Ray Turney's Rune Rule Set

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FIRE AND SWORD-Chapter 5

Divine Magic

10/24/99

Gods and Pantheons

Most characters in a polytheistic culture will worship one or more gods. A character's primary god is usually the deity considered appropriate for his archetype in his native culture. Thus, a Sartarite merchant would worship Issaries, a male farmer Orlanth Thunderous or Ernalda, etc. A character also usually worships the other deities venerated in his culture, so unless a player deliberately states otherwise, his character is considered a worshipper of all deities accepted by his culture. This is of course, limited by appropriateness, since a male Lodril worshipping peasant would normally not even be allowed inside a temple to Dendara, the wife of Yelm.

Since within a culture most of the deities have relationships among themselves, and since characters worship deities other than their primary deity, these rules use the concept of pantheon. A pantheon is the set of deities worshipped within a culture. Deities in a pantheon also usually offer some benefits to mere worshippers who are initiates or higher in the cults of related deities. This has led the author of these rules to produce lists of spells that are common within a pantheon. In most cases, these pantheons are not associations meaningful to characters themselves. A warrior who worships Orlanth usually thinks in terms of Orlanthi warriors, Issaries merchants, Chalanna Arroy healers, etc; not worshippers of the Orlanth pantheon. There are some exceptions to this, due to illumination and lunar syncretism. Illuminates tend to see themselves as worshippers of a pantheon, and one or more particular deities within that pantheon. Also, the Lunar Empire has deliberately created a form of pantheon worship, in the Seven Mothers cult. Members of the Seven Mothers see themselves as worshipping the Seven Mothers collectively, not, Yanafal or Jakaleel specifically.

These rules divide deities into two classes, normal deities worshipped by adoration or through animal sacrifice, and the so-called sorcery or transcendental deities.

Sacrificial worship is the form most familiar most familiar to former RuneQuest players and Glorantha fans. The character sacrifices one or more points of power, in a ceremony, and in terms receives an individual benefit, a divine magic spell. Again, rules covering sacrificial worship are given in more detail below.

Sorcery and transcendental deities are indifferent to normal sacrificial worship. In these rules, they are represented primarily as teaching deities. They have no initiates as normally understood. Instead, their worshippers, may, if and only if they are living a life which the GM would classify under the monk archetype, sacrifice one POW point and obtain inspiration from the deity. Inspiration from the deity is treated as an inspiration check, which is a normal check except that the die roll to increase skill is plus 100. Thus, a character using inspiration to try to increase an 18 skill, and rolling a 45 on the percentile die roll, makes a 135 or easily more than five times current skill which is ninety.

Cult Statuses

 

There are generally five statuses in a cult, though these statuses may be be further subdivided. Worshipper is the basic status, usually requiring little more than being a native of a culture that venerates the deity in question. Initiates are people who make a commitment to the cult, studying its lore and feeling a special connection to the deity. Acolytes are initiates who know a lot of cult lore, and other skills associated with the deity, who are sometimes relied on to lead ceremonies, etc, in the absence of a priest. Priests are religious experts, with specific ceremonial functions, though the title of priest can also be conferred on monks of great holiness, or upon individuals the cult wishes to honor. These individuals, called honorific priests, need not even be initiates. Finally, there is the champion who symbolically represents his deity.

Worshipper

Becoming a worshipper is easy. A character attends worship services and obeys any special rules and regulations imposed on worshippers. Being a worshipper gives the character one point of divine favor, and the opportunity to have the priest whose ceremonies he usually attends as a contact. It may also, depending on the cult, allow the worshipper access to training. For example, a Seven Mothers worshipper will usually be offered basic classes in New Pelorian Language and Custom.

Initiate

To become an initiate a character must have been known for a while to members of the cult, have a contact in the cult, not be known to have done anything incompatible with membership in the cult {such as join an enemy cult}, and pay a sum of money or do a favor for the cult. The would be initiate is also usually expected to be of an archetype mythically connected to the deity, for example a warrior or soldier trying to get into the cult of Humakht is acceptable, while a merchant would face a lot of questions. The initiation fee varies widely, depending on the cult. It is a symbolic flower for a woman wanting to join Ernalda, but a good chunk of g silver if you want to join Etyries in Furthest. Finally, the character should be able to succeed half the time in at least three cult skills.

In normal cults, once the criteria to become an initiate are met, the character sacrifices one power point to create a link between himself and the deity, and he is in. In sorcery or transcendental cults, there are no initiates in the normal sense; though the title may be used honorifically. Thus, an experienced, competent sorceror might be referred to as an initiate of Malakin or Jakaleel.

An initiate in a normal cult is entitled to sacrifice for divine magic appropriate to the deity, and to regain it, in accordance with the rules below.

 

Acolyte

An acolyte is a dedicated member of a cult, who knows many of its secrets and stands highly in it. To qualify as an acolyte, a character must have a skill of fifteen or higher in five cult skills, one of which must be cult lore, or be a priest or champion of the deity. Priest and champions are automatically also acolytes, and gain the benefits of acolyte status.

Acolytes have four advantages:

a) They can perform cult ceremonies, allowing both themselves and others to regain cult divine magic.

b) When rolling against cult lore to sacrifice for divine spells, an acolyte's player may roll twice and take the better result.

c) Acolytes have access to some spells, such as Sanctify and Divination, not available to ordinary initiates.

Acolytes are rarely supported directly be their cults, usually making their living much like other cult members. 

 

Priest

There are two major kinds of priesthood, scholarly and honorific. The magical powers of a priest character, and how he is regarded differ. A scholarly priest is a religious expert, and he must have an 18 skill in Ceremony, the lore of his cult. He must also have a skill of 15 or higher in the lore of his culture, , and R/W the sacred language of his cult. A cult's sacred language is usually the native language of its worshippers, in an archaic form. Obviously, there is no R/W requirement for a priest in a culture which has no written language. Priests are also usually expected to be good at Rhetoric and Insight as well. Honorific priests are individuals that the cult wants to honor, and usually have to have at least ten fame points and have done something valuable for the cult.

A scholarly priest acquires the ability to perform ceremonies which allow lay worshippers to contribute to a pool of magic points, thus helping initiates to regain their divine magic. Scholarly priests also gain the power of intercession, allowing them to make it possible for an initiate to sacrifice for divine magic. Priests may sacrifice for, and cast, Divination spells, and may enchant items and summon spirits as described in the relevant skill descriptions. Finally, in many cultures, priests have special legal status, and scholar priests get to benefit from this. This often includes a stipend from the government, or the cult.

An honorific priest gains the social benefits of priesthood {priestly status, fame points, stipend}, but in most cults does not gain the magical benefits a scholarly priest gets. Honorific priesthood does qualify a character to join Red Goddess {Rufelza/Sedenya incarnations}, though. An honorific priest who also qualifies by skill and other attainments to become a scholarly priest is highly honored, and is considered a priest twice over for purposes of fame and divine favor point acquisition.

Champion {Rune Lord}

To become a Champion, or to use the RQ term, Rune Lord, a character usually must:

a) be an initiate in the cult;

b) have at least seven fame points;

c) have at least fourteen points of divine favor;

d) Have at least twenty one professional standing points in a relevant archetype {i.e. one that many of the deities's worshippers belong to}..

e) Meet any special requirements the cult may impose.  These are usually that some fame points must come from a specific source.  For example    Yelm requires that its rune lords get at least one fame point each from landed income, mastery of a noble archetype skill, and quest completion, in addition to three for being 18+ in 5 skills.  Seven Mothers, on the other hand, requires 3 fame points for 18+ in 5 cult skills.  Assume, unless stated otherwise, that 3 fame points for being 18+ in five cult skills is a requirement for all cults.  

f) be willing to live by the rules of the monk archetype, learning only cult skills, or skills necessary to perform his role in the eyes of his god {do divination to the god to obtain permission};

Champion status has the following benefits:

a) The ability to spend his divine favor points as if he had made one or more successful rolls for Divine Intervention.  These may be spent on unique spells or powers, cult spirits, etc as described in the section on Divine Intervention.  This is gained once, at the time the character becomes a champion.

b) The ability to sacrifice for permanent Blessing by the deity.  Treat this as a Bless spell, at twice normal POW cost, but which is always in effect.  Thus, two points gets a permanent Bless I, four points gets a permanent Bless II, and six points gets a permanent Bless III.   The player of the Champion must make the appropriate cult lore role to sacrifice for the spell.  This may only be attempted once, at the time the character becomes a    Champion.

c) A Champion always resists hostile magic as if his player made a roll exactly equal to his character's POW.  

d) A Champion may sacrifice POW to gain Inspiration from his deity. The rules for a champion seeking Inspiration from a Deity are the same as those for seeking Inspiration from a sorcery or transcendental deity described above.  Inspiration may only be sought regarding cult skills - Rufelza cannot offer inspiration in Scimitar Attack, nor Yanafal inspiration in Mystic Dance.

e) A champion has a presence, not quite definable, but recognizable to the deity's worshippers.  Rhetoric and Leadership rolls to convince followers of the Champion's deity may be rolled twice and the better result used.  This ability _is_ combinable with extra rolls from divine magic spells - if a Champion with Eloquence is trying to convince worshippers of a deity, the player may take the best of three rolls.

f) Becoming a champion may result in secular benefits, such as enchanted weapons and armor, fame points, landed wealth, etc.       

 A character may be a champion of a single cult. He may choose to change his championship to another cult.

Sacrificing for Divine Spells

Sacrificing for divine spells is only possible if the god or goddess accepts sacrificial worship

Divine spells may be sacrificed for, by spending the appropriate amount of POW, if the following conditions are met:

1. The sacrificing character is an initiate or higher in the cult. For more on initiation, see the section on cult statuses below.
2. A priest who knows the spell, or a relic conferring the ability to sacrifice for the spell is available. This often involves payment to the priest, the size of which varies with the cult and the spell sacrificed for.
3. The initiate has sufficient cult lore to understand and learn the spell. This involves rolling cult lore, vs a resistance of: (cost of spell sacrificed -1) * 5. If this roll is failed, the sacrifice does not "take". The character keeps his Power and may sacrifice for another spell; or wait until next season and try again.
4. A ceremony skill roll is made by the priest officiating at the sacrifice. If this roll is failed, the sacrifice does not take, the character keeps his Power and may try to sacrifice for another spell, or may wait until next season and try again.
5. The players subtracts the cost of the spell sacrificed for, from his character's POW characteristic.

Some great temples and relics are renowned as places to learn particular spells and they may subtract from the resistance necessary to learn the spells. In general, common spells may be learned anywhere, but unusual spells may only be learned in the presence of a character who knows them, or a relic associated with them.

Casting Divine Spells

Divine spells may be successfully cast by rolling POW or less on D20, with either success or the roll of a 20 resulting in losing the use of the spell until it is "regained". A crit means that the use of the spell is not lost, allowing the spell to be cast again at no cost.

Regaining Divine Spells

Divine spells may be regained at any time, through worship of the deity who granted them. This worship requires Holy Ground, which may be produced via the Sanctify spell, a successful ceremony roll, and the sacrifice of four magic points per point of divine spell regained. A ceremonialist {usually a priest or acolyte} may intercede for another character. The ceremony usually takes 2 hours per point of spell regained. If a priest is conducting the ceremony, then other worshippers present may contribute magic points towards regaining an initiate's divine spell(s).

Divine Spell Duration

Instead of lasting for a fixed length of time, most Divine spells last for what I call an episode. This is long enough to resolve a specific dramatically significant event, such as a fight or whatever. In general, this is no longer than it takes to resolve a fight, move significantly, or otherwise create a significant change in the situation. It may amount to an entire day, if very little happens, or even an entire season if the situation is resolving a peasant's farming skill. What is or is not an episode is left to the discretion of the GM, but any situation which is an episode for the PC's is also one for their opponents. In a battle or similar situation which may contain many dramatically distinct episodes, the GM is free to break the situation up into one hour or so increments ... that is a fight at the beginning of the day and one at the end, though part of the same situation may count as different episodes, but the players are always guaranteed that their character's spells will last at least a game hour.

Divine Spell Range

Unless otherwise specified, divine spells can be cast about as far as a normal, short, bow shoots. The FarCast spell can extend this.

Which naturally brings us to the Common Divine Spells list.

Common Divine Spells

Bless:
Cost: 1 pt for Bless I, 2 pts for Bless II, 3 pts for Bless III
Duration: Episode


This spells adds 1 pt to a character's effective skill, before any dice are rolled, on all cult skills, per point of spell POW invested. Thus a Seven Mothers characters with a scimitar skill of 10 would become skill 11 with Bless I, or skill 12 with Bless II, or skill 13 with Bless III. But his axe or archery skills, which are not Seven Mothers cult skills would remain unaffected. Note that it would also add to lance skill {this also a Seven Mothers cult skill}, since it affects all cult skills at the same time.

 

Dismiss Magic:

Cost: 1 pt, but stackable

Duration: Instant

 

This spell dispells Divine Magic, or sorcery. Each point dispells one point of Divine Magic, or counts as five points of intensity of the Neutralize Magic sorcery spell for purposes of dispelling Sorcery. As a stackable spell, multiple shots of this spell can be combined to create one giant spell. Divine Spells cast on a living target, such as Shield, resist being dispelled by Dismiss Magic by the normal higher successful die roll wins, except that Dismiss Magic gets a plus 10 to its roll. For example, a caster with a POW of 15 tries to use two points of Dismiss Magic to Dismiss Shield II. The player of the character casting the Dismissal rolls a 10, plus ten for Dismiss Target, to have an effective roll of 20. The target character has a POW of 18, and will only resist on a crit. His player rolls a 17, and the Dismiss eliminates the Shield.

Sorcery spells resist following the rules given in the Neutralize Magic sorcery spell.

If an enemy has more magic than Dismiss Magic can dispell, Dismiss Magic will take out what it can, but will have no effect on single spells only part of which can be dispelled. If the caster can identify individual spells to dispell, Dismiss Magic dispells the spells the caster wants Dispelled, or if the caster accurately guesses a spell the defender has up {i.e. Dispell Bless II} it will dispell the spell the caster wants to dispell. If the caster neither knows nor guesses which spell his enemy has up, the spell dispelled will be chosen by the player of the defender. The GM may rule that a spell will not be dismissed if it was clearly never the intent of the caster of dismiss magic to dismiss it.

 

Divination I, II:
Cost: 1 pt for Divination I, 2 points for Divination II
Duration: Special {Episode, but usually a 4+ hr episode in itself}

The casting priest performs a ceremony on Holy Ground, and gets a feeling, hears a voice, or sees a vision. If an action is being considered, the diviner will get a sense of whether the god approves of the action, disapproves, or doesn't care. If a question is being asked, the diviner will hear a voice or see a vision answering the question. For Divination I, these are exclusive ors, the answer being one vision or a sentence spoken by the voice. For Divination II, a character may get a sense or feeling. voice and vision all at once, and may get multiple visions or sentences. Divination usually takes several hours to perform, and each casting of/ Divination is usually an episode in itself. Any sanctified area or temple counts as Holy Ground for the purposes of casting this spell. Note that only a priest may cast this spell.

 

Divine Light
Cost: 1 pt, not available to Darkness cults

This spell produces a fairly low intensity light, enough to read by if you squint, see what you're doing. etc, of the color sacred to the deity. Thus, the light produced will be cold white for Orlanth, amber for Yelm, red for the Red Goddess, etc. This light can be shaped either as a circle around an object on which the light has been cast, or as a ray extending outward from the arms of an icon of the god, or as a similar ray from the index finger of the caster. As a circle, it illuminates a radius of a couple of paces or so. As a beam, it extends about twenty paces.

Extension I, II, III
Cost: 1 pt for I, 2 pts for II, 3 pts for III


Duration: One day for I, One week for II, One Season for III This spell must be cast at the same time another divine spell is cast, and extends the duration of that divine spell to the duration of the Extension. The Extension must be from the same deity as the spell extended, and neither Extension nor the spell extended may be regained until after the duration of the Extension has ended, or the extended spell has been dispelled.

FarCast I, II, III
Cost: 1 pt for I, 2 pts for II, 3 pts for III
Duration: normal

Farcast I extends a divine spell's range to about a mile, Farcast II extends the spell's range to normal vision {about five miles}, and Farcast III extends a divine spell's range to about a day's march. Farcast must be cast when the spell whose range is being extended is cast. Farcast only affects spells from the deity granting the Farcast.

A spell may be cast at any target within range, that the caster can see or uniquely identify by magical detection.

Heal Wound:
Cost: 1 pt most deities, 2 points Death Deities
Duration: until healed

This spell heals any wound, and gives a minus two to the survival chance roll for any character incapacitated by wounds, on whom it is cast. It has no effect on damage produced by disease, systemic poison, etc. It is also useless if a six is rolled on the first recovery roll, since in this case the character is dead before the Heal Wound can take effect. It does help on all rounds subsequent to casting, so if a character does not recover on the roll immediately following casting, he continues to benefit on subsequent rolls.

This spell requires an episode of rest, lasting at least an hour, before it takes effect. While it can be cast in melee, it will not help until the combat episode is over.

This spell has no effects on wounds caused by burns, damage due to poison or disease, etc.

 

Hide Affiliation:
Cost: 1 point most deities, 2 points Truth Deities
Duration: Episode, but may be enchanted to permanence

This spell conceals cult affiliation from Soul Sight and similar spells intended to detect cult affiliation, and allows the caster to lie about his cult affiliation without fear of magical disproof. Note that this spell also works against your fellow cultists, so it is rarely used by members of dominant or even accepted cults in an area. As mentioned above, an enchant roll and permanent sacrifice of POW, may make this effect permanent.

Hide Magic:
Cost: 1 pt. most deities, 2 points Truth Deities
Duration: Episode

This spells conceals both the nature and the fact of magic having been cast, including the fact that it has itself been cast, from Detect Magic, Sense Magic, etc. This is treated as an opposed spell, which is exactly like opposed skill except that Power rolls, not skill rolls are compared. If the opposing caster beats the Hide Magic roll, the fact that Hide Magic has been cast is revealed. If the opposing caster beats the Hide Magic roll by five, all spells on the caster are revealed {i.e. Hide Magic is completely ineffective}. Hide Magic may be cast with minimal external sound and motion {i.e. anyone watching the caster must make Spot Hidden to notice it being cast}.

 

Holy Weapon:
Cost: 1 point most deities, two points Life Deities
Duration: Episode

This spell adds a plus two to the lethality of any cult weapon when used against a cult enemy. So it helps Orlanthi {who have the broadsword as a cult weapon} for example, when they are fighting Lunars, Yelmi or chaotics, but not when fighting other Orlanthi or dwarves, if it is cast on a broadsword. It does not work when cast on a non cult weapon, so Seven Mothers Holy Weapon is useless if cast on an axe.

 

Sanctify:
Cost: 1 point
Duration: Indefinite

This spell encloses an area shaped like one of the runes associated with the deity, approximately big enough hold ten tightly packed people. This ground is defined relative to one or more idols of the god. The advantages of sanctified ground are:

1. It is holy, allowing spells to be regained through worship there. Note that this includes the Sanctify spell itself.

2. If a member of an enemy cult, who has not magically hidden his affiliation, enters the sanctified ground, the caster and all other members of the caster's cult present within the sanctified ground feel uneasy, and with a roll of POW or less on D20, know why they feel uneasy.

3. Events occurring within the sanctified area are magically invisible to hostile gods. Thus, they cannot be revealed to enemies who use Divination.

The Duration of Sanctify is indefinite because it lasts until the caster dies or moves the idol(s) used in casting the Sanctify spell. The spell may be, and in permanent temples often is, enchanted so that the ground is holy. If this is done, the area covered is quintupled, and up to fifty people may pray and regain spells at once.

Sanctuary

Cost: 2 Points

Availability: Common

 

This spell protects Sanctified ground. It must be combined with the Sanctify spell. It adds the following effects to Sanctify:

a) When anyone attempts to cast a spell at a member of the deity's cult within the sanctified area, the attacker must overcome the full POW of the caster of the Sanctuary to get his spell to work. For example, if the caster of Sanctuary has a POW of 16, a sorceror casting at him, or any of his friends within the Sanctified ground must roll 17 or higher on the spellcasting roll to succeed.

b) Discorporate spirits, except cult spirits of the caster's deity, must overcome the Sanctuary spell in a POW vs. Spell roll, to enter the Sanctuary. This does not affect spirits already possessing someone.

c) If a member of an enemy cult, who has not magically hidden his affiliation, attempts to enter the sanctified ground, the caster and all other members of the caster's cult present within the sanctified ground feel uneasy, and automatically know who the person(s) are who caused this uneasiness. This unease is strong enough to awaken sleeping sentries, etc.

d) If a member of an enemy cult attempts to enter the sanctified ground, he feels deeply uneasy. Unless he overcomes this unease, he must try to leave as quickly as possible. For game purposes treat the Sanctuary spell as a an attacking spell, cast by someone with the POW of the Sanctuary spell. The defender resists with his Power characteristic. This is a mental attack, like the Mystify spell. Battle Frenzy, and similar spells which block mental attacks are effective against this spell.

The Duration of the Sanctuary spell is the same as that of the Sanctify spell it is cast with. The Sanctify spell it strengthens, and Sanctuary itself, resist Neutralize, Dispell, Dismiss, etc attempts directed at themselves as if they were directed against members of the caster's deity's cult inside the Sanctified area.

 

Sense Magic:
Cost: 1 point
Duration: Episode

This spell allows the caster to see if magic is in effect on creatures or things he sees, the type of magic in effect {i.e., divine, sorcery, or spirit}. If he focuses on the magic for a couple of minutes, he will be able to tell the purpose of the magic. If divine, he will know whether the spell comes from his own or an allied cult, a neutral cult, or an enemy cult. Spells from the caster's own god are correctly identified automatically. This spell attacks Hide Magic with a spell vs. spell roll {as if opposed skills}. This spell reveals the exact nature and capabilities of holy relics sacred to the caster's cult.

 

Shield I, II, III
Cost: 1 point for one, 2 points for two.

Each point of this spell is a -1 to enemy lethality dice and absorbs one point of enemy divine magic. Thus, Shield II is a -2 to enemy lethality dice and stops Dazzle or MindBlast, unless the offensive spells have been strengthened.

 

Soul Sight
Cost: 1 point
Duration: Episode

This spell determines whether or not a person the caster is looking at is an initiate or higher in good standing in the caster's cult. It will also identify members of allied {in the same pantheon}, or enemy cults, if they have made no magical effort to hide their affiliation. Further study, or Spot Hidden, used on a fellow or allied cultist, will reveal what divine magic he knows, and his current Divine Favor with the caster's god, rounded to the nearest 10 points. Soul Sight never reveals more about a member of an enemy cult than the fact of his affiliation with that cult, nor will it reveal affiliation with an enemy cult if the enemy has cast or enchanted Hide Affiliation.

Strong Spell
Cost: 1 point

This spell adds 2 points to the effective strength of a divine magic spell, if and only if it is from the same deity as the spell strengthened. It is stackable, two points adding four to the effective strength of the spell supported, etc. This can be used passively, to make spells harder to Dismiss, or actively, to punch through Reflection, etc.

 

 Cult Specific Divine Spells

 

Analyze Item

Availability: Irripi On-Tor, Issaries, Lankhor Mhy, Rufelza,

Orlanth, Yelm (sage only)

Cost: 1 Point

Duration: Special, usually an hour or so.

Range: Touch

 

       Success gets the caster an answer to three of the following questions if the item is sacred to the deity granting the spell, one question if the item is sacred to a deity accepted in a common pantheon with the deity granting the spell, and whether the item is nonmagical, divine, shamanic or sorcerous in nature otherwise.

 

       Success with a ten difficulty gets the answers to all of the questions if the item is sacred to the deity granting the spell, three questions if the item is sacred to a deity accepted in a common pantheon with the deity granting the spell, and whether the item is nonmagical, divine, sorcerous or shamanic in nature, plus the answer to one question, otherwise.

 

       The caster may choose which questions are answered. Sorcerous items created by Rufelza adepts are considered sacred to Rufelza, for purposes of casting this spell.  Hide Affiliation, if enchanted into an item, will block this spell.

 

The questions:

Which spells, if any, does the item affect?

How does the item affect those spells?

Does the item have any traps to threaten the unwary?

Does the item need to be attuned to an individual to use?

Was the item worn by or associated with a named individual?

Was the item present at a particular place and time in the past?

How was the item created?

What are the conditions a character must fullfill in order to

be able to use the item?

Arrow of Light

Availability: Aldryia, Orogeria, Yelmalio, Yelm
Cost: 2 points {only if bow is a cult weapon}

Creates an Arrow of Light, usually white or amber, but may be red if the caster is also a member of a lunar cult. This arrow is an automatic max on the lethality chart, and normal armor does not help to stop them. Shield 1 or equivalent protective magic will stop them, unless the shooter rolls a critical with his shot. These arrows suffer no minuses for distance, etc. These arrows vanish on hitting the target. Arrows of Light may be strengthened with the standard strengthening spells, to penetrate Shield.

Aura of Majesty

Cost: 2 points

Availability: Orlanth, Red Emperor, Yelm

This spell allows two rolls, take the better result, for Rhetoric and Leadership skill rolls, and creates a difficulty of 7 which must be overcome by anyone attempting to harm the caster, whether by weapon, spell or spirit combat. Aura of Majesty also doubles the effect of fame points on skills. This is one of the few spells that can only affect the person who sacrificed for it.

 

Axe Trance

Cost: 3 Points

Availability: Orlanth, Babeestor Gor, Ingkot Axe and a half

This spell adds +2 to effective skill rolls when using an axe in combat. This effect is similar to a Mind of the Warrior spell, and is subject to the same limitations as Mind of the Warrior. Axe Trance also adds +2 to lethality, but not to death die rolls. Finally, Axe Trance allows the player of the beneficiary to roll twice, taking the better result, for axe attack skill rolls.

 

Battle Frenzy

Cost: 2 Power Points

Availability: Shargash, Storm Bull, Zorak Zoran

 

Makes the character on whom it is cast go into a berserk rage, like the old Viking berserks. This makes him hard to stop, since his attacks just keep coming, reduces his defensive skill, because he is less concerned about defending himself, and makes him hard to take out, because he just doesn't know when he is dead.

In game terms, the affected character rolls twice for all melee weapon attack skills, taking the better result. Successful results are treated for purposes of overcoming parries as if they had a minimum value of 10. Of course, if one of the two rolls is better than this, the character keeps it.

Also, parries have a maximum effective value of 10. That is, no successful parry counts as a die roll above 10, all successful parries are reduced to 10.

If a character happens to have a skill of exactly 10 or crits on a 10, raises or reductions in effective skill due to Battle Frenzy have no effect on his chance to crit; the numbers needed to crit must be rolled naturally.

The berserker also gets four extra wounds for the duration of the spell. These wounds are not real, and damage remains when the Battle Frenzy spell ends. Also, the berserker resists any magic that he would normally resist with his full POW, always, as opposed to rolling.

This spell has some side effects as well. Berserkers cannot cast spells themselves. If an enemy is within melee reach, or is in sight and could be attacked after charging for one round, the berserker must attack. If no live enemy is visible, the player of the berserker must roll against his berserker's Intelligence characteristic, and if the roll is failed, friends within one movement round must be treated as enemies. If the berserk character has either Insight or the Enlightenment skill, these skills may also be rolled to cease battle frenzy. Finally, Battle Frenzy is incompatible with Mind of the Warrior, Mind of the Cat, etc.

 

Bind Cult Spirit I,II,III

Cost: 1 point for I, 2 points for II, 3 points for III

Duration: Indefinite

This spells binds a cult spirit into an appropriate icon. The object must be a masterpiece level craft item; if the spirit to be bound is a lune, it must be made of moon rock. Moon rock comes in a variety of shades of red.

This spell is usually not sacrificed for until the character who intends to cast it has gotten permission from the deity to bind the spirit. This is done by Divination, and usually costs two divine favor points for a small spirit, five for a medium sized spirit, and nine for a large one. There are a wide variety of cult spirits available. For example, common Rufelza spirits include: awakened bats, awakened doves, dream spirits, healing spirits, ghosts, light spirits, lunes, and nightmare spirits. Awakened animals are awakened by the granting deity, and need not be awakened by a shaman. The type of cult spirit conferred is chosen by the deity, not the binder. Bind cult spirit binds any type of cult spirit.

The binder can see through the eyes, and hear through the ears, of awakened bats and doves. Upon being bound, awakened bats or doves will sacrifice for one divine spell; they provide the POW but the binder must provide the Rufelza Lore and Ceremony for the sacrifice. They do not sacrifice for divine magic thereafter.

Rufelzan light spirits usually take the form of a soft red light, like a continuous Divine Light spell, and may also have access to divine spells, lore or magical skills, etc, as of they were ghosts. Rufelzan ghosts are usually the spirits of dead Rufelzan acolytes, returned to Genertela to serve Rufelza. They usually make their divine spells, magical skills, or sorcery spells, available to the binder to be consulted and used at need. These spells are cast by the cult spirit, at the command of the binder. Rufelzan ghost cult spirits usually do not have the powers associated with ghosts in the monster description.

 

The character binding the spirit, or a friend of his, must then summon it; Types of spirit available vary by cult, but usually include elementals if the cult has an elemental rune, ghosts of former worshippers returning to Glorantha in the service of the deity, and healing spirits, which specialize in spirit combat against disease spirits. Dream and nightmare spirits also exist. For more details on the spirits themselves, see the Monsters Chapter discussions of Elementals, ghosts, and Healing Spirits. For more details on which cult have access to what, see the cults section.

 

Coup d'Oeil
Availability: Yanafal {Glamour Only}, Polaris, Yelm
Cost: 2 points

This spell allows the caster to roll his military lore and if successful he and all followers of his may declare intent after their enemies.

 

Cure {Specific Disease}

Cost: 1 Power point

Availablity: Erissa, Chalanna Arroy {other deities may have cure spells for individual disease, but only these two have pick your disease disease cures}.

This spell attacks the Power of the Disease, if it wins banishing the disease. The caster must have the cure spell for the specific disease the patient suffers from.

 

Crush:

Availability: Zorak Zoran; Shargash

Cost: 2 points

Adds plus four to lethality on all maces. A black sheen on the mace can be seen when this is used. The Shargash version has a red sheen, but otherwise is identical.

 

Cure Disease

Cost: 3 Power points

Availability: Erissa, Chalanna Arroy

This attacks the Power of the Disease, the same as the Cure specific spell, but works against all diseases. This spell is specific to Chalanna Arroy and Erissa. Unlike Cure specific, this spell always attacks the disease with the full Power of the caster {i.e. treat as if die roll of caster's Power}.

 

Dazzle:

Availability: Yelmalio; Yelm; Kargzant
Cost: 2 points

Blinding light, that makes the enemy physically unable to see for 2D6 combat rounds. The big advantage of this spell is that it cannot be dispelled, once the enemy has succumbed. Blinded enemies fight at -10 skill.

 

Eloquence
Availability: Argan Argar, Etyries, Issaries, Orlanth, Yelm, Entekos, Rufelza
Cost: 1 point for Issaries, 2 points for others

This spell allows the player of a character who is using the Rhetoric skill to roll two skill dice and take the better roll, unless one of the rolls is a fumble.

 

Eye Of The Eagle:

Availability: Yelmalio; Yelm, Kargzant
Cost: 1 point

This spell allows telescopic vision, making things appear 10 times closer, and also doubles the beneficary's scan skill. This spells comes with Extension I included for free, so it lasts an entire day.

 

Fight Disease:

Availability: Chalanna Arroy, Deezola, Errissa
Cost: 1 point

This spell doubles the effective CON of the beneficiary for purposes of resisting disease. It lasts for as long as the beneficary is resisting a particular infection or disease spirit.

 

Firespear

Availability: Lodril, Kargzant, Yelm, Shargash
Cost: 1 point

Cast on a spear, this raises it's lethality to equal that of a two handed weapon {i.e. puts it on the D12 lethality chart}.

 

Fluency
Availability: Argan Argar, Etyries, Eurmal, Issaries, Entekos, Orlanth, Seven Mothers
Cost: 1 point for Issaries, 2 points for others

This spell allows the player of a character who is using a Spoken Language and Custom, Bargaining or Fast Talk, skill to roll two dice and take the better roll, unless one of the rolls is a fumble.

 

Gateway to Hell

Cost: 2 points

Availability: Shargash

When cast in the appropriate part of Alkoth, allows the caster and up to twenty people accompanying him to enter Hell. The first hell they encounter is that of Shargash, the caster may enter freely but any non Shargash initiates must fight a duel. Most often used to seek the blessing of an ancestor whose prestige confers fame and legitimacy. This is one way to begin a HeroQuest.

 

Greater Healing

Cost: 2 Points

Availability: Chalanna Arroy, Deezola, Dendara, Entekos, Erissa, Ernalda

This spell heals up to three wounds, and gives a minus four to the survival chance roll for any character incapacitated by wounds, on whom it is cast. It has no effect on damage done by disease, poison, etc. It also differs from Heal Wound in that it can save characters who are almost dead. If a natural six is rolled on the first recovery roll, roll again. If a natural five or six is rolled the result stands, otherwise the beneficiary is healed.

In all other respects, Greater Healing has the same limits as Heal Wound.

 

HorseMastery

Availability: Hyalor, Kargzant, Orlanth, Orogeria, Yanafal, Yelm, Yelmalio,  

Cost: 1 Point

Creates a mystic harmony between man and horse, in which the horse instinctively knows what the rider wants to do and does it.

In game terms, it allows the target to roll twice, taking the better result, when a Ride roll is called for.  It also doubles the character's Ride skill, for purposes of limiting the use of other skills while on horseback.  Thus an archer with a Ride skill of 9 and an archery skill of 16 could use his full archery skill while riding, if he has this spell cast upon him and his horse.

 

Inflict Minor Wound

Cost: 1 Point

Availability: Humakht, Shargash, Yanafal, Zorak Zoran

Attempts to overcome the victim, Spell vs. Pow roll. If the spell succeeds, the victim loses the ten's die roll, plus one, wounds. If the spell fails, the victim loses the ten's die roll, in wounds. For example, if Inflict Minor Wound succeeds with a roll of 12, it does two wounds. If it fails with a roll of 12, it does one wound. If it succeeds with a roll of 7, it does one wound; if it fails with a roll of 7, it does no damage. Note that if this spell is stopped, as by a Shield spell, before the spell versus POW roll is made, Inflict Minor Wounds has no effect.

 

Inflict Major Wound

Cost: 3 Points

Availability: Humakht, Shargash, Yanafal, Zorak Zoran

If this spell succeeds, it inflicts four plus the ten's die roll, wounds on the victim. If this spell fails, treat it as a successful Inflict Minor Wound. Thus, a fifteen success does five wounds, a five failure does one wound.

 

Invocation of the Emperor

Availability: Red Emperor, Yelm

Cost: 1 point

All characters participating in the invocation swear an oath to the Emperor. If they break the oath, the fact that the character is visible to any tribune casting Soul Sight. This continues until the character has performed a penance or served a sentence imposed upon him by a tribune of the Emperor.

 

Lava Spear

Cost: 3 Power points

Availability: Lodril

A much nastier version of Firespear, this makes a spear do the higher of 2 D12 rolls on the lethality die. It is cast on the spear, not the wielder. The spearpoint looks like molten lava.

 

Lightwall
Cost: 1 point

Creates a 10 foot by 10 foot wall of light, that can be shaped as the caster desires. The wall can be seen through from the caster's side, but not from the far side. Multiple points of this spell may be cast at once, to create a larger wall.

 

Lore Mastery

Availability: For cult lore skills, varies by cult.

Cost: One point

Allows the caster to roll twice on when using any cult lore skills and use the better of the two rolls. This spell can be used in support of any cult lore skill.

 

Melt into the Background

Availability: Seven Mothers, Danfive Xaron, Eurmal

Allows the caster to roll twice on any roll on Hide skill and take the best of the two rolls.

 

Mind of the Warrior

Cost: 2 Power Points

Availability: Humakht, Shargash, Yanafal, Yelmalio

This spell increases resistance to mind affecting spells, in rules terms giving the character on whom it is cast a second roll, take the better, against his POW for purposes of resisting spells. The spell also adds 2 to the effective die roll, with increases past skill level being treated as a roll of skill exactly {thus creating a chance to crit}, for melee weapon attacks and parries.

 

Pathwatch
Availability: Argan Argar, Etyries, Issaries, Lokarnos
Cost: 1 point

This spell senses danger, causing the beneficiary to feel very uneasy when an enemy with intent to ambush, or a trap, is within range of the spell along a path he is walking. This spell comes with a base duration of 1 day; and Extension I counts as if it were Extension II in extending it. Thus, it can last a week with Extension I cast on it. This spell has no effect when the beneficiary is stationary or lost. The Argan Argar version of this spell is only effective at night.

 

Reset Bone

Availability: Chalanna Arroy, Erissa, Dazola, Seven Mothers
Cost: 2 points

This spell resets broken bones, which are indicated by the roll of a five on the damage results for incapacitated characters. Healing takes 1D6 weeks, rolled when the spell is cast, of rest or other quiet inactivity.

 

Resist Poison

Cost: 1 Power Point

Availability: Chalanna Arroy, Erissa

Roll twice, take the better result, when rolling Constitution versus poison.

 

Ressurect

Availability: Chalanna, Erissa, Deezola

Cost: 3 points

This spell is like Greater Healing, except that does 4 wounds of Healing, and will work on dead characters, restoring them to life. Also, unlike Greater Healing, Resurrect will heal the effects of burns, disease, or poison. To regain this spell, any cult not Chalanna Arroy must overcome a difficulty of ten in cult lore.

 

Sacred Forge

Cost, 2 Points

Availability: Lodril, Turos

Cast on a Forge, this spell lasts until dispelled or the next item being forged is finished. It adds 4 to the quality of the resulting metalwork, and allows magic from the gods to be enchanted into the item being made {i.e., can make the item into a holy relic}. Sacred Forge also automatically brings out the latent advantages of rune metals, such as the +2 for being iron. Note: Lodril and Turos are smith gods, and they make things for worshippers of other deities.

 

Shooting Stars

Availability: Yelm, Kargzant, Orogeria

Cost: 2 points

 

This spell makes all normal arrows shot in the second archery phase of any combat round, by the beneficiary, into blazing arrows of red fire.  As fire arrows, they have D12 lethality.  This effect also destroys the arrow.

 

Silver Seal

Availability: Red Emperor

Cost: 1 point

This spell creates a seal on a box, trunk, or scroll case, which when broken reveals the fact that it has been tampered with to anyone with Mystic Vision or its divine equivalent. Breaking the seal requires overcoming the strength of the spell when cast in a Strength vs. Spell roll. Usually used to insure the confidentiality of official documents.

 

Spell Trading I, II, III
Availability: Argan Argar, Etyries, Issaries
Cost: 1 point for I, II points for II, 3 points for III

A Spell Trading spell may be cast, resulting in a trade of the spell trading spell itself for the spell traded for. The recipient of Spell Trading may either retain Spell Trading for future trades, or cast it, which makes it possible for him to regain the spell he traded away. The spell gained in trade must be cast before the end of the season, or if a critical was rolled when spell trading is cast, the next sacred time. If not, the spell gained in the trade disappears uncast. Spell Trading cannot be regained by the original caster until the spell he traded for has been cast. A character that has sacrificed for more than once treats each spell seperately.  Spell Trading I may be traded for 1 point spells, Spell Trading II may be traded for one or two point spells, and Spell Trading III may be traded for 1, 2 or 3 point spells. Issaries is the only god that offers Spell Trading 3. Also, Issaries spell trading may be used to trade for any non chaotic spell, while Etyries spell trading works only with spells subject to the lunar cycle, and Argan Argar spell trading works only with spells granted by other gods in the Uz/Darkness pantheon.

 

Spirit of Command I, II, III

Availability: Anaxial, Humakht, Yanafal, Yelm

Cost: 1 point for I, 2 points for II, 3 points for III

This spell duplicates a defensive or supportive spell, to protect additional beneficiaries. Spirit of Command I protects 2 beneficiaries, II protects 5 beneficiares, III protects 9 beneficiares. The spell duplicated must be from the god the Spirit of Command spell comes from, and it cannot be regained until both the worshipper blessed and the caster of the spell duplicated participate in a ceremony to regain it {i.e. both the caster and the blessed individual sacrifice MP to regain the duplicated spell}. After this is done, the caster of Spirit of Command may regain Spirit of Command. This is one of the rare stackable spells, a character with fifteen points of it may Bless fifteen worshippers, but all of the blessed worshippers must participate in the ceremony to regain the spell.

Characters who accept spells conferred by Spirit of Command are subject to leadership skill by the caster of Spirit of Command. This subjection lasts from the beginning of the spell accepted, until either the duplicated spell is regained, the caster of the Spirit of Command refuses to conduct a ceremony to regain the duplicated spell for the beneficiary, or either party dies.

Spirit of the Faithful

Availability: Common

Cost: 2 points

       

This spell has two effects.  It allows two POW rolls, take the better result, when in Spirit Combat.  Also, if the target runs out of spirit points, instead of becoming vulnerable to possession, he gains 2D10 spirit points and continues the combat.  This only happens once.  If the opposing spirit reduces him to zero spirit points again, the beneficiary is vulnerable to possession.

 

Spirit of the Phalanx

Cost: 1 Power Point

Availability: Lodril, Yelamlio

This spell has two aspects. If the person on whom it has been cast is part of a group moving and fighting as a unit, he continues to be move with that unit even if his mind is affected by one point divine magic. It also links the beneficiary to the unit's standard, allowing him to add POW points enchanted into the standard to his own for defense purposes. When the unit standard has a spirit in it, the beneficiary may call upon its ability to resist magic as well as his own; spells are resisted with the better result of his personal roll and that of the spirit.

 

Strength of the Earth

Cost: 1 Power Point

Availability: Lodril, Turos

This spell has two aspects. If the character on whom it has been cast is incapacitated, while standing on the ground, he automatically tries to draw on the Power of the Earth to remain upright and effective. In rules terms, he rolls D20 against his constitution, with a ten difficulty. The spell also adds 1 to the impact bonus of the beneficiary.

 

SunBurst
Cost: 2 Points

Cast on an object or entity, this causes the target to glow brightly, illuminating out to the range of the spell, and making the target 5 harder to hit {i.e., enemies trying to hit the target on which it has been cast are -5 to their skill}.

 

Sureshot

Availability: Aldrya, Yelm, Kargzant, Orogeria, Yelmalio, Hunting Deities

Cost: 2 Points

When rolling to hit using Archery skill, the player of the target character may roll twice and take the better result.  This applies during both archery phases of a combat round, and the spell may be combined with Spirit of the Faithful.       

 

Verification of the Words of the Prisoner
Availability: Humakht, Yanafal, Irripi On-Tor, Lankhor Mhy, Yelm, Yelmalio, DanFive Xaron
Cost: 1 Point

This spell is in effect a specialized version of Divination, which allows the caster and all initiates or higher of the caster's god, when conducting an interrogation on Sanctified Ground, to know whether or not the deity agrees that what the person or entity being interrogated is the truth. This knowledge takes the form of a feeling of certainty if the god agrees, extreme doubt if the god disagrees, and no feeling at all if the god doesn't know, doesn't care, or is totally clueless. This spell may give differing results, varying with the deity being consulted. Also, this spell gives no clue about the _intentions_ of the speaker, merely whether or not the deity being consulted agrees with the words.

 

Voice of Command

Availability: Yelm, Yanafal, Orlanth, Red Emporer

Cost: 1 point

This spell allows the caster to roll twice on leadership and take the better of the two rolls.