There's an official Q&A/errata page at the Well of Daliath.
Game System
Addiction
The basic roll to become addicted is CONx10, -5% per POT of the dose; this starts an Addiction (name of drug) Passion at 60%. If the character is already addicted to a particular narcotic, the roll is CONx6, -5% per POT of the dose; if they fail, increase the Passion by 5%.
Some cults or shamanic traditions get small bonuses to resist addition (+20% at most). The roll can be augmented, with (for example) Plant Lore.
Restore Mind and Restore Health can assist in reducing or removing addiction.
See the Vajira of the Skies scenario for more information on this topic.
Bleeding Disease
Bleeding Disease has only one degree of severity: afflicted individuals require twice as many healing points as do unafflicted individuals. A character suffering from Bleeding Disease needs Heal-4 to stop bleeding. Only Cure Disease, a special result of Treat Disease, a spirit of healing, divine intervention, or Mallia initiation can halt these effects.
See Sun County, page 97, and Cults of Terror, page 31.
Healing
Per the Well of Daliath: "Unless contradicted in the rules, assume one characteristic point is restored each season a successful CONx5 roll is made. If the characteristic point loss lasts beyond a year, it is not recovered. See the rules for recovering from Blotches (RQG page 155) for a specific instance of this recovery rate."
New Skills
Lore (elemental)
These are six different Knowledge skills, each with a base of zero (0). They deal with the history of the Rune and its nature; and also give information about the family of gods associated with that rune. This won't be as complete as the "proper" Lore (a god), but for gods that do not have cults in the Living World (such as the Nine Great Gods), this can still be useful.
Example: Lore (Air) might give information about Umath or Humat, but less information about Orlanth than Lore (Orlanth);
Lore (Earth) may give information about Gata, but less information about Ernalda than Lore (Ernalda);
etc.
These skills probably have uses in sorcery, shamanism, heroquesting, etc..
This Knowledge skill has a base of zero (0). It is not the knowledge of knowing quests from various other cults -- that would usually be covered by Lore (Cult); but rather being able to recognize that you're on a quest, perhaps the nature of the quest, your role in it, the type of encounter, and what you are risking or (perhaps) gaining.
When adding the skill to an existing character, use the higher of:
-
10% + Knowledge bonus if they've been on a Heroquest (which includes taking part in the ritual to make a Rune level).
-
One-quarter of your Cult Lore for a Rune level character of a cult that takes part in heroquests -- so, the Lightbringers, Humakt, the major troll cults ... a Rune priest of some minor Earth cult will probably only have the 10% plus Knowledge bonus value.
Ride (loper)
This is a Magic skill, with a base of 20%. It is used to convey a rider's desires to their mount.
Augmenting and Inspiring
Published rule sources:
-
RQG page 45: augmenting with elemental runes.
-
RQG page 48-49: specific skills which may be augmented by specific elemental runes
-
RQG page 49: augmenting with power or form runes ... the phrase "in accordance with that rune" appears
-
RQG page 139: time required to use a skill (note some skills appear in multiple categories); inspiration with a Rune or passion is instantaneous
-
RQG page 144: core page for information about augments
-
RQG page 146: augmenting for characteristics, and in general on the Resistance table
-
RQG page 163: augmenting skills; again mentions the Resistance table; this is repeated on page 254.
-
RQG page 169-170: the relationship between Dance, Sing, Play Instrument and magic skills
-
RQG page 176: the example of using Hate (Pharandros) as an augment for Battle skill directly conflicts with the rules on page 234. Other notes in the book imply that the Fire/Sky rune is the appropriate elemental inspiration for Battle.
-
RQG page 202: in the combat chapter, it notes that passion or Rune inspiration "lasts for the rest of the fight or battle." It also notes the effect of "despondency".
-
RQG page 227-229: basic discussion of using Runes to augment.
-
RQG page 236: basic discussion of using passions as augments
-
RQG page 239-240: Reputation may be augmented, and may be used as an augment.
-
RQG page 244: augmenting the chance to cast a spell is specifically allowed
-
RQG page 246-247: augmenting spells and spell resistance table rolls with skills can take extra time; the caster may do nothing else
Here's a page with the association between Runes and skills.
We have a reference page on augments and inspiration.
Meditation
Most of this is from the RQG book, but gathered in one place. Using the Meditate skill can:
-
affect Resistance table results for spell casting or resisting (but the 5 rounds minimum makes this more useful when planning ambushes, for example).
-
increase the chance of actually casting a spell (useful for your characters with low POW), this can be for as little as one melee round.
-
allow you to recover magic points "in a hurry".
-
re-roll failed INT checks (takes an hour).
-
be used as an augment for Magic, Communication or Knowledge skills, but "only if the use of those skills would benefit from inner calm and reflection," and this would probably require at least 5 melee rounds (1 minute) of meditation.
-
to get out of Befuddle or Demoralize spirit magic spells, or the Berserker rune spell. It should probably also cancel Fanaticism, but it's not listed.
-
allow you to cast the Discorporation Rune spell.
Meditate is also used a lot in sorcery.
Campaign ruling: A character can meditate while riding a walking horse, as long as they don't have to guide the horse or pay much attention (horses will usually follow each other or a path).
Combat
Wings
On winged creatures of SIZ 20 or more, impaling regular attacks that hit the wings and get past armor do 1 point of damage; special attacks do 2 points after armor; and critical attacks are resolved as usual. This is based on the assumption that much of a "wing" is feathers or membranes.
Multimissile effects count as impaling. Slashing weapons, blunt weapons, and most magic (including Firearrow) work as usual.
Disengaging With Leap
The Rune spell Leap can be used to disengage from a melee without giving an opponent a "free shot".
Protecting A Target Besides Yourself
A character can Dodge "into" an attack in some cases:
-
If they're prepared (as in, stated something like "I will protect some people") and have at least a Minor action reserved, they can possibly dash in to intercept someone making a melee attack using the Charge action. I won't give detailed rules for this here.
-
If they are "next to" someone being targeted by a thrown weapons (i.e., a ranged weapon that can be dodged), they can use Dodge to "get hit by" the thrown weapon, or then make a shield Parry perhaps (probably with the modifiers for multiple dodges and parries applied). There has to be space for them to Dodge into -- they can't insert themselves between two melee opponents. Again, I won't give detailed rules here, but just want to make it clear that I'm open to the idea. They should probably have at least a Minor action available, again.
Aimed Blows
The short answer: your attack happens last, and after all modifiers to skill are applied, divide the final skill by two.
Disarming
The first "Rune Fixes" page has rules for damaging weapons, disarming weapons, and entangling weapons.
Two Weapon Fighting
There are rules for this in the downloadable "Rune Fixes" -- they go on for a full page. When combined with the "Combat Actions" system, it gets even more complex (in Dragon Age that sort of thing calls for stunts or non-standard talents or specializations).
Weapon Types
Few axes in Sartar have sockets -- most are lashed to the handle with sinew, cord and pitch. More sophisticated cultures are probably using socketed blades for their axes -- and Sartarites have had plenty of exposure to other cultures in the 17th Century YS.
Halberds are not the complicated multi-spike Renaissance item, being more an exceptionally long axe. In Sartar, the blade is usually fastened to the handle with rivets, along with cord or sinew and pitch -- or three long tangs are wrapped around the shaft.
Some cultures feature swords with crossguards, others do not. Because of the runic tie to death, all Humakti are expected to wield a sword with cross guards (called quillons in some cultures). If the local forges are not up to creating true crossguards, a form of crossguard is made from wood or other substance and tied or bolted onto the hilt. Some are cleverly crafted and provide some protection for the hand. Some fall off when the sword is drawn. Similarly, many swords are made without tangs. The bottom of the blade is just a flat area that a hilt can be riveted onto. Some swordsmiths do have the knowledge to forge swords with tangs, which tend to be sturdier.
The weapon called a "rapier" is not the European Renaissance sword of that name. In Glorantha, they are about 50 to 80 centimeters long, about 6 centimeters wide at the guard and tapering to a point, sharp on both edges and with a reinforcing rib on the sides. There is no tang on the blade -- it's riveted to the handle. They are, in RQG terms, impaling weapons. Here's an example:

Nets count as "thrown" (even if dropped). "Capture" nets (unlike fishing nets) have a base level of 5%, an ENC of 2 (for a net big enough to hold a creature of SIZ 5-30), and a range of 5 meters horizontally. Throwing them requires a Major action.
Damage Bonus
Thrown weapons get half of your damage bonus. Examples are rocks, javelins, knives ...
Armor
The leather or quilted hood can be worn under other armor.
A medium bronze shield, 64 centimeters in diameter, 0.8mm thick, weighs 2.6 kg. It's not really notably better than a wooden shield with metal edges and boss, and much more expensive.
Barding
Armor for horses, bisons, rhinos, and other sizeable horse-type mounts (or for drawing chariots). Only mounts suitable for heavy cavalry can wear barding. Distant lands, such as Ralios, may feature metal barding, but in Dragon Pass, the Holy Country and Prax it's all non-metallic, usually just leather.
The term "heavy leather" might actually include quilted linen, cuirboilli, laced wood, and other "primitive" materials. Prices will increase for large or rare animals: rhino barding, for instance, is probably twice as expensive as horse barding.
Barding
|
Area Covered
|
Type
|
Material
|
Absorbs
|
Cost, L
|
Head
|
hood
|
leather
|
1
|
15
|
Head
|
hood
|
heavy leather
|
2
|
25
|
Forequarters
|
fore skirt
|
leather
|
1
|
50
|
Forequarters
|
fore skirt
|
heavy leather
|
2
|
100
|
Hindquarters
|
hind skirt
|
leather
|
1
|
50
|
Hindquarters
|
hind skirt
|
heavy leather
|
2
|
100
|
Bestiary
Werewolves
Werewolves also suffer damage from "non-weapon" effects -- they can be drowned, frozen, asphyxiated, and poisoned (if you can get the poison into their lungs or blood, etc.), and will take damage from falls.
More Spirits
From the "Monster of the Month" series we have Madness spirits, and Petty spirits (bronzebiters, Lily's Eyes, premonitions, seed-eaters). From the Bonn Kanach scenario (the Troll Ruins) we have Lore spirits, Chaos spirits and Tomb spirits. From Dorastor, even more types of Madness spirits.
Chaos Spirits
Invisible to the mundane world, these insidious spirits appear as eel-like writhing entities to those with second sight. Commonly found in chaos tainted water, they
attack when imbibed.
Victims who are defeated in spirit combat by a Chaos spirit will be covertly possessed, gain a Chaos Feature (as per page 89 of the Bestiary), and gain a Chaos rune affinity equal to the spirit's Spirit Combat skill. The Chaotic Feature cannot be removed until the Chaos spirit is exorcised. The spirits usually don't know any spells.
Followers of Storm Bull will detect the presence of Chaos spirits with a successful Sense Chaos check. A base-level Chaos spirit has these stats:
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POW 12, CHA 0, Move 12; Spirit Combat 60%, Spirit combat damage 1d6, Spirit Powers: Chaos, Covert Possession.
Lore Spirits
These spirits are drawn to sentient creatures, particularly those with high abilities in Lore, Magic or spoken language skills; or they are found in ancient archives or knowledge temples. If the GM finds it useful, the spirit might have an ability that represents "knowing something" that isn't a listed skill.
For example, "This Lore spirit knows the tune and lyrics of a particular song."
Randomly select the spirit’s spoken language, Lore or Magic type, their appearance will relate to their area of knowledge; a music or song spirit for example will be a faint tune heard in the air. If the spirit is beaten in Spirit Combat it will grant the winner an increase in their skill (alternatively, if the Lore spirit has a spirit magic spell, that can be obtained instead). If the adventurer is defeated, then a random spoken language, Lore or Magic skill is reduced by the spirit's Lore "change" value. Only languages, Lore, or Magic skills above zero are chosen through the random process; they cannot go below zero.
The spirits have INT, POW and CHA stats; they can affect the environment in minor ways. Only the strongest will have any spells (usually Spirit Screen). For this campaign, we have a selection of Lore spirits:
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POW 10, INT 15, CHA 8 (total 33 points), Spirit Combat 50%, Spirit Damage 1d6; change Lore or Magic by 1d6+4.
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POW 15, INT 15, CHA 12, (total 42 points), Spirit Combat 55%, Spirit Damage 1d6+1; change Lore or Magic by 1d6+5.
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POW 18, INT 15, CHA 16, (total 49 points), Spirit Combat 60%, Spirit Damage 1d6+3; change Lore or Magic by 2d6+4.
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POW 23, INT 15, CHA 20, (total 58), Spirit Combat 70%, Spirit Damage 2d6+3; change Lore or Magic by 3d6+3. Will have the Spirit Screen spell at 1d6 level.
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POW 28, INT 18, CHA 21 (total 67), Spirit Combat 90%, Spirit Damage 2d6+3; change Lore or Magic by 4d6+2. Will have Spirit Screen at level 6.
Stealing Lore
If the GM desires, discorporate persons can steal Lore or Magic skills from each other (this isn't canonical for RQG). A person (i.e., someone who's not a Lore spirit) can only increase a skill from another person whose ability rating is at least 10 points higher than the "spirit combat winner". The GM will tell the player which abilities they can choose from, preferably without revealing the actual values of the loser's abilities.
The amount of ability gained or lost is based on the sum of the winner's POW + INT + CHA, compared to the example spirits above ... if the winner's "total points is less than 33, they only change ability by 1d6+3.
Spirits Of Healing
When driving out a disease a healing spirit uses the same game mechanic as a shaman's "Cure Disease" ability. For non-spirit diseases, the healing spirit spends some number of magic points -- all but one of them unless commanded otherwise. See RQG page 360.
The above rule isn't canonical, but the RQG book isn't too clear on how healing spirits work.
Tomb Spirits
These vengeful spirits of long-dead persons will only attack if their eternal slumber is disturbed. They will seek to actively possess an intruder; once in control they will aim to kill any other intruders. If all intruders are slain or driven off, the Tomb spirit will walk the possessed person "out of range" and then end the possession, returning to its long sleep in the tomb.
-
POW 24, CHA 16, INT 12; Spirit Combat 90%, spirit combat damage 1d6+3. The spirit will know all of the following spells: Fanaticism (1), Spirit Screen 3, and a single weapon-enhancing spell appropriate to its former culture: Bludgeon-4 for a troll, Bladesharp-4 for many human cultures, perhaps Speedart or Multimissile-4 for an elf.
Weather
The BRP site has a very nice online Gloranthan weather generator.
https://basicroleplaying.net/rqg/weather/
It covers Balazar, Esrolia, the Grazelands, Heortland, Lunar Tarsh, Old Tarsh, Sartar and Prax! The calendar output even customizes for the local deities.
Passions
RQG page 26 gives examples of Passions including Fear (Chaos); but the Passions and Reputations chapter (RQG page 233) specifically rules out Fear (Chaos). For our campaign: Fear (Chaos) is an allowed Passion (though no adventurer starts with it), and in fact all natural animals (shadowcats, horses, dire wolves, etc.) have this at least at 60% ... more timid sorts will be at 80%. Allied spirits don't have this Passion; awakened animals may or may not, subject to negotiation between the game master and the player.
An animal could be trained to reduce (or increase) this Passion, presumably (much as real-world horses are trained to not be freaked out by gunfire and bloodshed).
A player-character with a Passion described at Hate (Lunars) should make it clear whether it's all the subjects of the Lunar Empire, or just the nation, military, policies and government of that Empire. One version would be Hate (Lunar people) I suppose, the other Hate (Lunar Empire). While less ethical, Hate (Lunar people) is probably more common in Sartar.
Experience and Training
I am perfectly willing to give experience checks or skill increases in Lore-type skills when a character is exposed to something "new". Reading a [thing] book, exploring a [thing] ruin, doing something very [thing]-related, living among the [thing] people for a season -- all are opportunities to obtain a [thing] skill check, or a straight-up increase.
Adventurers will probably NOT be given checks for stating what they already know -- telling the group "Oh, yes, the Empire of the Wyrm's Friends was destroyed by the Dragonkill in 1042 YS" doesn't get you a check. Synthesis or discovery will, though; if in doubt, I expect to provide an experience check.
I will give out checks or skill points for "long term activities" -- traveling across Prax might well get you checks in Survival, Homeland Lore (Prax), Ride (whatever), Animal Lore or Plant Lore, Praxian language, Trade Talk, etc. after a few sessions. RQG page 167 has this mechanic for the Ride skill ... I'm applying it to various "you are immersed in the skill environment" opportunities. Lore skills above 75% are not eligible for this sort of "free" stuff.
Successful experience checks result in a 5% increase in abilities.
Gaining Spirit Magics
There are various events or circumstances that mention characters "gaining a point of spirit magic". For this campaign, raising your spells in this way can never exceed level 6 in the spell. To get spirit magic of higher values typically calls for a heroquest (for divine types) or a massive search for a difficult spirit (by a shaman).
Experience Between Adventures
Rather than the "all or nothing" process presented on RQG pg. 416, I may allow a fraction of the "four free seasonal checks" when it seems appropriate. Long journeys handled via "montage" ...
"And a week later, you arrive in Pavis"
... don't count as adventure.
The "four free seasonal checks" must be in occupational or cult abilities, or POW gain rolls.
-
Occupational skills are listed for your "class" in the Adventurers chapter of the RQG book, in Step 5, beginning on page 64.
-
Cult abilities are those shown in the Rune Cults chapter of the RQG book, plus (per page 73) Meditate, and the Runes of the cult.
Skill Training
This is more or less in line with the official post in the BRP forum: the "rules as written" in the RQG book state an adventurer must train with an instructor for an entire season, and can do little else. The adjusted definition says: ... "above your allotted adventuring time per season."
An alternative statement might be: skill training takes four weeks.
Narrative Posting
If a player posts a summary of a session (as a letter home, plain ol' fiction, cartoons, etc.) they gain an experience check in any ability with a "check box" (including POW checks). The check can't be in some ability the character has already gotten a check on during the current season, and should be somehow justifiable -- no checks in Rocket Science, for example.
This check is resolved immediately, and can be applied to a mount or allied animal/spirit.
POW Training
I'm perfectly willing to have someone spend 8 continuous days, and 500 L, to achieve a Power gain check (rather than the "one day a week, for a whole season" version presented in the book). Remember, it's just the usual check, resolved at the end of the season. Maybe it was a little one-week long adventure on behalf of the temple!
Religion
Holy Days
Regarding "minor holy days", only Rune Priests are typically* obliged to spend all day upon these rituals, at a temple, holy site or sanctified ground. For everyone else (lay members, initiate, rune lords, and god talkers) a short (at most an hour or two) ritual is sufficient to satisfy the "observe the holy day" requirement, along with the usual sacrifice of magic points. However, this "short" ritual during a minor holy day cannot be used to obtain a check in Worship skill or regain Rune points -- the full, day-long ritual must be performed as described on RQG page 315.
A "minor holy day" can be used for Worship checks, recovery, etc., but only if "all day" is spent, just as for a seasonal holy day -- see RQG page 315. A traveling priestess of Ernalda, or priest of Issaries, will be casting the Sanctify rune spell fairly often.
In the RQG book (including corrections provided by the Chaosium, minor holy days include:
-
Babeester Gor: every Clayday
-
Eiritha: every Clayday
-
Ernalda: every Clayday
-
Issaries: every Wildday, but the obligation is minor unless they are at an established market, or establish one of their own.
-
Orlanth: every Windsday
-
Seven Mothers: every Wild Day
-
Yelmalio: ever Fire Day
*even the obligation for Rune Priests can be waived if they're on "holy business".
Worship
At actual holy sites (not just a sanctified random spot), with a ceremony successfully led by a Priest or Rune Lord, the Worship skill of other communicants is improved as if the Priest's Worship result were an augment -- a Priest will normally be rolling a 100% chance with their Worship skill. This usually results in a +20% bonus to the congregation.
Tithing and Taxation
Rather than the "10% of income", "50% of income", etc., found in the RQG rules, characters pay a combination of tithes and other taxes at the end of the year as a fraction of their ransom.
tithes and taxes conversion from RQG
|
RQG rate
|
our rate
|
10% of income
|
2% of ransom
|
50% of income
|
10% of ransom
|
90% of income
|
20% of ransom
|
Thus a free peasant farmer pays 10 silver; a warrior (non-Rune level) pays 50 silver; a noble (who isn't a Rune lord or priest) pays 100 silver.
A god-talker, priest or Rune lord may choose to use either the "old" rate (if they don't have much money) or the "new" rate. For many priests, the temple funds are spent according to the priests' whims, including on themselves.
This figure includes funds, service and payments in kind to temples, your clan, your tribe, and the national government.
Magic
The Shaman and Fetch's Shared Mind
A shaman's fetch shares the effect of many mind- or soul-affecting spells -- examples include Befuddle, Demoralize, Berserker, Spirit Block and Spirit Screen ... probably others.
Spirit Magic
I haven't seen anything by the Chaosium to indicated that enchanted metals don't count as "magical". They have a property called "enchantment" (which is a synonym for 'magic' in the dictionary).
Active Spells
The few Active spirit magic spells (Lightwall, Darkwall, Fireblade, etc.) are incompatible with any "trance" condition - you can't concentrate on two things at once. Thus, Sword Trance and Fireblade are incompatible -- or rather, the Active spell fails when the trance begins.
Incompatible Spirit Magic
As suggested by Phil Hibbs in the BRP forums: "I would not allow offensive use of protective spells like this. If you have a protective spell on you, and you want to cast a different one, then the new spell replaces the old. And if you want to cast a protective spell on someone else who doesn't want it, and they already have an incompatible protective spell on them, it fails."
Learning Spells from Temples
From RQG page 253:
"Rune cults teach spirit magic to any lay member or initiate who pays the temple. Rune cults typically offer cult spirit magic to their initiates at a discount (usually at half the price demanded of mere lay members) and may teach certain spells for free. ... Rune cults often teach spirit magic in return for service to a specific temple."
The fact that cults don't teach "openly to every Tom, Dick and Harmast" is a notable change from RQ2, by the way. RQG page 277 states (for priests):
"A priest can teach any spirit magic spell the priest knows to any member of the cult, including Lay Members. The priest performs a ritual in a holy place of the cult that allows the priest to teach the magic to a student. This occupies a week of ritual and training during which nothing else may be done except for eating and sleeping."
Things to keep in mind:
-
Almost any male Sartarite is a lay member of Orlanth; almost any female Sartarite is a lay member of Ernalda. Thus Bronwyn, a female Sartarite Humakti who recently initiated into Orlanth, can learn spirit magic from Humakt, Orlanth and Ernalda.
-
For Sartarites, becoming lay members of Vinga or Nanda is pretty easy -- Sartarite women join Vinga temporarily, it's said, for revenge or other "gotta deal with this problem in a non-Ernaldan way" tasks.
-
All of the Seven Mothers cults are of course associated with each other, and presumably with some other Lunar cults.
-
Other cultures, pantheons or traditional connections can work in the same way.
Important note: the cost for a spell is the "base cost" (for example, 50 L for Heal) times the level of spell being obtained beyond what is already known. Thus, a person with Heal-5, wishing to learn Heal-6, must pay 300 L to upgrade their spell.
There's nothing, hmm, theological that prevents Rune levels from teaching spirit magic to persons who aren't members of the cult; in fact, "in return for service" is mentioned in the rules. For this campaign, spirit magic can be learned from any of your associated cults, although not as easily or cheaply. Generally speaking if the referee says, "Roll POW times X to see if the spell you want is available at the temples," you must subtract 1 from "X" when asking at the local associated temple. Also, price for spells taught to associates will be double the cost to a lay member.
Gaining spirit magic from friendly cults will never be just a "roll to find it" event, but rather as a "reward for services to the specific temple". You'll probably end up with some Worship (that cult) skill as well (learning the spell is a cult ritual, after all). Sometimes the reward might be for giving them a pile of money, though. Neutral, hostile or enemy cults ... well, Glorantha is a big place, but don't expect spirit magic from them.
See the chart on RQG page 311 to find cult compatibility listings.
Purchasing Spirit Magic Matrices
We have a separate page on this.
Foci
This a very minor rule, mostly useful for roleplaying color.
Usually when obtaining a spirit magic spell, the teacher (priest, shaman, etc.) will provide a focus, based on their own Craft skills. If an adventurer obtains a spirit magic spell without also getting a focus (for example, by defeating a spirit) they may (and should) craft a focus themselves. This can be attempted with a Craft skill roll (another person can be hired to do this); a failure or fumble might destroy materials, leave unsightly marks, or result in a botched tattoo. Augmentation might be a good idea.
The time required depends on the form the focus will take, there's no real minimum. Materials for a focus don't have to be of any particular value.
A character may have multiple foci for the same spell. In theory, if you lose a spell somehow, and then learned it again, you'd have to make a new focus -- but I won't worry about that.
Distraction
This spell only works on Disembodied spirits. If your character was written up under the "by the book" rules (RQG pg. 260), you may swap for a different 1 point spell.
Rune Magic
Rune Points
The basic discussion is in RQG page 244.
Using the Rune spells of associated cults does not require obtaining Rune points in those cults; using the Rune spells they provide to "your main" cult uses the Rune points of "your main cult". However, the casting roll is based on one of the runes of the associated cult.
Replenishing used Rune points requires a one-day ceremony, performed on holy or sanctified ground, on a cult holy day*, and using a Worship skill roll (there are ways to improve the odds of this happening -- sacrifices, augments, spending magic points, choosing a propitious day or location). See RQG page 315 for details on how much is regained.
The Rune points used to cast a Rune spell are "bound up" for as long as the spell is still operating, un-dispelled or un-dismissed. Spells with an Instant duration "unbind" the Rune points as soon as the spell is cast. This fact mostly applies to the use of Extension ... if you extend a spell to last for a year, then the Rune points of the "base" spell, and the 5 points of Extension, are unavailable, and cannot be replenished, until the spell ends for any reason.
Sacrificing permanent POW to obtain more Rune points requires a day of prayer and meditation in a temple, holy place, or sanctified site (RQG pages 313 and 315, changed from a week to a day). This day can be part of some other Worship ceremony. At the end of the day the character sacrifices as much permanent POW as they wish, and receives that many Rune points from the deity. You cannot sacrifice your last point of POW (well, maybe for a very evil deity).
The number of Rune points gained when sacrificing permanent POW is the maximum number of "cult special" or "provided by associated cult" Rune spells which the person can gain at that time. Note that this is a number of spells, NOT the amount of points required to cast them.
Example: Harmast spends a day praying and meditating to his god, in a temple.
At the end of the day he decides to sacrifice 3 points of permanent POW,
and chooses 3 different Rune spells offered by his cult or provided by an associated cult.
An adventurer's maximum number of Rune points with each cult is equal to their CHA.
*This can be a high, seasonal, or minor, or even "very minor" holy day for a cult you're actually a member of;
for "associated" cults, it must be a high or seasonal holy day (RQG page 315).
Effects of Bless Champion
For the purposes of this spell, "any defensive spirit or Rune magic" includes Protection, Countermagic, Shimmer, Spirit Screen, Earth Shield, Shield, Spirit Block ... these are all passive effects, cast on a person (so Warding isn't eligible), with no "roll to have it work" mechanic. There might be more, the referee hasn't gone through the Red Book of Magic thoroughly yet.
Despite the word "any", the usual restrictions on incompatible spells remain in effect.
Effects of Lie
Lies which create a belief or passion (e.g., "You have always loved me", "I am your god", "You hate yourself and want to die.") don't last long. The "disproof" is within the emotional structure of the subject's mind.
Some "better" lies would be: "You've known me since childhood," "We were never here," "I have the authority to be here," -- statements subject to external disproof. In general, a lie which can be verified as false is the most effective lie (until it's disproven).
A command is not a lie; casting this spell and saying, "Come here!" has no useful effect.
Note that the Trickster must tell a lie for this spell to have effect -- it has no effect with a true statement.
Effects of Shooting Star
This is a temporal spell: the effect only occurs if the arrows are fired within 15 minutes.
Effects of Sword Trance
See the discussion here for some Chaosium feedback. Also, the effects are additive to sword enhancing effects such as Truesword and Bladesharp, but not to spells affecting the user, such as Berserker or Fanaticism ( in fact, they're probably incompatible spells).
An adventurer under the influence of Sword Trance is concentrating on the actions called for by the spell. They cannot hold normal conversations, take part in worship rituals, etc.; they can only cast spells that directly affect their sword or their use of the sword (e.g., Bladesharp, Repair, True Sword, maybe some others?). They might ask for things like "Bladesharp, please" or "Follow me." Events or persons not in sight should be role-played a bit as being "out of mind." A person in this trance will never Dance, or use any Communication skill except speaking languages ...
The only augmentations or inspirations that can be attempted while in the trance must apply to Sword; resistance rolls can be augmented as usual. An inspiration might be in effect before the Sword Trance begins, and continue in effect.
They are allowed to choose opponents, split attacks, pass by an opponent to a better position, leave one opponent to get to another, dodge, parry, etc. -- the followers of Humakt are warriors. They are allowed to take "personal safety" into account (or at least as much as a Humakti ever does).
If an adventurer under the effect of Sword Trance stops acting "in accordance with" the spell, or the situation ends, the spell will end -- though the referee will show a lot of latitude during (say) a long pursuit.
I won't "end" the spell in less than 15 minutes due to "circumstances" in any case.
Effects of Thunderbolt
Regardless of the number of Rune points put into this spell to increase the number of targets, it remains a 3 Rune point spell for defensive purposes (Countermagic, Reflection, Castback, etc.). There was an errata page out there which made this clear.
Effects Of The Young Elementals
The Seven Mothers rune spells Summon Darkness/Earth/Fire/Water Elemental and Dismiss Darkness/Earth/Fire/Water Elemental are each one (1) spell. I think the RQG book intends them to each be separate spells for each type of elemental, but nobody seems to ever want to sacrifice for them, so we'll make them a bit more attractive. Thus Summon Small, Young Elemental and Dismiss Small, Young Elemental will cost 2 points for both. The Young Elementals cult is having a sale this Wane!
One-Use Rune Spells
Note that when casting these, the spell is lost permanently, along with the Rune points employed (RQG page 16).
Shamanism
Player-characters, being special snowflakes, are only expected to dedicate 87.5% of their time to non-adventuring work when in the "assistant shaman" occupation.
From the "Rune Fixes #1": the Bad Man is POW 35, with Spirit Combat of 165%.
Alternate Taboos
The taboos listed in the RQG book are too "Praxian" for other cultures. Here are some taboo lists for other cultures. For items separated by a vertical bar, roll randomly to choose one.
more shamanic taboos
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1d100
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taboo
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Heortlings
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Lunars
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Balazar and the Wilds
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1–12
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Never eat or drink this:
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1d6: goat | bird | eggs | alcohol | farm animal | milk or any milk product
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1d6: red food or drink | alcohol | bird | intoxicant | wild meat | a particular spice
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1d4: farmed plants | food not hunted or gathered | fruit | wine or strong liquor
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13
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Never eat any meat of any animal spirit creature.
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14–18
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Remain celibate during Sacred Time.
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19–23
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Remain celibate during a given season (usually corresponding to the shaman’s strongest Rune).
|
24–26
|
Both celibacy requirements above.
|
27
|
Total celibacy always.
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28–29
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Speak only Truth to everyone.
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30
|
Attack on sight:
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Tusk Riders
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roll again for different result
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any Chaos
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31–38
|
While performing ritual magic or meditating, always (roll 1d3): dance | sing | play a cultural instrument | use a medicine bundle*.
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39
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Only use Spiritspeech while casting spells (roll the lower of your Spiritspeech skill or the usual casting roll).
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40–41
|
Sleep outdoors one day every week.
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42–43
|
Never let these animals suffer needlessly:
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sacred to Lightbringer cults (cats, sheep, bears, etc.)
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Lunar creatures (bats, etc.)
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1d6: dogs | tribal totem | fish | swine | birds | reptiles
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44–45
|
Never wear leather armor.
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46–47
|
Never wear metal armor.
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48
|
Never wear any armor.
|
49–50
|
Never wear anything on the head.
|
51
|
Never wear any clothes.
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52-63
|
Never use any:
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1d6: shield | axe | bow | spear | club | flail or whip
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1d6: shield | axe | straight sword | club | spear | flail or whip
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1d6: metal weapon | iron weapon | sword | axe | metal item | iron item
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64–66
|
Make pilgrimage to a Spirit Place each Sacred Time.
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67–69
|
Make pilgrimage to a Spirit Place once each season.
|
70–91
|
Make pilgrimage to a Spirit World place (ask the GM for specifics).
|
92–93
|
Make pilgrimage to a site holy to your ancestors once per year.
|
94-96
|
Challenge** these cults or groups on sight:
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1d4: Yelm and sons | the Great Dragons (i.e., dragonewts) | all Lunars | all Chaos
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1d2: Orlanth and Storm cults | non-Lunar shamans
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1d3: all Chaos | Zorak Zoran | Yelm and his sons
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97–99
|
Roll twice more.
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00
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Roll thrice more.
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* The "medicine bundle" referred to is a focus for the style of shamanic magic, e.g.: "casting fortune sticks" for Kolat wind-shamans, "reciting talisman seals" for some Lunar shamans, "burn lucky candles" or "swing bull-roarers" for some Orlanthi types, etc.. The focus is made by the shaman, or by their shamanic master, and has to be interacted with.
** "Challenge" doesn't have to result in combat, or even hostility -- but some interaction must occur. Riddle games, or some other contest, are acceptable.
Violation Of Taboos
Even an unintentional violation of a shamanic taboo must be atoned for, but the atonement or cleansing is probably a bit easier if the violation was not intended. In any case, violation results in penalties or problems.
The consequences of violating a shamanic taboo will vary by the shaman's cult, the type of incident, the week and season, the specific violation, etc. Rather than work out a massive table or set of rules, roll to discover the penalty on the following table.
This list is not exhaustive; the GM may extend the list, or provide a "custom" penalty as their imagination provides.
A shaman might roll their Cult Lore or Spirit Lore ability to guess the penalty within a given week before violating a taboo.
Penalties For Violation Of Shamanic Taboo - roll 1d20
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01
|
-10% to spiritual and shamanic abilities.
|
02
|
negative reactions by spirits.
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03
|
attraction of hostile spirits.
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04
|
repulsion of friendly spirits.
|
05
|
escape of your bound spirits.
|
06
|
-10% to spirit magic casting and to POW vs. POW resistance rolls.
|
07
|
all spell casting costs an extra MP.
|
08
|
magic point recovery is halved (i.e., takes longer).
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09
|
that last rune point can't be replenished (this is only for shaman-priests).
|
10
|
foes in spirit combat automatically have a higher level of success (e.g., fumbles become failure, failure becomes success, success becomes a special, and a special becomes a critical success; only a roll of 00 is a failure and a fumble).
|
11
|
-10% to Spirit Combat rolls
|
12
|
-10% to Spirit Travel rolls.
|
13
|
-10% to Spirit Dance rolls.
|
14
|
attacks by powerful spirits of the appropriate tradition while in Spirit World.
|
15
|
illness, which cannot be entirely cured by skills, CON rolls or spirit magic (though the degree of illness might be reduced to "mild"). Rune magic, or the shamanic "cure disease" ability can remove the penalty -- use the violator's POW (plus the POW of their fetch) as the disease strength.
|
16
|
bad luck -- for example, -10% on all ability checks!
|
17
|
-10% to Spirit Rune affinity.
|
18
|
inability to teach spirit magic.
|
19
|
cannot be resurrected.
|
20
|
the shaman's cult, temple, family, clan or community is affected. Roll 1d6:
-
illness or bad fortune for the group.
-
manifestation of Trickster or other Disorder spirits.
-
evil spirits, ghosts etc. begin appearing.
-
bad dreams, evil prophecies, ancestral "Scrooge your town is cursed" messages.
-
group members can't be resurrected.
-
group members who die remain as spirits near their body or home, eventually becoming ghosts.
|
To determine the required purification action, roll on the following table. The GM will come up with purification practices as need and inspiration call for them. They often (usually) take up at least half a day. but could be a week or more if delayed, or a season for egregious or baldly deliberate taboo-breaking.
Some of these will require the assistance of another person, sometimes another shaman.
The actual selection depends on the transgression, the shamanic practice of the person, the environment and the season of the year, and the magnitude of the violation (which can extend the duration or nuisance value of the purification). We're using a die roll rather than working out a complicated supernatural system. A shaman might be able to determine the purification needed during a particular week -- before committing a violation of taboo -- with a successful Cult Lore skill roll (for a shaman-priest) or a Spirit Lore roll.
Ritual Purification -- roll 1d20
|
01
|
retribution: against the cause of the offense (i.e., the person who served you a non-kosher food, or against a member of a cult who you were in combat with).
|
02
|
sacrifice of a point from a characteristic, in a ritual which takes a day or so per point sacrificed.
|
03
|
narcotics: ingesting or smoking sacred herbs or narcotics "mindfully".
|
04
|
scarification, piercing or tattooing. If these markings are ever removed (e.g., your tattooed arm is cut off) the penalty returns "thricefold".
|
05
|
forgetting: throwing secrets into a deep, dark well or hole from which they cannot be recovered. A "secret" is 5% from a Knowledge skill of the shaman's choice.
|
06
|
meditation: prayer and abstinence in darkness, scrubbing with burnt sage, and then cleansing in a salt water bath; or, time spent in a sauna or sweat lodge.
|
07
|
binding and then releasing a spirit to carry away the transgression.
|
08
|
inscribing: covering the shaman's entire body with henna "tattoos" or other symbolic temporary markings.
|
09
|
fumigation: exposure to aromatic smokes, fumes, or odors, or destruction of the shaman's garments and possessions carried at the time of the transgression.
|
10
|
lustration: a cold (under room temperature) full-immersion water bath, or bathing under a waterfall.
|
11
|
smudging: spending time in a room/tent/hut filled with herbal or significant smoke.
|
12
|
bathing: submerging, or at least baptism, in the water of a specific river, lake, sea, spring, etc.; stored water can be used for this. After the bathing, the used water must be thrown east at Sunrise, outdoors (which carries away the sin).
|
13
|
scapegoating: a ritual to transfer the consequences of the transgression to another person or animal. The scapegoat has to be present, but need not be willing; if unwilling, a POW vs. POW roll is needed to make the transfer. The effects of the penalty will be the same for the scapegoat as they were for the shaman, including the chance to conduct purification, and the need for purification before the penalty becomes more severe. A shaman can determine the penalty and required purification.
|
14
|
sacrifice: the preparation and sacrifice of a human or animal. This might be burning, bleeding, mummification, etc. The ritual might include bathing in the blood of the sacrifice.
|
15
|
incubation: a long sleep in an enclosed dark space -- NOT discorporation, but significant dreams may occur.
|
16
|
destruction: ritually breaking or dispelling of an inherently magical item. This includes magic crystals, spell matrices, enchanted items or medicine bundles, but not something "only" affected by spirit magic. Thus, you can't purify yourself by destroying an arrow which has Speedart on it.
|
17
|
abstinence: no eating some or all food, or perhaps drinking, for a day or so; may also include purgatives.
|
18
|
reticence: no speaking for a period, at least a day; OR speaking only in an elemental language or in Spirit Speech.
|
19
|
protection: the creation of, and subsequent wearing of, a charm or fetish; if this is removed before the next Sacred Time, the penalty returns "thricefold".
|
20
|
purgation: a combination of "therapeutic" vomiting, laxatives, enemas, nasal irrigation, and bloodletting from various hit locations. Or: purging with a narcotic which has unpleasant medical and mental effects, and leaves the shaman weak and woozy for most of a day.
|
If a particular purification is too harsh, or not possible, other tests or tasks might be undertaken, up to and including heroquests, with the GM's permission.
Note that the term "thricefold" is the usual disadvantage for delaying, or failing, purification. A penalty will become three times more annoying!
Sorcery
Remove two words from the definition of Free INT on RQG pg. 384: "sorcery and," so Free Int is your INT minus the number of spirit magic spells you know.
We haven't had any player-characters considering the use of sorcery yet, so Michael hasn't examined those rules much.
Use of Magic Storing Crystals
No more than one crystal can provide a character with magic points during a particular melee round.
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