Jump to content

RuneQuest Rules Q&A


Recommended Posts

This is a thread whose purpose is specifically to collate questions to (potentially) address in future Rune Fixes columns, or as official corrections. Rules questions about the following products are accepted here:

First and foremost, it cannot be stressed enough that the rules are guidelines for the gamemaster and must occasionally need to be interpreted when a question arises. No set of rules can accommodate every permutation and interaction between the various sub-systems, nor should they.

When there’s an potential conflict or unclear area, it is the gamemaster’s job to adjudicate, revising later if necessary. When in doubt, make a decision and move on.

The play is the thing, not getting it “right”.

Please post your entries in the form of a single simple, direct question, with references.

Please take any arguments, complaints or discussion to another thread. 

Before you post, please make sure that you have:

Please note that the RuneQuest Core Rules Questions I  has mostly been transferred to the RuneQuest Glorantha Corrections and Q&A which is searchable.

  • Please be aware that, Sorcery is presented to allow Lhankor Mhy adventurers to be created. Future supplements will detail sorcerers from other cultures and provide more details of the sorcery system.
  • Please be aware that corrections are still being collected for the Red Book of Magic, please put them there.

New answers in this thread are slowly moved to the Q&A...

When in doubt, make a decision and move on.

Edited by Scotty
updated 28 Dec 2020
  • Like 2
Link to post
Share on other sites
  • Scotty changed the title to RuneQuest Rules Q&A
  • Scotty pinned this topic
  • 2 weeks later...
On 12/20/2020 at 9:16 PM, Oracle said:

Does a PDF for the Second Printing of RuneQuest:Roleplaying in Glorantha exist?
If I look at my orders at Chaosium's web site, I still see only the PDF for the First Printing.

Yes. It's now available on our webstore and DrivethruRPG. Please download from your accounts.

Please note there is a Clarifications, Corrections and Additions update here:

CHA4028 RuneQuest: Roleplaying in Glorantha – Second Printing Clarifications, Corrections and Additions 1.0.1

  • Thanks 3
Link to post
Share on other sites
  • 2 weeks later...

A small axe does Slashing damage, and p. 203 states that a throwing axe doesn't do impaling damage. The weapon table on p. 212 states damage typ for throwing axe (same weapon as small axe) as Impaling, though. Would it be correct to assume that the damage type should be Slashing and the weapon table is in error?

  • Like 1
Link to post
Share on other sites
  • 2 months later...
18 hours ago, None said:

On the topic of Golden Bow, do anyone know if the four taboos and gifts of that subcult replace or are on top of the normal shaman initiation process?

Golden Bow (Shaman) page 308

Clarification

Note: At Stage Four—The Ordeal (page 355), they may select from the following taboos. At Stage Five—The Reward, in place of one, they receive four shamanic abilities, and must take four of the following taboos (player choice):

(list)

It is possible that a Golden Bow shaman could loose four times to Bad Man and choose four taboos from the list page 308, then at Stage Five—The Reward, gain the usual single shamanic ability, then take four more and take the remaining four taboos from the list.

  • Thanks 1
Link to post
Share on other sites

Alter Creature (page 10)

Quote

Alter Creature is binding only on those Praxians who agreed to the Survival Covenant: men, herd men, morokanths, impalas, sables, bisons, llamas, and rhinoceri.

4 minutes ago, French Desperate WindChild said:

rbm page 10.

I have few questions about this "restriction", as I m not sure to understand it

who can be targeted by this spell: men & beast from anywhere,

No

4 minutes ago, French Desperate WindChild said:

only those considered as praxian

No, see below.

4 minutes ago, French Desperate WindChild said:

only those from the impalas/sables/bisons/llamas/rhinoceri tribes ?

Yes

4 minutes ago, French Desperate WindChild said:

what about hunshen?

No

4 minutes ago, French Desperate WindChild said:

a sundomer from prax;

No

4 minutes ago, French Desperate WindChild said:

a praxian from other beast tribe

No

4 minutes ago, French Desperate WindChild said:

a loskalmi

No

4 minutes ago, French Desperate WindChild said:

a sabretooth; a telmori

No

4 minutes ago, French Desperate WindChild said:

a frog in prax, a newtling ?

No

  • Thanks 2
Link to post
Share on other sites
5 minutes ago, French Desperate WindChild said:

does that mean than Waha followers come only from these populations ? none from other praxians community, from example ?

No. Waha is present in nearly all the tribes.

5 minutes ago, French Desperate WindChild said:

Note, I prefer what you describe @Scotty than what i believed previously. It makes a lot of sense, but the first time I faced the alter creature, it was from a french casus belli scenario and the victim was a sundomer...

The RQG version of Alter Creature is basically the same as the RQ2 version (See Borderlands classic, page 29)

The RQ3 version were two different spells, Fix & Release Intelligence and not connected to the Covenant.

  • Thanks 2
Link to post
Share on other sites
1 hour ago, Manimati said:

For a Seven Mothers cultist, what rune is used to summon small earth/fire/water/darkness elementals (young elementals), moon or the rune associated with the elemental ?

In the pregens, Vostor uses a small fire elemental but has no fire rune affinity. Does it mean that the moon rune is used to cast summon small fire elemental ?

Please check the Corrections and Q&A posting:

  • Thanks 1
Link to post
Share on other sites
3 hours ago, seasparrow said:

A player successfully rolls to hit, but the hit location's limb has been severed in a previous round of combat. Is this a hit, or a miss?

RQG page 150

Quote

A hit location that has been maimed or severed [...] that hit location is lost and should be crossed off the adventurer sheet. Any further blows to that hit location are re-rolled, or pass on to an adjacent hit location, such as the abdomen or other leg for a leg, or the chest for a severed arm.

The GM should decide whether to:

  • reroll the location, or
  • pass on to an adjacent hit location
  • Thanks 1
Link to post
Share on other sites
13 hours ago, lordabdul said:

Binding Enchantments (RQG p349/350)

Assuming no particular conditions and other things like that on the enchantment:

  • Is it correct that a bound spirit who knows spells like Heal, Vigor, Mobility, etc. can cast those on someone holding their enchanted item, with no releasing nor spirit control being required?

Yes, the person who bound the spirit can use the spirit's magic points and spells:

Quote

Those in physical contact with a binding enchantment can mentally communicate with an entity bound inside (if there are no conditions to the contrary) and can command the entity to use its abilities. Binding Enchantment, page 249

and

Quote

The binder of a spirit can use any spirit magic the spirit possesses and the magic points of the spirit to fuel spells. Bound Spirits, page 366

If you have a binding enchantment with a spirit in it that you didn't create:

Quote

Also, a control spell supersedes the innate control held over an entity bound into an item. Binding Enchantment, page 250

Unless there are conditions that prevent this, casting a control spell on it will give you control over it.

13 hours ago, lordabdul said:
  • For spells that require some sensory input (Bladesharp on a weapon, Befuddle on someone), they can get this from the person holding the item, so once again no releasing nor spirit control required?

Yes, see above.

13 hours ago, lordabdul said:
  • When releasing the spirit is required, the rules say that "Control spells automatically work against creatures while they are bound in items". Does this mean that the spell still needs to be cast, i.e. no roll is needed (automatic success) but its cost must be paid?

Yes

13 hours ago, lordabdul said:
  • So for example, every time you take out a bound elemental, you need to pay 2 Rune Points?

If it is a cult spirit, yes you would need to cast Command (cult spirit). If not you'd need an appropriate Command spell or the spirit magic, Control (entity).

  • Like 1
Link to post
Share on other sites
9 hours ago, Dragon said:

I have a question about Range. All the weapon boosting spirit spells except Speedart are Touch, and all the defensive spirit spells seem to be Ranged. Of course, Dullblade is Ranged. Mainly, are there any instances when a spell with duration ends because the caster and the subject get to far away? Or is Range only ever calculated at cast time? I suspect the latter, but wanted to verify.

You need to look at Active / Passive spell terminology on page 247.

9 hours ago, Dragon said:

So could a shaman imbue a couple people's swords with Bladesharp prior to battle and the warriors can leave Touch range and the spell will still be effective.

Yes, Bladesharp - Touch, Temporal, Passive:

Quote

Passive Spell: Most spells are passive. Once such a spell takes effect on a target, the caster need not concentrate on it further, and may proceed to perform other actions which include the casting of other spells. Types of Spells, page 247

 

9 hours ago, Dragon said:

Likewise a sorcerer casts Boon of Kargan Tor on a couple weapons and hands them out. The warriors engage foes, do their weapons still get the bonus damage (for 10+ minutes)?

Yes, Boon of Kargan Tor - Touch, Passive, Temporal, as above.

9 hours ago, Dragon said:

A High Healer casts Sleep on a foe they don't want to kill and the whole party runs away. Does the foe wake up as soon as she is 50 meters away or after 2 minutes? (e.g. they know killing the foe will count as kin-slaying)

After 2 minutes - Sleep - Ranged, Temporal, Passive

9 hours ago, Dragon said:

A shaman cast Mobility on a warrior 44 meters away and then the warrior sprints after a fleeing foe, quickly outrunning the shaman who falls well more than 50 meters away. Does the warrior have the bonus movement rate for the entire 2 minutes?

Yes, Mobility - Ranged, Temporal, Passive

9 hours ago, Dragon said:

A sorcerer casts Speak to Mind on two people (e.g. 3+1 ST, Duration +8) while they are within 10 meters. They both go scouting in opposite directions and within the 12 hours they each end up 6 kilometers away from the sorcerer and come back before the duration expires. Does the Speak to Mind function for the entire trip? Or is it suspended while they are too far away?

This is the first active spell you've mentioned.

Quote

Active Spell: Only sorcery and spirit magic can be active spells. Such spells require the concentration of the caster to remain in effect for their full duration. If the caster tries to throw another spell, is attacked in spirit combat, takes physical or magical damage, or has something unexpected happen, then the caster must make a concentration roll (INT×3 as a percentage) or the effects of the spell cease and the spell must be recast for the effect to again apply. Spell casters trying to maintain an active spell are limited to a movement rate of 4 meters per melee round and they can do no fighting.  Types of Spells, page 247

The caster can't go on a scouting trip as they need to concentrate on the spell, the other person could as they are the target. Likewise the range of the spell needs to be increased for it to work at a range of greater than 10m (in this case Intensity 16).

  • Thanks 1
Link to post
Share on other sites
15 hours ago, Dragon said:

So the shaman could cast Fireblade on two weapons he touches, of course requiring an INTx3 roll to not lose the first. Then if the two warriors move out of 50 meters from the shaman, the Fireblades go down. Unlike Bladesharp which is passive. Fireblade is one spell that lists the specific exemption about moving and fighting while Active.

The shaman can also move and fight, but any other action (such as spell casting) still requires a concentration roll.

Link to post
Share on other sites
14 hours ago, HreshtIronBorne said:

Are there any conditions on the Shamanic Ability 

Spell Extension 
The shaman can maintain one spirit magic spell indefinitely in effect per point of Spell Extension. The shaman can drop the extended spell at any time, and recast it when desired. The spell can be dispelled normally, of course.

When considering the above situation?

All of the Shamanic abilities are personal, so not transferable.

14 hours ago, HreshtIronBorne said:

We went back and forth with our GM whether we could get the party shaman to buff 4 PCs with semi-permanent Mobility spells during travel, and several other pretty cheeky strategies.

The shaman can maintain Mobility on themselves indefinitely. Remember to have Spell Extension at level four, assuming it was their first ability would have cost (1 to 2 = 1, 2 to 3 =2, 3 to 4 = 3) 6 characteristic points.

14 hours ago, HreshtIronBorne said:

Could a party or PC pay a Shaman to cast a spell / bless them with Strength for a whole season? If they were part of the actual party i assume it would be easier. 

No.

Note that the Shamanic Abilities list is not inclusive, there are many other abilities possible. A version of Spell Extension that works on others should have restrictions on who the targets are (such as the shaman's assistants only) or cost a point of POW to form a permanent bond with the shaman, etc.

  • Like 2
Link to post
Share on other sites
9 hours ago, lordabdul said:

So to be clear, if you have an item with a bound spirit that knows, say, Heal 6:

  • If you bound it yourself, you can just roll for the spirit's POWx5 to cast the spell, nothing else needed.

Yes. You ask the spirit to cast the spell.

Quote
  1. If you got the item on loan from your temple or your tribal King for a dangerous mission, you first have to cast a control spell (Control (Entity) spirit spell, Command (entity) Rune spell, etc.), followed by the POWx5 ?

Yes. You need only cast a control spell once, then it's yours. Note that some enchantments may also have a control spell included in the mix, and/or be one use.

For an example see GM Screen Pack, Adventure Book,

Spoiler

Bag of Winds

on page 108.

Quote

But if you have an item with an Earth elemental and you want to release it from the item to make it attack an enemy, it doesn't matter if you bound it yourself or not, you have to cast a control spell first?

Yes.

  • Thanks 1
Link to post
Share on other sites
5 hours ago, Scotty said:

Yes. You need only cast a control spell once, then it's yours.

Do you mean that it's not "yours" just for the duration of the spell, but "forever"? (you effectively re-bind the spirit in place?) So when you bring a loaned item back to your temple, the enchanter priest there has to re-cast a control spell to make it theirs again? If so, I had not grasped that either 😉 (I would recommend specifying it plainly on the WoD page for other people as clueless as me)

Thanks!

Edited by lordabdul
  • Like 1
Link to post
Share on other sites
1 hour ago, Sid Vicarious said:

How is Sacred Time viewed in terms of being a season, in the context of experience rolls?

Sacred Time is the sixth season. All accrued experience checks taking place (including POW) at the end of the season as normal.

Quote

Not the usual  adventuring- and profession-derived checks. I mean checks based on the fact that a character makes skill rolls during Sacred Time, such as Worship and their occupation skill to determine yearly income. Would a successful roll in these prompt a box-ticking experience roll?

Yes.

Quote

If so, would that take place at during Sacred Time,

Yes

Quote

or would they carry over to Sea Season.

No.

See also Sacred Time in the Q&A here

  • Thanks 2
Link to post
Share on other sites
15 hours ago, Psullie said:

Slings

Hi Scotty, if you reference here: Errata is says under Thrown & Missile Weapons Damage that slings get 1/2 DB. But just above that, under Slings, is suggests that adding a DB is optional for the GM (this errata by the way was Jason's response to one of my very early questions). If slings do get 1/2 DB, then perhaps remove the Slings paragraph 

Out of date section removed, Thrown & Missile Weapons Damage Bonus clarified

 

  • Thanks 1
Link to post
Share on other sites

@Kloster said

Quote

if you cast a spell on someone, whether himself or his equipment, you have to do a POW vs POW roll. RQG p244: "A target always resists a spell unless that target voluntarily and knowingly accepts the spell.". At least, we always played it that way, but perhaps we were wrong it was just a house rule.

I always played in the same way, believing it is the rules. But now I have a doubt... Is it a house rule or an official one ?

 

Link to post
Share on other sites
5 hours ago, French Desperate WindChild said:

@Kloster said

if you cast a spell on someone, whether himself or his equipment, you have to do a POW vs POW roll. RQG p244: "A target always resists a spell unless that target voluntarily and knowingly accepts the spell.". At least, we always played it that way, but perhaps we were wrong it was just a house rule.

---

I always played in the same way, believing it is the rules. But now I have a doubt... Is it a house rule or an official one ?

This is the relevant section in the Magic chapter, it covers all magic:

Quote

Resisting Spells

An adventurer’s POW is used to resist spells cast against them. A target always resists a spell unless that target voluntarily and knowingly accepts the spell. To find out if a spell was successfully cast against a resisting target, compare on the resistance table the caster’s POW vs. the target’s POW. Resisting Spells, page 244.

The first sentence tells us how adventurers resist magic. The second talks about targets in general.

Magic cannot specifically target hit locations. You cannot aim for an arm even if you wait until SR12.

example: casting Disruption at an adventurer.

Magic can target specific items (swords, backpacks, spoons, potatoes).

example: casting Bladesharp, Dullblade, fireblade on a sword.

example: casting repair on a spoon.

If the items has a spirit, it resists with their POW or magic points (if no POW).

example: an adventurer casts Dullblade on an enemy's sword that has an Allied spirit in it.

If the item has no spirit, it does not resist.

example: an adventurer casts Dullblade on an enemy's sword .

If the target of the spell is willing to have the spell cast on them, no POW roll is required:

example: Casting Healing on yourself, or a member of the adventurer's party.

example: Casting repair on your sword containing your allied spirit.

If the target of the spell is unwilling to have the spell cast on them, a POW roll is required:

example: a Chalana Arroy priestess casting Heal on conscious wounded tusk rider NPC

example: casting Disruption at an enemy.

There are clearly borderline cases:

example: Can I cast Heal Body on my unconscious friend, without them resisting? 

The answer is clearly yes.

example: An adventurer has a Sleeped person under their care, if a broo casts an offensive spell on that sleeping person them, do they resist.

The answer is clearly yes.

Link to post
Share on other sites
5 minutes ago, French Desperate WindChild said:

Scotty is in front of Perfidious Albion

Perfidious Albion casts dullblade on Scotty's sword (no spirit, nothing else than a sword)

Is there a Perfidious Albion POW versus Scotty's POW ?

Unless Scotty has some form of magic up that includes the sword (Shield for example) No.

This the whole point of Dullblade.

  • Like 2
  • Thanks 3
Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...