Farsee 4/6/8, Firearrow, Fireblade, Glamour 2/4/6, Heal 2/4/6, Ignite, Light, Lightwall, Mindspeech 2/4/6, Mobility 1/2/4, Multimissile 2/4/6, Slow 1/2/4, Speedart
Divine Magic: all common, Bless Worshippers, Cloudclear, Command Eagle, Command Hawk, Command Griffin, Command Salamander, Enchant Gold, Enchant Iron, Fight Disease, Restore Vision, Resurrect (one use), Shield, Sunripen, Sunspear, Sureshot, Truespear, Truetune
Associated Cults: Aldrya (Accelerate Growth), Chalana Arroy (Restore INT), Dendara (Heal Body), Grain Goddesses (Regrow Limb), Golden Bow (Pureshot), Hyalor Horsebreaker (Command Horse), Lodril (Earthwarm), Lokarnos (Hie Wagon), Molanni (Decrease Wind), Oslir (Control Flood), Ourania, Yelmalio (Catseye)
Miscellaneous: Membership in this cult is hereditary. One must be born into it. Numerous steps in the hierarchy of the cult and its subcults exist.
YELMALIO Sun God of the Frontier
Worshippers: Templars, soldiers, mercenaries, Sun County citizens
Skills: <Bow, Javelin or Spear> Attack, Ceremony, Enchant, Kuschile Archery, Listen, Scan, Search, Sneak
Duties: Soldiers, mercenaries, guarding the Sun Dome temple, defending the faithful
Cult Magic: Coordination 2/4/6, Detect Gold, Farsee 2/4/6, Lantern 4/6/8, Light, Lightwall, Protection 1/2/4, Repair 1/2/4, Seek Sun Dome Temple
Divine Magic: all common, Catseye, Enchant Gold, Enchant Iron, Shield, Sunbright
Associated Cults: Aldrya (Heal Body), Ernalda (Bless Crops), Vrimak (Speak to Birds), Yelm (Sunspear), Yelorna
Miscellaneous: The spells of Bludgeon, Darkwall, Firearrow and Fireblade are forbidden. Initiates must accept a gift and attendant geas (see Gods of Glorantha).
POLE STAR God of Dance & War
Worshippers: Soldiers, dancers, generals
Skills: Ceremony, Craft/Battle, Craft/Choreography, Dance, Dodge, Maneuver, Pole Star Lore, War Lore, <Weapon> Attack, <Weapon> Parry
Duties: Soldier, general, dancer, choreographer, defending the weak
Cult Magic: Coordination 4/6/8, Farsee 2/4/6, Firearrow, Fireblade, Heal 1/2/4, Mindspeech 4/6/8, Mobility 2/4/6, Light, Lightwall, Shimmer 2/4/6
Divine Magic: all common, Call Star Captain, Captain Souls, Enchant Gold, Enchant Iron, Enchant Silver, Shield
Associated Cults: Dayzatar (Call Shanasse)
LODRIL God of Heat & Volcanoes
Worshippers: Peasants, farmers, smiths
Skills: Ceremony, Climb, Craft <Any>, Enchant, Jump, Lodril Lore, <Spear> Attack, Summon
Duties: Craft work, farming, smithing, blessing the earth, defending peasants, fighting oppression
Cult Magic: Disrupt, Endurance 2/4/6, Extinguish 2/4/6, Heal 1/2/4, Heat Metal 4/6/8, Ignite
Divine Magic: all common, Command Salamander, Cremate Dead, Earthwarm, Enchant Copper, Enchant Gold, Enchant Iron, Enchant Lead, Enchant Tin, Firespear, Lava Spear, Smouldering Rebellion (one use), Summon Lodril, Summon Salamander
Associated Cults: Caladra & Aurelion (Firedwell), Dendara (Regrow Limb), Gustbran (Create Bonfire), Mahome (Reduce Flame), Oakfed (Create Wildfire), Yelm (Shield) Some of the other gods of the Yelm pantheon (Dendara's cult resembles Ernalda's): Chalana Arroy, Goddess of Healing; City Gods; Daga, God of Drought; Dayzatar, The Pure Light; Dendara, the Good Earth, Yelm's Wife; Donandar, God of Music & Dance; Golden Bow, God of Archery; Gorgorma, Keeper of Secrets; Grain Goddesses; Gustbran, God of the Forge; Hyalor Horsebreaker; Lokarnos, God of Wheels, Wagons & Commerce; Lux, King of the Light Spirits; Mahome, Goddess of the Hearth; Molanni, the Calm Air; Nysalor, God of White Light; Oakfed, the Holy Fire; Oslir, the River God; Ourania, Queen of Heaven; Uleria, Goddess of Love; Voria, Spring Virgin; Vrimak, God of Hawks; Yelorna, the Star Huntress
THE TROLL PANTHEON
The gods of Hell and Darkness are also the gods of the trolls. The scorching heat and blinding light emanating from the dead sun god drove the trolls out of their ancestral paradise in the Underworld, and onto the surface world, where they have now made their home, bringing the worship of their gods with them. Kyger Litor is the mother of the trolls, and is their most important deity.
KYGER LITOR Mother of Trolls
Worshippers: Trolls, troll shaman
Skills: Ceremony, Enchant, Kyger Litor Lore, Read/Write Darktongue, Speak Darktongue, Summon, Troll Lore, <Weapon> Attack, <Weapon> Parry
Duties: Leadership, teaching, tracing lineages, defending trolls, caring for trolls, blessing trolls
Spirit Magic: commonly learn Befuddle, Bludgeon, Countermagic, Darkwall, Demoralize, Disrupt, Dullblade, Extinguish, Heal, Jumping, Mindspeech, Protection, Second Sight, Slow, Spirit Screen, but no light or fire magic
Divine Magic: all common, Absorption, Blinding, Command Fear Spirit, Command Shade, Counterchaos, Darksee, Enchant Lead, Summon Fear Spirit, Summon Shade
Associated Cults: Daka Fal, Subere (Attack Soul), Xiola Umbar (Healing Trance), Zorak Zoran (Crush)
Miscellaneous: Initiates may be shaman, priests are also shaman.
ARGAN ARGAR God of Surface Darkness, Troll God of Trade
Worshippers: Traders, merchants, civilized trolls
Skills: Argan Argar Lore, Ceremony, Evaluate, Lore <any non-troll>, Read/Write Darktongue, Speak <Language>, Summon
Duties: Trading, teaching languages, making coinage
Cult Magic: Detect Magic, Glamour 2/4/6, Mindspeech 2/4/6, Protection 2/4/6, Vigor 1/2/4
Divine Magic: all common, Command Shade, Create Shadow, Cure Iron Burn, Dark Walk, Enchant Lead, Safe, Summon Shade, Suppress Aether
Associated Cults: Gorakiki (Speak with Insects), Xentha (Affix Darkness)
XIOLA UMBAR Troll Goddess of Compassion, Healing & Solace
Worshippers: Troll healers and midwives
Skills: Ceremony, First Aid, Physician, Plant Lore, Summon, Troll Lore, Xiola Umbar Lore
Duties: Healing, delivering troll children, caring for the ill, defending the weak, protecting trolls
Cult Magic: Countermagic 2/4/6, Darkwall, Heal 4/6/8, Protection 2/4/6, Shimmer 2/4/6, Solace, Spirit Screen 1/2/4
Divine Magic: all common, Attract Attention, Command Shade, Couvade, Group Defense, Healing Trance, Regrow Limb, Shield of Darkness, Summon Shade, Turn Blow
Associated Cults: Kyger Litor (Darksee), Zorak Zoran (Shield)
Miscellaneous: Initiates must learn Heal 4.
ZORAK ZORAN God of Hate & Vengeance, Troll God of War
Worshippers: Troll warriors and berserks, warriors, berserks
Skills: Ceremony, Climb, Conceal, Enchant, Hide, Jump, Sneak, Summon, Trap, <Weapon> Attack, Zorak Zoran Lore
Duties: Warfare, killing foes, exacting vengeance
Cult Magic: Bludgeon 4/6/8, Darkwall, Demoralize, Detect Enemies, Dullblade 2/4/6, Extinguish 2/4/6, Fanaticism, Firearrow, Fireblade, Ignite, Protection 2/4/6
Divine Magic: all common, Berserk, Command Ghost, Command Salamander, Command Shade, Create Ghost, Create Skeleton, Create Zombie, Crush, Enchant Lead, Fear, Seal Wound, Sever Spirit (one use), Shield, Summon Salamander, Summon Shade
Associated Cults: Kyger Litor (Darksee), Storm Bull (Face Chaos), Xiola Umbar (Healing Trance)
Some other gods worshiped by trolls:
Annilla, Goddess of the Blue Moon; Aranea, Goddess of Spiders; Arkat Kingtroll; Asrelia, Keeper of Wealth; Dehore, God of Darkness Spirits; Gorakiki, Mother of Insects; Himile, God of Cold; Horned Man, the Great Shaman; Jeset the Ferryman; Mee Vorala, Goddess of Fungi; Styx, Goddess of Oaths; Subere, Goddess of the Inner Dark; Xentha, Goddess of Night; Zong the Hunter
THE ELF PANTHEON
The pantheon of the elves is dominated by Aldrya, the mother of the elves. All elves are born into this religion, and with the exception of the rare Rootless Elf, stay in it until they die.
ALDRYA Goddess of the Woods
Worshippers: Elves, runners, dryads
Skills: Aldrya Lore, Ceremony, Elf Bow Attack, Enchant, Climb, Hide, Plant Lore, Sneak, Summon
Duties: Tending plants, guarding forests
Spirit Magic: Befuddle, Countermagic, Dispel Magic, Extinguish, Food Song, Heal, Light, Mindspeech, Mobility, Multimissile, Repair, Second Sight, Shimmer, Silence, Speedart, Spirit Screen, Vigor
Ritual Spirit Magic: Armoring Enchantment, Binding Enchantment, Spell Matrix Enchantment, Strengthening Enchantment, Summon (species)
Wood Lord Divine Magic: Accelerate Growth, Arrow Trance, Chameleon, Divination, Enchant Copper, Heal Body, Reflection, Shield, Silence Sphere, Worship Aldrya
Shaman Divine Magic: Absorption, Accelerate Growth, Animate War Tree, Chameleon, Create War Tree, Divination, Heal Body, Plant Spy, Sanctify, Silence Sphere, Tanglethicket, Worship Aldrya
Gardener Divine Magic: all common, Wood Lord, and Shaman spells, and Resurrect (one use)
Associated Cults: Chalana Arroy (Regrow Limb), Dendara (Restore INT), Eiritha (Speak with Beasts), Ernalda (Command Gnome), Flamal (Bear Fruit), Gata (Gnome-to-Gargoyle), Yelm (Sunripen), Yelmalio (Catseye), Yelorna (Detect Silver)
Miscellaneous: Initiates and priests may be shaman. Gardeners must have been a shaman or Wood Lord for 20 years.
Some of the other gods popular amongst the elves:
Babeester Gor, Holy Avenger; Flamal, Father of Seeds; Gata, Goddess of the Earth; Grain Goddesses, Homed Man, the Great Shaman; Mee Vorala, Goddess of Fungi; Voria, Goddess of Spring; Yelmalio, Frontier God
THE ARRAY OF CHAOS
The gods of chaos are either the few survivors of the original invasion that took place during the Greater Darkness or gods that were corrupted, voluntarily, or involuntarily, by exposure to the forces of chaos. The Unholy Trio, whose plotting allowed the forces of chaos to enter the world, and plunge it into the Greater Darkness, were warped by the forces they had released. All three, Thed, Mother of Broos; Malia, Mother of Disease; and Ragnaglar, the Mad God are now counted amongst the gods of chaos. The defeat of the Forces of Chaos at the hands of the Forces of Life, and the Great Compromise has weakened chaos in the world. Nevertheless, it persists, often festering quietly, unnoticed, in the hidden places of the world, or growing as a hidden cancer deep within human society. In a few places, chaos nests such as Dorastor, or the Foulblood Woods, it festers openly, rebounding with extraordinary resilience from attempt after attempt to exterminate it once and for all.
The Lunar Empire is alone among the nations of Genertela in including chaos in its worship, and deeply hated for it. Their position of official acceptance of chaos is essential to their religion's belief in freedom, but even they will not tolerate the excesses to which these cults and their members can go.
The three cults detailed below can all exist within the bounds of human society, if need be. Ogres appear human, and prefer to live within or on the outskirts of human society, feeding on humans, who they consider to be their natural prey. The burrowing horrors of Krarsht have tunneled below much of the surface of Genertela, but the cult's human worshippers tend to its mysterious affairs on the world's surface. Vampires pass as human, or send their human worshippers to gather prey for them. Those that excel in pleasing their vampire masters gain the reward of a hollow, but potentially eternal, existence. An entire kingdom of vampires is said to exist to the north of the Lunar Empire, feeding on its human subjects, and the Lunar Empire itself is rumored to have a legion of vampires training in the mountains.
Two of these cult's gods possess the Hunger Rune ( ), a common rune among chaos cults which tear at and consume reality.
CACODEMON God of Anarchy, Murder, & Ogres
Worshippers: Ogres, anarchists, murderers, assassins
Skills: Cacodemon Lore, Ceremony, Enchant, Hide, Track, Trap, <Weapon> Attack
Duties: Assassination, spreading disorder, destruction
Divine Magic: Create Ghost, Detection Blank, Extension, False Form, Mindlink, Sanctify, Spirit Block, Vomit Acid, Warding, Worship Cacodemon Associated Cults: Primal Chaos (Chaos Feature), Thed (Chaos Spawn)
Miscellaneous: A Fiend appears to initiate new members. If they fail a POW x5 roll, it eats them. Prospective Talons (priests) fail only on a roll of 96-00.
KRARSHT Chaos Goddess of Hunger & Intrigue
Worshippers: Criminals, fences, middlemen, conspirators, assassins
Skills: Ceremony, Hide, Krarsht Lore, Net Attack, Net Parry, Sneak, Concealable weapon> Attack
Duties: Assassination, espionage, organized crime, smuggling
Cult Magic: Befuddle, Silence 2/4/6, True Net 4/6/8
Divine Magic: all common, Chomping, Sweat Acid, Venom Bite
Associated Cults: Black Fang (Conceal), Primal Chaos (Chaos Feature)
VIVAMORT God of Vampires
Worshippers: Vampires, those that wish to be vampires, necromancers, vampire's herds
Skills: Ceremony, Conceal, Enchant, Hide, Scan, Sneak, Summon, Swordbiter Parry, Vivamort Lore, <Weapon> Attack
Duties: Finding victims, recruiting new members, providing blood and power
Divine Magic: Create Ghost, Create Ghoul, Create Skeleton, Create Zombie, Command Shade, Divination, Ecstatic Communion, Initiation, Sanctify, Summon Shade, Worship Vivamort
Associated Cults: Malia (Cause Chills)
Miscellaneous: Rune Lords and Priests are vampires (see Creatures). Swordbiters are a cult weapon, resembling a mace with a swordbreaking appendage.
Some other gods of chaos and terror:
Arrquong, Harbinger and Gate Keeper of Chaos; Atyar, the Knowledge Thief; Bad Man, the Shaman's Nemesis; Bagog, Mother of Scorpions; Gark the Calm, Chaos God of Eternal Peace and Zombies; Gbaji, the Liberator; Gloomshark, Bluegloom God of Mindless Hunger; Ikadz the Torturer, Krjalk, God of Treason; Malia, Goddess of Disease and Suffering; Nysalor, the Teacher; Pocharngo the Mutator; Primal Chaos, the Chaos Ooze; Ragnaglar, the Mad God; Seseine, Goddess of Submission; Than, God of Headhunting; Thanatar, the Severed God; Thed, Goddess of Rape and Mother of Broos; Tyram, Chaos God of the Skies
OTHER PANTHEONS AND ARRAYS IN GLORANTHA
Regional variations exist in nearly all pantheons and arrays. The further one travels from central Genertela, the more likely that differences exist in the pantheons and arrays described above. Some gods may not be worshiped in certain regions, in others, gods belonging to what are considered other pantheons in central Genertela, or gods not even mentioned above are worshiped. Subcults and associated cults may vary as well, along with the available selection of cult and divine magic.
A number of other pantheons and arrays of gods exist in Glorantha. The ones detailed above are those most popular in central Genertela. Some of the others include the Dwarf Array, the East Isles Array, the Hsunchen Array, the Kralori Pantheon, the Malkioni Array (described the Sorcery chapter), the Merman Pantheon, the Pamalt Pantheon, and the Vormain Pantheon.
In addition to these major pantheons and arrays, many other more moderately sized or small pantheons and religions exist, particularly in those areas not dominated by a major pantheon.
Gamemasters should feel free to develop these, as with moderate care these can be made to fit in even regions dominated by one of the major pantheons. Small cults and local spirit cults can fit almost anyplace, and gamemasters should feel free to develop these
SPIRIT MAGIC (ANIMIST)
Spirit magic, also known as battle magic, is the simplest of the approaches to magic in RuneQuest. It involves the forceful alteration of the fabric of reality by a quick mustering of life force to perform a task. Imagine it as a controlled adrenaline rush, directed to the job at hand. For this reason spirit magic spells, while powerful, are of short duration. Although short lived, spirit magic spells are cast quickly, and are easily and quickly learned. They are thus comparatively inexpensive in time, effort, and price, and popular among many peoples and cultures. An adventurer's capability at spirit magic directly corresponds to his or her magical aptitude. Shaman devote themselves to spirit magic, awakening extraordinary inner powers as they do so.
WHO USES SPIRIT MAGIC?
Primitive people use spirit magic almost exclusively. Shamans are people who concentrate on spirit magic. They are most prevalent where the more organized priesthoods and the more sophisticated sorcerers are absent. Spirit magicians can be found in nearly all areas of Glorantha, but are most common in the more primitive areas, such as those inhabited by Hsunchen or nomads. Many divine magic using cultures use only divine magic and cult magic, while others teach divine magic and spirit magic. Priests of the latter kinds of cults are often shaman as well. Cults that teach only divine and cult magic typically discourage the study of spirit magic, though they rarely prohibit it outright, rather prohibiting their members from learning certain spirit magic spells that are considered unacceptable to the tenets of the religion. A few divine cults actively encourage their members to study spirit magic as well. Sorcery using cultures generally look down on spirit magic as unsophisticated and beneath notice. Some schools of sorcery ban their members from learning or using spirit magic. In general, spirit magic is held in great disdain, and a member of the upper or middle classes will have nothing to do with it, A peasant, with no time or money to spare for the study of sorcery may be tempted to learn a convenient spirit magic spell or two, but shaman are almost unheard of in sorcerous cultures, so the opportunity is often lacking.
People who know some spirit magic but are not shaman are commonly said to know spirit magic, battle magic, medicine magic, witchcraft or folk magic.
LEARNING SPIRIT MAGIC
To learn spirit magic one must become a student of a shaman. A student is anyone who studies under a shaman to learn a little of his or her magic. The relationship is informal, and does not imply any long-term bond. The requirements to become a student of a shaman vary by whether or not the applicant is a member of the shaman's tribe or cult.
Tribal Applicants
A member of the shaman's tribe or cult can learn a spell by applying to the shaman. A present of suitable generosity must be given, appropriate to the spell desired (see Economics). How quickly the spell is received depends on a number of factors, including the size and rarity of the spell, what the shaman thinks of the applicant, whether the shaman believes the applicant has behaved according to the customs of his community, and how busy the shaman is.
If the gamemaster wishes to abstract this, have the applicant make a POW x5 roll. Success means that the spell will be taught to the applicant within 1D10 days (longer for a large or rare spell, see Acquiring Spells). Failure means that the spell will be taught to the applicant within 1D10 weeks (longer for a large or rare spell). A fumble means that the shaman keeps the gift, but does not teach the applicant the spell. The applicant will have to wait for at least a year to try again.
Applicants Who Are Strangers
A stranger would first have to befriend the shaman, a process that could take weeks, or even seasons, involving spending time in the area ingratiating oneself to the shaman and the shaman's tribe through acts of friendship, kindness, protection and gift giving. The more valuable the acts or gifts given, the greater the chance of befriending the shaman. A traditional gift is worth at least 500 L, or what the shaman perceives a season's worth of the stranger's income would be, if that is greater. Once the shaman has been befriended, he is willing to teach spells to the stranger. The stranger must present the shaman with presents of value appropriate to the size and rarity of the spell desired (see Economics), then wait for a period of time, generally 1D10 weeks (longer for a large or rare spell) for the shaman to find time to travel the otherworld to find the appropriate spell. Once a stranger has befriended a shaman and purchased a spell from him or her, future purchases by the familiar outsider are at half the normal rate (see Economics).
Procedure
To learn a spirit magic spell from a shaman, one must defeat in spirit combat the spell spirit that the shaman has summoned or brought back from the spirit world. A spell spirit has 1D6 POW per point of spell. The spirit resists, though the shaman might cast spells to aid the spell seeker. Outsiders pay extra for the service. If the person reduces the spell spirit to 0 MP, the spirit vanishes, and the victor gains the use of the spell. Shamans claim that the spell spirit becomes part of the victor, but there are no obvious signs of the spirit. If the spell spirit wins, it possesses the person. Because it is incapable of operating a body, the possessed individual lies comatose until someone exorcises the spirit. Most shamans exorcise the spirit when this happens. Outsiders would pay extra for this as well.
Restrictions
All students are instructed in the proper and responsible use of spirit magic spells. Malicious use of magic against a member of the shaman's tribe generally results in midnight visitations by the angry shaman's spirit or the sending of malign spirits.
SPELL SPIRITS
Shamans call spell spirits the source of spirit magic, the most common form of magic on Glorantha. They are native creatures of the spirit world, part of the natural flora and fauna of the spirit world, and are the natural prey and resources of many of the spirit world's other inhabitants. The exact origins of spell spirits are not known, but some Lhankor Mhy scholars believe that spell spirits are the byproduct of the use of great power. Each spell spirit is a vessel for a particular spirit magic spell. The size of the spirit corresponds to the power of the spell. The appearance of spell spirits varies according to the spell and the source of the power that created it.
WHAT IS A SHAMAN?
People who commonly use spirit magic are called spirit magic users. The specialist who deeply commits himself to the magic is called a shaman. A shaman has special powers which ordinary mortals cannot hope to match. His extraordinary abilities are gained because he has awakened his fetch, the spirit plane counterpart of himself. A shaman fully engages himself in spiritual work, surviving on the payments which others make to him. With only himself to rely on, his great responsibility is to tend to the spiritual protection and knowledge of his kinsmen and tribesmen. He is the keeper of ritual and spirit magics, and acts as the enchanter and summoner as well.
BECOMING A SHAMAN
The path of the shaman is not for most adventurers. It is arduous and dangerous, and its rewards are spiritual and communal. Great shamans are, however, among the most powerful of mortals.
To become a shaman, one must first become a shaman's assistant.
Acceptance as an Assistant Shaman
A shaman will normally accept only a member of his tribe or cult as an assistant, or a stranger that has befriended the shaman. Even then, the candidate must meet the shaman's standards, the shaman must be willing to accept a new assistant, and deem that this is a propitious time to do so. If the gamemaster wishes to abstract this, the candidate must succeed in a POW x1 roll.
Duties of an Assistant Shaman
An assistant will live with, work for, and aid his shaman in every way. In return he will be taught the way of the shaman. An assistant's time is not his own; most shamans have only a few assistants and have no room for sluggards, backsliders, or disloyal followers. An assistant must spend 90% of his time with his shaman, performing tasks and duties for the shaman.
In game terms, an assistant shaman spends 4 days a week performing duties for the shaman, 1 day a week practicing shamanic skills, and 1 day a week being trained by the shaman.
Benefits of Becoming an Assistant Shaman
In return for the assistants time, the shaman teaches the assistant the skills of Summon, Ceremony, Enchant, Spirit Combat, Spirit Lore and Spirit Sense. The assistant is also taught spirit magic by the shaman.
The skills of Summon, Ceremony and Enchant are described in the skills section. The skills of Spirit Combat, Spirit Lore and Spirit Sense are described below.
SPIRIT COMBAT (0%) Medium
Where POW and magic points represent a character's life force and raw spiritual strength, skill in Spirit Combat represents a character's ability to focus his or her will and strength in the struggle against a spirit. Spirit Combat skill governs the minimum MP a character will attack and defend with in Spirit Combat, regardless of their current MP. Multiply a character's POW by their Spirit Combat skill to determine what their minimum MP for attack and defense are. Thus, a shaman's assistant with a 14 POW and a 52% Spirit Combat skill would always attack and defend with at least 7 MP. A shaman with a 19 POW and 122% Spirit Combat skill would always attack and defend with 23 MP.
Training in Spirit Combat is available to Assistant Shamans, Shamans and members of certain cults (e. g. , Subere). It consists of meditative and focusing exercises, as well as exposure to spirits. In some shamanic traditions, a mundane skill (such as Claw attack for a Basmoli shaman) may be complementary. It is a Magic skill, and cannot be increased by experience.
SPIRIT LORE (0%) Medium
Spirit Lore collects all kinds of knowledge about spirits. Its major uses are identifying spirits and knowing how to avoid or drive away spirits. Shamans can use it to remember what will appease or drive away a kind of spirit. "Kind of spirit" means not only the type of spirit, but also the spirit's kindred, runic associations, and background. There are ghosts of trolls and plant rune healing spirits. Nymphs are linked not only to elements, but also to geography and history. Spirit Lore is a Knowledge skill, and cannot be increased by experience.
SPIRIT SENSE (0%) Medium
The ability to sense discorporate spirits, with or without the use of magic. If used with Second Sight, a successful Spirit Sense roll will sense the presence of a discorporate spirit within range of the Second Sight spell or ability. If used without Second Sight, a special skill roll will sense a discorporate spirit within POW meters of the skill user. Training in Spirit Sense is available only to Assistant Shamans, Shamans and members of certain cults. Intelligent spirits often have the skill as well, and can use it to sense the presence of corporate beings (as can a discorporate shaman). It is a Magic skill, and cannot be increased by experience.
AWAKENING THE FETCH
The fetch is a portion of a person's soul which can be awakened. It can be brought to living consciousness (awakened) through certain trials, rituals, and activities which are very dangerous. Though everyone has a fetch, very few wake them. Once awakened it can never be put to sleep, dispelled or separated from the shaman. It provides a shaman with distinct powers and vulnerabilities.
Acceptance
To become a shaman, the assistant must awaken his fetch. When his master feels the assistant is ready, he shows him how to awaken his fetch. The assistant must have served the shaman for at least a year, often longer. Some shaman may not teach their assistants the ritual until they feel they have at least a reasonable chance of survival, others may not care. A few shaman may not teach their apprentices to awaken their fetch until they are dying and feel they need a successor. In general, the assistant should have Ceremony, Summon and Spirit Combat skills of at least 50% to have a reasonable chance of survival.
The Ritual
To awaken his fetch and become a shaman, the assistant must perform the ritual at a holy place that lets him enter into a mystical quest, fasting and praying to awaken the powers within him. He remains on his quest for 1D6+1 days. At its conclusion the Horned Man, the First Shaman, will appear: he will tell the assistant that it is time to go, and will escort him along the path to shamanhood. Along the path the quester performs a special ceremony which always includes three stages. This journey may be played out by the gamemaster, or abstracted.
The Sacrifice
A number of points of POW are sacrificed to the future fetch. These points are permanently taken from the current POW of the quester, and a corresponding number of magic points are also deducted. At least 1 point of POW must be sacrificed. If the quester safely completes his or her journey then the POW sacrificed will be the beginning POW of the fetch. If the quester fails, these points are lost for good.
Waking the Fetch
A successful spirit Summon skill roll must be made. This can be augmented by Ceremony. If the roll is successful, then the fetch is awakened into consciousness. Its POW is the POW sacrificed to it. If the roll is a failure, the sacrificed POW is lost and no fetch awakens.
The Fight with the Bad Man
Spirit combat with the Bad Man occurs at the journey's end. The Bad Man will not attack the Horned Man, nor will the Horned Man defend the new shaman. To survive, the quester must survive the encounter with the Bad Man. Defensive magic has no effect on the Bad Man. This encounter may be roleplayed by the gamemaster, or abstracted as a roll of against the average of the quester's Spirit Combat skill and POW x5. Questers that failed to wake their fetch must succeed in a critical roll to survive. Failure means possession and the final death. Otherwise, success means that the quester survives the attack of the Bad Man, and the journey ends. If the quester failed to wake their fetch, but was fortunate enough to survive the attack of the Bad Man, they may try again, though any POW sacrificed to the fetch is lost. A quester that survives with a wakened fetch is now a shaman.
The Fetch
The fetch serves as a source of power for the shaman. The shaman can draw upon the fetches magic points to fuel his or her spells and rituals. A fetch reduced to zero magic points does not die or disappear. The fetch also allows a shaman access to abilities that grow in power with the power of the fetch.
The fetch of shaman that is not discorporate can be seen by Second Sight or other magical means, and is visible from the spirit world. Its form reflects the shaman's true nature. As such, the viewer's background can influence what he or she sees. An observer with Second Sight on the mundane world examining a Praxian snake shaman, in Prax traditionally a subtle and wise totem, will see a subtle and wise thing overlaying the human form of the shaman. Depending on the observer's own cultural background, this might be an owl, a snake, or perhaps and older and wiser man. A spirit observing the shaman from the spirit world will see the true form of the fetch, in this case a snake. The true form of a fetch is often an animal of some sort, but may be some other mythical representation influenced primarily by the shaman's culture and background, and to a lesser extent, his or her personality.
The New Shaman
A new shaman will typically stay with his master for a period of at least a year, as his old master teaches him the skills and abilities unique to shaman. The new shaman must still dedicate 90% of his time to his master, but in return is taught not only the skills of an assistant shaman, but the special abilities and skills available only to shaman.
Shamanic Skills
A number of skills exist that are traditionally taught only to shaman by shaman. Some spirits can teach them as well, though they are often the spirits of former shaman. A shaman wishing to study these skills under a shaman he did not know would have to befriend that shaman first, using the same procedures as a stranger trying to befriend a shaman to be taught spirit magic, and would have to recompense the teacher for his time, either with his own time, or by appropriately valued presents.
SPIRIT DANCE (0%) Medium
This s k i l l can be learned only by shaman that can Discorporate (see Shamanic Abilities) or a spirit. It governs one's ability to move as a discorporate spirit, and can be used to avoid, dodge, evade, or hide from other discorporate spirits. As a general rule, a successful Spirit Dance roll will allow a shaman to escape from a spirit that can't move any faster than the shaman. If the spirit can move twice as fast as the shaman, the roll is at half skill, if the spirit can move thrice as fast as the shaman, the roll is at one third skill, etc. Only one escape attempt can be made in a given encounter.
If the shaman chooses to hide instead, match the spirit's Spirit Sense skill against the shaman's Spirit Dance skill in a contest of skills. If a spirit has no Spirit Sense ability listed, approximate its level of skill as POW x3. The skill can also be used to successfully pass through difficult or turbulent 'terrain' on the spirit plane. It is a Magic skill, and cannot be increased by experience.
SPIRIT SPEECH (0%) Medium
Spirit Speech is the ability to communicate with discorporate spirits. This ability is taught by certain cults (e. g. Issaries) and spirits as well. One can use any Communication skills on a discorporate spirit at the lesser of Spirit Speech or the Communication skill. Using Communication skills other than Speak Language requires that the spirit and the speaker share a common language. It is a Magic skill, and cannot be increased by experience.
SPIRIT TRAVEL (0%) Medium
This skill can be learned only by a shaman that can Discorporate (see Shamanic Abilities) or a spirit. It governs a shaman's ability to Discorporate (see Shamanic Abilities), and governs a discorporate shaman or spirits ability to navigate through the spirit world and track down spirits (see Finding Spirits). It is a Magic skill, and cannot be increased by experience.
SHAMANIC TRADITIONS
A wide variety of shamanic traditions exist. Some are major traditions, with thousands of followers, others minor, with dozens of followers. A few might consist of a single shaman and his or her assistants. A few examples follow, in the format below:
NAME OF TRADITION RUNIC AFFILIATIONS
Common Titles of Shaman
Followers: Those that belong to the tradition.
Duties: Duties specially appropriate to the tradition.
Favored Spells: Spirit magic favored by the tradition.
Forbidden Spells: Forbidden spirit magic.
Favored Abilities: Shamanic abilities favored by the tradition.
Forbidden Abilities: Forbidden shamanic abilities.
Taboos: The taboos of the tradition.
Taboos
Many shamanic traditions have specific taboos which their shaman obey. A shaman with an animal totem might have to protect that animal, or not allow harm to come to it needlessly. Shaman of many Praxian traditions are forbidden to engage in physical combat. Aldrya or Flamal shaman must use Food Song before picking a plant. Other taboos may involve performing a certain action every day, or at certain times in the year.
If a shaman breaks a tradition's taboo, he loses the special abilities governed by that taboo (typically, all the abilities he has been taught by that tradition) until he can make the appropriate restitution. A shaman with an animal totem might have to save the life of one of his totem's animals to make restitution, or return to life the animal he has slain. For a taboo where one has to perform an action every day, missing the action might just meant that the ability is not available that day, and can be regained the next day by performing the action again.
If a shaman has learned abilities from more than one tradition, he must follow both tradition's taboos. When generating a shaman, players and gamemasters are encouraged to come up with a few distinctive taboos that are practiced by that shaman's tradition. These add color and serve to distinguish shaman from each other.
THE KOLATING The Wind Shaman
Followers: Wind or breath shaman and their assistants
Duties: Dealing with spirits and sylphs, teaching spells, watching over the mountains
Favored Spells: Coordination, Disrupt, Dispel Magic, Mindspeech, Mobility, Strength
Forbidden Spells: None
Favored Abilities: Discorporation, Air
Affinity, Mobility Affinity, Spirit
Trapping, Second Sight, Magic Attack
Forbidden Abilities: None
Taboos: Always challenge other shaman to duels of magic. Live only where the winds are free (not in cities or towns). Never sleep in the same place twice.
THE DAKA FAL The Speakers to the Dead
Followers: Ancestor worshipping shaman and their assistants
Duties: Speaking to the ancestors, dealing with spirits, teaching spells, watching over their family
Favored Spells: Detect Enemies, Dispel Magic, Heal, Spirit Screen
Forbidden Spells: None
Favored Abilities: Man Affinity, Discorporation, Second Sight, Spirit Affinity, Possession
Forbidden Abilities: None
Taboos: Obey the ancestors. Never dishonor an ancestor. Never bind or possess a relative without permission.
Miscellaneous: Likely to be initiates of an ancestor worship cult. This is an example of a simple version of ancestor worship, such as can be found in primitive cultures, or the disaffected among the nomads of Prax. Many different traditions of ancestor worship exist.
THE PRAXIANS The Shaman of Prax
Followers: Independent or tribal Praxian shaman and their assistants
Duties: Teaching spells, dealing with spirits, watching over the tribe, teaching wisdom
Favored Spells: Countermagic, Detect Spirit, Peaceful Cut, Protection, Spirit Screen
Forbidden Spells: None
Favored Abilities: Discorporation, Second Sight, Mind Expansion, Magic
Attack, Spirit Mastery, Spirit Affinity
Forbidden Abilities: Self Resurrection
Taboos: Cannot fight with weapons, only magic. May not allow one of their tribe's animals to suffer needlessly.
Miscellaneous: Male shaman are likely to be at least initiates of Waha.
THE BASMOLI The Lion Shaman
Followers: Basmoli shaman and their assistants.
Duties: Warfare, fighting spirits, teaching spells and skills, watching over the tribe
Favored Spells: Demoralize, Disruption, Fanaticism, Ironhand, Protection, Spirit Screen
Forbidden Spells: None
Favored Abilities: Beast Affinity, Spirit
Mastery, Magic Attack, Discorporation, Second Sight, Self Resurrection, Death
Affinity
Forbidden Abilities: None
Taboos: Always fight to the death. May not allow a lion or tribe member to suffer needlessly.
Miscellaneous: Assistants are at least initiates, while shaman are also priests of
Basmol, the Lion God. This is an example of a Hsunchen tradition, which vary depending on the ancestral animal that founded the tradition. It exists in Prax.
THE BLACK FANG The Shaman of the Black Fang Brotherhood
Followers: Black Fang cult shaman and their assistants
Duties: Teaching spells, teaching skills, dealing with spirits, assassination
Favored Spells: Bladesharp, Bludgeon, Countermagic, Darkwall, Detect Enemies, Disrupt, Spirit Screen
Forbidden Spells: None
Favored Abilities: Second Sight, Discorporation, Possession, Conceal
Fetch, Darkness Affinity, Death Affinity, Spirit Affinity
Forbidden Abilities: Fire or Truth Affinity
Taboos: May not reveal cult membership to outsiders. Must obey the orders of his or her superiors.
Miscellaneous: A small tradition, centered around the city of Pavis. Members are also at least initiates of Black Fang.
THE KYGER LITOR The Shaman of the Trolls
Followers: troll shaman and their assistants
Duties: Dealing with darkness spirits, fighting hostile spirits, speaking to the ancestors, teaching spells and skills,
watching over the community
Favored Spells: Bludgeon, Countermagic, Darkwall, Demoralize, Dullblade, Extinguish, Protection, Spirit Screen
Forbidden Spells: Firearrow, Fireblade, Ignite, Light
Favored Abilities: Darkness Affinity, Second Sight, Discorporation, Spirit Mastery, Man Affinity, Spirit Affinity Forbidden Abilities: Fire Affinity
Taboos: Never deal with a non-darkness spirit. Must defend and protect your descendants. Honor the ancestresses.
Miscellaneous: At least initiates of Kyger Litor.
ALDRYA The Shaman of the Elves
Followers: Elf shaman and their assistants
Duties: Dealing with plant spirits, fight ing hostile spirits, protecting the forests, teaching spells and skills, guiding the community
Favored Spells: Befuddle, Extinguish, Food Song, Heal, Mindspeech, Silence, Speedart
Forbidden Spells: Bludgeon, Darkwall, Firearrow, Fireblade, Ignite, Peaceful Cut
Favored Abilities: Plant Affinity, Second Sight, Discorporation, Magic Defense, Spirit Mastery, Mind Expansion, Man Affinity
Forbidden Abilities: Darkness Affinity
Taboos: Never deal with non-plant spirits. Never kill a plant without casting Food Song first. Never allow harm to come to plants needlessly. Must defend the forests.
Miscellaneous: Typically at least initiates of Aldrya.
THE SCHOOL OF RED MASKS The Shaman of the Red Moon
Followers: Human, ogre, and broo moon or chaos shaman and their assistants
Duties: Dealing with spirits and lunes, teaching spells, spreading the influence of the moon
Favored Spells: Befuddle, Countermagic, Glamour, Shimmer
Forbidden Spells: None
Favored Abilities: Discorporation, Possession, Moon Affinity, Chaos Affinity, Self Resurrection, Spirit Trapping, Magic Defense, Second Sight Forbidden Abilities: Law Affinity
Taboos: Never learn an affinity other than Chaos or Moon Affinity without learning the opposed affinity as well. Never know a spirit magic spell that has an opposite without learning the opposite as well (Darkwall/Lightwall, Ignite/Extinguish, etc. ).
Miscellaneous: Shamanic abilities are cyclical. On Dark/Dying Moon days, all abilities function as if tertiary abilities. On Crescent days, only primary abilities function as if secondary abilities, other abilities function as if tertiary abilities. On Half Moon days, abilities function normally. On Full Moon days, add 1 level to all abilities (Level 1 abilities become Level 2 abilities, Level 2 abilities become Level 3 abilities, etc. ).
SHAMANIC ABILITIES
Once a shaman's fetch is awakened, the shaman can acquire special abilities, which are unique to shaman. These abilities include powers such as Discorporation, Second Sense, Spirit Trapping, Spirit Mastery, Possession, Mind Expansion, Magic Attack, Magic Defense, Self Resurrection and Spirit Affinity.
Different cultures and different shamanic traditions will favor different abilities, and this list is by no means complete. Some abilities are taught only to favored students, or by only a few powerful shaman. A number of abilities may have attendant vulnerabilities.
Acquiring Shamanic Abilities
A teacher, be it another shaman that already has the ability, or a knowledgeable spirit, must first show the shaman how to use the ability, a process that takes a week. To do so, the shaman or spirit must possess the student for that period of time, and show them what to do from the inside. A shaman that cannot Discorporate and Possess the student cannot teach their abilities. There are some shamanic traditions that never learn these abilities—each new generation of shaman are taught their other abilities by a spirit, in some cases the spirit of a dead shaman of that tradition. Learning a shamanic ability from a shaman that one is a stranger to is difficult. These are often the greatest secrets of a shaman's tradition. Some abilities may never be taught outside of the shaman's tribe, others may be. If the shaman is befriended (as per the procedure for a stranger trying to befriend a shaman to be taught spirit magic), the shaman may agree to teach an ability, although he will have to be convinced that the student is worthy to be taught, and appropriately recompensed. If the gamemaster wishes to abstract this, the aspiring student must succeed in a POW x1 roll, and offer presents worth at least 1,000 L to the teacher. Of course, the student must also trust the teacher sufficiently to allow him to possess the student for a week.
Selecting Abilities
A shaman will typically learn one ability that he will specialize in, two others he will be good at, and three others he will not as be good as the others at. As the shaman's fetch grows, so does his or her competence with these abilities. It is not normally possible to learn more than those six abilities: one primary, two secondary, and three tertiary. Some gamemasters may wish to allow an exotic tradition which teaches six secondary abilities, or nine tertiary abilities, but this should be the exception, not the rule.
In game terms, the shaman should select one primary ability, two secondary abilities, and three tertiary abilities. If the player wishes, he or she can leave one or more abilities unlearned, in the hopes of learning something later that their master did not know or representing an ability their master was not willing to teach them immediately. It is also possible, though unusual, to forget an ability and learn a new on in its place. The shaman's level with each ability is determined by the size of his or her fetch:
Shamanic Abilities Tables
| Ability | |||
|---|---|---|---|
| Primary | Secondary | Tertiary | |
| # of Abilities | 1 | 2 | 3 |
| Fetch POW | Level of Ability | ||
|---|---|---|---|
| Primary | Secondary | Tertiary | |
| 01-10 | 1 | 1 | 1 |
| 11-20 | 2 | 1 | 1 |
| 21-30 | 3 | 2 | 1 |
| 31-40 | 4 | 2 | 2 |
| 41-50 | 5 | 3 | 2 |
| etc. | |||
Abilities
SECOND SENSE
With this ability a shaman can see the auras of living things, as if using the Second Sight spell. No expenditure of magic points is required, only concentration. The range is 50 meters per level, and each level acts as a 2 intensity spirit magic spell for the purposes of penetrating defensive magic. Higher levels might be able to see more detail, or gain clues as to the true nature of the spirit the shaman is inspecting.
| Level 1 | 50 meter range Second Sight |
|---|---|
| Level 2 | 100 meter range Second Sight |
| Level 3 | 150 meter range Second Sight |
| Level 4 | 200 meter range Second Sight |
| Level 5 | 250 meter range Second Sight |
| etc. |
DISCORPORATION
Allows the shaman to cause a portion of his or her spirit to temporarily leave his or her body and enter the spirit plane. What appears to be a dead body is left behind. The body does not breathe, is not susceptible to possession, and comes back to life when the shaman returns to it. To discorporate, a shaman must spend at least a magic point, and succeed in a Spirit Travel roll. If successful, the shaman's spirit enters the spirit plane for one hour. Every additional magic point spent during the ceremony
increases the time that the shaman can remain discorporate by an hour. The shaman will return to his or her body when the time is up, or if an earlier return is desired, upon expending a magic point and succeeding in a Spirit Travel roll. The discorporation process cannot be Dispelled. While discorporate, a fraction of the shaman's power remains to guard the body from possession. Some shaman, particularly powerful ones, may also leave a friendly or commanded spirit to guard their body for additional insurance, others may hide themselves before discorporating, or have assistants hide them afterwards. A discorporate shaman can engage a spirit that has possessed someone in spirit combat. If the shaman wins, he can drive the spirit away, freeing the body of possession.
When discorporate, the shaman cannot use any magic points stored in items, or draw upon the power or spells of any spirits bound into items. He or she can only draw upon his or her fetch's magic points to fuel spells, or the power or spells of any spirits bound into his or her fetch. If the discorporate shaman wishes to interact with creatures on the mundane plane, as shaman often do if they wish to engage in spirit combat, either to attack a mundane creature, or drive out a possessing spirit, he or she must use the Visibility spirit magic spell. A discorporate shaman will have a distinctive spirit form (see The Fetch). For example, a snake shaman will appear as a snake in the spirit world, and visible as such to mundane creatures when using a Visibility spell. When a shaman first learns this ability, he gains 1D6 + Magic Bonus percentiles in Spirit Travel skill. The skill may be trained or researched normally after that point. The time to discorporate or incorporate, if attempting to return early, varies depending on the level of the ability. If the Spirit Travel roll fails, the time and MP must be spent again, and another roll made, until the shaman finally succeeds: powers or natural intelligence.
| Level 1 | 1 hour |
|---|---|
| Level 2 | 15 minutes |
| Level 3 | 1 full turn |
| Level 4 | 1 turn |
| Level 5 | 1 melee round |
| etc. | 1 hour |
POSSESSION
This ability allows a discorporate shaman to possess a creature that he or she has defeated in spirit combat. If the form of the creature is familiar (say a human possessing a human), the shaman can use his or her skills at half their normal percentage in the new form. With an unfamiliar form, or in the case of skills unique to that form (say a human shaman trying to use a troll's Darksense), the shaman can use the skills of that creature at only the base chance for the creature. Needless to say, this ability is of no use to a shaman that cannot discorporate. Once inside a body, the shaman is no longer discorporate, and must discorporate to leave the body. If the possessed body dies while the shaman is inside it, he is immediately returned to his own body, and suffers 1D6 general HP damage from the shock. The level of the ability governs the variety of creatures a shaman can possess:
| Level 1 | 1 species (e. g. humans) |
|---|---|
| Level 2 | 2 species or 1 group (e. g. canines) |
| Level 3 | 3 species or 2 groups |
| Level 4 | 4 species or 2 groups |
| Level 5 | 5 species or 3 groups |
| etc. |
MIND EXPANSION
A shaman gains use of increased INT for the purposes of remembering spirit magic spells. This is an extension of the shaman's INT, and does not affect his or her reasoning
| Level 1 | INT x2 |
|---|---|
| Level 2 | INT x3 |
| Level 3 | INT x4 |
| Level 4 | INT x5 |
| Level 5 | INT x6 |
| etc. |
SPIRIT TRAPPING
The shaman can trap spirits within his or her fetch. These spirits can act as familiars, allies, and friends who aid the shaman's magical tasks. Each level allows the shaman to trap one spirit. A trapped spirit may not have more magic points than the shaman's fetch. If the fetch's magic points drop below that of the trapped spirit (say from use by the shaman to power spells), the spirit(s) will depart. A spirit so trapped should be treated as one bound into a binding enchantment of the appropriate size. The shaman can draw magic points from such a spirit, cast spells known by the spirit, or release the spirit at will. The trapped spirit cannot act in any way (including casting spells).
| Level 1 | 1 spirit |
|---|---|
| Level 2 | 2 spirits |
| Level 3 | 3 spirits |
| Level 4 | 4 spirits |
| Level 5 | 5 spirits |
| etc. |
MAGIC ATTACK
This ability enhances a shaman's offensive spell casting. The shaman gains a bonus to his or her MP for the pur poses of overcoming a foe's POW when casting a spell,
| Level 1 | +1 to offensive MP with spells |
|---|---|
| Level 2 | +2 to offensive MP with spells |
| Level 3 | +3 to offensive MP with spells |
| Level 4 | +4 to offensive MP with spells |
| Level 5 | +5 to offensive MP with spells |
| etc. | +1 to offensive MP with spells |
MAGIC DEFENSE
This ability enhances a shaman's defense against spells. The shaman gains a bonus to his or her POW for me purposes of defending against hostile spells.
| Level 1 | +2 to defensive POW against spells |
|---|---|
| Level 2 | +4 to defensive POW against spells |
| Level 3 | +6 to defensive POW against spells |
| Level 4 | +8 to defensive POW against spells |
| Level 5 | +10 to defensive POW against spells |
| etc. | +2 to defensive POW against spells |
SPIRIT MASTERY
The shaman is particularly adept at fighting spirits. Whenever attacking a discorporate spirit in spirit combat (whether or not the shaman is discorporate), add the following to the damage done by the shaman in spirit combat and the shaman's defensive MP against spirits in spirit combat. The ability does not help a discorporate shaman attacking corporate beings. etc.
| Level 1 | +1 to damage done in spirit combat and +2 to MP for defending in spirit combat |
|---|---|
| Level 2 | +1 to damage done in spirit combat and +4 to MP for defending in spirit combat |
| Level 3 | +2 to damage done in spirit combat and +6 to MP for defending in spirit combat |
| Level 4 | +2 to damage done in spirit combat and +8 to MP for defending in spirit combat |
| Level 5 | +3 to damage done in spirit combat and +10 to MP for defending in spirit combat |
| etc. |
SELF RESURRECTION
The shaman can heal him or herself and return from the dead by expending his or her life force. The process costs 1 POW and takes a variable amount of time, after which the shaman's body is healed to 1 HP, and the shaman's body and spirit rejoined, restoring the shaman to life, assuming it was not utterly destroyed.
| Level 1 | 1 season (8 weeks) |
|---|---|
| Level 2 | 1 week |
| Level 3 | 1 day |
| Level 4 | 1 hour |
| Level 5 | 1 full turn |
| etc. |
SPIRIT AFFINITY
This ability reflects a particular affinity for magic and spirits tied to a certain rune, which influences how easily the shaman can deal with them. A shaman with affinity for a rune can learn divine magic of cults tied to that rune if he joins the cult. There may be other effects as well, both spiritual and mundane.
The most direct benefit is a reduction in the time it takes the shaman to summon or find spirits associated with those runes when discorporate. Some runes, and the spirits and magic they are most closely associated with:
| Level 1 | 1/2 time |
|---|---|
| Level 2 | 1/3 time |
| Level 3 | 1/4 time |
| Level 4 | 1/5 time |
| Level 5 | 1/6 time |
| etc. |
Air
Spell spirits (Bladesharp, Dispel Magic, Shimmer, Speedart, Strength), Spirits of Air (Sylphs), Air cult divine magic
Beast
Spell Spirits (Detect Enemies, Fanaticism, Farsee, Ironhand, Strength, Summon <Animal Spirit>), Animal Spirits, Beast cult divine magic
Chaos
Spell Spirits (Warped spirit magic spells), Spirits of Chaos, Chaos cult divine magic
Darkness
Spell Spirits (Bludgeon, Countermagic, Darkwall, Demoralize, Dullblade, Extinguish, Protection), Spirits of Darkness (Shades), Darkness cult divine magic
Death
Spell Spirits (Bladesharp, Demoralize, Disrupt), Spirits of Death (Wraiths), Death cult divine magic
Disorder
Spell Spirits (Disrupt), Spirits of Disorder, Disorder cult divine magic
Earth
Spell Spirits (Heal, Ironhand, Second Sight, Vigor), Spirits of Earth (Gnomes, Copper Spirits, etc. ), Earth cult divine magic
Fertility
Spell Spirits (Healing, Light), Spirits of Fertility (Healing Spirits), Fertility cult divine magic
Fire/Sky
Spell Spirits (Farsee, Fire Arrow, Fireblade, Ignite, Light, Lightwall), Spirits of Fire (Salamanders), Fire/Sky cult divine magic
Harmony
Spell Spirits (Glamour, Mindspeech, Shimmer), Spirits of Harmony, Harmony cult divine magic
Illusion
Spell Spirits (Befuddle, Glamour, Light), Spirits of Illusion, Illusion cult divine magic
Law
Spell Spirits (Repair), Spirits of Law, Law cult divine magic
Magic
Spell Spirits (All), Magic cult divine magic
Man
Spell Spirits (Coordination, Glamour, Summon <Man Spirit>), Spirits of Man (Ghosts), Man cult divine magic
Mastery
Spell Spirits (Control <Species>), Spirits of Mastery, Mastery cult divine magic
Moon
Spell Spirits (Befuddle, Coordination, Countermagic, Glamour), Lunar Spirits (Lunes or Selenes), Lunar cult divine magic
Movement
Spell Spirits (Coordination, Mobility), Spirits of Motion, Movement cult divine magic
Plant
Spell Spirits (Heal, Food Song, Mindspeech, Summon <Plant Spirit>, Vigor), Plant Spirits, Plant cult divine magic
Spirit
Spell Spirits (Second Sight, Spirit Screen, Summon <Spirit>, Visibility), Horned Man worship, Spirit cult divine magic
Stasis
Spell Spirits (Slow), Spirits of Stasis, Stasis cult divine magic
Truth
Spell Spirits (Detect <Any>), Spirits of Truth, Truth cult divine magic
Water
Spell Spirits (Coordination, Demoralize, Extinguish, Strength), Spirits of Water (Undines), Water cult divine magic
Disadvantages of Affinities
Elemental runes are opposed to each other—a shaman that has affinity for any elemental rune (Air, Darkness, Earth, Fire, Moon or Water) uses the modifier as a multiplier instead of a divisor (x2 instead of 1/2, x3 instead of 1/3, etc. ) when searching for spell spirits or elemental spirits associated with any other elemental rune.
Some of the other runes are opposed to each other as well, notably Law and Chaos, Disorder and Harmony, Illusion and Truth, Fertility and Death, Movement and Stasis. A shaman that has affinity for such a rune uses the modifier as a multiplier instead of a divisor (see above) when searching for spell spirits or other spirits associated with the opposed rune.
The Spirit and Magic runes are special cases: A shaman with affinity for the Magic rune has great affinity for spell spirits, uses the modifier as a multiplier instead of a divisor (see above) when searching for any other sort of spirit. A shaman with affinity for the Spirit rune has the ability to worship spirits in the style of the Horned Man cult on his or her own. It normally requires a large number of worshippers sacrificing 1 MP each to worship in such a manner, but a shaman with affinity for the Spirit rune can sacrifice 1 POW, then a number of magic points. The number of magic points sacrificed is the percent chance of a successful worship ceremony. Higher levels of a f f i n i ty reduce the number of magic points required appropriately (multiply magic points sacrificed by level). Additional worshippers can each donate 1 MP as per the normal procedure. A disadvantage is that affinity for the Spirit rune, particularly at higher levels, makes corporate beings react badly to you. As a result, many such shamans are shunned, and live the life of solitary hermits. Other runes may have similar mundane effects, but generally at a much lesser level, or the effects are more specific. A very high level affinity for the Harmony rune might make a shaman seem very easy to get along with. They will generally affect the appearance of the shaman's fetch as well.
It is possible for a shaman to have more than one affinity, but affinities for opposed runes, or directly opposed elements (Air and Moon, Darkness and Fire, Earth and Water) are only found among shaman that worship chaos in one form or another, such as shaman of Thed, or shaman of the School of Red Masks.
FINDING SPIRITS
When discorporate, shaman often hunt spirits. They hunt, trap, and consume spell spirits to gain spirit magic; capture spirits or elementals to bind them; or seek spirits with knowledge to consult with. Shaman use the perception granted them by their fetch and their Spirit Travel skill to instinctively seek out and find the specific spirits they are looking for. The rarer the spirit they seek, the longer their quest.
Spirit World Search Table
| Base Time | Spell Spirit | Elemental | Other Spirit |
|---|---|---|---|
| 1 day | Intensity 1 | 1 cu. m | 1D6 POW |
| 2 days | Intensity 2 | 2 cu. m | 2D6 POW |
| 4 days | Intensity 3 | 3 cu. m | 3D6 POW |
| 8 days | Intensity 4 | 4 cu. m | 4D6 POW |
| 16 days | Intensity 5 | 5 cu. m | 5D6 POW |
| 32 days | Intensity 6 | 6 cu. m | 6D6 POW |
| 64 days | Intensity 7 | 7 cu. m | 7D6 POW |
| 128 days | Intensity 8 | 8 cu. m | 8D6 POW |
| 256 days | Intensity 9 | 9 cu. m | 9D6 POW |
| 512 days | Intensity 10 | 10 cu. m | 10D6 POW |
| etc. |
Search Time
The base time listed by the Spirit World Search Table assumes that the shaman spends 10 hours a day searching while discorporate, and is modified by a shaman's spirit affinity ability (see above) and two other factors:
| Degree of Success on a Spirit Travel Roll | |
|---|---|
| Critical | 1/4 base time, or a rare or unique spirit (particularly a spell spirit) is found after the spending base time (spell spirits may or may not be useful, at the gamemasters option) |
| Special | 1/2 base time |
| Success | Base time |
| Failure | 1 x base time |
| Fumble | No spirit found after spending 2 x base time. |
Rarity of Spirit
| Common | Base Time |
|---|---|
| Uncommon | 2 x base time |
| Rare | 4 x base time |
Uncommon spells include ritual spirit magic spells and uncommon Control or Detect spells.
Rare spells include uncommon spirit magic ritual spells and minor spell variants (e. g. Frostblade).
Resolving the Search
Once the shaman has found the spirit he or she is seeking for, there are a number of things he or she can try to do, depending on the type of spirit the shaman has found. If a spell spirit, the shaman can attempt to consume the spirit, or if he has the ability of Spirit Trapping, can capture the spirit within his or her fetch, if it will fit, and return with it for another's consumption or to bind into a spirit magic spell matrix. No spirit combat roll is necessary if the spirit's MP are equal to or below twice the shaman's MP, as the time to find the spirit includes the time required to stalk and capture it.
If it is a non-sentient spirit the shaman can attack it and force it to reveal its true name for later summoning, or if he has the ability of Spirit Trapping, can capture it within his or her fetch, if it will fit, and return with it for binding into a matrix. Again, no additional spirit combat roll is required if the spirit's MP are equal to or below twice the shaman's MP.
If the spirit is sentient, and the shaman knows Spirit Speech, he can also try talking to it, or bargaining with it. A sentient spirit is to clever to be automatically trapped or forced to reveal its true name, and if the shaman wishes to do so, he must reduce the spirit to 0 MP in spirit combat. This should be resolved by the normal spirit combat procedures. Skill in Spirit Combat and the Spirit Mastery
ability will greatly assist a shaman in this. If the current MP of the shaman are ever 5 greater than the spirit, spirit combat can be abstracted by a simple percentile die roll. On a roll of 1-95, the spirit was reduced to 0 MP and forced to reveal its true name or captured within the fetch (if the shaman has the ability to Spirit Trap and room exists). On a roll of 96-00, the spirit got away.
Summoning spirits
Summoning spirits requires that the shaman knows the true name of the spirit being summoned (see above). For more information on summoning, see the Summon <Species> ritual magic spell in the Ritual Spirit Magic section that follows.
SPIRIT MAGIC SPELLS
Descriptions of and mechanics for casting spirit magic spells can be found under battle magic, in the World of Magic chapter.
A wide variety of spirit magic spells exist. Shaman can find rare and unusual spirit magic spells. This is one of the distinguishing features of shaman, as an experienced shaman is very likely to know at least one rare or unique spirit magic spell that players may not have previously encountered, or even heard of. This is one of the reasons shamans are often figures of mystery.
On occasion, a shaman may find a spirit magic spell that is a simple variation on a battle magic spell, such as Frostarrow instead of Firearrow, or Detect Life instead of Detect Enemies. Such spells are rare, but can be found by a shaman that spends the time to search for them. Many odd and useless rare and unique spells exist as well. Far less common are the useful unique spells sometimes possessed by shaman. A few of these resemble a unique cult magic spell of a specific cult, such as Jumping, River Eyes or Parry, but are generally weaker (a unique spirit magic Parry spell might only add 1 AP per intensity to a parrying weapon, while a unique spirit magic Jumping spell might allow the target to leap 2 meters per intensity). Others unique spirit magic spells do not correspond to any common battle magic or unique cult spells. As a rule of thumb, a typical tribal shaman comes across one such useful unique spirit magic spell every 10 years. As a result, shamans will almost never part with such spells. The most likely way a non-shaman would have it is in a spirit magic spell matrix (which would likely have a user restriction, of course).
In game terms, a player shaman that criticals a Spirit Travel roll while searching for a spell spirit has a slight (gamemaster determined) chance to come across a useful unique spell. In some cases, a magical site or place on the spirit plane may allow a shaman to find a particular unique spell spirit. Such sites, particularly those that yield a useful unique spirit magic spell, are among the greatest secrets of a shaman or a shamanic tradition.
RITUAL SPIRIT MAGIC
Rituals and ritual magic play an essential part in the traditions of spirit magic. Many common spirit magic rituals exist that do not require the direct use of spirit magic, including birthing ceremonies, naming ceremonies, and marriage ceremonies. Ceremony/Spirit skill is used instead.
Some spirit magic rituals, including spirit binding enchantments and summoning rituals, which do require the use of spirit magic are described below. The chance to successfully complete the ritual is equal to the caster's spirit Ceremony, Enchant or Summon skill, as appropriate to the ritual. The chance for success may be enhanced by the use of ceremonial casting (see Ceremony, in the Skills chapter for more details). If a ritual spell in which POW is expended fails, 1 point of POW is lost. If an 00 is rolled, all the POW that would have been used is lost. The rituals typically take a number of hours equal to the points of ritual spirit magic spell used or the points of POW expended in the ritual, whichever is greater.
Some common ritual spirit magic spells are described below, in the same format as were battle magic spells except that Ritual (Ceremony) represents a Ceremony ritual, Ritual (Enchant) represents an Enchant ritual and Ritual (Summon) represents a Summon ritual.
ARMORING ENCHANTMENT Armoring Enchantment, Stoneskin, Strongskin 1 Point Ritual (Enchant)
Each point of permanent POW expended in this ritual adds 1D3 AP to a single hit location of the target, who may or may not be the caster. It may be cast again and again, further armoring the same location on the target, or armoring another location. Most humans start with 0 AP in all locations.
BLESS Bless, Charm, Luck Spell Variable Ritual (Ceremony)
A ritual of blessing that is typically used at birthings, funerals, other important occasions. The gamemaster should adjudicate what effect, if any, the blessing had. In general, the greater the intensity of the spell cast and the longer the ritual performed, the more tangible the effect.
CURSE SPIRIT TRAP Curse, Evil Eye, Hex, Sending Variable Ritual (Ceremony)
A common ritual of cursing used against foes or hated enemies. The gamemaster should adjudicate what effect, if any, the blessing had. In general, the greater the intensity of the spell cast and the longer the ritual performed, the more tangible the effect.
DIVINING <VARIOUS> Divining, Bonecasting, Pathfinding 1 point Ritual (Ceremony)
Various divination spells, of limited effectiveness. Some rely on visions, others on casting bones, dowsing rods, or other divination tools. One can expend additional MP or POW in a divination ritual. The gamemaster should adjudicate what effect, if any, the divination had. In general, longer rituals, those where more MP spent, or rituals where POW is expended are more likely to have results. The roll to succeed should be made by the gamemaster. In general, these divination rituals are unreliable, and should not be overused.
Some common forms of spirit magic divination include Augury (divination through natural signs and portents), Bone Casting (divination through the casting of bones), Dowsing (divination through the use of dowsing rods or pointing sticks), Necromancy (divination through ghosts), Stick Casting (divination through the casting of reeds or sticks) and Visionquesting (divination through visions).
SPELL ENCHANTMENT Spell Enchantment, Spell Spirit Trap Enchantment, Spirit Magic Spell Matrix Enchantment Variable Ritual (Enchant)
Each point of POW expended in this ritual, up to a maximum equal to the intensity of the ritual spell, creates a spirit magic spell matrix of intensity equal to the points of POW expended. The spell must be one known to the caster, and however many points of the spell are placed in to the matrix are lost to the caster. It is not possible to create a non-variable matrix with intensity greater than the spell's intensity, nor is it possible to create a matrix for a variable spell with an intensity greater than the intensity of the spell known by the caster. Spirit Trap, Spirit Holder, Spirit Binding Enchantment, Slave Spirit Enchantment, Magic Spirit Enchantment Variable Ritual (Enchant) Each intensity of this spell allows the caster to spend a point of POW in creating a spirit trapping enchantment. Each point of POW expended in this ritual creates a spirit trapping enchantment that can hold 3D6 POW of spirit. Twice as much POW must be used if the caster wishes to be able to release the spirit without breaking the enchantment. If a point of POW is expended using this ritual on an item with a spirit bound into it, or an item meant to bind a spirit into, it establishes a link allowing anyone touching the item to draw upon spells in the INT (if any) of a spirit bound into the item and draw upon the MP of a spirit bound into the item.
If a point of POW is expended using this ritual on an item with a spirit bound into it, or an item meant to bind a spirit into, it alters the item to allow any spirit bound into it to 'see' outside the item. This is necessary if you wish a spirit with spells trapped in the enchanted item to be able to cast them at anything other than touch range.
STRENGTHENING ENCHANTMENT
Strengthening Enchantment, Living Heart 2 points Ritual (Enchant)
Draws upon the spirits of the caster and the spell's target to strengthen the target's body. Costs the caster and the target 1 point of POW each (or 2 points of POW if the caster is also the target), and permanently adds 1D3 to the target's general hit points or 1D6 to a specific hit location of the target. It may be cast again and again, further strengthening its target.
SUMMON <OTHERWORLD SPECIES> Summon, Call, Invoke 1 point Ritual (Summon)
These ritual spells allow the caster to summon a member of specific group of otherworld creatures whose true name is known to the caster. Many shaman have the true names of various spirits passed on to them by their masters.
The caster expends a number of MP in a ritual that takes 1 hour per MP spent. If at the end of that time the Summon/ Spirit roll is successful, the summoned otherworld creature appears at the point of the summons. A successfully summoned creature will be stunned for a minimum of one round (two rounds on a special success, three rounds on a critical success), after which it will recover and be able to act normally (fleeing or attacking as it sees fit) if it succeeds in a MP x3 roll, made at the beginning of each subsequent round. While stunned it takes no actions, and defends against spells (and spirit combat) as if it had 0 MP. Thus, it may be forced into a binding enchantment while it is stunned if the caster possesses the appropriate Control <Spirit> spell.
If the roll failed or the creature had more MP than were expended in the ritual, the creature does not appear, and any MP spent are lost.
On a fumble, 90% of the time a random otherworld creature appears. The creature that appears is not stunned, and will fight or flee as it per its natural inclination (see Creatures). The remaining 10% of the time a much more powerful otherworld creature, related to the one the caster attempted to summon, appears. It too is not stunned. Just as there are powerful lords and kings on the mundane world, so are there equivalently more powerful lords and kings for otherworld creatures. Such beings can choose to pass to the mundane plane when a summoner shows them the way by trying to summon one of their subjects. The statistics given for discorporate creatures and elementals in the Creatures chapter covers roughly 80% of the creatures' population. There are spirits with POWs of 35, 50, and 100, though not many. There are also colossal elementals and some very unpleasant wraiths and demons.
The spells of Summon Elemental, Summon Ghost, and Summon Spirit are all common. Others exist, such as Summon Demon, Summon Disease Spirit, Summon Healing Spirit, Summon Nymph, and Summon Wraith, but are less common.
UNIQUE SPIRIT MAGIC
A few examples of the useful unique spells some shaman know follow. They are in the same format as battle magic spells, except that they lack common names, since they are so rare.
BANISH 4 points Ranged, Instant
Works only on discorporate spirits or spirits that have possessed someone. The spirit must be Visible or the caster must sense the spirit before he or she can Banish it. If the caster overcomes the spirit's POW with his or her MP, the Banished spirit must leave the area. If it was Visible, it becomes non-visible. If it was tied to the area, as a ghost is, it will eventually return, but not for at least 5 minutes. Otherwise, it remains on the spirit plane.
A caster on the spirit plane can Banish the spirit of a mundane plane creature, such as a discorporate shaman. This sends the shaman back to his or her body.
Even if the Banishment fails the spirit react to the caster with hostility. If the spell does fail, the spirit will usually attack.
Some things help or hurt a Banishment. If the spirit is in its native medium (plant spirit in forest, darkness spirit in darkness), add 5 to its POW to resist Banishment. If the shaman is in a place of strength (tribal holy place, axis mundi), add 5 to his MP for purposes of Banishing. Commotion bothers some spirits using Visibility or Second Sight, also adding 5 to the shaman's MP.
DRAW 2 points Ranged, Passive
If the caster overcomes the POW of a hostile spirit, the spirit must first attack the caster in spirit combat, before attacking any others in the area.
The spell does not work on spirits in binding objects or bound to an area, spirits embodied in creatures, spirits that are not hostile or do not wish to attack anyone in the area and spirits unable to start spirit combat.
The spirit must continue to fight the caster in spirit combat until the shaman defeats it, the spirit defeats the shaman, the spell expires, or someone dispels the spell.
DEFEAT SPIRIT Variable Touch, Passive
This spell enhances one's ability to defeat spirits one is fighting. Each point of the spell adds 10 percentiles to the target's Spirit Combat skill.
PARALYZE 4 points Ranged, Active
This spell will paralyze its target for a melee round if the caster overcomes the target's POW with his or her MP. The target cannot move or act in any way that requires physical movement (no spells other than divine spells could be cast, and no attacks or defenses except in spirit combat). The caster must succeed in a roll of current MP vs. the target's POW at the beginning of each subsequent round (prior to movement) to keep the target paralyzed. If a roll fails, the spell is broken, and its former victim is free to act normally.
TORPOR 3 points Ranged, Passive
This spell makes its target drowsy if its caster overcomes overcomes the target's POW with his or her MP. This will cause the spell's target to lose a combat action for the duration of the spell (thus the target could only move up to his MV and take a single action, or move up to twice his MV and take no actions). A target that is already sleepy or tired (fatigue status Tired or below) will fall asleep for the duration of the spell, though loud noises, shaking, being hit by a hostile spell (which will be resisted), being attacked by a spirit, or taking damage from a blow will wake them.
SORCERY (WESTERN WIZARDRY)
Sorcery is a complex system of magic based on skill and the manipulation of magical laws. The sorcerer effects changes on the world through the direct application of his or her skill, willpower, and the manipulation of sorcery spells. Spell skills, manipulation skills, and lore skills are all parts of sorcery. An adventurer's capability at sorcery directly corresponds to the amount of time he or she has spent studying its skills. Those who wish to devote themselves to the art become sorcerer's apprentices, devoting themselves to the study of sorcery spells and manipulations, hoping to garner the skill and reputation needed to become an adept or a magus.
WHO USES SORCERY?
Only civilized cultures have the degree of literacy and leisure time needed to study and pass along the skills of sorcery. In Glorantha, the great civilizations of western and eastern Genertela practice sorcery, as do the civilized regions of central Genertela (the Lunar Empire and the Holy Country) and the coastal civilizations of Pamaltela. Sorcerers rarely live among barbarians, nomads or primitives. It is often dangerous for them to do so, given the bad light in which most other Gloranthan cultures see sorcerers, due to the ancient depredations of the Jrusteli sorcerers known as the God Learners.
LEARNING SORCERY
Low Magic
The most common form of sorcery is Low Magic. The spells of Low Magic are the simplest and easiest form of sorcery. These spells are also known as cantrips. In regions where sorcery is the dominant form of magic, almost everyone learns some Low Magic. Most also learn the skills of Intensity and Ceremony. Someone who knows only Low Magic is commonly called a student or novice. If a foreigner or stranger wants to learn low magic, he or she needs to find a sorcerer willing to teach it and make a traditional gift worth at least 100 L. If the gamemaster wishes to quickly abstract finding a willing teacher, a character who spends a season searching in a civilized culture succeeds on a roll of POW x5 (or a year and a POW x1 roll in a primitive, nomadic, or barbarian culture).
High Magic
The study of High Magic is typically restricted to the upper classes of sorcery using cultures, though in theory, anyone can study High Magic spells. They are more powerful and harder to master than Low Magic spells.
Manipulations
Manipulations are skills used to alter the effects of sorcery spells. Intensity is the most common manipulation learned, and is typically studied by those that known Low and High Magic. Only those of apprentice rank and above may learn manipulation skills other than Intensity. Nearly all forms and schools of sorcery teach their apprentices the manipulations of Intensity, Range and Duration. Other manipulations exist, such as Maintain, Multispell, Ease, Speed, and Combine, but they are rarer. Some are unique to a single school of sorcery, and some rare even within such a school.
Apprentices
To become an apprentice, an applicant must have a Magic Skill Category Modifier of at least +10 percent. This is the minimum level of magical aptitude required to learn advanced manipulation skills. Most schools or masters require Read Own Language at 30% or better. There may be other requirements as well.
The applicant must find a sorcerer interested in taking on an apprentice, and convince the sorcerer to take him or her on as a student. The gamemaster can abstract this as a POW x3 roll made once a year if searching in a civilized culture. Sorcerers in a primitive, nomad or barbarian culture will rarely stay there long enough to take on apprentices. If accepted, the applicant must donate a point of POW in an apprentice bonding ritual to the master or the master's familiar to establish the bond that initiates him or her as a sorcerer. An apprenticeship traditionally lasts at least 7 years.
Adepts
An apprentice who has completed an apprenticeship is an adept, although some cultures have different terms.
SORCERY MECHANICS
The Basic Spell
A basic, unmanipulated sorcery spell has Intensity 1, a duration of 10 minutes, and a 25 meter range. It costs 1 MP to cast. Slight variations may exist from spell to spell.
Sorcery Spells
Skill in a sorcery spell determines two things. First, it is the percentage chance of successfully casting a spell. Second, it sets the maximum limit to which the basic structure of the spell can be manipulated. The maximum levels of Intensity, Duration or Range that can be added to a spell are the sorcery spell skill divided by ten. If using Ceremony, the Ceremony bonus is added to the skill before dividing by ten.
Example
Someone with 4% skill in a spell cannot manipulate the spell, and can only cast the basic spell. With 15% skill in a spell, the sorcerer can add up to two levels of Intensity, Duration or Range to the spell (1. 5 rounded to the nearest whole number, as always). Someone with 92% skill in a spell that uses Ceremony to add 10% to their spell skill casts the spell at an effective skill of 102%, and can add up to ten levels of Intensity, Duration or Range to the spell.
Cost in Magic Points (MP)
A basic (unmanipulated) sorcery spell costs 1 MP. Each level of Intensity, Range or Duration added to the spell costs an additional MP.
Casting Time In Strike Ranks (SR)
A sorcery spell is cast in melee at the sorcerer's DEX SR +1 SR per MP used.
A spell that takes more than 10 SR to cast takes 1 melee round for every 10 SR, and goes off in the next melee round at the SR remaining.
Chance to Cast
The success or failure of a sorcery spell is determined by a roll against the sorcerer's spell skill, rolled at the SR the spell is cast. Ceremony/Sorcery may further enhance the caster's spell skill, and thus chance to cast the spell. A successful spell has its normal effect. A spell roll that is a special success has a normal effect but costs only half as many MP as it normally would have. A spell that critically succeeds has its normal effect but costs only 1 MP. A failed spell does not take effect, but only costs the caster 1 MP. A fumbled spell normally has no effect, and costs the caster the MP it would have normally cost to cast successfully. Note that a sorcerer's level of skill in his or her manipulations has no effect on the chance to cast a spell. They only determine how what kind of manipulations and how much of them a sorcerer can apply to a spell. In addition, at the gamemaster's option, a fumbled High Magic spell may have an minor additional side effect, or may take actually take effect, but in a skewed or unusual fashion. For example, a fumbled Invoke Fire spell may leave the caster's hair and robes smoking. A fumbled Palsy spell might affect both caster and target, and so on. Fumbled Low Magic spells simply do not function.
Manipulations
Manipulation skills allow a sorcerer to alter the basic qualities of a spell, such as altering its Intensity, range or duration, or to otherwise alter the casting of a spell. Skill in a sorcery manipulation sets the maximum level of that manipulation that the sorcerer can use. The manipulation skill divided by ten is the maximum level of that manipulation which the sorcerer can add to any spell. If the limit due to skill in the spell is lower (see above), that limit applies instead.
No additional skill roll is required to manipulate a spell. The chance to cast the spell is based on spell skill, not skill in any manipulations used. Ceremony has no effect on spell manipulation skills.
INTENSITY
The most basic manipulation skill, studied by almost all users of sorcery, is Intensity, which allows the caster to increase the strength of a sorcery spell. The final Intensity of the spell is equal to the total levels of Intensity used. Thus, a spell with 6 levels of Intensity added has a Intensity of 7 (base Intensity of 1). The exact effect of increasing a spell's Intensity varies with the spell. The maximum level of Intensity that can be added to a spell is equal to the caster's Intensity skill divided by ten, or the caster's spell skill divided by ten, whichever is lower. Each level of Intensity added to a spell costs 1 MP. Intensity is a medium Magic skill with a base of 0%.
Advanced Manipulations
More advanced manipulations can only be studied and used by sorcerers, that is, adventurers with a minimum Magic Category Skills Modifier of +10 that have entered or completed an apprenticeship. These manipulations normally have a linear effect, that is, each point adds the same additional effect as the previous one. However, if a point of POW is spent at the same time the manipulation is used, a more dramatic effect occurs, the exact nature of which varies with the manipulation.
Common Advanced Manipulations
The two common advanced manipulations are Duration and Range. Both are hard Magic skills with a base of 0%. Along with Intensity, they form the basic manipulations of sorcery, known to nearly all schools of sorcery. The maximum total levels of Intensity, Duration or Range that can be added to a spell to manipulate it is equal to the caster's spell skill divided by ten.
DURATION
This manipulation skill allows the caster to increase the duration of a sorcery spell. Each level of Duration added to a spell adds 10 minutes to its duration. In the case of spells with a base duration greater than 10 minutes, that amount of time is added for each level of Duration added instead. Thus, a spell with 3 levels of Duration added has a duration of 40 minutes (assuming its base duration is 10 minutes). The manipulation has no effect on Instant spells. The maximum level of Duration that can be added to a spell is equal to the caster's Duration skill divided by ten, or the caster's spell skill divided by ten, whichever is lower. Each level of Duration added to a spell costs 1 MP. If 1 POW is spent at the same time, the base duration increases by a factor of 10, and each level of Duration doubles the spell's duration (see table below).
Duration Table
| Levels of Duration Used | Duration (Minutes) | Duration (Minutes) if 1 POW spent | (Hours) | (Days) |
|---|---|---|---|---|
| None | 10 | 100 | 1. 67 | 0. 07 |
| 1 | 20 | 200 | 3. 33 | 0. 14 |
| 2 | 30 | 400 | 6. 67 | 0. 28 |
| 3 | 40 | 800 | 13. 33 | 0. 56 |
| 4 | 50 | 1600 | 26. 67 | 1 1 |
| 5 | 60 | 3200 | 53. 33 | 2. 22 |
| 6 | 70 | 6400 | 106. 67 | 4. 44 |
| 7 | 80 | 12800 | 213. 33 | 8. 89 |
| 8 | 90 | 25600 | 426. 67 | 17. 78 |
| 9 | 100 | 51200 | 853. 33 | 35. 56 |
| 10 | 110 | 102400 | 1706. 67 | 71. 11 |
| etc. |
RANGE
This manipulation skill allows the caster to increase the range of a sorcery spell. Each level of Range added to a spell increases its range by 25 meters. Thus, a spell with 2 levels of Range added has a range of 75 meters. The manipulation has no effect on Touch range spells. The maximum level of Range that can be added to a spell is equal to the caster's Range skill divided by ten, or the caster's spell skill divided by ten, whichever is lower. Each level of Range added to a spell costs 1 MP. If 1 POW is spent at the same time, the base range increases by a factor of 10, and each level of Range doubles the spell's duration (see table below).
Range Table
| Levels of Range Used | Range (Meters) | Range if 1 POW Spent (Meters) | (Kilometers) |
|---|---|---|---|
| None | 25 | 250 | 0. 25 |
| 1 | 50 | 500 | 0. 5 |
| 2 | 75 | 1000 | 1 |
| 3 | 100 | 2000 | 2 |
| 4 | 125 | 4000 | 4 |
| 5 | 150 | 8000 | 8 |
| 6 | 175 | 16000 | 16 |
| 7 | 200 | 32000 | 32 |
| 8 | 225 | 64000 | 64 |
| 9 | 250 | 128000 | 128 |
| 10 | 275 | 256000 | 256 |
| etc. |
Other Advanced Manipulations
Somewhat less common are the advanced manipulations of Combine, Ease, Hold, Maintain, Multispell and Speed. All are hard Magic skills with a base of 0%. Not all schools teach them. There is no limit to the number and amount of these manipulations can be used to manipulate a spell other than the caster's skill in the manipulation divided by ten.
COMBINE
This manipulation skill allows the caster to combine two or more sorcery spells into a single spell. This manipulation is an exception to the rule that one does not normally roll against manipulation skills to cast a spell, as the chance to cast the combined spell is equal to the lowest of the spell skills used. Each spell can be manipulated separately by other manipulation skills, but the Combined spell cannot have more total levels of Intensity, Range or Duration than the caster's Combine skill divided by 10. The MP cost of the combined spell is simply calculated by adding the MP cost of each spell together. The casting time is equal to the caster's DEX SR plus the total cost in MP in SR. Manipulations such as Ease or Speed will affect only one of the combined spells (the caster chooses which), reducing the overall MP cost or SR of the combined spell. If used to combine attack spells, only a single MP vs. POW roll is made to see if the combined spell overcame its target. Typical uses are to cast a number of spells at a single foe, or to combine two or more spells to achieve an unusual effect, such as multiple illusions, or projecting more than once sense at once, or shielding a spell against detection by casting a Resist Magic as part of the spell. If 1 POW is spent at the same time, each component spell gains twice the lowest Intensity, Range and Duration of the component spells cast (retaining its own Intensity, Range or Duration if this is greater).
EASE
This manipulation skill allows the caster to cast a sorcery spell for half the MP it would have normally taken by spending twice the time (in SR) he normally would have. The caster cannot manipulate a spell in this manner that has had more total levels of Intensity, Range and Duration than the caster's Ease skill divided by ten. If 1 POW is spent at the same time, the spell costs 0 MP and is cast at the normal SR for the spell, regardless of the amount of manipulation used or the MP it would have normally cost.
HOLD
This manipulation skill allows the caster to hold a single sorcery spell ready to cast. The spell cannot have more total levels of manipulation added to it than the caster's Hold skill divided by ten. The spell costs the same number of MP it would have normally, but takes twice as long as normal to cast (in SR). Instead of triggering at that point, it is held instead, ready to be released. Treat the concentration required at this point as if the caster were concentrating on an active spell. When released, the spell goes off at the caster's DEX SR, regardless of the amount of manipulation or MP used to cast the spell. A spell remains held only as long as the sorcerer maintains his or her concentration. A held spell is lost if the sorcerer fails a concentration roll, is knocked unconscious or dies. It may not be dispelled, however.
If 1 POW is spent at the same time, the held spell gains an independent existence, remaining hung for use indefinitely, freeing the caster to hold another spell. Any number of spells may be hung in this manner, each costing an additional point of POW. A spell hung in this manner is only lost if the caster dies, and may not be dispelled. However, once the a spell hung in this manner is triggered, it is gone forever.
MAINTAIN
This manipulation skill allows the caster to indefinitely maintain a single spell cast on himself or another with no more Intensity and Range added to it than the casters Maintain skill divided by ten. The spell costs the same number of MP it would have normally, but takes twice as long as normal to cast (in SR). In addition, it must be fed the number of MP it cost every additional full day it is maintained. If the caster is suddenly knocked unconscious or dies, any maintained spells cease to exist. The manipulation has no effect on Instant spells.
If 1 POW is spent at the same time the maintained spell is granted a partially independent existence. Such spells are more difficult to dispel (double their Intensity for the purpose of resisting dispelling), and only cease to exist if the caster dies. They no longer need normal maintenance, freeing the caster to maintain another spell. Any number of spells may be independently maintained in this manner, each costing an additional point of POW. However, the independently maintained spell must still draw upon a source of MP to last for more than a day. The spell's caster is normally the source of these MP, but they are automatically drawn from the caster's personal MP, effectively reducing the caster's daily MP recovery rate by the MP it took to cast the spell. If this provides insufficient MP to power the spell (or spells), they begin to reduce the caster's MP. If the caster does not wish for his MP to drop below his POW, he cannot maintain independent spells costing more MP than he has POW. In any case, he cannot maintain independent spells costing MP equal to or greater than twice his POW (as this would reduce his MP to 0).
MULTISPELL
This manipulation skill allows the caster to affect multiple targets with a single spell. The spell can be manipulated separately by other manipulation skills, and the MP cost is simply calculated by adding the MP cost of each spell together. The casting time is DEX SR plus the MP expended in SR. One cannot cast more spells than the caster's Multispell skill divided by ten (thus one must know Multispell to at least 15% for it to be useful), nor can any spell have a higher level of manipulation than the caster's Multispell skill divided by 10.
It is typically used to cast a number of spells at a group of foes. If backing to penetrate defenses, the MP used to back must be spread out among the different spells cast.
If 1 POW is spent at the same time, each component spell gains twice the lowest Intensity, Range and Duration of the component spells cast (retaining its own Intensity, Range or Duration if this is greater).
SPEED
This manipulation skill allows the caster cast a spell in half the time (in SR) it would have normally taken by spending twice the MP he normally would have. The caster cannot manipulate a spell in this manner that has more total levels of Intensity, Range and Duration than the caster's Speed skill divided by ten.
If 1 POW is spent at the same time, the spell only costs the number of MP it would have normally, but goes off on the caster's DEX SR, regardless of the amount of manipulation or number of MP used with the spell.
Example
A sorcerer with 16 DEX, Neutralize Magic 75%, Intensity 64%, Duration 38%, and Range 51% has a 75% chance to cast Neutralize Magic and can add up to 8 levels of Intensity, Duration or Range to the spell (7. 5 rounded to the nearest whole number). His manipulation skills limit him to adding up to 6 levels of Intensity (6. 4 rounded to the nearest whole number), 4 levels of Duration (3. 8 rounded), or 5 levels of Range (5. 1 rounded). The chance to successfully cast the spell is 75%, regardless of the amount or type of manipulation used.
A typical Neutralize Magic spell cast with the full manipulation available to the sorcerer might have 6 levels of Intensity and 2 levels of Range added. The spell would have a 75% chance of being cast, have Intensity 7 and a 75 meter range, and cost 9 MP. It would take 11 SR to cast (2 + 9), so it would go off on SR 1 of the following melee round. If the sorcerer knew Speed at 85%, he could opt to expend 18 MP but have the spell go off at SR 6. Conversely, if the sorcerer knew Ease at 85%, he could opt to expend only 5 MP, but have the spell go off in 22 SR (on SR 2 of the third melee round).
SCHOOLS OF SORCERY
A common body of Low and High Magic exists, but most sorcerers on Glorantha belong to a school of sorcery (also known as colleges). Each school has its own philosophy of sorcerous practice, which governs the spells its members may learn. All but the smallest schools teach the common Low and High Magic spells. Schools teach the spells from their own lexicons (the college's spell list) to any qualified student. Local laws, customs, or prejudices may make for exceptions. All schools have unique sorcery spells which no other school has. Each school forbids the teaching of these spells to sorcerers from other schools. It is considered treason and apostasy to teach a unique sorcery spell from one college to a sorcerer of another, or to an unqualified person. Anyone caught doing this suffers the most powerful curses available to the offended college, and can never again learn anything from that College, even if he or she survives. Most schools forbid or restrict certain spells which they consider antithetical to the philosophy of the school.
Unaligned sorcerers exist outside the schools of sorcery, but they are less common. They do not know any of the unique spells specific to the schools, but have no other restrictions as to what they can or cannot learn. Thus, many know unusual spells as well as common ones. No two unaligned sorcerers are alike, unless they are master and apprentice or apprentices of the same master. Members or former members of a school f i n d the magic of most other schools one level of difficulty harder to learn. Thus, a medium spell becomes a hard one. Since one normally cannot learn spells from another school, this rule only applies in rare cases, such as someone discovering a document with a spell from another school—which would take some time to translate and decipher in any case. This increased d i f f i c u l t y is because each school uses its own unique set of gestures, voice, mindset, and so on. It is very difficult for one trained in the ways of a certain school to learn from another. Style v a r i a t i o n s apply to unaligned sorcerers as well, though they often have less difficulty with the styles of other unaligned sorcerers than with the styles of schools.
Schools of sorcery typically belong to sects. A sect may well have more than one school of sorcery. Some sects have saints (described later), others do not. Some of the major sects of Glorantha are described below, along with some of the schools of sorcery that can be found in central Genertela. Schools are described in the following format:
NAME OF SCHOOL Associations
Members: Membership.
Duties: Duties specially appropriate to the school.
Low Magic: What Low Magic is taught.
High Magic: What High Magic is taught.
Ritual Magic: What ritual Low and High Magic is taught.
Manipulations: What sorcery manipulations are taught.
Forbidden Magic: What sorcery is forbidden, if any.
Saints: Saints worshipped, if any.
The Atheists
A few atheistic sorcery using cultures exist, scattered about Glorantha. They may acknowledge the existence of gods, but generally see these as anthropomorphizations of natural forces or powerful spirits or mortals that have gained great powers. The Brithini, Vadeli and the Mostali are the best known of these. Their members are immortal, as long as they stay within their own societies rigid caste structures. The Brithini were the first sorcerers, and their sorcerers are among the most famous magicians of the world. The Vadeli are the Brithini's ancient foes. Both use the Tap spell freely. The Mostali are one of the Elder Races of Glorantha, the dwarfs, and follow the complex laws of the World Machine. Others include the inhabitants of God Forgot (who have Brithini ancestry, but an inventiveness that led them beyond the rigidity of Brithini culture) and the inhabitants of Maslo, in Pamaltela.
Atheistic schools of sorcery typically use no other form of magic, and have no saints.
GOD FORGOT
Members: God Forgot sorcerers and apprentices
Duties: Performing tasks for and supporting
one's teacher, serving the community
Low Magic: All common except Solace
High Magic: All common
Ritual Magic: All common except
Worship Invisible God
Manipulations: Intensity, Combine,
Duration, Ease, Maintain, Multispell,
Range, Speed
Forbidden Magic: None
Saints: None
THIRD EYE BLUE
Members: Third Eye Blue family metal smiths
Duties: Crafting iron and metals, armoring, smithing
Low Magic: Bind, Bless <Tool>, Call Cold, Call Heat, Detect <Metal>, Remove Fire, Restore <Metal>
High Magic: Animate <Metal>, Mystic Vision, Show <Metal>
Ritual Magic: Blessing, Curse, Enchant <Metal>, Fend Blow, Form <Metal>, Stabilize Heat, Stabilize Weapon
Manipulations: Intensity, Combine, Duration, Maintain
Forbidden Magic: None
Saints: None
Miscellaneous: A sorcerous family cult, members must normally be born into it. A rarely used adoption ritual for outsiders exists. The cult's founder is said by some to have stolen magic from the dwarfs. They came to central Genertela with the Carmanians, and remain friendly with the Carmanian School of Sorcery.
The Eastern Sects
The east of Genertela is home to a number of civilizations, three of which use sorcery. One of these, the Kralori Empire, is among the greatest and most advanced civilizations on Glorantha. The East Isles, also known as the Ten Thousand Isles of Wonder, are home to countless schools of sorcery. Finally, a number of schools of sorcery exist among the Vormain, who worship a pantheon of elegant though deadly deities that each practice a different form of color magic.
The eastern magical traditions are distinct from most others in that they use both sorcery and divine magic, in many cases using sorcery in lieu of cult magic. A much wider variety of Low Magic is available in the Eastern traditions than in most Western traditions, and some of the spells taught as Low Magic in the Eastern traditions would be considered High Magic in Western traditions.
The Malkioni
The Malkioni follow the Invisible God. To the Malkioni, the Invisible God is the supreme god, who first revealed himself as the creator of the universe. Malkion is the eternal prophet, to whom the second revelation of the Invisible God was made. The prophet Malkion taught people to use the resources of the world to obtain liberation from their troubles and achieve Solace, an attitude of inner peace or mystical ambiance. The third revelation of the Invisible God was through Saint Hrestol, who received and taught the method whereby each individual could seek Joy and attain oneness with the Invisible God by attaining the eternal paradise called Solace in Glory.
The Malkioni are born into one of the four castes established by Malkion: Farmer, Knight, Wizard and Lord. They live by the Laws of Malkion, which include a law usually taken to be a proscription against Tapping.
Malkioni magic is sorcery, and their priests are called "wizards". Malkioni call magicians that do not follow the Laws of Malkion "sorcerers", and consider them misguided or evil. Malkioni wizards traditionally wear white robes or robes with white emblems to indicate that they follow the Laws of Malkion. Traditional Malkioni may not worship any god besides the Invisible God, and may never become shamans. A few Malkioni sects acknowledge and accept the worship of other gods, but Malkion and the Invisible God are acclaimed as preeminent. The Malkioni have many saints, although their patronage is often restricted to members of certain castes. The Malkioni are restricted to the western half of Genertela as well as Enkloso and Vralos in Pamaltela. The Hrestoli control Loskalm while the Rokari rule Tanisor and Sentanos. Other sects are minor in extent, and include the Borists, the Galvosti and the Sedalpists. The Carmanians and the Arkati are considered to be fallen Malkioni by the other sects.
The Arkati
The Arkati, also known as the Stygians, do not believe that Arkat fell. They say that after leaving Malkionism, he climbed to higher secrets which he taught his followers. The Arkati combine the worship of ordinary deities with the Invisible God. The exact importance of the Invisible God and saints besides Arkat and Paslac, who are preeminent, varies greatly from locale to locale, each claiming to alone retain Arkat's true faith. In some places, Arkati worship Orlanth, Kyger Litor, or other gods as saints. In other places, Stygians see the Invisible God as first among equal gods. In a few areas, they treat the Invisible God as inferior to the region's dominant deity.
The Arkati exist primarily in Ralios, but can be found in other places as well, including the Holy Country and Black Horse County in central Genertela. A number of troll sorcerers belong to this sect. A large number of different schools of sorcery exist among the Stygians, each typically limited to a specific locale. All are very secretive, but rumor states that each has many unique spells.
THE TRADER PRINCES
Members: Western Trader Princes
Duties: Trade, commerce, gathering information
Low Magic: Bind, Bless <Tool>, Bless <Weapon>, Blessing, Detect <Magic, Malice, Substance, Increase <DEX, MV>, Restore <Substance>, Treat Wounds
High Magic: Castback, Cast Confusion, Cast Desire, Mystic Vision, Neutralize Magic, Protective Circle, Regenerate, Regain Life, Resist Spell, See Rune Magic, Show <Magic, Malice, Substance, Telekinesis, Telepathy, Teleport, Travel Through Air
Ritual Magic: All common
Manipulations: Intensity, Combine, Duration, Multispell, Range, Speed
Forbidden Magic: Tap
Saints: Arkat, Issaries, Paslac
Miscellaneous: Secretly an Arkati school. It's members worship Issaries as well as the Invisible God and Arkat, and may become initiates and priests of the Issaries cult, but use sorcery instead of cult magic.
BLACK ARKAT
Members: Arkati
Duties: Working for the school, spying
Low Magic: Bless <Weapon>, Call Cold, Call Shadow, Damage Resistance, Detect Malice, Increase <STR, CON, Vigor>, Treat Wounds
High Magic: Animate Darkness, Boost Shade, Boost Damage, Cast Courage, Cast Fear, Conceal <Any>, Decrease <Any>, Dominate Shade, Illusion of <Darksense, Sight, Sound>, Invoke Dark, Palsy, Project <Darksense, Hearing, Sight>, Mystic Vision, Neutralize Magic, Protective Circle, Resist <Bleeding, Death, Spell>, See Rune Magic, Smother, Telepathy
Ritual Magic: Curse, all common except Homing Circle, Open Seas, and Solace Manipulations: Intensity, Combine, Duration, Maintain, Range, Speed
Forbidden Magic: Tap
Saints: Black Arkat
Miscellaneous: One of the many different secret Arkati schools. A similar school, that of Dark Arkat, exists among the trolls (who have a number of Arkati schools as well).
Lunar Sorcery
The Lunar schools of sorcery are the descendants of the Carmanian School, once ancient foes of the Lunar empire, now Lunar allies. Other influences can be traced to the Lunar Magic of the Red Goddess and the powerful sorcerers of the City of 10,000 Magicians.
The Carmanian School of sorcery was founded by the descendants of the army of Syranthir Forefront, a Loskalmi general that led his forces in an epic journey across Genertela, to their new lands in northwestern Peloria. Syranthir Forefront was an ally of Arkat's Dark Empire who was driven out of Loskalm in the early eight century S. T. by the forces of the Jrusteli led Silver Alliance. The empire he founded, which came to be known as the Carmanian Empire, survived until 1241 S. T. , when it fell to the forces of the Lunar Empire.
The Carmanians have a Malkioni feudal culture, but a different religious emphasis. Worship is directed to dualistic gods of light and darkness, over which the Invisible God presides. These were originally gods native to the Carmanians or the region they settled in, such as Humakt, Zorak Zoran, Orlanth and Ernalda. Their worship has mostly been replaced by the worship of state sponsored Lunar gods such as Yanafal Tarnils, Irrippi Ontor and Etyries, who encompass both light and dark aspects.
The best known of the Lunar schools of sorcery are the Lunar Colleges of Magic. These include the Full Moon School, the Full Half School, the Empty Half School, the Crescent Come School, the Crescent Go School, the Dark Moon School and the Dying Moon School. They are closely associated with some of the Lunar cults, particularly that of the Red Goddess. Many of the Initiates of the Red Goddess are drawn from the Lunar Colleges of Magic. Unusually, the phase of the moon affects their manipulations. The Carmanian School is based in the Western Reaches of the Lunar Empire, the former lands of the Carmanian Empire, but members of the school and its descendants can be found throughout the Lunar Empire, particularly in the service of the empire's legions and nobility.
THE CARMANIAN SCHOOL
Members: Carmanian middle and upper class, Carmanian sorcerers
Duties: Performing tasks for and supporting one's magus (teacher)
Low Magic: All common except Bless <any tool but Plow, Hammer and Whetstone>, Detect <Species>, Enhance <Hearing, Touch, Taste>, Restore <any but Bronze, Iron or Stone>
High Magic: Weapon of <Element>, all common except Cast Desire, Project <Sense>, Shapechange, Show <Species>, Travel and Tap
Ritual Magic: All common except Open Seas
Manipulations: Intensity, Duration, Maintain, Multispell, Range, Speed Forbidden Magic: Tap
Saints: Arkat, Talor
Miscellaneous: Members are allowed to worship gods as well, and many are also lay members or initiates of the Seven Mothers or Etyries as well. Many no longer learn Solace, trusting to Lunar resurrection instead.
DARK MOON
Members: Lunar magicians
Duties: Warfare, espionage
Battle Magic: Darkwall, Demoralize, Dullblade, Extinguish, Second Sight, Silence
Low Magic: Call Cold, Call Shadow, Damage Resistance, Increase <CON, Vigor>, Treat Wounds
High Magic: Animate Darkness, Cast Fear, Conceal <Any>, Decrease <CON, Vigor, MV>, Dominate Shade, Illusion of <Sight, Sound>, Invoke Dark, Palsy, Project <Hearing, Sight>, Mystic Vision, Neutralize Magic, Protective Circle, Smother, Telepathy
Ritual Magic: Apprentice Bonding, Binding Enchantment, Curse, Enchant <Lead, Silver>, Enchant <Low Magic, High Magic, Form <Lead, Silver>, Summon <Otherworld Being>
Manipulations: Intensity, Duration, Maintain, Multispell, Range
Forbidden Magic: None
Saints: None
Miscellaneous: One of the Lunar schools of sorcery. Members learn battle magic from the associated Lunar cult of Jakaleel the Witch. Advanced members join the cult of the Red Goddess. On Dark/Dying Moon days, none of their manipulations other than Intensity function. On Crescent days, only a single manipulation besides Intensity can be used on a spell. On Half Moon days, their abilities function normally. On Full Moon days, all manipulations used add 1 level to their effect (this can exceed the normal limits imposed by skill levels).
DYING MOON
Members: Lunar magicians, necromancers
Duties: Warfare, espionage
Battle Magic: Demoralize, Detect Enemies, Disrupt, Slow
Low Magic: Call Cold, Damage Resistance, Increase <STR, CON>, Treat Wounds
High Magic: Animate Dead, Boost Damage, Cast Fear, Decrease <Any>, Mystic Vision, Neutralize Magic, Palsy, Remove Life, Resist <Any>, Smother, Telepathy
Ritual Magic: Apprentice Bonding, Curse, Armoring Enchantment, Binding Enchantment, Enchant Iron, Form Iron
Manipulations: Intensity, Duration, Multispell, Range, Speed
Forbidden Magic: None
Saints: None
Miscellaneous: One of the Lunar schools of sorcery. Members learn battle magic from the associated Lunar cult of Danfive Xaron. Advanced members join the cult of the Red Goddess. Sorcery is cyclical, as with the Dark Moon school.
SAINTS
Nearly all of the sects of Malkioni and their descendant sects acknowledge saints. Saints are mortal men and women that attained spiritual perfection, and can now grant those that pray to them special gifts. A saint's follower can learn to establish a special relationship with the saint, gaining the saint as a patron, which allows him or her to call upon the power of the saint in a certain way, commonly known as a Saint's Blessing. In many Malkioni cultures only members of certain castes may acquire a particular saint as a patron, though members of any caste can become followers of the saint. It is possible to follow more than one saint, or have more than one patron saint. The secret prayers for acquiring a saint as a patron are only taught to devout followers of the saint, in a process which takes a full week and requires the sacrifice of at least one point of POW. A variable amount of total POW must be sacrificed to each saint to acquire him or her as a patron, but the POW may be sacrificed over a period of time after learning the secret prayers. When the full amount of POW required has been sacrificed to the saint, the supplicant has acquired the saint as a patron, and may call upon his or her patron to invoke their particular blessing.
Invoking a Saint's Blessing
At will, a supplicant can call on a patron saint and receive their blessing. Each time this is done, the supplicant loses a point of POW. A supplicant with more than one patron saint may call upon any or all of them at the same time. In game terms, calling upon a saint's blessing requires taking a Miscellaneous Action in combat, and the blessing automatically takes effect on SR 1 of the round it is called upon. A saint's blessing cannot be dispelled in any way, nor is it affected by unenchanted iron.
SAINT ARKAT
Arkat was once the most perfect knight in the world. Before his coming, Gbaji the Deceiver covered the world with a magical pall, befogging the lives, minds, and souls of all that lived. Arkat the Liberator freed those under the sway of the evil Deceiver's falsehoods. Everybody knows Arkat left the Malkioni way. In his fanaticism to overcome the Deceiver, he forgot the ways of the Creator and fell into alliances with false gods. The story of Arkat is the great moral legend of the West. If Arkat, once the most perfect knight of the world, could fall, lesser men must strive vigilantly to maintain their virtue. Despite his tragic fall, Arkat still saved the world, and many of his devotees worship him for this. Others think that Arkat never fell, but ascended to higher truths. In most Malkioni cultures only
Knights and Lords can acquire Arkat as a patron, but anyone that joins one of the many Arkati secret societies can acquire Arkat as a patron.
ARKAT'S BLESSING—when Arkat is invoked, the clothing and skin of all Illuminated beings (see Dorastor) within 100 meters of the devotee turns translucent white. This effect lasts until the next sunrise, and includes the devotee himself, if he is Illuminated. It costs 8 POW to gain Arkat as a patron saint.
SAINT PASLAC
He was one of the last emperors of Arkat's Dark Empire. He held off the God Learners and their allies for a generation until martyred by treachery.
PASLAC'S BLESSING—when Paslac is invoked, the armor points of a chosen piece of metal, which can be a tool, a weapon, or a piece of armor, are doubled when the item is touched by the devotee. Paslac can be called upon again to transfer the blessing to another piece of metal, but only one piece at a time can be affected. Paslac's Blessing costs 5 POW. In most Malkioni cultures only Farmers, Knights and Lords can acquire Saint Paslac as a patron.
SAINT TALOR
When Arkat turned to the forces of dark ness in his lust for vengeance, his Lightbringer rescuers felt betrayed and re-entered their quest to seek a hero to defeat evil Gbaji. They returned with Talor, the Laughing Warrior, who brought light where Arkat brought darkness. Talor cleaned northern Peloria of its curses and marched into Dorastor at the same time as Arkat's horde of trolls. Arkat's and Talor's armies met, witnessed Gbaji's destruction, and made great celebration.
In most Malkioni cultures only Knights and Lords can acquire Saint Talor as a patron.
TALOR'S BLESSING—Talor may only be invoked just before or during a battle. His invocation causes his devotee to experience great joy while fighting. For the duration of the battle, the devotee is immune to fatigue loss, incapacitation, shock, unconsciousness, or the effects of exhaustion. He fails any other CON rolls only on a roll of 96-00. In addition, all the devotee's attack skills are increased to half again their normal levels. It takes 6 POW to gain Talor as one's patron saint.
SORCERY SPELLS
An Active, Temporal or Transient sorcery spell has a base duration of 10 minutes, unless otherwise stated. An Instant sorcery spell has no duration.
A Ranged sorcery spell has a base range of 25 meters, unless otherwise stated. A Touch sorcery spell has no range.
The spells are presented in the following format:
SPELL NAME
Range, Duration, whether Active, and difficulty (if other than Easy for Low Magic and Medium for High Magic).
Definition.
Common Low Magic Spells
All Low Magic spells are easy Reasoning skills with a base of 0%.
| Low Magic | Spell Difficulty |
|---|---|
| Bind | Easy |
| Bless <Tool> | Easy |
| Bless <Weapon > | Easy |
| Call Cold | Easy |
| Call Flame | Easy |
| Call Heat | Easy |
| Call Light | Easy |
| Call Shadow | Easy |
| Detect <Various > | Easy |
| Enhance <Sense> | Easy |
| Increase <Various> | Easy |
| Remove Fire | Easy |
| Resist Damage | Easy |
| Treat Wounds | Easy |
BIND Ranged, Temporal
Joins two objects already in contact together with a STR of 5. Each additional Intensity adds another 5 STR to the spell. Once someone or something overcomes the spell's STR, it is broken. The spell cannot affect living tissue or living vegetable matter.
BLESS <Tool> Touch, Temporal
Makes a specific tool (or set of tools) more effective for the duration of the spell. Each level of Intensity adds 5% to a craft skill that uses the blessed tool or tools. Long jobs take many castings of the spell or long duration. The spell has no effect on a different tool or set of tools. Thus, Bless Plow has no effect on a scythe.
The spell does not increase the knowledge of the tool user in any way, it simply makes the tool's use more effective. Bless Quill lets you write better in the sense of better-formed letters, not in the sense of better choice of words.
The spell affects a tool or set of tools with an ENC of 6 or less. It takes twice as many Intensities to affect a tool or set of tools with an ENC from 6 to 12, three times as many to affect a tool or set of tools with an ENC from 12 to 18, and so on.
BLESS <Weapon> Touch, Temporal
Makes a specific weapon 5% more effective for the duration of the spell. Each additional Intensity adds another 5%. The spell adds to both the wielder's attack and parry percentage with that weapon. The spell has no effect on a different weapon. Thus, Bless Spear has no effect on a broadsword.
The spell affects a weapon with an ENC of 6 or less. It takes twice as many Intensities to affect a weapon with an ENC from 6 to 12, three times as many to affect a weapon with an ENC from 12 to 18, and so on.
CALL COLD Ranged, Instant
If cast on up to 1 ENC (1 liter) of material, the spell causes it to become cold. This works particularly well on water or metal objects, but cannot effectively cool most other materials. It takes about five minutes for the substance to reach its final temperature. The temperature of water or metal drops by 10° C per Intensity. Thus, 3 Intensities will cause 1 liter of water at room temperature to turn into ice. A chilled metal object worn or held for a full round will do 1 point of damage per 10° below 0° C (at SR 10). Twice the Intensity will affect up to 2 ENC of material, thrice the Intensity will affect up to 3 ENC of material, and so on.
CALL FLAME Ranged, Instant
Ignites material that is flammable. The base spell lights a candle, clothing, hair, fur, a torch or a lantern, a 2 Intensity spell lights charcoal or a wet torch, a 3 Intensity spell lights heavy cloth, a 4 Intensity spell lights wet cloth or green wood, a 5 Intensity spell lights wet heavy cloth, and so on. The ignition occurs at a single small point. Higher intensities simply increase the ability to light less flammable material, not the size of the point. The caster needs to overcome the target's MP to ignite something that is part of a living creature or closely touching it (the gamemaster makes the call here; but, for example, igniting clothing would take a MP v. POW roll).
CALL HEAT Touch, Temporal
Causes one ENC of substance to heat up. Metal will become more malleable. It takes about five minutes for the substance to become red hot. Each Intensity of the spell creates 1D6 intensity of heat at its hottest. Use the Fire and Heat table in the Natural World chapter to determine how much heat is needed for a particular substance. Thus, a 7 Intensity Call Heat cast on bronze would bring it to its very softest for hammering and smithing, while an 8 Intensity spell would simply melt it. If a spirit is in the object, the caster must overcome its MP. Twice the Intensity will affect up to 2 ENC of material, thrice the Intensity will affect up to 3 ENC of material, and so on.
CALL LIGHT Touch, Temporal
When cast on a physical object, this spell lights everything within a 10 meter radius of it with a radiance good enough to read by. Each additional Intensity adds to the brightness of the light. Five Intensities are equal to a bright day and 10 Intensities are equal to the brightest time of a clear day in midsummer in the desert. If cast directly on a target's eyes (a MP vs. POW roll must succeed) each Intensity reduces all of the target's visual skills (including attack, parry and dodge) by 5%.
CALL SHADOW Touch, Temporal
When cast on a physical object, this spell casts a faint shadow on everything within a 10 meter radius of it. Each additional Intensity deepens the darkness of the shadow. Five Intensities create a shadow even in full sunlight and 10 Intensities make a shadow equal to a moonless night. Each Intensity adds 5% to the Hide skill of anyone within the shadow (though the shadow itself may appear out of place unless carefully placed). It also subtracts 5% from the visual perception skills of anyone trying to look into or through the shadow (whether from the inside or outside). If cast directly on a target's eyes (a MP vs. POW roll must succeed), each Intensity reduces all of the target's visual skills (including attack, parry and dodge) by 5%.
DETECT <Life, Magic, Malice, Species, Substance> Ranged, Active
If the caster concentrates, he or she sees a glow around each target specific to the spell that is within spell range. Detect Malice shows a slight glow around any being which means to harm the caster. No one else can see this glow. The spell penetrates 1/2 meter of dense substance (such as earth, wood, or metal) per point of Intensity.
ENHANCE <Sense> Ranged, Active
If the target of the spell concentrates, the specific sense that the spell affects, such as sight, hearing, or smell, becomes more effective.
Each level of Intensity adds 5% to a specific skill associated with that sense. Enhance Sight enhances Search skill, each of the other spells increases a specific skill associated with that sense (such as Listen, Scent, Feel, and Taste). In addition, multiply the effective range at which the sense functions by the Intensity plus one. For example, a character with an Intensity 3 Enhance Sight can see 3 + 1 = 4 times as far as normal. The spells for zero-range senses such as touch or taste increase the effective sensitivity of the sense instead.
INCREASE <STR, CON, DEX, APP, MV, Vigor> Touch, Temporal or Transient
This spell adds 2 points per Intensity to the appropriate characteristic (STR, CON, DEX, APP), to a limit of double the current characteristic. Such increases do not affect experience or research rolls. Increase Move adds 1 per point of Intensity to MV. Increase Vigor restores one level of short term fatigue for every Intensity of the spell. Increase Vigor is Transient — if cast before the exertion takes place, it triggers as the target loses short term fatigue levels. The spell loses a point of Intensity as it restores one level of short term fatigue.
REMOVE FIRE Ranged, Instant
This spell puts out fires and flames. The base spell puts out a candle, torch or lantern, a 2 Intensity spell puts out a small campfire, a 3 Intensity spell a bonfire, and so on (see the Fire and Heat table in the Natural World).
RESIST DAMAGE Ranged, Temporal
This spell will protect only the body of the target (not possessions on his or her person). The total damage done to a protected creature or object must overcome the Intensity of the spell using the resistance table. If the damage overcomes the resistance of the spell then the full force of the damage will affect the target. If the target is wearing armor, the damage is first absorbed by the armor (unless, of course, a critical blow that ignored armor was struck). The remaining damage (if any) is then matched against the Resist Damage spell. If the damage does not overcome the Resist Damage spell then the blow will do no damage to the target but may knock him or her down (see Knockback in Combat). The Resist Damage spell will protect the target for its full duration. If it is combined with protective spells such as divine spell Shield or the battle magic spell Protection, the damage is first absorbed by the other protective spells and any armor worn by the target. The remaining damage (if any) is then matched against the Resist Damage spell.
RESTORE <Substance> Touch, Instant
Repairs 1 point of damage per Intensity. A shattered or severely damaged item also needs a successful Craft <appropriate Substance> roll to make it functional again. If the caster fails the Craft roll, the amount by which the roll is missed shows how badly put together the object is.
TREAT WOUNDS Touch, Transient
Each level of Intensity adds 5% to the target's First Aid skill, and adds 1 point per Intensity to the damage healed by the first successful attempt to treat damage using First Aid, after which the spell dissipates. Simply using First Aid to stop wounds from bleeding (but not treat damage), will not make the spell dissipate. The spell does not allow one to do things that cannot normally be done with First Aid, such as restore severed limbs or restore general HP damage.
Thus, with a 4 Intensity Treat Wounds spell, the target adds 20% to his or her First Aid skill, and after successfully treating a wound for damage (each attempt requires 10 rounds of treatment), will add 4 to the damage healed, healing 1D3 + 4 points of damage on a normal First Aid success.
COMMON HIGH MAGIC SPELLS
High Magic spells are medium Reasoning skills, unless otherwise stated (a few are hard Reasoning skills).
| High Magic Spell | Difficulty |
|---|---|
| Animate <Various> | Hard |
| Boost Damage | Medium |
| Boost Range | Medium |
| Castback | Medium |
| Cast <Various > | Medium |
| Conceal <Spell> | Hard |
| Conceal <Various> | Medium |
| Conceal Soul | Hard |
| Decrease <Various> | Medium |
| Dominate <Species> | Hard |
| Fly | Hard |
| Illusion of <Sense> | Hard |
| Invoke <Element> | Hard |
| Palsy | Medium |
| Project <Sense> | Hard |
| Mystic Vision | Medium |
| Neutralize Magic | Medium |
| Protective Circle | Hard |
| Regenerate | Hard |
| Regain Life | Hard |
| Remove Life | Hard |
| Resist <Various> | Medium |
| Shapechange | Hard |
| Show <Various> | Hard |
| Skin of Life | Hard |
| Smother | Hard |
| Tap <Characteristic> | Hard |
| Teleport | Hard |
| Telekinesis | Hard |
ANIMATE <Dead, Element, Substance> Ranged, Active Hard
While the caster concentrates, he can animate 3 SIZ per Intensity of a solid substance, or 1 cubic meter per Intensity of a non-solid element (fire, water, darkness, air). A sufficient quantity of the material must be present for the spell to have its full effect. The animated thing has a base MV of 1. This can be increased when the spell is first cast, with each level of Intensity used for this purpose adding 1 to its MV. The animated object has a chance to do any action equal to the caster's DEX x 3 or appropriate skill (such as Weapon Attack, Weapon Parry, Climb, Dodge or Jump), whichever is greater.
An animated corpse or skeleton gains 3 STR per Intensity of Animate Dead and has a damage bonus appropriate to its STR and SIZ. It can use a weapon, or fight unarmed. A unarmed animated skeleton or corpse does 1D3 base damage. An animated solid substance (such as earth or stone) does damage equal to 1D2 per 3 SIZ if it lands a blow. Unless the object was previously crafted with sufficient detail to allow for it (i. e. a statue), it cannot wield a weapon or perform tasks that require fine manipulation. Animated air, water or darkness causes 1D4 points of knockback only damage per cubic meter (see Knockback in the Combat chapter).
Animated fire causes 1 point of fire damage (general HP damage) per cubic meter if it lands a blow. The animated substance returns to its original form when the spell expires, or if it takes enough physical damage to disrupt it. As a rule of thumb, an animated solid substance or skeleton has HP equal to the Intensity of the spell and AP equal to half the Intensity of the spell for the purposes of disrupting it, while an animated non-solid substance or corpse has HP equal to twice the Intensity of the spell for the purpose of disrupting it.
BOOST DAMAGE Ranged, Temporal
Affects any tool or anything that can be used as a weapon (such as a fist or sword). Each level of Intensity adds 1 point to the damage that weapon does when it strikes. Simply touching someone or something with the object does not cause damage. The base spell affects a weapon of up to 6 ENC. The caster can use additional levels of Intensity to affect bulkier weapons at the rate of one level of Intensity per 6 additional ENC.
BOOST RANGE Ranged, Temporal
Increases the normal and maximum range of a missile or thrown weapon it is cast upon by 10% per point of Intensity. With a missile weapon or atlatl, the range of any missiles fired from the weapon is affected for the duration of the spell. The spell has no effect on a missile or thrown weapon's point blank range. The base spell affects a weapon of up to 6 ENC. The caster can use additional levels of Intensity to affect bulkier weapons at the rate of one level of Intensity per 6 additional ENC.
CASTBACK Ranged, Temporal
This spell affects any offensive spell which has an Intensity equal to or fewer than the Castback spell (double the Intensity of divine spells for this purpose). If affected, the attacking spell will boomerang back at its caster if it fails to overcome the POW of the person protected by Castback. The caster must then try to overcome his own POW with his current MP in a resistance roll. If both the caster and the target are protected by Castback or Reflection, then the spell may bounce back and forth several times before affecting either the caster or the target. If the incoming spell has an Intensity greater than that of the Castback, it eliminates the Castback spell.
CAST CONFUSION Ranged, Temporal
When cast upon a target with normal INT, every time they attempt to use a skill or cast a spell there is a 10% chance per Intensity of spell that they forget what they know of the skill or spell. If a skill has a base chance of greater than 0%, it can be used at its base chance of success (base plus bonus) only.
If the target of the spell succeeds in an INT x1 roll when he or she is first affected by the spell, he or she realizes that they have been affected by the spell, and can attempt to dispel or otherwise magically counter the effects of the spell.
CAST COURAGE Ranged, Temporal
If a target with normal INT is overcome by the the spell, any defensive actions the target attempts in combat cost twice as many actions. Thus, All Out Defense is not possible, and a Defend Only action will not allow the target to take any other actions (or move in the Post Melee Move phase). In addition, each point of Intensity reduces the target's MV by 1 for the purpose of attempting to move away from a foe (it has no effect should they stand their ground or move towards a foe). If the target of the spell succeeds in an INT x 1 roll when first affected by the spell, he or she realizes that the spell is in effect, and can attempt to dispel or otherwise magically counter the effects of the spell. Each Intensity of Cast Fear cancels one Intensity of Cast Courage.
CAST DESIRE Ranged, Temporal
This spell must overcome the POW of its victim. It causes its victim to either see another creature of the caster's choice as sexually attractive, or makes an object of the caster's choice appear more attractive to the victim. Both victim and creature must be within range of the spell. Each Intensity of the spell adds 1 to the creature or object's effective APP for the duration of the spell (the gamemaster must determine a value for an objects APP in this case).
If the victim subsequently fails a roll of his or her POW vs. the effective APP of the creature, the creature can seduce him or her. Of course, a victim is seduced more easily by someone he or she would be attracted to without the spell, and it is very hard to make the victim go to bed with someone who would ordinarily be repulsive to that person.
If the victim subsequently fails a roll of his or her POW vs. the effective APP of an object, the victim will wish to desperately possess the item. Gamemasters should feel free to tell the player's whatever they think will make their character desire the object (that it appears to be a lost family heirloom, is grossly undervalued, is secretly magical, etc. )
If the victim of the spell succeeds in an INT xl roll when first affected by the spell, he or she realizes that a spell is in effect, and can attempt to dispel or otherwise magically counter the effects of the spell.
CAST FEAR Ranged, Temporal
If a target with normal INT is overcome by the the spell, any attack actions the target attempts in combat cost twice as many actions. Thus, All Out Attack is not possible, and an Attack Only action will not allow the target to take any other actions (or move in the Post Melee Move phase). In addition, each point of Intensity reduces the target's MV by 1 for the purpose of attempting to move towards a foe (it has no effect should they stand their ground or move away from all foes).
If the target of the spell succeeds in an INT x 1 roll when first affected by the spell, he or she realizes that the spell is in effect, and can attempt to dispel or otherwise magically counter the effects of the spell.
Each Intensity of Cast Courage cancels one Intensity of Cast Fear.
CONCEAL <Life, Magic, Malice, Species, Substance> Touch, Temporal Hard
Each level of Intensity of this spell blocks one Intensity of the Detect or Show spell it is specific for, without alerting the caster of the detection spell that his spell has been blocked. In other words, an Intensity 3 Detect Malice spell (or a spirit magic Detect Enemies or Divine Find Enemies) will not detect an enemy who is shielded by an Intensity 3 Conceal Malice spell.
CONCEAL <Object, Self, Sound> Touch, Temporal
Each level of Intensity of these spells adds 15% to the appropriate skill they are specific for. Conceal Object adds to Conceal skill for hiding the object or person it is cast on, Conceal Self adds to the target's Hide skill, and Conceal Sound adds to the target's Sneak skill.
CONCEAL SOUL Touch, Temporal Hard
This spell decreases its target's apparent POW and MP by 2 points per level of Intensity (to a minimum of 0). If the target appears to have 0 MP, spirits will generally ignore him or her. If the target appears to have 0 POW, spells such as Second Sight will ignore the target.
DECREASE <STR, CON, DEX, APP, MV, Vigor> Ranged, Temporal
(Instant for Decrease Vigor) This spell temporarily subtracts 2 points per Intensity from the appropriate characteristic (STR, CON, DEX, APP).
Decrease MV subtracts 1 MV per Intensity from the target. A target with a MV of 0 or less cannot move (though they can freely spin or turn in place). Decrease Vigor is Instant, and causes the target to lose 1 level of fatigue for every two Intensities of the spell used (for every 10 points or fraction thereof over 20 SIZ, reduce the effective Intensity of Decrease Vigor by one).
DOMINATE <Species> Ranged, Temporal (Active if using mental link to command) Hard
This spell is used to gain command over a specific species of creature. The creature may have fixed, normal or no INT. The spell must overcome the POW of its target and have an Intensity equal to at least half the target's POW (round up) to be effective.
A successful Dominate spell forces the creature to obey the commands of the caster for the duration of the spell. These may be spoken, or the caster may take advantage of the mental link formed by the spell to communicate a mental image of the actions he or she wishes the creature to perform. A full melee round (2 actions) is required to mentally form and communicate the desired image. The mental link has line of sight range. A dominated creature will continue to perform commanded actions once out of range of hearing or the mental link, but new commands may not be issued. A Dominate <Species> spell that is successfully cast on a possessed creature or shaman has no effect on the possessing spirit or the shaman's fetch. A shaman's fetch will take over for the shaman (the gamemaster may wish to run the shaman as a non-player character for the duration of the spell). Likewise, a Dominate <Species> spell that is successfully cast on any creature with multiple personalities will dominate but one of the personalities, leaving other free to act.
A Dominate <Spirit> spell successfully cast on a possessing spirit (assuming some unusual form of magic is used to perceive it) will dominate the possessing spirit, leaving the creature free to act normally.
The spells of Dominate Elemental, Dominate Ghost, Dominate <Mundane Animal>, Dominate Spirit and Dominate Wraith are common. Others dominate spells exist, such as Dominate Basilisk or Dominate Human, but are uncommon.
FLY Touch, Active (for target) Hard
While the target concentrates this spell moves 3 SIZ of the target per Intensity through the air (or water) with a base MV of 2. Additional levels of Intensity can be used to increase the movement rate, adding 2 MV per point of Intensity used for this purpose.
ILLUSION OF <Sense> Ranged, Temporal (Active to move or attack) Hard
This is are the spells of casting illusions. Each of these spells affects a specific sense. These may be human (sight, touch, taste, hearing, and smell) or nonhuman senses (Darksense, Earthsense, and Elfsense).
When a sorcerer creates an illusion he is fabricating a temporary bit of reality. Even if the illusion is detected for what it is or is disbelieved, the illusion remains in effect nonetheless. If it is a touch illusion it can be deadly, regardless of whether you know it is an illusion or not.
An illusion cast directly upon a target moves with the target until its duration expires, and cannot be move independently of its target. An illusion not cast
upon a specific target cannot move unless additional Intensity was spent to allow it to move. Causing an illusion to move or attack requires concentration (an Attack action in combat).
The intensity of an illusion will determine the strength of the illusion. A listing of some sample illusory tastes, odors, etc. has been included with notes on each type of illusion.
Odor Illusions
Odor illusions will reproduce a single odor from the caster's memory. Odor is the same for all species and it can be used to fool any creature.
An offensive odor illusion with 4 or more Intensity can be used to force anyone it is directly cast upon to make a CON x5 roll. Failure indicates the victim is overcome by nausea (treat them as Incapacitated, see Combat) until the roll, made at the beginning of each subsequent round, finally succeeds. Every two points of Intensity beyond 4 decreases the CON roll by one multiple. Once the CON roll is made, the victim no longer suffers the effects of that particular odor, though the offensive odor will linger on until the spell expires or it is dismissed.
Additional Intensities can be used to make an Illusory Odor not directly cast at a specific target move when the caster concentrates. Each Intensity used for the purpose gives the illusion a MV of 2.
| Intensity | Sample Odor |
|---|---|
| 1 | water after a rainfall |
| 3 | a rose |
| 4 | frying onions (CON x5) |
| 6 | ammonia (CON x4) |
| 8 | fresh skunk oil (CON x3) |
| 10 | putrescence (CON x2) |
| etc. |
Taste Illusions
Taste illusions cause an area of 1 SIZ to assume a taste familiar to the caster. An offensive taste illusion with 4 or more Intensity can be used to force its target to make a CON x5 roll, using the same guidelines as odor illusions. Additional Intensities can be used to make an Illusory Taste not directly cast at a specific target move when the caster concentrates. Each Intensity used for the purpose gives the illusion a MV of 2.
| Intensity | Sample Taset |
|---|---|
| 1 | clean river water |
| 3 | bland gruel |
| 4 | orange peel (CON x5) |
| 6 | lemon concentrate (CON x4) |
| 8 | coffee bitters (CON x3) |
| 10 | acid (CON x2) |
Sight Illusions
Sight illusions register upon light-sensitive organs. Each level of intensity covers an area of 2 SIZ.
A sight illusion can be used to obscure the vision of its target, as per the rules for fighting in darkness (see Combat).
Additional Intensities can be used to make an Illusory Sight not directly cast at a specific target move when the caster concentrates. Each Intensity used for the purpose gives the illusion a MV of 2.
Sound Illusions
Sound illusions must be specified as to nature and the intent of the caster. A single intensity Sound illusion creates a soft noise as loud as the rustle of a leaf on paper.
A sound illusion with 4 or more Intensity can be used to force a target to make a CON x5 roll or be deafened for a number of minutes equal to the Intensity of the spell. Every two points of Intensity beyond 4 decreases the CON roll by one multiple. Each such attempt requires concentration (an Attack action in melee) on the part of the caster.
Additional Intensities can be used to make an Illusory Sound not directly cast at a specific target move when the caster concentrates. Each Intensity used for the purpose gives the illusion a MV of 2.
| Intensity | Sample Sound |
|---|---|
| 1 | a leaf on paper |
| 2 | whisper |
| 4 | conversation (CON x5) |
| 6 | close shout (CON x4) |
| 8 | a screaming crowd (CON x3) |
| 10 | volcanic eruption (CON x2) |
Touch Illusions
Touch illusions manifest as invisible solid force with a SIZ of 1. A touch illusion can do 1D2 damage per Intensity if directly cast upon a target or if the target walks into it. Armor will protect the target from this damage. A particular touch illusion will only cause damage to the same target once.
Additional Intensities can be used to make an Illusory Motion not directly cast at a specific target move when the caster concentrates. Each Intensity used for the purpose gives the illusion a MV of 2. If a sorcerer wishes to attack with a mobile touch illusion, he has his DEX x1 chance of succeeding. If the spell's caster can see the illusion (with Mystic Vision or by Multispelling it with a sight illusion), the chance of success increases to DEX x3. Moving such an illusion or using it to attack requires concentration (1 Attack action in melee) on the part of the caster.
| Intensity | Sample Odor |
|---|---|
| 1 | a slap in the face (1D2 damage) |
| 2 | a fist in the jaw (2D2 damage) |
| 3 | a sharp knife (3D2 damage) |
| 4 | a jab in the belly (4D2 damage) |
| 5 | a kick in the groin (5D2 damage) |
INVOKE <Element> Ranged, Instant/Temporal Hard
Creates a magical blast of the specific element. If the spell's caster overcomes the target's POW with his or her MP, this causes 1 HP of damage per Intensity to a random hit location of the target. The common forms of this spell include Fire, Air, Water, Earth, Dark, and Light. Less common forms, such as lightning or a moonbeam, exist as well.
PALSY Ranged, Temporal
Strikes at a random hit location. If the caster succeeds in a MP vs. POW roll, and the spell has an Intensity of at least half the current HP in the location (round up), the target cannot use the location, suffering the same result as if the location had taken damage equal to its HP, even though no actual damage occurs.
PROJECT <Sense> Ranged, Temporal (Active if moving or sensing) Hard
Lets the caster project the specified sense out to the maximum range of the spell. If the caster moves out of the maximum range, the spell ends. The caster can move the viewpoint with a MV of 1. Each additional level of Intensity adds 1 MV. The spell cannot penetrate more than 1 meter of dense substance (not necessarily contiguous) per Intensity (movement slows by 1 MV for every meter of dense substance, until it reaches 0). The viewpoint is immaterial — one can detect it magically and dispel it, but other magical spells or physical attacks have no effect on it. When focusing on the projected sense, the caster cannot make normal use of the sense. For example, a sorcerer using Project Sight cannot see what is in front of his body, only what is in front of the projected viewpoint. Project Touch only causes the caster to lose the sense of touch from his or her hands.
MYSTIC VISION Ranged, Temporal
(Active if moving or sensing) This spell augments the target's visual ability. The target can see magic, with greater detail at higher levels of Intensity. The basic spell gives only a rough idea as to the strength of the magic, or whether the target is looking at a magical creature or an undead. At 5 intensities, the target begins to see something of the basic purpose of the magic, and at 10 Intensities, the target sees something of the true nature of the magic. Lore skills, such as Magic Lore, or Sorcery Lore, can greatly enhance one's ability to understand the magic (see skills). Each meter of dense substance blocks 1 Intensity of Mystic Vision.
NEUTRALIZE MAGIC Ranged, Instant
The sorcerer must pit the intensity of this spell vs. the Intensity of the spell to be neutralized on the resistance table. If the attack of the Neutralize spell is successful then the magic spell that was attacked is eliminated. If the resistance roll was failed, then the Neutralize Magic spell has no effect.
When cast against a target without specifying any particular effect or target, the Neutralize Magic will always first destroy defensive spells, beginning with the most powerful spell that it can affect. However, it may be successfully cast against a specific spell if the caster can magically discern or can otherwise guess the spell.
PROTECTIVE CIRCLE Touch, Temporal Hard
This spell creates a magically protected area which covers an area equal to the square of the spell's Intensity in cubic meters. If the spell is cast upon the ground it cannot be moved. If cast on a wagon bed, it will move as the wagon bed moves, etc. All physical creatures must overcome the Intensity of the spell with their STR (on the resistance table) to enter the area protected by the spell. Each attempt to enter the protected area requires a Miscellaneous Action in combat on the part of the creature.
Missiles passing through the boundaries of the circle must match their maximum possible damage against the Intensity of spell to enter. If the missile is aimed at a target with a Resist Damage spell up, add the Intensity of the Resist Damage spell to the Intensity of the Protective Circle to determine if the missile can penetrate to affect the target. Those within the area of the spell can fire missiles out of the area or pass out of the area without resistance. All spells passing into the circle must overcome the Intensity of the Protective Circle before they can strike at those within. If the spell is aimed at a target with a Resist Magic spell up, add the Intensity of the Resist Magic spell to the Intensity of the Protective Circle to determine if the spell can penetrate to affect the target. Those within the circle can cast spells within or out of the circle freely. All disembodied spirits must overcome twice the Intensity of the spell with their POW to enter the area protected by the spell. In general, only extremely hostile spirits will attempt to enter an area so protected, and only the most obsessed spirits will attempt to do so more than once. Spirits can leave the area protected by the spell without hindrance.
REGENERATE Touch, Temporal (base duration 1 hour) Hard
The base spell allows the caster to re-attach a newly severed organ (if cast within 10 melee rounds of the severance). The spell will otherwise cause a maimed or severed organ to regrow at 1 % per week per Intensity (if this was not done so already, roll 1D100 to determine the percentage of the limb that was maimed or severed). In addition, the target's natural healing rate (see the Natural World) will increase by 1 point per Intensity. Note that the spell needs to be recast often unless the duration is greatly extended.
REGAIN LIFE Touch, Instant Hard
Each Intensity heals 1 of location hit point damage or 1/10 HP of general HP damage (rounding up, as always). An Intensity 5 Regain Life spell can instead be used to re-attach a severed limb if cast within 10 melee rounds of the severance. The caster must also succeed in a First Aid roll. This does not heal any damage, simply re-attaches the severed organ, which will require further healing.
REMOVE LIFE Ranged, Instant Hard
Each Intensity of the spell does 1 point of general hit point damage to a target that is overcome by the spell.
RESIST BLEEDING Touch, Transient
Each Intensity keeps a single wound from bleeding. Wounds treated with First Aid or a healing magic do not resume bleeding once the spell duration expires. One can cast the spell before or after the wounds occur. Every wound the spell keeps from bleeding reduces the spell's Intensity by one.
RESIST DEATH Touch, Temporal
The target of the spell does not die after taking twice his or her total HP. Each Intensity lets the target go 2 HP beyond twice his or her HP before dying (though the target is still unconscious if having taken their HP or greater in damage. For example, a character with 11 HP, who normally dies after taking 22 HP of damage, only dies after taking 28 or more HP of damage if he or she has a 3 Intensity Resist Death spell cast on him or her. In addition, the spell adds its Intensity to the target's MP for the purposes of resisting death magic (Remove Life, Disruption, and Sever Spirit are all examples of death magic).
RESIST DISEASE Touch, Transient
Each Intensity gives +5% to the character's next roll to resist the effects of a disease, after which the spell dissipates.
RESIST MAGIC Ranged, Passive
This spell will protect a target (not possessions on his or her person). Any spells cast upon a person or thing protected by Resist Magic must overcome the spell's Intensity using the resistance table. Use Intensity of the attacking spell (double for divine spells) as the active force. If the attacking spell overcomes the Resist Magic spell then it will penetrate and may affect the target. If the attacking spell fails to overcome the Resist Magic spell then it will have no effect. The Resist Magic spell will remain in effect until its duration expires.
RESIST POISON Touch, Temporal
Each Intensity of the spell negates 3 HP of poison damage. The spell decreases by one Intensity for every 3 HP of poison damage so negated. The spell has no effect on poison damage suffered before casting the spell. One can cast it before exposure to the poison, or after exposure but before the damage has occurred.
SHAPECHANGE <Species> TO <Species> Ranged, Temporal Hard
The spell must have a an Intensity of at least 1 for every 3 points of SIZ of the target, and must succeed in a Intensity vs. MP roll if the target is unwilling. For example, to affect an unwilling SIZ 13 target takes a minimum 5 Intensity spell (that overcomes the target's MP with its Intensity). If it succeeds, the spell causes the target to take on the form of the new species. The target's SIZ remains constant, regardless of the new form.
The exact appearance of the new form can be varied slightly by the caster, so Shapechange Human to Human could be used to disguise a human.
SHOW <Life, Magic, Malice, Species, Substance> Ranged, Active Hard
These spells act like their equivalent Detects, except that when the caster concentrates targets within range of the spell visibly glow with a soft light visible to all (including the targets), and that each point of Intensity allows the spell to penetrate 1 meter of a hard substance and take effect.
SKIN OF LIFE Touch, Temporal Hard
For its duration, this spell protects the target from the effects of asphyxiation due to air deprivation, whether from drowning, smoke inhalation, or the results of the Smother spell. The target of the spell must try to breath normally for the spell merely provides oxygen, the lungs must still receive it. A target with up to 3 SIZ per level of Intensity will be protected. This spell has no effect on choking due to a strong arm about the neck, a garrotte, or food stuck in the throat, etc.
SMOTHER Ranged, Transient Hard
This spell causes a victim it overcomes to suffer asphyxiation damage. The spell lasts a number of melee rounds equal to its Intensity (losing 1 Intensity a round), and causes 1D3 points of general HP damage each round it is in effect. If the spell's victim takes some time during the course of a melee round to fight for their breath (spends a Miscellaneous Action to breathe), they suffer only 1D3-1 points of general HP damage that round. If the spell's victim does nothing but fight for their breath in a round (spending two Miscellaneous Actions to breathe), they suffer only 1D3-2 points of general HP damage that round. The spell may be dispelled before it has run its course. One Intensity of Skin of Life destroys one Intensity of Smother, and vice versa.
TAP <STR, CON, SIZ, INT, POW, DEX, APP> Touch, Temporal Hard
Each Intensity permanently drains a point of the specified attribute and adds it to the caster's attribute for the duration of the spell. Since temporary POW is MP, each point of POW drained adds 1 MP to the caster for the duration of the spell. As per the normal stacking rules, only the highest Intensity spell will have effect — a Tap STR 7 and a Tap STR 5 add only 7 STR to the caster, while destroying 12 STR of its victim. Tap <Characteristic> has no other limits and will continue to add to a characteristic that Increase <Characteristic> has increased, even beyond the normal limits of Increase <Characteristic>.
TELEPORT Ranged, Instant Hard
Each level of Intensity teleports 3 SIZ that the caster touches (or him or herself) to a point that the caster can see within range of the spell or to a specific previously enchanted area anywhere within range of the spell (see the ritual spell Homing Circle). If the caster has several areas within range, he or she can choose the one to which to teleport.
TELEPATHY Ranged, Temporal
This spell allows mind-to-mind communication between the caster and a target, or between two targets chosen by the caster. Each additional point of Intensity allows the caster to include an additional person to be communicated with. It does not create an open link between all communicants.
TELEKINESIS Ranged, Active Hard
While the caster concentrates, this spell will move 2 SIZ of a target per Intensity with a base MV of 1. Every 6 ENC count as 1 SIZ for this purpose. Additional levels of Intensity can be used to increase the movement rate, adding 1 MV per point of Intensity used for this purpose. If used to grab an item out of someone's resisting grasp, each Intensity beyond that required to lift and move the object provides 3 STR to use in a STR vs. STR roll.
RITUAL SORCERY
The chance to successfully complete a sorcerous ritual is equal to the caster's skill in a particular ritual. The skills of sorcerous Ceremony, Enchant, and Summon are complementary to sorcerous rituals of that particular type, enhancing the chance for success. The chance for success may be further enhanced by the use of ceremonial casting (see Ceremony, in the Skills chapter for more details). If a ritual in which POW is expended is failed, 1 point of POW is lost. If the ritual is fumbled, all the POW that would have been used is lost. The rituals typically take a minimum of 10 minutes if only MP were expended, or if POW is expended, a number of hours equal to points of POW expended.
COMMON RITUAL LOW MAGIC
These sorcerous rituals are easy Reasoning skills with a base of 0%, unless otherwise stated. All are Ceremonies, for which Ceremony/Sorcery is a complementary skill.
| Low Ritual | Difficulty | Type |
|---|---|---|
| Banishment | Easy | Ceremony |
| Blessing | Easy | Ceremony |
| Cursing | Easy | Ceremony |
| Open Seas | Easy | Ceremony |
| Solace | Easy | Ceremony |
BANISHMENT (FUNERAL RITUAL) Ritual (Ceremony)
A funeral ritual common to nearly all sorcerous cultures, it ensures that the soul of the departed finds its proper rest, and does not return to haunt its burial site or those that buried it. It takes a minimum of 10 minutes and the expenditure of 1 MP from each of the ritual's participants to perform. Among the Malkioni, it ensures that the ghost of a Malkioni that did not enter the Malkioni paradise of Solace in Glory is banished from the lands it once lived in
BLESSING Ritual (Ceremony)
A common ritual of blessing that is typically used at weddings, funerals, tournaments, or other important occasions. The spell can take anywhere from 10 minutes to several days, or longer, to cast, depending on the occasion. A variable number of MP are expended by the ritual's participants at the time. The gamemaster should adjudicate what effect, if any, the blessing had. In general, longer rituals, with more participants and more MP spent, may have a more tangible effect.
BLESSING Ritual (Ceremony)
A ritual similar to Blessing, but less common. It is used to send curses against one's foes. It otherwise functions the same way.
OPEN SEAS Ritual (Ceremony)
This spell takes 10 minutes and 1 MP to perform. It must be cast each time the ship weighs anchor or casts off. If the spell fails, then the instant the ship leaves sight of land, the Closing reaffirms itself and brings catastrophe to the vessel. . This ritual was developed and spread among the sea-faring people of Glorantha by Dormal the Sailor. All open-seas sailors everywhere in Glorantha know this ritual, or a variant of it, or have an expert on their ship who knows it. Otherwise, sea travel would be impossible.
SOLACE Ritual (Ceremony)
This ritual spell is common to nearly all sects of the Malkioni, part of the New Rites introduced by Prince Hrestol in the year 2 ST. The Galvosti are one of the few Malkioni sects that do not use it. In those Malkioni cultures where it is common, it has a base of 30%, with further training readily available from the sect's schools of sorcery. It cannot be learned by non-Malkioni.
The spell can be automatically cast as the caster dies. If successfully cast, the caster enters the paradise of Solace in Glory, becoming one with the Invisible God. The caster cannot be resurrected, reincarnated, turned into a ghost, or summoned from the dead by a shaman, nor does his spirit linger by the dead body. If the spell fails, none of the above effects apply, though the Banishment ritual performed at Malkioni funerals will generally prevent a ghost from lingering.
Common Ritual High Magic
These sorcerous rituals are medium Reasoning skills, with a base of 0%, unless otherwise stated.
| High Ritual | Difficulty | Type |
|---|---|---|
| Apprentice | Medium | Enchantment |
| Armoring | Medium | Enchantment |
| Binding | Medium | Enchantment |
| Familiar | Medium | Enchantment |
| Divination | Medium | Ceremony |
| Enchant | Medium | Enchantment |
| Form/Set | Medium | Enchantment |
| Worship | Medium | Ceremony |
APPRENTICE BONDING Ritual (Ceremony)
Through this ritual the master establishes a special link with each of his or her apprentices. This bond is necessary so that the master can instruct the apprentice in the deeper secrets of sorcery. Establishing this bond requires the apprentice to expend 1 point of current POW during an hour long ceremony overseen by the master. When completed, the master will always know the approximate distance and direction of the apprentice, and can issue a gentle call for the apprentice to return to him. The master will not be able to read the student's mind, use his magic points, or influence his actions in any way. This spell is not like Mindlink.
Failing to roll under the caster's skill in Apprentice Bonding simply means that the ritual failed, and must be repeated again. No POW is lost by the prospective apprentice if the ritual failed. A sorcerer can have as many apprentices as he or she can handle.
ARMORING ENCHANTMENT Ritual (Enchant)
Each point of POW expended in this ritual increases the armor points of a single object by 1D4. The chance to succeed is based on the caster's Armoring Enchantment skill, but the effects of the ritual are otherwise identical to the Ritual Divine Magic spell of the same name.
BINDING ENCHANTMENT Ritual (Enchant)
This ritual allows its caster to expend POW to create an object capable of binding a spirit. The chance to succeed is based on the caster's Binding Enchantment skill, but the effects of the ritual are otherwise identical to the Ritual Divine Magic spell of the same name.
<Create, Awaken> FAMILIAR Ritual (Enchant)
These rituals are used by their casters to awaken or create a familiar. Not all schools of sorcery create or awaken familiars, and even within a school of sorcery that does, may sorcerers may choose not to do so. Still, they are not uncommon, particularly among sorcerers at the adept or magus levels.
Awakening a familiar involves finding an incomplete creature, typically a mundane animal, and performing an Awaken Familiar ritual. In the course of the ritual, the sorcerer expends 1 POW, plus 1 point of POW for each incomplete or missing characteristic the creature has. The creature gains a roll for that characteristic equal to that of the species the caster belongs to. Thus, if a human sorcerer wished to make a cat into a familiar, he would have to expend 2 points of POW (the cat lacks only normal INT). The cat gains a normal INT of 2D6+6, and the sorcerer gains a familiar. A golem, which would start as a statue with only one characteristic, SIZ, would require the expenditure of 7 POW. An awakened familiar retains much of its original personality. A familiar cat would have a feline personality, a golem would have little, if any, personality. Among the various schools of sorcery, awakened familiars are popular in the East Isles, among some Kralori schools, among some Stygian schools, among some Dormal sorcerers, and among many independent sorcerers.
Creating a familiar involves awakening only INT and POW within an object or item with the Create Familiar ritual. The exact object used generally depends on the sorcerer's school. Many Western schools of sorcery favor wands, staffs, pentacles, cups and swords. Many Kralori schools of sorcery favor mandala. Some Dormal sorcerers use their ships as familiars. Independent sorcerers may use a wide variety of objects. This form of the spell requires an expenditure of 3 POW, after which the object gains a roll for INT and POW equal to that of the species the caster belongs to. A human sorcerer creating a familiar out of a wand would end up with a wand with a INT of 2D6+6 and a POW of 3D6.
The sorcerer and familiar are in a permanent mental link, with a 10 kilometer range. The sorcerer can thus draw upon the familiar's MP as long as it is within 10 kilometers. He can also be affected by mind or emotion affecting spells that strike the familiar, and vice versa (see Mindlink). The sorcerer has a perpetual awareness of his familiar's approximate distance and direction beyond the 10 kilometer range, and can issue a mental command for the familiar to return to him (assuming it is capable of doing so). A familiar confers two other benefits when it is within 10 kilometers of the sorcerer. Both are the result of the increased emotional control and power of concentration a familiar grants. The first, and primary, benefit is that a familiar enhances the sorcerer's ability to cast and manipulate sorcery spells. The familiar's POW is added to all the sorcery spell and manipulation skills the sorcerer knows (not those at 0% base).
The second benefit is an increase in the sorcerer's powers of concentration. The familiar's INT as a percentage is added to any concentration rolls the sorcerer must make.
A common side effect of the sorcerer's mental link with the familiar is that the actions of an awakened familiar may reflect something of the sorcerer's true mental state, while a sorcerer with a created familiar may take on some of its aspects at all times. Thus, in a tense situation, a sorcerer with a monkey familiar may stay calm and focused, while the monkey screams and jumps. An irritated sorcerer with a cat familiar may appear unperturbed, while the cat arches its back and hisses. A sorcerer with a created familiar sword may appear sharper and more focused than before, one with a wand or staff more austere, and one with a mandala more complex.
It is possible, though unusual, to teach an awakened familiar sorcery spells. This will only work if the familiars form is close enough to that of the sorcerer, and can make the same gestures and speak the intonations the sorcerer normally uses. In this case, it is simply treated as any student of sorcery would be, including the requirement of having a Magic Skill Category Modifier of +10 or greater to learn advanced manipulations (in this case it is already considered to be in an apprentice bond with the sorcerer). A sorcerer may normally have only one familiar at a time. He can create or awaken another if it dies or is destroyed (though a familiar's death or destruction may well cause the sorcerer some temporary trauma). If the sorcerer wishes, he can release a familiar from his service, and then create or awaken another. The mental link between them is broken, but the old familiar retains its enhanced statistics. If the sorcerer dies, his current familiar and any familiars he may have released from his service begin to lose their added characteristics at a rate of 1 point per week from each added characteristic. If the sorcerer is resurrected somehow, the loss ceases, and his familiar is once again his, unless it degenerated to the point that it is no longer a complete creature.
DIVINATION <Various> Ritual (Ceremony)
Various divination ceremonies, of limited effectiveness. Some rely on saints, others rely on natural laws or divination tools. One can expend either MP or POW in a divination ritual. The gamemaster should adjudicate what effect, if any, the divination had. In general, longer rituals, those where more MP spent, or rituals where POW is expended are more likely to have results. The roll to succeed should be made by the gamemaster. If appealing to a saint, a vision may provide the diviner with clues, otherwise whatever mechanism the diviner employs may provide the diviner with clues. In general, these divination rituals are unreliable, and should not be overused. Some common forms of sorcerous divination include Astrology (divination through the stars and heavenly bodies), Augury (divination through natural signs and portents), Chartamancy (divination through cards), Geomancy (divination through the earth), Hagiomancy (divination through the saints), Necromancy (divination through the bodies or spirits of the dead), Nephomancy (divination through air and clouds), Oneiromancy (divination through dreams), and Pyromancy (divination through fire).
ENCHANT HIGH MAGIC Ritual (Enchant)
This ritual is used to create a sorcery matrix that enhances a specific High Magic spell that the caster knows. Each point of POW expended in the ritual creates a sorcery matrix that adds 10% to a specific High Magic spell skill (5% if the spell is Hard). One cannot create a matrix that adds more to a High Magic spell skill than the skill one has in that spell. If the individual using the matrix does not know the spell at all, it allows him to cast it at a percentage equal to the bonus given by the matrix, and the base spell may be learned from the matrix to 1D6 plus reasoning skill category bonus after 50 hours of study (100 hours if a Hard spell).
ENCHANT HOMING CIRCLE Ritual (Enchant)
This ritual creates an area to which one can teleport to using the Teleport spell, even if the area is out of the caster's sight. The area must still be within the caster's spell range. Each point of POW expended in the ritual creates a 1 meter diameter circle, large enough for 21 SIZ. Each additional point of POW used increases the capacity of the circle by 21 SIZ.
ENCHANT LOW MAGIC Ritual (Enchant)
This ritual is used to create a sorcery matrix that enhances a specific Low Magic spell that the caster knows. Each point of POW expended in the ritual creates a sorcery matrix that adds 20% to a specific Low Magic spell skill. One cannot create a matrix that adds more to a Low Magic spell skill than the skill one has in that spell. Thus, a sorcerer with Call Light 73% cannot create more than a +60% Call Light Matrix (costing him or her 3 POW).
If the individual using the matrix does not know the spell at all, it allows him to cast it at a percentage equal to the bonus given by the matrix, and the base spell may be learned from the matrix to 1D6 plus reasoning skill category bonus after 25 hours of study.
ENCHANT <Metal> Ritual (Enchant)
Each point of POW expended in this ritual allows a sorcerer to enchant up to 10 ENC of the metal the ritual is specific for. The chance to succeed is based on the caster's Enchant <Metal> skill, but the effects of the ritual are otherwise identical to the Ritual Divine Magic spell of the same name. Enchant Iron, Enchant Lead and Enchant Quicksilver are common amongst sorcerers, other Enchant <Metal> spells are uncommon or unknown.
FORM/SET <Substance> Ritual (Enchant)
This ritual allows magically enhances the crafting of any one object of the appropriate substance.
In its simplest form, the ritual requires the expenditure of 1 MP per hour the Crafter works. If the ritual is successful, the crafting of the object is blessed. The item produced is one of the better examples of the Crafter's work. Any fumbles rolled by the Crafter become simple failures. If the caster also expends a point of POW, the crafting of the item is at least a normal success. A normal success becomes a special success, a special success becomes a critical success, and a critical success is even further enhanced, producing a one of a kind masterpiece.
SUMMON <Otherworld Species> Ritual (Summon)
These ritual summoning spells allow the caster to summon a member of specific group of otherworld creatures whose true name is known to the caster. The various sorcery schools often keep records containing the true names of otherworld creatures. Summon/Sorcery is a complementary skill.
The mechanics of the spell are otherwise identical to those of Summon <Otherworld Creature (see Spirit Magic). Sorcerers of course will use Dominate <Species> to control a stunned spirit (or attempt to control an unstunned one). The spells of Summon Elemental, Summon Ghost, Summon Spirit and Summon Wraith are all common amongst sorcerers. Others exist, such as Summon Demon, but are uncommon.
WORSHIP INVISIBLE GOD Ritual (Ceremony)
This spell allows the user to lead a formal worship service to the Invisible God or any of his saints. All participants in the ritual receive spiritual assurance that the magic points donated to their deity were acceptable to him.
GAMEMASTERING
The role of the gamemaster is that of storyteller, arbiter and guide. The material presented in this chapter is, in turn, a guide for the gamemaster. It covers creating adventures, running a campaign, developing plots and storylines, running non-player characters, and how to ensure that a game becomes an enjoyable experience for all of its participants. Gamemasters should find the information in this chapter and the two that follow particularly useful, but above all, they will develop their own style of gamemastering with experience. The main point of the game is for players and gamemasters to have fun, so above all, relax and enjoy.
This chapter will include tips on gamemastering, creating Gloranthan adventures, creating realistic settings, plots, running non-player characters, and developing a campaign. This will the final part completed, as it will draw upon all the other chapters to serve as a guideline and introduction to gamemaster ing, and incorporate comments and suggestions from the final playtest of the product. Much of this section is written already, but we want to use the final playtest comments to serve as a guide to produce a chapter which clearly outlines the rules and process of running a game for a prospective gamemaster.
PLAY AIDS
Dice
RuneQuest uses a variety of polyhedral dice to generate random numbers with different ranges of probability. At a minimum, each player will want to have a twenty-sided die, an eight-sided die, and a six-sided die. Owning an extra twenty-sided die or a pair of ten-sided dice and a four-sided die can be helpful. The use of dice in RuneQuest is described in the chapter on Game Mechanics.
A wide variety of dice can be purchased at most hobby shops.
Figures
RuneQuest can be played with only paper, pencils and dice. But many players and gamemasters go further than that, and use cardboard markers, miniature figures, props, and a battlemat to focus attention during play, to easily solve problems like line-of-sight, create tactical possibilities, and to generally increase the fun of the experience. Markers greatly aid rules interpretation. When they're on the table, it's possible to see that your adventurer's friends block the field of fire of his bow, or show which adventurers are first assailed by Wasp Riders striking from the left flank, or help show how long it will take for one adventurer to aid another. A glance at the markers quickly answers questions such as "How far away is it?", "Where am I?" and "Where is the Great Troll?" Setting up a marching order for a group of pilgrims shows which pilgrims will be in a position to speak to each other or notice something happening in another part of the group. This may be significant if a particular adventurer is trying to keep an eye on a particular pilgrim, or must choose to aid one pilgrim out of many.
Many people use lead, plastic or cardboard figures rather than cardboard markers. Figures are inch-high or larger representations of adventurers, monsters, and gamemaster characters. Lead or plastic figures can be painted and modified to show how each person looks, and can add greatly to the aesthetics of roleplaying. Predrawn cardboard figures are available at some game stores, or you can draw your own (or get an artistic friend to draw one for your). Figures to represent various creatures can be found in toy or hobby shops. Preference and price always influence choice. No one is likely to have the right quantity or kind of monster or character for every situation. Substitutions are common.
Additional props provide extra drama when you use miniature figures. Large ruins can be constructed using plastic or wood blocks, or chunks of foam rubber. Scrounging among railroad accessories, toy bins or hardware bins can supply some wonderfully weird things. Foam rubber can be carved to make vaults, bridges, and chasms. A few miniature trees, a "giant" vine, a toy fence, and a large rock add intriguing possibilities for character deployment and use of special skills in routine melees. A wide variety of lead and plastic figures are available at most toy, hobby and game stores. Chessex, Inc. , at 2990 San Pablo Ave. , Berkeley, CA, 94702, or (510) 843-1194, distributes a line of RuneQuest specific lead figures of excellent quality.
Battlemats
If you use figures, you may want some way to define their positions during play. A battlemat is the easiest way to do this. A battlemat can be made of almost anything, but most commonly it is a large sheet of paper which can be drawn on and disposed of afterward. Also popular are transparent and erasable plastic sheets which can be written on with china markers or grease pencils, or vinyl coated cloth sheets, which can be written on with water soluble markers. These reusable sheets may have grid lines or hex grids permanently printed on them.
Sometimes a gamemaster will draw beforehand a location or floor plan on the battlemat; at other times the battlemat may record new terrain as the adventure develops. The term battlemat is a carryover from the days when fantasy roleplaying was mainly fighting. There are many other situations in which you'll want to know adventurer position and movement, such as determining who is sitting where at a feast, or describing the positions of the participants in a magical ritual.
Gamemasters may find it convenient to draw largescale area maps on ordinary graph or xerox paper, locating the adventurers and showing surrounding terrain. When the action shifts to individual encounters, the gamemaster turns to the battlemats.
Battlemats can be found a number of game and hobby stores. Chessex, Inc. , at 2990 San Pablo Ave. , Berkeley, CA, 94702, or (510) 843-1194, carries battlemats as well.
Background Material
There are a number of sources of Gloranthan background material available. These can serve as campaign background, or as a source of ideas for both players and gamemasters. The following supplements are of use to both gamemasters and players: Gods of Glorantha: 60 Religions for RuneQuest—this supplement examines the religions of Glorantha. It contains rules for running adventurers from 60 different cults, descriptions of cult specialty skills, cult holy and high holy days and over a hundred unique cult magic and divine magic spells. A Prospaedia contains information on other Gloranthan religions, and a booklet called What the Priests Say provides valuable information for playing members of a number of the major religions of Glorantha. King of Sartar—this Gloranthan supplement provides a wealth of information on the people and history of Dragon Pass, and the mystery of Prince Argrath. Recommended reading for gamemasters and players interested in a campaign set in the area of Dragon Pass. The following supplements are of use to both gamemasters and players playing particularly learned, well-traveled or non-human adventurers:
Glorantha: Genertela, Crucible of the Hero Wars—this supplement presents an overview of Glorantha and offers an in depth look at the largest, most populous area of Glorantha, the continent of Genertela.
Troll Pak—this supplement describes the trolls of Glorantha in extraordinary detail, including their history, mythology, customs, biology, traditional enemies and homelands.
Troll Gods—this supplement provides detailed information on the Gods of Hell and Darkness worshiped by the trolls and the cults and magic of the trolls.
Elder Secrets of Glorantha—this supplement sheds light on some of the most mysterious beings, places and things of Glorantha, the subjects of aeons of scholarly speculation. It also gives a great deal of detail on the mysterious
Elder Races of Glorantha, including their homelands, culture and religions.
The Gloranthan Bestiary—this supplement provides detailed statistics and information on the unique creatures of Glorantha.
Dragon Pass—a boardgame depicting some of the major battles of the Hero Wars period, this wargame contains background information on Glorantha and the Hero Wars that might be of interest to gamemasters and players playing particularly well learned or well traveled adventurers.
All the background material described above is available from the Avalon Hill Game Company, at 4517 Harford Road, Baltimore, MD, 21214, or 800-638-9292, with the exception of King of Sartar, which is available from Chaosium, Inc. at 950-A 56th St. , Oakland, CA, 94608 or 510-547-7681.
Campaign Supplements
A number of RuneQuest campaign supplements set in the world of Glorantha exist. These contain a number of ready to play scenarios for gamemasters to use and include background material specific to the setting, which can be of use to both gamemasters and players:
Sun County—this campaign supplement describes the market town of Garhound in Pavis County and details the lands, peoples and religion of the Sun Dome temple of Sun County, both lying on the Plains of Prax. It includes four ready to play scenarios suitable for trained through master level characters as well as additional material for setting up an ongoing campaign in the area.
River of Cradles—this supplement describes the city of Pavis, the adjoining ancient, haunted ruin of the Big Rubble, and the insect infested harbor port of Corflu. It provides details on the people and lands of the River of Cradles, the great river of Prax, named for the giant cradles that once traveled down the river. The supplement includes a lengthy ready to play scenario set on and around the River of Cradles and enough material to set up an ongoing campaign in the city of Pavis or the area of the River of Cradles.
Dorastor—this supplement provides details on the greatest chaos nest in Genertela, the land of Dorastor, including its history, legends, peoples and monstrosities. It includes a ready to play campaign, the Riskland campaign, with a number of ready to play scenarios suitable for trained through master level characters. A number of RuneQuest scenario packs set in the world of Glorantha exist. They contain ready to play scenarios for gamemasters to run:
Apple Lane—this introductory scenario pack, suitable for novice, trained and competent characters, describes the village of Apple Lane in Sartar. It contains two ready to play scenarios set in the area of Apple Lane, one set in the village itself, the other in the nearby Rainbow Mounds.
Snakepipe Hollow—this scenario pack, suitable for trained through master level characters, describes the chaos nest of Snakepipe Hollow, which festers at the northern end of Dragon Pass. It contains a number of ready to play scenarios set in and around the chaos infested caverns that riddle the Hollow.
Troll Realms—this scenario pack, suitable for trained through master level characters, describes the home of the Sazdorf troll tribe of Sartar, and contains a number of ready to play scenarios set in and around Dagori Inkarth, the realm of the trolls.
Shadows on the Borderlands—this scenario pack, suitable for trained through master level characters, includes three ready to play scenarios set in the hidden frontiers of Prax.
All the campaign supplements described above are available from the Avalon Hill Game Company, at 4517 Harford Road, Baltimore, MD, 21214, or 800-638-9292.
Magazines
Tales of the Reaching Moon — a magazine of consistently high quality devoted to RuneQuest and the world of Glorantha.
Subscriptions to Tales of the Reaching Moon are available in the United States through David Gadbois, PO Box 49475, Austin, TX, 78765.
RuneQuest Adventures Fanzine — a new RuneQuest magazine featuring RuneQuest articles and scenarios.
Subscriptions to RuneQuest Adventures Fanzine arc available in the United States through John Castellucci, 2006 22nd Ave. , San Francisco, CA, 94116.
The Wild Hunt — one of the oldest and most distinguished of the amateur fanzines, it often features articles discussing RuneQuest or describing RuneQuest campaigns.
Subscriptions to the Wild Hunt are available in the United States through Mark Swanson, 40 Bow Street, Arlington. MA, 02174.
Online Services
America Online—this graphically oriented online service has a Game Company Support area (keyword "GCS") which has an Avalon Hill message board for RuneQuest support and information, and a library with numerous RuneQuest uploads, including back issues of the RuneQuest Digest.
America Online can be contacted at 800-827-6364. Internet—the RuneQuest Digest and the RuneQuest Daily are Internet based mailing lists devoted to RuneQuest and the world of Glorantha.
Subscription requests and questions should be directed to: "RuneQuest-Request@Glorantha. Holland. Sun. com".
CREATURES
The world of Glorantha is home to many races and creatures, some magical, some mundane. The sentient races range from the ancient greater Elder Races of dragonewts, dwarves, elves and trolls, to the lesser Elder Races, such as broos, wind children and morokanth, to the relative newcomers, humans. Its creatures range from the mundane to the magical, from the beasts of the wild to the horrors of chaos. This chapter details some of the Elder Races and creatures found on the northern continent of Glorantha, Genertela. It is primarily meant as reference material for the gamemaster, although players running scholarly, well traveled or nonhuman adventurers may wish to read sections of this chapter.
COMPLETE AND INCOMPLETE CREATURES
Humans and other intelligent beings are called complete. Complete creatures have all seven of the characteristics (STR, CON, SIZ, INT, POW, DEX, and APP). If a being lacks one or more of these characteristics, it is called incomplete. For example, a ghost has only INT and POW, and is incomplete. The spirit plane is completely inhabited by incomplete creatures.
Some spirits, like elementals or nymphs, can create temporary bodies when manifesting in the Inner World. These temporary bodies have all the physical characteristics. Nevertheless, these spirits are incomplete creatures. Only beings with permanent physical characteristics are complete.
FIXED INT AND NORMAL INT
Intelligent, sentient beings are said to have normal INT. This includes humans, elves, trolls, centaurs and other intelligent races. Animals and other non-sentient creatures have fixed INT. Generally, when creating a creature with fixed INT, no die roll is involved.
For instance, all dogs have an INT of 5 and all cows have an INT of 4. All dogs do not have exactly equal intelligence, but for the purposes of RuneQuest, all dogs are considered smarter than all cows. Creatures with fixed INT are considered to be incomplete creatures, lacking free will.
A ghoul, with an INT of 2D6, is sentient, even if it has an INT of 3 and is less "intelligent" than a dog. Only sentient creatures (possessing free INT) can learn Knowledge, Reasoning, Magic, and Communication skills, or most forms of magic.
LACKING AND GAINING CHARACTERISTICS
Many beings lack one or more of the characteristics. This section describes the effect of lacking a characteristic, or the effects of gaining a characteristic on a creature that normally lacks it.
In general, if a creature lacks a characteristic it is invulnerable to attacks directed against that characteristic. For instance, a ghost, lacking CON, is invulnerable to the fearshock attack of a shade.
If a creature lacking a characteristic gains it, it generally loses its invulnerabilities, but gains the abilities governed by that characteristic, including the appropriate Attributes and the ability to learn skills dependent on that characteristic.
Lacking STR
Creatures lacking STR neither affect nor are affected by physical objects or forces. They cannot move or lift any corporeal thing. They never tire and ignore Fatigue rolls.
Lacking CON
Creatures lacking CON are immune to disease and poison. Its Hit Points are based only on its SIZ. It is immune to Fatigue and never makes a Fatigue Roll.
Lacking SIZ
Creatures lacking SIZ are bodiless or discorporate. They cannot touch or move physical objects. Some such creatures can initiate spirit combat. If it has CON, its Hit Points are equal to its CON. Otherwise it has no Hit Points and is unaffected by physical damage. Such an entity, by gaining SIZ, becomes corporate. It can no longer initiate spirit combat. If it has CON, its hit points become the average of its SIZ and CON.
Lacking INT
Fixed INT is explained above. Creatures with no INT at all are not truly alive. Creatures with a fixed or no INT cannot learn Communication, Knowledge, Magic, or Reasoning skills.
Lacking POW
A creature lacking POW will always have a Magic Point score provided. Such creatures defend against spells and magical attacks using their MP instead of their POW. Creatures lacking POW do not regenerate expended magic points. Many such creatures have special abilities that allow them to gain additional magic points, like the draining touch of the vampire. Others do not have this ability, and must hoard their magic points. Creatures lacking POW are soulless.
Lacking DEX
Creatures which lack DEX have a strike rank on which they always attack. For instance, wraiths always attack on SR 1. Treat them as having a DEX of 20 for tie-breaks. Such creatures may only use their natural attacks and may not learn Agility or Manipulation skills.
Lacking APP
All beings have APP, although it may not be listed. APP is not listed for most incomplete creatures (nymphs are one exception). If the gamemaster wishes, he or she can assign or roll an APP for such creatures.
Non-human races have a method for generating APP listed. Races with APP less than 3D6 are considered ugly to most other races, and those with APP higher than 3D6 are thought to be striking, beautiful, or fascinating. As a rule of thumb, subtract 10 from APP when a character interacts with a member of another species, unless the two species have the same standard of beauty (i. e. mermen and humans find each other attractive).
CREATURES AS ADVENTURERS
Player characters (PCs) are not always human beings. If the gamemaster agrees, any creature in Glorantha can be a PC. An important point to remember is that it's easier to play a human character, simply because the player is human, and knows a tremendous amount about how humans act, and what humans can do. Playing the role of an elf or giant requires much more effort and study from the player.
Incomplete creatures are not suitable for PCs. Lacking freewill and acting solely on instinct, they would become boring to play very quickly. In general, it's a bad idea to play a creature with an INT below that of humans. The gamemaster may not allow the playing of characters that are too powerful for his or her game. For instance, a Ruler dragonewt is so potent that its presence would make normal humans seem (and be) superfluous. Also, the gamemaster may forbid playing a member of a race which doesn't fit the campaign. A troll would be a poor choice for a game which has a lot to do with elves. Information has been given for roleplaying members of three nonhuman species: dark trolls (including the Great Troll subspecies), brown elves, and morokanth. Information on many other races can be found in Elder Secrets of Glorantha, Creatures of Glorantha, and Trollpak.
CREATURE DESCRIPTIONS
Two formats are used for creature descriptions. Beasts are relatively ordinary animals very much like their Earth counterparts. We have assumed that the reader already knows what a "bear" or "horse" looks like and something about their habits, so their descriptions are very brief. If you want more information, any library can provide you with many sources. Some of the Beasts are larger than those found on Earth, but a Giant Beetle still looks and acts like a beetle. The numerical information on all Beasts has been combined into tables for convenience in reference, and to save space.
Creatures not found on Earth are described in greater detail. First we list its common name and the Brithini taxonomic designation of that species. After that is a brief description of the creature's appearance and habits. Then we supply the information needed to generate one: the die rolls for its characteristics, and average figures for the characteristics and attributes.
Most of these are explained in Creating an Adventurer and in Abbreviations in Game Mechanics. HL is 1/3 HP, and is provided for use by gamemasters that do not want to trouble with looking up the exact HL value for a given location. AP is typically natural armor, tough skin like that of a rhinoceros, or the magical toughness of the basilisk. Many of the listed creatures might also wear actual armor, which would add to the number shown. HT informs you which hit location table to use for this creature. Hit location tables are the last section of this chapter.
The next section is a table, describing the creature's attacks. Each attack description begins with the weapon used (which can be a natural weapon such as a bite), then the strike rank that attack will take place in for an average creature (this will vary depending on DEX and SIZ of the individual attacker). Next, the attack skill percentage for that weapon, then the damage done. The attack skill given is the base chance, and experienced creatures will be much more skillful. Again, the damage is calculated for an average creature and will vary depending on SIZ and STR. The last two numbers for each attack are the parry percentage skill, and parry armor points, if any.
In some cases typical skill levels for important skills are listed. These are minimum skill levels—an experienced creature will have much higher skill levels. After the attack summary are notes on any special attacks or abilities the creature might have.
ELDER RACES
Glorantha is far, far older than human cultures. Many other peoples remember well the day the newcomer race, the people who called themselves "men" first arose. Humans call these folk the Elder Races. The best known of the elder races are the elves, trolls, dwarfs, and dragonewts. There are many, many others, including morokanth, griffins, mermen, goblins, jelmre, and slarges. More information on the Elder races is available in Elder Secrets of Glorantha and Trollpak. One reason that the major Elder Races have been losing territory to humans is that they detest each other, and are constantly at war. Trolls, elves, and dwarfs have grudges against each other which began before Time, and have troubled all three races throughout history. Broos are Elder Races, but because of their corruption they are discussed in the "Chaos" section of this chapter. This section gives enough information to use Dark Trolls, Morokanth and Brown Elves as player characters.
Trolls
Trolls claim to be the oldest intelligent race. Their natural dwelling is in Hell, but when Yelm, the Sun God was slain and entered Hell, his light and heat drove them to the surface world, where they still live. They prefer to live in caves, and if forced to live elsewhere make ramshackle huts out of whatever garbage and debris happens to be available. In modern Glorantha trolls have largely been forced into the parts of the world that humans don't want — wastelands, terrain too rocky to graze sheep, swamps, and so on.
They are famous for their appetites — it is said that trolls will eat anything. They certainly eat things that humans cannot or will not, such as weeks-old rotting carrion, wood, and leather. It is said that trolls can eat rocks, dirt, and air. Trolls are also infamous for eating the bodies of other trolls, elves, and dwarfs. Trolls have a sense that humans lack, useful for creatures native to the Darkness. They have a sonar-like sense similar to that of bats, letting them detect objects without using their eyes, known as Darksense.
The troll species has been warped by a great curse. When Osentalka was created by the Broken Council, this light god cursed the darkness-men, making their women infertile. Over half of troll births now bring forth, not healthy dark trolls but hideous deformed trollkin. Trollkin are inferior to true trolls in every way, and are almost always slaves from the day of their birth to their early death. However, because trollkin are born in litters, sometimes over half the population of a troll community will be trollkin. A Troll Hero of the Second Age, Cragspider the Fire Witch, tried and failed to break the Curse of Kin. Her partial success allowed some Dark Troll women to give birth to Great Trolls, who are larger, stronger, and less intelligent than Dark Trolls. Trolls are almost always warriors.
TROLL, DARK Styganthropus uzko
Dark trolls are larger than humans, standing over 2 meters tall and weighing 130 kg or more. They have snouted faces with prominent tusks. Troll's posture is not what humans expect: their natural pose is semi-crouching. Their skin is dark gray, sometimes mottled. Statistics below are for a male Dark Troll. Females have SIZ of 3D6+12, but are rarely seen outside the caves. Males come forth frequently to hunt.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6+6 | 17 | DB | 2 |
| CON | 3D6 | 11 | HP | 15 |
| SIZ | 3D6+8 | 19 | HL | 5 |
| INT | 2D6+6 | 13 | MV | 6 |
| POW | 3D6 | 11 | Melee SR | 4 |
| DEX | 3D6 | 11 | DEX SR | 3 |
| 1 AP | Dodge 19 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Mace | 6 | 30 | 1D6 + DB | 25 | 8 |
| Sling | 3 | 30 | 1D6 | NA | NA |
| 2H Maul | 5 | 25 | 2D8 + DB | 20 | 10 |
Armor—Dark troll skin is equivalent to 1 point armor. Trolls will wear any armor they can get if expecting trouble.
Skills—see professions table. Trolls have Darksense Scan and Darksense Search at a base chance of 30, and Visual Scan and Visual Search at a base chance of 15. Darksense Scan and Search are Medium skills for trolls.
Magic—dark trolls are capable of using any magic. Almost every living full troll (not the despised trollkin) is an initiate of Kyger Litor.
TROLLKIN S. uzko var enlo
Trollkin are disdained by Dark Trolls, both because of their weakness and because they are a constant reminder of the defeat of the trolls by Nysalor. They are used as laborers, servants, sword fodder, and also food by their healthy brothers and sisters. Trollkin are Demoralized (as if by the battle magic spell) if in full sunlight.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6+3 | 10 | DB | -1 |
| CON | 3D6 | 11 | HP | 10 |
| SIZ | 1D6+6 | 10 | HL | 3 |
| INT | 2D6+3 | 10 | MV | 5 |
| POW | 2D6 | 7 | Melee SR | 5 |
| DEX | 3D6+3 | 13-14 | DEX SR | 3 |
| 1 AP | Dodge 14 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Club | 7 | 30 | 1D4 + DB | 25 | 4 |
| 1H Spear | 7 | 25 | 1D6 + DB | 25 | 6 |
| Sm. Shield | 7 | 15 | 1D4 + DB | 30 | 8 |
| Sling | 3 | 30 | 1D6 | NA | NA |
Skills—as Dark Trolls, except that their Darksense skills have a base chance of 15 and their visual Scan and Search have base chances of 30.
Magic—specially favored or trained trollkin may know a Battle Magic spell or two, selected by their master. Heal and Speedart are common.
GREAT TROLL S. uzko var uzdo
Great Trolls are all male, generally sterile.
| Characteristic | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D6+12 | 26 | DB | +6 |
| CON | 2D6+12 | 19 | HP | 23 |
| SIZ | 4D6+12 | 26 | HL | 8 |
| INT | 2D6+2 | 9 | MV | 7 |
| POW | 3D6 | 11 | Melee SR | 3 |
| DEX | 3D6 | 11 | DEX SR | 3 |
| 3 AP | Dodge16 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Hvy. Mace | 5 | 35 | 1D8 + DB | 25 | 4 |
| Lg. Shield | 6 | 20 | 1D6 + DB | 25 | NA |
| 2H Maul | 4 | 30 | 2D8 + DB | 20 | 10 |
Armor—Great Troll skin is equivalent to 3 point armor. Since only rich tribes can afford to raise Great Trolls, they usually wear at least Chainmail armor.
Skills—as Dark Trolls
Magic—Great Trolls ore usually taught at least one Battle Magic spell by their owners.
| TROLL WARRIOR | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Maneuver | 1 | 30% | 45% | 60% | 75% | |
| Scan/Darksense | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | ½ | 30% | 45% | 60% | 75% | |
| Rank | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Magic | 1 | 2 | 3 | 4 |
7-1/2 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Berserk | ||||||
| <Weapon> Attack | 2 | 60% | 75% | 90% | 100% | |
| Guard | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Dodge | 1 | 30% | 45% | 60% | 75% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Search/Darksense | 1 | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1 | 45% | 60% | 75% | 90% | |
| Hunter | ||||||
| Animal Lore | 1/2 | 30% | 45% | 60% | 75% | |
| Craft/Butchery | 1/2 | 45% | 60% | 75% | 90% | |
| Hide | 1 | 45% | 60% | 75% | 90% | |
| Scan/Visual | 1 | 30% | 45% | 60% | 75% | |
| Sneak | 1 | 45% | 60% | 75% | 90% | |
| Throw | 1/2 | 45% | 60% | 75% | 90% | |
| Track | 1 | 45% | 60% | 75% | 90% | |
| Trap | 1/2 | 45% | 60% | 75% | 90% | |
| Merchant | ||||||
| Bargain | 1 | 45% | 60% | 75% | 90% | |
| Custom <Any> | 1v | 45% | 60% | 75% | 90% | |
| Craft/Bolg | 1/2 | 45% | 60% | 75% | 90% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| Human Lore | 1/2 | 30% | 45% | 60% | 75% | |
| Orate | 1 | 45% | 60% | 75% | 90% | |
| Ride <Insect> | 1/2 | 30% | 45% | 60% | 75% | |
| R/W Darktongue | 1 | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1v | 45% | 60% | 75% | 90% | |
| Speak Tradetalk | 1/2 | 45% | 60% | 75% | 90% | |
| Noble | ||||||
| Custom/Troll | 1 | 60% | 75% | 90% | 100% | |
| Orate | 1 | 45% | 60% | 75% | 90% | |
| Speak Darktongue | 1 | 60% | 75% | 90% | 100% | |
| Troll Lore | 1 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Climb | 1/2 | 45% | 60% | 75% | 90% | |
| Custom/Troll | 1 | 60% | 75% | 90% | 100% | |
| jump | 1/2 | 45% | 60% | 75% | 90% | |
| Sing/Troll | 1/2 | 45% | 60% | 75% | 90% | |
| Taste | 1 | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% |
| TROLL TENDER | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| <Weapon> Attack | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1 | 45% | 60% | 75% | 90% | |
| Rank | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Magic | 1 | 2 | 3 | 4 |
10 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Crafter | ||||||
| Craft <Substance> | 1 | 45% | 60% | 75% | 90% | |
| Craft <Potion> | 1 | 45% | 60% | 75% | 90% | |
| Devise | 1 | 30% | 45% | 60% | 75% | |
| Evaluate | 1/2 | 30% | 45% | 60% | 75% | |
| R/W Darktongue | 1/2 | 30% | 45% | 60% | 75% | |
| <Substance> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Touch | 2 | 45% | 60% | 75% | 90% | |
| Farmer | ||||||
| Craft/Farming | 1 | 45% | 60% | 75% | 90% | |
| Fungus Lore | 1 | 45% | 60% | 75% | 90% | |
| Mineral Lore | 1 | 45% | 60% | 75% | 90% | |
| Fisher | ||||||
| Boat | 1 | 45% | 60% | 75% | 90% | |
| Craft/Fishing | 1 | 45% | 60% | 75% | 90% | |
| Fishing Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Swim | 1 | 45% | 60% | 75% | 90% | |
| Insectherd | ||||||
| Craft/Butchery | 1/2 | 45% | 60% | 75% | 90% | |
| Craft/Insect Care | 1 | 45% | 60% | 75% | 90% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Fungus Lore | 1/2 | 30% | 45% | 60% | 75% | |
| Insect Lore | 1 | 45% | 60% | 75% | 90% | |
| Ride <Insect> | 1 | 45% | 60% | 75% | 90% | |
| Scan/Darksense | 1/2 | 30% | 45% | 60% | 75% | |
| Search/Darksense | 1/2 | 30% | 45% | 60% | 75% | |
| Nurse | ||||||
| Craft/Medicine | 1 | 45% | 60% | 75% | 90% | |
| Craft/Midwife | 1 | 45% | 60% | 75% | 90% | |
| First Aid | 1 | 60% | 75% | 90% | 100% | |
| Orate | 1 | 45% | 60% | 75% | 90% | |
| Persuade | 1/2 | 30% | 45% | 60% | 75% | |
| Physician | 2 | 45% | 60% | 75% | 90% | |
| Scan/Darksense | 1 | 45% | 60% | 75% | 90% | |
| Speak Darktongue | 1 | 60% | 75% | 90% | 100% | |
| Touch | 2 | 45% | 60% | 75% | 90% | |
| Troll Lore | 1 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Climb | 1/2 | 45% | 60% | 75% | 90% | |
| Custom/Troll | 1 | 60% | 75% | 90% | 100% | |
| Jump | 1/2 | 45% | 60% | 75% | 90% | |
| Sing/Troll | 1/2 | 45% | 60% | 75% | 90% | |
| Taste | 1 | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% |
| TROLL MAGICIAN | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Ceremony | 1 | 45% | 60% | 75% | 90% | |
| Troll Lore | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2 | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2 | 30% | 45% | 60% | 75% | |
| Rank | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Magic | 2 | 3 | 4 | 5 |
7 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Musician | ||||||
| Dance/Troll | 1 | 45% | 60% | 75% | 90% | |
| Play <Instrument> | 1v | 45% | 60% | 75% | 90% | |
| Priestess | ||||||
| <Cult> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Custom/Troll | 1 | 60% | 75% | 90% | 100% | |
| Lore <Any> | 1v | 45% | 60% | 75% | 90% | |
| Orate | 1 | 45% | 60% | 75% | 90% | |
| R/W Darktongue | 1 | 45% | 60% | 75% | 90% | |
| Speak Darktongue | 1 | 60% | 75% | 90% | 100% | |
| Speak <Language> | 1v | 45% | 60% | 75% | 90% | |
| Summon | 2 | 45% | 60% | 75% | 90% | |
| Shaman | ||||||
| Enchant | 2 | 45% | 60% | 75% | 90% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Physician | 2 | 30% | 45% | 60% | 75% | |
| Spirit Combat | 1 | 45% | 60% | 75% | 90% | |
| Spirit Dance | 1 | 45% | 60% | 75% | 90% | |
| Spirit Lore | 1 | 45% | 60% | 75% | 90% | |
| Spirit Sense | 1 | 45% | 60% | 75% | 90% | |
| Spirit Travel | 1 | 45% | 60% | 75% | 90% | |
| Summon | 2 | 45% | 60% | 75% | 90% | |
| Smith | ||||||
| Craft <Metal> | 1 | 45% | 60% | 75% | 90% | |
| Enchant | 2 | 45% | 60% | 75% | 90% | |
| <Metal> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Sorcerer | ||||||
| Craft <Substance> | 1/2 | 30% | 45% | 60% | 75% | |
| Enchant | 2 | 45% | 60% | 75% | 90% | |
| Lore <Any> | 1v | 45% | 60% | 75% | 90% | |
| Manipulation <Any> | 1v | 45% | 60% | 75% | 90% | |
| R/W Darktongue | 1 | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1v | 45% | 60% | 75% | 90% | |
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% | |
| Spell <High Sorcery> | 1v | 45% | 60% | 75% | 90% | |
| Sorcery Lore | 1 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Sing/Troll | 1/2 | 45% | 60% | 75% | 90% | |
| Taste | 1 | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% |
ELF Dendro sapiens
Elves are the children of the tree-goddess Aldrya and Old Man, the people of the forest. They resemble humans, but are shorter and slighter, in general resembling local trees. Some even have leaves instead of hair. Their skin is greenish, and their eyes have no pupils or whites, and vary extensively in color, including striking violets and pale greens. Elves exist to guard their forests from intrusion. The types of elf are each related to a type of forest. Green elves live in and tend evergreen woods, yellow elves in jungles, and so on. The elves described here are brown elves, who dwell in the temperate forests of central Genertela and are associated with such trees as oaks, rowans, and alders.
Elves have an ability called Elfsense (or Lifesense), which lets them know the health and vitality of any living creature by touching it. For this reason, elf healers are in great demand. The statistics given are for both male and female elves.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6+2 | 9 | DB | -1 |
| CON | 3D6 | 11 | HP | 10 |
| SIZ | 2D4+4 | 9 | HL | 3 |
| INT | 3D6+6 | 17 | MV | 5 |
| POW | 2D6+6 | 13 | Melee SR | 5 |
| DEX | 3D6+3 | 15 | DEX SR | 3 |
| 0 AP | Dodge 36 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Elf Bow | 3 | 30 | 1D8 | 31 | 8 |
| 1H Spear | 7 | 30 | 1D6 + DB | 26 | 8 |
| Sm. Shield | 7 | 15 | 1D4 + DB | 30 | 8 |
| Sling | 3 | 30 | 1D6 | NA | NA |
Armor—may wear natural armors of leaves, bark, or leather or copper armor, generally ranging from I to 4 AP of protection.
Skills—see professions table.
Magic—almost all elves are initiates of the the Aldrya cult Some of them also belong to friendly religions such as Flamal, Yelmalio, or Yelm. Some elves become shamans. Elf sorcerers are unknown.
| ELF | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Climb | 1/2 | 60% | 75% | 90% | 100% | |
| Dodge | 1 | 30% | 45% | 60% | 75% | |
| Hide | 1/2 | 45% | 60% | 75% | 90% | |
| Sneak | 1/2 | 45% | 60% | 75% | 90% | |
| Bow Attack | 1 | 45% | 60% | 75% | 90% | |
| Rank | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Magic | 1 | 2 | 3 | 4 |
8-1/2 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Noble | ||||||
| Custom/Elf | 1 | 60% | 75% | 90% | 100% | |
| Elf Lore | 1 | 45% | 60% | 75% | 90% | |
| Orate | 1 | 45% | 60% | 75% | 90% | |
| Persuade | 1 | 45% | 60% | 75% | 90% | |
| Speak Aldryami | 1 | 60% | 75% | 90% | 100% | |
| Speak <Language> | 1/2v | 30% | 45% | 60% | 75% | |
| Speak Tradetalk | 1/2 | 45% | 60% | 75% | 90% | |
| Shaman | ||||||
| Ceremony | 1 | 45% | 60% | 75% | 90% | |
| Enchant | 2 | 45% | 60% | 75% | 90% | |
| Lore <Any> | 1v | 45% | 60% | 75% | 90% | |
| Spirit Combat | 1 | 45% | 60% | 75% | 90% | |
| Spirit Dance | 1 | 45% | 60% | 75% | 90% | |
| Spirit Lore | 1 | 45% | 60% | 75% | 90% | |
| Spirit Sense | 1 | 45% | 60% | 75% | 90% | |
| Spirit Travel | 1 | 45% | 60% | 75% | 90% | |
| Summon | 2 | 45% | 60% | 75% | 90% | |
| Tender | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Craft/Plant Care | 1 | 45% | 60% | 75% | 90% | |
| Craft <Substance> | 1 | 45% | 60% | 75% | 90% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Physician | 2 | 45% | 60% | 75% | 90% | |
| Plant Lore | 1 | 60% | 75% | 90% | 100% | |
| Mineral Lore | 1 | 45% | 60% | 75% | 90% | |
| <Substance> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Warrior | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| Search | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| Custom/Aldryami | 1 | 60% | 75% | 90% | 100% | |
| Elfsense | 1 | 45% | 60% | 75% | 90% | |
| R/W Aldryami | 1 | 45% | 60% | 75% | 90% |
DWARF Lithanthropus mostali
In the time before the world was broken, many wonders were made by Mostal, the Maker. He made many wonders, including the Cosmic Mountain. To help him at his work, he made several races to be his servants, and these races were called Mostali. After the elves killed Mostal, the surviving Mostali made another race to help them fix the world. In order to make the new race quickly, they made them small. These were the dwarfs. Humans believe that the other races of Mostali are extinct, or nearly so, and only the dwarfs remain.
Dwarfs look much like humans, except for their size. They are both stronger and tougher than humans, though. They have a special sense known as Earthsense, which lets them move and work in total darkness underground. They are unusually sensitive to other creatures' body heat, and can sense air currents made when another moves. Earthsense lets them fight at close (10 meters or less) range without penalties in darkness, but cannot be used for normal Scan and Search outside that range. Earthsense Scan and Search are Medium skills for dwarfs.
Dwarfs are the great inventors of Glorantha. Like Mostal, they have made servant races to help them repair the World Machine. These range from giant creatures of living stone (the Jolanti) to timid, fragile tiny creatures called Nilmergs. They also make weapons and tools better than anything humans have made since the God Learners were destroyed. Most feared are their terrible Thundersticks and Disorder Kegs. For information on special dwarven weapons and creatures, see Elder Secrets and the Gloranthan Bestiary.
Dwarfs are immortal, unless they betray the Way of Mostal. Therefore, many dwarfs will have skills over 200%. Experienced dwarfs may have skills in the thousands, but such rarely interact with humans.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D6 | 14 | DB | 0 |
| CON | 1D6+12 | 16 | HP | 11 |
| SIZ | 2D6 | 7 | HL | 4 |
| INT | 2D6+6 | 13 | MV | 4 |
| POW | 3D6 | 11 | Melee SR | 6 |
| DEX | 3D6 | 11 | DEX SR | 3 |
| 0 AP | Dodge 20 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Hammer | 8 | 30 | 1D8+DB | 30 | 8 |
| Crossbow | 3* | 30 | 1D10 | 31 | 8 |
| Md. Shield | 8 | 20 | 1D4 | 35 | 10 |
Armor—dwarfs encountered in the outside world ore typically heavily armored, wearing scale, Chainmail or plate armor. Their warrior class, the Iron Dwarfs are rarely encountered, but are deadly opponents, with superlative combat skills, iron armor and weapons, often equipped with exotic dwarf technology such as thundersticks or Disorder kegs.
Skills—as humans, but add Earthsense/Scan and Earthsense/Search with a base chance for success of 30, and Visual/Scan and Visual/Search at a base chance of 5. Dwarfs are restricted to one profession only.
Magic—dwarfs use sorcery appropriate to their tasks.
DRAGONEWT Draco sapiens
Dragonewts say that they are the oldest living creatures, existing before even animals. They hatch from the eggs laid by immature dragons, and over ages of development can become true dragons. A dragonewt is born from an egg, and lives out its life. If it does not stray from the Dragon Path, when it dies it is reborn from its egg, to live out another life. Its physical form changes with each birth, reflecting its spiritual progress. When it finally achieves true mastery, a dragonewt is born from its egg as a True Dragon and flies off to wherever dragons go.
The mind of the dragonewt is not understandable to humans. Their actions and philosophies defy logic. Sometimes they act like humans, sometimes like statues or clockwork machines, and sometimes like characters in an odd, repetitive play. It is impossible for even the greatest scholar of their ways to predict their actions.
In a group of dragonewts, there will usually be one who is assigned to human contact. This individual will learn human languages and customs and try (often failing) to act as humans expect. Some have been surgically altered to speak human words.
Dragonewts advance through stages in their long lives. As they do, the bright colors and patterns of their scales may change, and they change in size and in the thickness of their natural scale armor. They are first born as Scout or Crested dragonewts. After long progression they are reborn as Warrior dragonewts. When a Warrior has progressed sufficiently, it is reborn as a Noble or Tailed Priest. In the fullness of time a Noble is reborn as a Ruler Dragonewt, which spends most of its time in deep meditation, preparing for the day when it will become a True Dragon. Ruler Dragonewts, also known as "Inhuman Kings", are too powerful for ordinary gaming and are not discussed here. For human purposes, dragonewts are sexless, as even a Ruler dragonewt is only a very immature dragon.
The center of dragonewt culture in Glorantha is the Dragon's Eye in Dragon Pass. They are also found in Kralorela, the city of Old Pavis in Prax, and in Ralios, as well as the island of Teleos. Dragonewts use a form of magic different from any known to most people, Dragon Magic. This is different, philosophically and culturally, from Battle, Divine, or Sorcery magic. When a dragonewt chooses to use a dragon magic effect, it simply happens on SR 1 of that round. No die roll or expenditure of magic points is required. However, using Dragon Magic slows the spiritual development of a dragonewt, so most are reluctant to use it, even preferring to die rather than work Dragon Magic. They are more likely to use magic when they are on an important mission. It is said that the humans of Kralorela can also work Dragon Magic.
Dragonewt Weapons
Dragonewts use weapons different from those of any other Gloranthan race. Treat the Samarin and Chokin as throwing knives, the Klanth as a bastard sword, the Garni as a Main Gauche, and the Utuma as a shortsword, except for variations as given here.
SCOUT DRAGONEWT Crested dragonewt
Scout dragonewts are small and shorttailed. They are vegetarians, eating leaves and fruit. Older dragonewts train it as a slinger, hunting small animals for its betters. They serves as skirmishers, scouts, and slaves for their elders. With spiritual development, the tail lengthens and the body enlarges. Most dramatically, more advanced Scouts have longer heads with larger crests and a well-developed beak with strong teeth. After enough time as a Scout, the dragonewt emerges from its egg as a Warrior. Magic—scout dragonewts are the only (nonoutcast) dragonewts to use ordinary magic.
However, they cannot become warriors until they forget all of their non-dragon magic, so older and more developed ones are less likely to know any magic.
| Characteristics | Average | Average | ||
|---|---|---|---|---|
| STR | 2D6 | 7 | DB | -2 |
| CON | 3D6 | 11 | HP | 9 |
| SIZ | 2D6 | 7 | HL | 3 |
| INT | 4D6 | 14 | MV | 9 |
| POW | 2D6 | 7 | Melee SR | 5 |
| DEX | 2D6+9 | 16 | DEX SR | 2 |
| 1 AP | Dodge 36 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Samarin | 2 | 30 | 1D4 + DB/2 | NA | NA |
| Chokin | 2 | 30 | 1D6 + DB/2 | NA | NA |
| Sling | 2 | 30 | 1D6 | NA | NA |
| Utuma | 7 | 30 | 1D6 + DB | 35 | 8 |
Skills—Hide 25, Sneak 25, Conceal 25.
WARRIOR DRAGONEWT Beaked dragonewt
Warrior dragonewts have a maximum POW of 21. They take up the klanth and replace the sling with an enormous bow of bone, and often ride a giant birdlike creature known as a demi-bird.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6+12 | 19 | DB | 3 |
| CON | 3D6+12 | 17 | HP | 18 |
| SIZ | 2D6+12 | 19 | HL | 6 |
| INT | 4D6 | 14 | MV | 6 |
| POW | 12-14 | 13 | Melee SR | 4 |
| DEX | 2D6+3 | 10 | DEX SR | 3 |
| 6 AP | Dodge 70 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Klanth | 6 | 60 | 1D8+DB | 50 | 12 |
| Longbow | 3 | 60 | 1D10 | 10 | 6 |
| Samarin | 3 | 90 | 1D4+DB/2 | NA | NA |
| Chokin | 3 | 90 | 1D6+DB/2 | NA | NA |
| RH Utuma | 7 | 30 | 1D6+DB | 50 | 8 |
| Utuma | 7 | 90 | 1D6+DB | 80 | 8 |
Characteristics
Skills— Hide 75, Sneak 75, Conceal 75 ,RideDemi-bird 75.
Magic—-common dragon magic effects for Warrior dragonewts include Dragon Strength, which increases the dragonewt's STR by 50%, firebreath, letting it breathe fire up to a range equal to its POW in meters, and doing 1D10 damage, or Sprout Wings, in which the the dragonewt grows large dragon wings letting it fly with a speed equal three times its MV. If a dragonewt grows wings, use HT III.
NOBLE DRAGONEWT Tailed priest
Noble dragonewts usually do not ride demi-birds. Their weapons are almost always of enchanted dragonbone, and they may wear dragonbone armor.
| Characteristics | Average | Average | ||
|---|---|---|---|---|
| STR | 2D6+6 | 13 | DB | 1 |
| CON | 3D6+6 | 17 | HP | 15 |
| SIZ | 2D6+6 | 13 | HL | 5 |
| INT | 4D6 | 14 | MV | 5 |
| POW | 18-20 | 19 | Melee SR | 5 |
| DEX | 2D6+6 | 10 | DEX SR | 3 |
| 6 AP | Dodge 90 | HT II | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Klanth | 7 | 90 | ID8 + DB | 90 | 12 |
| Klanth | 8 | 50 | ID8 + DB | 60 | 12 |
| Longbow | 3 | 90 | 1D10 | 20 | 6 |
| Samarin | 3 | 100 | ID4 + DB/2 | NA | NA |
| Chokin | 3 | 100 | ID6 + DB/2 | NA | NA |
Skills—Hide 90, Sneak 90, Conceal 90
Magic—common dragon magic effects for Nobles include all the effects used by warriors and Soul Blast, in which the dragonewt engages in a MP vs. POW contest with the target on the Resistance Table. If the attacker wins, the victim loses 2D6 MP. If the victim drops to zero MP, it becomes unconscious.
MOROCANTH Morocanthus anthropophagus
In the Great Darkness, Waha, son of the Storm Bull, came to save the people of Genert's Garden, changed by chaos into the Wastes. Because there was not enough food for all, he transformed some of the peoples into mindless animals capable of eating the meager plants of the Wastes. The remaining intelligent race would then eat these animals to survive. To decide which peoples would become planteaters, Waha's Contest was held. Humans contested against each other type of animal, and in each contest won. Thus humans now herd llamas, bison, sables, and the other herd beasts of Prax. However, in the contest with the morocanth, the humans lost. Humans claim the morocanth cheated in their contest. Morocanth claim that the humans cheated in all the other contests. However, it is indisputable that the morocanth today drive herds of humans across the plains. Though grudgingly, the morocanth are accepted as one of the five Great Tribes of Prax.
Morocanth are physically similar to tapirs. They are naturally nocturnal and have better night vision than humans, although they do not have special senses for darkness. They have an excellent sense of smell. The God Learners wrote that morocanth are tied to the Darkness Rune.
The other tribes of Prax mostly ride their herd beasts, but morocanth are much too large for the strength of the herd men. Instead, they train herd men to perform simple tasks, perform manipulations morocanth claws are poorly suited for, and to fight alongside (or in front of) the morocanth with crude weapons. Morokanth traders are fairly common in the area of Prax and Pavis. Their slavers, who hunt and capture humans, are feared and despised by the nomads of Prax, in part for their willingness to reduce intractable slaves to a herd man with their Waha spells, but do good business with the Lunar conquerors of Prax.
A herd man resembles a normal human (see Creating an Adventurer), except that they have a fixed INT of 8, and can easily digest the sparse vegetation of the Wastes. They use crude weapons, such as clubs, maces or thrown rocks. They learn only the skills they are trained in by their masters. Morokanth priests often awaken a herd man to serve as an ally.
Morocanth do not have hands as useful as those of humans, and do not handle tools well. They are limited in certain skills. Their Manipulation skills may never rise higher than their DEX x5%, plus their Manipulation category modifier. This limit also applies to all weapons skills except natural weapons. Most weapons must be specially adapted to be used by morocanth. To compensate, they have developed a skill like the Martial Arts of Kralorela and Peloria. Morocanthi Martial Arts is useless to humans, and human Martial Arts is useless for morocanth. Like human Martial Arts, morocanth martial arts doubles the damage of its natural weapon attack (claw). Morocanth are incapable of using thrown or missile weapons, including thrown rocks — their shoulders and arms are not capable of the proper motions.
Morocanth normally move on three or four legs (MV = SIZ+DEX/6). They can balance on their hind legs to use both hands, but if they do their MV is reduced to 1/3 normal. For this reason morocanth rarely use shields or two-handed weapons.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6+6 | 17 | DB | 2 |
| CON | 3D6 | 11 | HP | 14 |
| SIZ | 3D6+6 | 17 | HL | 5 |
| INT | 2D6+6 | 13 | MV | 6 |
| POW | 3D6 | 11 | Melee SR | 5 |
| DEX | 2D4+3 | 8 | DEX SR | 4 |
| 3 AP | Dodge 15 | HT II | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Claw | 7 | 35 | 1D4+DB | 25 | 3 |
| 1H Spear | 6 | 20 | 1D6+DB | 10 | 8 |
| 1HMace | 6 | 30 | 1D8+DB | 15 | 8 |
Skills—base Jump 30, Swim 40, Track 50, Hide 25, Sneak 25. See Professions for developing more experienced Morokanth
Magic—morocanth worship the same Praxian gods as the human tribes. May belong to the cults of Waha, Foundchild (hunter), or Storm Bull. Women worship Eiritha the Herd Mother. A sizeable minority follow the Horned Man and become shamans.
| MOROCANTH | Trainee | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Hide | 1/2 | 30% | 45% | 60% | 75% | |
| Sneak | 1/2 | 30% | 45% | 60% | 75% | |
| <Weapon> Attack | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2 | 30% | 45% | 60% | 75% | |
| Rank | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Magic | 1 | 2 | 3 | 4 |
8-1/2 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Herder | ||||||
| Craft/Butchery | 1/2 | 45% | 60% | 75% | 90% | |
| Craft/Herding | 1 | 45% | 60% | 75% | 90% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Herd Man Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Search | 1 | 45% | 60% | 75% | 90% | |
| Track | 1/2 | 60% | 75% | 90% | 100% | |
| Slaver | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Craft/Restraints | 1 | 45% | 60% | 75% | 90% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| Trap | 1/2 | 45% | 60% | 75% | 90% | |
| Track | 1/2 | 60% | 75% | 90% | 100% | |
| Trader | ||||||
| Bargain | 1 | 45% | 60% | 75% | 90% | |
| Custom <Any> | 1V | 45% | 60% | 75% | 90% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| Human Lore | 1/2 | 30% | 45% | 60% | 75% | |
| Orate | 1 | 45% | 60% | 75% | 90% | |
| Persuade | 1 | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1 | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1 | 45% | 60% | 75% | 90% | |
| Speak Praxian | 1 | 60% | 75% | 90% | 100% | |
| Speak Tradetalk | 1/2 | 45% | 60% | 75% | 90% | |
| Warrior | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Dodge | 2 | 45% | 60% | 75% | 90% | |
| first Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Martial Arts | 2 | 45% | 60% | 75% | 90% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| Track | 1/2 | 60% | 75% | 90% | 100% | |
| <Weapon> Attack | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Custom/Praxian | 1 | 60% | 75% | 90% | 100% | |
| jump | 1/2 | 45% | 60% | 75% | 90% | |
| Swim | 1 | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% |
MAGICAL CREATURES
BASILISK Viperigallo necatrix
Basilisks are terrifying artificial reptiles, the creations of magicians. Small and covered with grey or green scales, they have four legs and the red "crown" of a rooster. Two bat's wings and twisted black feathers complete its bizarre appearance. Its head is also like a cock's, with the forked tongue of a serpent. The mere glare of a basilisk is deadly. In combat, it glances at one being each round. If the basilisk overcomes the target in a MP vs. POW struggle, its opponent dies. This costs the basilisk no MP, and it may also attack and defend physically in the same round. The glance penetrates defenses against magic as if it were a divine spell with a variable number of points. On the average, this is equal to the basilisk's POW divided by 3.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D3 | 4 | DB | -3 |
| CON | 3D6 | 11I | HP | 7 |
| SIZ | 1D4 | 41 | HL | 2 |
| INT | 4 | 4 | MV | 3 |
| POW | 1D6+6 | 10 | Melee SR | 6 |
| DEX | 2D6+6 | 13 | DEX SR | 3 |
| 2 AP | Dodge 30 | HT IV | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Glance | 1 | Auto | Death | NA | NA |
| Peck | 9 | 100 | 1D4 + ven. | NA | NA |
If the peck penetrates any armor and damages the foe, venom is injected with POT equal to the basilisk's CON. The venom is very fast-acting, and takes effect one melee round after the victim is bitten. Thus, if an adventurer is bitten on strike rank 9, he would be affected on strike rank 9 of the next melee round. Pit the venom's POT against the victim's CON on the resistance table. If the venom wins, the victim dies. If it fails to overcome the victim's CON, the victim still takes general hit point damage equal to the venom's POT.
DRAGON, DREAM Draco pyrifer
Dragons may be the oldest creatures in Glorantha. Some legends speak of the gods, on first coming into existence, meeting dragons already old and wise. Many myths exist of gods combatting dragons, or learning from them. These powerful creatures of fabled age and power are called "True Dragons". Most people are very glad that the True Dragons sleep for centuries at a time and are rarely active. Interaction with True Dragons is far beyond the abilities and desires of mere adventurers.
Just as humans do, Dragons dream in their long sleep. The power of the dragons is so great that even their dreams are immensely powerful by human standards, and can greatly warp and change the world. Scholars know these manifestations as "Dream Dragons", but to most humans they're simply "dragons". Some Lhankor Mhy scholars speculate that dragons use their dreams as humans do, to play out and contemplate their repressed desires and fantasies. Certainly Dream Dragons vary as much as a man's dreams do, from night to night. Dream Dragons are very diverse. Some are legless ("Serpentine Dragons"). Some have hands much like human hands. Their colors span the rainbow.
The numbers given here are only representative— some Dream Dragons are far beyond these limits.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4-20D6 | 41 | DB | 12 |
| CON | STR/2 | 20 | HP | 30 |
| SIZ | 4-20D6 | 41 | HL | 10 |
| INT | 4D6 | 14 | MV | 5/15F |
| POW | 4D6 | 14 | Melee SR | 4 |
| DEX | 3D6 | 11 | DEX SR | 3 |
| 1D6+3 AP | Dodge 30 | HT II, IV or VII | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 4 | 100 | 1D8+DB | NA | NA |
| Claw | 4 | 100 | 1D10+DB | NA | NA |
| Breath | 4 | 100 | Varies | NA | NA |
To randomly determine SIZ and STR, roll 2D8, add two to the total, then roll that number of D6.
Magic—Dream Dragons can know any form of magic humans use, plus others that apparently exist only in the dreams of True Dragons. Or, they might not know any magic at all. If they know any human form of magic, they will typically be masters of it In addition, dream dragons can have special ability, such as injecting venom of POT equal to their POW with a bite, or breathing flame doing damage equal to their DB, or breathing a cloud of poisonous gas that causes those within it to suffocate as if in smoke. They have also shown such strange abilities as immunity to all spirit attacks or the ability to pass through walls.
GARGOYLE Gargolus laputicus cornutum Gargoyles are strange creatures, looking much like animated stone statues. When resting, in fact, they are very hard to tell from a statue. When active they are both fast and deadly. Different varieties live in different terrain types (forest, hills, etc. ). The variety described here, the Lesser Horned Gargoyle, is a common variety. Gargoyles are hideously ugly to human eyes.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 1-6D6+12 | 24 | DB | 5 |
| CON | 3D6 | 11 | HP | 12 |
| SIZ | 1-6D6 | 12 | HL | 4 |
| INT | 1D6 | 4 | MV | 7/15F |
| POW | 3D6 | 10 | Melee SR | 6 |
| DEX | 3D6 | 13 | DEX SR | 3 |
| 6 AP | Dodge 30 | HT III | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Claw | 9 | 45 | 1D4+DB | 30 | 3 |
| Javelin | 3 | 30 | 1D8+DB/2 | 30 | 6 |
To generate a random gargoyle, roll 1D6, then roll that number of D6 for the gargoyle's STR and SIZ Gargoyles often use All Out Attacks, especially against lightly-armed opponents, and trust to their rocky skin for protection.
GRIFFIN Gryphus gryphus
Griffins are sentient flying carnivores with the body of a lion and the head, foreclaws, and wings of a giant eagle. They live in dry areas, deserts and mountainsides, and love horseflesh.
Griffins are found in family groups of up to a dozen members. Their nests are usually in caves or dug into the sides of mountains. They hunt by stooping from the sky, grabbing an animal, and flying away with it while tearing at it with their claws and beak.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 10D6 | 35 | DB | 2 |
| CON | 3D6+12 | 23 | HP | 29 |
| SIZ | 10D6 | 35 | HL | 10 |
| INT | 2D6+6 | 13 | MV | 10/20F |
| POW | 3D6 | 11 | Melee SR | 1 |
| DEX | 3D6+12 | 23 | DEX SR | 1 |
| 5 AP | Dodge 45 | HT IV | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Beak | 4 | 70 | 1D6+DB | NA | NA |
| Claw | 4 | 75 | 1D4+DB | NA | NA |
Magic—a griffin typically knows its INT in battle magic spells. Many are sun worshippers, initiates of one or more cults of the Yelm pantheon.
SKELETON
Animated skeletons are not true Undead. They are the creations of powerful magicians, either worshippers of death gods like Zorak Zoran or sorcerers. Skeletons are incomplete creatures, lacking CON, INT, and POW.
Each hit location of a skeleton has 1 AP (or AP equal to the skeleton's damage bonus, whichever is greater), but no hit points. If a blow penetrates the armor protection for a location, that location is shattered. It can be repaired, either with spells like Repair or by using Devise (and some glue and splints). Breaking a skeleton does not remove the enchantment—if repaired it becomes animated again.
Many magicians put their skeletons in suits of armor to improve their durability. A skeleton cannot be Incapacitated, rendered Unconscious, or killed. It continues to fight until hacked to bits. It is immune to fatigue. If the abdomen is destroyed, both legs become useless. Destroying the chest causes the skeleton to fragment. Destroying the head of a skeleton removes its function—it no longer "knows" its orders and becomes motionless.
Thrusting or stabbing weapons cannot damage a skeleton, unless they score an impale or critical hit. A skeleton moves as fast as it did in life, but cannot swim or fly (even if it could while alive). A skeleton's chance to hit or parry with any weapon, and its dodge, are always its DEX x5. Skeletons have no skill category modifiers.
The skeleton below is that of a human. Legend speaks of an Allosaurus skeleton commanded by trolls. . .
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6 | 11 | DB | 0 |
| CON | 0 | 0 | Melee SR | 6 |
| SIZ | 2d6+6 | 13 | DEX SR | 3 |
| INT | 0 | 0 | MV | 5 |
| MP | 3D6 | 11 | ||
| DEX | 3D6 | 11 | ||
| 1 AP (special) | Dodge 55 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Sword | 7 | 55 | 1D8+DB | 55 | 6 |
Skeletons may wield any weapon and wear any armor supplied by the owner.
VAMPIRE
Vampires are the nobility of the undead. They are usually human in origin, though any carnivorous or omnivorous species can give rise to a vampire. A vampire appears pale and clammy, and casts no shadow or reflection. A vampire has twice its former STR and CON, and is no longer susceptible to age or disease. It can see in the dark. It must feed on the blood of sentient beings to sustain itself. It loses one level of fatigue for each night it does not feed. A vampire also loses 1D6 MP a night, just to keep its body running. It must drain MP from others with its touch to regain lost MP, as it has no POW. If it is ever reduced to 0 MP, it lapses into a coma, from which it will not recover without assistance.
A vampire can change at will into mist. In combat, this occurs on the vampire's DEX SR + 3. The items and clothing (and armor) a vampire was buried in will turn into mist along with it, other items will be left behind. While in mist form, a vampire regenerates 1 HP of damage a round, and is immune to most physical and magical attacks. Damage that would normally kill or cause a vampire to become unconscious simply causes it to assume mist form, where it regenerates. A vampire that is knocked unconscious by a head or chest blow collapses on the ground and cannot turn into mist. It can then be killed (by having a stake driven through its heart and having its head cut off). Most vampires can take on the form of a wolf or bat as well.
Vivamort was the first vampire, and betrayed his trust to release Death into the world. He was cursed for this by Yelm and many of the other gods. As a result, most of the elements can injure vampires.
A vampire cannot regenerate from fire damage, or from damage taken in the daylight. A vampire cannot use its gaze, drain magic points or change into mist or any other form during daylight as well. Immersion in running water will destroy a vampire. A vampire cannot cross holy water, and contact with holy water will do 1D6 damage to a vampire, from which it cannot regenerate. A vampire loses 3D6 MP for each day it does not sleep on its grave dirt. Finally, the Death rune, which Vivamort revealed, has special powers against vampires. A Death rune of any sort can be used (an Attack action in melee) to cause 1D3 points of non regenerable damage to the vampire if the Death rune wielder concentrates and overcomes the vampire's MP with his own. An initiate of a Death rune cult will automatically overcome the vampire, regardless of the vampire's MP.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6 x2 | 41 | DB | 2 |
| CON | 3d6 x2 | 20 | HP | 18 |
| SIZ | 2d6+6 | 41 | HL | 6 |
| INT | 2D6+6 | 14 | MV | 5 |
| MP | 2d6+6 | 14 | Melee SR | 5 |
| DEX | 3D6 | 11 | DEX SR | 3 |
| APP | 3d6 | 11 | ||
| 0 AP | Dodge 75 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Touch | 7 | 75 | 1D3+DB1 | 35 | 3 |
| Bite | 6 | 50 | 1D3+DB/22 | NA | NA |
| Gaze | 1 | Auto | Enthrall3 | NA | NA |
1 A vampire's touch can drain MP. If the touch attack hits, match the vamp/re's MP against the victim's POW If the vampire wins, the victim loses 1D4 MP (these are added to the vampire's MP). The touch need not penetrate armor for the effect to occur.
2 A vampire's bite also drains blood. If the bite penetrates armor, the vamp/re will stay attached, reducing the victim's Fatigue Class by one per round. Once the victim's Fatigue Level reaches Incapacitate, the vampire permanently drains a point of STR instead.
3 A vampire's gaze can be used as an attack to Enthrall a victim. An alert victim that attempts to avoid the vampire's gaze succeeds on a POW x5 roll. If the vampire's gaze is met, and the vampire overcome's the victim's POW with his MP, the victim stands or slouches helplessly, unable to react to the outside world. This effect wears off after a full turn. Countermagic or other protective spells have no effect on a vampire's gaze.
Skills—nearly any, often at high levels of competency, particularly with older vampires. Vampires can and do use weapons as well as attack unarmed.
Magic—since vampire's lack POW, the cannot use battle magic, or sacrifice for divine magic in the normal manner. They can and do use sorcery. Vivamort vampires can steal divine magic from others, and may thus have a variety of one use divine magic spells at their command.
ZOMBIE
Zombies are corpses animated by magic. They cannot speak, but can labor, fight or guard an area for their master. Their attack skills and DEX based skills are equal to their DEX x5, while their chance to parry is half that. Zombies never dodge.
Zombies cannot die, become unconscious, or be incapacitated, only hacked apart. Hacking a location apart requires doing damage to it equal to 3 times the hit points in that location. Destroying the abdomen in this manner renders both legs useless, destroying the chest paralyzes all the limbs, leaving the zombie to thrash helplessly, and destroying the head deactivates a zombie. Damage locations must be repaired, as with a skeleton. Impaling weapons do only half damage to zombies. Arrows and quarrels do a maximum of 1 point of damage, unless they impale (special), in which case they do a maximum of 2 points of damage. The zombie below is that of a human. Troll zombies are common as well, as the cult of Zorak Zoran raises them.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6 x1. 5 | 16 | DB | 2 |
| CON | 3D6 x1. 5 | 16 | HP | 15 |
| SIZ | 2D6+6 | 13 | HL | 5 |
| DEX | 3D6x2/3 | 7 | DEX SR | 4 |
| MP | 3D6 | 11 | Melee SR | 7 |
| MV | 4 | |||
| 0 AP | Dodge 0 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Maul | 9 | 55 | 1D8+DB | 55 | 8 |
Zombies may wield any weapon and wear any armor supplied by the owner.
SPIRITS
Spirits are the mental and spiritual components of living creatures. Physical creatures are generally thought to be a spirit which inhabits a physical body, although the Brithini of the West disagree. Shamans and shamanistic religions often claim that all things have some kind of spirit, even rocks and streams and forest groves. This section discusses those spirits which do not have a permanent body. Such spirits may or may not be able to become Visible and initiate spirit contact. The natural home of spirits is the Spirit Plane, or some part of the God Plane. Described here are spirits which are either normally found in the Inner World, or which are often summoned there. Shamans can encounter such beings on the Spirit Plane. Spirits vary enormously, and the statistics given here are only a guide.
Spirits can be roughly divided by which characteristics they possess. Some spirits, such as madness spirits, have only POW. Others, such as animal and plant spirits, have POW and fixed INT. Finally, spirits of humans and other intelligent races (including ghosts) and such horrors as wraiths have POW and free INT.
Demon
People call any fearful being from the Other Worlds a "demon". Humans call Darkness spirits "Demon", although they are holy beings to trolls. Usually a demon is something called or summoned from another plane. Some magicians specialize in calling and binding demons. The Red Emperor of the Lunar Empire is famous for being able to both summon at will, and dismiss, demons of the Three-Horn family.
Some beings that might be called demons would be wraiths controlled by a magician, elemental powers with INT and spells, and many others. Almost all sane Gloranthans agree that it is greatly evil to summon Chaos spirits, but some magicians do this. Demon summoning is not a subject covered in this rulebook.
Elementals
Elementals are spirits descended from the primal elements, or created by a god of an element. They are a type of spirit, which can manifest when in the Inner World by creating a body from the element it is kin to. The five most common types of elemental in Glorantha are gnomes, salamanders, shades, sylphs, and undines, which embody earth, fire, darkness, air, and water. Elementals are incomplete creatures— even embodied, they lack CON, INT and DEX. Their SIZ is given in cubic meters, rather than points. If a point value is needed, use the elemental's hit points. Without INT, elementals are incapable of independent action. Unless commanded magically, they will simply do what is natural for their element: salamanders will burn flammable objects, undines will flow to the lowest possible spot, gnomes slump into a formless pile, shades flee from light, and sylphs move around in circular or spiral patterns. To summon an elemental, the magician needs enough of the proper element to create the creature's body. For example, to summon a 1 cubic meter undine would require at least a large tub of water, whereas to summon a 10 cubic meter salamander would require a huge bonfire. Extra quantities of the element do not make the elemental bigger, and if there is not enough of the element present, the summoning fails.
All elementals can be damaged by ordinary physical weapons. Even something as featureless-looking as a flame has a deep, complex structure within it which can be disrupted and destroyed by a blade or club. They have only one hit location, and no armor. When the elemental is reduced to zero hit points, its body reverts to a nonliving state and its spirit returns to the other world, from which it can be summoned again. Even if an elemental is holding, or completely surrounding, a character, an attack roll must still succeed to damage it.
GNOME
Gnomes are earth-spirits, children of Gata. They must be summoned into dirt or soil, rather than solid rock, and cannot travel through unbroken stone or concrete, although they are at home in rocky soils. A gnome appears to be a disturbance in the soil like the waves made by an earthquake. A moving gnome leaves a trail of turned and disturbed earth behind it. They cannot leave the ground. Gnomes can open pits in the earth, dig tunnels, and search for buried objects. They can hold the soil in a shape, thus supporting tunnel roofs or resisting digging. Gnomes are perhaps the most useful of the elementals in ordinary life, being especially good at turning the soil for agriculture, uprooting tree trunks, and other such tasks. In war a gnome could undermine fortifications, or dig them. A gnome can carry an object of SIZ equal to the elemental's STR through the ground at a speed equal to its MV of 1. There is no air underground — a person or animal being carried must suffocate unless some air-supplying magic is used. A gnome can attack up to 10 SIZ per cubic meter of its volume. It can attack as many foes per round as it wishes, as long as their total SIZ is under the limit (and they are within range). A gnome attacks by opening a pit beneath the foe or foes. If it engulfs SIZ equal to 10 times its own SIZ in cubic meters, it engulfs the foes legs. If the foes total only 3 times its SIZ, it engulfs their chest and abdomen locations as well. If the foes total only twice the elemental's SIZ, their heads are within the pit as well. In this case, they begin to suffocate in addition to the damage discussed below. As soon as the victim or victims fall in, the gnome closes up the pit. If the soil is rocky or contains pebbles, the elemental can harm the foe by closing the pit forcefully — this attack doesn't work in soft loam or sand. The gnome does damage equal to its STR/10 in dice, plus its damage bonus to each engulfed location of the victim (use STR x 2 to calculate its DB, rather than STR + SIZ) . Roll once and apply that damage to all locations. Armor protects against this attack. This attack can only be made once per engulfed victim—once the pit is closed, the gnome cannot reopen and reclose it. The gnome's attack pit opens at DEX 20 on SR 1, and closes at DEX 20 on SR 10 of the same round. STR vs. STR fights occur in the DEX SR of the character trying to escape. The engulfed victim is held in place by the gnome in any case, and can only escape by defeating the elemental in a STR vs. STR contest on the Resistance Table. Note that if the victim's arms are pinned, it cannot attack the gnome physically, or cast battle magic or sorcery.
Gnomes hove the following statistics per meter of SIZ: 1D6+6 of STR, 1D6 of POW, and 2D6+6 HP. All gnomes have a MV of 1, regardless of SIZ.
Three Cubic Meter Gnome
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6+18 | 29 | DB | 7 |
| SIZ | 3 cu. M | 3 m3 | MV | 1 |
| POW | 3D6 | 11 | HT | 0 |
| HP | 6D6+18 | 39 | ||
Its attack does 1D6+7 damage.
SALAMANDER
Salamanders are fragments of the primal Fire, children of Aether. They must be summoned into an existing fire, but once summoned can move freely through the Air without fuel. However, Water or Earth can douse them, just as it can ordinary flame. A salamander appears as a blazing lizardlike creature made of flame. A salamander's touch will ignite any flammable material. Salamanders can, given time, melt metals. They can consume ordinary fires (but not magical ones). The living flame appears to suck up the lesser one, taking 1D6 damage for each cubic meter of ordinary fire consumed. Salamanders all have a Move score of 6. They move at the same speed along the ground, or in the Air. In combat against material foes, a salamander engulfs them in its fiery body. A salamander can attack foes with a total SIZ equal to or less than 10 times the salamander's SIZ in cubic meters. Thus a three cubic meter salamander can attack one 30 SIZ great troll, or three SIZ 10 elves. In SR 10 (DEX 20) of each round in which a creature is engulfed in flame roll 3D6 and match it against the creature's best armor (that is, the AP of the best armored location on the creature) on the resistance table. If the damage from the 3D6 overcomes the armor, the victim takes all the rolled damage to his general hit points immediately. If the armor wins, the victim takes half of the rolled damage. If the victim is too big too engulf, use only 1D6. Damage bonus does not modify this attack. Salamanders have the following statistics per cubic meter of SIZ: 1D6 STR, 1D6 POW, and 2D6 hit points. All salamanders have a MV of 6, regardless of SIZ. .
Three Cubic Meter Salamander
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | STR | 3D6 | DB | 0 |
| SIZ | SIZ | 3 cu. m | MV | 6 |
| POW | POW | 3D6 | HT 0 | |
| HP | HP | 6D6 | ||
Its attack does 3D6 damage.
SHADE
Shades are spirits of darkness, the offspring of Subere and Dehore. They must be summoned into unrelieved darkness, in which not even the glimmer of a faint star can be seen. Once formed, they appear as formless blobs of darkness which can move about, even in daylight. Only light stronger than that of the Sun can even be seen through a shade. They are freezing cold as well. Shades can put out fires and douse small lights, such as lanterns and candles. Anyone wholly within a shade is both blind and deaf, and the icy temperatures of a shade blunt the sense of smell. Shades block not only vision, but troll Darksense and dwarf Earthsense as well. This is the nature of a shade, and the shade cannot refuse to block senses. Shades can attack anyone they partially engulf with Fearshock once per full turn (see the Shade Fearshock Table). Match the shade's magic points against the victim's CON on the resistance table. Unconscious beings, or those with no INT score, are immune to Fearshock. Fearshock attacks happen on SR 1 (at DEX 20) of the round that the shade touches the victim. If the victim is already engulfed, the attack also occurs in SR 1. Also, shades are intensely cold. For each cubic meter of its volume, a shade can completely swallow up 10 SIZ of victims. Each round a being is engulfed by a shade, it takes 1 point of freezing damage to a random location. Neither armor, nor protective winter clothing, nor magical protections against weapons damage protect against this supernatural cold. Spells that protect against cold or darkness specifically, or natural armor which is fat under the skin, may protect against it at the gamemaster's discretion. Cold damage occurs in SR 10 (DEX 20) of each round the creature is engulfed. Shades may combine both Fearshock and cold attacks in the same round, and may attack as many victims as their SIZ lets them engulf. For each cubic meter of SIZ, a shade has 1D6 STR, 1D6 POW, and 1D6 hit points. Shades MV is always 12. They can either move along the ground or fly.
Three Cubic Meter Shade
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6 | 11 | DB | 0 |
| SIZ | 3 cu. m | 3 m3 | MV | 12 |
| POW | 3D6 | 11 | HT 0 | |
| HP | 3D6 | 11 | ||
It attacks with Fearshock and I point of cold damage.
Shade Fearshock Table
Critical Success—victim instantly dies
Special Success—victim must roll CON x 5% or less, or die. Surviving victims collapse and are Incapacitated for 20-CON melee rounds, minimum one round. The victim is not entitled to roll vs. his CON to fight on heroically. Normal Success—victim is demoralized (as if by the Battle Magic spell). The effect lasts for 20- CON melee rounds, minimum one round.
Failure—no effect on beings with normal INT. Fixed INT creatures are demoralized as above.
Fumble—victim is unaffected.
SYLPH
Sylphs are the active forces of the Air, also known as the children of Kolat, one of Orlanth's family. They are the little brothers of the Winds. A sylph looks like a small whirlwind, storm cloud, or dust devil. Their volume is not fixed, and their SIZ score mainly is used to determine their damage. Sylphs can carry objects or people with total SIZ up to the sylph's STR. It can cause a breeze or gust of wind, but only in a very small area. This is a very useful ability for the motivation of sailing ships. Sylphs attack physical beings by picking them up and dropping them. As above, they can lift total SIZ equal to or less than their STR. The victims are lifted and dropped 2 meters for every cubic meter of the sylph's SIZ. Falling damage is usually 1D6 per 3 meters fallen. See "The Natural World" for more information on falling damage. Damage bonus does not add to this attack. It is normally impossible to dodge or parry a sylph's lifting attack. A victim can attempt to resist being lifted, pitting his STR against the sylph's on the resistance table. Instead, he may try to attack the sylph and destroy it. Sylph's lifting and dropping attacks take place on SR 10 of a round. for each cubic meter of their SIZ, sylphs have 2D6 STR, 1D6 POW, and 1D6 hit points. Sylphs always have a MV of 20.
Three Cubic Meter Sylph
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 6D6 | 21 | DB | 4 |
| SIZ | 3 cu. m | 3 m3 | MV | 20 |
| POW | 3D6 | 11 | HT 0 | |
| HP | 3D6 | 11 | ||
It drops its foes 6 m, doing 2D6 of falling damage (see the Natural World).
UNDINE
Undines are shreds of Zaramaka, tiny pieces of the water's vitality. In water, they are nearly undetectable to a land creature's senses, looking like a ripple or current. If ordered onto land, they flow over it like blobs of quicksilver.
An undine can be summoned into salt or fresh water, or into any liquid that is largely water, such as wine, beer, milk, or urine. They can purify the water they animate, removing particles or liquids that do not merge with water, such as oil. They cannot remove substances that dissolve, like salt, or liquids that mix with water, such as vinegar or alcohol. Undines can carry objects (including people) through the water. It can carry SIZ points up to its own STR. If directed to, it will hold part of the object out of the water (allowing living creatures to breathe air). Undines can also push boats and ships through the water. An undine attacks on land by engulfing foes and forcing itself into their lungs. Use the normal drowning rules, but start the victim at CON x3 rolls. Undine drowning causes 1D8 damage. Underwater, an undine can smash foes against the bottom. The damage taken (for a rocky but smooth bottom) is 1D6 per cubic meter of undine. This should be modified by the gamemaster to reflect the nature of the bottom, i. e. sand would do less damage, sharp coral more. Victims can resist being smashed by rolling their STR vs. the undine's on the Resistance Table. If the undine attacks multiple victims, it must divide its STR among them. Undines can suffocate water-breathing creatures, by preventing the normal circulation of water past their gills. This works as above for air breathers, but the CON rolls start at CON x 10. Undines must always engulf their foes before attacking them. An undine can engulf 10 SIZ points of foe per 1 cubic meter of its SIZ. All undine attack forms take place on SR 10 of the melee round. An undine cannot suffocate and smash in the same round. For each cubic meter of SIZ, an undine has 2D6 STR, 1D6 POW, and 1D6+6 hit points. An undine's MV is 12 in water, and 4 when flowing across the ground.
Three Cubic Meter Undine
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 6D6 | 21 | DB | 4 |
| SIZ | 3 cu. m | 3 m3 | MV | 4/12W |
| POW | 3D6 | 11 | HT 0 | |
| HP | 3D6+18 | 29 | ||
Its attack causes asphyxiation.
GHOSTS
Ghosts are the spirits of the dead, trapped in the world of the living. They can be created either when an evil magician binds the soul of a victim using enchantment, or if their death was so traumatic that they are trapped in its area and cannot move on to their proper afterlife. They are always either bound into enchantments, or trapped in a particular place. Ghosts have only INT and POW.
Ghosts can become visible at will and attack in spirit combat. If they reduce their foe to zero magic points they will possess its body. Ghosts created by tragic deaths often cause the new body to commit suicide or attack their friends. Ghosts possessing a body often retain the skills they had in life—see Possession in "Spirit Magic". Even possessing a body, ghosts cannot leave an area if they are trapped in it.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| INT | 2D6+6 | 13 | MV | 14 (equal to POW) |
| POW | 4D6 | 14 | ||
| INT | 2D6+6 | 13 | ||
This is a human ghost. Elf ghosts would have INT 3D6+6, and ghosts of other creatures would match what they had in life.
Skills—ghosts retain most of the Communication, Knowledge, Reasoning and Magic skills they had in life. They gain Spirit Sense and Spirit Speech (at POW x3 or better).
Magic—ghosts have whatever magic they had in life. The most terrifying of such spirits would be shamans who have refused to move on to the Other Side, and would have a fetch.
MADNESS SPIRITS
The God Learners thought that madness spirits were created from the energies released by intelligent beings feeling great passions. The most powerful may come from the passions of the gods. Madness spirits attack without becoming visible, and the victim must roll INT x1 or less to notice the spirit's attack. He may roll once per madness attack. If the victim notices the attack, he may fight back in spirit combat and attempt to reduce the magic points of the madness spirit. The madness spirit does not attack in normal spirit combat. Instead, it uses its magic points to attack against the victim's POW on the Resistance Table. If it scores a special success, it immediately possesses the victim covertly. Possessed victims are dominated by the passion that the spirit incarnates, until the possessing spirit is exorcised. A typical madness spirit has a POW of 3D6. Two common madness spirits are described below.
Fear—those possessed by fear spirits are Demoralized (see the Battle Magic spell) until it is exorcised.
Rage—if possessed by a rage spirit, a person is always Fanatical (see the Battle Magic spell) until it is exorcised.
In stress situations, and a/ways at least once per day, the spirit matches its magic points against the victim's POW on the Resistance Table. If the spirit wins, the victim becomes Berserk (see the Divine Magic spell). Worshippers of Zorak Zoran and Storm Bull find this attractive, and often deliberately invite rage spirits to possess them. Nymph Nymphs are the spirits of places, or natural features. They can create and inhabit female bodies at will. They are incapable of initiating spirit combat, and can only cast magic when embodied. If a nymph is reduced to zero hit points while embodied, it is forced to the spirit plane. However, unless the place or thing it personifies is destroyed, it will eventually generate a new body.
NYMPH
There are as many types of nymph as there are types of natural feature. Three of the commonest will be described here: dryads, who personify forests; naiads, who personify streams and ponds, and oreads, who personify hills. Nymphs vary tremendously in power and personality. Some are friendly to humans, others malignant. Most nymphs ignore humans. Very powerful nymphs are sometimes worshipped as goddesses.
DRYAD
Dryads are the spirits of the forest, daughters of the goddess Aldrya. In a way not understood by humans, dryads are the spirits of certain trees. The dryad seems to step out of "her" tree when she forms her body, and when the tree dies, the dryad moves on to the Other Side. Dryads and elves work together in cooperation for the defense and prosperity of their forest. Many elf males mate with dryads. Dryads often distrust and dislike humans, who they think of as loggers ("tree murderers") and burners. Like elves, they fear and hate trolls and dwarfs. Dryads cannot leave their grove of trees. If forced to, their body will dissolve and the spirit will reenter its tree.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6 | 7 | DB | -1 |
| CON | 3D6 | 11 | HP | 11 |
| SIZ | 2D6+3 | 10 | HL | 4 |
| INT | 3D6+3 | 14 | MV | 5 |
| POW | 2D6+16 | 23 | Melee SR | 5 |
| DEX | 4D6 | 14 | DEX SR | 3 |
| APP | 2D6+12 | 19 | ||
| 0 AP | Dodge 30 | HT I | ||
Dryads do not fight with weapons, if forced into combat, they use magic.
Magic—all dryads are automatically members of the Aldrya cult They generally know their full INT worth of Battle Magic, including Heal and Second Sight They may also know Divine Magic.
NAIAD
Naiads are water spirits, descended from Zaramaka the First Ocean. Naiads inhabit almost any kind of natural water, from tiny ponds to great rivers. Their power is usually related to the size of the water they inhabit. The spirit of a tiny rivulet is likely to be much weaker than the spirit of a large lake.
Naiads forming their body seem to condense from a mist over the surface of their water. For every 10 meters a naiad travels from her water, she loses 1 magic point. They only regain magic points when immersed in their water.
Some naiads are friendly to humans, others hostile. Often flowing stream and open water nymphs will be friendlier than stagnant water or swamp nymphs.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D6 | 14 | DB | -1 |
| CON | 3D6 | 11 | HP | 10 |
| SIZ | 2D6+2 | 9 | HL | 3 |
| INT | 3D6+6 | 17 | MV | 5 |
| POW | 2D6+18 | 25 | Melee SR | 5 |
| DEX | 4D6 | 14 | DEX SR | 3 |
| APP | 2D6+12 | 19 | ||
| 0 AP | Dodge 90 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Whip | 3 | 40 | 1D4+DB/2 | 30 | 8 |
A naiad's whip is actually a jet of water, and cannot entangle.
Magic—usually have full INT worth of spirit magic, often including Healing, Extinguish, Shimmer. They may have water powers equivalent to Divine Magic from water-related religions, especially if they are associated with a river cult.
Naiads may transform themselves into undines at will. Their SIZ would then be 1 cubic meter per magic point expended. There must be enough water available for this transformation. If the undine is destroyed, the naiad is dispersed as if her normal body had been reduced to zero hit points.
OREADS
Oreads are mountain spirits, related to the Earth gods. A nymph may be coupled to a particular valley, meadow, or hill. They lose one magic point for each 20 meters they travel away from their site, and can only regenerate magic points within it.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6 | 7 | DB | -1 |
| CON | 3D6 | 11 | HP | 10 |
| SIZ | 2D6+2 | 9 | HL | 3 |
| INT | 3D6+3 | 14 | MV | 5 |
| POW | 2D6+16 | 23 | Melee SR | 4 |
| DEX | 3D6+6 | 17 | DEX SR | 2 |
| APP | 2D6+10 | 17 | ||
| 0 AP | Dodge 45 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Brawl | 7 | 40 | 1D3+DB | 30 | 3 |
Skills—Climb 90, Jump 90, Conceal 90, Hide 90
Magic—Oreads have spirit magic equal to their INT. They may have powers similar to Earth or mountain related Divine Magic.
SPELL SPIRIT
Spell Spirits have only INT and POW. Their INT is fixed, and is always just enough to know one Battle Magic spell. The Jrusteli believed that spell spirits were created when the powerful beings of the God Time used magic.
Spell spirits cannot initiate spirit combat unless Commanded or Controlled and ordered to. If a spell spirit is reduced to zero magic points in spirit combat, the knowledge of its spell is passed from it to the one who defeated it (subject to INT limitation). Shaman's claim that the victor consumes the spell spirit. If the spell spirit defeats another in spirit combat, it possesses the opponent. Since spell spirits are incapable of action, the body then becomes comatose, remaining immobile until the spirit is exorcised.
Shaman hunt the spell spirits that reside on the Spirit Plane. The larger or more unusual the spell spirit, the longer it takes to find it (see Spirit Magic for details).
Divine religions have ritualized the spell-learning process, making it less dangerous to learn cult spells (see Spellteaching in Divine Magic). Legend speaks of spell spirits that know unusual spells, or divine magic or sorcery spells, but reliable reports of them are rare.
A spell spirit's INT is fixed, and equal to the size of the spell it knows. It has 1D6 POW per point of spell, and a MV equal to its POW.
WRAITH
A wraith is a type of undead ghost. Wraiths form when someone's emotions at death are overwhelming hatred and frustration, and are created by certain evil magicians. They hate all living things. They look like rotted, skeletal spirits, and those in their presence often feel chilled or smell putrid odors. They are found in the Spirit Plane, and also in ruins, abandoned buildings, and similar spots. Like ghosts, they are often bound to the site of their deaths. Wraiths can only be damaged by magic. If a sword with Damage Boosting 4 or Bladesharp 4 strikes a wraith, it will suffer 4 points of damage. Fireblades would do 3D6 to wraiths. Trues Weapon spells damage wraiths normally. If a wraith is reduced to zero hit points or magic points, it destroyed forever. Wraiths are completely immune to emotion-affecting magic such as Demoralize, Cast Confusion, and Fear. There are three types of wraith. One attacks against STR, one against CON, and the last against INT. A wraith matches its current magic points against the target's characteristic by touching him with its spectral hand. If it overcomes the foes STR, CON, or INT with its magic points, the target takes 1D6 hit points of damage to the location struck, ignoring armor or magical damage resistance. Spirit Block or Spirit Screen add to the affected characteristic to help resist this attack.
If the wraith is attacking a helpless target (sleeping, unconscious, or incapacitated) then the wraith can choose to reduce the victim's STR, INT, or CON by 1D6 points instead of doing hit point damage. Each characteristic point lost by the victim raises the wraith's magic points by 1. A wraith's attacks always take place at DEX 20 on SR 1.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| INT | 2D6+6 | 13 | MV | 14 (equal to MP) |
| MP | 4D6 | 14 | HP | 33 (equal to CON) |
| CON | 6D10 | 33 | HL | 0 |
CREATURES
Most animals will not attack outright unless attack trained or provoked. Some are territorial, and will attack to defend their territory. In combat, animals with Dodge skill will typically Attack and Defend, while those lacking Dodge skill will All Out Attack or Attack Only.
Riding Beasts
Bison Bos praxus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6+30 | 41 | DB | 12 |
| CON | 3D6+9 | 20 | HP | 20 |
| SIZ | 3D6+30 | 41 | HL | 10 |
| INT | 4 | 4 | MV | 16 |
| POW | 3D6 | 11 | ||
| DEX | 2D6 | 7 | ||
| 3 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Butt | 7 | 50 | 2D4+DB/2 | ||
| Charge | 7 | 50 | 2D4+DB | ||
| Trample | 7 | 75 | 4D6+DB |
These resemble the North American bison, and travel in great herds numbering up to 10,000 animals. They are found in Prax, the Wastes, and Pent. A bison can only trample a fallen target.
Demi-bird Aepyornts draconis
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D6+18 | 32 | DB | 7 |
| CON | 2D6+6 | 13 | HP | 20 |
| SIZ | 4D6+12 | 26 | HL | 7 |
| INT | 3 | 3 | MV | 15 |
| POW | 3D6 | 11 | ||
| DEX | 3D6+6 | 17 | ||
| 3 AP | HT 1 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Peck | 5 | 45 | 1D8+DB/2 | ||
| Kick | 5 | 45 | 1D6+DB |
Feathered, beaked bird like creatures with solid bones and vestigial arms. They are the mounts of the dragonewts.
High Llama Alticomelus llama
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6+24 | 35 | DB | 11 |
| CON | 2D6+9 | 16 | HP | 27 |
| SIZ | 3D6+30 | 41 | HL | 9 |
| INT | 4 | 4 | MV | 16 |
| POW | 3D6 | 11 | ||
| DEX | 3D6 | 11 | ||
| 3 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Kick | 6 | 60 | 1D6+DB | ||
| Rear & Plunge | 6 | 30 | 2D6+DB |
The alticamelus looks much like across between a giraffe and a camel. They travel the Wastes and Prax in small herds. High llamas are so tall that their riders roll1D10+10 when striking at other kinds of mounted foes. They can only use melee weapons of SR 0 or 1 (or missiles) when attacking footmen (and vice versa).
Horse Equus caballus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D6+18 | 32 | DB | 8 |
| CON | 3D6 | 11 | HP | 21 |
| SIZ | 4D6+I8 | 32 | HL | 7 |
| INT | 4 | 4 | MV | 15 |
| POW | 3D6 | 11 | Melee SR | |
| DEX | 2D6+6 | 13 | DEX SR | |
| 1 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 6 | 45 | 1D6 | ||
| Kick | 6 | 30 | 1D6+DB | ||
| Rear& Plunge | 6 | 15 | 2D4+DB | ||
| Trample | 6 | 75 | 4D4+DB |
This represents a typical horse or zebra. A wide variety exist. Warhorses are attack trained, and have higher levels of attack skills. A horse can only trample a fallen target.
Impala Aepyceros gigans
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 1D6+12 | 16 | DB | 2 |
| CON | 3D6 | 11 | HP | 13 |
| SIZ | 1D6+I2 | 16 | HL | 4 |
| INT | 4 | 4 | MV | 10 |
| POW | 3D6 | 11 | Melee SR | |
| DEX | 2D6+6 | 13 | DEX SR | |
| 0 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Butt | 7 | 30 | 1D6+DB | ||
| Kick | 7 | 30 | 1D4+DB |
Impala are small antelopes, mounts of a tribe of pygmies in Prax. They travel in herds of 20-100. They can leap up to their MV score in a single bound, and kick while running away. They typically have skills of Dodge 50, Jump 90, and Smell 50.
Mule Hybridus issaries
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6+18 | 29 | DB | 6 |
| CON | 3D6 | 11 | HP | 18 |
| SIZ | 2D6+18 | 25 | HL | 6 |
| INT | 4 | 4 | MV | 10 |
| POW | 3D6 | 11 | Melee SR | |
| DEX | 2D6+6 | 13 | DEX SR | |
| 1 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 6 | 40 | 1D4 | ||
| Kick | 6 | 30 | 1D6+DB |
Mules are the pack animals of the Issaries trader cult. The Lunar Etyries cult uses burros, which are similar, but have SIZ 3D6+12 and CON 2D6+6
Rhinoceros Rhino praxus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 5D6+18 | 36 | DB | 11 |
| CON | 3D6+16 | 27 | HP | 34 |
| SIZ | 5D6+24 | 42 | HL | 11 |
| INT | 4 | 4 | MV | 11 |
| POW | 3D6 | 11 | Melee SR | |
| DEX | 2D6+I | 8 | DEX SR | |
| 6 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Butt | 6 | 60 | 2D6+DB/2 | ||
| Charge | 6 | 60 | 2D6+DB |
Rhinos are solitary creatures that wander Prax and the Wastes. They are the mounts of the Rhino Riders of Prax. Rhinos are very nearsighted, but have a keen sense of smell. They are very irritable and likely to charge anything unusual that comes near them.
Sable Antelope Hippotragus niger
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6+12 | 23 | DB | 3 |
| CON | 2D6+6 | 13 | HP | 20 |
| SIZ | 4D6+12 | 26 | HL | 7 |
| INT | 4 | 4 | MV | 12 |
| POW | 3D6 | 11 | ||
| DEX | 3D6 | 11 | ||
| 2 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Kick | 6 | 45 | 1D6+DB/2 | ||
| Butt | 6 | 45 | 1D6+DB | ||
| Charge | 6 | 45 | 1D4+DB |
The Sable wander the plains of Prax, the Wastes and Hungry Plateau of Peloria in herds of 100-500.
Domestic Beasts
Beetle. Ham Carabus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 1D6 | 4 | DB | -2 |
| CON | 2D6 | 7 | HP | 6 |
| SIZ | 1D6 | 4 | HL | |
| INT | 2 | 2 | MV | 3 |
| POW | 1D6+2 | 6 | Melee SR | |
| DEX | 3D6 | 11 | DEX SR | |
| 7 AP | HT 2 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 9 | 25 | 1D3 |
Large flying herbivorous beetles the size of a ham. They are raised in flocks by trolls. Some are trained as watch beetles or awakened as allies.
Cattle Bostourus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D6+24 | 38 | DB | 11 |
| CON | 2D6+9 | 16 | HP | 27 |
| SIZ | 4D6+24 | 38 | HL | 9 |
| INT | 4 | 4 | MV | 15 |
| POW | 2D6 | 7 | Melee SR | |
| DEX | 2D6 | 7 | DEX SR | |
| 3 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Charge | 7 | 35 | 2D4+DB | ||
| Trample | 7 | 75 | 4D4+DB |
A typical bull. Cows have 1D6 less STR and SIZ. Bulls are more prone to attack They can only trample a fallen foe.
Dog, Hunting Conis familiaris
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6 | 7 | DB | -2 |
| CON | 3D6 | 11 | HP | 8 |
| SIZ | 2D4 | 5 | HL | 3 |
| INT | 5 | 5 | MV | 6 |
| POW | 1D6+6 | 10 | Melee SR | |
| DEX | 2D6+6 | 13 | DEX SR | |
| 0 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 9 | 35 | 1D6+DB |
A typical domestic or wild dog. Wild dogs hunt in packs. A wide variety exist Skills include Dodge 35% and Track 75%.
Dog, Fighting Canis
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6 | 11 | DB | -1 |
| CON | 2D6+6 | 13 | HP | 10 |
| SIZ | 2D6 | 7 | HL | 3 |
| INT | 5 | 5 | MV | 7 |
| POW | 3D6 | 11 | Melee SR | |
| DEX | 2D6+6 | 13 | DEX SR | |
| 1 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 9 | 50 | 1D8+DB |
A typical fighting dog or small war dog. A typical one has Dodge 50%. For a large war dog, use the statistics for a wolf.
Hawk Vrimakus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 1D3 | 2 | DB | -4 |
| CON | 2D4 | 5 | HP | 4 |
| SIZ | 1D2 | 2 | HL | 4 |
| INT | 3 | 3 | MV | 1/15F |
| POW | 2D6 | 7 | Melee SR | |
| DEX | 3D6+18 | 29 | DEX SR | |
| 0 AP | HT 0 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Claw | 6 | 50 | 1D2 | ||
| Bite | 6 | 35 | 1D3 |
Predacious birds, often trained for hunting or used as Fire/Sky cult allies. They can typically Dodge at 100% and Scan at 90%. Also eagles, falcons, etc.
Wild Beasts
Allosaur Allosaurus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 6D6+32 | 53 | DB | 15 |
| CON | 4D6+2I | 35 | HP | 41 |
| SIZ | 4D6+32 | 46 | HL | 14 |
| INT | 3 | 3 | MV | 21 |
| POW | 2D6+6 | 13 | Melee SR | |
| DEX | 2D6+9 | 16 | DEX SR | |
| 8 AP | HT V | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 5 | 50 | 2D6+DB | ||
| Kick | 5 | 60 | 1D6+DB |
Vicious predators, they are not averse to hunting and eating creatures as small as humans. If prey is abundant, they may hunt in pairs or packs.
Ant, Giant Formicdae
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D6 | 14 | DB | 0 |
| CON | 3D6+6 | 17 | HP | 12 |
| SIZ | 2D6 | 7 | HL | 4 |
| INT | 2 | 2 | MV | 7 |
| POW | 1D6+4 | 8 | Melee SR | |
| DEX | 2D6+6 | 13 | DEX SR | |
| 4 AP | HT VI | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 9 | 40 | 1D10+DB | ||
| Spray Acid | 3 | 40 | 2D6 acid | ||
| Sting | 9 | 40 | 1D6+DB +1D6 poison |
A wide variety exist. Some species have specialized warriors. A species will generally either spray acid or sting, not both. They live in colonies, guarding one or more (depending on the species) queen ants. Some species possess a group mind—individually unintelligent, the colony as a whole is intelligent—generally the larger the colony, the more intelligent the group mind.
Bear Ursus arctos
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6+15 | 26 | DB | 6 |
| CON | 2D6+6 | 13 | HP | 19 |
| SIZ | 3D6+15 | 26 | HL | 6 |
| INT | 5 | 5 | MV | 12 |
| POW | 3D6 | 11 | Melee SR | |
| DEX | 3D6 | 11 | DEX SR | |
| 3 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 6 | 30 | 1D8+DB/2 | ||
| Claw | 6 | 45 | 1D6+DB |
Bears are solitary creatures. They typically prey on deer, cattle or sheep. Males are more aggressive than females, except for females defending their young.
Beetle, Giant Carabus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6+12 | 19 | DB | 3 |
| CON | 3D6+6 | 17 | HP | 17 |
| SIZ | 3D6+6 | 17 | HL | 6 |
| INT | 2 | 2 | MV | 10 |
| POW | 1D6+6 | 10 | Melee SR | |
| DEX | 2D6+6 | 13 | DEX SR | |
| 6 AP | HT VI | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 7 | 50 | 1D10+DB |
Typical of a large predatory beetle, or of one of the guard beetles trained by trolls to act as guards. A typical giant beetle has Scan 50 and Track 30.
Brontosaur Apotosourus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D10+40 | 62 | DB | 22 |
| CON | 2D10+30 | 41 | HP | 56 |
| SIZ | 4D10+50 | 72 | HL | 19 |
| INT | 3 | 3 | MV | 15 |
| POW | 1D6+8 | 12 | Melee SR | |
| DEX | 1D6 | 4 | DEX SR | |
| 12 AP | HT V | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Tail Lash | 8 | 60 | ID6+DB/2 | ||
| Trample | 8 | 75 | 4D6+DB |
Unaggressive giant herbivores. They graze on forests, and often wallow in lakes and rivers. They can trample anything with SIZ less than1/3 the brontosaur's SIZ
Cliff Toad Megabufo hippovorax
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 12D6 | 42 | DB | 12 |
| CON | 6D6 | 21 | HP | 32 |
| SIZ | 12D6 | 42 | HL | 11 |
| INT | 2 | 2 | MV | 9 |
| POW | 3D6 | 11 | Melee SR | |
| DEX | 3D6 | 11 | DEX SR | |
| 6 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Tongue | 3 | 45 | 1D6+DB/2 | ||
| Swallow | 3 | 80 | 1 acid | ||
| Kick | 6 | 30 | 1D6+DB |
Gigantic amphibious predators that will just as happily swallow a horse as its rider. They are grey and rough looking, blending in well with rocks and cliffs (Hide in Rocks 90). The specimen described is a large one (STR and SIZ varies from 2 to 12 D6, with AP equal to half the toad's DB. Their tongues have a range of 1 m per D6 of SIZ, and are sticky. It will attempt to swallow anything hit by its tongue (it can swallow up to its SIZ). If it fails to swallow a victim it keeps trying (while out. the tongue can be attacked, with HP as a limb). Swallowed victims are immobilized, and can only use divine magic, divine intervention, or hope for rescue as they dissolved. Cliff toads kick opponents too large or too dangerous to swallow.
Crocodile Crocodylus porosus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D6+12 | 26 | DB | 6 |
| CON | 3D6+8 | 19 | HP | 22 |
| SIZ | 4D6+12 | 26 | HL | 7 |
| INT | 3 | 3 | MV | 6/115 |
| POW | 3D6 | 11 | Melee SR | |
| DEX | 2D6 | 7 | DEX SR | |
| 5 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 7 | 50 | 1D8+DB | ||
| Tail Lash | 7 | 30 | 1D6+DB |
Swamp and river dwelling predators. A number inhabit the River of Cradles in Prax. Much larger ones exist, with up to twice the STR, SIZ, CON and AP.
Insect Swarm
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Swarm | IO | Auto. | Stings |
An insect swarm will deliver I to IO dice (D6s) of stings every round to each victim it envelops. The number of dice depends on the swarm's ferocity and size. Armor or medium clothing subtracts 1 from each die rolled, heavy clothing subtracts 2 from each die rolled, improvised muffling subtracts 3 from each die rolled, beekeeping gear subtracts 4 from each die rolled, and protective spells subtract I from each die rolled for every 3 AP they grant (this adds to clothing/armor protection). Keep track of the total number of stings received by each victim, and 1D6 hours after the last sting was received, divide the total number of stings received by a number ranging from 20 (bees or yellowjackets) to 5 (bulldog ants). This final number yields the POT of the poison attack that is then matched against the victim's CON (see Poisons in the Natural World for more details).
Rat Pack
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | DB | N/A | ||
| CON | HP | 1 | ||
| SIZ | HL | 0 | ||
| INT | MV | 6/3s | ||
| POW | Melee SR | |||
| DEX | DEX SR | |||
| 0 AP | HT | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Pack Attack | 10 | 30 | 1D3 |
This represents a pack of 2D6 rats. In general, killing I or 2 members of a pack (each with I HP) will drive the pack away. A single rat pack poses little hazard to an adventurer.
However, a number of packs attacking at once can pose a serious hazard.
Rock Lizard Megosourus vanium
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6+6 | 13 | DB | 1 |
| CON | 2D6+6 | 13 | HP | 14 |
| SIZ | 4D6 | 14 | HL | 5 |
| INT | 2 | 2 | MV | 8 |
| POW | 2D6 | 7 | Melee SR | |
| DEX | 2D6+3 | IO | DEX SR | |
| 3 AP | HT V | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Claw | 8 | 40 | 1D6+DB | ||
| Bite | 8 | 40 | 1D8+DB |
Slow, stupid predators and scavengers, found in hills, caves and ruins. They bask in groups each morning. It attacks with claws until one hits, then bites as well.
Rubble Runner Pavicursor rudi
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 1D6 | 4 | DB | -3 |
| CON | 3D6 | 11 | HP | 7 |
| SIZ | 1D4 | 3 | HL | 2 |
| INT | 4 | 4 | MV | 5 |
| POW | 1D6+6 | 10 | Melee SR | |
| DEX | 2D6+6 | 13 | DEX SR | |
| 2 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 9 | 30 | 1D6 | ||
| Afterbite | 3 | Auto | 1D6 |
An armored hybrid of rat, shark and armadillo. Rubble Runners are always hungry, and run in packs. They inhabit caves and ruins. If they bite successfully, they continue to hold on,
doing damage each round on their DEX SR. Roll for each new attack, but only a critical or fumble will affect damage done. Dodge 30.
Shadowcat Alynx
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6 | 7 | DB | -2 |
| CON | 2D6+6 | 13 | HP | 9 |
| SIZ | 1D6 | 4 | HL | 3 |
| INT | 5 | 5 | MV | 9 |
| POW | 2D6+12 | 19 | Melee SR | |
| DEX | 3D6+12 | 23 | DEX SR | |
| 0 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Rip | 8 | 80 | 2D6+DB |
Dark colored felines native to the mountains of Dragon Pass. They are sacred to the Orlanthi, who often use them as
awakened allies. They rip only after landing two claw hits. Typical skills include Dodge 75 and Stealth 100.
Snake. Constrictor Python Gor
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6+24 | 35 | DB | 8 |
| CON | 3D6+18 | 29 | HP | 29 |
| SIZ | 3D6+18 | 29 | HL | 10 |
| INT | 3 | 3 | MV | 5/65 |
| POW | 2D6+6 | 13 | Melee SR | |
| DEX | 2D6+6 | 13 | DEX SR | |
| 2 AP | HT VII | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 6 | 60 | 1D3+DB/2 | ||
| Constrict | 6 | 45 | 1D6+DB | ||
| Constriction | 3 | Auto | 1D6+DB |
Typical of the snakes sacred to the Earth cults. Even larger ones exists. The one described here is 7 meters long. A constriction attack will automatically do damage to the victim's chest. Once a constriction attack lands, it will do damage each subsequent round at the snake's DEX SR. Only chest armor protects, and the victim beings to asphyxiate (see the Natural World). The victim can try to match STR vs. STR (an Attack action) to remove the snake. A typical constrictor's skills include Climb 90, Dodge 60. and Stealth 75. Some Earth cult snakes may be sentient with INT 2D6+6. Such snakes may know cult and divine magic and other skills as well, including language skills (at least Earthtongue).
Wolf Canis lupus
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2d6+6 | 13 | DB | 0 |
| CON | 3d6 | 11 | HP | 11 |
| SIZ | 2d6+3 | 10 | HL | 4 |
| INT | 5 | 5 | MV | 9 |
| POW | 3d6 | 11 | Melee SR | |
| DEX | 2d6+10 | 17 | DEX SR | |
| 2 AP | HT 11 | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 7 | 30 | 1D8+DB/2 |
Wolves inhabit forests and mountains, typically hunting in packs ranging from10 to 40 members. They do not attack humans unless starving or provoked. Dodge 45 and Track 75.
CHAOS
When the Unholy Trio performed their mad ritual, they broke the nature of Glorantha, admitting seeping chaos which corrupts both the objects and the structure of the cosmos. Chaos threats include obvious oozing, destroying monsters like gorp, and more subtle beings which corrupt society, like Krarsht. Hardest for humans to understand are those which corrupt the philosophies, laws, and principles that make up the universe — beings like Wakboth and Gbaji. This section describes creatures whose nature is obviously chaotic, but chaos is both more subtle and more allembracing than they might indicate.
Chaos-linked creatures are, as one might expect, very diverse and different from each other. Some, such as broos, are so imbued with the chaos taint that their very existence violates the Law, and they may have abilities that are not only odd for broos, but impossible or ludicrous. It is the nature of chaos to break down the barriers between opposites, including "possible" and "impossible". If a creature's description says that it has "chaos features", roll on the "Chaotic Features for Chaotic Creatures" table, or invent your own. Some creatures, although linked to chaos, do not ordinarily have chaos features. Chaos represents the destruction of the world. Almost every race and civilization that is not chaotic agrees that chaos is the ultimate evil.
BROO Capricephalus chaos
Broos resemble satyrs, having humanlike bodies with the heads of animals. However, their heads are those of many different animals, including deer, antelope, and goats. They are usually horned. Broos are foul chaos hybrids, universally destructive and rapacious. They worship disease and rape gods, build nothing but ruin much, and are perhaps the most hated race in Glorantha.
At least 90% of broos are male, but they can father children on almost any animal. Broos are a mongrel race. Broos are immune to all diseases and poisons, and there is a 50% chance that a broo is carrying an infectious disease on its person and possessions. Their greatest pleasures are torture and rape. A common broo trick is to foul money or jewelry with their secretions, then leave it where others will find it and become infected.
There are two broo "cultures". Broos which are born and develop in isolation from other broos are called "feral" broos. These creatures may not speak any language, and will know no magic. They will have only the crudest of tools and weapons. Broos which are raised in a band of other broos will have language skills and will likely know some magic. More detail is available in Elder Secrets.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6+6 | 13 | DB | 1 |
| CON | 1D6+12 | 16 | HP | 16 |
| SIZ | 1D6+12 | 16 | HL | 5 |
| INT | 2D6+6 | 13 | MV | 6 |
| POW | 3D6 | 11 | Melee SR | 4 |
| DEX | 3D6 | 11 | DEX SR | 3 |
| APP | 2D6 | 7 | ||
| 0/3 (Head) AP | Dodge 20 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Headbutt | 7 | 45 | 1D4 + DB | NA | NA |
| 1H Spear | 6 | 30 | 1D6 + DB | 25 | 6 |
| Club | 6 | 40 | 1D8 + DB | 25 | 8 |
| Md. Shield | 7 | 15 | 1D4 + DB | 30 | IO |
Magic—wild broos know no magic. Feral broos may be shamans, and/or worship chaos gods such as Malia and Thed. A broo has a chaos feature on a roll of POW x 3% or less.
DRAGONSNAIL Ampullaria polyceps
Descendants of ordinary pond snails, these mutated animals are now enormous in size and can eat almost anything, although they prefer animal flesh. They are found in marshes, swamps, and watery areas. They were created when the Devil was pinned beneath the Block in Prax, and the area was flooded. They are sometimes called parts of the Devil for this reason, and are still commonest in and around Prax. Dragonsnails may have more than one head.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D6+12 | 26 | DB | 6 |
| CON | 4D6 | 14 | HP | 20 |
| SIZ | 4D6+12 | 26 | HL | 7 |
| INT | 2 | 2 | MV | 2 |
| POW | 3D6 | 11 | Melee SR | 4 |
| DEX | 2D6 | 7 | DEX SR | 4 |
| 4/8 (Head/Shell) AP | HT VIII | |||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Bite | 7 | 40 | 1D6+DB | NA | NA |
If a dragonsnail has more than one head, all bite simultaneously. If it encounters something that scores it (such as large fires) the dragonsnail can pull itself completely within its shell and protect its whole body.
Magic—a random dragonsnail has 1D3 chaos features.
GHOULS
Ghouls are undead creatures resembling rotting corpses. They are usually naked, although if enslaved by sorcerers they may have armor taken from their victims' remains, or even weapons.
Ghouls are incomplete creatures. Soulless, they lack POW. They are created when a type of deformed spirit possesses a fresh corpse.
The Sun exerts a purifying force, opposing the very existence of the Undead. Each dawning, a ghoul must use one magic point to resist the Sun's influence or be destroyed. Also, for each hour spent exposed to sunlight, a ghoul must use a magic point or be destroyed. Ghouls regain magic points by consuming corpses—each 3 SIZ of dead body they eat gives them one magic point. Only the corpses of complete creatures (having normal INT) can satisfy the perverted hunger of the ghoul. The howl of a ghoul is that of a soul tormented in Hell. When a ghoul howls, match its magic points against the INT of each foe that hears. If a victim is overcome, he becomes Demoralized (see the Battle Magic spell) until the howling ends. If he is not overcome, and the howling continues, he must resist again on the next round. Any creature resisting five successive howls becomes immune for one week. If several ghouls howl, use only the magic points of the ghoul with the highest number. Ghoul howling takes effect at the beginning of SR 1 on any melee round in which they howl. Countermagic, Shield, and similar magic do not protect against a ghoul's howl. A ghoul's fangs inject a venom with POT equal to the ghoul's CON. If the bite attack penetrates armor and damages the foe, roll the POT of the venom against the victim's CON. If the POT overcomes the CON, the full POT is injected, otherwise only 1D3 points are injected. When the POT of the venom equals or exceeds the victim's CON, the victim is paralyzed and will remain paralyzed until cured by an antidote. The victim may live for several days this way, but each full day of paralysis he loses one point of current CON. When CON reaches zero he dies. If not paralyzed, the victim purges 1 point of ghoul venom from his system per day.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 4D6 | 14 | DB | 1 |
| CON | 3D6 | 11 | HP | 12 |
| SIZ | 2D6+6 | 13 | HL | 4 |
| INT | 2D6+6 | 13 | MV | 6 |
| MP | 2D6+6 | 13 | Melee SR | 5 |
| DEX | 3D6 | 11 | DEX SR | 3 |
| 0 AP | Dodge 30 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Claw | 7 | 30 | 1D6+DB | 25 | 3 |
| Bite | 8 | 30 | 1D6+DB/2+venom | NA | NA |
| Howl | 1 | Auto | Demoralize | NA | NA |
Magic—howling costs a ghoul one magic point per round. Ghouls are capable of learning sorcery. Ghouls have a POW x 1 chance of possessing a chaos feature.
GORP Chaos amorphous
Gorp are shapeless blobs of corrosive ooze, foul smelling and vile. They look like spreading puddles of rotted tissue, but they remain somewhat cohesive and can move upward. They live either in water or on land. Some philosophers have described gorp as "chaos elementals". Gorp can only be damaged by fire or magic. Weapons pass through the gorp, taking damage from the acid but not harming the creature. Acid and poison have no effect on gorp. Non-fiery weapons enhancing magic like Truesword or Bladesharp do not harm gorp. Disrupt, Lightning, and similar spells are effective. Salamanders can destroy gorp. If a Fireblade is used, the weapon will do its full damage to the gorp, but will itself be dissolved by the acid unless protected.
Gorp attack by moving beside a target during the Move phase. In SR 1, unless the victim makes a Dodge or Jump roll, he or she is enveloped in the acidic mass of the gorp. If the victim remains able to move, he may try a second Dodge or Jump roll to escape the gorp next time he or she has a chance to move.
Typical gorp have 8 point acid. Armor protects against this damage, but is itself eaten away at 8 points/melee round. Magical protections against damage generally work against gorp acid.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 0 | 0 | DB | NA |
| CON | 3D6 | 11 | HP | 16 |
| SIZ | 6D6 | 21 | HL | 16 |
| INT | 1 | 1 | MV | 1 |
| POW | 3D6 | 13 | Melee SR | NA |
| DEX | 0 | 0 | DEX SR | NA |
| 0 AP | Dodge 15 | HT 0 | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Envelop | 1 | Auto | 8 point acid | NA | NA |
Magic—there is a POW x 1 chance that a random gorp has a chaos feature.
JACK O'BEAR joannursus paralysis
These bizarre, twisted creatures are the result of chaos melding plant and animal forms. They look like huge bears with bloated orange pumpkins for heads. They are most commonly found in mountainous, rocky environments. Although odd-looking, they are deadly carnivores. Each melee round, at SR 1, the jack o'bear can match its MP against the POW of a foe on the Resistance Table. This is a free action on the jack o' bear's part, so it can make other attacks as well. If the target is overcome, it is harmonized— frozen motionless in place until the jack o'bear is killed, or the magical effect is dispelled. The harmonizing ability acts like a 1 point Divine Magic spell when penetrating defensive magic, or being dispelled. Using this power does not cost the jack o'bear any magic points, although it can be boosted with magic points to penetrate defensive spells. A single jack o'bear can harmonize a number of live victims up to half its POW. It cannot voluntarily release them. Thankfully, jack o'bears usually are solitary hunters. Like bears, they only come together to breed.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 3D6+6 | 17 | DB | 2 |
| CON | 2D6+6 | 13 | HP | 15 |
| STR | 3D6+6 | 17 | HL | 5 |
| INT | 2D6 | 7 | MV | 5 |
| POW | 4D6 | 14 | Melee SR | 4 |
| DEX | 3D6 | 11 | DEX SR | 3 |
| 3 AP | Dodge 15 | HT I | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Claw | 7 | 30 | 1D4 + DB | 25 | 3 |
| Harmonize | 1 | Auto | Paralysis | NA | NA |
Magic—chaos harmonizing ability as above. If someone were to teach it, a jack o'bear could learn other magic. There is a 5% chance that a jack o'bear has a chaos feature in addition to its harmonizing power.
WALKTAPUS Malapsyche hybridus
This exceedingly chaotic race have humanlike bodies, but in the place of a head have what appear to be a large, entire octopus. They can attack with all eight tentacles simultaneously, using the human arms for balance. They can attack up to four foes simultaneously, in addition to emitting a cloud of poisonous gas. Walktapi also have the chaotic ability to regenerate damage. Their wounds close, and parts severed from their bodies eventually creep back together and fuse. Not even burning the creature will permanently destroy it, although this will slow its regeneration by a factor of 10. Only powerful magic, or complete destruction such as being dissolved in acid, can permanently kill a walktapus. The walktapus regenerates at only one hit point per full turn. If a walktapus is "killed" in combat and hacked to pieces, it will not be able to move again for hours. Walktapi are amphibious, and do not like dry climates. They are solitary carnivores.
| Characteristics | Average | Attributes | Average | |
|---|---|---|---|---|
| STR | 2D6+18 | 25 | DB | 5 |
| CON | 2D6+9 | 16 | HP | 21 |
| SIZ | 2D6+18 | 25 | HL | 7 |
| INT | 2 | 2 | MV | 7 |
| POW | 3D6 | 11 | Melee SR | 3 |
| DEX | 3D6 | 11 | DEX SR | 3 |
| 4 AP | Dodge 30 | HT see below | ||
| Weapon | SR | A% | Damage | P% | AP |
|---|---|---|---|---|---|
| Tentacle (8) | 6 | 45 | 1D6+DB | NA | NA |
| Constrict | 1 | Auto | 1D6+DB | NA | NA |
| Gas Cloud | 1 | Auto | Poison | NA | NA |
Each round, the walktapus attacks with up to four tentacles per target simultaneously, doing damage equal to 1D6 plus the creature's damage bonus. If two or more tentacles strike the same victim, they will hang on and squeeze it each round, doing constriction damage. Armor protection only works until it is penetrated once, at which point it is broken through or ripped off The gas cloud has a POT equal to the walktapus' CON. All those within its 3 meter radius must hold their breaths (see "Suffocation" in "The Natural World"). If the gas is inhaled, immediately match the POT of the gas against the victim's CON. If the poison succeeds, the victim takes damage equal to the full POT of the poison. If it is resisted, only half damage is taken. Each round that more gas is breathed, the victim must resist again.
Magic—regeneration and poison gas. It is rare for walktapi to have other chaos features.
Walktapus Hit Location Table
| Area | D20 roll | HL |
|---|---|---|
| R Leg | 1-2 | 0. 33 |
| L Leg | 3-4 | 0. 33 |
| Abdomen | 5 | 0. 33 |
| Chest | 6 | 0. 4 |
| R Arm | 7-8 | 0. 25 |
| L Arm | 9-10 | 0. 25 |
| Tentacle 1 | II | 0. 25 |
| Tentacle 2 | 12 | 0. 25 |
| Tentacle 3 | 13 | 0. 25 |
| Tentacle 4 | 14 | 0. 25 |
| Tentacle 5 | 15 | 0. 25 |
| Tentacle 6 | 16 | 0. 25 |
| Tentacle 7 | 17 | 0. 25 |
| Tentacle 8 | 18 | 0. 25 |
| Head | 19-20 | 0. 40 |
Chaotic Features for Chaotic Creatures
For each chaos feature that a creature has, roll percentile dice and select one from this table. This reflects only a sample of the infinite variety of chaos—change the table, substitute your own, or make up new features whenever you are inspired.
| Roll | Chaotic Feature |
|---|---|
| 01-03 | +1D6 POW |
| 04-05 | +2D6 POW |
| 06 | +3D6 POW |
| 07-08 | +2D6 DEX |
| 09 | +4D6 DEX |
| 10-11 | +2D6 STR |
| 12 | +4D6 STR |
| 13-14 | +2D6 CON |
| 15 | +4D6 CON |
| 16-17 | +2D6 SIZ |
| 18 | +4D6 SIZ |
| 19-20 | Spits acid of 2D10 POT 1D6 times per day with 6 meter range |
| 23-24 | Highly flammable: if ignited, burns all within 3 meter radius |
| 25-27 | Appearance confusing — subtract 20% from all foes' attack chances |
| 28-29 | Appearance very confusing — subtract 30% from all foes' attack chances |
| 30 | Appearance extremely confusing — subtract 40% from all foes' attack chances |
| 31-32 | Poison touch: 2D10 potency, must penetrate armor to work |
| 33-35 | +6 point skin armor |
| 36-37 | +9 point skin armor |
| 38-39 | +12 point skin armor |
| 40-42 | absorbs spells up to 2 magic points, adding magic points absorbed to its own |
| 43-44 | absorbs spells up to 4 magic points. adding magic points absorbed to its own |
| 45 | absorbs spells up to 2D6 magic points, adding magic points absorbed to its own |
| 46-48 | Reflects spells up to 2 magic points back at caster, without harm to self |
| 49-50 | Reflects spells up to 4 magic points back at caster, without harm to self |
| 51 | Reflects spells up to 2D6 magic points back at caster, without harm to self |
| 52-54 | When killed, its spirit attacks the one who killed it in spirit combat. If it wins, it will possess him. |
| 55-56 | +2D10 MV. |
| 57-58 | Explodes on death, doing CON/3 in D6 of damage to all within 3 meters — armor protects |
| 59-65 | Regenerates 2D6-5 hit points per round (minimum 1) in each hit location, until dead |
| 66-67 | Screams in agony whenever it moves |
| 68-69 | Valuable gem (worth 1D6 x 1000 Lunars) visible on body. Could also be teeth or horns of a precious metal, or golden fleece, or the equivalent |
| 70 | Valuable gem (or equivalent as above) hidden within its body. Could be an internal organ of gold, for instance |
| 71-72 | Overpowering stench: make CON x 5% roll or lose consciousness |
| 73-74 | Hideous: make POW x 5% roll or be Demoralized as if by the spell |
| 75-76 | Automatically Befuddles one opponent per round (as if by Battle Magic) at SR 1, in addition to its other attacks. It still must overcome the POW of the opponent |
| 77-86 | Functional extra limb or body part |
| 87-88 | Double the power of the creature's "normal" chaos ability. A gorp would have sixteen point acid, a ghoul's howl last two rounds, etc. |
| 89-90 | Missiles aimed at the creature return and attack the one who fired them, with the same attack chance that it has |
| 91-92 | Capable of leaping up to its DEX in meters |
| 93-94 | Hypnotic appearance: roll INT x 5% or stand spellbound until dead, or it is no longer in your field of view |
| 95 | Appears to be a harmless terrain feature until engaged in melee |
| 96-100 | Gamemaster's choice, or roll twice |
Remember, chaos features are not usually an invisible power. If a creature has 9 point skin armor, it's skin will look like an armadillo's, or have bronze spikes passing through it, or be like a turtle's shell. Chaos features are usually not pleasant to have.
HIT LOCATIONS
The section that follows gives hit location tables for the most commonly used body shapes. Each consists of three columns. The first column names the distinct hit locations of the creature. The second column gives a series of numbers. Whenever a creature is hit, roll a D20 and compare to this column to see which part of the creature's body was hit. The last column (HL) shows what fraction of the creature's total hit points that hit location has. If the location is damaged, remove that number of hit points from the location's hit points, and from its general hit points. See Combat for the effects of damage.
These tables, because they are so general, are not perfect. For instance, a cliff toad and a horse use the same table, but clearly it is easier to hit a cliff toad's head and not its forelimbs, compared to a horse. If the gamemaster feels that this level of realism is required, he or she should feel free to adjust these tables to reflect the actual shapes of the creatures. Each table is identified by a Roman numeral.
0. One Location Only
Corp, small animals
Treat the entire animal as one hit location with hit points equal to the animal's general hit points.
I. Humanoids
Men, trolls, elves, dwarfs, broos
| Area | D20 roll | HL |
|---|---|---|
| R. Leg | 1-3 | 0. 33 |
| L. Leg | 4-6 | 0. 33 |
| Abdomen | 7-10 | 0. 33 |
| Chest | 11-12 | 0. 40 |
| R. Arm | 13-15 | 0. 25 |
| L. Arm | 16-18 | 0. 25 |
| Head | 19-20 | 0. 33 |
II. Four legged animals
Dogs, cattle, horses, lions
| Area | D20 roll | HL |
|---|---|---|
| RH Leg | 1-2 | 0. 25 |
| LH Leg | 3-4 | 0. 25 |
| Hind Quarter | 5-7 | 0. 40 |
| Fore Quarter | 8-10 | 0. 40 |
| RF Leg | 11-13 | 0. 25 |
| LF Leg | 14-16 | 0. 25 |
| Head | 17-20 | 0. 33 |
III. Winged humanoids
Dragonewt or human using Grow Wings spell,angel, demon
| Area | D20 roll | HL |
|---|---|---|
| R. Leg | 1-3 | 0. 33 |
| L Leg | 4-6 | 0. 33 |
| Abdomen | 7-9 | 0. 33 |
| Chest | 10 | 0. 40 |
| R. Wing | 11-12 | 0. 25 |
| L. Wing | 13-14 | 0. 25 |
| R. Arm | 15-16 | 0. 25 |
| L. Arm | 17-18 | 0. 25 |
| Head | 19-20 | 0. 33 |
IV. Four legged winged animals
Griffins, dream dragons
| Area | D20 roll | HL |
|---|---|---|
| RH Leg | 1-2 | 0. 25 |
| LH Leg | 3-4 | 0. 25 |
| Hind Quarter | 5-7 | 0. 40 |
| Fore Quarter | 8-10 | 0. 40 |
| R Wing | 11-12 | 0. 25 |
| L Wing | 13-14 | 0. 25 |
| RF Leg | 15-16 | 0. 25 |
| LF Leg | 17-18 | 0. 25 |
| Head | 19-20 | 0. 33 |
V. Four legged animals with large tails
Brontosaur, crocodile
| Area | D20 roll | HL |
|---|---|---|
| Tail | 1-2 | 0. 33 |
| RH Leg | 3-4 | 0. 33 |
| LH Leg | 5-6 | 0. 33 |
| Hind Quarter | 5-7 | 0. 40 |
| Fore Quarter | 8-10 | 0. 40 |
| RF Leg | 11-13 | 0. 33 |
| LF Leg | 14-16 | 0. 33 |
| Head | 17-20 | 0. 33 |
VI. Six legged animals
Giant beetle, giant ant
| Area | D20 roll | HL |
|---|---|---|
| RH Leg | 1-2 | 0. 16 |
| LH Leg | 3-4 | 0. 16 |
| RC Leg | 5-6 | 0. 16 |
| LC Leg | 7-8 | 0. 16 |
| Abdomen | 5-9 | 0. 40 |
| Thorax | 10-13 | 0. 40 |
| RF Leg | 14 | 0. 16 |
| LF Leg | 15 | 0. 16 |
| Head | 16-20 | 0. 40 |
VII. Giant Serpents
Python, snakes
| Area | D20 roll | HL |
|---|---|---|
| Tail | 1-6 | 0. 33 |
| Body | 7-14 | 0. 40 |
| Head | 15-20 | 0. 33 |
VII. Giant Snails
Snails, dragonsnails
One headed dragonsnail
| Area | D20 roll | HL |
|---|---|---|
| Shell | 1-8 | 0. 5 |
| Body | 9-14 | 0. 4 |
| Head | 15-20 | 0. 4 |
Two Headed Dragonsnail
| Area | D20 roll | HL |
|---|---|---|
| Shell | 1-7 | 0. 5 |
| Body | 8-12 | 0. 4 |
| R Head | 13-16 | 0. 4 |
| L Head | 17-20 | 0. 4 |
THE WORLD OF GLORANTHA
This chapter further details the world and mysteries of Glorantha. The information contained within this chapter is not information most Genertelan adventurers would be aware of. It is included as reference material for gamemasters. Players that wish to run particularly well learned or far traveled Genertelan adventurers or are running adventurers from another part of Glorantha should read the appropriate sections of this chapter. Glorantha provides gamemasters with a fully realized setting to tell their stories. It frees gamemasters to concentrate on their story and interaction with their players, and provide players with a world in which to become a person from another place and time. Enjoy.
THE SIX WORLDS
The world of Glorantha contains many planes. A plane is a level, portion, or dimension of the total reality. Each plane is discreet, with well-defined borders. Creatures live on the various planes, but rarely travel from one plane to another. Mythologies speak of many planes, but six are recognized by nearly all myths. Planes other than the mundane are collectively called the otherworld or the invisible world. A creature on one plane ordinarily cannot interact with a creature on another, however spirits, ghosts or demons occasionally enter the Inner World from the Spirit World, shamans enter the Spirit World, and priests can enter the God Plane in the course of their rituals. The Outer World, the Upper World and the Underworld are collectively known as the Hero Plane, and only the greatest of heroes can hope to survive their dangers.
The God Plane
This is the home of the gods, an unchanging land of myth and legend. It resembles the Mundane plane, but it is in every way more dangerous and extraordinary, whether in beauty, in horror, or in love, and it is ruled by different laws. On this plane can be found every god and goddess who performed immortal deeds, doing the deeds that made them famous. Within this world of extremes lie the heavens and hells of the cults, where priests and initiates go after death. Here too lie the great pools of creative material from which were made the primal oceans, ancient mountain and first skies of the mundane world. The Elementals were spawned by these pools as well. The God Plane cannot be reached physically. Mortal worshippers reach it temporarily during Holy Day and Sacred Time ceremonies, and permanently upon death. Secret cult rituals and heroquesting can be used by the most skilled of mortals to enter the God Plane.
The Outer World
The Outer World consists of those places a brave and foolhardy mortal explorer might reach, but which are not home to mankind. Little is known about these lands, as few have the power to dare venture into these lands, and most of those do not return.
Around the lands of men flows Sramak's River, a vast current which circles the worlds of men in a counterclockwise direction. Islands and other lands lie upon it, and within it live the gods of the sea.
To the north lie the frozen lands of Valind's Winter Wastes, within which lies the Palace of the Winter Gods, and beyond which are said to lie the Mountains of the Sky, the final barrier beyond which the world ends.
To the east lies Vithela and the Land of Dawn, where lies the Gate of Dawn, which springs open every dawn to release Yelm's fiery chariot. Around the gate are said to live the immortal Vithelans, whose skins are gold and whose voices are pure song.
To the west lies Luathela, the Land of Dusk, where lies the Gate of Dusk, which Yelm enters every nightfall. The dreams that plague poets and madmen are said to come from here. Around the gate dwell the immortal Luatha, violet skinned demigods who destroy mortals foolish enough to dare enter their lands.
To the south lies the Sea of Fire, where the water burns. Its heat has turned the south of Pamaltela, whose southern shores the Sea of Fire laps on, into a fiery desert uninhabitable by humans.
The Upper World
Above the sky dome lies a vast land of music, light and purity where the Sky People live. It is a land that only heroes dare to enter. Many wondrous creatures live here among the villages of the Sky People, and many magical places exist, such as the Burning Prison, or the Forest of A Hundred Lights.
The entrances to the sky world are the holes in the sky ground known as stars to mortals. They are well defended by the Sky People, who detest the pollution strangers unwittingly bring into their world.
The Underworld
Beneath the surface of the world lies the Underworld, or the Lower World. Inhuman denizens inhabit the Underworld, many hostile to mortals. Other than trolls, only the most powerful mortals dare to enter the Underworld. It is the realm of darkness and the creatures of darkness. Various races make their home here, many plotting the downfall of the creatures of light and life. The spirits of the dead are drawn to the Underworld through the Spirit Plane within a week of their deaths, traveling along the Path of Silence through the Land of Burnt Blood until they reach Judgment Hall on the God Plane, and from there are sent to their respective heavens or hells in the God Plane.
The Underworld can be reached by the living by traveling to the edge of the earth and following the hidden trails downwards, or by descending through any of several deep holes, such as the Hell Crack, or Magasta's Pool, which drains into the River Styx in the underworld. Some cults have rituals which send their members to secret places of power within the underworld.
The Spirit World
The Spirit World touches upon every point of the Inner World, but the two planes are normally invisible to each other. At its frontiers, it appears as an additional layer on reality, a dreamlike place where forms come and go.
Further in is a shapeless, dreamlike place where threatening things seem to materialize out of the ether and mist. This is the place of disembodied spirits, where the spirits of the dead go and where nature's spirits sleep in winter. In its depths are said to lie primeval domains which border the God Plane.
The Spirit World is contiguous with (but invisible to) every point of the Inner World, and those that have the ability to discorporate, such as most shaman, can freely enter the spirit world and move through its dreamlike reaches.
The Inner World
The Inner World, or the Mundane Plane, is the realm inhabited by mortals. It is diverse in its inhabitants and lands, home to thousands of peoples, lands, cultures and religions. It includes the northern continent of Genertela, the southern continent of Pamaltela, and the myriad islands and oceans in between.
RuneQuest adventurers live and adventure in the Inner World and normally have little or no contact with other planes. A priest's, shaman's, or sorcerer's life borders on the invisible world. The rest of this chapter deals with the Inner World, where most play will take place.
GEOGRAPHY AND WEATHER
Genertela, the northern continent
This continent is temperate in climate; its winds generally blow west to east, and often from the north during Dark Season (winter). The continent is 5000 km long and 1700 km wide. It is described in greater detail in the Introduction chapter.
Pamaltela, the southern continent
This continent is about 6700km long and 3300km wide. Winds blow east to west, and occasionally from the hot south. Pamaltela is tropical in climate. North lie the central seas. East lies the hot Togaro Sea, eldest of the great waters. South past the Nargan Desert lies a land and a sea of unending fire impossible for mortals to approach. West past the lands of men rolls the chill Western Sea, which has no bounds.
This continent also was ravaged by chaos, but recovered better than the northlands because Pamalt, the ruling god of the continent, survived. Relative peace and plenty continue in the land, so that even humans live a lush pastoral life. Many Elder Races are still powerful here—dwarfs, innumerable elves, and a variety of isolated and obscure creatures. Human cities dot the northern coasts.
The Central Seas
Sramak's River, the elder ocean, swirls endlessly around the world. Its branches are the oceans and seas of Glorantha. The oceans of Glorantha center on the Homeward Ocean. At its center is the tremendous whirlpool called Magasta's Pool, whose bottom is in the underworld. Down this place rush all the waters of the world.
Most of the oceans and seas have great Doom Currents. These currents move in from Sramak's River towards and around Magasta's Pool in a counter-clockwise direction, the same direction Sramak's River flows. The Doom Currents normally run deep, but when they rise to the surface they sweep anything caught in them along, to eventually flow down Magasta's Pool, thus their name.
From the northwest comes the Banthe Sea, which is frigid. A current continues southward, to become the Brown Sea, which splits into other lesser seas. The Neliomi current rips great icebergs from Valind's Glacier and sends them south. The main Banthe current enters the homeward swirl of Magasta's Pool.
From the southeast comes the warm-watered Togaro Sea, also called the Sea of Terror. Its main current enters into the whirlpool of the Homeward Ocean. The eastern Sshorg current runs northward, warming the lands it washes, and runs into the Eastern Ocean. The islands of the Central Seas are pleasant places to live. Most are temperate, often tropical in nature. The seas and oceans are inhabited by mermen, sea trolls, and sea creatures of all types.
MAJOR LAND REGIONS
Genertela, the northern continent
Dragon Pass (Central Genertela)—a strategic land, the crossroads of the continent. It is the prehistoric mating and nesting ground for dragons, and the sacred homeland of the dragonewts. Many acts of the gods occurred here, making this region very powerful and special.
Fronela (West Genertela)—a cold temperate land, Fronela is dominated by the great Janube river, which cuts it from the Sweet Sea in the east to the Neliomi sea in the west. In the north are pine forests shared by barbarians and elves. The western lowlands are ruled by the kingdom of Loskalm. The southern highlands, and most of the valley of the Janube, hold many different people.
Valind's Glacier (North Genertela)—endless ice covering sea and land. Only ice demons live here.
Kralorela (East Genertela)—here live the Dragon Kings, and here ancient, forbidden magic is used. Kralorela is rich, fertile, and boasts many great cities. In the hills huddle p r i m i t i v e subject peoples. To the north lies the autonomous and peculiar Kingdom of Ignorance.
Maniria (South Genertela)—the southern coasts are warmed by sea currents, and are subtropical. Inland roll rich forest lands where humans war with elves. Eastward glimmers the enchanted Holy Country, where many different folk live in harmony.
North Pent (North Genertela)—this bleak tundra is wracked by violent storms, buried by snow from the north, or flooded by warm rain from the south. Ice trolls, desperate horse and cattle nomads, and refugees from the Kingdom of Ignorance live here.
Peloria (Central Genertela)—this wide grassland is ruled by the Lunar Empire. The land is temperate, and since the ascension of the Red Goddess has had increasingly mild winters. It is drained by the mighty Oslir river, whose head is in Dragon Pass and whose mouth is in the White Sea.
Pent (Central Genertela)—the wild Pent nomads, who ride horses and who herd cattle, sheep, and goats, live on this fair plateau. Winters are severe; their summers usually are rich and peaceful.
Prax (Central Genertela)—the animal nomads of Prax, who ride the beasts they herd, live on the Plains of Prax, which was once their ancestral paradise. It is now an uninviting expanse of barren plains, unbearably hot in the summer, and unpleasantly cold in the winter.
Ralios (Genertela)—the twin kingdoms of Tanisor and Sentanos rule the lowlands, but the highlands have been wild since the Dawning. This is a fine temperate area with few severe winters and many pleasant summers.
Seshnela (West Genertela)—this wild land is full of exotic creatures like centaurs, satyrs, and dragonewts. Here also live the immortal Luatha, who destroyed ancient Seshnela, and whose tall raiders still sally forth from their stronghold.
Trowjang (East Genertela)—the southeast corner of the continent is subtropic throughout, warmed by southern sea currents. It is quite wild, even in Teshnos whose rivers are well populated by Yelm-worshiping tribes. Primitive natives inhabit the interior, warring with the elder races. Fishers and pirates populate the coasts.
Wastes (South Genertela)—these are the deadlands of the god, Genert, who was killed by chaos in the Gods Age. Ferocious storms rage over it, leaving only the hardiest of life. There, protected by those terrible storms, live the animal nomads, who worship Waha the Butcher and believe Prax to be their Holy Land.
Pamaltela, the southern continent
Dinal (East Pamaltela)—called the Peaceful Woods by elves. The Council of Seventeen rules it, and many Yellow elves consider it to be their heaven on earth.
Elamle (North Pamaltela)—a region ruled by the Novarooplia tribe of Yellow elves. They tax and take tribute from the human cities which dot their coast, and are friendly with those humans whom they know.
Enkloso (West Pamaltela)—a temperate land, where snowsometimes comes creeping from down the mountains and frost rasps inland with the Brown Sea fogs. The people here are Green elves, with a long and proud history. The many humans in the lowlands and along the shore have Genertelan cultures.
Fonrit (North Pamaltela)—a region semitropical in climate and life. Its poor are all blue-skinned; as slaves, they are among the worst-treated in the world. The overlords, the Confederates of Fonrit, rule a hodgepodge of conquered duchies, satraps, principalities, and theocracies, and make common cause only against invading elves. The northern state of Kareeshtu is a great naval power.
Hornilio (West Pamaltela)—here are only marshes and swamps, so low and level that tides wash far inland and the rivers flood far to sea. Huge monsters from earlier ages inhabit this place. All is dominated by the Red elves of cruel Queen Karan Ilargor, legendary ruler who led in the Gods War.
Jolar (Central Pamaltela)—nomadic Agimori and other peoples roam these wide grasslands, herding cattle and hunting. The Kresh invasion from the east prompted the organization of the Arbennan kingdom, a confederation of tribes.
Kimos (North Pamaltela)—humans live on this peninsula, maintaining an ancient war so old that no one recalls its origins. Their foes are called Gorgers, and both sides worship the volcano god. "War-torn Kimos, ragged land of fire. "
Kothar (East Pamaltela)—the Kresh nomads, who ride upon wagons of colossal size, originally came from here. With cities on wheels, they rumble about exacting food as tribute and granting access to their temples and other facilities.
Laskal (North Pamaltela)—tropical forests cover this land. Yellow elves of many tribes, with no central rule, live here. Many tribes of humans wander among the woods, paying token tribute to the elves as fellow creatures of the wild.
Mari (Central Pamaltela)—these lands are broken by hot, harsh mountains. The northern side is humid, tangled with encroaching jungle; the southern side is dry and rutted with canyons. Only violent raiders, savages, and monsters live here.
Mirelos (North Pamaltela)—the Gaskallian empire, ruled by ancients of the Yellow elves, holds sway here. Few other intelligent creatures, including humans, lead free lives in Mirelos. The land is dense rain forest, with rivers famous for their richness.
Nargan Desert (South Pamaltela)—a dry and lifeless place, a playground for fire spirits and their great lord, Father Pamalt, and his chosen immortals called the Agitorani. No mortals tread this realm. To the south, live flames dance upon sand and stone.
Onlaks (North Pamaltela)—rain forests cover Onlaks, ruled by the Gargualia tribe of Yellow elves. Human cities line the coasts; their peoples hate the elves and war with them.
Palarkri (East Pamaltela)—a highland pierced by five great stands of jagged mountains. Among the peaks live the exotic in human Jelmre, who trade with the elves in the north, and the Empire of Kresh in the south.
Porlaso (West Pamaltela)—also called the Island of Swamps. Some people claim Porlaso soon will sink beneath the tides, though it has survived for centuries. This island is full of terrible dinosaurs and angry Red Elves.
Slon (West Pamaltela)—a race of dwarfs inhabit this temperate land. They also rule many human cities, whose inhabitants pretend to be dwarfs. The dwarfs treat the back country aboriginal peoples of Slon as animals.
Sozganjio (East Pamaltela)—also known as the Endless Marsh. This is a steaming marsh inhabited by dinosaurs and Red Elves. So vast is this area that here three savage kings, each a descendant of the same hero, claim huge empires, yet none ever has heard of the other two.
Tarien (West Pamaltela)—a wide grassland with relatively few humans, but sometimes thick with lizard men and their great beasts.
Tarmo (West Pamaltela)—a high and rugged wilderness, with a spine of mountains whose great peaks are icy all year. Mostly nightriders, frights, and gigantic man-eating trolls inhabit this land.
Vralos (West Pamaltela)—several city-states thrive here, dominated by the merchant king, the Patriarch of Nikodros. The poor speak a Genertelan dialect and are notably paler than the rulers, but there is much mixed blood here.
Zamokil (East Pamaltela)—a wide grassland inhabited by Agimori in the north, and by blue-skinned folk who are famous for their endurance and songs. Many now are ruled by the Kresh, who entered from the north many generations ago.
The Islands of the Central Seas
East Isles (Sshorg Sea)—often referred to by their ancient name, the Ten Thousand Islands of Wonder. Many nations and tribes inhabit this region; all claim to be subjects of the Emperor of Vithela, who is otherwise unknown. The natives also claim to know all the islands, but outsiders have never seen more than the westernmost (which are fabulous enough). Famous among them are Golden Mokato, once capital of a sea empire; and Haragala, a modern naval power.
Jrustela (West Homeward Ocean)—once a single land, partially-sunken Jrustela is now a smaller archipelago. Its residents are mostly elder-races, grown strong without men. Dawn Age natives, the Timinit insect-people, are numerous. There are some cities with recent human immigrants. Several haunted ruins of the dead and accursed God Learners linger here.
Kareeshtu Isles (Dashomo Sea)—a chain of islands just off the coast of Fonrit. They are part of the Empire of Golden Kareeshtu, the most powerful and oldest surviving of the nations of Fonrit.
Kumanku Islands (Dashomo Sea)—an island cluster off the coast of Fonrit which had lost contact with the mainland due to the Closing. Since the Opening, its people have been struggling to maintain the traditions that have developed there the island's centuries of isolation. The major island, which holds most of the population, is Tenenku. The next largest island, M'gokokchun has a large timinit (insect-man) population, as well as a few humans.
Last Chance (Magasta's Pool)—a tiny, triangular island just off the rim of Magasta's pool, the last chance for a ship caught by a Doom Current to land before being swept down Magasta's Pool. The wrecks of ships dot its coasts, it is inhabited by generations of shipwrecked mariners.
Loral (Loral Sea)—a large, tropical island in the Loral Sea, inhabited by strange creatures and bizarre monsters.
Old Trade (Sea of Brithos)—a fragment of the wondrous lost isle of Brithos, left behind when Brithos vanished at the time of the Closing. It lies hidden in the shifting fogs of the Sea of Brithos. Some think there may be a way to travel from Old Trade to where Brithos is now, but no such method has yet been found.
Teleos (East Homeward Ocean)—southerners who used small boats to follow the Barankoom current settled this island. For centuries Teleos was called the Pirate Kingdom, until destroyed by the God Learners.
Three Step Isles (Mournsea)—a barren chain of islands with a substantial human population. The inhabitants are the Wolf Pirates, their dependents, and the settlers that have arrived there since.
Vadeli Isles (Sea of Brithos)—the homeland of the Vadeli. Ancient enemies of the Brithini, they were nearly exterminated by the Brithini before the Closing. Since the disappearance of the Isle of Brithos and the Opening of the seas, the Vadeli have once again began to expand through the world. They are atheistic sorcerers, as are the Brithini. The Vadeli are a sea faring race, with a brown-skinned merchant and sailor caste, and a redskinned warrior caste.
Vormain (Kahar's Sea of Fog)—an ancient seat of empire and naval powers, this is a complex land of intricate customs, ferocious warriors, and exotic magics.
Ygg's Isles (Neolimi Sea)—a cold and desolate chain of small islands inhabited by humans and a small population of elves. The humans, called Yggites, worship Ygg, God of the Winter Storm and Nelarrina, a goddess of the Neleomi Sea.
TIME IN GLORANTHA
There are a few constants to almost all time measurement schemes used in Glorantha. A day is the time needed for the sun to cross the sky from east to west. A night is the time needed for the sun to cross the underworld from west to east. A year is 294 days and nights long.
The Theyalan system of Dragon Pass is the most common time-measurement system used in the world. It is called Solar Time (ST) and measures time in years from the Dawning. In the Theyalan system, seven days and nights make up one week, eight weeks (56 days) make up one Season. Five Seasons, Water, Earth, Fire, Dark, and Storm, plus a 14-day and night interval called Sacred Time, or 42 weeks, make up one year. A Theyalan day and night are split into 24 hours.
The Lunar Empire (Genertela) measures time from the moment their Red Goddess was born (during Sacred Time, 1220 ST). They also use a larger measure of time called the Wane, which is 54 years long, but otherwise use Theyalan Seasons, weeks and hours.
The Western culture (Genertela, many coastal cities in Pamaltela) use Theyalan Seasons and weeks, but divide the day into 16 hours and the night into 16 hours. Water clocks and time candles are typically used to keep track of the hour of day. A day and night thus lasts 32 Western hours or 24 Theyalan hours.
The Kralori culture (Genertela) persists in using six months of 7 weeks each. Each week is seven days long. The months are The month of Silence, The month of Secrets, The month of Being, The month of Experience, The month of Thought, and the Month of Spirit. Each week of each month has it own unique title. The weeks of the Month of Secrets, for example, are The week of Erudite Obfuscation, The week of Concealed Truths, The week of Privy Trust, The week of Inner Knowledge, The week of Constrained Discretion, The week of Esoteric Reality, and The week of Lurking Ambuscade. The days of the week are simply numbered 1 to 7. The parts of the day are divided into task times, whose names and intervals vary by profession. Five to seven parts are typical. Night is feared, and nights are divided into seven parts: theft time, murder time, curse time, cannibal time, monster time, torture time, and spark-inthe- sky time. Thieves, assassins, witches and torturers generally work only during their part of the night. This method is widely popular throughout the eastern lands of Kralorela and the Eastern Isles, including Vormain. Most Pamaltelans (with the exception of many coastal cities, which use the Western system) divide each year into four seasons and Holy Week. Each season consists of 72 days (12 weeks with 6 days each). The seasons are called Spring, Summer, Autumn and Winter. The twelve weeks of each season are simply numbered 1 to 12. Each names of the six days of the week are Ga, Gata, Empress, Pamalt, Witch, and Six. The extra six days of the year, called Holy Week, resembles the Sacred Time of the Theyalan calendar.
Timeline
The following timeline summarizes and expands upon the information provided in the various history sections of this book, assigning dates to specific events.
S. T. Event
0 Universal—the Dawning.
0 Dragon Pass—the Theyalan World Council of Friends sends forth missionaries
0 Seshnela—as Brithini colonies are beset by hostile Hsunchen, Prince Hrestol discovers new revelations of the Invisible God,
2 Seshnela—Prince Hrestol establishes New Malkionism.
80 Peloria—the sun worshipping horse nomads reject the overtures of the World Council of Friends.
150 Seshnela—end of the Serpent Kings dynasty.
180 Dragon Pass—World Council of Friends is dissolved and replaced by the Second Council.
200 Dorastor—Second Council moves from Dragon Pass to Dorastor.
200 Seshnela—the True Hrestol Way, Hrestoli revisionists, take over the Malkioni church and outlaw all Tapping and pagan worship of the Serpent Kings.
230 Peloria—the sun worshipping horse nomads are crushed by the forces of the Second Council at the Battle of Argentium Thri'ile. Praxian nomads fighting for the Second Council receive Pelorian land grants.
245 Peloria—Dara Happan Tripolis declares its independence from the Second Council.
365 Dorastor—soon after the Second Council begins its project to create a perfect god, troll, dragonewt and human members from Dragon Pass resign in protest. The Second Council become the Broken Council.
370 Dorastor—Dara Happan Tripolis joins the Broken Council.
374 Universal—the Sunstop.
374 Dorastor—Osentalka, The Perfect One is born. He is soon called Nysalor, the Bright One.
380 Dragon Pass—forces of Nysalor's Bright Empire conquer Dragon Pass. The dragonewts are enslaved, and the trolls are cursed by Nysalor with the Curse of Kin.
400 Seshnela—Arkat begins preaching against Gbaji, The Deceiver.
410 Tanisor—an army from Seshnela led by Arkat defeats the Vampire King of Tanisor.
440 Slontos—an army led by Arkat liberates Slontos from the rule of the Bright Empire.
440 Dragon Pass—Arkats forces liberate Dragon Pass from the rule of the Bright Empire.
450 Peloria—an army from Dragon Pass, aided by Pentan nomads, invades Dara Happa.
450 Dorastor—final battle between Arkat and Nysalor in Dorastor. Nysalor is destroyed and Dorastor is left a sleeping ruin.
475 Enkloso—the last of the Lascerdans are exterminated by elves.
500 Jrustela—the Seven Explorers found the first God Learner study group.
500 Fonrit—Garamgordos the Cruel enters Fonrit from Laskal and discovers the native blue skinned Veldang.
525 Ralios—Arkat apotheosized, leaving behind the Stygian Alliance and what becomes called Arkat's Dark Empire by its foes.
573 Dragon Pass—opening of the dragon way.
575 Dragon Pass—Vistikos Left-Eye establishes the first Waltzing and Hunting Bands.
578 Dragon Pass—EWF established.
580 Vralos—Western colonization of the coast of Pamaltela begins.
600 Vralos—Jrusteli colonists and God Learners arrive in Pamaltela.
610 Errinoru jungle—Lynelsian Council of Elders gives birth to the elf Errinoru.
632 Seshnela—Nralar the Old dies after 114 years of rule, civil War breaks out in Seshnela. Barbarians eventually take over Seshnela and Slontos.
650 Jrustela—Jrusteli Confederation formed by the thirteen free colonies of the island.
654 Vralos—the forests of Vralos are extensively burned by God Learners to suppress an elf revolt.
662 Errinoru Jungle—Errinoru's rule supersedes the Council of Elders,
690 Errinoru Jungle—Errinoru completes the pacification of all Aldryami in Pamaltela except for Dinal.
700 Errinoru jungle—Errinoru elves seize Ironseed from dwarfs.
710 Jolar—Errinoru overcomes Doraddi chieftains. Jungle spreads across the plains.
718 Central Seas—Waertagi domination of the seas destroyed by the
Jrusteli and their God Learners at the Battle of Tanian's Victory.
725 Loskalm—Loskalm conquered by the Jrusteli after the defeat of Syranthir Forefront, who migrates to Peloria.
732 Dragon Pass—Great Trolls first seen near Cliffhome.
734 Seshnela—Jrusteli retake Seshnela and Slontos.
734 Errinoru Jungle—Errinoru's Fleet sets forth.
737 Magasta's Pool—Errinoru sails his personal ship down Magasta's Pool.
740 Seshnela—Jrusteli Confederation and the Return to Rightness movement defeat the Stygian Alliance and destroy the Cult of Arkat
751 Universal—Errinoru's Star appears.
751 Central Seas—Errinoru's ship lands in the Maslo Sea.
760 Errinoru Jungle—Errinoru departs for the jungles of Dinal, leaving behind the House of Errinoru. He is not seen again.
768 Kralorela—God Learner adventurers seize the throne of Kralorela.
789 Jrustela—the Middle Sea Empire, also known as the Jrusteli Empire, is created. King Svagad of Seshnela is named emperor.
813 Jrustela—warnings concerning the ecology of the spirit plane published by the God Learner Valastos With Seven Pens. They are ignored.
818 Slontos—the Seven Hurricane Years begin.
823 Brithos—the Jrusteli, led by Emperor Miglos, attempt to invade the Isle of Brithos. The Brithini kill the emperor and destroy his navy.
842 Shadowlands—war between the EWF and the Jrusteli breaks out when the Jrusteli invade the Shadowlands, by then part of the EWF.
849 Shadowlands—God Learners affect the Goddess Switch.
850 Prax—Pavis completes the city of Pavis.
860 Prax/Pavis—Pavis' apotheosis occurs.
875 Dragon Pass—EWF at its peak, controlling territory in Pent, Peloria, Ralios, Fronela and Prax.
901 Vralos—False God's Revolt destroys the God Learner University of Yoranday.
917 Seshnela—Windless Typhoon strikes.
920 Brithos—the Closing begins to radiate outward from Brithos.
922 Fronela—the Closing reaches Fronela.
925 Ralios—Ice Summer occurs.
930 Jrustela—the Closing begins to sweep over Jrustela, causing great destruction.
930 Slontos—the Closing reaches Slontos.
932 Vralos—Great Shipwreck occurs.
935 Shadowlands—the Closing reaches Mirrorsea Bay.
940 Jrustela—the Closing finishes sweeping over Jrustela, leaving much of Jrustela covered by the sea.
942 Kareeshtu—the Closing reaches Kareeshtu.
943 Kareeshtu—Pillars of Water appear in Kareeshtu Straits.
944 Kareeshtu—invasion of water foes onto the land.
950 Enkloso—God Learner scholars 'prove' that the Enkloso elves are extinct
954 Kralorela—the Closing reaches Kralorela.
954 Vralos—Waertagi ships destroy the last of the Jrusteli coastal cities.
955 Vralos—the Closing reaches Vralos.
955 Teleos—the Closing reaches Teleos.
956 Central Seas—the Closing reaches the Marthio Sea.
960 Vormain—the Closing reaches Vormain, much to their delight
975 Errinoru Jungle—a mysterious plague of insects destroy the House of Errinoru.
1020 Enkloso—Lord of the World's Knowledge, leader of the God Learners of Enkloso and Vralos, is defeated by a combined elf and human army.
1042 Dragon Pass—leadership of the EWF is exterminated overnight The empire is thrown down by its former dragonewt allies.
1049 Seshnela—Old Seshnela is sunk by the Luatha, leaving behind the Seshnelan Isles.
1050 Jrustela—the rest of Jrustela sinks beneath the waves as the Closing finishes washing over it. Jrustela becomes the Jrusteli Isles.
1050 Slontos—Slontos sinks beneath the waves.
1051 Kralorela—Kralorela struck by the Dragon's Awakening Shudder, which begins to sink the Suam Chow. Kralori citizens rebel against their God Learner overlords.
1120 Dragon Pass—the Dragonkill War exterminates the True Golden Horde. No humans remain in Dragon Pass. Ironhoof the centaur becomes King of Dragon Pass.
1120 Kralorela—War in Heaven raises dragons to honor the recognition of Godunya, the True Emperor.
1124 Kralorela—Emperor Godunya takes the throne.
1129 Vralos—Wordless Prophet establishes the Cult of Silence.
1200 Kothar—the first Kresh wagon trains appear in Worofey.
1202 Fonrit—Pure Doctrine Freedomists return and found Ketele.
1207 Kareeshtu—Women's Revolt.
1218 Dragon Pass—Ironhoof's apotheosis occurs.
1220 Peloria—the ritual of the Seven Mothers is completed and the Red Goddess is born in Rinliddi, Peloria.
1228 Peloria—the Red Goddess sets off on her GoddessQuest.
1230 Dragon Pass—Dragonewts and elves unite to destroy warring troll factions.
1232 Peloria—the Red Goddess returns from her GoddessQuest, begins her final conquests.
1237 Prax/Pavis—a troll army invades Pavis, sealing the walls behind them after they enter.
1237 Vralos—Elassi the Stifler begins the Wars of Silence.
1240 Fonrit—Fonrit is conquered by the forces of Silence, and becomes the Land of Silence.
1242 Carmania—the Carmanian Empire is conquered by the Red Goddess.
1247 Peloria—the Red Goddess is apotheosized and the Red Moon ascends into the sky.
1250 Dragon Pass—the Grazer tribe is established.
1250 Prax—the Pure Horse People are exterminated at the battle of Alavan Argay.
1288 Peloria—the Lunar Empire conquers the last stronghold of the Dara Happan Empire.
1290 Fonrit—Sarro City becomes dominant in Afadjann and seizes the Land of Silence.
1291 Fonrit—the Clamorers rise to resist both the Cult of Silence and the Afadjanni.
1300 Fonrit—rise of the Renewed (tsanyano) movement in Afadjann. 1313 Shadowlands—Belnitar the Stranger swims ashore, begins his war against the Only Old One for control of the Shadowlands.
1313 Vralos—the Clamorer prophet Little Morishdo destroys the last stronghold of the Cult of Silence, in Emanus.
1315 Dragon Pass—the first settlers from Heortland brave the cursed land of Dragon Pass, founding the Colymar tribe.
1318 Holy Country—Belnitar becomes the Pharaoh, and renames the Shadowlands as the Holy Country.
1319 Fonrit—Yranian Leapers from Faladje conquer Afadjann.
1320 Fonrit—Yranian Leapers fight Kareeshtu for the next five years.
1321 Vralos—Yranian Leapers begin to invade, fighting continues over the next ten years.
1325 Dragon Pass—the First Wave of settlers from the Heortland enter Dragon Pass. The habitability of the Pass and presence of Ironhoof and the Grazers becomes widely known in the Holy Country.
1330 Dragon Pass—refugees fleeing the conquests of the Lunar Empire to the north led by Arim the Pauper enter Dragon Pass and settle there. The Kingdom of Tarsh is founded by Arim.
1331 Fonrit and Vralos—Yranian Leapers disappear as a significant force. The Afadjanii take their place.
1340 Fonrit—the first of the Season Wars between the humans of Vralos and Afadjanni occupiers of Vralos begins, sponsored by the elves.
1340 Dragon Pass—the Second Wave of settlers from the Holy Country enters Dragon Pass.
1347 Peloria—Hwarin Dalthippa, the Conquering Daughter, conquers the remaining south Pelorian tribes. Their lands are added to the Lunar Empire as Provinces.
1362 Peloria—Lunar forces in Holay suffer defeat at the hands of the Kingdom of Tarsh and the Twins, at the Battle of Falling Hills. The remaining free clans of Holay join the Kingdom of Tarsh.
1375 Peloria—Pent nomads, led by Sheng Seleris, devastate and overrun most of the Lunar Empire, now in a wane. Sheng Seleris begins his epic campaign against the Red Emperor.
1380 Dragon Pass—fighting between human settlers and beastmen.
1388 Fronela—Lunar settlers begin to colonize what later become known as the Arrolian Properties.
1397 Peloria—Yara Aranis, a nomad killing demon, the Second Inspiration of the Moonson, is released. The nomads no longer grow in strength.
1411 Kothar—the Mother of the Wheel founds the Kresh Empire.
1412 Seshnela—Bailifes made King of Seshnela.
1420 Prax—the Poljoni, led by Derik, enter Prax. They defeat the animal nomads in battle after battle, finally winning a grudging acceptance as a bastard or outlaw tribe, the Pol Joni.
1443 Fronela—barbarians invade Loskalm. Prince Snodal flees to the realm of the Altinae.
1448 Dragon Pass/Tarsh—Tarsh King Orios dies without heir, and civil war breaks out in the Kingdom of Tarsh.
1450 Fronela—Arrolian Properties of the Lunar Empire fall to the barbarians.
1455 Dragon Pass/Tarsh—the Illaro dynasty is founded by Illaro Blacktooth in Tarsh, restoring order to the Kingdom of Tarsh.
1455 Ralios—King Ulianus III of Seshnela conquers most of Safelster.
1460 Dragon Pass—the Telmori enter Dragon Pass, start skirmishing with the tribes there.
1460 Peloria—Red Emperor overcomes Sheng Seleris. The surviving nomads flee to Pent
1470 Dragon Pass—Sartar comes to Dragon Pass.
1476 Dragon Pass—Sartar founds Wilm's Church (Wilmskirk).
1477 Dragon Pass/Tarsh—The Telmori kill Tarsh King Tastanim.
1478 Vralos—Tortica throws out the Afadjanni occupiers. End of Afadjanni domination of Vralos.
1480 Dragon Pass—Sartar makes peace with the Telmori, and they settle near Prax.
1483 Fronela—Prince Snodal returns to Loskalm and defeats the barbarian invaders.
1486 Dragon Pass—Sartar founds Swenston.
1490 Dragon Pass—Sartar makes peace with the Pol Joni.
1490 Dragon Pass/Tarsh—Hon-eel the Artess comes to Tarsh and woos the king. After he disappears, Tarsh falls to the Lunar Empire, and her son by him becomes the first of the Lunar Kings of Tarsh, founding the Governor King dynasty.
1492 Dragon Pass—Sartar erects the walls of Boldhome on Day 88 and founds the Kingdom of Sartar.
1494 Dragon Pass/Sartar—Sartar marries the Feathered Horse Queen and becomes King of Sartar and Dragon Pass.
1499 Fronela—the Syndic's Ban begins, isolating the West. Prince Snodal and his companions vanish. His son Sight becomes king of the now isolated Kingdom of Loskalm.
1506 Peloria—a new nomad invasion ends in the Night of Horrors, where Lunar and nomad forces slaughter each other and Hon-eel is killed. Disastrous for both sides. The surviving nomads retreat into Pent.
1511 Seshnela—the Most Grand Tournament of History is given by King Vikard, marking the height of knightly ceremony and the end of Seshnela's occupation of Ralios.
1518 Fonrit—the ruler of Hombori Tondo becomes First Jann of Afadjann by mastering the power of the god Darleester the Noose.
1520 Dragon Pass/Sartar—Sartar's apotheosis occurs.
1520 Dragon Pass/Sartar—Saronil becomes King of Sartar.
1538 Dragon Pass/Tarsh—Palashee Longaxe leads a confederation of Tarsh rebels against the Governor Kings and drives the Lunars out of Tarsh
1550 Genertela—Dragonewt's Dream begins, lasting 5 years. No human has any idea what these mysterious events mean.
1550 Prax/Pavis—Duke Dorasar of Sartar founds the town of New Pavis on the outskirts of the old city, now called the Rubble.
1550 Jolar—Kresh wagons reach Jolar.
1555 Dragon Pass/Tarsh—Palashee Longaxe is killed in battle, and the Lunar Governor Kings retake Tarsh. The surviving rebels flee south to settle around Wintertop, becoming the Tarsh Exiles.
1559 Fronela—King Siglat the Good, son of Snodal, dies.
1565 Dragon Pass/Sartar—King Jarolar of Sartar is killed at the Battle of Dwarf Ford, while aiding the Aldachuri against a combined Lunar and Tarshite invasion. The Lunar Iron Maidens regiment is shattered, but at great cost to the Sartarites. Prince Jarosar becomes King of Sartar.
1569 Dragon Pass/Sartar—King Jarosar of Sartar is killed by Lunar spirits, Tarkalor becomes King of Sartar.
1575 Dragon Pass/Sartar and the Grazelands—Tarkalor marries the Feathered Horse Queen and becomes King of Sartar and Dragon Pass.
1579 Dragon Pass/Tarsh—King Phargentes dies. His son Moriades becomes King of Tarsh.
1580 Holy Country—Dormal the Sailor sets sail from the City of Wonders, beginning the Opening of the Seas. He visits Handra and the Three Step Isles before returning, then sets off again, putting in at Handra before setting out again.
1580 Central Seas/Alatan—bad weather forces Dormal to put in at Alatan. Jobar, king of Alatan, tries to kill Dormal, but is killed instead.
1581 Pasos and Nolos—Dormal puts in.
1581 Seshnela—Dormal sails through the Seshnelan Isles.
1581 Red Vadeli Islands—Dormal visits.
1582 Dragon Pass—Lunar forces march against the last city of of the Tarsh Exiles', Bagnot. They are met by Sartarite and Grazelander forces come to the Tarsh Exiles aid at the Battle of Grizzly Peak. Both King Tarkalor and the Feathered Horse Queen are killed as the Lunar magicians and armies sweep the field. Kostajor Wolf Champion bears Prince Terasin to safety. Bagnot falls to the Lunar forces a month later and its inhabitants are put to the sword. Prince Terasin becomes King of Sartar.
1582 Seshnela—Dormal travels through the Seshnelan Isles, wizards fail to detain him at Laufol
1582 Holy Country—Alatan fleet destroys Holy Country fleet
1582 Fronela—Dormal visits, possibly shattering the Syndic's Ban, defeats the Loskalmi fleet (sheltered in a bay during the Closing) and befriends the King of Loskalm.
1583 Central Seas/Ygg's Isle—Dormal visits, sets off for Luathela.
1584 Central Seas/Jrusteli Isles—Vadeli fleet puts in, claiming to be messengers of the god Dormal sent to rule the inhabitants and save them from the sins of their ancestors.
1584 Central Seas—Vadeli ships start suppressing all ships trying to reach the Jrusteli Isles.
1585 Central Seas/Alatan—Pasos fleet attacks and sacks the island, Alatan fleet flees to the West. A Holy Country fleet destroys the remnants of the Alatan fleet with merman help.
1585 Vralos—Vadeli fleet puts in and establishes stranglehold on shipping and commerce.
1586 Holy Country—exploration fleet sets off for Teshnos.
1586 Teshnos—Holy Country exploration fleet establishes the port of Dosakayo in Teshnos, explores Fethlon.
1587 Kralorela—Holy Country exploration fleet sails into Kralori waters, is destroyed by the inland Kralori fleet.
1588 Enkloso—Garzanz established as a Vadeli stronghold.
1588 Holy Country—maimed survivors of Holy Country exploration fleet return from Kralorela.
1588 Central Seas/East Isles—Kralori trading ships arrive.
1588 Maslo—Vadeli fleet encounters Maslo fleet, naval war between the Vadeli and the Maslans begins.
1588 Teshnos—Kralori trading ships arrive.
1589 Kralorela—East Isles trading ships arrive.
1589 Central Seas/Vormain—Kralori trading ships arrive.
1592 Central Seas/Jrusteli Isles—other foreigners foment rebellion against the Vadeli and drive them out
1594 Fonrit—Maslo fleet defeats Vadeli fleet at the Battle of Oenriko, suffering great losses in the process, ending Vadeli domination of the Pamaltelan coast
1594 Fronela—First Rathori awake, liberated from the Syndic's Ban, through which they slept.
1595 Central Seas/Teleos—Haralgan (East Isles) trading ships arrive - they use their own prayers, not Dormal's.
1595 Central Seas/Teleos—Kralori trading ship arrive.
1598 Central Seas/Teleos—Maslo trading ships arrive. The Opening is complete.
1600 Dragon Pass/Sartar—King Terasin is killed by Lunar magic. Prince Salinarg becomes King of Sartar.
1602 Dragon Pass/Sartar—Runegate, Boldhome and the Kingdom of Sartar fall to the Lunar Empire. King Salinarg of Sartar is killed. Euglyptus the Fat becomes Lunar Governor of Sartar. The heirs of Sartar are killed or flee, hunted by Lunar agents and spirits.
1605 Holy Country/Shadowlands—the Holy Country destroys invading forces of the Lunar Empire at the Battle of Building Wall. A small branch of the invading forces lay siege to Karse, but are driven off,
1605 Central Seas/Three Step Island—the Wolf Pirates land and establish a major base of operations.
1606 Holy Country/Islands—major Wolf Pirate raid.
1606 Dragon Pass/Sartar—priests of Orlanth agitate for violent expulsion of the Lunar missionaries amongst the tribes.
1606 Dragon Pass/Sartar—Telmori annihilate the core of the Maboder tribe.
1607 Dragon Pass/Sartar—Jomes Hostralos leads Lunar forces to victory over Telmori, killing the companion wolf of Kostajor Wolf Champion, King of the Telmori. He is known as General Jomes Wulf afterwards.
1608 Prax—the Lunar Army invades Prax, but their forces are driven from oasis to oasis by the nomads before they make peace and retreat.
1609 Holy Country/Esrolia—Ditali tribesmen, encouraged by Lunar agents, invade Esrolia, looting and pillaging before they retreat.
1609 Dragon Pass/Sartar—both Lunars and Sartarites raid the Stinking Forest, seeking to mete out reprisals for recent Tusk Rider raids.
1610 Ditali—Holy Country army attempting reprisals is driven off.
1610 Dragon Pass/Sartar—Euglyptus imposes harsher laws and taxes on the Sartarites. Only friendly tribes are exempted.
1610 Prax—the Lunar Army, seeking a route to the sea, renters Prax ana defeats the nomads at the battle of Moonbroth, then moves on to conquer the ancient city of Pavis, which surrenders to them.
1610 Dragon Pass/Tarsh—King Moriades of Tarsh dies, his son Pharandros becomes King of Tarsh.
1611 Ditali—Second Holy Country army raid on the Ditali lands succeeds.
1611 Dragon Pass/Sartar—Righteous Wind rebellion rises among the tribes, but is destroyed that winter by Harvar Ironfist, who becomes prince of Aldachur.
1612 Fronela—the Kingdom of War is revealed, and begins its conquests.
1612 Prax—the port of Corflu is established by the Lunar Empire at the south of Prax
1613 Dragon Pass/Sartar—Starbrow's rebellion occurs. A Lunar army is destroyed by the rebels. Euglyptus the Fat is terminated, and a new Lunar Governor-General of Sartar, Fazzur Wideread, is installed. The rebel forces are defeated at the Battle of Orlanth the Loser. Peace is made, and the ducks are scapegoated. A distant heir to the throne, Temertain, is installed as King of Sartar. He becomes known as the Pretender.
1613 Fonrit—a new Jann comes to power in Hombori Tondo.
1613 Kothar—first mass burning of Kresh wagons in Zamokil.
1614 Holy Country/Esrolia—Graymane's first raid on the Holy Country. Forces led by the Solanthi warlord plunder the border cities of the Holy Country.
1615 Dragon Pass/Sartar—a squabble between the Lunars and the Grazers leads to Grazer raids on Lunar occupied Sartar.
1615 Dragon Pass/Grazelands—a massive Lunar invasion force fails to come to grips with the Grazers, who harass, evade and frustrate their foes with Ironhoof's aid.
1615 Jolar—Ivi Kange founds the Arbennan Confederation to combat the Kresh wagon-people.
1616 Holy Country—the Pharaoh vanishes.
1616 Mournful Sea and Holy Country Islands—Holy Country fleet defeated by a Wolf Pirate fleet, which goes on to loot the Islands.
1616 Ditali—a large Holy Country army is ambushed and defeated by a combined Ditali/Solanthi army. The disaster is called the Lion King's Feast.
1618 Holy Country/Esrolia—Graymane's second 'Great' raid pushes deep into the Holy Country, the raiders gathering much plunder before retreating.
1618 Central Seas—Terthinus, the merman Voice of the Deep declares himself ruler of everything in and on the Dashomo Sea, affecting travel and trade between Jrustela, Enkloso, Vralos and Fonrit
1618 Enkloso, Orik, Vralos, Fonrit—Terthinus demands tribute from the coastal cities. The first to resist, Flaurine, is destroyed by the sea. The others, including the cities of Fonrit, quickly agree.
1619 Holy Country/Heortland—Heortland is invaded by the Lunar Empire. Whitewall is besieged, and Smithstone and Karse are seized by the Lunars, as is much of north Heortland. In the winter Hendrikiland raiders skirmish with the Lunars.
1620 Holy Country/Heortland—an assault on Whitewall by the Crimson Bat is repelled. The commander of the siege, Jorkandros Blinder, is replaced by Tatius the Bright, who defeats the main Hendrikiland army and accepts their surrender, taking Heortland for the Lunars. Whitewall and a few other pockets of resistance continue to hold out.
1621 Holy Country/Esrolia—Fazzur Wideread's invasion of Esrolia is disrupted by political maneuvering and diversion of his troops by the Emperor to Whitewall. He sends some specialists to aid Queen Hendira of the Red Earth Alliance, who wishes to establish a Lunar temple in Nochet. The specialists assist her, and construction of a Lunar temple begins in Nochet, despite the protests of many locals.
1621 Prax—a giant's cradle comes down river. Argrath and allies prevent the Lunars getting hold of it.
1621 Holy Country/Heortland—Whitewall falls to the Lunar Empire.
1621 Lunar Empire—Extra Full Moon Year begins in the Lunar Empire on Day 39 of Dark Season, celebrating the fall of Whitewall and Orlanth.
1621 Dragon Pass and the Holy Country—King Broyan and others that escaped from Whitewall unscathed appear at Bullflood and other places. Lunar assassins sent after them fail.
1621 Dragon Pass/Sartar—Fazzur is relieved of his command and governorship in Sacred Time.
1622 Dragon Pass/Sartar—Tatius becomes Governor-General of Sartar.
1622 Teshnos—Wolf Pirates raid Teshnos.
1622 Dragon Pass/Sartar—Tatius starts building the Temple of the Reaching Moon.
1622 Holy Country/Heortland—Tatius sends Lunar troops to trouble Broyan in Hendrikiland and releases chaos monsters from the Chaos Woods. King Broyan ambushes and destroys the Lunar troops sent to bother him, Hendrikiland rises in rebellion, which is eventually quelled by the Lunar army.
1622 Holy Country/Islands—Wolf Pirates raid from Three Step Isles.
1622 Holy Country/Esrolia—the Red Earth Alliance is thrown out of Nochet and a number of other Esrolian cities. The not yet completed Lunar temple in Nochet is destroyed.
1622 Holy Country/Esrolia—the lands of the Red Earth Alliance are raided, and a number of Lunar temples there destroyed. The Red Earth Alliance raises an army and burns a Old Earth Alliance city in retaliation but is driven off. Tatius sends the Grazeland Horse Army to help the Red Earth Alliance.
1623 Holy Country/Esrolia—King Broyan's outlaw army drives the Grazeland Horse Army out of Esrolia.
1623 Holy Country/Esrolia—Red Earth Alliance cities besieged, with its leaders trapped at Necropolis. Tatius sends Lunar troops to aid the Red Earth Alliance - when they are refused landing at Nochet, they besiege Nochet, trapping much of the Old Earth Alliance inside.
1624 Three Step Isles—Harrek returns with Argrath and his Wolf Pirate ships.
1624 Holy Country/Esrolia—Argrath and his companions ally with King Broyan. Broyan asks Harrek for help as well. The Warm Earth Alliance, supported by the Wolf Pirates, Harrek, Argrath, King Broyan and western barbarians march to meet the Lunars besieging Nochet - the armies meet instead at the Battle of Pennel, and even with the desertion of the western barbarians, the Lunar forces are defeated. Orlanth is freed.
1624 Holy Country/Esrolia—Victorious Warm Earth and Old Earth Alliance troops invade the Red Earth Alliance lands, destroying the Red Earth Alliance.
1624 Holy Country/Esrolia—Harrek and the Wolf Pirates spend their loot from the battles in Nochet, then sack the City of Wonders that winter—it disappears from the world forever.
1624 Holy Country/Heortland—King Broyan returns to Hendrikiland, remaining Lunar sympathizers flee.
1624 Prax/Corflu—Argrath returns, and with the White Bull Brothers and some others, takes Corflu.
1624 Dragon Pass/Sartar—That winter, Humakti kill King Temertain, the Pretender.
1625 Prax/Pavis—Lunar sorcerers perform ritual against the nomads.
1625 Prax—Argrath makes peace among the nomad tribes, raises a huge nomad army and Jaldon Toothmaker and marches on Lunar occupied Pavis. Pavis falls, with the nomads killing all Lunars they find, then sacking New Pavis. The residents of New Pavis flee to the Rubble. The nomad army eventually leaves Pavis to ride against Sartar, but is met by a Lunar demon and destroyed.
1625 Holy Country/Heortland—As King Broyan and an army march against Sartar, they are met by a demon that kills Broyan and destroys his army.
1625 Dragon Pass/Grazelands—Grazers rebel against the Lunars, sending tax collectors back with dirt and raiding Tarsh.
1625 Dragon Pass/Sartar—Temple of the Reaching Moon dedication proceedings are interrupted by Orlanthi and a dragon—Tatius, Scarlet Enerian, Blackmoor, and many Lunar troops and friends die. Sartar rebels, with the Lunars in Boldhome killed and Lunar plantations burned.
1625 Dragon Pass/Sartar—King Pharandros of Tarsh sends an army led by Fazzur Wideread into Sartar, to deal with the Grazeland and Sartar rebels. The army takes Aldachur, then moves toward Boldhome, but is met by a Sartarite army led by Kallyr Starbrow. The two armies clash, but the Tarsh army withdraws when Pharandros attempts to assassinate Fazzur's supporters at home and Fazzur rushes back to help them.
1625 Prax—Argrath consolidates forces in Prax, and restores order to Pavis once the nomads have left
AN OVERVIEW OF 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 sorcery-like, 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 retains his sorcery 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 sorcerer’s 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. Krarshtkids and jelmre cannot learn sorcery because the former never use any magic and the latter only use their species-unique emotion magic.
Learning a Sorcery Spell
From an instructor – this takes 50 hours of training from someone with skill of at least 90 in the spell. At the end of the training, the student receives a skill equal to 1d6 plus his Magic Bonus in the spell. If this results in a score of 0 or less, another 50 hours adds another 1d6 to his skill, and this can continue until he is finally at a positive level. A teacher can train a number of students equal to his INT.
From a Scroll or Book – a student who successfully Reads a written description of a spell, studying it for 50 hours, learns 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 on that and all subsequent attempts. 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 – success in training or research provides a 1d6 increase, rather than 1d6-2.
Maintenance – if a spell is continuously maintained for a week, and makes up at least a tenth of the sorcerer’s Presence, the sorcerer gets a skill check at the week’s end. If the skill check results in an increase, the skill raises by 1d6-2. More than one of the same spell maintained only provides one skill check.
Memory Requirements
A sorcery spell takes up 1 INT. This INT can come from the sorcerer’s own brain, a spell matrix, a bound spirit, or a familiar, but must be stored somewhere. A sorcerer can increase his skill in spells which he has not memorized (but has access to through a familiar, magic item, 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 (possibly modified by Ceremony). In all cases, the caster may not place more Art levels into a spell than his skill in that spell/10. The caster’s degree of success can be relevant:
| Success Level | Result |
|---|---|
| Critical | Spell goes off, costs only 1 MP, takes full effect. |
| Special | Spell goes off, costs 1 MP less than usual (minimum of 1), takes full effect |
| Normal | Spell goes off, normal MP cost |
| Failure | Spell fizzles, only 1 MP lost |
| Fumble | Spell fizzles, all MPs lost (alternatively, spell goes off on wrong target or otherwise spectacularly misfires). |
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.
Commoners – most sorcery-users are not wizards, and do not know any Arts. Such individuals can cast spells using the art of Intensity (only), with a maximum level equal to their skill/10, rounded up. Such spells have a maximum range of 10m, and if temporal last for 10 minutes. A commoner may only have one (1) spell in effect at a time. He may drop a spell that is in effect to cast another one. In any case, none of his spells last longer than ten minutes.
Sorcerers – those who know any Arcane Arts must determine how many levels of each Art are used in each spellcasting. If a sorcerer has more total levels in effect than his Presence, he cannot cast any spells, until enough of his spells have been dropped to reduce the total levels below his Presence. A sorcerer can cease maintaining a spell instantly.
A temporal spell cast by a sorcerer has no duration. It remains in effect until the sorcerer voluntarily chooses to cease maintaining it, or he dies. He never has to "renew" the spell, or re-cast it, unless it has been dispelled.
Ceremony – increases the caster’s chance to cast a spell, and hence also the total Art levels he can use in it. Ceremony cannot more than double the user’s skill. Each round spent chanting, etc. , permits the sorcerer to use up to 10 percentiles of his Ceremony. Thus, a sorcerer with 85% Ceremony can spend up to 9 rounds chanting for +85 to a spell’s chances (assuming the spell is at least 85 itself). 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 stopped by Countermagic 1 (knocking down the Countermagic in the process).
Spell Components – if the sorcerer possesses an object or substance especially appropriate to a spell, 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 spellcasting 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’ve gotten a +10 bonus. A phoenix feather or dragon wing scale would be +20, and a feather from Vrimak, King of Birds, might be worth +50. A chicken or crow feather is worthless. The tongue of a crow who’d been taught to speak might 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 first needs to overcome Resist Damage, the last spell cast. If Resist Damage failed to protect, the Evoke Fire would strike the Castback. If it bypassed Castback, it would strike your Resist Magic. Only if it then overcame the Resist Magic would it affect you. Evoke Fire had to overcome Resist Damage because it directly causes damage. The Resist Damage would not have interfered with a Stupefy.
Boosting – a sorcerer can boost a spell with additional MPs, unlimited by 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 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, he’ll be affected by the Evoke Fire 4.
THE ARTS
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. Refer to sect-specific techniques of learning the Arts to see how your sect does this. Only general rules are listed below.
ST. MALKION – most Malkioni utilize St. Malkion himself, the famous founder of the Western Way, to gain their Arts. An apprentice with Malkion as patron can invoke Malkion once a year at Sacred Time to gain one Art.
STUDY – some groups and cultures treat the Arts 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 (or his skill in the spell, if that is even lower).
ART VOWS – most non-Western sorcerers use 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.
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. "Venom 6" is shorthand for "Venom, Intensity 6".
MULTISPELL – 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, he’d need 171% skill in all the spells involved. If he specialized as a Metamorph, then he’d 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.
RANGE – 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.
| Range | Distance | Range | Distance | Range | Distance |
|---|---|---|---|---|---|
| 0 | 10m | 7 | 1. 3 km | 14 | 160 km |
| 1 | 20m | 8 | 2. 5 km | 15 | 320 km |
| 2 | 40m | 9 | 5 km | 16 | 640 km |
| 3 | 80m | 10 | 10 km | 17 | 1300 km |
| 4 | 160m | 11 | 20 km | 18 | 2500 km |
| 5 | 320m | 12 | 40 km | 19 | 5000 km |
| 6 | 640m | 13 | 80 km | 20 | 10,000 km |
SECONDARY ARTS (Accuracy, Ease, Force, Hold, Permanence, Reinforce, Speed)
ACCURACY – only usable with spells that use a random die roll in targeting (such as a random hit location). Each MP in Accuracy allows the caster to modify the die roll by 1.
EASE – 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 he’s 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%.
FORCE – 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.
HOLD – 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. Each Held spell counts 1 point vs. the user’s Presence until it is cast (when it counts normally). The MP cost of the spell is paid when initially set up, not when it is cast later on, so this makes a "free" spell!
PERMANENCE – causes a spell to count as a single point 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.
REINFORCE – renders a temporal spell more resistant to dispelling. Each MP in Reinforce gives the spell 3 additional pseudo-Intensities vs. dispel attempts.
SPEED – 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.
RANKS OF SORCERY
In most societies, sorcerers rise through definite degrees, and are ranked according to their achievements.
APPRENTICE – an apprentice is attached to an older sorcerer, normally at least a Journeyman, depending on local custom (when sorcerers are common, typically 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+.
STUDENT – 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 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.
JOURNEYMAN – 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+
ADEPT – 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.
MAGUS – 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+
VOWS
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.
A sorcerer can take one Vow for each Art he masters, or each sorcery spell he gets to 90%. An Art Vow, counts as the Vow for that Art.
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 sects that teach these arts via Study, the sorcerer may take the Vessel vow as soon as he has a positive skill in the appropriate Art.
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 | Any Vow |
| each spell at 90 | Any Vow |
THE HIGH VOW – this is the first vow an apprentice takes. He receives it when he masters his first Art. 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.
LORE MASTERY – this Vow is taken when the sorcerer learns his second Art, though it may or may not add any Presence right away. Basically, Lore Mastery gives the sorcerer 1 Presence for each of certain skills mastered at 90%. Qualified skills include all Read/Write skills, any Lore, Ceremony, Enchant, Summon, and all Arts learned as skills. 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.
THE VESSEL – this is the Vow taken upon acquiring all three 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 user’s 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.
Other Vows
After each Vow’s name is a parenthesized number; this is the amount by which the Vow increases Presence.
ABJURE ARMOR (2): never wear any physical armor.
ABJURE ARMS (3): never use a weapon of any type.
ABJURE ART (5): you may not use the chosen Art, selected from Intensity, Range, or Multispell. If you chose Intensity, all your spells are Intensity 1. If you choose Range, spells which normally have Range are touch-only for you. The only exception are spells which center on you but which require a Range component for an area effect (such as Attract Harm). If you choose Multispell, you may never use that Art. May be repeated up to three times, for a different Art each time.
ABJURE MINOR ART (3): you may not use the chosen secondary Art. See Abjure Art for details. May be repeated, for a different Art each time.
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 Henotheists.
ABJURE SERVITUDE (6): a rare Vow. You may not serve as a vassal nor be a master. This includes apprentices, bound spirits, familiars, etc. You may not cast Command, Dominate, or similar spells.
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.
ABJURE WORSHIP (8): only available to atheists. You may never worship a god, spirit, or hero. This includes patron saints.
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 non-iconoclastic Malkioni sects.
CELIBACY (2; 4 if you have never engaged in coitus): This includes sexual congress of any type, including homosexual, cross-species, etc.
DEVOTION (2): each year, sacrifice 1 POW to the Invisible God. Only available to Malkioni.
FASTING (2): must not eat or drink one chosen day each week. This Vow may be repeated. If the sorcerer breaks this Vow, he loses the Presence for all Fasting Vows he has taken.
FLEE [Element] (2 or more): this ritual Ceremony costs 1 POW. It is very rare. 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 harms 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.
| Base Type of Loss | Time Acceleration |
|---|---|
| FP = 1 Presence | +0 – per hour of continuous exposure |
| MP = 2 Presence | +2 – per minute |
| HP = 4 Presence | +4 – per round |
| POW = 6 Presence | +6 – lose 1d3/round |
| +8 – lose 1d6/round |
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.
Unlike the vow of Shun Moon, the vow of Flee Moon is in fact available to certain sorcerers. The Flee Moon vow is peculiar, though — during the dark & dying moon, you take no loss from exposure; during the crescent phase, you take losses as though your time acceleration was 1 step less; in the half-phase, you take losses normally; and during the full moon you take loss as though your time acceleration was one phase more. If you’ve only chosen the minimum time acceleration, you take no losses during the crescent phase. If you’ve chosen the maximum time acceleration, you lose 2d6/round during the full moon.
NEVER KILL A HUMAN (2; 3 if you have never ever done so): the sorcerer is still permitted to let a human die by inaction, and he can order someone else to kill a human.
RITUALS (4): must spend an additional melee round in preparation before casting any spell.
SACRIFICE APPEARANCE (1): lower APP by 2. May be taken multiple times for a single Vow. Training APP back up breaks the Vow, though Boost APP is legal.
SACRIFICE CONSTITUTION (1): lower CON by 1. See Sacrifice Appearance. CON can be reduced to 0 or less, if the sorcerer has CON-boosting spells sufficient to raise his CON to at least 1.
SACRIFICE EYE (3): tear out one of your own eyes, which cannot be regrown. Taking this Vow a second time gives you an additional 9 Presence. Only humans can take this Vow.
SACRIFICE GENITALS (6): remove your own privates, which cannot be regrown.
SACRIFICE HAND (3): cut off one of your hands which cannot be regrown. Taking this Vow a second time gives you an additional 9 Presence. Only humans can take this Vow.
SACRIFICE LEG (3): cut off one of your legs at the knee, which cannot be regrown. Taking this Vow a second time gives you an additional 9 Presence. Only humans can take this Vow.
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 5 times (for +15 Presence) would have a species maximum POW of 16. Not available to most Malkioni (it is considered to risk one’s afterlife).
SACRIFICE STRENGTH (1): lower STR by 1. See Sacrifice Constitution.
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. If the sorcerer breaks this Vow, he loses the Presence for all Seclusion Vows he has taken.
SELF-ABNEGATION (4): never cast or maintain any spell on yourself.
SELF-EXALTATION (6): never cast or maintain a spell on any target save one’s own person. This includes inanimate objects.
SHUN HARM (6): cast no attack spells. Generally only available to healers.
SHUN [ELEMENT] (2): cast no spells that control, evoke, or otherwise manipulate the selected element. For example, a sorcerer with Shun Sky cannot cast Glow. A sorcerer with this vow may learn Resist spells vs. the chosen element. 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 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.
SILENCE (6): never communicate verbally. You may use Telepathy, hand signals or the written word to communicate. This does not prohibit spellcasting.
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. This Vow can be repeated if you have more than one familiar.
VEGETARIANISM (2): Eat no animal flesh, including fish & fowl.
SPECIALTIES
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.
Alchemist
Spells – Animate [substance], Bless [object], BoostÌ[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
Conjuror
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)
Healer
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
NEUTRALIZE DISEASE touch, instant
Relieves the effects of disease. The Intensity is matched vs. the disease’s POT on the Resistance Table. If the disease is caused by a disease spirit, use the spirit’s MPs to determine its POT. If it is a normal disease, its POT is considered to be 5 per "level" the disease is at; i. e. , acute diseases are 5, chronic 10, etc. If the POT is overcome, the disease is cured.
Unlike most Neutralize spells, Neutralize Disease has a chance to take effect even if its intensity is less than half the disease’s POT. Normally, multiple applications are necessary.
Enchanter
Spells – all Enchant spells, Identify Spell, Mystic Vision
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 spell: Break Conditions. Special Ability – added Conditions to his enchantments cost him no POW.
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, Destroy Scent, other special spells.
DESTROY SCENT ranged
This spell requires Intensity equal to at least 1/3 of the target’s SIZ. The target gives off no odor, pleasant or foul, for as long as the spell is maintained.
Illusionist
Spells – Phantom [sense], Project [sense]
Lore Mastery – Conceal, Sleight, each Perception skill, and each Stealth skill give 1 Presence.
Other – new Art: Illusion
New Art: Illusion – This art gives a temporal spell a sort of mock-sentience. You need as many MPs of Illusion as of the highest other Art in the spell. It’s easier to give examples of how Illusion works than it is to explain in the rules.
Example: use Phantom Sound to create a voice that speaks in the air. With the Illusion art, the caster can set up the voice so that it will only speak when someone is there to hear it, and it will be able to respond to simple questions. Or you could cast Illusion along with Smother to have the Smother only activate when the victim was inside an illusory cloud of poison gas. Note that if Illusion is used properly, active and even transient spells can be internally controlled, instead of needing the caster’s concentration.
Metamorph
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.
Monitor
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
CLEAR MIND 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.
MIND PROBE attack, ranged, transient
Effective only vs. creatures with normal INT. If the target is overcome, then the Mind Probe’s 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 spell’s 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 target’s language, only "Yes", "No", and "I don’t know. " responses are given.
Necromancer
Spells – Animate Dead, Dominate [type of undead], Drain, Hand of Death, Resist Death (even for non-Galvosti), Sense Life, Sense Undead, Tap [characteristic], Banishment, Create Basilisk, Create Vampire, Immortality, Summon [type of undead]
Vows – Shun Sky must be the 3rd 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. Necromancers are considered to be chaotic, or at least meddling with chaos.
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.
Ship’s Sorcerer
Spells – Animate [rope, canvas, wood, etc. ], Bless Ship [and shipboard equipment], Boost [ship’s attributes], Dominate Sylph, Dominate Undine, 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.
Warlock [of named element]
Spells – Animate/Call/Evoke/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.
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 spell’s prediction only holds for the area within the range of the spell.
SPELLS
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, requires the caster to overcome a target’s MPs with his own 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 the target. 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] Ìsuch 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.
ANIMATE DEAD 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, he’ll 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 | Spell |
|---|---|
| x7 | Specific – "Animate Weedeater the Sword" |
| x5 | Item & Material – "Animate Bronze Sword" |
| x3 | Material – "Animate Bronze" |
| x1 | 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. Impales and criticals apply if the missile’s original roll to hit was such.
Spirits – all spirits capable of offensive spirit combat must roll their MPs vs. this spell’s Intensity each round they are within the spell’s 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.
BOOST ARMOR touch
Requires Intensity equal to the object’s 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).
BOOST DAMAGE touch
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.
BOOST RANGE touch (but Range is required when casting the spell)
Adds the spell’s Range to a missile’s basic and long range. Requires Intensity equal to the missile’s ENC (1 Intensity is enough for all but siege missiles).
BOOST [characteristic] touch
Each Intensity adds 1 to the selected stat. More than doubling a target’s APP by this technique 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] touch
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 spell’s Range.
Call Calm – decreases wind velocity by 2 kph per Intensity.
Call Cold – lowers the temperature by 2C per Intensity.
Call Heat – raises the temperature by 2C per Intensity.
Call Light – creates a faint glow. Intensity 1 is enough to read by, Intensity 5 is near-daylight, 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 water’s height is raised or lowered (caster’s choice) by 2 cm per Intensity.
Call Wind – increases wind velocity by 2 kph per Intensity.
CASTBACK 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.
EVOKE [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 caster’s option. Cast on an unwilling target, this is an attack spell, of course.
GLOW ranged
Works much like Call Light, except that it is cast upon an object. That object then shines with the chosen Intensity (1 is enough to read, 10 is bright daylight) everywhere within the spell’s Range in a radius around it.
HASTE 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.
HINDER 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.
HOLDFAST (formerly Bind) attack (if cast vs. a living target), ranged
Minimum Intensity 2: Causes 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 Holdfast’s STR is overcome by the target, the spell ends.
IDENTIFY SPELL ranged, instant
Allows the caster to identify a spell.
| Intensity | Perception |
|---|---|
| 1 | general category (i. e. , Sorcery, Rune, Spirit Magic, Mysticism, Draconic, etc. ) |
| 3 | point value (for Sorcery, only Intensity is given) |
| 5 | the spell’s name |
| 7 | the spell’s full description |
LOCATE OBJECT 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.
MUSTER POWER self-only
For each Intensity in this spell, you lose 1 ghp and 1d6 fp, and gain MP equal to the rolled fatigue loss. You cannot increase your MPs higher than your POW by means of Muster Power.
MYSTIC VISION self-only (but Range is required in casting)
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".
At close range (within a few meters), Mystic Vision can be used to tell whether an MP source is regenerating or non-regenerating. In this way, he could tell an MP Matrix from a spirit, or the living from the undead. A sorcerer can see spirit magic in effect, and he can see a flow of magic from a sorcerer to his maintained spell.
NEUTRALIZE MAGIC ranged, instant
Cancels a spell if the Neutralize Magic’s intensity overcomes the defending spell’s on the Resistance Table. The Neutralize Magic’s intensity must be at least half that of the defending spell.
PALSY 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 fresh-cut 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 odor’s Intensity rises.
Phantom Sight – each Intensity creates a solid-looking 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 | Typical Sound |
|---|---|
| 10 | normal breathing |
| 20 | rustling grass |
| 30 | large empty building |
| 40 | quiet village at night |
| 50 | quiet tavern in business hours |
| 60 | conversation |
| 70 | a busy highway |
| 80 | a hair dryer |
| 100 | subway train |
| 120 | gunshot |
| 140 | jetfighter at takeoff |
| 160 | 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 red-hot 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.
PRESERVE ITEM 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, transient
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 transient, the caster cannot himself cast spells through it (except for a single Held spell). 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).
PROTECTIVE CIRCLE 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 moves 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.
REGENERATE 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 entire limb. A result of more than 100 is considered to be so badly damaged that the limb cannot be regrown.
Example: Hapless Henifer loses 70% of his right arm in a fight. The healer casts Regenerate 12 on it, which will regrow the entire arm in 6 weeks. After a single week, the spell is dispelled. His arm is currently 30+12 = 42% there. He must now lose 1d100-12 off his limb as a percentage. If the final roll is negative, he’ll have grown back a bit! If the final roll is 43 or more his arm will be so destroyed that he can never regrow it.
REGENERATE DAMAGE touch
This spell is cast at one injured hit location, and requires Intensity equal to or greater than that location’s normal maximum HP. It accelerates the natural healing processes of the body. The wound stops bleeding and starts regenerating one HP per MR, starting with the MR when the spell was cast, until totally healed. If the location is injured again before it is fully healed, the process continues. Creatures with no CON or who do not regenerate HPs naturally cannot be healed by this spell.
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. In addition, an attack less than half the Resist’s Intensity is normally ignored as well.
Resist Damage – stops physical damage. Resist Damage must be cast on the outside of any armor or armor-like 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 spell’s 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 spell or enchantment in effect.
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.
SHAPECHANGE [species] 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.
SKIN OF LIFE 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
SMOTHER 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.
STUPEFY attack, ranged
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 caster drops the spell.
SUPPRESS SORCERY attack, ranged
This spell affects a target sorcerer’s 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.
| Ability | Tap Intensity per 1d6 loss |
|---|---|
| STR | 2 |
| CON | 3 |
| SIZ | 4 |
| INT | 5 |
| POW | 1 |
| DEX | 4 |
| APP | 3 |
Remember that the maximum MPs a person can have is twice his POW, except that beings lacking POW have no MP maximum.
TELEPATHY 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 | Extent |
|---|---|
| 1 | Only the life, death, or unconsciousness of a fellow communicant can be sensed. |
| 3 | Communication as in Mindspeech. |
| 5 | Each caster can see through the other’s eyes. |
| 7 | The users can cast one another’s spells. |
| 9 | They can use each other’s MPs. |
| 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).
TELEPORT 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.
TREAT WOUNDS 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.
VENOM 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.
APPENDICES
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 spell's 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 tapped, 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 sorcery-like effects do so because of metabolism or innate gifts, not because they intelligently manipulate their environment.
Arts – 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 creature’s 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.
SECT SPECIAL SPELLS
Arrolian College of Magic (Lunar)
Arts – accessed via the Red Goddess; each of the Seven Mothers is considered to provide one Art, as follows:
| Seven Mothers | Art |
|---|---|
| Danfive Xaron | Speed |
| Deezola | Ease |
| Irrippi Ontor | Multispell |
| Jakaleel | Hold |
| She Who Waits | Intensity |
| Teelo Norri | Range |
| Yanafal Tarnils | Force |
Each Full Moon, the initiate is able to sacrifice 1 POW to the proper Mother to gain the designated Art. Other Arts are also provided, by lesser Lunar deities. Once he has started on this progression, the sorcerer is tied to cyclical magic, and able to utilize Lunar elemental magic. Only Lunar sorcerers can use Lunar elemental magic.
| Phase of the Moon | Effect on Sorcery |
|---|---|
| Full Moon | May use all Arts. In additional, each Art can be cast at a level determined by his skill in the spell. |
| Half Moon | May use all Arts. |
| Crescent Moon | May only use Basic Arts. |
| Dark/Dying Moon | May only use Intensity. |
Example: A sorcerer who could normally use 9 Art levels in a spell could use 9 levels of each separate Art during the Full Moon.
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, his specialty spells cost 1 MP less to cast (to a minimum of 1). During the Dark or Dying Moon, he cannot even cast a non-specialty spell.
Vows – may not take Abjure Rune Magic, Flee [element], or Shun [Element].
Spells
POISON TOOTH Ranged
This is cast on a weapon, and causes wounds caused by that weapon to administer 1 POT of poison per Intensity until the spell is cancelled.
SHOCK Attack, ranged
Target takes 1d(Intensity) damage to his general hit points.
Borist College of Magic
Arts – accessed via St. Malkion.
Saints – only recognize four saints: Saint Malkion, Saint Hrestol, Saint Arkat (in a different form than other Arkat-worshipers), and Saint Boris.
Vows – May not take Sacrifice Power or Shun Tap.
Spells
HAND OF DEATH attack, touch, 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.
NEUTRALIZE POISON 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 poison's POT.
SHRIVING 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. Regularly-shriven 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, possibly even POW or other stats, depending on how evil he has been and what his crimes were.
TRUE SELF Enchant
This spell is only useful if the target has one or more overt or automatic chaos features. It masks all such features, giving the user back his "normal" appearance, i. e. , what he looked like before gaining said features. The underlying chaos is NOT hidden from special abilities such as the Storm Bull Sense Chaos. The enchanted individual can "turn off or on" True Self spell at will. When he has True Self up, then he cannot access or use any of his chaos features, even those which are not normally visible. When he lowers the spell, all his chaos features become manifest, even harmful ones.
This spell costs 1 POW to cast.
An individual who has been transformed into a chaos creature (such as a human transformed into a broo or scorpion man) once more looks like a human while he maintains the enchantment's effect. A creature who was never human still looks like it did before when using this spell, though it would not appear to have any chaos features. The spell is found to be useful for two purposes: it enables a Borist with a harmful chaos feature to escape its effects, and it enables an advanced Borist priest to go about his business aboveground. It is also useful on the notorious Borist familiars. When the spell is dropped, the effect can be quite alarming, as the enchanted being may balloon in size, sprout tentacles, extra eyes, etc.
Brithini College of Magic
Arts – accessed via Study.
Vows – May not take Abjure Armor, Devotion, Shun Harm, Shun Immortality, or Shun Tap.
New Vows
GREAT RITUALS (equal to High Vow): you must spend an hour in preparation before casting any spell. If you already have Rituals, it is subsumed into this vow (and you only get total presence equal to your High Vow).
MIGHTY RITUALS (equal to triple your High Vow): you must spend a year in preparation before casting any spell. If you already have Great Rituals, it is subsumed into this vow (and you only get total presence equal to triple your High Vow).
Spells
DECREPITUDE 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.
MAGIC SINK Enchant
Creates an object which tries 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.
This spell costs 1 POW to cast.
THE SPELL FORBIDDEN Ranged
This spell may only be cast when ordered by a Talar. It may only be cast on a Dromal (normally, it is multispelled). The Dromal's STR, CON, and DEX are each doubled, and he adds +50 to his Attack & Parry bonus. Once cast, the Talar plus all Zzaburi and Dromals involved permanently lose their Brithini immortality.
SUPPRESS [Art] 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.
SUPPRESS WIZARD attack, ranged
Each Intensity reduces a target magician's chance for success with all d100 rolls having to do with magic by 1 percentile.
WREST MAGIC 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 spell's 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 sleeping.
Carmanian College of Magic
Arts – accessed via Art Vows.
Vows – may not take Abjure Rune Magic or Shun Tap.
Spells
PROSCRIBE [cult] 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 most of the panoply of Pentan and Char-Un spirits.
Chaotic and Evil Cults
Arts – Vivamort receives all its Arts via Art Vows.
Vows – Never Kill a Human, Shun Harm, Shun Darkness, Shun Immortality and Shun Tap are forbidden to Vivamort.
New Vows
ABJURE DAY (3): may cast no spells during daylight hours. Ritual spells may start in daylight, but must conclude during the hours of darkness.
CANNIBALISM (2): must eat the flesh of your own species at every meal.
DEEP CANNIBALISM (6): may never eat any food but human flesh.
DEVOUR FOE (2): must feed on any creature you kill. Even a small bit will suffice (or even just a successful Bite attack in combat). Blood counts as "food".
HUMAN SACRIFICE (1): must sacrifice a person of your own species yearly.
KILL A FOLLOWER YEARLY (12): this must be someone who has voluntarily sworn to your service. His sacrifice need not be voluntary on his part, though.
KILL OFFSPRING (9): sacrifice one of your children each year, unless you have no living children.
NECROPHILIA (1): must sleep with a corpse weekly. This Vow does not conflict with Celibacy.
NEVER TAKE A WOMAN BUT BY FORCE (2): for males only. This Vow conflicts 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.
Spells
CREATE BASILISK Enchant
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 Glue or Dominate or some similar technique to make the incubator behave. When the basilisk hatches, it is not automatically friendly towards its creator.
This spell costs 3 POW to cast.
The creature's characteristics are rolled randomly. However, the points in the Create Basilisk spell can be added to the basilisk's stats, divvied up as the caster pleases. Points can be added to the creature's INT, but it remains a fixed-INT creature. Its glance acts as a 3-pt Rune spell.
Create Basilisk 7 would let the caster add 4 to the basilisk's STR, 2 to its SIZ, and 1 to its DEX, for instance.
CREATE VAMPIRE Enchant
The victim of this ritual must be alive for the first six days of the ceremony, and is killed one day before its completion.
This spell costs 7 POW to cast, regardless of the number of points in it. If it has more than 7 points, all "extra" points are added to the vampire's final characteristics in any way the enchanter wants.
For instance, a Create Vampire 10 has 3 extra points, which could be added to the vampire's final STR or DEX or SIZ, etc. . It could not be added to its POW, because it has none.
NIGHTMARE OF HELL (see East Isles); only found in East Isles
ONE WITH CHAOS (see East Isles); only found in East Isles
ONE WITH HUNGER (see East Isles); only found in East Isles
SHACKLE SOUL Enchant
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 (i. e. , 50m for spirit spells, 100m for Rune spells, and as per Range for sorcery). A true Banishment cancels out the Shackle Soul, and also sends the spirit on to its afterlife.
It costs 1 POW to cast this spell.
East Isles Sorcery
Note: the Valkarists have access to these spells, Arts, and Vows, as well as their own.
Many Islander spells provide a multipurpose effect on the target. They like this style of spell, and flexibility, even at the cost of efficiency, is valuable to them.
Lucidity
Much of the East Isles higher philosophy is devoted to the study of Dreams and Lucid Dreaming. Sorcerers who have become Lucid have new and exciting powers and Arts available to them.
Arts – use Study for the art of Intensity, then Art Vows for Range & Multispell, then sacrifice POW to Thella for secondary Vows. With a +10 bonus, it takes . . .
210 hours = 25% skill
840 hours = 50% skill
1900 = 75% skill
2750 = 90% skill
New Art: Knowledge – Each level of this Art adds +1 to each of the three basic Arts of Intensity, Range, and Multispell. However, it also decreases your chance of success in spellcasting by +10. This does not correspondingly decrease the total Art levels available in casting.
Example: Elamar the keet has a skill of 89 in Call Shadow. He has no use for Multispell, but plans to use Intensity 2, Range 3, and Knowledge 4. This gives him a final result of Intensity 6 and Range 7, but subtracts -40 from his chance of success, leaving it at 49.
New Vows
NEVER KILL A KEET (2, or 3 if you have never killed a keet): Sorns do not count as keets.
DAWN LOVE (1): sing a hymn every daybreak.
LOCATION (varies): this Vow cannot be broken, but the amount of Presence it provides to the caster varies with his geographic position:
On his home island: +5
If you can see your home island, but are not on it: +2 (this applies to magic techniques of "seeing" your island, too)
If you are in the eastern seas: +1
If you are on another east isle which is not your home: +0
If you are not in the eastern isles or seas at all: -1
MOON LOVE (2): perform minor blood sacrifice (a small animal or fish) every low tide.
SEA LOVE (2): wash in sea water once a day.
STORM LOVE (4): never seek shelter from storm.
Spells
BLESSING OF VITHELA touch
Strengthens the target's defenses vs. magic (only) by 1/Intensity. For most spells, this simply increases the target's MPs as measured for resistance, but the exact defense will change per spell. For instance, the target's effective POW or CON vs. spells that target those is increased as well.
BREATH OF THELLA Touch (but Range is used), either instant or temporal
Can be cast either as "exhalation" or "inhalation".
"Exhalation" forms a bubble of breathable air around the caster with a radius equal to the spell's Range in meters. It can be used underwater, in poison gas, etc. It may repel hostile sea creatures.
"Inhalation" creates a bubble of vacuum within the radius. Each living being within takes 1d(intensity) damage to its general hit points; no resistance allowed. The caster is always inside. In this form, the spell is instant, as the vacuum swiftly collapses.
BREATH OF VITHELA Self-only, instant
Requires an Intensity of at least 9. However, when it is cast, it immediately restores the caster's MPs to his maximum (i. e. , twice his POW) minus 1d6. Each time this spell is cast, an additional 1d6 is subtracted from the maximum, until the user goes a full season without casting it.
DANCE OF THE GOLD MAIDEN Touch
This spell's effects vary with the target. When cast upon a female, a faint rosy-gold glow surrounds the target, whose Fatigue and Hit Points are increased by 1 per Intensity for as long as the spell lasts. This spell cannot be cast upon a being lacking a clear female gender.
When cast upon a male of the caster's species, it is an Attack spell, and requires an Intensity equal to at least half the target's POW. The victim is rendered incapable of attacking any female in hand-to-hand combat so long as the spell lasts. He can fire missiles or spells, and can attack females of other species. A female not recognizable as such (in boy's clothing, cloaked), can also be attacked. An affected male can parry, shout for help, etc.
DANCE OF THE PINK GODDESS ranged
The Dance of the Pink Goddess is not necessarily considered evil, but is at least unethical and forbidden in all densely-inhabited lands. It creates a radius effect equal to the spells' Range in meters (i. e. , range 6 would affect an area 6m in radius). Anyone that enters the area immediately matches his or her MPs vs. the spell's Intensity. If he fails to resist, he sees the Damsel of Despairing Delight, and becomes a devotee of the most salacious Aspects of the Pink Goddess. He must be restrained from committing obscene acts upon anyone within reach, and even if he then leaves the radius, he remains under its effects. Nothing can free the victim but the spell's being cancelled or a some kind of dispelling magic.
This spell only affects creatures with normal (i. e. , non-fixed) Intelligence, and that have some kind of sex drive.
DREAM OF DARKNESS Touch
All the "Dream of . . . " spells are explicitly designed to be maintained for long periods of time on the sorcerer himself. While maintained, the target has the ability to spend MPs to get particular effects. In any case, he cannot spend more MPs than the spell's Intensity.
1 MP adds +10 to a chosen Stealth skill for the next hour.
3 MPs + 1 pt/meter lets you attempt to Command a shade.
1 MP adds +1 to your POW for the next hour.
DREAM OF ELUCIDATION Self-only, Multispell must be used
The caster is temporarily gifted with the knowledge of a selected Sorcery spell which he does not already know. He must Multispell the other spell with his Dream of Elucidation, and is considered to have a skill in casting said spell equal to his skill in Dream of Elucidation.
Only a Lucid islander can learn or cast this spell.
DREAM OF THE ISLAND Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend more MPs than the spell's Intensity.
1 MP adds +10 to First Aid, Treat Poison, or Treat Disease for the next hour.
1 MP adds +5 to a chosen Stealth skill for the next hour.
3 MPs + 1 pt/meter lets you attempt to Command a gnome.
1 MP adds +1 to your CON for the next hour.
DREAM OF LIGHT Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend more MPs than the spell's Intensity.
3 MPs + 1 pt/meter lets you attempt to Command a salamander.
1 MP adds +10 to a selected Knowledge skill for the next hour.
DREAM OF THE SEA Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend more MPs than the spell's Intensity.
Each MP spent lets you hold your breath underwater for 1d10 rounds without needing a CON roll.
Example: Mad Mark has been underwater for 3 rounds, so now needs a CONx8 roll. He spends 1 MP and the next 1d10 rounds he needs no roll. At the end of this time, if he does not spend another MP, he'll need to roll his CONx8, then CONx7, etc.
1 MP adds +10 to a chosen Magic skill (not counting Sorcery spells) for the next hour.
3 MPs + 1 pt/meter lets you attempt to Command an undine.
DREAM OF THE SKY Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend more MPs than the spell's Intensity.
3 MPs tells you the exact compass direction, regardless of cloud cover.
1 MP adds +5 to any selected skill for the next hour.
DREAM OF THE STORM Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend more MPs than the spell's Intensity.
1 MP predicts whether or not there will be precipitation on the following day. Additional MPs increase the length of the prediction. Weather affecting spells mean all bets are off.
3 MPs + 1 pt/meter lets you attempt to Command a sylph.
1 MP adds +10 to a selected Agility skill for the next hour.
DREAM OF WARMTH Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend more MPs than the spell's Intensity.
3 MPs creates a 1d6 Intensity flame at a place you touch. A live target can try to resist. Extra MPs increase the flame's intensity as follows: 4 = 1d8; 5 = 1d10; 6 = 2d6; 7 = 1d8+1d6; 8 = 2d8; etc.
Each MP adds +10 to a selected Perception skill for the next hour.
EVOKE DEATH Ranged
This spell is to be cast upon a weapon, including natural weapons. When it is cast, the user must immediately decide which of the three following effects he wishes to implement. If it is Multispelled, all weapons must receive the same effect.
Spend Intensity equal to triple the number of dice damage done by the weapon, and the ensorceled weapon always does maximum damage when it hits (for instance, a handaxe does 7 points instead of 1d6+1). This does not apply to damage bonuses.
Add 2d(Intensity) to the damage done by the weapon upon receiving a special or critical hit.
Add 2d(Intensity) to the damage done by the weapon upon its next successful hit (only).
EVOKE LUCK ranged
This spell is often cast on an unwilling target, in which case it is an attack spell. When cast, the user selects a particular skill. While the spell is in effect, the results of the target's using that skill are altered, depending on the Intensity used. Only the named skill (such as "Shortsword Attack" ) is affected.
| Intensity | Effect |
|---|---|
| 3 | All rolls but fumbles become normal successes (even critical or special rolls act only as normal successes) |
| 6 | Critical rolls remain critical. Special & normal successes become special successes. However, any failure becomes a fumble, instead. |
| 9 | Any critical or special roll becomes a critical success. A normal success becomes a failure, and any failure becomes a fumble. |
| 12 | Any roll becomes a fumble. |
EXPEDITE DESTINY Touch, but Range must be used.
The target is projected forwards in time, to a limit determined by the spell's Range on the following table. He disappears and reappears later, in the same place and condition, along with everything he is carrying. The place where he is due to appear is visible to magical senses or detection, and can be dispelled (which precipitates the target's immediate reappearance). An unwilling target can resist.
| Range | Time projection |
|---|---|
| 1 | 1 round |
| 2 | 1 minute |
| 3 | 1 hour |
| 4 | 1 day |
| 5 | 1 week |
| 6 | 1 season |
| 7 | 1 year |
| 8 | 1 wane |
| 9 | 1 age |
| 10 | eternity |
THE JOYFUL BROTHERHOOD Attack, Ranged
One hostile being is made neutral towards the caster while the spell lasts. The target won't attack nor issue commands to others to do so. If threatened, he'll defend himself. If constrained by outside factors, he may act to the caster's detriment, though still not feeling any ill will. For instance, a hangman is required by his superiors to hang his prisoners, and will do so. The spell is mainly for use in turning a confrontation into a neutral situation. The spell's Intensity determines who can be affected.
| Intensity | Result |
|---|---|
| 2 | a member of the caster's species |
| 4 | a member of any intelligent species which is normally friendly to mankind |
| 6 | a member of a species which is not normally friendly to mankind |
| 8 | a semi-intelligent or unintelligent animal |
| 10 | a member of a chaotic species, or an undead |
NIGHTMARE OF HELL Attack, Ranged
This is an evil spell. It must be cast upon a sleeping victim known personally to the caster, who must be within Range but need not be visible. It projects the nightmare of the caster's choice, and knowledge of the target's fears and phobias is thus desirable. Such knowledge adds 25 to the chance of overcoming the target's resistance. Intimate knowledge of the target's fears adds 50. If the victim moves outside the spell's Range, it is instantly cancelled.
Each time the target sleeps while the spell is in effect, he loses 1 CON from fear and pain. This loss is cumulative. Once the spell is cancelled, he regains lost CON at the rate of 1/day. Neutralize Magic dispels the Nightmare, but the CON loss remains till restored. If the target's CON is reduced to 0, his hair turns white, he goes into convulsions, and dies in his sleep.
ONE WITH BEAST Attack, Ranged
This spell can only be cast on a fixed-INT creature which is otherwise complete. It requires an intensity equal to the creature's minimum possible POW roll (for instance, a POW 3d6 beast requires Intensity 3). If the beast fails to resist, then while the spell is maintained it will treat you as one of its own kind. This does not necessarily mean it will be you friend.
ONE WITH CHAOS Attack, ranged
This is an evil spell. Each Intensity permanently reduces a selected skill of the target by 1d6.
ONE WITH HUNGER Attack, Ranged
This is an evil spell. If the target fails to resist, he loses 1d[intensity] HPs, which are transferred to the caster as MPs. The lost HPs are taken as evenly as possible from all hit locations. Locations with the most HPs are drained first. Thus, when attacking an uninjured human, the chest would be affected first and the arms last.
ONE WITH MOON Summon
This spell predicts the exact time of the next tide. Each additional 4 points beyond the first used predicts one further tide into the future. If it is cast at the exact moment of the Blue Streak, it summons a Selene instead, with a size in meters equal to the points in the spell. This selene is not under the caster's control.
ONE WITH PLANT Ceremony
This spell must be cast upon a plant, and requires 1 point per SIZ of the plant. The spell keeps that plant, or portion of a plant, alive, despite being cut, unwatered, etc. Normally used to keep cut flowers alive, or to prevent fruit from spoiling. Can also be used to keep a plant alive when you know you'll be unable to water it for a prolonged period. This spell will not save a plant from being killed by disease or fungus or from being eaten. The elves of the Islands consider this spell to be the equivalent of Food Song when cast upon plant food that is about to be eaten.
RESIST [harm] touch
The exact type of damage resisted must be specified. Thus, there is Resist Burns, Resist Drowning, Resist Falling Damage, Resist Impales (the latter resists only the impaling part of an attack), etc. . An incoming attack must overcome the Resist's Intensity in order to cause harm. Unlike other Resists, incoming damage only ignores Resist Harm spell if it exceeds it by 10 or more. In addition, if Resist Harm is at least twice as great as the incoming damage, it automatically stops it.
SLEEP OF REASON Touch
This spell requires an Intensity of at least 5. For each hour the target sleeps while under the effect of this spell, he regains 1 MP, in addition to whatever he would gain normally. In addition, he is protected against nightmares and evil dream-sendings.
SONG OF DAWN self only, but Range is used with it
The caster's face is illumined with the beauty of the Perfect Radiance of Thella. No being of evil, darkness, or chaos can look upon his countenance and must fight, launch missiles, or cast spells at the caster as though blind. The light illuminates an area with a radius equal to the spell's Range in meters, making it as bright as day. Undead suffer 1d3 damage per round they remain within.
SPASM Attack, ranged, instant
If the target fails to resist, a random hit location cramps up and is unusable for the rest of this melee round. Intensity is not applicable, except to penetrate defensive magic, however Multispell is quite common. If it is Multispelled on a single target, then if the same location is rolled more than once, that location takes 1 damage (ignoring armor) for each additional time it is rolled past the first.
STUTTERBLADE Ranged
This spell only affects melee weapons and requires an Intensity equal to the weapon's maximum damage (not counting impales or other special hits). The effect is to deliver another attack 1 SR after the strike, with the same chance to hit as the original blow, and strike the same hit location. This attack can be parried at half normal chance for success. Damage done is the same as the weapon, but not counting any magical adds. The second attack cannot impale, but can do critical damage.
If enough Intensity is used to double the weapon's normal max damage, then a third blow can be delivered 2 SRs after the initial strike, and so forth.
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, Transform to Tree can transform a man, a bear, an elf, or a horse into a tree. You still need Intensity equal to at least half the target's SIZ.
TRANSMOGRIFICATION Self-only
A phantasmal being must be created via Phantom Sight, Sound, Touch, etc. Then this spell is cast, and it sends the caster's soul into the illusion. His body remains comatose for the Duration, and he becomes in effect the creature. While in the phantasmal body, he can cast spells and use appropriate skills (for instance, a phantasmal creature lacking hands could not wield weapons).
If the illusion is dispelled, the caster is instantly killed.
WARD DAMAGE ranged
This useful spell requires Intensity equal to the user's CON, and halves all damage penetrating armor.
Galvosti College of Magic
Arts – accessed via St. Malkion.
Saints – the only saints acceptible to the Galvosti are Malkion, Hrestol, and Arkat.
Vows – may not take Adulation, Sacrifice Power, or Shun Tap.
Spells
BAN Enchant
This is used in an area enchantment. The caster must name the species or entities banned and must place MPs into the enchantment. A banned entity must overcome the Ban's points with its own 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's points can ignore it.
This spell costs 1 POW per species banned.
CLEAR MIND 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.
RESIST DEATH 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
Arts – accessed via St. Malkion.
Vows – May not take Abjure Armor, Abjure Arms, Sacrifice Constitution, Sacrifice Power, Sacrifice Strength, or Silence.
Spells
BANISH UNDEAD 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 |
DRAIN SOUL attack, ranged, instant
If the target fails to resist, he loses 1d(Intensity) MPs.
DRAW SOUL Attack, ranged, instant
If the target fails to resist, 1 MP is transferred from him to the caster. This spell is normally cast with stored MPs, for obvious reasons.
FALSE ARMOR ranged
This spell gives the target 1 mock hit pt per Intensity in each hit location. These "extra" HPs are destroyed by incoming attacks, point for point. False Armor must be destroyed hit location by hit location, and are located "under" any armor worn.
NEUTRALIZE ARMOR 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.
SHIELD OF FAITH Ranged
This spell must be cast on a shield, and requires Intensity equal to the shield's ENC. It causes all special parries with that shield to protect at double normal armor points.
SUPPRESS PAGANISM attack, ranged
The target's chance to cast spirit spells is reduced by 5 percentiles per intensity.
SUPPRESS PRIESTCRAFT 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.
Kralorelan Sorcery
Mysticism
Many Kralori use Mysticism instead of, or in addition to, Sorcery.
Arts – use Art Vows for the basic arts of Intensity, Multispell, and Range, then Study for all remaining Arts.
Spells
ATTUNE MAGIC FLOW Ceremony
Requires points equal to the caster's POW. It doubles the chance of his POW increasing with a successful POW gain roll, but must be continuously in effect from before he gets the POW check until after the POW gain roll is made.
BLADE OF PUISSANCE Touch
Creates a brilliant sword of emerald-hued energy which does 3d(Intensity) damage and has 15 AP for parrying (but can't be broken). If the target drops the blade, it dissipates.
GEM OF REALITY Summon
This Summon produces a fist-sized stone resembling a gigantic pearl. For each point in the spell, the caster can put 1 MP into the gem, which can be used to power other spells. When the spell lapses, the jewel evaporates, along with any unused MPs.
VOYAGE TO THE MAZE OF LONG SHADOWS Attack, instant
If the target fails to resist, he is immediately bodily transported to the dreaded Palace of Eleven Pylons, a place lit only by a dim blue light. The wretched victim wanders through this tenebrous edifice for 1 melee round per Intensity. Each round spent here, he has a 10% chance of meeting one of the Palace's hideous insectoid servants. Simulate such an encounter with a 1d100 roll — the target also rolls 1d100, adding his Special Success chance in his highest weapon or sorcery skill. High roll lives. A dead victim's corpse reappears wrapped in silk.
MOCKERY OF REALITY self only
This spell requires Intensity equal to at least half the caster's SIZ, and it transforms him into an inanimate object. He cannot cast spells or perform any actions while transformed, and can only see in one direction, having no "head" to turn. He has no need to eat and drink and has all the normal characteristics of any article of its class; thus, if he is a goblet, he could be shattered and thus killed. He can drop the spell at any time.
The basic spell lets him turn into an object with a SIZ equal to his own. He can divide this total by twice the amount of "extra" Intensity used in the spell.
Example: A SIZ 12 caster who used Intensity 8 could mimic an object as small as SIZ 3. Intensity 6 is used just to cast the spell, and then his size is divided by twice the remaining 2 points.
PREVARICATION touch
The target is normally an inanimate object. The spell can be dispelled, but this must be done before any other spell on the object can be countered. Effects vary with Intensity.
| Intensity | Result |
|---|---|
| 3 | Allows caster to create a false history for the object (making it appear non-magical, if desired) to foil information-gathering spells. |
| 5 | Makes the object appear to have another spell on it (caster's choice) |
| 7 | Target is a being, whose POW and MPs can be made to appear anything desired. Used to fool Mystic Vision, Second Sight, etc. |
| 9 | Makes an object indetectible and impenetrable by any form of detection magic. |
| 11 | One living or undead being is given a new identity, though he is unchanged physically. Detection spells cannot reveal his true nature, nor can Domination force him to do so. |
TRUE SIBLING Touch, but Range must be used
Intensity equal to half the target's SIZ is required. The target is "cloned" while the spell lasts. All HP and MPs are divided evenly between the clone and the original. His weapons and armor are the same, as are other stats and skills. If the clone moves further than the spell's Range from the original, it vanishes.
A dispel magic cast at the clone (but not the original) causes the replica to vanish. When the spell expires or the clone is dispelled, the caster adds the HPs and MPs it had left onto his own. The target & clone possess no mental link, but the clone knows everything he knew up until the spell was cast, so if he had a plan in mind before creating the clone, it can attempt to fulfill its part of the plan. The clone is aware that it is a temporary magic construct.
WALL Instant
Creates a wall which moves away from the caster at 2m/sr until it has reached the spell's Range (when it dissipates), or until it encounters a major obstruction (a turn in a passage, a pit, building, etc. ) A wall does damage for one round to those it strikes, then passes on.
A wall is 3m high and 1m thick. It is 1m wide per level of Multispell used, but may be made smaller. It blocks all physical blows and missiles, and acts as a shield against spells as well.
If two opposing walls meet, a D6 is rolled for each; the one with the highest score continues, while the loser is dissipated. A tie halts both in place and further rolls are made each round till one wins. Each wall normally defeats one other type of wall, against which it has +2 added to its D6 roll. Intensity does not help a wall survive such a conflict.
| Type of Wall | Effects |
|---|---|
| Blades[defeats Stings] | Target takes (Intensity x 2) damage which can be parried, but not dodged. Armor is effective. |
| Calm[defeats Wind] | All living beings are calmed, and must succeed in an INTx5 roll (once per round) before they can take any action. Subtract the spell's Intensity from their Intelligence before attempting the die roll. |
| Fire[defeats Ice] | Target is engulfed in fire doing 1d(Intensity) damage to each hit location, and all flammable objects touched are set alight. Armor helps vs. damage, but target may remain aflame after the wall passes, doing 1d6 damage per round ignoring armor till the fire is extinguished. |
| Hunger[defeats Blades] | This rolling avalanche of ghostly teeth, sucking mouths, and staring eyes does Intensity damage ignoring armor. |
| Ice[defeats Water] | Target takes 1d(intensity) damage and is frozen (all skills halved until he rolls CONx1). |
| Mist[defeats Hunger] | Target loses Intensity MPs. |
| Poison[defeats Calm] | Target takes 1d(intensity) damage and 1d(intensity) more each round a CONx5 fails; must keep trying till he succeeds. |
| Stings[defeats Mist] | Target is poisoned if he fails to resist its Intensity with his CON. Then, he needs some kind of poison treatment within his CON in rounds or he dies. |
| Water[defeats Fire] | Target takes drowning damage of 1d(intensity) each round a CONx5 roll fails; must keep trying until he rolls CONx1. |
| Wind[defeats Poison] | Target must try to resist the wall's Intensity with his STR. If he succeeds, he takes 1d(intensity) buffeting damage to a random hit location. If he fails, he takes the damage and is knocked sprawling, carried along with the wall, and must roll again next round. |
Lunar Magic
Arts – accessed via Art Vows.
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 the highest of any other Art 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 sorcerer's Free INT in size. Ie - 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 caster's Free INT. |
| Crescent Moon | As above, plus only one Art may be used. |
| Dark/Dying Moon | No spirit magic manipulation is possible. |
New Art: Time – this art affects the spell it is cast on by delaying the time it takes effect. The spell is cast normally. If it successfully overcomes any resistance rolls, countermagic, etc. , it then does not "go off" until a certain time later, depending on the number of Time levels used. When the spell is cast, the user states exactly when the spell will take effect, at any time up to or including the delay he has ensorcelled. For instance, with 3 levels of Time, he could name any delay up to an hour.
When the spell finally takes effect, it bypasses all countermagic and resistance rolls and directly affects the target, no other rolls necessary.
| Time levels | Delay |
|---|---|
| 1 | 1 round |
| 2 | 1 minute |
| 3 | 1 hour |
| 4 | 1 day |
| 5 | 1 week |
| 6 | 1 season |
| 7 | 1 year |
| 8 | 1 wane |
| 9 | 1 age |
| 10 | eternity |
Non-Sorcerers – 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.
Vows – may not take Abjure Rune Magic, Flee [element], Shun [Element] (except for Shun Storm).
Spells
LUSTROUS MISSILE Touch
This spell requires Intensity 6 and may only be cast upon a missile with a striking head of pure silver. When the weapon is loosed, the silver part is consumed by a glowing blue light. If the missile hits the target, the blue light deals the caster's POW in damage to the location struck, and then dissipates. The missile cannot impale, but a critical does ignore armor.
Henotheistic Church of Otkorion
Arts – accessed via "St. Arkat". Once initiated into his cult, magic works quite differently. There are no Arts — or, rather, all arts are accessible to the user, up to his skill and Presence limits. However, learning each different sorcery spell costs 1 POW, as it is accessed like a Rune spell. Sacking the POW gives the Aeolian 1d6+Magic bonus in the spell, or a minimum of 1.
Vows – may not take Abjure Rune Magic, Flee Storm, or Shun Storm. Shun Tap must be the 3rd vow.
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): only converse with people who are initiates of cults allied to Orlanth, or with their underage children.
THE GREAT VOW (3): only converse with people who are initiates of Orlanth himself (or an acceptable equivalent) or their underage children. Orlanth variants are legitimate, so a worshipper of Entekos or Kargzant is out, but initiates of Humath or an Aeolian (but not the Praxian Storm Bull) are 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.
Perfecti
Arts – accessed via Study.
Saints – only Malkion & Hrestol are acceptible to the Perfecti. But Malkion is not used to gain Arts.
Vows – may not take Adulation.
Reformed Hrestoli
Spells
ASSESS CHARACTERISTIC
This spell allows you to discover the level of a person's characteristics. When cast, the sorcerer must specify the characteristic being measured. Intensity affects the spell's result:
| Intensity | Result |
|---|---|
| 1 | tells you whether it is greater, lesser, or equal to the average for his species |
| 3 | tells you whether it is greater, lesser, or equal to the caster's identical stat. |
| 5 | tells you the current value including magic additions |
| 10 | tells you the exact stat, as well as the amount of magic additions |
ASSESS SKILL
This spell allows you to discover the level of a person's skills. Intensity rules the effect.
| Intensity | Result |
|---|---|
| 1 | tells you whether it is greater than the base chance |
| 5 | tells you whether it is greater, lesser, or equal to your own score in that skill. |
| 10 | tells you the exact percentile score. |
Rokari College of Magic
Arts – accessed via St. Malkion.
Vows – may not take Sacrifice Power. Abjure Armor gives +1 Presence. Celibacy gives +2 Presence.
New Vows
ABJURE KNIGHTLY ARMS (1): like Abjure Arms, but permits you to use staffs, daggers, and other un-military arms. If you later take Abjure Arms, this lesser vow is subsumed (and you only get 2 total Presence).
ABJURE METAL ARMOR (1): like Abjure Armor, but permits you to wear leather, wood, or other non-metal armor. If you later take Abjure Armor, this lesser vow is subsumed (and you only get 2 total Presence).
GREAT RITUALS (equal to High Vow): you must spend an hour in preparation before casting any spell. If you already have Rituals, it is subsumed into this vow (and you only get total presence equal to your High Vow).
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 actually cast the very spell you wish to dispel (but it does not take effect). You need sufficient Range to reach the offending spell (even if the spell being cast is normally Touch). 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.
Special Spells
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 fetch's MPs, the shaman's 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 weapon's 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.
QUEST Ceremony, Attack
When the ceremony is finished, the spell is cast vs. a particular opponent. Since it takes an hour to cast, like any other ritual spell, Range or long-distance vision spells may be useful to affect targets. If the target is overcome, the caster names a particular task he wishes to force the victim to perform. If he does not proceed with the task, he loses -5 from all 1d100 chances of success until he starts back on the task again or this spell ends. For each additional point in the spell beyond the first one, he loses an additional -5 per day he is dilatory, until he reaches the maximum loss of -5 per point in the Quest.
SUPPRESS PAGANISM (see Hrestoli)
SUPPRESS PRIESTCRAFT (see Hrestoli)
WREST MAGIC (see Brithini)
Sedalpist College of Magic
Arts – accessed via St. Malkion.
Vows – May not take Sacrifice Power or Shun Tap. Never Kill a Human gives +2 Presence
New Vows
GREAT RITUALS (equal to High Vow): you must spend an hour in preparation before casting any spell. If you already have Rituals, it is subsumed into this vow (and you only get total presence equal to your High Vow).
PARTIAL VEGETARIANISM (1): forbids eating the flesh of warm-blooded animals (only). If you later take Vegetarianism, this lesser vow is subsumed (and you only get 2 total Presence).
VEGAN (3): you are required to be a vegetarian and in addition must avoid milk and other animal products. If you already have Vegetarianism, that vow is subsumed (and you only get 3 total Presence).
Spells
COUNTERCONCEPTION Attack, ranged
This spell requires an Intensity at least 1/3 the target's CON. If the target fails to resist, he or she becomes totally infertile until this spell is cancelled.
POISON TROLL Enchant
Each point 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.
This spell costs 1 POW to cast.
SENSE DETECTION ranged, active
Upon concentrating, the caster becomes aware as to whether or not the spell's target is currently targeted by or is being detected by any sensory 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.
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
Arts – accessed via "St. Arkat". Once initiated into his cult, magic works quite differently. There are no Arts — or, rather, all arts are accessible to the user, up to his skill and Presence limits. However, learning each different sorcery spell costs 1 POW, as it is accessed like a Rune spell. Sacking the POW gives the Stygian 1d6+Magic bonus in the spell, or a minimum of 1.
Vows – may not take Abjure Rune Magic, Flee Darkness, Never Kill a Human, Shun Darkness, or Vegetarianism.
New Vows
EAT ONLY ALDRYAMI (4): 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 six 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 (3): must attend a selected temple at least 1 day a week, preventing long distance travel (or requiring the Teleport spell). 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 static. The Presence gained for it does not go away, but it no longer increases.
NEVER KILL A TROLL (2, or 3 if you have never killed a troll): Trollkin do not count as trolls.
Spells
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 | Only the presence or absence of Rune magic is sensed. |
|---|---|
| 3 | At least one major Rune of the spells involved is sensed. |
| 5 | The total number of points of Rune magic is perceived. |
| 7 | All the Runes of the gods involved are perceived. |
| 9 | 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.
SHADE CLOUT Ranged
This spell only affects blunt weapons, and turns it translucently black. When the weapon strikes a hit location, an amount of damage equal to a third of the spell's Intensity ignores armor.
SHUDDER OF DARKNESS Ranged
This spell only affects blunt weapons, and causes said weapon to leave a dark "trail" behind as it is swung through the air. If the weapon penetrates armor to cause injury, match the spell's Intensity vs. the location's normal full hit points (after damage from the blow is calculated) on the Resistance Table. If the spell wins, the location is disabled as if at zero hit points.
TRIUMPH OF DARKNESS Ranged
This spell affects only blunt weapons, and turns the weapon pitch-black and non-glossy. If the weapon penetrates armor to cause injury, match the spell's Intensity vs. the target's remaining general hit points (after damage from the blow is calculated) on the Resistance Table. If the spell wins, the victim is knocked unconscious. Each time he receives Healing, he can awaken with a successful CONx5 roll, or a successful First Aid will waken him in any case.
This spell can be combined with Shudder of Darkness.
Vadeli College of Magic
Arts – accessed via Study.
Vows – may not take Abjure Armor, Abjure Arms, Adulation, Celibacy, Never Kill a Human, Shun Harm, Shun Immortality, or Shun Tap.
Spells
DRAIN [characteristic] Attack, touch
Works like Tap, except the caster gains HP, which may be applied per location or as general HP. It is morally and ethically considered identical to Tap.
Valkarist College of Magic
Arts – accessed via St. Malkion.
Vows – may not take Sacrifice Power or Silence.
New Vows
GREAT RITUALS (equal to High Vow): you must spend an hour in preparation before casting any spell. If you already have Rituals, it is subsumed into this vow (and you only get total presence equal to your High Vow).
Spells
BAN (see Galvosti)
HAND OF DEATH (see Boristi)
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. A Waertagi sorcerer has a host of very unusual spells — they have been "out of the loop" with respects to mainstream sorcery for many centuries, and so their sorcery has evolved along rather different lines. Very few of their spells work exactly the same as the "normal" varieties. They're often specialists to enhance their ability in those spells they prefer.
Arts – accessed via Study.
New Art: Immersion – this Art may only be used if the caster's skin and hair are wet 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.
Spells
STINGRAY Ranged
This spell only affects slashing or impaling melee weapons. The weapon continues to do normal damage, although all its damage is considered magical for purposes of hitting appropriate targets (such as shades or werewolves).
On any hit penetrating armor, the weapon becomes stuck in the wound. The user has the option to rip the weapon out, which causes an additional 1d6 damage ignoring armor, or he can drop it, in which case it acts as if the weapon had received an impale result and stayed stuck in the wound.
SAINTS
NOTE: I do not believe that these rules describe saint worship for all Malkioni. I do not believe that all Malkioni accept all Saints, though I feel that the Saints included here are recognized by at least the major sects. I suspect that Aeolians and Stygians, at least, worship Saints as sub-cults instead of in this manner. I do believe that most Malkioni are reasonably willing to accept Saints discovered by other sects, so long as those Saints don’t violate some tenet of one’s own sect.
To gain a saint as a Patron, you must spend a certain amount of POW. This can be sacrificed over a period of time, and need not be done all at once. Once the saint is a Patron, you can invoke him at will and receive his blessing. It costs 1 POW each time a saint is invoked. The Blessing normally occurs on SR 1 of the round of invocation. A Saint’s Blessing can normally not be dispelled magically. A person can have more than one saint as a Patron, and can invoke more than one simultaneously.
A temporal effect lasts until the following daybreak.
ARKAT THE BETRAYER – he who lost his soul.
To gain the Betrayer as a patron, one must be illuminated. This is the only aspect of Arkat acceptable to the Borist sect.
Arkat the Betrayer’s Blessing (8 POW, temporal): The skin and clothing of all illuminated beings within 100 meters of the supplicant turn translucent white, including the supplicant himself.
ARKAT THE DECEIVER – he who sold himself.
To gain the Deceiver as a patron, one must have injured a benefactor. (The invoker can be repentant of his action. )
Arkat the Deceiver’s Blessing (8 POW): when invoked, the supplicant has a mental and emotional vision. This vision provides the supplicant with an immediate chance at Illumination. If the supplicant is already enlightened, it enables him to find the words, acts, and emotions that will assist another person towards this goal.
ARKAT BRINGER OF DARKNESS – enemy of good.
To gain the Bringer of Darkness as a patron, one must have betrayed a former way of life. For a Malkioni, for instance, one must have switched sects or illegally changed one’s caste.
Arkat Bringer of Darkness’s Blessing (8 POW): Immediately following the invocation, the supplicant must attack another being. If the attack harms the target, the resultant injury is permanent. A lost arm cannot be regrown. A Demoralized man can never be re-Moralized again, though Fanaticism or other spells may temporarily mask the effects.
ST. AVLOR – patron of lost causes and fanatics.
Before the Closing, the Avlorists were a fairly common branch of Malkionism. Now the Avlorist sect is extinct, but many Malkioni honor Avlor as a saint.
Avlor’s Blessing (3 POW, temporal): the supplicant becomes unaffected by despair, terror, nightmares, and other demoralizing emotions. He can withstand any mental anguish, resist any torture, and bear any grief with fortitude.
ST. CARPATTIA – the warder.
Carpattia was a Knight and Companion of Hrestol who served long and well, most famously when he was grievously wounded in stopping a band of assassins. Hrestoli miraculously healed Carpattia on that occasion.
Carpattia’s Blessing (6 POW, temporal): the supplicant becomes much more difficult to injure in combat. Basically, this doubles the target's hit points, armor, and his critical or special chances at Dodge or Parry.
ST. CONWY – patron of wisdom.
Conwy was an early convert from the Brithini way to Hrestolism (after Hrestol’s death). A Zzaburi, he gave up immortality and his comfortable (if empty) life. But nonetheless, he did not age, due to his piety, and ascended into Solace when martyred by his fellow Zzaburi, to whom he brought Hrestol’s message.
Conwy’s Blessing (3 POW): the user receives a sudden inspiration, uncovering possible solutions to whatever problem has been bedeviling him.
ST. DALY – patron of the helpless.
Daly was a peasant from a part of Old Seshnela now flooded. The Middle Sea Empire resettled his village during the Tribulations, near Tarinwood in Tanisor. When the Empire tried to make him bow down to an idol from Hrelar Amali, he led a rebellion which sacked a city. Veneration of this saint is somewhat worrisome to the upper classes.
Daly’s Blessing (4 POW): The supplicant’s next d100 roll (of any type) is automatically a success, except for skills in which the supplicant’s skill is 0 (which are still automatic failures).
ST. DORMAL – the sailor saint.
Dormal's Blessing (2 POW): the supplicant knows exactly where he is on the seas. It is useless to call St Dormal’s blessing on land or on a river. It does work on an inland sea like the Felster or Sweet Sea.
ST. DROMAL or DRONAR – patron of farmers and artisans.
Only a member of the Farmer/Peasant caste (or the local equivalent) may seek Dromal’s patronage. In sects honoring the Menena caste, women of this cast may also invoke Dromal. Hrestoli can invoke Dromal regardless of rank, but they may only receive Dromal as a patron while they are still Peasants.
Dromal was the fourth son of Malkion. He received as his inheritance the husbandry of the earth and water and the art of making all physical things. He had a large and happy family, and gave each child a gift: boat, plow, shepherd’s crook, anvil, lathe, etc. He taught his children to enjoy their gifts and taught his sons to foster their nephews, so that all shared these skills. He taught man to be stoic, hard-working, and honest.
Dromal’s Blessing (1 POW): for the rest of that day the supplicant exemplifies a good Dromali. Any Craft, fishing, birthing cattle, or other construction or peasant labor is well-done (a special success becomes critical, a normal success becomes special, a failure is a normal success, and a fumble becomes a mere failure). If he works in the fields, he is tireless, and toil is enjoyable.
ST. ELLEISH – patron of independent women.
Only a woman may gain Elleish as patron. Elleish was only a dress-maker at first. When her knight-husband was slain in battle, she begged Hrestol for the right to take his place. Soon she proved herself worthy of the arms she bore. After Hrestol’s death, she became a Lord of the City and County of Molene. At last she took a husband, who became Lord in her place, and she became Lady of the City, subject to his power.
Elleish’s Blessing (4 POW): Permits a woman to ignore gender-specific restrictions. The exact effects vary with sect to sect. All Malkioni who recognize Elleish as a valid saint are required to recognize the legal and moral force of this Blessing, though they are free to begrudge it.
ST. FROALAR – one of the Four Apostles of the Castle Coast.
Only a noble may invoke Froalar.
Froalar's Blessing (4 POW, temporal): when invoked, until next nightfall, the user sees intentional lies spoken as a black cloud that comes from the liar’s mouth. Heretics believe in what they say, so they don’t lie.
ST. GERLANT – patron of chivalry.
Only a member of an arms-bearing caste may invoke Gerlant. Normally, this restricts his supplicants to Knights.
Gerlant’s Blessing (3 POW): A bladed weapon in the caster’s hand becomes a Fireblade. From then on, whenever the supplicant draws that blade, it is a Fireblade. If the weapon is destroyed, the Blessing is lost.
ST. GOERY – one of the Four Apostles of the Castle Coast.
Only a wizard may invoke Goery
Goery's Blessing (4 POW, temporal): the user becomes able to attack a spirit in spirit combat simply by touching the person it is possessing. It allows exorcism if the user is victorious.
ST. HORAL – patron of knights.
Horal was the third son of Malkion. He received as his inheritance the burden of defending others by force, both brute and subtle. He was master of all honorable arms: sword, spear, mace, bow, axe, flail, javelin, and dagger. Horal instilled in his sons his best traits, which every knight now seeks to exhibit: bravery, loyalty, steadfastness, honor, humility, chastity, temperance, , and generosity. Mercy is virtuous when extended towards one’s inferiors.
Horal fathered the caste which now bears his name. Only a member of the Knight (or equivalent) caste may invoke him. Hrestoli above the rank of Soldier can invoke Horal, but only if they accepted Horal as a patron while a Knight.
Horal’s Blessing (4 POW) when invoked, all special hits become critical hits. This lasts for the duration of a single combat.
ST. HRESTOL – founder of modern Malkionism.
Hrestol’s Blessing (3 POW): When invoked, the supplicant’s POW doubles, and remains thus for a full day. At the end of the day, your POW drops back to normal, but MPs may remain higher than the user’s POW.
ST. JONAT – founder and patron of Jonatela.
Jonat Bigbear was a Second Age noble from Okarnia in Syanor. He wandered far, visiting Seshnela before its destruction and converting from paganism to the true faith. He took the true religion and his friends (including a troll named Xem) back to his homeland and conquered it, benefiting the populace with a feudalistic law-based regime.
Only a Knight or Lord can invoke Jonat.
Jonat’s Blessing (3 POW) When invoked, the supplicant gains full mental control over his horse. This mental control lets the knight command the horse to do anything physically within the horse’s ability, such as running full tilt even when wounded, fighting in conjunction with the knight, or running to the knight’s side after being separated. The knight needs negligible time and mental effort to command the horse. The blessing does not protect the horse from injury, nor increase the beast’s wisdom or skills. The blessing lasts for one hour.
ST. JOSSELYNE – patron of strength.
Josselyne and his house of minor nobility adhered to the new way of Hrestol the moment they heard of it. They taught it to all those in their lands, who also converted en masse. In return, they were beset by the Brithini, who sought to kill all the members of the House of Josselyne, and all the house’s knights, wizards, and serfs. The folk of the House of Josselyne fought the Brithini murderers house by house, farm by farm, and, in the end, room by room within the extensive Palace Joyful, their ancient abode. They never gave up, and they never surrendered, though five times the Brithini lords offered peace if they would give lip service to Brithini primacy. But their last dogged fight in Palace Joyful’s underground keep was marked by a miracle. The martyred Hrestol himself appeared to the defenders and blessed them all with the certainty of Solace in Glory, not only for themselves, but for all those of the County of Josselyne who had been slain by their ungodly foes. Four of the Horali killers even relented of their crimes, and joined with the House of Josselyne in the final hopeless battle. The House’s resistance and strength became a byword among the new Malkioni, and so the House of Josselyne is today considered a viable Saint.
Josselyne’s Blessing (6 POW, temporal): Josselyne may be invoked for four purposes, depending on one’s (current) caste.
Farmer – the user’s CON is doubled.
Knight – the user’s damage bonus is doubled.
Wizard – the user’s INT may be added to the Intensity of all spells cast. The normal MP price is paid for the extra Intensity, but this blessing does allow the user to violate the normal limit on Art levels.
Lord – invoked over a building, bridge, or other construction. The structure’s strength and Armor Points (if appropriate) is doubled.
ST. MALKION – First Prophet of the Invisible God.
This culture founder is the most important figure in Malkionism. He saw the face of the creator, taught men and women their places through the institution of the caste structure, invented sorcery, and performed many heroic deeds. The central book of Malkionism is called The Book of Malkion, and attributed to his authorship. Some say he could not have written it all, for it contains an account of his death and afterlife, and events in Glorantha after his death. The pious know that he prophesied all these things. The Book contains the tenets of Malkionism, and its early history.
Malkion’s Blessing (1 POW): Malkion can be invoked for one of three purposes
When casting a spell, Malkion can be invoked to reduce the spell’s MP cost to 0. The spell goes off at the caster’s DEX SR.
Once a year, during Sacred Time, a supplicant can name a sorcerous Art, which he then acquires. All sects restrict the use of Malkion for this latter purpose, as follows:
Carmanian: Only Wizards may acquire Arts.
Castle Coast: A Peasant may only acquire Intensity.
Hrestoli: A Farmer may not acquire Arts. A Knight may do so to learn Intensity.
Rokari: A Farmer or Knight may only learn Intensity. A Lord may learn Intensity plus one other non-basic Art of his choice (only). The non-basic Arts are Ease, Hold, Permanence, and Speed.
Sedalpists: A Peasant may only acquire Intensity. A Knight or Lord may only acquire Intensity, Multispell, and Range.
Syanoran: Only Clergy and Lords may learn Arts.
Valkarism: Work Folk may learn no Arts. Other castes may learn all Arts.
This third blessing can only be invoked by a consecrated king. When invoked, he designates an object, which becomes imbued with the power of his dynasty to form a Royal Emblem. Royal Emblems must be formed from such paraphernalia as crown, triangle, scepter, and sometimes other objects — in formerly Orlanthi lands, for instance, torcs and girdles can be Royal Emblems. Royal Emblems can be handled safely by the true king and anyone of the caste appropriate to the object. However, anyone other than the king needs the king’s permission to do so, and the king may withdraw his permission at any time or distance. Thus, kings use Emblems as proof of authority. Others can readily recognize these objects for they radiate a purplish glow and all feel awe and fear at their approach. An unauthorized person who touches an Emblem suffers injury, with the severity of the injury relative to the strength and legitimacy of the kingship.
ST. MARTIN – one of the Four Apostles of the Castle Coast.
Only a farmer may invoke Martin.
Martin's Blessing (4 POW, temporal): the supplicant gets one better level of success when attempting a craft. A fumble becomes a failure, a failure becomes a simple success, a success becomes a special, a special becomes a critical and a critical adds some minor magical property to the result.
ST. MAURITUS – one of the Four Apostles of the Castle Coast.
Only a knight may invoke Mauritus
Mauritus's Blessing (4 POW, temporal): the supplicant doubles his resistance against emotion-affecting magic and spirits, such as Demoralize, Dominate, Madness, Mindblast, or Stupefy.
ST. MENENA – Malkion’s wife and patron of women.
Menena is the paragon of Malkioni womanhood. She bore her husband four sons and did the many things necessary for her household with no murmur or backbiting. Her advice and help and love were all critical to Malkion’s success. When her husband was bewitched by the Sea Queen, she did not blame him for the bastard, Waertag, and fostered the boy until he ran away.
Only married women can gain Menena’s blessing.
Menena’s Blessing (2 POW, instant): Menena can be invoked for one of two purposes.
The supplicant may restore all lost HP, fatigue, and MPs to one of her descendants, siblings, husband, or ancestors (i. e. , parents, grandparents, etc. ) by touch.
The supplicant becomes pregnant the next time her husband has sexual intercourse with her, if he is fertile. Menena cannot be invoked for this purpose by a woman who is already pregnant, whose womb is damaged or diseased, or who is past menopause.
ST. NEUTEBOOM – patron of generosity.
Saint Neuteboom is known mostly by the many stories about him, such as the time he gave his house away to a newly-wed couple, or slew his horse and divided it up among a pack of starving jackals. Few have sought out the actual facts behind these stories, and perhaps for such a beloved and universally trusted saint, such seeking is unnecessary.
Neuteboom’s Blessing (6 POW): When gifting another person freely, the worth and quality of the gift is enhanced. The amount of the enhancement varies great, depending on the sincerity of the giver and the need of the recipient. For instance, in one famous tale a wealthy man gave away all his silver to buy food for the poor, and the silver was transformed to gold (at the end of the story, the formerly-wealthy man died of hunger, doubtless accepted into Malkion’s bosom). In another tale a beggar gave his poor meal to another, to see it transformed from dry bread and onion into a feast. Neuteboom grants his gift only if the gift is truly given freely, with no thought of return. Attempts to "trick" Neuteboom for personal gain (such as asking a friend to invoke Neuteboom and give you something) result in the intended gift being worsened. Wine may be soured, poisonous serpents may burrow within the bread loaves, etc. So be careful. The Invisible God is not to be mocked!
ST. NOMIA – patron of knowledge.
Nomia, the She-Hermit of Hrelar Amali, dwelt in a cave and supposedly taught the arts of magic to both Hrestol and Arkat. Some folk believe that Arkat must have been taught by the original Nomia’s descendant, feeling that the saint’s apparent longevity seems too Brithinish.
Nomia’s Blessing (3 POW): The user’s mind is expanded. For the next week, all research & experience checks automatically succeed, plus the amount of increase is always the maximum possible (this last also applies to training). Thus, if the user does research in Mace Attack, and invokes Nomia’s Blessing, not only does he automatically increase, he gets 4 full points.
ST. OUXEY – patron of patience.
Ouxey was famous for his wakefulness and long-suffering. Even when he slept, he kept his eyes open. After Hrestol’s death, he traveled as a missionary as far as Jrustela, always headed where there was the most resistance. He inspired others to persevere.
Ouxey’s Blessing (4 POW): Permits the supplicant to ignore the passage of time. He remains immobile and is not bored or injured in any way by any ensuing tedium. He is aware of his surroundings, and at any time he chooses to take action, Ouxey’s Blessing ends. It also ends if the supplicant is moved or injured by someone else. Until then, he can wait forever without sleeping, eating, or drinking. If he decides to wait for an extremely long time, he does suffer the effects of Aging. This timeless effect does not apply articles held by or on him. Spells will expire, food rot, spiders weave webs over his form, etc.
ST. PASLAC – patron of battle.
Only an individual capable of bearing arms and armor may invoke Paslac.
Paslac’s Blessing (5 POW): The armor points of a chosen piece of metal, which may be a tool, weapon, or piece of armor, is doubled (it must be touched by the invoker). Paslac can be called upon again to transfer his blessing to a different piece of armor, but only a single piece at a time can be affected per supplicant.
ST. RACEEN – patron of sorcery.
Raceen was a convert from among the mortal Malkioni of the Dawn era. A paragon of Progressionalism, he began as a peasant and eventually became a Magus. He settled in Sog City, and was martyred there by the Brithini.
Raceen’s Blessing (7 POW): Invoked only when a sorcery spell is cast. The user gets to add his INT to the permitted Art total used in the spell at no additional MP cost. For instance, if he has an INT of 17, and knows Venom 70, he could use up to 24 Art levels in casting Venom.
ST. REGIS – patron of despots.
Only lords may invoke Regis.
Regis's Blessing (6 POW, temporal): all listeners who are subject to the lord’s commands, and who do not obey the order to the letter suffer 1 point of damage to a random hit location the instant of disobedience (armor, countermagic, etc. have no effect). They continue taking damage at the rate of 1 point per 10 minutes until they begin to obey. If a hearer cannot obey the order through no fault of his own, the damage does not occur. A command that violates the Law of Malkion need not be obeyed.
ST. SEGUR – patron of the city of Segurane ("of the Walls") in Seshnela.
He was first Lord of the city and built the first wall. His power is a key reason for the Balifes dynasty’s success. He has only a single shrine, within Segurane, and it is well-guarded against outsiders gaining him as a patron.
Segur’s Blessing (3 POW, temporal): When invoked, Segur points out the weakest part of any wall or other fortification which the invoker may see. In his own city, he also shows how the defenses may best be strengthened.
ST. SWIVEN – patron of the city of Okarnia in Jonatela, where he cured a plague caused by Gbaji.
He is well-known throughout Fronela.
Swiven’s Blessing (3 POW): instantly cures a disease in the supplicant, or another. Any disease spirit present is cast out at this time. This power can even be used to cast out a disease spirit which is haunting a well or other site.
ST. TALOR – the laughing warrior.
Only an individual capable of bearing arms and armor may invoke Talor.
Talor’s Blessing (6 POW): Talor must be invoked just before or during a battle. His supplicant experiences joy while fighting. He is immune to all deleterious effects of combat except death and hit point loss (i. e. , he does not suffer from fatigue loss, incapacitation, shock, unconsciousness, etc. ) In addition, when first invoked, the supplicant can expend 1 or more magic points. For each MP expended, all his skills are increased by 2 percentiles. Only lasts for the battle's duration.
ST. VALKARO – the wonder-worker.
Valkaro’s Blessing (6 POW, temporal): the devotee gains great force of mind. He automatically succeeds in any INT roll, including Concentration rolls. He automatically succeeds in sorcery, with no die roll necessary, and no critical or special successes possible.
ST. WAERTAG – the sea god.
Bastard son of Malkion and the Mermaid Queen, a jealous immortal who sought revenge for the rape of her mother by the storm gods. She chose Malkion for her plan, not only because he was famed for his chastity, but also because he was the product of a storm spirit rape. Her witchcraft seduced him, resulting in Waertag.
Waertag lived for a time with his father, but finally returned to the sea. Rejected by seafolk and ill at ease among landsmen, he took several wives. One was a human, one a slave, a third a were-otter, and the fourth a ludoch holy woman. Some speak of marriages to a spirit, an undine, and sea monsters. The sons married their half-sisters, and the Waertagi were born along with their tradition of inbreeding.
Waertag’s Blessing (4 POW, temporal): The supplicant gains the ability to survive underwater.
ST. XEMELA – patron of sacrifice.
Xemela’s Blessing (9 POW): The invocation has two parts. In the first part, the supplicant’s skin turns night-black, and he or she has one minute to touch other beings. When he or she has touched every being that he or she wishes to affect, or the minute is up, the the second half of the invocation takes place. At this moment, all the beings touched have all damage and other physical harm cured. However, the supplicant takes this damage upon himself or herself, as follows:
For each hit location healed, the supplicant takes 1 point of damage in the corresponding location.
For every person healed of general hit point loss, the supplicant takes 1 point of general hit point damage.
For each disease cured (and the effects healed), the supplicant loses 1 point off the appropriate stat (i. e. , curing 8 points of Brain Fever costs 1 INT).
Other losses can generally be figured out by comparing to this general effect. Thus, a person Tapped is cured by losing 1 point of the appropriate stat. Only points lost below the character’s normal trait level can be restored — if your initial POW was 10, and you’d worked it up to 15, and then had it tapped to 8, Xemela’s Blessing would only restore you to 10.
If a hit location is completely destroyed, this blessing has no effect — Regeneration must be used. This blessing cannot raise anyone from the dead, nor can it remove the taint of chaos. This blessing will not expel a passion spirit or disease spirit, but it will heals damage done by such a spirit.
Even if the total damage taken by the supplicant slays him or her, the complete effect still works. Hence, one ploy is to "use up" Xemela supplicants in a battle, by having each touch a hundred or more wounded individuals before invoking the second half of the invocation. The supplicant dies instantly in a tatter of bloody shreds (and, most sects agree, rises directly to heaven), but all the soldiers are cured and ready to return to battle.
ST. YINGAR – patron of communication.
Yingar was a runner and horseman in Old Seshnela, who won many races as a youth, both on foot and horseback. He helped Hrestol's missionaries by carrying messages back and forth. While doing so, he was caught and martyred by having his legs crushed.
Yingar’s Blessing (6 POW): the supplicant can speak to any person whose name he knows, whose skin he has touched, and whose true face he has seen, regardless of distance. The duration of the speech is brief, only a few seconds. If the desired recipient is asleep or even unconscious (or even dead, say the Rokari), he will still receive the message, though it may come as a dream or vision.
UNUSUAL SAINTS
Aeolians
The Aeolians incorporate barbarian deities as saints. Thus, the Aeolians worship St. Orlanth, St. Issaries, etc.
Sedalpist
THE SEVEN HOLY MEN OF FENGWAL
The original Sedalpi are so sacred that their names are only formally pronounced once a year. So far, they are only canonized by the Sedalpi and other Pamaltelan sects, but there is talk among the Rokari of adopting their worship.
Sedalp Monad’s Blessing of Exchange (1 POW): enables the supplicant to speak one complete sentence intelligible to any human listener, whether or not the supplicant and the listener share a common language.
Sedalp Dyad’s Blessing of Stability (2 POW): until the next dawn, the supplicant’s "normal" attribute scores are used for all resistance rolls or other purposes. For instance, instead of using current MPs to determine his chances of overcoming an opponent in an MP vs. MP combat, the supplicant’s POW is used (because normally MPs are equal to his POW).
Sedalp Triad’s Blessing of Protection (3 POW): so long as the supplicant remains still and takes no actions, he is totally invisible and indetectable by all sensory means and spells to the Eight Unholy Races. These are: dwarfs, cliaryz, elves, goblins, gorgers, un-men, slarges, and trolls. (Cliaryz have not been seen in Umathela since the Dawn, and no one knows what the un-men are or were. )
Sedalp Quaternion’s Blessing of Denunciation (4 POW): a single villain is denounced. If the denounced culprit attempts to physically harm the supplicant, then for the next full hour he cannot resist any and all spells cast by the supplicant (though defensive magic may still block the effects).
Sedalp Pentad’s Blessing of Troth (5 POW): the supplicant states aloud an agreement to be made with another individual, who must be present and willing. If either participant violates the letter of the bargain, the violator immediately loses 1d6 POW.
Sedalp Hexad’s Blessing of Patience (6 POW): the supplicant falls into a deep sleep. While asleep, he does not age, starve, or otherwise suffer from the passage of time. If physically injured or shaken awake, or startled by an extremely large sound, he will awake. Until then he sleeps — centuries may pass.
Sedalp Heptad’s Blessing of Holiness (7 POW): the supplicant receives, in effect, a full Divine Intervention like unto that enjoyed by most pagan cults. Unlike other Saintly invocations, which cost 1 POW, the Blessing of Holiness costs 1d10 POW.
Stygians
The Stygians worship the various Saints as subcults or even cults. Thus they worship Arkat, God of Spiritual Darkness; Malkion, God of Sorcery; Xemela, Sister to Xiola Umbar, and so forth.
Valkarist
SAINT-MAMA THELLA
The Wizard church venerates three aspects of St. Thella. Her main aspect guards the Gates of Dawn. Her secondary aspect is the creator of Thella's Net, and her tertiary aspect is rather fatalistic.
Thella’s Blessing of the Dawn (8 POW, temporal): her invocation creates an unmoving circle of light 10m in diameter per MP spent when the invocation occurs. The light is rosy-golden as at dawn. It is true daylight, so creatures who dislike daylight, such as chon-chons and trollkin, have problems with it. Also, creatures which undergo certain effects at dawn (such as ghouls) suffer said effects upon first entering the circle. This effect also operates on other magic effects as if it were dawn.
Thella’s Blessing of the Reaching Voice (8 POW, temporal): spiritually links the supplicant to a target within view. The linked individuals can share MP and hit points freely, by mutual consent only. If one is injured, the wound, or part of the wound, can be shifted (again, by mutual consent) to the other. The wound must retain the same hit location. If the linked individual is a creature with a different hit location table, the damage appears on his body in whatever region is the nearest equivalent (use the hit location table’s 1d20 list if in doubt).
Thella’s Blessing of the Inexorable Fate (8 POW, temporal): spiritually links the supplicant to a target within view. That target cannot die so long as the invoker is alive. If the target is reduced to 0 or fewer HP, he goes unconscious and inert, but retains a hold on life. A Sever Spirit or similar effect does disunite the target’s soul from its body, but the (untenanted) body keeps breathing and living, though immobile. On the other hand, if the invoker is killed, the target drops dead on the spot, regardless of damage or hit points. Only divine intervention can save him. He can, of course, be resurrected. The effect lasts until one of the two participants dies, or until dawn, whichever comes first.