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Jason Durall

RuneQuest Core Rules Questions

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This is a thread whose purpose is specifically to collate questions to (potentially) address in future Rune Fixes columns, or as an official errata. 

Please post your entries in the form of simple, direct questions, with page references if required.

I would like to ask that any arguments or complaints be taken elsewhere. 

Discussion of prior rules iterations (and preferences) are only useful when they shed insight on a question, not a statement like "This rule in RQX was better because...

For example: 

Quote

 

Question: I think there's a problem with Fireblade. It's an Active spell in RQ2 and a Passive spell in RQ3. With it as an Active spell in RQG, you can move only 4 meters per round and can't fight. Is this correct? 

Answer: It's a special case. When using Fireblade, you can move fully and attack (as a Passive spell) but must make a concentration roll (INTx3) if you take damage, cast another spell, are surprised, etc. as if Active. The .pdf and future printings have been adjusted to include language to this effect. 

 

Things I already recognize as desired subjects for such clarification: 

  • Two weapon combat as relating to Strike Ranks and skills over 100% 
  • Skills over 100% 
  • Subsequent parries in a round
  • Ties in opposed rolls 

 

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Sorcery Spells

The Magic Rune acts like a wild card, some spells (Identify Spell, Pierce Veil for example) have two Rune components, one of which is the Magic Rune, plus a technique. Can you use the same Rune twice? For Example: Pierce Veil is Magic, Truth & Combine for 3 MP. Could I use 2x Truth plus Combine for 3MP or does the wild card need to be a different Rune?

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Under using passions(pg236) failure as inspiration gives -10% to all future rolls for that situation. Every other augment failure that I can find gives -20%. Is this an exception or a misprint?

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Sorcery

Inscribing spells - p390 - "For each point of POW added to the inscription, the base strength, range or duration of the spell is increased by 1 without requiring any manipulation by the sorcerer".

Does this mean that the power has to be allocated to strength, range or duration when the POW is added, fixing that whenever it is cast in the future or can those bonus points be allocated as desired each time the spell is cast?

If Boon of Kargan Tor is inscribed with one POW then the magician casts it (strength 1, duration 1, range 1) using two magic points (as it would cost that normally).  If the spell is inscribed with four POW can that four intensity spell (strength 2, duration 3, range 1) be cast with two magic points or does it still require five magic points?

The description is also silent on whether an inscription can be fed, beginning with a 4 POW inscription and then adding more and more POW as time goes on, or whether you need all the POW when you make the inscription?

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Wearing Admin Hat: 

Questions will be responded to by Jason (RuneQuest Line Editor). Please take arguments, dissent or debate about responses to another thread. 

To keep this manageable for Jason, please limit the number of questions you ask per post to a maximum of three. If you want to ask more questions than that, do so by all means, just start another post.

Edited by MOB

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18 hours ago, Psullie said:

P55 - Negative Hit Points. What is the maximum (if any) that limbs can go negative, when do they become maimed? Current guesstimate is negative x2.

A hit location can "absorb" three times its normal hit points in damage, so technically a hit location can go into negative up to twice its hit points. 

See page 148 in the section titled Damage Equals or Exceeds Triple the Location's Hit Points

 

18 hours ago, Psullie said:

P269 - Detect Spells. These are listed as Focused, what does that mean? It is not referenced or explained. Should this be Active?

A focused spell requires a specific item (tattoo, physical object, amulet, etc.) to be concentrated upon when it is cast. See page 254 for the section titled The Focus

 

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18 hours ago, Brootse said:

Page 269 in the RQG book: "Most who belong to a cult are lay members, without any authority or position within the cult."

Page 73 in the RQG book: "Nearly every adult is initiated into the cult of a specific deity."

Which is it?

You're confusing being initiated into a cult with being an initiate of that cult. Most everyone in the world is a member of one cult or another, a lay member. Only a small number take the test sacrifice a point of POW and gain a Rune point, and still fewer go on to become Rune Masters or God-talkers within that cult. 

I agree that the word choice on page 73 is confusing. A clearer version might be "Nearly every adult is a member of the cult of a specific deity." 

For the purposes of player character adventurers, all are considered to be initiates, so the sentence on page 73 applies specifically to them. 

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18 hours ago, Brootse said:

Can you navigate with Celestial lore?

Yes, but you'll be unaware of the condition and configuration of the terrain, and would be unable to do so without a clear view of the stars. 

For navigation on land, you would be better served using Survival, and use Boat or Shiphandling for navigating at sea. 

Celestial Lore would be better used as an augment for one of those other skills. 

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18 hours ago, Mechashef said:

How many Strike Ranks does it take to cast a Spirit Magic Spell?

The Spirit Magic Chapter states on P254:

However the Combat Chapter on P194 states:

(Last sentence emphasised by me).

These appear to contradict each other. 

Is P254 the correct version?

The updated/corrected text on page 254 is attached. It's in the version going to press and in the updated .pdf (which should be available any minute now). 

 

SpellStrikeRank.JPG

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On 10/10/2018 at 11:06 AM, womble said:

Detect spells: how do they work? Does Countermagic protect (like it says in the Countermagic description), and if it does, does it protect against being detected? If it protects against having the spell cast on you, why do Detect spells all talk about letting the caster know stuff about what they're detecting (as if they're self-only, and the Range is the range at which they can detect things)? "Focused" has already been asked about. Does Detect knock down Countermagic? There's a whole thread about Countermagic to mine for queries and ideas about this one.

[Original answer corrected] 

Countermagic has no effect on Detect spells. 

 

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Charisma (Rune Spell): do the additional points increase your capacity for holding Spirit Magic spells and Rune Points? Obviously this isn't a question without Extension being involved. What happens to those spells or RP if the additional CHA goes away?

The spell's description on page 323 says it will increase the target's limit of spirit magic spell holding, so yes. 

If you sacrifice more permanent POW for Rune points while the Charisma spell is in effect, you could temporarily have Rune points up to this new CHA limit, but they will go away when your CHA returns to its normal value. So you will have spent permanent POW to get a temporary supply of Rune points that can be wiped out with Dispel Magic. 

 

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Rune Magic Matrices: is it meaningful to create a Rune Magic Matrix of a stackable spell with more than the POW for the basic casting invested in it? i.e. If you create a Shield 4 matrix for the sacrifice of 4 POW, does it mean you can cast Shield 4 using the Matrix without spending Rune Points at the time of casting? Or is the intent that you create a Shield matrix which allows you to spend your Rune Points to cast Shield even if you don't have access to the spell (making Rune Magic matrices something you make for others)? If the latter, what is meant by the section on 'recharging' them? Do they automatically recharge to full if involved in a (presumably successful, based on the officiating Priest's roll) Worship ceremony?

For your example, you would need to spend the Rune points to cast Shield 4 with the spell matrix. The matrix's virtue is that it allows someone without the spell to cast it using their POWx5 chance, regardless of their rating in the associated Rune. Yes, a successful Worship ceremony will re-ready the matrix for use. 

 

Quote

Is it possible to 'replace' a spell with a different casting of that spell? Say the party's strong one is holding up a falling portcullis thanks to a Strength spell that's about to run out, can you recast Strength on them before the existing one expires to refresh the duration of the spell and allow more innocents to safety, or do you have to let it run out and risk the hulk failing a much more difficult resistance roll? 

I'm going to have to consult with Jeff on this one for a final ruling, but my feeling is that casting a spell on someone while an existing spell of the exact same type is still in effect has no effect. 

 

Quote

I think there is a problem with Fireblade. A 4pt spell meant to be used by a melee combatant that has a better than even chance of going away if they take damage/are surprised/cast another spell is somewhere between totally overpriced and useless. [Edit: Is this how you mean it to be?]

It's incredibly deadly for a spirit magic spell, doing 3d6 + damage bonus (11-14 pts. on average). That's often enough to chew through most armor and incapacitate a limb, and has the chance of being a one-shot takedown if it hits the head, torso, or abdomen. It can do special/critical damage (it doesn't say it doesn't, so assume it does). You can parry or Dodge while the spell is up. If it is interrupted by failing the concentration check, it can be re-cast on the same weapon almost immediately.  

To us, that seems neither overpriced nor useless, but if you feel that it is, Your Glorantha May Vary. 

 

 

Edited by Jason Durall

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17 hours ago, jongjom said:

Effects of Aging Page 81 vs. Page 424 

On Page 81 the costs of additional experience for an adventurer "for each two-year interval or fraction above age 40 subtract –1 point from STR, CON, or DEX"

On Page 425 an adventurer upon reaching 40 rolls on two tables. As a consequence they might lose STR, CON, DEX or SIZ

Should page 81 be consistent with page 425 in this respect? Also should not the rate of loss be the same, for an adventurer (they differ in the rate of loss)? 

The rules for adventurer creation are intentionally more forgiving (and more deliberate) than those for aging naturally over the course of a longterm campaign.

The first method is to allow players to create older characters who are not incapacitated out the door by aging rolls. 

The second method takes place after the adventurer may have had ample opportunities to increase characteristics, and emphasizes the encroaching mortality that all humans must contend with. 

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17 hours ago, PhilHibbs said:

Page 390

Inscribing Spells

 Can inscribed spells be expanded after initial creation by adding more POW, in the same way that a Spell Matrix Enchantment can? If so, is there an upper limit that a sorcerer can achieve?

Yes they can be expanded later with more POW and there is no limit other than the amount of permanent POW the sorcerer feels like sacrificing.

Yes, this will lead to some potentially hugely powerful spells, but this is tempered by the fact that the item can be taken and/or destroyed 

This rule may be revisited when we cover the Malkioni. 

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17 hours ago, Egg-Magnus said:

p. 164
Boat provides the adventurer with a skill in handling oared or poled small boats such as rafts, canoes, and rowboats. Boat is primarily a physical activity, unlike Shiphandling, which is knowledge based.

p. 182
Shiphandling allows an adventurer to successfully command a ship that needs a crew of more than two. For smaller vessels, use the Boat skill (page 164).

What about canoes/rafts suitable for seafaring that can be sailed double handed?

Canoes, rafts, kayaks, and smaller sea-craft all fall under Boat

The currently-in-development RuneQuest Gamemaster Sourcebook includes rules for sea travel and combat, and identifies which skill goes with which vessel. 

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17 hours ago, Narl said:

I have a life or death question! What is the result of a Critical Attack vs Critical Parry. The rulebook chart says "Attacker rolls normal damage", while the GM Screen and GM Reference say "Attacker rolls special damage." Which is correct? Thanks!

The rule book is correct. 

We'll update the GM Screen and Reference sheets accordingly. 

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On 10/10/2018 at 3:39 PM, Ryo said:

<Q1> What is "general hit points"? (it appears in P.93, P.150, P.161, P.338, P.360, P.375, P.394)

Maybe, "general" hit points mean "total" hit points.

General and total hit points are the same thing. 

 

Quote

<Q2> How will the damage to the total hit points heal naturally?

If the damage is against total hit points and not a specific hit location through something like poison, fire, etc., natural healing works there too. Each location gets its natural healing each week, as does any damage to total hit points.

 

Quote

<Q3> Damage to limbs I:
"Damage Equals or Exceeds Double the Location’s Hit Points", P. 148:
"An adventurer cannot take more than twice the possible points of damage in an arm or leg from a single blow."

This rule implies that an adventurer can take more than twice the possible points of damage in an arm or leg from multiple blows.

Is it right?

Yes. If you have 4 hit points in the right arm and a sword hits it for 9 points, your arm takes 8 points of damage, which is also considered in your total hit point damage.

But if your right arm is hit again for 2 points, you (not your arm) take 2 more points of total hit point damage.

 

Quote


<Q4> Damage to limbs II:
"Damage Equals or Exceeds Triple the Location’s Hit Points", P. 148:
"A limb hit for three times more points than it can take in a single blow is severed or irrevocably maimed."

It seems to mean that "A limb hit for three times more points than the Location’s Hit Points in a single blow is severed or irrevocably maimed."

Because maximum damage that it can take in a single blow is double of the location's hit points, according to "Damage Equals or Exceeds Double the Location’s Hit Points".

Is it right?

The text is correct.

Some means of taking damage, such as falling (see page 156) can exceed the limit of twice hit points to a specific limb in a single impact.

 

Quote

<Q5> Damage to limbs III:
"Damage Equals or Exceeds Double the Location’s Hit Points", P. 148:
"Further blows to that arm affect the total hit points of the adventurer, however."

Before maiming, is this rule applied to the blow against the limb?

When the damage is applied to the total hit points in this case, will the damage in a single blow be limited to double of the location's hit points?

Yes. See the answer to Q3

 

Quote

"Severed and Maimed Limbs", P.150:
"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."

After maiming, is this rule applied to the blow against the maimed limb?

Yes.

 

Quote

<Q6> Lock (Rune magic spell, P.333) and Glue (spirit magic spell, P.262):

In the description of Lock (Rune magic spell, P.333):
"It thereafter acts as a more potent version of the spirit magic spell Glue, with a strength equal to the magic points used to strengthen the spell when it was cast."

That is, if Lock is cast with 8 magic points, the Locked door has STR 8.

In the description of Glue (spirit magic spell, P.262):
"The STR of the glue equals the magic points powering the spell, multiplied by 10."

It seems that the 8 points of Glues has STR 80.

It seems to be strange. And I'd like to know the exact effect of these two spells.

That is an error! (and will be corrected) 

It should read Strength equal to the magic points x10, just as with Glue. However, Lock lasts eight weeks and not two minutes.

 

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<Q7> Restore Health (Rune magic spell, P.337):
Its description mentions "to the effects of the sorcery spell Tapping". However, the core rules have no Tapping spell in sorcery. Will it available in a future supplement?

Yes. 

 

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<Q8> Resurrection (Rune magic spell, P.338) and Seal Soul (Rune magic spell, P.337):

In the description of Resurrection:
"Each day after the first that the dead adventurer stays dead..."

in the description of Seal Soul: 
"Each day after death that the adventurer has been dead..."

I think the characteristic loss effect should be same. Thus, the description of Seal Soul should be modified as that of Resurrection. How would you feel?

The text in the rule book is correct. Resurrection is a better spell.

 

Quote

<Q9> Speak With Insects (Rune magic spell, P.340):
In its description, "Oratory bonuses count..."

What is "Oratory bonuses"?

You can use Communication skills such as Oratory, Bargain, Fast Talk, or Intimidate. Probably not Charm, but that's up to you. 

 

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<Q10> Spell Trading (Rune magic spell, P.340):
In its description, “The original “owners” of the spells can still cast them after trading them, provided that the spell was not a one-use spell and that all other requirements for the spell (Rune points, cult status, etc.) are still met.”

In the case of trading one-use spell, when will the original owner be able to cast the one-use spell?

As soon as desired, as per the rules. 

 

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<Q11> Suppress Lodril (Rune magic spell, P.346):

"Inside the area is shadowy haze equivalent to a Summon Shadow 1 spell."

Summon Shadow may be "Create Shadow." Is it right?

Yes, that's an error. 

 

Quote

<Q12> Swallow (Rune magic spell, P.346):
This spell has no range. How will the caster swallow the target?

Is he engaged in the target? Does he need to some attack roll?

If the casting is successful and the target is failed to Dodge, is the living target automatically dead?

<Q14> Swallow (Rune magic spell, P.346) again:
The description says "The gamemaster should determine if any swallowed items are recoverable while the spell’s duration is still in effect."

Swallow is an Instant spell and does not have the Duration. How long will the item survive in the caster?

This one is by necessity up to the gamemaster to rule on, as there are way too many variables. 

The range is Self. 

Attacking the target can be a Grapple roll or DEXx5, or if the target isn't Dodging it can be automatic. 

As for survival, recovery, etc., the spell says "Any living being swallowed by the caster dies immediately." If you really want to have someone still alive after being swallowed, then most living things can survive a short while. Use the rules for Drowning and Asphyxiation (page 156) if you don't want it to be an instant kill. You might treat stomach acid as a minor type of fire or acid, assigning it a POT and having it do a low amount of total hit point damage per round. 

Items last until the spell's duration and then are destroyed. I've added "Instant/Temporal" to the spell's description. 

Edited by Jason Durall

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One easy way to think about the whole hit location system is this: 

I have a 5-point arm hit location.

  • 1-5 hit points. I can use the arm freely until it is reduced below 1 hit point. My total hit points are also also reduced by up to 4 hit points damage. 
  • At 0 to -4 hit points in that location, I can't use the arm any more. My total hit points are also reduced by up to 9 hit points damage (5 initially + up to 4). 
  • At -5 to -9 my arm is broken, seriously chopped up, etc. My total hit points are reduced by 10+ now (5 initial + 5-9 more). Any further hits to this arm come out of my total hit points. I am in shock, can't fight, etc. but I can try to heal myself. 
  • At -10 hit points (through a fall or some other means), my arm is simply gone. It's been pulverized, severed, bones shattered, horribly mutilated, etc. Any further attacks that hit my arm instead hit me somewhere else (see top of page, 2nd paragraph, page 151). 

 

Edited by Jason Durall
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3 hours ago, Marc said:

Casting Sorcery spells.  p 386.  The rules state that the sorcerer lapses into a semi-trance.  On p. 387 it states that "A sorcerer cannot attack, parry, or Dodge while casting a spell" 

 I interpreted that to mean you can't move while casting a spell.  One of my players insists it doesn't mean that at all.  So, which is  correct?  Move or no move?

You can move up to 4 meters per round, carefully, just as if using an Active spirit magic or Rune spell (see page 247). 

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2 hours ago, Psullie said:

Thanks Jason, but given that all Spirit Magic requires foci, doesn't it make that redundant?

At the bottom of page 254: 

"It is possible to cast any spirit magic spell without a focus, but it takes two melee rounds to do so, the first round being spent in carefully visualizing the focal symbol necessary for
the spell and the target it must affect." 

Thus, a spell with the Focused quality would require a focus, rather than just being faster to cast with one. 

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2 hours ago, Paid a bod yn dwp said:

If someone has already recieved  x 2 damage to an arm, further damage to the arm goes towards main hit points and not the arm. What happens if the same arm is then hit for x3 damage? Is the arm maimed/severed or does this not count as the x2 threshold has already been reached? 

The character is most likely dead at that point, having taken 5 times their arm hit location's hit points to their total hit points.

In one of the great loopholes in RuneQuest (pointed out in Murphy's Rules a long, long time ago), only a character with with a normal maximum of 6 total hit points can survive this, as their arm hit location is 1 point, and taking 5x1 hit points in damage still gives them 1 hit point remaining.  

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Two things: 

1. I'm having MOB go through and delete the original questions, but they'll remain in the bodies of the replies. This keeps the thread readable. 

2. I've tried to knock as many of these out today, but will be out of town for the next few days. Do not fret: you have not been abandoned. 

Feeling like Gigi D'Arn these days... 

 

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1 hour ago, PhilHibbs said:

Does a modified experience roll of exactly 100 result in an increase?

p415 "Making an Experience Roll" says "A modified roll over 100 is always a success".

p416 "Exceeding 100% in an Ability" says "A result of 100 or higher is always successful".

Yes. 100 or over is a success. 

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On 10/11/2018 at 5:34 PM, Ser1ph said:

1. Riding while spellcasting: is it possible to cast a spell while riding a mount? if it is how does that interact with movement?

Ultimately this is situational. The answer would be for the gamemaster to determine, based on: 

  • What's the rider's relative skill? Are they used to casting spells while riding? 
  • Is the spell active vs. passive? 
  • What type of mount is it? Is it used to a rider? 
  • What speed is the mount moving at? 
  • What's the terrain and environment? Is it a chaotic battle, or is it a relatively open plain? 

The gamemaster could call for a Ride roll, a concentration check. If undistracted, I'd allow the mount's regular movement. 

 

On 10/11/2018 at 5:34 PM, Ser1ph said:

2. is it possible to hold spells?  instead of casting or aborting a given spell it it possible to instead wait to cast it at a later time?

It depends on the the situation.

Is the caster just holding off, or is this some sort of "overwatch" situation, holding a spell while hoping to get it in a split-second before another action?

The gamemaster should handle these on an ad hoc basis, with the relevant situation calling for a DEXx5 roll, an opposed DEX or INT roll, etc. depending on circumstances. 

 

On 10/11/2018 at 5:34 PM, Ser1ph said:

3. can the rune magic spell translate be used to help the caster learn a language, or is the impression of meaning it gives too vague for that?

For general use, I'd say no (you don't get an experience check), but if someone is using the spell specifically for an educational purpose, perhaps it offers some sort of small bonus to the skill increase roll, if successful.  

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5 minutes ago, Jason Durall said:

Ultimately this is situational. The answer would be for the gamemaster to determine, based on: 

  • What's the rider's relative skill? Are they used to casting spells while riding? 
  • Is the spell active vs. passive? 
  • What type of mount is it? Is it used to a rider? 
  • What speed is the mount moving at? 
  • What's the terrain and environment? Is it a chaotic battle, or is it a relatively open plain? 

The gamemaster could call for a Ride roll, a concentration check. If undistracted, I'd allow the mount's regular movement. 

As a quick aside, this is why chariots are preferred by many Gloranthan magicians. And why there are chariot rules in the game.

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On 10/12/2018 at 3:54 PM, creativehum said:

Following up on this:

In Orlanthi society (not the world) how many adults are Initiates? How many adults are lay members of cults?

Most members of a cult are lay members, with a small portion becoming initiates, and an even smaller subset becoming Priests, God-talkers, Rune Lords, Rune Priests, and a tiny few becoming Rune Lord-Priests.

Do you need something more specific than that? Exact numbers? Population distribution? 

You're the GM. You can decide those figures. 

 

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What are the non-PC initiates like? That is, we know the PCs are "exceptional." What are non-exceptional Initiates like? How many Rune Points do they have, for example?

They're not seasoned adventurers, and most likely are farmers, crafts- or trades-people. They likely have 1 Rune point and special Rune spell chosen based on personal or professional need, or something specific to their role, based on their cult and community. 

 

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What are the qualities that define "exceptional" when it comes to being an Initiate? What are the qualities of being a non-exceptional Initiate.

They're not adventurers. 

 

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The rules are written (I think!) to establish the Player Characters -- and so mechanically we only have the information for exceptional people. Imagine the GM wants to understand why the Oralnthi of Dragon Pass that are around the PCs are like so he can create the culture and society that the PCs live within. In terms of Initiation, Rune Points, and Spells, what are the non-exceptional NPC Heortlings of Dragon Pass like?

And edited to add, to really nail this down:

Are the character creation rules regarding Rune Points and Rune spells  in RQG general principles for anyone growing up Orlanthi in Dragon Pass, or are they specific mechanics applicable to creating PCs alone?

Ths is a rules question as much as a setting question, because the GM needs to know how to build NPCs. If a different set of rules apply to creating NPCs, what are those rules? (Even accepting the fact that in RQG every NPC is a living breathing individual, and so everyone is unique, are there any general principles are guidance?)

We'll be discussing this more in the Gamemaster Sourcebook and the Dragon Pass Sourcebook, but much of this kind of specific detail is really up to the gamemaster to determine. What role do you want an NPC to have? What function are they serving in your adventure or campaign? Why wouldn't you consider those to be the primary concerns when creating an NPC? 

For specific examples, look to the adventures and source material in the Gamemaster Screen Pack, which covers a great many non-exceptional characters from townsfolk, guards, herders, farmers, and their ilk, all the way up to Queen Leika.  

This is also the kind of general setting material the GM should be crafting based on their own needs, not really the stuff of a rules clarification thread. 

 

Edited by Jason Durall
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5 hours ago, Narl said:

How long does the incapacitation last after the Rune spell Berserker expires? The spell says "the Berserker is completely incapacitated when the spell expires" but I'm not finding a specific time for that anywhere in the rules. Thanks!

Top of page 317. All Rune spells have a duration of 15 minutes unless specified otherwise. 

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