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Found 6 results

  1. Continuing my posting of my conversions of Feats from Storm Tribe to Runequest 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 in 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 hernormal movement. If the target stops or stands still, she loses the benefit of this spell.
  2. Crel

    Sanctify Duration?

    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!
  3. 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.
  4. womble

    Earthpower

    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?
  5. 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
  6. 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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