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  1. About two years ago, I tried to sit down & actually figure out how in the world my group's sorcery rules worked. After all, I'd played a sorcerer using them for two to three years at that point, and had a friend who had been using them for about a year as well (and who I helped teach the system). How hard could it be? Very, very hard, it turned out. Our current group plays mostly-RQG, but we've taken to calling that game's rules "RuneQuest Bastard" for a reason. They were a mishmash of official stuff, house rules, and things my friends & I didn't know were house rules which had accumulated from about a decade of play through our GM friend's teen years. Loads of fun, but very much an "oral" rulebook. I never did finish that project to write up the sorcery system, and recently I've come to the conclusion that I'll never finish the stupid thing despite the amount of work I'd put in. I'd intended to upload it here from the start so others could see how we did things, and since I've accepted I'll never finish it, I figured I may as well go ahead and upload it anyway. I suspect that, to play it, you'll need to be the same certain special breed of masochist my friends and I are, but I hope that it will at least be interesting for someone. Scholastic Sorcery is an awful Frankenstein's Monster mishmash of the sorcery in RQ3's "Magic Book", Sandy Petersen's Western Sorcery, and his Tekumel Sorcery. It overlays the Tsolyanu of Tekumel as Patrons of Sorcery within Glorantha, organized into two general canons: the Saints of Stability, and the Demons of Change. As the introduction notes, most of the mechanics are not my ideas, but a fair bit of the fluff is. A lot of my work was editorial, trying to organize and make sense of multiple rulesets I initially believed were compatible, and later discovered are not. An example of this is that RQ3 (and SS) treats the Duration Art as a skill, whereas Petersen's Western Sorcery, which provides the core ruleset of SS, has no concept of using both Presence and Duration. Scholastic Sorcery works well as a ruleset for adventurers. Our game was pretty murderhobo, and the rules do reflect that. It treats sorcerers as being individualists; they're organized into colleges and schools and whatnot, but are ultimately not as community-minded as other magic systems. For current players of RQG, I think the spell writeups (which are about the last fifty pages of the document) will be of most use. I don't think they'll translate directly into RQG's sorcery, but the Tekumel spells provide a great example of cool flavorful sorcery spells which go beyond what both Rune magic and spirit magic tend to do, both in power and complexity. The spells are incomplete (I got to the start of the P's alphabetically), but what's there should, I hope, be interesting. You can find the rest of Petersen's RuneQuest Tekumel stuff on the tekumel.com site here. For people interested in the rules themselves, I beg forgiveness! This was the first time I attempted writing game rules, and I feel they're still rather haphazard. Having re-skimmed the document, examples use rules found later in the text and the organization of material's kind of a mess. Apart from the writing, the rules themselves really need more chopping at to be cleaned up and tidied. The stitches on my Monster show all over the place. But the rules portion is basically complete, albeit in a first-draft form. I have ideas for a similar sorcery system for RQG, using the Runes and Techniques of RQG's sorcery as the basis, and introducing skill and manipulation because I frankly can't stand Free INT rules. But if I ever do write that up, it'll probably not be soon. If you wanted to play a Scholastic Sorcerer in RQG, I'd loosely suggest starting with the Philosopher occupation, and base the starting point for Arts and Vows on the Student tier, replacing the adventurer's cult. I make no claims that any of that procedure--or use of Scholastic Sorcery in general--will create a Fun and Balanced play environment in an RQG game. My only true regret is that I never got to fumble and TPK my party with a Doomkill. Scholastic Sorcery Spell List.doc Scholastic Sorcery.doc
  2. This may be an odd question, but I'm curious and I'm pretty sure this is the right forum (as opposed to one of the specific game fora): Are all sorcerous grimoires written texts in Glorantha? Are there any cultures that have secret songs (for one example) that function as a grimoire, something one can study and gain insights into the impersonal forces of the universe, allowing the individual to cast a certain number of specific spells? A related question: in western, caste-based societies, how likely would it be for one to find, say, a donari who is basically a powerful sorcerer based in an exclusively agricultural school of sorcery? Or is it expected that Talari, Dronari, and Horali may know a couple of spells, but its always the literate Wizard Caste that bring the big spells in big books?
  3. Greetings from the Tragic Kingdom! I'm working on a project for the Jonstown Compendium which will be a combined bestiary and rogues gallery of chaos creatures going under the current title of the Chaos Compendium. While working on the section for Dancers in Darkness, I realized something interesting regarding the rules for Sorcery, and I'm hoping the designers of Runequest Glorantha could give me some information. Since Dancers in Darkness and Vampires are Undead and repelled by the Death Rune, it would be natural to believe they cannot learn the Death Rune or cast Sorcery spells using it. This prevents them from casting such spells as Animate Dead, Boon of Kargan Tor, and Ward Against Weapons. On the other hand, can such Sorcerers substitute the Undeath Rune in its place?
  4. Crel

    Arkati Sorcery

    I'm experimenting with some sorcery spells tailored for use by the Black Arkati in a scenario I'm writing (or other Illuminates, I suppose), and looking for a bit of feedback, if anyone's interested in looking it over. Not necessarily meant to be a comprehensive write-up, just a few spells to make an adventure more interesting or unusual. The general theme I'm going for is "meta-sorcery," where they manipulate magic with their magic, letting them do strange things normal sorcerers/priests/shamans can't. Arkati Sorcery draft.pdf
  5. One (unexpected) feature of The Smoking Ruins is that we get our first glimpse at Sorcery in full action. We get a look at a Rokari sorcerer who knows five runes and four techniques (why so many? they all can be inferred from one or two), and we get a short introductory description of the House of Black Arkat. The description of the House of Black Arkat in The Smoking Ruins p.136 (sidebar) mentions that I seem to have been under the wrong assumption that the Magic Rune in sorcery spells was a place holder for other runes as it is in divine rune magic. This makes it just another bloody point of INT above 11 blocked, making even an accomplished sorcerer like the one presented quite limited in his abilities - effectively almost as much as a priest of an alemental deity, although under a different paradigm. I really need to produce a chart which allows to search for spells by runes and techniques (and applicable inferred runes or techniques replacing these). The RQG pdf unfortunately doesn't support a text search for the runes. No idea if this functionality could be knit into the pdf, e.g. as an invisible hidden text behind all the graphics. Spells using the Magic Rune include Attract Magic (Magic, Command) Castback (Magic, Stasis, Combine, Command) Drain Soul (Magic, Dispel) Identify Spell (Truth, Magic, Command) Magic Point Enchantment (Magic, Command) Neutralize Magic (Magic, Dispel) Pierce Veil (Magic, Truth, Combine) Protective Circle (Magic, Command) That's actually a fairly big and important selection of the spell, and requires just two condition runes to be able to learn all of these. Let's have a look at the sorcery rules portion in TSR. Spoilers Ahead! Runes and Techniques: Urgantan's mastered runes are Fire, Illusion, Magic, Movement, and Spirit, which gives him also the inferred runes of Earth, Water, Truth and Stasis at doubled MP cost. He has mastered (wastefully) four Techniques, Command (inferring each of the Techniques), Dispel and Summon (which only fail to infer Combine and Separate) Combine (which only fails to infer Dispel and Summon) While this wealth of techniques avoids a couple of MP cost doublings, I wouldn't let a sorcery-using character of mine be so spend-thrift with these rune/technique slots. Dropping either Summon or Dispel for the Air or Darkness rune would give access to all elements but moon. I would probably sacrifice another technique (any but Command) for Fertility or Death, and it would be nifty to have the Man rune, too. But then I am not entirely certain whether one can use a single mastered technique to infer a second technique in spells that require two techniques. Spells: Two of Urgantan's spells have been inscribed to his abode, Create Image 90% and Disappear 90%. In a bending of the rules, the guardian spirit of the entrance is able to re-activate the created image, possibly with the use of the key. RQ3 has a rule for enchantments that adds such conditions to trigger activation or deactivation, but I haven't seen this applied to a long-lasting sorcery spell. Strictly speaking, it should be possible to design a spell allowing such added conditions, but that spell would need to have its own casting skill and memorization slot (or inscription), and it would probably add another rune and a combine technique to the basic Create Image runes. Urgantan has memorized four spells Create Hallucination (50%), 2 points [Illusion, Combine - no MP cost doubling] Create Wall of Flames (50%), 2 points [Fire, Summon - no MP cost doubling] Dominate Discorporate Spirit (50%), 2 points [Spirit, Command - no MP cost doubling] - Shouldn't this be specified for a specific type of spirit? Dominate Fire Elemental (50%), 3 points [Spirit, Fire, Command - no MP cost doubling] He knows a couple more spells but needs to recall these through meditation before being able to cast them: Bind Elemental (25%), Ritual, 3 points POW [Spirit, Fire, Command - no MP cost doubling] (and possibly double cost for Earth and Water elementals, unless these have to be learned separately) Bind Spirit (35%), Ritual, 2 points POW [Spirit, Command - no MP cost doubling] Conflagration (25%), 2 points [Fire, Summon - no MP cost doubling] Enhance INT (25%), 2 points [Fire, Summon - no MP cost doubling] Logical Clarity (25%), 2 points [Illusion, Dispel - no MP cost doubling] Summon Fire Elemental (35%), 3 points [Fire, Command, Summon - no MP cost doubling] Summon Guardian Spirit (35%), 3 points [Spirit, Command, Summon - no MP cost doubling] Identify Otherworld Entity (25%), 3 points doubled [Truth (inferred from Illusion), Spirit, Command - single MP cost doubling] And he has a very own secret spell for which the runes aren't given (and frankly I wonder whether his assortment of runes should allow this spell) Brew Unaging Potion 25% Create Image (inscribed to the tower 90%) 3 points [Illusion, Fire, Combine - no MP cost doubling] Disappear (inscribed to the tower 90%), 4 points [Illusion, Fire, Combine, Command - no MP cost doubling] FInger of Fire (inscribed to a bracelet 70), 3 points [Fire, Movement, Combine - no MP cost doubling] Neutralize Spirit Magic (inscribed to ring 75%), 2 points [Spirit, Dispel - no MP cost doubling] Neutralize Magic (inscribed to ring 60%), 2 points [Magic, Dispel - no MP cost doubling] Spirit Warding (inscribed to diadem 65%), 2 points [Spirit, Dispel - no MP cost doubling] Protective Circle (inscribed to silvery ink pot 35% with 8 POW additional intensity), 2 points [Magic, Command - no MP cost doubling] Looking up the runes for these spells took me about half an hour (ok, writing down the comments included). But it was necessary to note down the basic magic points the spell would need. His magic items include a cheat item ("a special Teleportation spell matrix, allowing this spell to be cast for 6 magic points instead of 3 Rune points"), a POW storage crystal with capacity 17 (two above the 2D6+3 maximum of 15 that you can roll as per Adventure Book p.122), a sorcery spell-strengthening crystal (+3 to spell strength) a 24 MP magic point matrix I wonder: does a sorcery spell-strengthening crystal differ from any other spell-strengthening crystal? One of the Arkati is an excommunicated (or, with the current terminology, Banned) Lhankor Mhy philosopher with a bit of sorcery. Both sorcerers have the average INT (average for a somewhat playable sorcerer) of 20. Yes, this is irksome. These characters are just one point of INT away from species maximum. Both have been optimized so that their sorcery doesn't incur double magic point cost (they still can manage maybe two big spells a day at most with their entirety of available MP, except that the excommunication probably was over the Arkati's knowledge of Tap Body which allows other means of collecting MP). Zindaulo, the sorcerer among the Arkati, has Ward Against Weapons (Death, Dispel) but lacks the Death rune or the Fertility rune (to infer it at double MP cost). His runes are Magic, Man, Disorder and Truth, and he has a lavish three Techniques with Combine, Command, and Tap. Let's have a look at his sorcery spells: Bind Spirit (25%), Ritual, 2 points POW [Spirit, Command - no MP cost doubling] - wait, he doesn'T have the Spirit rune. Castback (40%), 4 points [Magic, Stasis (inferred from Disorder), Combine, Command - doubled magic point cost] Dominate Human (25%), 2 points [Man, Command] Identify Spell (35%), 3 points [Truth, Magic, Command] Magic Point Enchantment (50%), Ritual, 2 Points (plus variable amount of POW?) [Magic, Command] Pierce Veil (20%), 3 points [Magic, Truth, Combine] Tap Body (35%), 2 points [Man, Tap] Ward Against Weapons (30%), 2 points [Death (which he cannot infer), Dispel] This guy has 15 points of Spirit Magic (including an unnecessary duplicate of Magic Point Enchantment), which added to his sorcery spells puts him at -3 points of Free INT. I will assume that my grasp of the rules is flawed, so please correct me if I am wrong anywhere here.
  6. I was lurking around RPGnet today and came on a thread that was talking about The Old Days, specifically RQ1/2. What caught my eye was that someone got banned for asking for transcription of some rules that appeared in an issue of a fanzine called The Wild Hunt, and in a newsletter by Greg called The Son of Sartar #3. What did it look like? Did it bear any resemblance to what appeared in RQ3, or was it more like what we would now call Lunar Magic? SDLeary
  7. Version 1.0.0


    Liber Ka - A Summary of the Changes It Brings to Sorcery (and PC Generation) Originally uploaded to yahoo group by agarthan Jun 18, 2004
  8. Version 1.0.0


    A bare-bones, names-only list of the 2nd & 3rd Circle Sorcery spells given in Liber Ka - for players without access to a copy. For further details on a given spell, mail your GM. Note 1: These REPLACE the spells in the main Nephilim rulebook! Note 2: They're just examples - any Neph can create its own spells in any case. Again, see your GM. Originally uploaded to Nephilim Pentacamerum yahoo group by agarthan Jun 18, 2004
  9. So I've been re-reading over p.382-390 of the Sorcery chapter and I'm trying to figure out how the rules indicate the Magic Rune works. Previously, I thought that it was similar to how the Magic Rune is treated in the descriptions of Rune magic, where the sorcerer could substitute any other Rune when that symbol appeared in the spell description. However, I think that assumption was in error because I'm not finding an actual statement of that in the rules text. Am I missing something? The spells this is relevant for are: Castback, Drain Soul, Magic Point Enchantment, Neutralize Magic, Pierce Veil, and Protective Circle. Page 382 has a sidebar describing the Magic Rune as a Condition Rune, rather than an Element, Power, or Form. This led (leads?) me to believe it was not a Rune which sorcerers could normally master. Although the Malkioni are noted as having mastered the Magic Rune on page 389; I wasn't sure how to understand this, and just sort of hand-waved it away as irrelevant for the time being because the Malkioni and Aeolianism entries seem incomplete for use by players without a good deal of GM improvisation. Now I'm not so sure. Can sorcerers master the Magic Rune in the same sense that they master the Beast or Darkness Runes? Does it have associated Runes? Is mastery of this Rune necessary for casting the above spells? etc. is what's wandering through my head.
  10. How do y'all think we should calculate sorcery spell percentages for starting adventurers? My initial instinct was that the actual percentages were equal to the percentiles gained from Philosopher and/or starting membership in Lhankor Mhy. However, as I've been re-reading some of the material I'm second-guessing that because on p. 390 it notes that new spells are learned at 1D6+Mag Mod after the requisite training or research. So for example, the Philosopher occupation notes they start with three spells, and has (Sorcery spell) +10% twice and +20% once in the Occupational Skills on p.70. I'm trying to see if this would really be 1D6+Mag Mod+10, or just a flat 10% (or 20%) start. The further correlation of this, I think, is that if those Occupational Skill percentiles don't need to be assigned to the spells gained from Philosopher, you might be able to double-dip spell +%s from LM and Phi to get a better starting percentage. But, the more munchkinny applications can end up on that thread (I just didn't want to clog that thread up with another interpretive debate).
  11. Hi All, I'm returning to Magic World and the Southern Reaches and this time have two dedicated sorcerers in the group. I see the use of sorcery ramping up over the coming sessions. My question is about Undo Sorcery. It seems pretty clear that a spell of lower level is undone, that is, a Level 4 Undo Sorcery spell will completely dissipate a Level 3 Unbreakable Bonds spell. It's also pretty clear that if a Level 2 Undo Sorcery spell is cast at a Level 3 Unbreakable Bonds spell, the Unbreakable Bonds is weakened but continues "running" at Level 1. How would you handle this weakening of the Unbreakable Bonds? Or, indeed, any other spell weakened in this way? Perhaps the spell's duration could be reduced? Or perhaps the STR vs. MP (in the case of Unbreakable Bonds) would be against one third of the caster's MP (the Bonds are weakened by 2-out-of-3 Levels, so it seems reasonable that the Bonds are now "powered" by 1/3 of the caster's power). This is just one example of the spells Undo Sorcery affects. How have my fellow GM's handled these sorts of situations? Is it a case of winging it, based on the circumstances? Thanks, Colin
  12. I've attempted to put together a few more Sorcery spells, some of which represent adaptations of old favorite spells from previous versions of the rules (ETA: many of these are conversions from RQ6/Mythras), while others are completely new. None of these have been playtested yet except Tendrils of Hell. Feedback gratefully received. Abjure [Rune] - Separate Man [Element] Allows the recipient to do without an essential element for the duration of the spell. For instance, Abjure Air means the recipient does not need to breathe. Abjure Fire means the recipient does not need warmth, and is immune to all Cold and Fire damage. Abjure Earth means the recipient “floats” above the ground and may cross an abyss, etc., as if walking on air. Abjure Water means the recipient is immune to the effects of thirst and may walk on water. Abjure Darkness means that the recipient can see in even pitch blackness as if it were daylight. These spells may be cast on a Protective Circle. Agreement - Combine Harmony Truth Cast on the reaching of an agreement, the parties concerned (who should be within the range of the spell when it is cast) will abide by the agreement for the duration of the spell. All other parties and the spell caster will know if the spell is dispelled on one party. Animate [Substance] - Combine Movement [Element] This spell imbues an inanimate object with the ability to move. The wizard can animate a volume in SIZ equal to the Strength of the spell (or cubic meters in the case of insubstantial elements). Default movement rate is 1, but that can be increased by devoting extra MPs on a one-for-one basis.The animated substance can produce “limbs” that can perform skills at half the rating of the magician. Damage is calculated according to twice the SIZ of the substance. This spell requires extreme concentration, meaning an INTx1 roll is needed if the caster is damaged. Banish Spirit - Dispel Spirit The spell must overcome the MPs of the spirit with its Strength, and its strength must be at least half the spirit’s MPs. If successful, it banishes the spirit back to the Spirit World. It cannot be cast on a spirit trapped or bound to a physical object, but will banish a spirit possessing an individual. Banish Elemental - Dispel Spirit [Element] The spell must overcome the MPs of the elemental with its Strength, and its strength must be at least half the elemental’s MPs. If successful, it dissipates the elemental. Bless Marriage - Combine Harmony Fertility Ensure a happy relationship for the married parties for the duration. [[Pregnancy will result if desired.]] Blindness - Separate Fire/Sky Man If this overcomes the POW of the target, he/she is struck blind for the duration of the spell. Boon of Harana Ilor - Summon Harmony The target lays down any weapons and ceases any offensive action. Out of combat, this resolves any argument or disagreement in the caster’s favor. This spell may be combined in a Multispell. Boon of Larnste - Summon Movement This spell augments the movement rate of anything it is cast on for the duration. The augment is equal to the half the strength of the spell and can affect targets up to a maximum SIZ of three times the strength of the spell (thus a spell with strength 6 can affect a person of SIZ 18, or two people of SIZ 10 and 8, giving them +3 to their Movement rate). This spell does not boost Dexterity or give a bonus to SR. Curse of Acos - Dispel Movement This spell reduces the movement rate of anything it is cast on for the duration. The reduction is equal to the half the strength of the spell and can affect targets up to a maximum SIZ of three times the strength of the spell (thus a spell with strength 6 can affect a person of SIZ 18, or two people of SIZ 10 and 8, giving them -3 to their Movement rate). This spell does not reduce Dexterity or increase SR. Curse of Uleria - Separate Earth Life If the target fails to resist, he/she loses all sex drive for the duration of the spell and will not be able to “perform” or conceive. With long duration, this is an effective curse against nobility, Earth priestesses, or the tosser who spilled your pint. Dessicate - Separate Water Life If the target’s POW is overcome, he/she suffers the effects of extreme thirst, losing 1 general HP per hour for the duration of the spell. No sustenance will slake the thirst until the duration is over or the spell is dispelled and healing only delays the inevitable. This spell is an effective assassination spell when sufficiently powerful, and is often used by Arkati wizards. Diminish [Characteristic] - Dispel [Element] Reduces the target’s affected characteristic by 1 point per strength of the spell to a minimum of 1, if POW is overcome. The diminishment is temporary, for the duration of the spell. Attributes and bonuses are temporarily recalculated, weapons may need to be dropped if STR is affected, and Encumbrance etc may become a factor. If POW is diminished, MPs will not drop below 1 even if MPs are fewer than POW. A target affected by Diminish SIZ shrinks, which may cause clothing or armor to drop off. Draw [Creature] - Command Beast All creatures of the specified type within the range of the spell move towards a target (also within range) for the duration of the spell. The caster does not control the creatures once they arrive at the target unless another method is used. This spell is often used as a curse to infest a person or home with vermin. Enlarge [Object] - Summon [Rune] This spell increases the size of inanimate objects - the rune being appropriate to the object (plant for wooden objects, earth for stone etc.) The object grows proportionally, by a factor equivalent to the Strength of the spell, so a small rock subject to an Enlarge Stone 7 spell would grow by 7 times in height, width, and length. The spell may affect items up to 3 times the spell’s strength in SIZ. When the spell duration expires, the target returns to its original size. Fly - Combine Air Movement The target may be transported through the air by the caster for the duration of the spell. Each point of strength allows 3pts of SIZ to be transported (so a SIZ 15 human will require 5 points of strength). The movement rate is 6, but each point of strength not allocated to SIZ may increase this by 1. If the caster needs to maneuver the target, she should use her Air or Movement rune to succeed. A target may be slammed to the ground, with falling rules applying. [[Needs playtesting - falling damage may be OP]] Holdfast - Command Stasis Stops a target or object from moving or being moved for the duration of the spell. No amount of strength will move the target - the spell must be dispelled. It affects objects of up to 3 times the strength of the spell in SIZ. Palsy - Summon Death [or Stasis?] When cast on an opponent, this spell targets a random hit location. If the strength of the spell overcomes the HP of the location, that location is incapacitated for the duration of the spell. Limbs stop working, both legs stop working in the case of the abdomen, and the opponent falls unconscious in the case of the chest or head. No damage is incurred, but the spell must be dispelled to get the body part working properly again. Project [Sense] - Combine Movement [Element(s)] Allows the caster to use the appropriate sense at distance. The sense starts at the caster’s body and moves at a rate of 12, up to the maximum range of the spell (so 900m per turn). The caster must concentrate to maintain the projection, but may also use it as appropriate to cast spells. Additional Runes may be added to represent additional senses, e.g. Sky, Darkness, and Earth to allow Sight, Listen, and Search senses. The projected sense “point” is visible to such magic as Second Sight, and the caster may be targeted through it as if within range. Punishing Wind - Combine Movement Air The equivalent of Finger of Fire for air. The “fingers” are continuous blasts of air. If they do damage, the target must succeed in a test of SIZ vs the strength of the spell to avoid knockback as per p.224. Ratslaff’s Last Laugh - Summon Combine Disorder Illusion An area effect spell, this causes all who fail to resist the strength of the spell with their Magic Points to become argumentative and to lie. This will probably start fights and cause lasting resentments. It is commonly used by scheming Arkati sorcerers in Ralios to promote circumstances they can take advantage of. Rebuild - Separate Disorder Earth Repairs any cracks, fallen stones, tumbled walls etc, within the area of effect up to a SIZ limit equivalent to 3 times the Strength of the spell. Regenerate - Summon Life Cast on a target who has died, this “rebuilds” the target, bringing them back to life in a new body formed from the wreckage of the old (the old body disappears). The strength of the spell must exceed the highest characteristic of the dead target. All characteristics, etc., are rerolled, but the target retains skills, knowledge, spells, etc. Sex is rolled randomly. A cult may need some persuasion that the regenerated character is who he/she says they are. A wizard that knows they are dying may cast it on themselves to avoid death. [[Yes, this is Dr Who regeneration. Sue me.]] Rock Barrage - Combine Movement Earth The equivalent of Fingers of Fire for the earth element. The wizard creates a continuous stream of small rocky projectiles that cumulatively inflict damage. Sculpt [Element] - Command Combine Stasis [Element] Allows the caster to shape an element into the form the wizard desires for the duration of the spell. The maximum volume affected is equivalent to 3 times the strength of the spell in SIZ or the strength in cubic meters for insubstantial targets. Artistic or artificial qualities are determined by an appropriate Craft, Lore, or Devise roll. Variants of this spell exist for Plant and Beast runes, allowing the caster to “sculpt” clothing made from fiber, hides, or wool. Shrink [Object] - Dispel [Rune] The opposite of Enlarge. This spell decreases the size of inanimate objects - the rune being appropriate to the object (plant for wooden objects, earth for stone etc.) The object shrinks proportionally, by a factor equivalent to the Strength of the spell, so a boulder subject to a Shrink 7 spell would decrease 7 times in height, width, and length. The spell may affect items up to 3 times the spell’s strength in SIZ. When the spell duration expires, the target returns to its original size. Summon Boggle - Summon Disorder Conjures up a Boggle, a spirit of Disorder, for the duration of the spell, which will do its best to create disorder. Boggles defy rules and are immune to anything anyone might try to throw at them. They are subject only to the dictates of Maximum Game Fun. A Boggle might, for instance, be dispelled by being tricked into saying its name backwards. Tendrils of Hell - Combine Movement Darkness The equivalent of Finger of Fire for freezing Darkness. Venom - Command Death If the caster overcomes the target’s POW, he inflicts a Poison attack with a POT equal to the Strength of the spell. Poison rules apply as per p.157. Wakboth’s Seed - Combine Fertility Chaos Cast on a pregnant target, this spell will ensure the offspring is born with a Chaos Feature if it is born within the duration of the spell.It is the offspring’s POW that needs to be overcome, not the mother’s. Water Festival - Combine Movement Water The equivalent of Fingers of Fire for water. The tendrils force their way into the mouth and nose to inflict a form of drowning damage. They cannot affect anyone who does not need to breathe.
  13. Hi everyone, As you have come to expect, after my actual play session I always have a few questions which we reflect on as a group and come to some agreement over these. So, I was wondering how you play the resistance to the Summon Spell. Gully, used it to summon all the swords from the bandits to his hands. They get a resist of evade to prevent them from being pulled from their hands. We have rationalised why evade over brawn but is it just a roll or is it actually 'evading'? So questions: Do you use evade to resist against the summon spell? Or do you use something else? If you do use Evade, if they are successful, has the resisting combatant actually 'evaded' and is now prone, or have they just managed to keep hold of their weapon. Looking forward to your answers :) inwils
  14. What is a sorcerer's starting mastery of Runes and Techniques (an Aeolian in my case)? *Page 381 2nd column, bottom right, says every sorcerer begins play having mastered at least one Rune as described under Philosopher on page 70, (so 1 Rune here). *Then page 389 under Aeolianism (assuming i'm 21) says I get to select 2 Runes and 1 Technique at 16 then spend the next 5 years mastering them (2 Runes and 1 Technique here). *Next, going back to character creation, let's say I actually pick Philosopher as my occupation. I then get to start with mastery of 1 Rune and 1 Technique (1 Rune and 1 Technique here). So do i start with a Mastery of 4 Runes and 2 Techniques? I don't think i'm doing this correctly or i'm misinterpreting. This seems a bit high. Thanks, Gil
  15. I'm finally getting an RQG campaign running. I have one player interested in sorcery (Lhankor Mhy Philosopher) - we are taking this first campaign slowly. As we have been trying to understand the rules and processes we came across implementing the Protective Circle spell: is there a limit to the number of spells you can cast onto the circle, and is it only sorcery spells or can you cast spirit/rune magic on it? It feels like a game breaker if it can hang Spirit/Rune magic. Thoughts?
  16. So while trying to test the munchkinery of Linked spells (for that other thread) I went looking in RQG's Sorcery chapter for the Spell Matrix Enchantment. There's no equivalent spell description, but rather a generalized section on p.390, "Inscribing Spells." The text I'm concerned with is: My questions are: How does this affect the MP cost of the spell? Can an Inscription be linked with other spell matrices? I see a few interpretations for MP: They do not cost MP, and the inscribed levels are added after the sorcerer's manipulation. They do not cost MP, and the inscribed levels are added before the sorcerer's manipulation (so further manipulations are more expensive, I think?). They do cost MP, and only remove the need for the sorcerer to manipulate the spell. To my eye, (2) seems to be the closest to a RAW interpretation, but as a GM I would probably play with (3), since that seems the most balanced. Interpretation (3) makes sorcery inscriptions basically parallel to the spirit magic Spell Matrix Enchantment (but without an actual spell description, unlike both sorcery and spirit magic's Magic Point Enchantments). I'm curious what others think the correct RAW interpretation is here, as well as if there's other options I've missed. Personally, I think the RAW is that sorcery inscriptions can't be linked with spirit magic or Rune magic spell matrices, and that is part of why they weren't written up as a spell description. As a GM, I'm inclined to allow a linked matrix by an adventurer who has access to multiple methods of magic (such as an initiate of Lhankor Mhy or the Seven Mothers & other Lunar cults) for MGF, but the consequences and potential munchkinery of that choice are best left for the other thread.
  17. I'll start very soon a campaign in Umathela, where the Sedalpist are numerous. And most probably one of my player will play one. It is said (in the Guide) that : Sedalpists have incorporated many of the meditative techniques of the Cult of Silence, and seek to attain a state of Perfect Reason through meditation How could I translate this into game play? There is no 'mysticism' in RQG that could fit.
  18. Good morning, just a few questions for the group. Starting Reputation Page 82, upper right, Starting Reputation. Says most Free occupations add +5% and most Noble occupations add +10%. Looking at some of the occupations, Healer, Noble and Warrior for example, i don't see the bonus to reputation they offer. Is there a list i'm missing? Sympathetic magic p387. It says a sorceror can use sympathetic magic. Since it says 'can' does that mean it's optional? If yes, it brings up more questions. Casting an air rune spell on Windsday gives me a 10% bonus, but casting a water rune spell on Windsday gives me a 10% penalty. So, since i'll be casting air rune magic most of the time, can i chose to have Sympathetic magic effect me only on Windsdays? What if i want to pick and choose other days? Or, what if I choose to only have the bonus effect me and not the penalty, since it's optional? I think i'm missing something because my above doesnt sound right. Thanks, Gil
  19. Version 1.0.2


    A collated list of the Magic World and Advanced Sorcery spells. Arranged alphabetically by category (Sorcery, Necromancy, Rune Magic, etc. MP cost Effects Range Source and page number. There is a field for "Type" that you are free to use or ignore which is for a house-rule I use for keeping track of Black Magic, and affects to Allegiance through spell-casting. The .docx file can be used to add/delete whatever want .
  20. Sorcery seems very time-consuming to cast! What does the "x Points" number of a spell mean in game mechanical terms? Is this the amount of Free INT it takes? Is it the minimum intensity or MPs to get the base effect? If the latter, then the example on page 384 is wrong. Ah - I think I get it - it's the number of runes/techniques, and the example actually says it has a base MP cost of 2 because of the two runes (Fire/Sky, Summon). Presumably it does not take two Free INT, just one.
  21. Just wrote up some skills and Talents (not unlike Legend "Heroic Abilities") useful in the fight against the minions of the Blood Gods in D101's Savage North, as well as rules for Demonic Tattoos, something that the cultists probably would like. https://d-infinity.net/game-content/runequest-thursday-181-against-blood-gods
  22. So, after plenty of reading, I've got a solid handle on the various ways a character can have grimoires and spells, the interoperation of the techniques and the runes to describe specific spells within a grimoire's theme, and so on. I'm good on the principles. What I'm really struggling with are the fictional capabilities the rules are trying to represent. I never played RuneQuest or HeroQuest 1, the only examples I have to go on are the examples in the HQ:G book and the historical things referred to in the Guide. Are there things that are particularly difficult or impossible for sorcery to accomplish? Things like instant communication from afar or teleportation have significant impacts when present within a setting, are those available? Are they easy? It seems like life extension must be difficult or impossible since people like Delecti or the Brithini have to go to such extreme lengths to achieve it. I expect ressurection to be off the table for Malkioni as they don't believe in the afterlife the way that the Theyleans do. Might a Lankhor Mhy sage develop a Seperate Death from Man spell though (even if using it might draw unwelcome attention from Humakt or Daka Fal cults)? Could a Combine Man & Air spell permit flight, or is the Middle-Air just for Air Rune Theists? In the play examples, Magatheus & Orensulva both cast spells more or less instantly within the flow of the narrative, so there's a bit of a baseline there for things that a competent sorcerer can do on the go. OTOH, we also have allusions in the fiction for things that require groups, rituals, preparations, holy/astrologically-significant days, etc. Are those just augments or calling on a community's magic resource? What are things that a sorcerer would need to go to such lengths to accomplish that they couldn't do alone or quickly? Tapping is mentioned as a way to gain magical energy to empower one's spells, but without any detail. It it just a way to get an augment in the future? What about the magnitude of spell effects, do those play into the resistance one might roll against to cast them? Say a grimoire had a Banish Man from Your Presence(Dismiss Man) spell and a Force an Army to Retreat (Dismiss Man) spell within it. The caster's ability rating with this grimoire is the same either way. Should the former face Moderate resistance while the latter Nigh Impossible? What about Tapping Earth from a pebble vs a boulder? (I have a similar struggle with what the bounds should be for things that a Theistic Initiate cannot do, but the Devotee level feats in the cult write-ups at least give some guidance there.) Ian commented on RPG.net the last week, "You only really need materials if they have a shared fiction that you don't all share or know." I need materials to provide this shared fiction, please. I know it's OK for my Glorantha to vary, but I really have no clue what the baseline is from which I might deviate. The examples in HQ:G and the Sartar & Pavis books are very few, while the Guide mostly mentions epic things that Zzabur or the God Learners did, which is a bit out of scope for typical PCs. I'm half tempted to hunt down old RQ & HQ1 books for examples, but with so much changed since then I don't know if that's really a solution. Help, please?
  23. Anyone else using freeform magic in your Magic World game? If so what rules are you using? What GM challenges have cropped up? As for me we use our own house rules The Second Way which is a take off of deep magic. My biggest challenge so far are the player's creative use of magic to solve problems in general and the availability of gate spells in particular.
  24. Acording to HQ:G p.172, sorcery works by applying one of the four principles to one or more runes. Those logical principles are two pairs of opposite verbs: - Summon / Dismiss - Combine / Separate And two lonely verbs: - Command - Tap I somehow felt it was incomplete, and thus, trying to restore the balance, I searched the opposite verbs that are lacking to those two lonely principles: - When a sorcerer commands something, he is ruling over it: It obeys the sorcerer. The opposite of commanding is setting free, allowing it to act freely. So the balancing principle of COMMAND is FREE. - When a sorcerer is tapping something, he is draining its "itselfness", what causes it to be it. The opposite of taking away essence is giving existence. So I name the balancing principle of TAP as VIVIFY, despite a stone is not alive. Anyway, with these two new pairs, we envision the forgotten and forbidden tecniques of the God Learners: "Freeing" and "Vivifying"! And this immediately reminded me of Zistor and the Machine City. What do you think? Am I missing something or am I elaborating too much?
  25. Version 1.2.1


    Hello fellow gamers! Unified Powers is Akerbakk's first contribution to BRP Central. This is a document that brings all powers from the BGB together in one place, eliminates redundancies, and assigns separate rulesets called 'Power Origins' to differentiate how characters use them. The ruleset is based on BRP from the BGB with some houserules. Most significant is that I added a characteristic, Awareness (AWA), and all Characteristic rolls are replaced with Attributes - this is to promote opposed roll mechanics wherever possible: Attributes are percentile scores determined by a combination of two characteristics each. They collectively quantify your character’s mental, emotional, and physical resilience. 1. Willpower =2(INT+POW)+10: Determines if the character’s mental focus will hold up. Use to resist mental probes and attacks and to avoid distractions. 2. Composure =2(AWA+AFF)+10: Determines if the character will startle or balk under pressure or fear. Used when calm or levelheadedness is needed. 3. Physique =2(STR+CON)+10: Measures the character’s overall health and fortitude. Used to resist injury, poisons, and diseases or for prolonged physical exertion or hardship. Unified Powers is a draft, and comments/ideas are welcome!
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