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Found 4 results

  1. About Yelm in the core rules of Runequest Roleplaying in Glorantha. There's one thing I don't understand. Why is Yelm's runes marked as [Sky/Fire, Fertiity, Death] and why does he only have one Fire/Sky Rune en though Orlanth and Ernalda have two Storm or Earth runes respectively and Yelm is clearly shown to have the [Sun/Sky, Stasis, Mastery] runes in Guide to Glorantha? What's even wierder is that you don't need the Death or Fertility rune for any of Yelm's spells. They can all be cast with hte Sky/Fire Rune. Also, how come Yelm has significantly fewer rune spells than Orlanth and Ernalda even though they're all supposed to be equally powerful gods? I've counted them and while somone only initiated into one of Orlanth's subcults has only a few more than what Yelm gives someone initiated into both Adventurous and Thunderous has a several more spells to chose from not to mention the unique spells given to Rune Lords and Rune Priests. Menwhile Ernalda just straight up gives access to vastly more spells than Yelm does and no, I'm not counting spells given by Associated cults. You might feel like I'm nitpicking but I find it realluy strange and confusing. On that note I'm also curious as to why Yelm doesn't give access to Sunbright even though Yelm is the Sun. Lastly. How come there are no spells associated with the Stasis Rune in the core book? There are several spells in the book I feel would be appropriateloy associated with the Stasis Rune but all of them are instead associated with the Harmony, Magic or Earth Rune, and in one extremely wierd case with the spell Lock, the Movement Rune. To all of you who have the PDF of the Red Book of Magic. Do that book contain any spells with the Stasis Rune or is it the Rujne that Shall Not Be Used? I would think that itis a naturall fit for any spells of protection or that allow you to resist damage, repair things, or not be moved, changed or influenced, or to keep a society stable if not harmonious but apparently not. Oh, and yes. I'm still alive. I didn't mean to just disapear for over a year but it will probably happen again. I'm not even sure if I'll be able to answer posts to this thread but I will at least keep an eye on it when I'm able and perhaps I'll be able to chime in once or twice. Edit: actually there's one more thing. Does anyone have or know of a chart for creating Grazer Clans? Or a more detailed history generation for Grazer characters? I feel the one in the book is very focused on SAartar and Prax and Grazer characters just end up sitting there with a lot of 'notyhing happened this year'. Especially for your parent who have basically only two events, one beeing almost starving or freezing to death in the long winter. Edit Edit: Oh, and one more thing. How come Yelm's High Holy day is Fire Season, Harmony Week, Fire Day, and not Fire Season, Stasis Week, Fire Day, or even Fire Season, Fertility or Death Week, Fire Day?
  2. I've finished putting together a set of reference charts for the Rune spells published in The Red Book of Magic. This play aid is free, but was kind of a pain in the neck to produce. If you find it useful, I'd appreciate if you toss something in the "tip jar," or consider picking up another product from Akhelas. Includes B&W tables of all the RBM's Rune spells organized by each Rune, and also a total alphabetical list. You can get the charts here.
  3. Okay, I'm a bit confused. It would appear there are two different versions of the Rune Spell 'Crack', one as described in the RQG rulebook, pg 324 (Non-Stackable, can't affect spirit-occupied items) and one as described in the RQG Bestiary, pg 94 (Stackable, can affect spirit-occupied items). Is the Bestiary version an upgrade that's specific to Thed worshippers only, or does the newer version supplant the older version all round?
  4. womble


    So I just read the Charisma rune spell properly and it sank in: it doubles your CHA. And increases your Spirit Magic learnt-cap. While it notes that the limited duration of a Temporal spell might make this latter increase somewhat academic, the ease of Extending the spell up to a year's duration prompts two questions: What happens when the extra CHA goes away? Do you just forget the Spirit Magic? Can you overwrite your Charisma before its anniversary to avoid there being any hiatus in your improved score? Does this improvement also increase your limit of Rune Points per Cult? I guess that's asking for an interpretation as to whether the text simply omits mentioning Rune Points as an oversight. And that leads to a followup question: if your Charisma spell does increase your potential pool of Rune Points, what happens to those points greater than your natural CHA if your spell lapses somehow (is dispelled or you just can't get it re-cast in time)? Do they vanish for good, or just become unusable until your CHA goes back up? This same question applies to normal CHA loss; I couldn't find anywhere that mentioned it. As a GM with liberal tendencies I'd be inclined to allow the increased CHA to do whatever natural CHA would do, thus permitting increased Rune Point pools, and I'd have the character's Deity hold any surplus Rune Points generated by CHA loss (for whatever reason) 'in trust' until CHA increased again. Spirit Magic would be forgotten though; that seems pretty clear, though I would allow overwriting up to the anniversary day too, in order to preserve the benefits.
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