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  1. Questions about learning rune magic for beginning players. I'm running Six Seasons in Sartar and my players have just finished the initiation rite into manhood and into a cult. I was going to have them sacrifice one rune point and give one rune spell. Then I was reading the differences between spirit magic and rune magic. It seems that you don't have to pay for rune magic like you do spirit magic. So, should I allow my PC's to sacrifice as many POW pts. as they want with the rune spells from their cult? How does this usually work? It seems easier to get rune spells than spirit magic. What am I missing?
  2. Continuing my adaptations of HQ subcult feats into Rune Magic: VANGANTH THE FLYER (God of Flying and Father of Wind Children) Vanganth Rune Levels are Priests called Flyers. They must have 18+ POW, 90%+ in Mythology of Orlanth and a 50%+ in Aerobatics. In addition to being worshiped by a small number of Orlanthi bloodlines, Vanganth the Flyer is one of the main gods of Windchildren, who can use his spells to augment their natural flight ability. CULT PERSONALITY SKILLS: Daredevil CULT SKILLS: Wind Lore, Aerobatics (aka Flying Combat), Exotic Weapon (Throw Sword) Exotic Weapon (Throw Sword) (Ranged Combat Skill) Allows swords to be used as ranged weapons. Effective Range on Throw Sword is 5m, Max Range is 10m. Aerobatics (Agility Skill) Allows for maneuvering and fighting while flying. If a flier wishes to make a tight turn of intricate maneuver, he must makes a successful Aerobatics check. Melee attacks while flying are limited by the user’s Aerobatics score. Vanganth is the source of this skill, but teaches it to all Orlanthi who can fly. Also known as Flying Combat. MOVEMENT RUNE SPELLS AERIEL MANEUVERS (Rune Magic, Self, Stackable, 1 pt) This spells allows for extremely intricate maneuvers while flying. Each point adds +20% to the caster’s Aerobatics skill. DODGE LIGHTNING (Rune Magic, Self, 3 pts) This spells makes it almost impossible to target the Flyer with spells while he is flying. Spells that would normally automatically hit (such as Lightning, Befuddle, Demoralize, etc) fail unless the caster succeeds in a Ranged Attack vs the Flyer’s Dodge or Aerobatics skill, whichever is higher. FLIGHT (Rune Magic, Stackable, Ranged, 1 pt) Each pt allows for 10 SIZ pts to fly at normal walking speed for that character (or at 4 if moving an object). Additional pts can be used to double the SIZ affected, add 1x to the speed. EXAMPLE: Um casts Flight 8. He is SIZ 16. He uses 2 pts to affect up to SIZ 20, and 6 pts to make his flight speed 7x his normal move. Alternatively, he could use 4 pts to affect up to 10x2x2x2 = 80 SIZ pts and also fly four or five friends, then use 4 to make the speed 5x normal movement. If he wanted to stay with the group, their speed would be limited to the move speed of his slowest friend. Fliers must stay within 100 m of the caster or lose the Flight spell and plummet to the ground. If the caster dies the spell is also cancelled. Flying is a move action. Flying up costs 2x movement, flying down yields 2x movement. NOTE: Orlanthi fliers cannot hover. Flying Orlanthi must move at least 1x per round. FLY FAST (Rune Magic, Touch, Stackable, 1 pt) This spell allows a single normal-sized target with gear to fly at 30 km per hour when not in combat. Default duration for this spell is 1 hour. Each additional point adds another 30kph or doubles the number of people who can benefit from the spell. Those affected by the spell cannot attack or cast offensive spells while flying. Doing so ends the spell effect for the applicable target. FLY HIGH (Rune Magic, Touch, Stackable, 1 pt) This spell eliminates any penalties for flying at high altitude, where Orlanth’s air gets thin and weak. Using this spell, a Flyer could theoretically reach the Sky Realm. Each additional pt doubles number of targets. FLY IN BAD WEATHER (Rune Magic, Touch, Stackable, 1 pt) While under the influence of this spell, the caster’s fly speed and aerobatics skill suffer no negative modifiers for bad winds, poor visibility, rain, snow, glare or any other detrimental weather conditions. Each additional pt doubles number of targets. FLYING DODGE (Rune Magic, Self, 2 pts) This spell boosts the Flyer’s Dodge by his Aerobatics Skill/5. Against missile weapons, this effect is doubled. FLYING SWORD (Rune Magic, Touch, Stackable, 1 pt) While under the influence of this spell, the user’s sword automatically returns to his hand when dropped or thrown. In addition, the throw range for the sword is doubled (to 10m/20). Each additional point of Flying Sword adds 1x to Thrown Sword range. (2pts = 15m/30m, 3pts = 20m/40m etc) KNOCK DOWN FLYER (Rune Magic, Self, 3 pts) If the caster hits another flying person or creature in melee while under the influence of this spell and succeeds in a POW vs POW roll, the target is forced all the way to the ground and loses the ability to fly. VANGANTH’S SECRET SEVEN WINDS FLIGHT (Rune Magic, Self, 3 pts) While under the influence of this spell, the caster’s skills while flying are no longer limited by his Aerobatics skill. Maneuverability is perfect and the caster can fly in any direction, including up, without speed penalty or skill check. The Flyer can even hover. Additionally, all Melee Combat skills and Parries are boosted by the user’s Aerobatics/5 and melee damage is increased by Aerobatics/10.
  3. Continuing my posting of my conversions of Feats from Storm Tribe/Thunder Rebels to RQ Rune Magic. It occurred to me that in order to better understand the subcults, I should post the overall cult. Again, this is a conversion of HQ/HW into RQ with house rules. YGMV. The way it worked in our house rules was that each character, upon initiation into their god, chose 1 subcult of their god to specialize in. Orlanth Adventurous Initiates could choose for example: Destor the Adventurer Vangarth the Flier Maskatos Mover Ulanin the Rider And many more. Further subcults could be added by doing something extraordinary, usually a heroquest. Associate Cult magic as per RQ. So here's the baseline Orlanth Adventurous: SKILL AND CHARACTERISTICS: Orlanth is a brave and heroic god who combines independence and individuality with honor, generosity and responsibility. Orlanth initiates are always men, though Vinga has many of the same subcults and abilities and is worshiped by women. Cult Personality Skills: Responsible, Active, Proud, Boastful Cult Specialty Skills: Woad Use (Manip), Mythology of Orlanth (Know), Mythology of the Thunder Brothers (Kn), Mythology of the Lightbringers (Kn), Predict Weather (Perc) Woad Use (Manipulation Skill) Using this skill, the character can both brew and apply woad, a semi-permanent blue dye. Woad has two effects, it prevents the character from bleeding from either bleed effects or from failing heroic rolls and if worn, Woad Use grants a free augment to Intimidate. When dealing with Theyalans (Storm Tribe Cultures), it also augments Orate, Rally Troops, Rule Kingdom, Demagogue, or other similar personality skills as a free action. Applied Woad acts as an automatic negative augment to Fast Talk and similar personality skills when dealing with Lunars, Dara Happans, or other cultures who fear or hate Theyalans. Woad lasts a number of days equal to the potency or until the character puts on armor or bathes. Normal woad is non magical, but see BLESS WOAD. Predict Weather (Perception Skill) This skill gives the Orlanthi the ability to predict the weather. With a success, the Orlanthi can predict the weather at Skill/5 hours in advance. Hitting the target number gives a general impression (“rainy”). A special success provides more accurate weather predictions for an entire day. (Heavy rain in the morning, light rain in the afternoon). A Crit provides extremely specific information for the next 2 days. ("Heavy rain around 6 am, tapering off about 9, light rain until noon, sporadic showers until 3") CULT BATTLE MAGIC: Bladesharp, Demoralize, Detect Enemies, Disruption, Heal, Mindspeach, Mobility, Strength. Orlanth Adventurous’s specialty spell is Mobility. Runic Metals allowed: Airmetal (magical “tin”), Deathmetal (magical “iron’), Star Metal (magical “silver”) COMMON RUNE MAGIC: All RUNES: Storm, Mobility, Death ORLANTH ADVENTUROUS’ COMMON SPELLS (these are available to all worshipers regardless of subcult) DEATH RUNE SPELLS: BLESS WOAD, SHIELD FLICKERING BLADE (Rune Magic, Touch, Stackable, 1 pt) Charges a blade with electrical energy. Each pt. gives a Blade weapon (only) +1d6 to damage. OVERBEAR FOE (Rune Magic, Stackable, adjacent foe only, 1 pt) Swirling winds blast an adjacent foe. If the caster succeeds in a POW vs Siz roll, target is knocked prone. For each 10% of success below the target number, the target is also knocked back 1 hex. Each additional pt adds an additional adjacent target or +5 to POW for the resistance check. WIND THROW (Rune Magic, Self, 1 pt) While under the effect of this spell, the caster’s thrown weapons have double normal range. Each additional pt adds another 1x. So 2 pts triples range, 3 pts = 4x, 4 pts = 5x MOVEMENT RUNE MAGIC TELEPORT, WORSHIP LIGHTBRINGERS, WORSHIP THUNDER BROTHERS GREAT LEAP (Rune Magic, Touch, Stackable, 1 pt) Per point, +10% jump skill per pt and +3m jump distance. RUN LIKE THE WIND (Rune Magic, Touch, Stackable, 1 pt) Doubles the target’s running speed. Additional pts raise speed by another 1x (ie 2 pts = 3x, 3pts = 4x, 4pts = 5x). RUN ON MUD (Rune Magic, Touch, 1 pt) The target can move on mud or boggy terrain at his normal move rate. RUN UP CLIFFS (Rune Magic, Touch, 1 pt) The target can move up any level of gradient (up to 90 degrees) at her normal movement. If the target stops or stands still, she loses the benefit of this spell.
  4. Another subcult conversion from Thunder Rebels to RQ. DROGARSI THE SKALD This subcult is available to Orlanth Adventurous, Orlanth Thunderous, Orlanth Allfather, and Donandar worshippers. As a subcult of Donandar, women may be worshippers. Rune Levels of Drogarsi are Priests called Skalds. They must have an 18+ Pow, 50%+ in Mythology (Donandar) or Mythology (Orlanth), and 90% in two of the following: Dance, Sing, Play (Instrument), or Play (Another Instrument). Their Chr must be either 8 or less or 13 or higher. They must meet all other requirements for Priesthood. CULT SKILLS: Sing, Dance, Play (Instrument) NOTE: Skald magic is mostly musical in nature. Under normal circumstances (but see Multisong below) Skalds can only sing a single Song Spell at a time. Song Spells require either Sing or Play Instrument. If the Skald both sings and plays an instrument, the lower skill augments the higher one for purposes of determining effect (but only one Song Magic can be used at a time, regardless). Song Effects are morale effects, so they stack with weapon buffs, but not with other morale effects such as Berserk, Morale, Fanaticism, or Demoralize. While maintaining a Song, all of a Skald’s other skills are limited to the skill he’s using (Sing or Play). While playing an instrument, the Skald may not attack. A Skald may target himself with his songs. Song Spells have a range of hearing distance, usually 50m, depending on instrument played and environment. Bagpipes have a much longer range. (@500m) Bagpipes are illegal by the laws of the Lunar Occupation. Bagpipes are considered weapons of war, like siege engines. Possessing a set of Bagpipes is punishable by crucifixion. Note also that Skalds may not sing while playing Bagpipes. ILLUSION RUNE MAGIC RIDICULING SONG (Rune Magic, Range = per Instrument, Stackable, 1 pt) This song inspires shame or fear in the target, placing a penalty of the Skald’s Sing Skill/5 or Play Instrument/5 on all opposed attack and skill rolls attempted if the Skald overcomes the targets POW. For the Resistance Check, the Skald uses his POW or his Sing Skill/5 or Play Skill/5, whichever is highest. (NOTE: Defensive skills are not penalized.) This effect continues as long as the Skald sings and the target remains in range. Each additional point doubles the number of targets. (All targets must be in hearing range of the song, Usually 50m, farther with bagpipes.) SORROWFUL BALLAD (Rune Magic, Range = per Instrument, 3 pts) This song makes everyone who hears it, friend and foe, deeply saddened. Overcome with grief, the listeners can take no action if the Skald overcomes their MPs. For the Resistance Check, the Skald uses his POW or his Sing Skill/5 or Play Skill/5, whichever is highest. This effect continues as long as the Skald sings or plays his instrument and the target remains in range. This effect ends for all targets if any target is attacked or harmed in any way. (All targets must be in hearing range of the song, Usually 50m, farther with bagpipes). UPLIFTING ANTHEM (Rune Magic, Range = per Instrument, Stackable, 1 pt) This song inspires allies, giving a bonus of the Skald’s Sing/5 or Play (Instrument) Skill/5 to a single target for all Attack rolls. This effect continues as long as the Skald sings or plays and the target remains in range. Each additional point doubles the number of targets (all targets must be in hearing range of the song). VENGEFUL DIRGE (Rune Magic, Range = per Instrument, Stackable, 1 pt) This song gives a bonus +1d6 Damage Bonus per 25% of the Skald's Sing or Play Instrument to a single target’s damage bonus when fighting against enemies that deserve vengeance (either in the mind of the target or in the mind of the Skald). This effect continues as long as the Skald sings or plays and the target remains in range. Each additional point doubles the number of targets (all targets must be in hearing range of the song). MOVEMENT RUNE MAGIC EFFORTLESS SONG (Rune Magic, Self, 2 pts) This spell allows the Skald to continue singing or playing a tune even when conditions might prevent it. The Skald can sing or play an instrument while running, fighting, badly injured, or exhausted. (NOTE: If the Skald is playing an instrument, his hands are still occupied, so he can’t use a weapon or shield, even with this spell up. Likewise, a singing Skald can’t Orate or Bluff even with this spell active.) MULTISONG (Rune Magic, Self, 3 pts.) Allows the Skald to maintain 2 songs at a time. The Skald must sing one song and play the other. (NOTE: A Skald under the effect of this spell needs 2 castings of Effortless Song to make both songs effortless.) Skalds with Multisong generally play the Lyre, Harp, or Drums so they can Play and Sing at the same time. WEAVING DANCE (Rune Magic, Self, 1 pts) This spell adds the Skald’s Dance Skill/5 to all defensive skills as a free action. STORM RUNE MAGIC WING CARRIES SONG (Rune Magic, Self, Stackable, 1 pt) This spell allows the Skald’s music to carry upon the wind. Clans often use bagpipes affected by this spell to coordinate battles or communicate over long distances. With bagpipes, 1 pt allows a Skald’s song to be heard 1 km away. Each additional pt doubles that radius (yes, with 12 pts of WCS, a piping Skald can be heard 1000 km away. “Make em hear it in Glamour boys!”) For singing and other instruments, this spell doubles the effective radius. 1 pt = 100m, 2 pts = 200m, 3 pts = 400m, 4 = 800m, 5 = 1.6 km, 7 = 3.2 km, 8 = 6.4 km, 9 = 12.8 km. Skalds may cast this spell simultaneously with Song Magic to effect targets at long range. Targets must still be in line of sight when the Skald initiates the spell. DROGARSI’S SECRET (STORM RUNE MAGIC) BATTLE PAEAN (Rune Magic, 3 pts) This spell allows the Skald’s Ridiculing Song, Uplifting Anthem, or Vengeful Dirge to affect all applicable targets within hearing range of the song. It has no effect on its own, but must be stacked with another Skald song.
  5. Continuing my Thunder Rebels/Storm Tribe to Rune Quest conversions. Here's Destor the Adventurer, the default subcult for Orlanth Adventurous. DESTOR THE ADVENTURER The generic Orlanth Adventurous worshipper. Almost all (75%) of Orlanth Adventurous worshippers follow the Destor subcult. When Sartarites say someone follows Orlanth Adventurous, they’re talking about followers of this subcult. This is the cult that most Sartarites turn to when things go wrong, when bad guys need smacking, when there’s adventure to be had or fighting to be done. Cult Personality Skills: Curious, Wanderlust Destor Rune Levels are Rune Lords and are known as Wind Lords. They must have a POW of 15+ and 90%+ in 1h Sword and 4 cult skills at 90%+. Skills can be chosen from Any Other Attack, Any Parry, Dodge, Mythology of Orlanth, Predict Weather, Climb, Hide, Orate, Scan, Sneak, Brew Woad, Active, Curious, or Responsible. Wind Lords roll 1d10 for DI. STORM RUNE SPELLS CLOUD CALL, COMMAND AIR ELEMENTAL, CONTROL WIND (aka WIND WARP), SUMMON AIR ELEMENTAL, WIND WORDS MOVEMENT RUNE SPELLS FLIGHT (aka TELEKINESIS) FIND A WAY (Rune Magic, Self, Instant, 1 pt) This spell improves the success level of caster’s next non-combat DEX based (Agility, Manipulation or Stealth) skill check by 1 catagory. Fumbles become Misses, Misses become Successes, Successes become Special Successes, and Specials become Critical Successes. NOTE: A 00 is still a Fumble. DESTOR’S SECRET LAST GASP RECOVERY (Rune Magic, Self, Instant, 3 pts) This spell can be cast even when the Wind Lord is unconscious or dead, so long as it’s cast the very next round after incapacitation or death. The spell allows for a single additional action that takes place in the strike rank as casting the spell. The Wind Lord (and only the Wind Lord, not his friends or his spirit allies) may attack, move, fire a weapon, or even cast an additional spell. Severed limbs are not useable, but broken or maimed locations will function. A Wind Lord with a severed head may still act, though his head remains separated from his body. If the Wind Lord heals himself sufficiently, he can become alive or conscious again. If not, he returns to death or unconsciousness after his action.
  6. I'm looking at Sanctify in anticipation for my players using Divination to figure out where the heck a villain ran off to with the McGuffin, and it doesn't seem to have a duration listed? Does it just last as long as it's needed? It just has the Ritual tag, without Temporal or a Duration tag in addition. Thanks!
  7. One of the big things that really charmed me about RuneQuest as a whole, when I started playing it instead of Pathfinder, is the slow, granular pace of character progression. I feel like RQG reduces that somewhat with its high initial character skills and with the new Rune points system. While I do really like Rune points and rolling on your Rune affinities and all that, I've been thinking of ways to house rule the game back down to a bit of a slower pace. The main one I've been considering is that each time an adventurer sacrifices POW for Rune points, he may gain one point of a stackable spell, instead of gaining variable access. I'm drawing sort of on RQ3 for this (although I've played a sorcerer, not a theist). I'm not thinking the points need to be increasing to get increased spell strengths. So just sacrificing one POW lets you go from Flight 3 to Flight 4, and gives you one additional Rune point, but you couldn't cast a Flight greater than Flight 4 from your Rune point pool. There's still the flexibility of the RP pool, but a slower growth to being able to do crazy things. Plus, cults with less Rune magic still get to be making choices for a time longer. I figure spells which cost multiple RP probably would need multiple POW sacrificed to buy, but I'm a bit unhappy about that. Common spells are a bit trickier. I'm thinking maybe I'd rule that adventurers automatically gain access to one point of their cult common spells (or basic access for common spells which cost more than 1RP like Command Cult Spirit), but have to choose to add to those spells to go further. So, you'd need to sacrifice a total of 4 POW to get Extension 5. Another thing I've been thinking about is ruling that when inspired by a Rune, the adventurer can only cast spells with that Rune, or else lose the inspiration. Sometimes this won't be a big deal since spells with the Magic Rune can be used by any Rune--so your Orlanthi inspired by the Air Rune could still cast Heal Wound--but once in a while it'll be a real nuisance. "Do I give up my inspiration to cast X spell from my associate cult?" This really is just kind of brainstorming around, but I feel like this would be a fun way to play the game. Of course, I'm sure there's consequences on playstyle and how the world appears, but that's what you're all here for, isn't it? I'm generally awful at figuring those out, and would love some feedback and general thoughts.
  8. womble


    I noticed something a bit odd about Earthpower, so I did a little search and couldn't find any mention of this oddity. It's Self, Instant, Stackable. It returns 1d8 MP for the first 3 points and an additional d8 MP per extra stacked Rune Point; these remain until they are used. I assume always that any one-use points of stuff are used up first. That's straightforward enough. It also provides 1 point of POW (for base 3, plus 1 per stacked additional RP) which 'disappear at the end of the spell's duration'. Which, given it's 'Instant', is 'immediately'. So not very useful. Should it be a Temporal spell? I think it should, since I imagine it needs to have been cast before you're rendered unconscious by 0 MP (or dead by 0 POW). I can see that the intent might be that it's an automatically-cast 'last resort' spell which doesn't have to be 'running' to save your bacon, but still, it needs a duration longer than Instant for the POW element as described to be any more than a "Yay I didn't die! Oh, no, wait, it's gone again. Urk [expires]" moment. Another question: do the additional points of POW allow you to exceed your racial maximum if it's '0 MP' that's triggered the spell?
  9. Hello, Having just converted some "RQ2.5" characters playing Eleven Lights over to the new RQG, got a bit confused about Rune Magic...especially summons: We have a character who has Summon Air Elemental. He's got 3 Rune Points dedicated to in Orlanth Adventurous as a very novice adventurer. 1. Does he really have to cast X level Summon followed immediately by Command Cult Spirit for 2 Rune Points to control said Elemental? This seems to be the explicit instructions in most parts of the rules but Summon Elemental seems to imply that control for the summoner is automatic. 2. I (the GM) was planning on having the same PC roll up the stats for the Elemental the first time he summoned one from each size category. Thus, eventually he'd establish a "stable" of 3 elementals - assuming he acquired the ability to cast Summon Large Air (ex: as a Storm Voice). Any flaws in my logic? How are the rest of you handling this? 3. Number 2 made me think of a more fundamtal question: when a character sacrifices a point of power to gain a rune point and chooses to "learn" a cult variable spell (ex. Summon XYZ), I had presumed that he was learning a variable version of the spell. Thus he could cast it at whatever level he chose once he'd gained access to it. Is this as intended? Thanks! James
  10. I would like to begin a Runequest campaign taking place in 1621, allowing the Heroes to take part in such great adventures as Argrath and the rescue of the Giant's Cradle as well as the early battles of liberation against the Red Empire. However, such a campaign would take place during the Great Winter, when Orlanth and Ernalda were "killed" and sent to the Underworld by the Red Goddess. What effect--if any--would this have on Rune Magic and Divine Intervention connected to their two cults? Would worshipers be able to call on Orlanth and Ernalda for Divine Intervention? Would worshipers be restricted to one point Rune Magic, or would their magic become cyclical in nature, allowing them to cast certain spells only during Earth or Storm Season or on certain days of the week?
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