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RuneQuest 3

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Rules
Mark
II

David Foley ,Aveiro, Portugal (28/4/2013)

With thanks to Nikk Effingham http://www.nikkeffingham.com/runequest/rules.htm , Sandy Petersen and the


RQ6 team from whom most of these rules are pilfered.

Character Generation.............................................4

Resurrection.....................................................22

Rolling Characteristics........................................4

The World.............................................................23

Luck Points during character generation............4

Falling...............................................................23

Background Skills...............................................4

Damage to inanimate objects...........................23

Quirks.................................................................4

Asphyxiation.....................................................23

Family.................................................................4

Acids and Alkali................................................24

Ransom Fund.....................................................5

Drugs................................................................24

Edges.................................................................5

Flying................................................................25

Luck Points/Hero Points.........................................9

Insanity.............................................................27

Using Luck Points...............................................9

Disease............................................................28

Using Skills...........................................................10

Downtime and Experience....................................28

Automatic failure...............................................10

Session Awards................................................28

Chances of success over 100% ......................10

The Downtime Round.......................................29

Adjusted chance of Success less than 0%.......10

Permanent Employed Work..............................30

Opposed Skill Rolls i.e. Sneak vs Scan............10

Illegal Activities.................................................31

Encumbrance Penalty for Skills and Spells .....10

Self Employed Professions...............................32

Team Rolls.......................................................10

Living Costs......................................................35

Aiding Rolls .....................................................12

Purchasing Property.........................................36

Aid another.......................................................12

Downtime Actions.............................................36

Additional Skills....................................................12

Actions..............................................................37

Agility skills.......................................................12

Business and Commerce.................................42

Communications skills......................................13

Combat.................................................................46

Knowledge Skills..............................................14

Shooting into Melee..........................................46

Magical Skills....................................................18

Using a similar untrained weapon.....................46

Stealth Skills.....................................................18

The Combat Round..........................................46

Damage................................................................19

Morale and Healing Checks.............................49

Using Heal Spells/First Aid...............................19

Special Effects..................................................50

Dying................................................................19

Special Effect Descriptions...............................53

Ablative Hit Points............................................20

Fatigue.............................................................57

Untreaded Wounds..........................................20

Weapons..........................................................58

Healing and Long Term Damage.....................20

Martial Arts...........................................................59
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General Magic......................................................63

Casting and Maintaining Sorcery Spells...........99

Pow vs Pow resistance contasts......................63

Commoners....................................................100

Enchantments..................................................64

Ceremony.......................................................100

Magic Sight.......................................................66

Spells..............................................................100

Dispelling Magic...............................................66

Resisting/Dispelling Sorcery...........................101

Spell Fumbles...................................................67

Spell Components..........................................101

Spirit Magic..........................................................73

Spell Precedence...........................................101

Summoning Spell Spirits..................................73

Boosting.........................................................102

Learning Spirit Magic for Money.......................75

Learning Arts .................................................102

Revised Shaman Rules....................................75

Memory Requirements...................................102

Standard Shaman Benefits...............................77

Major Arts ......................................................103

The Tasks Of A Shaman..................................78

Minor Arts ......................................................103

Cults And Shamans..........................................80

Secret Arts .....................................................105

Spirit Cult Rules................................................81

Vows ..............................................................109

Spirit Magic Spells............................................85

Sects..............................................................114

Rune Magic..........................................................89

Converting from Old Sorcery..........................126

Cults.....................................................................92

Specialties......................................................127

Using Divine Intervention..................................92

Common Sorcerous Spells.............................129

Initiates.............................................................93

Detailed Descriptions of Sorcerous Spells......133

Rune Priests.....................................................93

Ritual Magic....................................................183

Allied Spirits......................................................94

Appendex...........................................................184

Elementals...........................................................95

Index to additional skills..................................184

Magical Items.......................................................97

Index to Spirit Spells.......................................205

Magical Item Types..........................................97

Index to Sorcery Spells...................................227

Magical Item Limit............................................97

Index to Sorcery Sects...................................248

Attunement.......................................................98

Character Sheet.............................................269

Metals...............................................................98
Sorcery.................................................................98
Who Cannot Learn Sorcery..............................98
Learning New Spells........................................99
Increasing Spell Skill........................................99
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Character Generation
Use background events see pg 26 RQ6 book. Use the table on pg 48 to determine how many a character gets,
typically if a character is below 25 they only get one.

Rolling Characteristics
Roll 3d6 5 times and record the results, then allocate amongst Str, Con, Pow, Dex and App as wished. Roll
2d6+6 twice and allocate amongst Siz and Int as wished.

Luck Points during character generation


Each character receives 3 luck points to use during character generation. They can be used as follows: 1 point
allows a reroll, 2 points allows you to select the result (except rolls for characteristic, which cost 3 to select)

Background Skills
Add 30% to language skills, select them in such a way so that the party can have a common language.
Add (Age over 15) x10 to any skills that the player can reasonably argue their player should have, pay particular
attention to new skills introduced by these house rules as they will not otherwise arise by the normal character
generation. Typically do not add more than 10-15% to any one skill.

Quirks
A character can select up to five Quirks during character generation. Quirks should reflect minor twists of a
characters personality. For every Quirk selected the character receives a re-roll (one use Hero/Luck points),
which can be used at any time after character generation. Once used, they are lost forever.
Example Quirks include: always itches their head; addicted to tobacco; a taste for Hazia; continually swears by
Humakts name; farts often; favours rare blue cheeses; impotent; obsessed with their own hair; grouchy; lisps;
always demands to gamble at the campfire; whittles figurines of the Celestial Court as a hobby; aims to turn
yodelling into a form of martial arts; beer puff; averse to swearing; homosexual; never steps in the shadow of a
shadowcat; knows all seventy four Praxian words for food; old romantic; lover of poetry; yawns at inopportune
moments; despises theological discussions; compulsively keeps their weapon clean; inability to keep oneself
clean; absent minded; compulsive liar; has a nemesis; tries to speak New Pelorian to sound fancy, but
always gets it wrong.
Example: Bob decides his characters quirks are as follows. First, his character is obsessed with learning
obscene words in other languages. Hes very bad at cleaning his armour. He is particularly attracted to women
with gat teeth. He keeps his toe nails short by biting them after every meal, whether in decent company or not.
He dyes his hair with three blond streaks, one for every woman he has ever loved. He notes his 5 re-rolls. At
this stage, Bob also realises he hasnt named his character. He settles on Querida Angelo Del Mico a Tinaros

Family
Unlike every other role playing game, RuneQuest assumes that the character has a family. Indeed, most
campaigns will consist of doing things for ones family/tribe/community etc. and, as such, it would be particularly
strange if every player character was an orphan! The player may freely create their family as they wish. But
every PC should come equipped with some details about their immediate family.
Example: Bob decides that Querida is one of four children. His father is a blacksmith who lost his job because
during the last war he went with the armies, and when he returned his business had been stolen by another
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blacksmith. His mother is a housewife, whose relatives consorted with trolls in the east (thus setting him up with
contacts with the ZZ cult). One of his two brothers died young, of Brain Fever. His other brother has is an
apprentice blacksmith, but no longer talks to his family after he discovered his mothers secret that her family
consorted with darkness. He decides he also has a sister, who has married another apprentice blacksmith. She
drinks too much, and gambles, and has a penchant for beating her husband on the bad days.
With this kind of family in place, and a campaign based in the city he grew up in, Querida is sure to have some
interesting familial connections.

Ransom Fund
In Glorantha, not every conflict ends in fatalities and the taking or prisoners, and then ransoming them, is
commonplace. Characters may take others for ransom, but it also works the other way. A character who
surrenders to his foes will likely find himself up for ransom (for just one way to do this, see the Compel
Surrender action in Combat). Obviously, it is moronic to attempt to surrender to certain foes (broo, ravenous
trolls, brigands with nothing to lose and no way to collect a ransom easily) but many cultures will accept
surrender well.
It is assumed that the character begins with some friends or family willing to ransom him back. Unfortunately, of
course, funds are going to be limited. The characters ransom fund starts at 500 lunars enough to ransom the
average character back once. Characters who have taken the Status advantage have a ransom fund of 800
lunars. Note that the ransom for the character (given in Money and Equipment) may increase if they have
inflicted great damage or need to pay wergild on the people that they have killed.
If a characters ransom fund is of the appropriate level, the ransom is paid, the amount deducted and the
character returned (although this is almost certainly after the adventure, and they lose any Downtime Actions for
that downtime round). If it isnt of the appropriate level, it may still be paid if the PCs find some way to raise
the extra cash.
A character may contribute to their own ransom fund at any time. Further, events in the game world may
increase their ransom fund in any case.
Characters cannot generally liquidate their ransom fund unless the funds have been provided by the character
themselves. This cash is from the last coffers of ones brothers, sisters and friends, not some Gloranthan
equivalent of a bank account.

Edges
Finally, a character may an edge. Edges are advantages that the character benefits from. Every character gets
one edge. The only other way to get edges is through playing sessions (say, getting blackmarket contacts by
getting blackmarket contacts in game). Often edges can be acquired via HeroQuests
Absolute Direction: The character has a mental compass, they always know which direction they are
travelling.They can never be disorientated.
Absolute Timing: No matter what, no matter where the character is or how long they have spent unconscious,
they are able to accurately tell the time to within about five minutes. If they concentrate, they can be accurate to
within five seconds.
Accelerated Healing: The character recovers twice as fast from all wounds, and regains an extra two hit points
every time they are required to make a healing roll.
Access to Sorcery: Characters form a non-sorcery using culture, such as Dragon Pass barbarians or Pentan
nomads, must purchase this advantage before buying sorcery. It can only be bought with GM approval, and
usually requires a good reason for possessing it.
Minor Allies: A character has allies that are willing to risk themselves in some manner to aid the character.
Once called upon, they will do their best to help. They may also call favours in from the character, which gives
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ample possibility for a gamemaster to create storylines. This advantage may even cover a group of individuals
rather than a single ally. Minor allies include a group of local city beggars willing to hide the character from time
to time.
Animal Empathy: The character gains a bonus of +5% on all rolls involving animals.
Artistic Ability: The character gains an effective bonus of +15% when required to make a skill roll to do with art.
Blackmarket Contacts
Blackmarket Contacts: The character has contacts on the blackmarket that allow him/her to gain access to
illegal substances and assets i.e. hazia, and other illegalities. The character might like this to be more exotic,
such as having contacts with Bagogi mercenaries.
Boon: The character has a boon from a local or influential member of society, such as a Count, Governor,
Beggar King or local military member. This boon may be used once and once only, and the NPC may or may not
be on friendly terms with the player. For instance, the Red Emperor may be in Boon to an Orlanthi for a previous
act that helped the Empire. While the Emperor may not like it, he'll have to honour it. Given it is a one time only
thing, the Boon should be pretty useful.
Breath Underwater: For each level in this advantage, the character can spend longer and longer underwater,
and generally hold their breath for longer. When making suffocation roles (whether underwater or not) they start
with an extra five multiples. So, a character who holds their breath before running through a poisonous cloud
starts rolling their CON at CONx15 rather than CONx10.
Bulky: You muscly man meat you add 2 SIZ.
Weather-sense: The character gets the same weather-sense as an Orlanthi Wind Lord. They can predict
massive weather changes one hour in advance.
Cult Friendship: The character is related to a cult in a friendly manner. The cult will offer help, assistance, board
and succour to the character, and makes available training at the same prices offered to cult members. This may
be due to owing debts, or a great act that aided the cult. The choice of cult could be unusual (for instance the cult
of Quatanara, or a chaos cult). Such choices should be run by the GM first.
Cult Skill Access: This advantage give the character access to a special cult skill of a cult he does not belong
to! So a character may have Sense Assassin without having joined Humakt! This may be a gift, a random
blessing, the result of an accident, or a HeroQuesting gift, or maybe the secrets were just plundered! Once the
advantage has been bought, the skill must then be bought up normally from a base chance of zero.
Destiny: The character has a destiny to fulfil. The character will, at least, vaguely know of this destiny via visions
and prophets etc... but may not, at the Gamesmaster's discretion, know the full extent of their path. During any
adventure that deals with their Destiny, the character receives a single free re-roll.
Detect Illusions: The character has an innate talent to detect illusions and other such chimeras. This is often
seen as a blessing of Harmony. The character has
a
POWx5 chance of
detecting
illusions/phantasms etc...
Double-jointed: The character is particularly supple. They have a bonus of 35% to all rolls involving this ability
i.e. contortion.
Eidetic Memory: The character can recall all minor details etc... with absolute clarity.
Enhanced Darksense: Only available to characters with Darksense. It allows the characters to utlize their
Darksense as a form of weapon, a sonar based weapon. Not particulary deadly, it can be used to get rid of bugs,
zap trollkin into submission etc It can only be used whilst the sonar receptors are uncovered. It is counts as a
missile weapon using a skill beginning at base 25%. It inflicts 1d3 damage, but that penetrates any and all
armour. It can be dodged.
Excellent Throw: The character has an excellent throwing ability. They may throw objects up to three times the
normal range.
Fame (Minor): The character is famous, at least amongst a certain type of people. At the minor level they are
quite well known amongst their tribe and clan, with everyone in the area knowing who they are. Of course, what
they are famous for is up to the character to decide. This advantage can be modified if it applies to a certain
group of people, such as a specific cult (such as a Sage famous for mapmaking in the cult of Lhankor Mhy, or
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the character is known only to the such cases the characters fame should be closer to that of the Major Fame
advantage.
Fast Draw: The character is hard to surprise. They add 5 to all of their surprise checks.
Fearless: The character lacks fear. Reduce all Fear passions by one, and they resist Fear spells, shade
fearshock etc. with five extra magic points.
Fertile: The character is blessed by the gods of fertility. Whether male or female, the character is three as likely
to impregnate/conceive and the children are generally born healthy, unnatural effects not- withstanding. The
chances of twins or triplets increases. The character resists all magic damaging fertility as if they had five more
magic points than they actually do.
Foreign Sorcery Spell Access: Sorcerors who wish to purchase spells from outside their school, for instance a
Boristi trying to buy the Brithini Suppress Wizard spell, can buy this advantage. It gives access to the foreign
spell, and only that foreign spell. The spell choice must be GM approved.
Survive death: For one night only, I will be Wile E. Coyote The character can survive death. Once. They might
not survive with all their belongings, hell they might not even survive all in one piece, but they will survive. Scrub
this edge off once used. Gift/Geas
Gift: This can only be taken if the PC is a member of a cult that accepts gift/geas pairs (Humakt, Yelmalio,
Vinga, Thanatar etc....). The character has done some great service, or participated in a particular ritual, or been
gifted by the god, to have another gift, and it's appropriate geas. This should be chosen or randomly determined
as is normal for the cult.
Good Looking: Add three points to CHA.
Hang On In There Baby: The character has an unnatural ability to cling on to life. They can fall to minus three
general hit points without dying.
High Pain Threshold: All CON rolls that are made to do with pain are made at a an extra three multiples i.e. a
CON x3 becomes a CON x6. This does not apply to fatigue rolls.
Hit Points Bonus: The character's stamina is unusually high. They have an extra two hit points.
Immunity to Dehydration: The character has an effective 10 CON to resist dehydration.
Immunity to Disease: The character has an extra 6 CON to resist all diseases.
Immunity to Heat/Cold: The character suffers one point less damage from heat and cold effects from nonmagical sources. The damage can not be reduced to below one point.
Immunity to Poison: The character has an extra 6 CON to resist all poison.
Immunity to Tap: The character always has 95% chance to resist Tap and Tap-related spells.
Iron Grip: The character has an iron grip. They resist when grappling with an extra 5 points of effective STR, this
applies also in contests such as arm wrestling.
Lightning Calculator: The character can perform complex mathematical problems in an astoundingly short
amount of time.
Light Sleeper: The character is a light sleeper. At the first sign of danger they instantly awake with no penalty.
They also receive Spot rolls to hear anything about them whilst asleep at no modifier.
Lock Picker: The character is an excellent Lock Picker. Can add 20% to their effective skill when picking locks.
Longevity:This advantage only applies to all further aging rolls made (i.e. those made after character
generation). It allows the character to throw three sets of dice for every aging roll and select the best result.
Military Ranking:The character holds rank in an army of the area. They have commission, and therefore
obligations, a salary and the ability to order others about. This advantage normally makes them akin to an officer.
Musical Talent:The character gains +15% effective skill when required to make any roll connected to music.
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Night Vision (Minor):Character has Night Vision -20.


Noble:The character is a titled noble. The character starts with an extra 300 lunars of cash, and owns land
(reducing their living costs by 50% to a maximum saving of 500 lunars).
Obese: Youre obese. Increase SIZ by three points, but decrease CHA by two.
Obscure Skill: The character has access to one of the skills not normally accessible. Check with your
gamesmaster whether you can take this edge for a particular skill.
Party Animal:The character can stay awake all night with no fatigue effects. This only works if they slept the
night before.
Pick Pocket: The character is a natural pick pocket. Add 15% to their effective Sleight skill when attempting to
pick pockets.
Rune Spell Access:The character has either been blessed by a deity, been on a HeroQuest, or learnt ancient
secrets. They gain access to a Rune Spell. This Rune Spell is one not normally available to the character, so an
Orlanthi may buy access Weaponmight. The access is only ever one-use, but like other one-use spells the spell
returns on the high holy day. The spell chosen should be approved by the GM.
Skill Affinity (Minor):The character has an affinity to a certain skill. The character has a +5% bonus to their
raising rolls with that skill.
Skill Bonus (Minor): The character gains +15% to a skill that they have not already added any bonus to, or +5%
to Advanced Edges one that they have. No skill can receive the benefits of more than one skill bonus.
Smell Death:With this advantage a character can smell the presence of death (such as large numbers of
corpses, or if the GM wishes, a single dead body), when powerful Death magics have recently been used,
powerful worshippers of Death cults or (again, if and when the GM wishes) the immanent Death of somebody
else. This does not locate the distance or direction of the source, only the presence.
Spirit Affinity:The character has an affinity to spirits associated to a specific rune. For instance, the character
may have Darkness Spirit Affinity, or Illusion
Spirit Infinity:The character has +40% on the spirit reaction table when dealing with such spirits.
Spiritually Powerful:The character is difficult to possess. Any possession attempt is resisted with an effective
10 POW extra. This includes the Attack Soul spell.
Spirit Sense:The character is a natural mystic. They immediately sense the presence of spirits, even if they are
possessing another being. They also gain some measure of feeling as to the nature of the spirit (i.e. malign,
chaotic, darkness etc..)
Status:The character has a position in society that demands respect. It only applies to one particular type of
society, someone with status in the Lunar Empire will be treated well there whereas they would be treated with
contempt by an Orlanthi. This advantage confers upon them a status akin to a noble, or equivalent.

Luck Points/Hero Points


POW

Luck Points

6 or Less

712

1318

Each 6 points

+1

The Reasons Why


POW: power is a measure of luck and divine favour; a gift of fate, or the ability to cheat it
Luck Points help differentiate heroes from the rank and file. They represent a characters ability to potentially turn
failure into success and even cheat death. Every character starts with a number of Luck Points as described
above. Luck Points can be used during play and, at the beginning of the next adventure, replenish to their usual
value.
Luck Points only increase if the POW characteristic increases, or some form of magic provides a temporary
increase in some fashion.

Using Luck Points


Luck points can be used in a variety of ways. Only one spend of Luck Points can be used in support of a
particular action.

Cheat Fate
Characters can use a Luck Point to re-roll any dice roll that they had to roll. This can be a skill roll, damage roll,
experience check roll or anything else that has some effect.
2 Luck points guarantee success
3 Luck points guarantee special/critical if used as defence against critical attack
Occasionally (at GM deccression) 2 luck points can be used to give a 1d10 limited DI when no other defence is
possible by character. Example is Sever Spirit is cast on a character and the caster overcomes the targets
resistance, then normally nothing can be done. However at a cost of 1D10 Pow this can optionally become a
failure on the part of a caster

Desperate Effort
If a character receives damage equal or in excess (but not double) to Chest Abdomen or Head or up to double
HP for limb and the character wants to be heroic and continue fighting, pay 1 hero point per round fought.

Using Skills
Automatic failure
If you roll 96-00 you usually score an automatic fail. There is also a chance of a fumble, where some further
deleterious effect takes place. Your chance to fumble is any roll above 95 + your chance to critical (to a
maximum of 100).

Chances of success over 100%


If your chance of success is above 100%, then two effects take place. Firstly, the chance of failing decreases.
Secondly, the character can score success levels higher than criticals. For every full 100% in the chance of
success, decrease the chance to fail by 1. So whilst you normally fail on a 96-99, if you have 100-199% chance
of success it decreases to 97-99; 200-299% it decreases to 98-99; 300-399% you fail only on 99; at 400% or
higher you never fail. Everyone, no matter what, or how powerful, or how many powered weapons you have,
fumbles on a roll of 00.
The two higher success levels are supercritical and hypercritical. A supercritical can only occur when your
chance of success is over 100%, and for every full one hundred percentiles of success, you have a 1% chance
of a supercritical.
A hypercritical (the best result you can have!) is equal to 1% for every full 400% you have in a skill.

Adjusted chance of Success less than 0%


A skill that has a Base Chance (not adjusted chance) of zero cannot ever be succeeded by the character. If they
have Ventriloquism of 00%, then they have no chance of succeeding with that skill. If an adjusted skill chance is
below zero, but has a base chance of more than zero (i.e. a character with a sword attack of 43% fights in
darkness at 75% penalty yielding a final chance of 22%) there is always an 01 chance of succeeding (and
doing so critically!).

Opposed Skill Rolls i.e. Sneak vs Scan


Both sides roll appropriate skill rolls, the winner is the succeeding skill roll with the higher percentage value
unless one of the sides criticals or specials, in which case either the critical/special rolling side wins or the
critical/special rolling side with the higher value wins. If both sides fail then in the case of the sneak vs scan
example the sneaker should not be detected.

Encumbrance Penalty for Skills and Spells


Use ENC 5 as a deduction from skills, i.e. the first 5 enc has no penalty and thereafter the penalty is ENC 5 %

Team Rolls
Step One: Advantaged or Disadvantaged
In cases where teams must oppose skill rolls you must decide whether your situation is one of being:
Advantaged and Disadvantaged. Your roll is an advantaged roll if having more people makes you more likely to
succeed. For instance, lots of characters trying to pick a lock; lots of characters working to brew the same batch
of ale; lots of characters trying to keep watch; engaging in ritual spells; engaging in boating down the river;
researching specific pieces of information; most downtime job action rolls; tracking; battle co-ordination etc. Your
roll is disadvantaged if having more people makes you less likely to succeed. For instance, if the characters are
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jointly trying to sneak past the guards; swimming as a group; climbing as a group; running long distance as a
group etc.
It is possible that two teams both roll advantaged rolls, or both have disadvantaged rolls.

Step Two: Calculate Skill Rating


Team rolls are resolved as follows: each team calculates the skill they have to roll against. If your roll is
advantaged then it is calculated as the highest skill of the characters involved, plus 1/10th of the skill of everyone
else involved.
Disadvantaged is calculated as the skill rating character with the highest skill, then for every other character you
modify that roll by: ( 100 their skill ) divided by 10 Note that in cases where a characters skill is over 100, this
means that there is no penalty but do not add any benefit.

Step Three: Make the roll


Every character then makes a roll. The success level of the opposed test is determined by the roll of the
character with the highest skill. But everyone else gets to roll too, and their success level has further effects. If
they fail or succeed, nothing more happens. An individual failure is mitigated just as long as the roll of the
character with the highest skill makes it. If they succeed, they dont really add to the project (and if the roll of the
character with the highest skill is a fail or a fumble, tough titty it seems your characters attempt to aid the team
endeavour just wasnt good enough to make a difference). If they succeed, they deserve an experience tick.
They can get an experience tick, even if the team as a whole fails. If they fumble, then they screw up. This may
affect the whole skill attempt, or just screw over the individual character.
For instance, if they are trying as a group to swim a river then they screw themselves over but the group may do
okay. If the group are jointly making, say, a sculpture then it screws over the project. If a character gets a special
or better, they get some further effect.
Firstly, a special by one character can cancel a fumble of another character if they so wish. If they use this
option they use up their special and cannot get the second benefit. Secondly, for every special (or better) that is
rolled, and isnt used up solving the fumbles of other characters, a re-roll is earned for the character with the
highest skill. They can make the re-roll and then choose the best of the rerolls.

Step four: Resolution


With all of this done, compare the final rolls. Then resolve as you would with an opposed roll for two single
characters. That is, if one success level is better than another, the better succeeds. If theyre the same, they
draw or its whoever made it by the most etc.

Opposed Skills Rolls


Sometimes a team of characters must attempt to overcome one or more adversaries in a contest. In any case
where it is conceivable that a team roll is relevant, the Team rules should be used. For instance, if the characters
are trying to sneak past guards, its a team roll. If the characters are all on watch, and someone tries to sneak
past, its a Team roll. If the characters try to jointly intimidate someone, its a team roll. If the characters try to
ascend a mountain together, its a team roll. If the characters head off to pick some pockets, its a team roll etc.
Characters do not have the option of picking whether its a team roll or not, and if a team roll could be
appropriate then it is appropriate. Team rolls have four steps.

Unopposed Skill Rolls (Team)


Works just as above except that when you come to step four, resolution is figured just as you would figure
unopposed skill rolls for single cases.
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Characteristic Rolls (Team)


In the Team case it again matters whether the roll is advantaged or disadvantaged, although in most cases itll
be advantaged (in most cases where you think its disadvantaged you should, unlike the skill case, make single
rolls). In advantaged cases add of your stat to the highest stat and then make the appropriate roll on the
resistance rable. In disadvantaged cases, minus [ ( 20 your stat ) / 4 ].

Aiding Rolls
Sometimes, as described below, one skill can be used to Aid another skill. When this is the case that skill gets to
count towards the group roll as a positive modifier (and always a positive modifier, even if the roll is normally
negative: for instance, using an Entertain skill of 50 to Aid a Stealth check always adds 5 to the roll). This cannot
break the restriction that only three skills can add to the roll. As well as adding to the skill check, one gets to roll
the Aiding skill during the skill check. An Aid Skill Can Never Be The Group Roller. One also rolls even when
youve already rolled one skill roll you get to roll both! In this manner an individual might end up rolling a group
check for a task performed on his own, when it is the case that they are using a skill to

Aid another.
Example: Hjart sees guards coming and starts dancing to distract them from seeing his allies breaking into the
nearby house. He uses Entertain of 60 to Aid the group roll. If his allies were two in number with a Stealth of 60
each theyd normally roll a group roll at 56. However, with the Entertain bonus, this increases to 62. Everyone
rolls at 60, with the normal effects of getting a special or a fumble etc. Example: Gerd tries to Evaluate (skill 40)
an ancient First Age Sword. He has First Age Lore of 60. He uses First Age Lore to Aid his Evaluate. He doesnt
roll on 60, he rolls on 40, plus 1/10th of his First Age Lore, which makes 46. He rolls two dice, one for the group
check, at 46, and the other for his First Age Lore at 60.

Additional Skills
Agility skills
Drive [vehicle] (10)
With this skill a character can control a wheeled vehicle drawn by one or more beasts of burden. Like ride, this
skill represents the users ability to do more than simply let the horses pull the vehicle along; it involves sharp or
difficult turns, jumps, bumps, and combat from the vehicle. Driving with only one hand reduces Drive by 20%.
Unlike ride, however, the combat abilities of the rider's are limited to the driver's skill, not their own. Common
Drive skills are Chariot, 4-wheeeled cart, and coach.

Escape (05)
Allows a character to escape from bonds. Each round in which the character may work uninterrupted and he
succeeds in an Escape roll allows the character to pit his STR+DEX versus the STR of the binding. Failure
leaves the character still bound. The process is easily visible to a guard who can interrupt it and negate the
escape attempt. The GM should modify this skill according to the difficulty of the bonds. For instance, rope tied
by a child might be easy, with +30 to use, whereas a set of iron manacles may be -20.

Running (25)
This skill increases the characters ability to sprint for short periods of time.

12

Dodge/Tumble (05)
Affected by ENC penalty
This is the skill of diving and rolling in combat. A successful use of this skill means that the character may move
away from his attackers at up to 1 meter per strike rank, and they must subtract the actual successful roll from
their attack chances.

Communications skills
Seduction (10)
Seduction is used to seduce characters. It is, like most communication skills, a resisted contest with modifiers
chosen by the GM (sluts, of the male or female variety, may give the character a +40, whereas trying to seduce
virgins sworn to celibacy may give a -75).
A success indicates that the victim has succumbed to the character's wiles. A failure does not always mean
failure, since if the victim was inclined to bed the adventurer anyway, they might simply smile at his clumsy
attempt and do so anyway.
A fumbled Seduction roll always indicates that the character has offended his target, and he/she might well relate
the failed attempt to their siblings, parents, spouses, etc., with varying (usually painful) results.

Deal/Bargin (05)
This is the skill of buying something for a lower price than asked, as well as covering the ability to bribe. It also
covers determining which situations are ones where a bargain can be struck, or whether a bribe would be
accepted. It can even be used for brokering political deals. With regards to selling items, normally items can be
sold for 50% of their list price (if good as new) or 20%(if damaged and battered e.g. armour taken from dead
opponents). A successful Deal roll gets an extra 20% on that, 30% if a special, 40% if a critical, 45% if a
supercritical and 49% if a hypercritical.With regards to buying items, if the character makes a Deal roll they get
10% off of the list price (15% on a special, 20% on a critical, 30% on a supercritical and50% on a
hypercritical).Deal is separate from Convince. Deception can, inappropriate circumstances, be used to Aid Deal
rolls. However in some circumstances (for instance, trying to sell a lemon) the Deception isnt used to Aid the
rollbut is used as a precursor to making the roll in the first place.If the character fumbles, the attempt to buy an
item fails. Either the person or people they are dealing withare outraged, or the whole market place becomes
shocked by the dodgy dealing habits of the individual. In some cases, the guard are called, others the item will
not be sold at all, and on other occasions the item will only be sold at 150% price. When it comes to bribing,
there are modifiers depending upon the amount offered and the person dealt with. As a guideline:
25 lunars = Bribe for semi inconsequential information
100 lunars = Leaving the door of your employer open so someone can get in; getting obviously secret
information; doing something pretty illegal (such as not arresting you for theft)
300 lunars = Doing something obviously illegal (such as not arresting you for murder)
500 lunars = Doing something seriously illegal (such as aiding you in murder)
1000 lunars = Doing something lethally dangerous (such as murdering your employer with a chance of being
caught and executed)
Modifiers are given below for Bribing. At no time will any character do anything stupid because of a Deal. No
character would accept a bribe knowing they will be caught, no character will knowingly bargain themselves into
a bad position.
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Example Modifiers:
Bribing the corrupt (+40)
Bribing the honest e.g. most guard (-20)
Bribing the fanatically honest (-60)
Bribing with only half the money (-30)
Bribing with twice the money (+20)
Bribing with five times the money (+40)
Bribing with fifteen times the money (+60)
Example Reroll Periods and Tests: Virtually all Deal
rolls and Bribe rolls take a few minutes, and theres
just one chance.

Ventriloquism (00)
The ability to make one's voice seem to come from someplace other than the speaker. Normal range for
throwing one's voice is the normal range for spoken voice.

Knowledge Skills
Lores (varies)
There are many different kinds of Lore. A successful roll for a particular Lore means that the adventurer has the
necessary knowledge about an item or situation. A Lore skill does not increase through experience; either the
character knows the information or he doesn't. Lore skills assume good knowledge about the native region of the
character; Lores are rolled against when the character encounters new animals, plants, peoples, and so on. It is
possible to research a Lore, to learn about unicorns, for instance, and in this way increase a particular Lore
knowledge (or several, if there are interlocking factors. Unicorns would normally come under Animal Lore, but
their horns have certain alchemical uses, so Lore increases in Alchemical Lore and even Poison Lore would not
be inappropriate.)
Lores can also be further subdivided into regional subskills; a desert nomad's initial World Lore (Desert) would
know much about desert weather and the ways of sand, but if he later moved to an heavily forested region, he
could gain a new World Lore (Forest) with new research.
Alchemical Lore (00)
Demon Lore (00)
HeroPlane Lore [Plane] (00)
Legal Lore (00)
Music Lore (00)
Poison Lore (00)
River Lore (00)
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Spirit Lore (00)


Undead Lore (00)
The base chance of some skills are noted on the character sheet, and are normally 05%. Unnoted skills are at
00%, except Chaos Lore.

Alchemical Lore
This lore provides a general knowledge of the principles and practices of alchemy. Successful use of this lore
will enable the user to recognise various substances useful to, or produced by, alchemy. Alchemy is useful for
creating potions, slaves, and oils that store magical energy, and for creating golems, homunculi, and simulacra.
This skill must be used with specific raw materials. They may be obtained with the use of Animal, Plant or
Mineral Lores. Healer temples have supplies of such substances and sell to initiates at a cost of 50 lunars per
potential POT.
In conjunction with Medcine skill Healing potions and medicine (curing diseases) can be made with this skill
A successful Alchemical Lore roll transforms the raw materials into a medicine of the appropriate potency. A
special success adds 1 to the POT. A critical roll increases POT by one half (round fractions up). A failure means
the product was ruined and the raw materials wasted. A fumble means that the resultant potion is useless or
even poisonous, but that the maker is unaware of this fact.
Medicines can be made to cure diseases. The maximum POT of medicine created is equal to the character's
Refine Medicine score divided by ten. It works by matching its POT against the diseases resistance, if the
resistance is overcome the patient is cured. The resistance for Mild diseases is 2, Acute is 6, Serious is 12 and
Terminal is 20. In the case of possession spirits, the medicine must match its POT versus the spirits POW, if the
POW is overcome the victim may engage the spirit in spirit combat and if the spirit is defeated, the spirit is
expelled.
This lore also represents the ability to concoct both poisons and antidotes to poisons with common (or rare)
ingredients. It interlocks quite nicely with Animal Lore (venom), Mineral Lore (mineral poisons, like arsenic) and
Plant Lore (plant-based poisons, like nightshade or belladonna). A huge variety of poisons and their antidotes
are possible through the use of this lore.
A successful roll transforms the raw materials into a medicine of the appropriate potency. A special success
adds 1 to the POT. A critical roll increases POT by one half (round fractions up). A failure means the product was
ruined and the raw materials wasted. A fumble means that the resultant potion is useless or even poisonous, but
that the maker is unaware of this fact.
Poisons and poison antidotes can all be made with this skill. One point of poison antidote will counteract 1 POT
of poison and is specific to a particular type of creature. Knowledge of this skill does not grant universal access
to all antidotes, for instance to create Basilisk Antidote the Healer must have a good percentage in Chaos Lore.
Types of Poison: Basilisk, Giant Ant, Ghoul Venom, Grampus Gas, Insect Poison, Manticore Poison, Octopus
venom, Scorpion venom, Snake venom, Stoorworm gas, Walktapus gas, Wyvern venom.

Chaos Lore
This lore represents practical and scholarly knowledge of the forms of chaos common to one's local region.
Orlanthi and other noted chaos haters have 15% base skill, other nomads, barbarians and primitive cultures
(plus dragonewts and elves) have 10% base and most other culture, such as the civilised cultures like Dara
Happa and Mostali have a base of 5%. Some isolated islanders have a base chance of 00%.
Demon Lore: This lore represents knowledge of forms of chaos and chaotic entities that do not exist naturally on
Glorantha, primarily those entities which must be summoned here. With this lore a character could tell the
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difference between a chaotic entity native to this world, and one which is not. It also represents his knowledge of
the more commonly summoned demon breeds. It can also be used to determine the needs, weakness' and / or
desires of a demon, so that it might be placated, driven off, or slain. This skill has a base chance of 0%.

HeroPlane Lore
A rare lore that deals with knowledge about the layout of the HeroPlane, what lives there, how to get there etc...
There is a specific Lore for each part of the HeroPlane, so there is Underworld Lore, Sky Realm lore etc... This
skill has a base chance of 0%.

Legal Lore
This allows a person to recall the letter of current statutes and to find examples of the law being used in practice.
It's specific to the culture where the individual first learnt the skill. Note, this subtly different from Lawspeaking.

Magic Lore
Generally only learnt in the West, it is connected with the God Learners. This is the study of in depth workings of
magic. Not just spells, they understand magical theory, and the methods of certain magics. Most people in
Glorantha get along quite fine without it.

Music Lore
This lore includes knowledge of songs and singing styles common to one's local region. It might also relate to
epic poems, folklore, and various other styles of poetry. A successful music lore roll would allow its user to recall
the name, composer, and lyrics of an obscure song, or aid him in composing a song of his own.

[Racial] Lore
This is the equivalent of [Human} Lore, applied to other races. A member of a race has 05% in this lore and 00%
in all other racial lores.

River Lore
This Lore skill represents knowledge of river ecology. It combines knowledge of geology, physical effects,
animals and plants, and gives information not only on the normal attributes of the river, but also the effects on
the ecology from outside changes. It works equally well with rivers in any land.

Spirit Lore
This lore represents knowledge of the inhabitants of the spirit plane. With a successful lore role, a character
could correctly identify a type of spirit, know how to summon a particular type of spell spirit,determine the most
probable means of exorcising a spirit, or know what sort of spirit is necessary for the task at hand.

Undead Lore
This lore represents practical or scholarly knowledge of the various forms of undead, their capabilities,
weakness', and formation.

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Numeracy (00)
This is the ability to do complicated mathematical procedure including algebra and geometry, but most often
used in large-scale accounting and number crunching. Lunar Tax employees are often quite skilled in this.

Poetry (00)
Poetry is the knowledge of verse forms and conventions. Characters may create or critique poems with this skill.
Short poems such as Kralorelan Haikus can be created spontaneously.

Sense Motive (05)


By using this skill, the character gains insight into what motivates a
target. Being a sense skill, the level of success determines the quality
of the information the Referee gives to the using character. To ensure
the character gets the appropriate information without further insight,
the Referee should roll the skill in private.

Fumble - the Referee gives deliberately incorrect information. good luck


Miss - the Referee gives only obviously discernable information.
Hit - the Referee gives one extra bit of info about what is motivating the
target character.
Special - the Referee gives two extra bits of info, or reveals a
motivation that the target character might not even be aware of.
Critical - the Referee gives a clear description of what motivates the
target, and also reveals what the target may do next.

Swordsmithing (00)
Whilst the skill of craft/armouring allows a person to make normal weapons, shields, armour and smithing tools,
this special skill allows the manufacture of high quality swords from suitable raw materials provided the user has
time and access to the requisite tools. A person's Swordsmithing ability may never exceed their craft/armouring
skill. A successful use of this skill creates a sword with +1 ap, whilst a special success creates a sword with +1d3
ap and 10% less ENC. A critical success creates a sword with +1d3+3 ap, 20% less ENC, +5% attack and parry,
+1 damage and -1 SR (but never less than one).
A skill roll above a person's swordsmithing skill but below their armouring skill still produces a normal sword. A
total failure results in a sword with -2 ap, -5% to hit and parry, -1 damage and a 20% increase in ENC, although
the sword may be reforged. A fumbled skill roll results in a totally ruined lump of scrap metal unsuitable for
forging, and a dangerous accident.

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Treat disease/poison (05)


Successful use of this skill doubles a victim's chance of success at his or her next disease recovery CON roll. A
critical success triples the next chance of success, a fumble halves the next chance of success. Victims of acute,
terminal or serious diseases must be tended to constantly to get this bonus. Victims of mild diseases need only
be tended for one day per week.
When dealing with possession based diseases (see Disease), this skill blocks 2d6 magic points of a disease
spirit, reducing the chance of loss of characteristics and giving a Healing Spirit a greater chance of driving the
Disease Spirit away. On a special roll, 3d6 magic points are blocked, on a critical 4d6 (on a supercritical or
higher, 24 magic points are automatically blocked).
Successful use of this skill purges the victim of 2d6 POT of poison, a special roll purges 4d6 POT, a critical
success purges all of the poison. A fumble halves the victim's chance of resisting the poison.
The skill attempt must be begun before damage has been taken. A skill roll can be attempted only once per
poisoning.

Magical Skills
Ceremony/Summon (00)
The Ceremony skill can enhance your ability in spirit combat following a summons. Hours are assigned to
ceremony in the usual manor prior to the spirit combat allows the character to add to their effective magic points
in either attack or defence in spirit combat only, not in casting or resisting spells. The amount of effective magic
points that the shaman has available is skill/5 rounded up. For example, a shaman with Spirit Combat 44% may
increase their magic points in attacking in spirit combat by up to nine, or their defence by up to nine, or any
combination thereof (such as attack magic points increasing by 4, and defence magic points by 5).

Stealth Skills
Assassinate (00)
This skill can be used in combination with any surprise attack. It is combined with a surprise attack made by the
attacker upon his victim - the attack must be a surprise. In cases where surprise may be an issue, use an
opposed roll of either Hide or DEXx5 (as applicable) versus either the Scan or DEXx5 of the target.
If the attack roll is both underneath Assassinate and the weapon attack, the location struck can be altered by up
to Assassinate skill/10 (round up) and recalculate the attacker's damage bonus for this attack as STR+SIZ+DEX.

Disguise (05)
This skill allows the user to disguise himself or someone else. If the person is to be disguised as a particular
individual, the chance of success is halved. If the person is to be disguised as a member of another race or
species, the chance is 1/4 to
1/10 depending upon the disparity between species. It is impossible to disguise a human as a dark troll, or
merman (for example), but it might be possible to disguise one as an elf or a trollkin.
On a successful roll the disguise will fool most viewers. Use Scan vs. Disguise roll only if someone is specifically
looking for something. On a critical roll, only disguises of a specific person or another race can be detected, and
only by someone familiar with that person or race. On a failed roll, anyone may see through the disguise with a
successful scan. However, a disguise of a specific person of race might even succeed with a failed roll, if the
viewer has never seen that person or race before. On a fumbled roll the disguise is instantly seen for what it is,
18

even by people who would have no reason to suspect a disguise was being used, or who are unfamiliar with the
person or race imitated.
Example Modifiers:

Only got a change of clothes to hand (--)

Got access to a disguise kit of make up and such (+20)

Got access to nothing (-20)

Trying to look like a specific person (-20)

Trying to look like someone very different from you (-20)

Trying to look like a specific person very different from the disguised person (-40)

Example Reroll Periods and Tests:

Putting on a disguise: One minute (-40); Ten minutes (-20); An hour (--); A Day (+20)

Damage
As per standard RuneQuest plus the following changes.

When a location is damaged which is already at double locational hit points, the target loses one
general hit point.

Wounds not healed/first aided will lose 1d3-1 HP extra per day until CONx5 roll is made

Using Heal Spells/First Aid


Heal spells and First aid can be successively applied until a location has positive HP, thereafter only the
difference between successive heal spells can be applied. I.e. Zork is at 2 in the right arm, he casts heal 3 and
is now at 1, Zork cannot cast heal 3 again, but Rada can because she has heal 4, however Zork will only gain 1
HP from Radas spell.

Dying
If a character ends up taking double the hit points they can take in either their head or chest, or fall to zero
general hit points, they are Dying. A Dying character will die if not healed by the end of the subsequent
round that they end up in the Dying condition.
If a character is healed on the very same round that they end up Dying, then they return back the next
round. They will most likely be prone, but can nonetheless get up. In all cases, a character who is prevented
from Dying loses a long term fatigue level.
If the character is healed on the subsequent round then whilst they dont die, they dont return to full activity.
They cannot take any actions, and must lie prone. They are effectively out of the combat. If they make a CONx3
they are conscious. Even then they cannot use any actions, not even spell casting, for the effort is too much.
This Back to Life sickness lasts for about ten minutes (longer than most combats). If helped up, they could
stumble around. They can use Divine Intervention.

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If a character is not healed by the end of that subsequent round, then they will die. Even a Divine Intervention
wont stop such mortal wounds. However, there is a chance of a few last words.

Last Words
A character who dies from anything other than taking too much damage to the head or chest has a chance of
making some final last words. They must make a CONx3. If successful they can gasp out some last words
before passing away. At this point, even magical healing wont help them though so death is all they have to
look forward to.

Ablative Hit Points


Provided by things like vigour and strengthening enchantments, and certain chaos features. Ablative hit points
are just like normal hit points, but dont raise hit locations. If you have any ablative hit points then, no matter
where you are struck, the damage affects the ablative hit points first. When they are used up, damage goes
through to the location.
Ablative hit points heal at the rate of one per hour.

Untreaded Wounds
Wounds that are not healed/First Aided will lose 1d3-1 HP extra per day until a CONx5 roll is made.

Healing and Long Term Damage


You get 1d3-1 on the first day after taking the damage. You get 1d3-1 on the next Downtime. You then heal ALL
the damage at the end of that Downtime but if you had damage that wasnt healed you make a roll on the
following charts. (Poison damage: Heals at the rate of 1 per day. If you fumble your resistance roll you take
1d(damage) as long term unhealable damage to general hit points.)
Determine the damage remaining on your location, and for each location look on this chart:
Damage
in that
location

Locations original hit points


1

6+

+50

+25

--

-10

-20

-20

+75

+50

+25

--

-10

-20

3-4

+125

+75

+50

+25

--

-10

5-6

+125

+125

+75

+50

+25

--

7-8

+125

+125

+125

+75

+50

+25

9-10

+125

+125

+125

+125

+75

+50

11+

+125

+125

+125

+125

+125

+75

In the case of general hit point damage, roll as many d20 as there are points of damage to be healed. This
determines which locations take a point of unhealable damage for the purpose of the next roll. Obviously if you
roll the same location multiple times, tot up the points. This can take the location beyond the normal maximum
damage, which is why theres a +125 result on the above table.

Next, roll for a war wound. Roll a1d100, plus the modifier from that chart. Further apply these modifiers:
20

If you relaxed over the Downtime, -10.


If you received immediate hospital aid, such as from a Treat Patient, if you receive it over downtime as well
-40
If you receive hospital treatment over the downtime but not immediately, -25
These modifiers arent cumulative

With that result, look on this table:


01-50: Nothing
51-70: Intermittent minor wound
71-95: Minor wound
96-139 Major wound
140+

Severe wound

Minor Wound
A minor wound is a twinge. The following effects take place, and where a skill is affected the penalty is -20:
Leg: Roll 1d8-2 (minimum 1). This is how many skills from the following are affected (if you roll the same skill roll
again and pick another one). 1: Running, 2
Acrobatics, 3 Climb, 4 Dodge, 5 Jump, 6 Swim
Arm: Roll 1d7-2 (minimum 1). This is how many skills from the following are affected (if you roll the same skill roll
again and pick another one). 1: All attack skills using that arm 2: Acrobatics 3: Climb 4: Sleight and Play Instrument 5:
Swim 6: All parry skills using that arm
Abdomen: Roll 1d2. On a 1, one random effect from the following is applied. On a 2, both are. The effects are -1 to
your move rate, or halving all fatigue rolls.
Chest: Roll 1d3 and pick as many of those random effects from the following (reroll if you pick the same one): 1: Cant
recover fatigue for the one hour of rest per day; 2: -1 permanent fatigue level 3: all fatigue rolls are halved
Head: 30% chance of 1d3 CHA loss (even if intermittent). Terrible headaches affecting certain skills. Roll 1d7-2
(minimum 1). This is how many skills from the following are affected (if you roll the same skill roll again and pick
another one). 1: Spirit Magic 2: Convince, Deal, Deception and Seduction 3: Devise, Games(knowledge) 4: Lore 5: Spot
and Track.
If the wound is intermittent then its only a problem when they have a bad day. You have a bad day 25% of the time.

Major Wound
All kinds of bad. Do the above, plus theres stat loss. In each case roll 1d4, and thats how many points off of the random
stat you lose. If you roll a 4, theres a 30% chance of it exploding. It can only explode once.
Arm: 1d8: 1-3 DEX 4-6 STR 7-8 CON
Leg: 1d6: 1 -1 Move level 2 -1 Move Level and DEX
loss 3-4 Just DEX loss 5-6 CON. Abdomen: 1d8: 1-6 CON 7-8 DEX Chest: 1d8: 1-6 CON 7-8 STR
Head: 1d6: 1-2 CHA (this can be cumulative with the loss from minor wounds) 3-4 INT 5-6 CON
These lost points cannot be restored except through the use of the Cure Wounds spell.

Severe Wounds
You survived this serious a wound? You probably will wish you hadnt.
Roll for the minor wound, but roll the dice twice and choose the worst result.
Roll three times on the Major Wound table and apply all three results.
Curing War Wounds
Replace Regrow Limb with Cure Wounds. This is 1
POW. When cast the person it is cast, the target (voluntarily) loses 4 POW. The wound is cured. If they suffer multiple
wounds, such as from a Major Wound result or Severe Wound result, they will need to lose multiple sets of POW.
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Hit Points Over 20


If a character has (regular, non ablative) hit points over
20, all healing is doubled (whether its from first aid, magical healing or natural healing). Similarly, if it is over 40, it
triples etc.

Resurrection
The Resurrection Ritual
When a Resurrection takes places, two things must be determined. First, does the spirit successfully migrate into the
body. Second, does it do so without contracting death sickness.
The base chance of returning to the world of the living is the deceaseds POW x5%. If the character is a shaman, then this
should include their fetchs POW. Then add in the deceaseds highest passion that would be served by the characters
return to the mundane world to a maximum bonus of 20. Generally this includes every passion except things like Abstain
and Fear passions (although even then there are exceptions
if youre going to Hell then Fear Hell would be very pertinent!). A resurrection roll always fails on 96-00.
Example: Halvart is a simple peasant. He has POW 10 and his highest passion is Love Wife +5. He has a (10 x 5 ) + 5
= 55% chance of returning to life when a resurrection spell is cast upon him, or a Divine Intervention is used to return
him to life.
Match the roll as a normal uncontested solo roll and check the following table
Success Level
Fumble

Normal

Resurrection Result
The spirit is lost in the netherworld along the way, and
almost certainly becomes a ghost.
The character is not resurrected.
No
further
attempts
at resurrection can be attempted. Only a HeroQuest could restore the
character to life.
The character is resurrected and must roll for death sickness.

Special

The character is resurrected and need not roll for death sickeness

Fail

The Deceased
If a character dies they can be brought back by a HeroQuest, a Resurrect spell or some forms of Divine Intervention
(deities which can Resurrect will have that effect explicitly listed in their description). However, for every day the
character has spent dead after the first the character permanently loses 1d3 points from STR, CON, DEX and APP. If any
of these characteristics reaches species minimum, they cannot be brought back from the dead.
The chance of the deceased returning with death sickness is 30% if the character is an initiate (or equivalent); 10% if the
character is an acolyte (or equivalent); and 5% if the character is a rune level (or equivalent).

Death Sickness
Sometimes those who come back are wrong. Instead of coming back whole, they come back with a part of them left
behind. Such people are said to have death sickness, becoming listless, and generally lacking their previous motivations.
Lovers, hobbies etc. hold increasingly less interest for those with Death Sickness. The character is deflated, less
passionate and generally not all there. It is not a form of insanity, but more as if the character is constantly lacking some
previous quality they once had.
Characters with death sickness are still playable, but the player should bear in mind the above chances to the persona
of their character.
Mechanically, there are only two changes. First, the characters passions are capped at 10 unless they are passions from a
God of Death (Humakt, Ty Kora Tek, Bijiif etc.). With this in mind, many of those with death sickness find their
emotional solace by joining such death
cults.
Second, the
character
cannot be resurrected again.
The next time they die, they are reunited with the lost part of themselves (and their passions restored to normal, should it
matter). This does make them harder to turn into undead as well giving them their maximum POW as a resistance rather
than their current POW should anyone try.
Design notes
Engaging in spirit combat to get resurrected was dumb idea. How can dying with a higher POW be a bad thing? And
there was always a bind of I try and find a Healer with a better POW so their chance was better. This puts the chance of
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coming back solely on the persons own character sheet, where it should frankly stay.

The World
Falling
A jump roll while falling allows a character to specify which location is injured upon impact.
Height: The height fallen determines the base damage:
Height
Dmg
Bleeding
1 storey (Wall etc.)
1d4*
3%
2 stories (House)
2d6
6%
3-4 stories (Towers midpoint)3d6
6%
5-7 stories (Top of a tower) 4d6
12%
Mountainside
4d6
12%
Treacherous Mountainside
7d6
21%
* Damage taken for falling off of a wall cannot exceed the locational hit points.
When falling off of a mountain, this only represents the distance fallen until you hit something that stops you. Obviously to
literally fall from a mountaintop and not stop until you hit the floor would be terminal.
The damage a character takes is inflicted to a random hit location unless a Jump roll is made, in which case the character
can pick the location. Armour (magical or non-magical) protects to a maximum of two points.
The damage that a character takes can exceed double the hit locations hit points. The excess damage is inflicted to the
general hit points. It is not applied to the location, which can only ever go to minus the normal positive value.
Bleeding: Whenever a character falls, there is a chance of bleeding at the rate of one hit point per round. That chance is a
percentage chance equal to three times the number of dice rolled for damage. It is listed in the chart above.

Damage to inanimate objects


Objects in RQ3 are quite indestructible. Change the values listed as AP to being HP and give the object a AP
value that has to be passed before the HP is damaged
Boulder

10

40

Castle Gate

120

Castle Wall

10

250

Chain

Hut Wall

15

Iron Door

12

75

Rope

10

Wooden Chair

Wooden door (normal)

25

Wooden door (reinforced)

30

Wooden fence (2m section)

Asphyxiation
As per standard RuneQuest except the damage is always 1d4 dmg to general hit points. It cannot be healed
until you stop being asphyxiated.

23

Acids and Alkali


Acids
In Glorantha acids may be naturally occurring, or magical, or creature created (such as in the case of
lesser hydrae, or krarshtkids). Acids can be exceedingly dangerous to people affected by them. Acids have
two ratings: their potency and the number of rounds they remain in effect. Here are some sample ratings:
Acid Level
Weak Acid
Medium Acid
Strong Acid
Gorp

POT
1
2
4
8

Rounds
2
3
3
1

Some acids last longer, but only rarely do they exceed 4 points of POT. The Gorp is the exception, but
they only inflict damage for a single round. The POT of the acid is applied as damage to whatever it
strikes. For instance, if it hits an unarmoured location it inflicts its POT in damage to that location. If a
character is wearing armour, then the acid inflicts its damage to the armour first, and then to the location
underneath. Obviously armour that is destroyed by Acid does not recover, unless a Repair spell is used.
For a Repair spell to be used, at least one point of armour must remain. Damage can be healed
magically, but not by the First Aid spell.
Acid does burn away magical armour such as Protection spells, Shield spells and the like! It burns away
the magical armour first. If it burns away magical armour, it burns away the magic cast on that location only.
Recasting the spell restores the armour. Taken internally, they inflict their POT in damage directly to Chest hit
points, with any excess damage being taken to the abdomen. Usually this causes immense scarring.
Healing of a magical form is effective, whereas First Aid is not.Acid burns for a number of rounds as
indicated in its description, inflicting the full damage every round. With that in mind, some characters may wish
to remove their armour whilst it is being attacked by acid, or attempt to wipe it off.
The length of time it takes to remove armour is indicated in the Combat chapter. Trying to do it faster, say
by cutting straps, requires a DEXx2 and if successful leaves that piece of armour useless until fixed. Trying to
wipe acid off requires something to wipe it with, or else just roll around on the ground. If you are rolling then
obviously you cannot defend yourself. Either ways, it takes a full action. The chance of succeeding is
DEXx3 if you have
something to wipe it off with, or DEXx1 if youre just rolling around in the bushes.

Alkalis
Alkalis act in a similar way to acids except that they do not attack metal. It is up to the GM to decide
whether metal armour actually protects against alkali attacks. Leather or linen will be eaten away as
normal as will armour straps unless a Luck Roll is made. Alkalis have the same effect on flesh as do acids.
Acids and alkalis counter each others effects. If an alkali or acid is applied to the location struck in the same
round that the opposing agent struck, the POT of the larger is reduced by the POT of the smaller, leaving
the residue to eat away as normal. Thus, if a character is hit by POT 16 acid, he may pour POT 10 alkali
onto he location to end up with POT 6 acid. Of course, this involves some preparation and a little risk - is the
broo spitting acid or alkali at me?

Drugs
Alcohol and Drinking
Choose whether your character is a tee-total or a light drinker; a medium to heavy drinker; or a very heavy
drinker. When a character drinks there are three types of session: tipple, normal, booze-up. A tipple has no
24

deleterious effects in the game mechanics. A normal drink has no effect unless youre tee-total/light, in
which case you have to make a drinking roll. A booze-up comes in levels (so an evening of heavy drinking
is level I, an evening of drinking contests a la Raiders of the Lost Ark is level II, an evening of drinking troll
drinks III, a two day bender level IV etc.). For every level, make a drinking roll.
A drinking roll is calculated as CONx5. If successful, no effect. If it fails, roll again and keep rolling until its
made. Every failure is a -10% to all skills from being drunk and the loss of one long term fatigue level.
Light drinks and tee- totallers roll CONx3, and heavy drinkers roll CONx7
Every Downtime round, if a heavy drinker has at least one action they must make a POWx3 or spend an
action drinking.
It takes a downtime action to change from being tee-total to medium, from medium to heavy and vice versa.
No roll is required, and I leave it up to you to roleplay being a recovering alcoholic etc. Similarly, one might be
a Medium Drinker and never touch a drop because youre a recovering alcoholic.

Flying
Magical flight
At heart the Fly sorcery spell and the rune magic spell Flight are all variants on magic allowing one to travel
through various elements, it is really a Travel through Air spell. Firstly, this means it can only allow one to
travel in Middle Air, in the area that Umath made by tearing a space between the Sky and the Earth. It is
useless for travel in water (you can't propel yourself through a lake with it), the underworld (should you go
there) or the Sky (should you go there as well). This applies on practice run HeroQuests as well, so if you
follow the path of Orlanth on the Lightbringer's Quest then when you get to the part of the ritual that
involves travelling through the Underworld, all forms of flight are ineffective.
If one wishes to use the magical flying to escape a different element, such as being trapped in a lake or the
ocean, then at least half of one's body has to be out of the element, like the abdomen, both arms the head.
Of course there is nothing to stop a powerful, high intensity Fly being cast on a small object, like a dagger,
which is held out of the water and used to drag the character out - although few sorcerors have the
foresight for such things.
Secondly, there are analogous spells for travelling through the other elements. They are rare, but are
effectively the same as Fly and Flight. So there is an equivalent for travelling
through
water,
allowing
fast
propulsion underwater, one for travelling through the underworld, allowing
"flight" in the underworld, and the same for the Sky. There is the even rarer spell that allows travel through
the earth, where one can literally sink in and walk around. None of these spells bestow any ability to survive
the conditions there, however, so you'd still suffocate travelling through earth or water (no-one has to breath in
the Underworld or the Sky Realm for Time and all natural laws do not hold there).

Height
There is a maximum height to which magic can take you. A simple small intensity Fly spell doesn't give you
the ability to fly wherever you want. Generally, though, this will not be an issue, as the height from all the
spells will not be too important.
The sorcerous version of Fly allows one to reach a height of
50m per level of intensity of the spell. This means that limited sorcerors won't be able to fly to mountain tops
unaided. Powerful sorcerors, however, will be able to fly very high indeed - it is not inconceivable to
reach intensity 50 Fly, or higher! This can be achieve even more height than normal Rune Magic.
The Rune Magic spell Flight will allow one to travel to 4000m above the ground, which is stunningly
enough, high enough for most purposes. Under certain conditions, and in certain places, this ceiling can be
25

increased. On Orlanth's High Holy Day is increases threefold to 12,000m which is high enough to reach the
peak of Kerofinela. The same effect occurs near Stormwalk Mountain, the area itself enchances the magic.
However, if you want to travel higher and break the ceiling, travelling far above into Middle Air then you will
have to use the Vanganth spell Into Middle Air.
The rare shamanic gift that allows one to fly allows one to reach a height of 100m for the first level, and
then 200m for every level thereafter.
Most other creatures can fly to a height of 2000m, including wind children.

Flying and Weather Conditions


Weather conditions can affect one's performance whilst flying. Strong winds, rain, hail etc... can all be deadly,
specifically at high heights such as on mountain tops.
Non-divine powered flight has certain problems with winds over a light win (wind STR 18). Once the wind
exceeds this level, beings powered by such magical flight get whipped around, caught on the wind gusts
and dragged off wherever the winds blow them. Once a wind exceeds STR 18 there is a chance of this
occuring, depending upon the intensity of the spell used (for the purposes of the shamanic gift, the
intensity is the square of the level of the gift, so a level 5 gift counts as intensity 25 for these purposes). If
the character is using a spell with an intensity less than half the wind STR, then they cannot move safely. If
the character does have a spell with an intensity higher than half the wind STR then they can move safely.
Characters who attempt to move unsafely must, every round, match the intensity of their spell against the
wind STR. If they fail, they are whipped off into the wind streams. Sometimes this is just a pain, blown off
course. Sometimes it can be hazardous, being blown into buildings and such. In some places it is almost
fatal, on mountain tops where the wind blows hard on can easily be blown off into the upper reaches of
Middle Air, buffetted about to pieces.
Divine Magic flight can safely travel though any non-storm environment, although they will still suffer the
usualy penalties for exposure and visibility. In storms they stand the normal chances of damage, unless
they use the Vanganthi spell Avoid Storms.

Flying inside sylphs


Sylphs are, of course, immune to weather conditions. But even they have limits to their power. Sylphs are
only minor elementals, capable of travelling about 2000m into the air. The more powerful air elementals can
do better, Kolati can go 12,000m high and Umbroli can travel anywhere in Middle Air (good luck trying to
summon and command one though!).
Sylphs, and other air elementals, can be used as a mode of transport. However, for long periods of
travelling the effect is rather the same as travelling in a tumble dryer. It isn't pleasant, and whilst the sylph
may not tire of taking it's passengers they quickly will. A sylph can travel 100km in a normal eight hour day,
and those who wish to travel via sylph can normally stomach eight hours as long as they have the odd
break here and there. This costs two levels of long term fatigue. Of course, the sylph never needs to stop,
and so can travel 300km in a single day if it just travels with no breaks. So, travelling across Dragon Pass via
Sylph could be achieved in little over a day. However, those who use this method are unable to sleep, and
find it even more upsetting, losing 4 levels of long term fatigue.

Flying and concentration


The sorcerous version of Fly is pretty powerful. It can be on continuously, and allows almost limitless
mobility. There are drawbacks. Firstly, it is an active spell, which means that whilst flying the character is
unable to cast any other magic. However, there is also the question of concentration. For instance, if a trap
opens up beneath a character's feet how long does it take them to activate the fly spell to stop themselves
from falling? I recommend that a concentration roll is called for in these circumstances no matter what
26

magical flight method is used. For non-magically flying characters I'd recommend using the Fly skill. It
should be slightly more than a mere whim of the magic user that they fly, there has to be more effort than
that.

Shamanic Flying
Some shamans, rare shamans, have the ability to fly magically. The following is a gift for Sandy Petersen's
Shamanic rules that certain spirits grant. For each level of the gift the shaman can fly at a move rate of 1.
He can only take his fetch's POW in ENC with him (and cannot fly at all should he try and take more!).

Insanity
Gloranthan insanity is caused by insanity spirits. Insanity spirits can also be brought into being by horrific and
harrowing experiences. When driven insane a character becomes random, suffering from delusions, often
gibbering, and difficult to talk to. (In Glorantha there arent different brands of mental ailment youre
either normal or utterly bonkers). The level of disconnection depends upon the POW of the insanity spirit.
Spirit POW
1-5
6-10

11-15

16-25

26+

Level of Insanity
Character develops ticks and minor delusions;
compulsive behaviours, that kind of thing.
Effectively, very eccentric
Character
develops
major delusions,
extremely compulsive behaviour, and only
rarely manages to have enough self control to
act in a rational manner.
The characters totally nuts, unable to act
rationally, but still capable of saying things
(which make little sense) and doing basic
activities like eating good and avoiding obvious
sources of danger (open fires, the guy with a
sword who just struck you)
25 The character is so totally nuts that they are
unable to do anything. Their actions are
random and make no sense whatsoever.
The character is driven so mad he acts in ways
detrimental to himself and those around him e.g.
attacking comrades, trying to commit suicide etc.

Creating Insanity Spirits


A character who undergoes a particularly traumatic experience has a chance of creating an insanity spirit.
During the experience, resist the characters POW against the number listed in the column. If successful,
theyre fine. If not, they lose 1d3 POW. For each point of POW the character loses, the spirit has 1d6 POW.
Trauma

Rating

Entire family murdered in front of you

Murdering your entire family

12

Tortured for a short time (days)

Tortured for a long time (weeks)

12

Tortured for years

18

27

Disease
Recovery From Disease
Characteristics and skills reduced by infectious diseases may start to return to normal. Recovery requires
rest and limited activity. Recovery is delayed or prevented if the victim overexerts himself.
A character gets a number of Recovery Rolls equal to the number of successful attacks. They receive them
at a rate of one per day, plus one more for every level in Immunity to Disease. The character gets a
CONx4 as a Recovery Roll chance, modified by their advantages and disadvantages. A successful
Recovery Roll recovers an amount equal to the amount lost in one attack. A failed roll means that that
particular loss is permanent.
The Rune Spell Restore (Health) can be used to restore various characteristics. This spell can be cast on
individuals even years after the loss.
Contraction Rolls
Third, the rolls for seeing whether the disease progresses or gets better are:
CONx5 for being in bed like a parcel,
CONx4 is moderate activity (shuffling around, cooking) or being wrapped up in bed in a slum (so in a slum
you may as well shuffle around),
CONx3 is training and travelling,
CONx2 is most adventuring (climbing, fighting etc.) and living in uncomfortable circumstances like being in a
cell or forced to do heavy labour whilst ill.
CONx1 for something like living in a prison where the guards specifically pick you out for mean treatment and
make you sleep naked in the rain.
Weeks
Finally, change any mention of weeks to Downtime when applying the standard disease rules.

Downtime and Experience


Downtime is the phrase for all activity taking place outside of adventures. At the end of every adventure, the
game enters downtime. Downtime comes in Downtime Rounds.. Each is about two weeks, but the GM
should feel free to have some flexibility about this. During downtime the characters may work, train,
research and reflect on their experience. Characters can also reap metagame awards.

Session Awards
Experience and Pow Rolls
As per usual RQIII rules

Epic Rewards
At the climax of a particularly important scenario, extra POW may be awarded (1-3 points).

28

The Downtime Round


After the end of an adventure, the game generally enters downtime. At the end of most adventures the
character will get a one or more Downtime Rounds to do various things with outside of the game such as
training etc.
The character, during each downtime round must fund themselves to live, a t t e n d t o b u s i n e s s , p a y
maintenance for property owned or trainers retained.
For periods less than two weeks there is a reduced chance of obtaining down time actions. Each day less then
two weeks that a character has free reduces the chance of getting a downtime action by 7%.
The Round consists of the following stages:

Calculate time lost to cults: Self explanatory. Typically:


o

For Initiates,Cult Holy days + 10% of time.

Rune lords, Rune priensts, Shamans and assistant shamans (currently working for a shaman)
90% of time

Some cults will allow that some of the time devoted to appropiate activities counts as cult time.
Warrior type cults might expect that their initiates and Rune lords do some trainingor research
while devoting time to cults. It is also possible for those with responsibilities on occasion to ask
permission to under do some required task (an orate roll could even help here).

Calculate time lost to other ongoing projects. For example a GM might calculate that 10% of a
characters time is taken teaching an exotic pet. Assume that there are 60 hours free in a week or 120 in
a 2 week downtime action and calculate how many hours are devoted to activity and thus what loss to
free time is incurred

Calculate time lost to family commitments. A noble might be required to spend time on family affairs
etc.

Permanent Jobs: If the character is employed, they lose an amount of time as laid out below, and
then receive their wage.

Illegal Jobs: If the character wishes they can do an illegal job. An illegal job takes 1d3x10% of your
time. A character can do more than one illegal job, but the roll is then 1d6x10% for how much time is
spent. If that roll takes them over 100% then they do not have time to complete the second job.
Resolve the job as laid out below.

Self-Employed Jobs: Self-employed characters have to first find a job. They declare which job
they want and spend 10% of their time looking for it. They make a roll to see if that job is available,
and if it is they decide how much time to spend on it. The 10% they spent looking for it counts
towards that time. They can repeat this process as often as they wish, until they run out of time.

Player declares how much time will be spent praying and sacrificing for magic: This is 10%
per point for sacrificing. For repraying every 10% counts as a day of prayer. In cases where the
character has completed a cult mission they are usually permitted to count this repraying time as
part of their time devoted to the cult. Also could be included here is shamans summoning new spell
spirits

Player pays living costs: Depending upon where they live and what house they have. Also dont
forget to pay cult dues!

29

Player rolls for Downtime Actions: To determine how many Downtime Actions a character has,
look at the amount of spare time they have left over. If a character has 0% spare time, having
committed themselves elsewhere (say, a profession plus two initiations totals a 100% time
commitment) then they have no Downtime Actions. A character with -50% spare time should double
that number, and roll 1d100. If it is under the figure, then they get one Downtime Action. A
character with 51-100% spare time gets one action automatically, and another one if they roll under
the amount of spare time they have available (not doubled). This represents the vagaries of their time
commitments, how many hours they manage to save for themselves, whether they can get off work
early, the random chance of a cult ceremony running short or long etc. A character can Cram in order
to get a better change of getting Downtime Actions.

Pay retainers: For every instructor that has been retained, pay the retainer. Scratch off those who
have not been retained.

Permanent Employed Work


Slaying dragons and stealing hoards isnt the only, nor even the best, way to earn money. They can also work.
If working in a permanent employed position, the character must dedicate 80% of their time to it every
Downtime Round or lose that job. Sometimes this time will vary, for instance if the employer wants to allow
them the chance to repray for spells. On the upside, they normally have a set wage. If a character wants
to join a profession they must firstly find an employer and then make the associated skill roll to gain
permanent employment. From that point forth they are employed.
Note that not all professions are available everywhere. Few cultures are civilised enough to have fishing
businesses for instance.
Characters who reach 60% in the associated skill can get promoted. If promotion is available, then triple
their wage from that point forth. Another promotion comes at 90%, which yields five times the wage listed
below.
Common Employed Professions
Profession

Wage

Ass. Skill

Acolyte

Standard

Caravneer

90

Drive Vehicle

Courier

110

Ride

Entertainer

50

Sing, Dance or Play

Fisherman

90

Boat

Guildsman

130

Craft

Hunter

90

Track

Jeweller

160

Evaluate

Mistress

200

Courtesan(must
have APP 16+)

Priest

Good

Royal Taster

150

Scent/Taste
If the roll is a fumble theres a 5%
chance of death

30

Solider/Guard

100

Weapon Attack

Trader

130

Bargain

Illegal Activities
A character engaged in illegal activities is trying to earn money by nefarious means. They tend to give
slightly higher rewards when it comes to earning money, but can also have lower returns. Moreover, theres
a chance of getting caught! But the best thing about doing things illegally is that the time commitment is
lower (as laid out above).
The mechanic works as with self employed professions (see below). The character picks a job, and rolls to see
if they have a chance of that job coming up. They lose 1d3x10% of their time if this is their first attempt that
round and 1d6x10% of their time if its their second. If this takes them to more than 100% time commitment then
they cannot roll.
If the job is unavailable, then nothing happens. If a job is available they roll the associated skill, compare
the success level with the multiplier and multiply that against the base value. They then get that amount
(unaltered from the amount of time spent doing the job, unlike self employed professions).
If the roll is 96-00 then there is a chance that they have been caught by the authorities. An area will either
be Lawful or Unlawful. A Lawful area if one with low crime and corruption and the means to prevent crimes
(say a city like Syran). An Unlawful area is one where this isnt the case (such as a rural village or a city
like Azilos). If you are in a Lawful city then you have a chance of being caught on a 96-00, whereas if you
are in an Unlawful city you have to Fumble.
To see whether you are caught, roll the skill again with a - 20 modifier if the character is in a Lawful area. If
they succeed, they escape. If not, they have been caught and is hauled off to jail. The effects of this depend
upon the campaign and the laws of the society the character finds themselves in but probably arent great.
Not in a city?
All of this assumes the character is in a city. If they are not in a city its harder to do illegal things. The
GM should modify the chance of the job coming up by (burgling in villages can be tricky!) and, if the
area they are in isnt as affluent, cut the base value by or more.
Similarly, in a richer city, there might be a modifier to the base value say 120% of it.
Base Wage Multiplier based on Skill Roll
Professio
n

% Job

Ass. Skill

Assassin

10

Assassinate/Garrotte

Burglar

60

Charlatan

Base

Fumble

Fail

Normal

Special

Critical

2d4x100

Sneak

5d6x10

60

Fast Talk

4d6x10

Femme
Fatale

70

Seduction

3d12x10

Fence

50

Bargain

1d6x50

Hired Thug

20

Any weapon attack

1d3x100

Horse
Rustler

15

Ride

1d3x100

Wage

31

Lock pick

10

Devise

5d6x10

Opportunist
burglar

20

Dodge/Jump/Climb

6d6x10

Pickpocket

60

Slight

5d6x10

Poisoner

40

Alchemy

1d3x100

Self-Run

25

Any weapon attack or


Fast Talk

3d6x10

20

Disguise

6d6x10

Protection
Racket

Underworld
Disguise
Artist

Self Employed Professions


Self-employed characters first have to find work. In some cases this is easy anyone can fish or hunt. In
other cases this isnt the case. To simulate this, the character spends
10% of their time looking for the job. They select the job, make the roll, and if successful they get it. They
then choose how much time to devote to that job (where the 10% they spent looking for it can count towards
that amount). If they fail then they can go looking for another job, costing another 10% of time, if they wish.
They must then make a roll on the skill appropriate to that profession, roll the base value and match that
against the multiplier of their success level. They then get, of that value, a percentage equal to the time they
spent on that job.
A character can spend multiple times seeking out the same job. So they can spend 10% trying to be a
guard, fail, and spend another 10% trying to be a guard etc.
Not in a city?
All of this assumes the character is in a city. If they are not in a city its harder to find certain work. The
GM should alter the chance of getting a job in that case. Similarly, in certain areas the chances of certain
jobs may increase (for instance, in the Camp of Bards one can always get a job as a bard

32

Profession

Chance of
Getting a
Job

Self Employed Profession Table


Base Wage Multiplier Based on Skill Roll
Base Wage Fumble
Ass. Skill
Fail
Normal
Special
Critical

Alchemist
Bar fly
Caravaner
Courier: Foot
Courier: Horse

30
10
70
60
60

Alchemy
Seduction
Drive
Running
Ride

Crafter
Docker
Engineer
Entertainer:
Acrobat

50
50
20
60

Craft
STRx5
Devise
Acrobatics

Entertainer: Bard,
Dancer, Singer

70

Entertainer:
Magician
Fisherman
Guard
Healer
Healer
Hunter
Oyster Catcher
Prostitute
Rain Dancer
Rare
goods
dealer

65

4d6x10
2d10x10
3d6x10
3d6x7

0
0
0
0
0

2/3
0
2/3
1/3
1/3

1
1
1
1
1

2
2
2
2
2

3
3
3
4
4

3d6x10
5d6x10
5d6x10
2d8x10

0
0
0
0

1/5
1/3
0
0

1
1
1
1

2
1
2
3

4
1
3
4

Entertain

2d8x10

Sleight

2d8x10

3d6x15
(owns a
horse); 3d6x5
(if not)

100
60
80
50
100
100
50
40

Boat
Spot
First Aid
Cure Disease
Track
Swim
Courtesan
Ceremony

5d4x10
2d8x12
3d6x10
6d6x10
3d6x10
3d6x7
3d6xAPP
0

0
0
0
0
0
0
0
1

2/3
2/3
1/5
0
2/3
2/3
2/3
2

1
1
1
1
1
1
1
3

2
2
2
2
1.5
1.5
1

2.5
3
3
2
2
2
2

30

Evaluate

5d6x10

1/3

Sailor
Scholar
Scribe
Shaman
Ships Captain

50
50
40
40
100

Boat
Lore
Language
Spirit Dance
Boat (must own ship)

3d6x10

Solider/Guard
Trader
Translator

50
100
25

Weapon Attack
Deal
Language

3d20x2
3d6x12

7d6x10
5d6x10

3d8x10
6d6x10

7d6x10

0
0
0
0
0

2/3
0
1/3
1/3
2/3

1
1
1
1
1

2
2
2
2
2

3
3
3
3
3

0
0
0

2/3
2/3
1/5

1
1
1

2
2
2

3
3
3

Working Co-operatively
For both self-employed characters and those working illegally, characters can work together. In that case, the
money earned is multiplied by the characters engaging in the activity. The characters also get to engage in
a group roll when it comes to rolling under the skill.

Living Costs
Living costs money. The player should decide what standard their character lives at, and then has to pay
the associated cost:

Nothing: The character does nothing.


o

Cost: Nothing.

Penalty: No character who lives on nothing can research or train how could they on an
empty stomach! Any work they do will be poor quality, so half any money earned.
Moreover, they start the next adventure with 1d3 levels of long term fatigue loss that can
only be recovered after a Downtime Round of Standard living or better. This is cumulative,
so numerous Downtime rounds of living off nothing will reduce in a lower and lower fatigue.
They are also exposed to disease in the same way that Minimal living characters are.

Minimal: Character lives on the street, eating the worst food, drinking rainwater and watching their
clothes turn to rags. The character lives on handouts. This is the living standard of beggars.
o

Cost: 10 lunars.

Penalty: No character who lives on Minimal living costs can engage in any kind of physical
research or training. Any work they engage in that requires physical exertion will be of
poor quality, and they will earn only half the money. They must make a CONx5 or start the
next adventure with a level of long term fatigue loss. This will be recovered if they either
spend one Downtime Round living at at least Standard level, or if they live at Minimal level
and make the CONx5 roll that time around. As above, its otherwise cumulative. They are
also exposed to disease. If living in a city, they must make a POWx3 or face a random
disease. If living in a village or town, they must make a POWx4 or face a random disease. If
living in the middle of nowhere, they must make a POWx5.

Standard: Character lives in shared accommodation, eating acceptable food, drinking fresh water on
a regular basis and consuming adequate amounts of alcohol.
o

Good: Character is the head of the household of a shared accommodation, or lives in a small
place of their own. They eat acceptable food, supplement able by good food every now and again.
They have free access to fresh water.
o

Cost: 180 lunars.

Excellent: The character has plush accommodation, and lives on excellent food all of the time.
Water is a drink for the daytime, as they indulge in wine and fine meads every evening.
o

Cost: 40 lunars.

Cost: 1000 lunars.

Extravagant: The character isnt just paying to live, theyre paying to let everyone know how
theyre living. To live at the level of a Duke, High Priest or Magi

costs 3,000 lunars; at the level of an Archduke or Satrap it costs 10,000 lunars; at the
level of a King it costs 30,000 lunars; at the level of an Emperor it costs 100,000
lunars.The only reason to pay this would be to maintain a social standing.

Extra mouths to feed


The above only covers trying to care after oneself. If one has a wife or dependent, then multiple the
cost appropriately. In the case of children, they count as half a person each.

Purchasing Property
If a character buys a property to live in, it reduces the living costs. The cost of a house depends on
how nice it is. The amount it reduces the characters living costs by depends. Each level of house is
listed with a value. If the character tries to live at a level higher or equal to their level, they reduce the
amount to live at that standard by that value. If the character tries to live at a level lower than that
value, reduce the amount they have to pay by the value listed with the house of that level. In both cases
where a character tries to live at a different level, do bear in mind that their property is, one way or another,
out of kilter with that lifestyle.
A property can support a certain number of people, granting them the benefits attached to that property. The
number of people this can be done for is given in the Fits column. If less people than that number live there,
there is no additional benefit.
These values are only examples. Obviously prices vary depending upon where you are.
Property Costs
Level

Description

Cost to Buy

Value

Fits

Minimal

Leaky

250

basement of a
shit house
Standard

Normal house

3000

20

Good

Posh House

11000

80

Excellent

Small mansion

150,000

400

Extravagant
(Duke)

Extensive
estate

1,000,000

1600

15

Extravagant
(Satrap)

Small palace

6,000,000

6000

25

Extravagant
(King)

Palace

10,000,000

18000

40

Downtime Actions
A character will end up with some spare time during downtime i.e. time not devoted to either their cult duties
or position. What they choose to spend their spare time on may vary, and will depend upon how many
Downtime Actions a character has available to him.
To determine how many Downtime Actions a character has, look at the amount of spare time they have
left over.

If a character has 0% spare time, having committed themselves elsewhere (say, a profession plus two
initiations totals a 100% time commitment) then they have no Downtime Actions. A character with 1-50%
spare time should double that number, and roll 1d100. If it is under the figure, then they get one
Downtime Action.
A character with 51-100% spare time gets one action automatically, and another one if they roll under the
amount of spare time they have available (not doubled). This represents the vagaries of their time
commitments, how many hours they manage to save for themselves, whether they can get off work early, the
random chance of a cult ceremony running short or long etc.
Even at 100% commitment a character still has a chance to eat, sleep and attend to various personal
functions (such as copulation with ones partner, cleaning etc.).
For periods less than two weeks there is a reduced chance of obtaining down time actions. Each day less then
two weeks that a character has free reduces the chance of getting a downtime action by 7%. Likewise for
characters that fine themselves free for periods more than two weeks but short of two downtime rounds or
characters that have many obligations and thus a low chance of getting a downtime action and wish to pool
their chance of getting downtime actions with the following downtime round add 7% to the chance of getting a
downtime action per additional day.

Actions

Instruction: The character seeks instruction in a given skill. See below for details.

Research: The character heads off to self-instruct themselves in a given skill. See below for details.

Business: The character attends to their business, either to generate BPs or attend to it. See
business and commerce rules below.

Woo: The character attempts to take a lover. They can either use their innate, natural sex appeal to
find a lover, or try and attract one through reputation and money. In the former, make a roll based
on Seduction; in the latter, make a roll based on Deal. If successful, the character has taken a
lover. If they succeed in five Woo actions with the same lover, they can get married to them. If
they ever fumble a Woo action, their lover leaves them. Note that Wooing is not the only way to
get a lover! But I dont see any reason for a character to be limited by the story arc in finding a
lover not every relationship in Glorantha is with a long lost princess, or magical prince, or is a
marriage based on in game political considerations etc. Sometimes a character might just want to get
married and have kids the Seduction action allows them to do that.

Relaxing: The character spends their time relaxing and socialising. This allows them to reroll natural
healing rolls, as well as regain lost LTFL from cramming.

Recuperation: This allows a character who has been resurrected to regain their fatigue levels.
Otherwise they regain only 1d10 by the next adventure.

Travelling: The character goes travelling to a nearby city or town, or maybe goes camping in the
countryside. It is one action for anywhere in the region, and two actions for a region nearby.

Indulge Addiction: Everyone likes a drink now and again. With this action, a character enjoys
many drinks. Over a short period of time. If the character has an addiction, then they must spend
their time on this action.

Instruction (Characteristics):
To increase characteristics requires two Downtime Actions devoted to instruction. Also, the character must
determine whether instruction is available. One way is to seek out instruction in their locale. Unless a

character has retained a trainer (q.v) or has institutional access (q.v.) then roll on the table below, which
indicates the chance of such Instruction being available by chance.
Unlike skills (q.v.) another character cannot teach them, nor can tomes be used as a substitute for a
person doing the instruction.
Instruction takes the form of weightlifting, exercise and bodybuilding (for STR, CON and SIZ), consuming
large quantities of food (for SIZ its the players choice whether he becomes well built or fat), training in
speed and agility (for DEX), training in critical thinking and research (INT) and general beauty treatments
and training in grace and dress sense (for APP).
A character pays the amount listed based upon their current level and it increases by one point. Each
statistic can be increased by up to three points past the base value to the species maximum. A character
can increase the statistic further than three points, but this is pretty extraordinary. A character can increase
a stat by up to two points higher than their ordinary maximum (again, never higher than the species
maximum). However, to ensure that the statistic remains at the extraordinary level they must devote a single
Downtime Action every Downtime Round to simply maintaining their increased statistic. They dont have to
pay any money, just spend the time maintaining it. If they fail to do so, it has a 50% chance of decreasing by
one point.
Siz increases are limited to 1, past 1 can affect Con or work out required (continued downtime actions)

Instruction (Skills)
Instruction involves learning skills by seeking out a source of instruction. This source might be a person (in
the case of practical skills like climbing or weapon skills) or a book (in the case of lores and magical skills).
First, the character must determine whether instruction is available. One way is to seek out instruction in
their locale. Unless a character has retained a trainer (q.v) or has institutional access (q.v.) then roll on the
table below, which indicates the chance of such Instruction being available by chance. At the GMs
discretion, the character can, if they use Instruction regularly for the same skill, not have to re- roll each
time and instead stay with the same Instructor. Cult skills are always available if the character has access
to their cult. The cost of instruction depends upon the level of skill the character has (where, if they are
getting a skill they currently have at 00% is always five times the listed cost for training it in the 01-25 range).
Finally, a character can provide their own instruction, say by getting a PC or NPC to instruct them, or
finding a tome to provide instruction. In the latter case, any character who Instructs must spend their
Downtime Action Instructing the character.
Failing to find an Instructor costs 7% of your free time.. deduct from the free time that was available and then
recalculate how many free times remain. Further downtime actions can include looking for the same skill
again.
Once a skill is past the 75% in a Tickable skill, a single increase by research or training can only occur after
a character has succeeded a experience roll.
The amount gained is as per the standard RQIII rules, either 2% or 1d6-1%.

Characters teaching other Characters skills


Can only teach to 75% of own skill
Teacher must either be 90% plus in skill or succeed at an INTx5 roll or else the time taken justs counts as a
research opportunity for the pupil

The Retainer of Trainers


Once youve found someone to instruct you on a particular skill or characteristic, you can pay to retain them.
That way, you dont have to roll every time. To retain an instructor,. Every downtime you have to pay 15%
of the training cost it would cost for someone of your skill level. If you pay it, they will be available for the
next Downtime with no roll required. As soon as you stop paying them, they cease to be available.

Institutional Access
Cults and certain other institutions (such as universities or the city guard) may make available instruction
freely for all members. In such cases, no roll is required to see if instruction is available. As a rule of thumb,
your cult will always provide institutional access to cult skills. This is not to say that they teach them free of
charge! Although certain cults may well do so, this is listed in their cult description.
Certain skill are only available from your cult. They are listed as CO (Cult Only) on the Instruction table.

Research
There is another way to learn skills (but not characteristics). Rather than seeking an instructor, the character
can try and research it themselves. In the case of weapons they spend time hacking at things; in the case
of climbing they climb things; in the case of lores they go out and look at things until they figure out how
they work etc.
At the end of the downtime action the character can make an experience check (similar to normal experience
rules) and if successful they can add either 1% or else 1d6-2 %
No character can research a skill that they have no percentage in. The exception is entirely new sorcery
spells.

Researching New Sorcery Spells


One of the listed requirements for Magushood is making spells. Making spells i.e. new, as yet unknown,
sorcerous rotes, is a complicated process. Firstly, the sorceror must purchase a laboratory of area 100
square metres minimum, and outfit it with the necessary oils, balms, magical and non-magical salves,
blessed equipment, statuettes of Malkion etc... Normally this costs, all in all, 8-10,000 lunars. For every action
spent in researching the spell to be created, the sorceror must spend 1,000 lunars to replace used
materials, as well as covering the cost of newer, more up-to-date texts.
Secondly, the spell must (obviously) be acceptable to the GM. A spell which duplicates another spell, or
combination of spells, is not acceptable. Ditto for spells that are too powerful. "Advanced" or "improved"
versions of spells are disallowed. A sorceror with Venom 50% cannot create an Improved Venom spell to
cut down the casting cost. Instead, it's called Venom 100%.
Thirdly, while researching, a sorceror must devote a Maintenance slot to the process of the spell. They
cannot use this slot, just as if a spell was "up". If the character drops this slot to cast another spell then
the research is lost and the whole process must be started anew.
If this is done then, for every 10 downtime actions spent researching (which need not be consecutively
performed, although the Maintenance slot must always be used up for research), the character has a
chance of finally creating the spell. This chance is calculated as follows:
Base chance= Character's magical bonus -10.
+5% for every minor art the character has access to.
+1% for every 20% the character has in Mythology of a sorcerous culture.

+1% for every 10% over 50 the character has in a related spell
+1% for every 500 lunars the character devotes to additional materials etc... (max. +6%). Bonus only lasts for
a single roll, and the money must be spent again for the next roll.
+1% for having another sorceror help (a sorceror can only have up to
INT/3 sorcerors helping: "Too many cooks spoil the broth..")
+1-5% for having an object to help (for example, a lightning spell would be aided by an Orlanthi artifact)
-1% for being interrupted (going on an adventure etc...)
For every roll, the player adds 1% to their chance of successful research. When the roll is successfully made,
the character gains the spell at 1d6+their magical bonus.
Once a spell has been researched it must be perfected by increasing it to 90%. If a spell is not perfected
then whenever it is cast and the roll fails, there is 10% chance of something malign and horrible going wrong.
The GM should create a table of random results, not letting the player know what is on it. For example, in the
Evoke Acid context, failure may cause all water within 10m to turn to acid, cause the caster to evoke
urine, create a soaking acid rain, or even cause the spell to cover the caster in acid!!
A sorceror can raise a spell to 90% through either normal research, or experience. A sorceror cannot teach
the spell until he has mastered, nor make a spell matrix out of it. Attempts to do so are, at best
unsuccessful and, at worst, explosive.
Instruction Table
(Skills)
Chance of Instruction

Skill

Village

Town

Small
City

Medium/
Large
City

Cost

Metropolis

0150%

51-75%

76-00%

Alchemical Lore

01

10

40

80

99

200

350

600

Assassinate

12

200

300

500

Bargain

10

60

60

90

110

550

900

Boat

40

60

97

99

99

70

200

400

Ceremony

CO

CO

CO

CO

CO

100

300

650

Climb

30

50

80

99

99

70

250

600

Conceal

20

40

65

98

99

110

300

650

Craft

25

65

99

99

99

100

200

400

Devise

10

20

40

150

600

1000

Disguise

150

600

1000

Dodge/Tumble

10

60

60

98

150

450

800

Drive

30

70

98

100

300

650

Enchant

CO

CO

CO

CO

CO

100

300

650

Escape

150

600

1000

Evaluate

20

50

98

100

350

600

Fast Talk

10

30

150

400

700

First Aid

10

30

70

98

80

300

600

Hide

20

40

65

98

99

110

300

650

Jump

10

30

60

95

99

80

200

550

Language
(common)

15

40

95

99

99

80

200

600

Language (rare)

01

01

05

10

15

250

500

900

Language
(uncommon)

01

10

20

40

75

150

350

700

Listen

10

40

80

99

100

250

600

Lore

20

80

99

99

100

300

700

Martial Arts

01

10

30

70

99

150

300

750

Orate

10

40

80

99

80

200

650

Play instrument

25

70

99

99

80

200

700

Ride

10

40

98

99

99

80

200

650

Running

10

35

75

99

99

80

200

600

Scan

10

40

80

99

100

250

600

Search

10

40

80

99

100

250

600

Seduction

10

25

50

75

110

300

700

Sense Motive

10

30

150

400

700

Shiphandling

40

60

97

99

99

70

200

400

Sing

25

70

99

99

80

200

700

Sleight

10

20

35

110

400

800

Sneak

35

65

75

85

80

250

550

Sorcery Spell

CO

CO

CO

CO

CO

100

300

650

Summon

CO

CO

CO

CO

CO

100

300

650

Swim

30

80

25

25

35

80

200

450

Throw

10

30

60

95

99

80

200

550

Track

20

35

50

50

70

80

200

450

Treat
Disease/Poison

120

400

1000

Ventriloquism

10

20

35

110

400

800

Weapon (cultural) 5

25

75

99

99

100

400

650

Weapon (noncultural)

15

25

125

500

780

Instruction Table

(Characteristics)
Stat
STR
CON
SIZ
INT
DEX
APP

Chance of Instruction
Village

Town

1
1
1

Cost given current level of characteristic

Medium/Large
City
55

Metropolis

10

Small
City
30

1-3

98

1500

10
7

30
25

55
55

98
80

1600
300

1
1

5
10

20
30

55
55

95
98

3000
1200

10

25

50

3500

4-8

9-12

13-16

17

18

19-22

23-30

31+

800

1000

2000

3000

4250

5000

6000

6500

800
750

1000
1000

2000
2400

3000
3000

4250
4300

5000
5000

6000
6000

6500
6500

1500
1000

1000
1000

2000
2200

3000
3000

5000
4500

7000
5000

8000
6000

8000
6500

1500

1000

1400

1600

1800

2500

3500

4500

Business and Commerce


You can also make businesses during downtime!

Business Points
BPs are used to set up a business and to move your business to another level. To get BPs, you must devote an
action to it during a Downtime Round. You can make a Bargain roll to get 1 BP (spcl for 2, critical for 3; fumble
loses 1d6)

Making a New Business


You must build up the required non-liquid assets (given on the chart below) which varies depending upon whether
you set up a risky business, a normal business or a safe business. A risky business would be a hedge fund or something
blackmarket, a normal business would be a merchant caravan or a warehouse, whilst a safe business would be
something like making money off of land ownership. You then need 4 BPs and youre away. Spend them, and
you become a level 1 business.

Spending BPs
To get from the level of business you are at to the next level costs BPs. Thats given on the following chart. You
also, in addition to BPs, need an amount of money to invest as a non-liquid asset. Further,Moving levels might
involve an in game element to be fulfilled. If youre moving to a level 4 blackmarket business, you cant just do it
you first need to displace the crime boss. If youre moving to a level 6 mercantile business, you need to watch
out for the competition getting pissed off with you, if you move to a level 7 land based business, expect
the Emperor to take an interest in your affairs.
The non liquid assets accumulate , the BPs listed are the number that must be accumulated before you can
progress to the next level at which point the count would reach zero again.

Attending to your business


A business needs to be tended to. This takes a Downtime Action. It is a different action to generate more BPs. If
you dont devote a DA to it, then your profit roll is at -25%. This means that to grow a business you either have to
stop paying attention to it or spend 2 DA.
You can buy management in. This gives an extra 25% of time, as long as one of your DA is spent on the business.
th
This costs 1/20 of the non-liquid assets required for a business of that level per Downtime action.
Level

Example of a business at that


level

BPs
to next
level

Profit
Base

Land
Based

Merchant
Based

Black
market

Rented
Room

Stall

Pick
pocket
racket

Rented

Shop

Protectio

Non-Liquid assets required


Risky

Normal

Safe

50

400

500

750

100

1,200

1,500

2,000

House

n racket

Small
estate

Successf
ul shop

Successf
ul fence

200

3,500

4,000

6,000

Large
estate

Multiple
shops

Crime
boss

400

8,000

10,000

15,000

Numerou
s

Mercantil
e House

Very
successf
ul crime
boss

1000

15,000

18,000

30,000

King of
thieves

20,00

25,000

30,000

50,000

large
estates
6

Major
noble

National
mercantil
e house

County
wide
estates
and tax
revenue

Region
wide
Mercantil
e house

10

3,000

40,000

50,000

80,000

Large
county

Secretly
you own
most
things

11

5,000

125,000

150,000

250,000

Lunar
Satrap

Basically
you own
every
business
in the
country

12

12000

350,000

400,000

600,000

10

King

20

35000

750,000

1,000,00
0

1,500,00
0

11

Emperor

110000

3,000,00
0

5,000,00
0

8,000,00
0

Profit Rolls
Every Downtime Round, at the end, make a Bargain roll which affects the Profit Roll. If it succeeds, the Profit Roll
gets no modifier, if it fails it gets -10%, if it fumbles it gets -25%, it if specials it gets +10%, if it criticals it gets
+25%, if it supercriticals it gets +40%, if it hypercrits it gets +80%. The character can also gamble before making
the Bargain roll. If they so gamble, the results of the Bargain roll are doubled, good or bad. Now roll on the Profit
Table. Take the number that results and multiply it by the Profit Base. Thats how much Liquid Assets the character
receives or must lose.
If a company loses money from the profit roll and there arent enough liquid assets to pay it off (i.e. the character just
dont have the cash) triple the amount remaining and remove it from the Non-Liquid Assets. If this causes the company
to fall a level, note that. Then make a Bargain roll, at -30 if the company moved a level. If successful, the company stays
afloat (although lose all BPs you currently have). If not, then not it collapses and everything is lost. If a company
scores a collapse result then a Convince roll at -20 can put this off. In the next adventure the character has to raise the
funds. Otherwise, during the next Downtime, at the very start before making profit rolls or downtime actions for more
business, the business goes bust (lose everything in that business). The amount that must be paid back is equal to double
the amount owing in the first place, not simply the amount owing and not the triple cost that the non-liquid assets took.
If it is paid back, those non-liquid assets dont come back theyre gone.

Liquid Assets
Liquid assets are just, in lunars, the cash in the owners pocket. The owner can record this on their character sheet it
really is just theirs to do with what they will. When someone says liquid assets they just mean what dosh you have.
One can convert liquid assets into non-liquid assets on a 1:1 basis.

Non-Liquid Assets
Non-liquid assets cannot be used just like money, nor can money lost from Profit Rolls be taken from Non- liquid assets
it is, after all, unsold inventory and buildings, stocks and long term investments. The only way to concert Non-liquid
assets into liquid assets is to spend time and effort doing so. The owner makes the decision to sell, and how long itll take
to receive the money. The results of a Bargain roll adjusts the ratio they get:
The owner can decline the result if they so wish, not sell, and keep it as non-liquid assets. They can only attempt to sell
once every downtime round. If sold, the non-liquid assets vanish immediately. If this causes your business to lose a level,
the character must make a Bargain roll at -20 or their next profit roll is at -25. Further, whether or not the Bargain roll is
made, all BPs are lost as well.
Profit Modifier
-10 plus exploding 2d10

Risky Business
01

Modified 1d100 roll


Normal Business
Less than 01

-6 plus an exploding d6

02

01

01 (roll 1d6, on a 1 apply


this result, on a 2+ apply
the next row)

-5
-4
-3
-2
-1
-0.5
0
0.5
0.8
1
1.2
1.5
2
2.5
3
4
5
5 plus an exploding d6

03-04
05-07
08-14
15-20
21-26
27-35
36-43
44-48
49-53
54-60
61-64
65-68
69
70-76
77-82
83-86
87-90
91-00

02
03
04-08
09-14
15-18
19-24
25-35
36-39
40-44
45-75
76-81
82-87
88-91
92-94
95-96
97-98
99
00

-02
03-04
05-07
08-11
12-15
16-24
25-35
36-50
51-80
81-90
91-95
96-98
-99-00
More than 00
---

Result
Fumble
Fail
Normal
Special
Critical
Supercrit+

Sell this round


1:0.1
1:0.2
1:0.5
1:0.8
1:1
1:1.5

Sell
round
1:0.2
1:.0.5
1:0.8
1:1
1:1.2
1:1.75

Liquidising Assets
Table
next Sell in 2 rounds
1:.4
1:.6
1:0.9
1:1
1:1.2
1:2

Safe Business
Less than 01

Sell in 3 rounds
1:.5
1:.75
1:1
1:1
1:1.25
1:2

Sell in 4 rounds
1:.5
1:.8
1:1
1:1
1:1.4
1:2.2

Downtime Activities Record Sheet


Character

Cash (Not on hand)


Cash Location

Cult

Cult leader name

Cult commitments

Cult Holy Days

Motivations

Goals

Profession

Living Standards

Income

Living Costs

Residence

Trainers retained

Long Term Injuries

Ongoing Projects
Project

Time commitment / remaining

Project

Time commitment / remaining

Project

Time commitment / remaining

Business

Non-liquid assets
Notes

BPs to Next Level

Combat
Shooting into Melee
Shooting into a melee is dangerous only if there are moving combatants with in 1 m of the Line of sight of the
missle attack, also continuing past the target.
The chance of hitting an allied target is 50%the chance of hitting the target. The %0% is then split above and
below the chance to hit the target (so it is possible to miss the intended target .. i.e. roll over, but still hit an
unintended target)
e.g. Skill 50%
Critical 01-03
Special 04-10
Hit 11-38
Hit Ally 39-62 25% of 50% =12 so 50-12 until 50 +12
If more than one ally possible to hit, randomly determine
If roll lies within % for hitting unintended target then roll missle weapon skill /2 to pull the attack (still lose SR)
Determine first the random target.
Siz effect ? For each 5 siz greater than 10 Siz difference between ally and target 10% to percentage chance
to hit ally

Using a similar untrained weapon


Using a weapon similar to the weapon you are already skilled in:
(Current skill in trained weapon base of that weapon Attack or Parry bonus)/3 + new base + skill bonus
(Attack or Parry)
Any gains through experience in the new skill are applied to the new skill only

Feinting Attacks
If declared before attack then the attacker can attempt a feint attack and in doing so reduce their attack skill
and the same amount is taken from the defenders parry or dodge skill.

Knockback with Impaling weapons


Use target Siz x2 when calculating distance of knockback. Impale result has a risk of attacker losing grip of
weapon attacker rolls Attacker STR vs Target Siz. If fails then the weapon is knocked back with the weapon if
it succeeds then there is no knockback

The Combat Round


Declaration of Intent

Done in reverse INT order

Only necessary to declare what you are doing up until SR5 or 1 st action

Changing what your first action is before it happens or changing actions before SR 5 brings a penalty
of 3SR added onto the normal SR cost of the new action. A 1.5m step move by a melee opponent can
also be responded to, regardless of declaration

Moving and Attacking


Full Round Action

A full round attack allows 2 of A%/P%/D%

Full round disengage action. If you only dodge or parry for a full round of melee and declare you are
attempting to disengage, then on the following turn you may move from your current (but may provoke
attacks of opportunity if leaving another threatened space) threatened space and move as normal.

You may attack with a second weapon (Main Gauche or Shield) if you did not parry or dodge at 3 SR
after your first attack.

You may parry twice (but not with the same weapon in the same SR) if you do not attack or dodge

You may move during such a round (start moving the SR after DEX SR)
but
You must have SR sufficient remaining in your turn for full DEX SR + SIZ SR + WEAPON
SR cost of attack
or
If moving after you attack you must have sufficient SR remaining for DEX SR + each SR of
desired movement. Mover may be subject to Attacks of Opportunity.

Attacking/Defending while moving


Attacking/Defending while moving during the same round

Allows only 1 of A%/P%/D%

If moving first then start moving the SR after DEX SR

Attack then takes up WEAPON SR + SIZ SR

If attacking first, then attack at DEX SR + SIZ SR + WEAPON SR, move movement rate in
metres for each following SR. Mover may be subject to Attacks of Opportunity

Attacker attacks at 10% (but not parrys or dodges)

Charging

2 FP cost

Can move at Speed x2

Requires at least 2 SR (normal move) straight movement before attack

+10% attack bonus

Defender also gets +10% attack against charger in the same round

Mounted Combat

Movement costs for mount and rider are paid for by the mounts SR

Each SR that involves the mount changing direction by more than 45 costs an SR extra. Turning the
mount around on the spot costs 2 SR.

The first SR that a mount moves it can only move at 1/2 movement rate

When fighting from a mount reduce attack 10%, except lance. Attack skill when fighting from a mount
is capped by ride skill, except for lance, which cannot be more than twice ride skill.

Mounts are either Riding , Cavalry or War mounts.


A normal riding mount will not attack, although a riding character should be able to make it trample a prone
opponent, if it has such an attack, on a ride check. with reduced damage of one die less than its usual.
A saddle adds +10% to ride skill
A Cavalry mount will attack if a roll under the riders ride skill is made,. If an opponent is knocked prone then a
trample attack can also be made 3 SR later if the rider makes another ride check and sufficient SR remain. If
the opponent is already prone then only the trample attack is made.
If a riding or cavalry mount is injured the rider will have to make a roll (+10% for cavalry) to stay on its back or
be thrown.
A warhorse will attack a foot soilder once per round or will attack another mounted troop upon successful skill
roll, trampling as per Cavalry unless this is its only attack in which case no ride skill check is needed
Mounted animal attacks take place on the appropiate SR of the animal or SR + number of rounds moved if
combined with movement. If not enough SR are left in round for attack then attack does not take place in that
round.

Attack of Opportunity

Threatened Space
You threaten the space into which you can make a melee attack, i.e. everything in your reach
(considering SIZ and weapon reach) adjacent to your space and consistent to your facing.

The follow actions (and other similar actions decided upon by the GM) provoke an attack of opportunity
from opponents
o

Move out of a threatened space without using a disengage special effect or full round action

Attack (ranged)

Stand up from prone

Retrieve a stored item

Sheathe a weapon

Pick up an item

Move a heavy object

Load a crossbow

Use First Aid

Drink a potion or apply an oil

Light a torch

Read a scroll

Use a touch Spell on anyone other than a yourself or the opponent

Who can attack?


Each round all combatants, in addition to their normal attacks or parrys may either
carry out one attack of opportunity or attempt to parry OR dodge one attack of
opportunity. The attack costs no SR and happens immediately.
Avoiding attack of opportunity
There are three methods of avoiding such an attackthe 1.5-metre step, the full round
disengage action (see Full Round Action above) and the disengage special effect.
1.5m step

Moving only 1.5m or less in a round move doesnt provoke attack of opportunity, but
opponents should always be able to respond in kind likewise with another 1.5m
movement, even if they did not declare such movement initially.

Surprised

Being surprised means acting 3 SR later in round, GM decides what constitutes being surprised

Drawing/reading weapons
Dropping weapon/drawing another weapon

3SR

Drawing Sword/ Reading shield

6SR

Drawing Sword + dagger (if in easy


accessible locations)

3SR

Putting arrow in bow

3 SR

Getting bow and putting arrow in bow

6 SR

Stringing bow

10 SR

Moving and reading weapons is usually possible at same time

Morale and Healing Checks


Morale checks
Morale checks are made whenever a unit of enemies suffers 50% casualties. Every time half their unit is lost,
they make another check: so they make check at then at etc. If the check is failed, the unit withdraws.
The gamesmaster must decided whether it is a retreat or a rout.
Morale
Afraid

Example

Cautious

people who began combat crapping their


pants.Broo;untrained bandits.

Enemies under certain magical effects;

Morale Check
10%
25%

Brave

Levy; badly paid guardsmen.

50%

Courageous

A band of warriors, people defending their


homes and territory
Brithini
warriors;
Hoplites; Mostali Iron Dwaves

75%

Resolute

95%

Healing Checks
When an NPC is next to a downed ally, one who if healed the next round will live but not rejoin the right, there is a chance that
they will attempt to heal them if they have the correct magic. The following lists example chances:
Loyalty Example
Bastards Broo;
Selfish

disorganised bandits; people who arent allied 10%

Bandits; trollkin. 25%

Dependable

Loyal

Health Check

Levy; guardsmen. 50%

A band of warriors; Hoplites. Ardent

Brithini warriors;close family members 75%

Dodge against missiles weapons


Dodging against missile attacks takes an entire melee round and is used against a single opponent and a
minus of -10% on the dodge skill value.

Special Effects
Whenever opponents engage in a Differential Roll of their respective fighting skills (Attack VS Parry or Attack
VS Dodge) any resulting difference in success levels indicates an opportunity for Special Effects to occur. This
reflects one combatant manoeuvring his opponent into a disadvantageous situation which can be exploited
using a cunning trick or tactic.

Differential Levels of Success

Defenders Roll

Attacker-s Roll

Critical
5%

Critical

Exceptional

Special

5%

10%

20%

Attacker
normal
damage- parry
weapon AP.
Dodge
succeeds

Attacker normal
damage- parry
weapon AP. Dodge
succeeds Defender
gets 1 SE

Attacker normal
damage- parry
weapon AP.
Dodge succeeds
Defender gets 2
SE

Attacker normal
damage- parry
weapon AP.
Dodge succeeds
Defender gets 3
SE

Defender gets
3 SE

Attacker normal
damage- parry
weapon AP. Dodge
succeeds

Attacker normal
damage- parry
weapon AP.
Dodge succeeds
Defender gets 1
SE

Attacker normal
damage- parry
weapon AP.
Dodge succeeds
Defender gets 2
SE

Defender gets
2 SE

Attacker normal
damage- parry
weapon AP.
Dodge succeeds

Attacker normal
damage- parry
weapon AP.
Dodge succeeds
Defender gets 1
SE

Defender gets
1 SE

Attacker normal
damage- parry
weapon AP.
Dodge succeeds

Exceptional

Attacker gets
1 SE +

10%

(normal
damage- parry
weapon AP).
Dodge fails
Special

Attacker gets
2 SE +

20%

Attacker gets
1 SE +

(normal
damage- parry
weapon AP).
Dodge fails
Success

Attacker gets
3 SE +
(normal
damage- parry
weapon AP).
Dodge fails

(normal damageparry weapon AP).


Dodge fails
Attacker gets

Attacker gets

2 SE +

1 SE +

(normal damageparry weapon AP).


Dodge fails

(normal damageparry weapon


AP). Dodge fails

Failure
(on Fumble
roll on
fumble table)

Attacker gets
3 SE+
normal
damage

Success

Failure(on
Fumble roll
on fumble
table)

Attacker gets

Attacker gets

2 SE.+

1 SE.+

Attacker gets 1 SE
against unresisting
and motionless
target.

normal damage

normal damage

normal damage
SE = Special Effect, AP = Armor Points. On Dodge fumble the attacker gains an extra special effect (to maximum of 3)
If any Special Effects are won during an exchange, they must be selected before Damage and Hit Location, if any, are
rolled.
Special Effects Table
Special Effect

Offensive

Defensive

Specific Weapon Type

Specific Roll

Stackable

Arise

Bash

Blind Opponent

x
Shields or Bludgeoning
x

Exceptional or
better

Bypass Armour

Exceptional or
better

Choose
Location

For Ranged
weapons
Exceptional or
better

Chop

Circumvent
Parry

Close Range

Compel
Surrender

Damage
Weapon

Disarm
Opponent

Enhance Parry

Slashing weapon
Exceptional or
better

Target helpless,
wounded or prone

x
x

Exceptional or
better

Entangle

Entangling Weapons

Flurry

Unarmed

Grapple

Unarmed

Impale

Impaling Weapons

Intentional
Knockback

Kill Silently

Maximise
Damage

x
Small Weapons

Roll under
Assassination skill
Exceptional or
better

Open Range

Overextend

Opponent
Press
Advantage

Rapid Reload

Exceptional or
better
x

Slip Free

Stand Fast

Exceptional or
better

Stun Location

Bludgeoning Weapons

Sunder

Two Handed Weapons

Take Weapon

Trip Opponent

Withdraw

Unarmed

Special Effect Descriptions


Arise
Allows the defender to use a momentary opening to roll back up to their feet.

Bash
A bash attack by a crushing weapon replaces normal damage bonus with maximum damage bonus and normal bonus
damage in addition to normal damage. Defender is thrown backward 1m per 5 points of damage (regardless of what gets
through AP or magic, and SIZ) and must make a DEX x 5 roll for each meter he is knocked back or fall on the floor. If the
knockback distance is interrupted by a hard obstacle, the knocked takes 1D6 damage to a random location per meter
further he should have travelled

Blind Opponent
On an Exceptional or better the defender briefly blinds his opponent by throwing sand, reflecting sunlight off his shield, or
some other tactic which briefly interferes with the attackers vision. The attacker must make an opposed roll of his Dodge
skill (or Weapon parry if using a shield) against the defenders original parry or dodge roll. If the attacker fails he suffers
the Blindness situational modifier for the next 1d3 turns.

Bypass Armour
On an Exceptional the attacker finds a gap in the defenders natural, worn or magical armour. If the defender is using a
combination of armor types, then the attacker must decide which is bypassed. This effect can be stacked to bypass more
than one type of armor.

Choose Location
When using hand-to-hand melee weapons the attacker may freely select the location where the blow lands, as long as that
location is normally within reach. If using ranged weapons Choose Location is a Exceptional Success only, unless the
target is within close range and is either stationary or unaware of the attacker.

Chop
Slashing weapons only, does twice bonus damage plus normal weapon damages. The blow may sever a limb if
the damages exceed twice the HP of the location. Defender is thrown backward 1m per 5 points of damage
(regardless of what gets through AP or magic, and SIZ) and must make a DEX x 5 roll for each meter he is

knocked back or fall on the floor. If the knock back distance is interrupted by a hard obstacle, the knocked takes
1D6 damage to a random location per meter further he should have travelled

Circumvent Parry
On an exceptional the attacker may completely bypass an otherwise successful parry.

Close Range
Permits the character to automatically change the engagement range between himself and his opponent, so that they end up
at the Range favoured by the shorter weapon

Compel Surrender
Allows the character a chance to force the surrender of a helpless or disadvantaged opponent; for example
someone who has been disarmed, is lying prone unable to regain his footing, has suffered a serious (or worse)
wound, and so on. Damage is not inflicted on the target, they are only threatened. Assuming the target is
sapient and able to understand the demand, the target must make an opposed roll of POW +INT x2 against
the original attack or parry roll. If the target fails, they capitulate. Games Masters may wish to reserve Compel
Surrender for use against non-player characters only.

Damage Weapon
All damage done that exceeds the AP value of the weapon is removed from the weapons AP

Disarm Opponent
Match rolled damage against the STR of the target user (or STR x1.5 if the weapon is a 2 handed weapon) on the
resistance table. If the attack succeeds, the target weapon is knocked from the users hands and flies away a distance equal
to the difference in meters equal to difference between the damage rolled and the strength (if the STR is greater, the
weapon lands at his feet)

Enhance Parry
On an Exceptional or greater the defender manages to deflect the entire force of an attack, no matter the Size of his
weapon.

Entangle
Allows a character wielding an entangling weapon, such as a whip or net, to immobilise the location struck. An entangled
arm cannot use whatever it is holding; a snared leg prevents the target from moving; whilst an enmeshed head, chest or
abdomen makes all skill rolls one grade harder. On his following turn the wielder may spend an Action Point to make an
automatic Trip Opponent attempt. An entangled victim can attempt to free himself on his turn by either attempting an
opposed roll using Brawn to yank free, or win a Special Effect and select Damage Weapon, Disarm Opponent or Slip
Free.

Flurry
An unarmed creature or attacker can make an immediate follow-up attack using a different limb or body part, without
needing to wait for its next turn. A human attacker might follow up a punch to the abdomen with a knee to the face for
example. Further flurries cannot repeat already used limbs.

Force Failure
Used when an opponent fumbles, the character can combine Force Failure with any other Special Effect which requires an
opposed roll to work. Force Failure causes the opponent to fail his resistance roll by default thereby automatically be
disarmed, tripped, etc.

Grapple
The attacker successfully catches a foes random hit location. The attacker can attempt to immobilize the limb grasped or
throw in the following melee round. To immobilize the attacker must succeeded in a STR vs STR roll on the resistance
table to throw a foe the attacker matches STR + DEX vs SIZ and DEX

Impale
An impale by a thrusting weapon does twice normal weapon damage plus damage bonus. Any magical addition is only
counted on the first roll. Weapon is stuck in target unless attacker can roll less than twice his Special attack chance (<40%
of his skill value) 3 SR later. Note that trying to remove a weapon count as one of the attacker's round's action. Regardless
of dice rolled, the weapon will be free after 5 attempts have been made. Impaled defenders takes weapon damage/SR to the
location each round they move (even 1m) while impaled because the extruding weapon is catching on nearby obstacles,
quivering in and widening the wound. A weapon whose attack is an Impale result, which is partially or completely parried
by a shield, is stuck in the shield. If the weapon has an ENC of more than 2 or if the impaler is still clutching the weapon,
the shield is useless until the weapon is removed. If the weapon has an ENC of 1 or 2, the shield can be used at half its
normal percentage.

Intentional Knockback
Player with special effect compares on resistance table STR + SIZ vs SIZ + DEX of target, if the Roll succeeds
the target is knocked back the same distance as if the STR + SIZ of the attacker were weapon damage
(reduced by the SIZ of target) If the resistance roll is a special success the target is knocked back ignoring siz.
If it is a critical success then the target also loses any weapon he is holding (except for a shield or similarly
strapped weapon)

Kill Silently
Restricted to those trained in the Assassination skill. The roll for the attack must be also below the assassination skill. It
allows the attacker to neutralise a victim in complete silence, covering their mouth or grasping them about the neck whilst
simultaneously stabbing, cutting or garrotting them. This prevents the victim from crying out or otherwise raising an alarm
for the entire round. Kill Silently can only be used on a surprised opponent and only on the first attack against them.

Maximise Damage:
On an Exceptional the character may substitute one of his weapons damage dice for its full value. For example a Hatchet
which normally does 1d6 damage would instead be treated as a 6, whereas a great club with 2d6 damage would instead
inflict 1d6+6 damage. This special effect may be stacked.
Maximise Damage does not affect the Damage Modifier of the attacker, which must be rolled normally.

Open Range
Permits the character to automatically change the engagement range between himself and his opponent, so that they end up
at the Range favoured by the longer weapon.

Overextend Opponent
The defender sidesteps or retreats at an inconvenient moment, causing the attacker to overreach himself. Opponent cannot
attack on his next turn. This special effect can be stacked.

Press Advantage
The attacker pressures his opponent, so that his foe is forced to remain on the defensive and cannot attack on their next
turn. This allows the attacker to potentially establish an unbroken sequence of attacks whilst the defender desperately
blocks.

Rapid Reload
When using a ranged weapon, the attacker reduces the reload time for the next shot by half (round down). This effect can
be stacked.

Slip Free
The defender can automatically escape being Entangled, Gripped, or Pinned.

Stand Fast
The defender braces himself against the force of an attack, allowing them to avoid the Knockback effects of any damage
received.

Stun Location
The attacker can use a bludgeoning weapon to temporarily stun the body part struck. If the blow overcomes Armour Points
and injures the target, the attacker must make an opposed roll of the damage inflicted against the original HP of the
location. If the attacker succeeds, then the Hit Location is incapacitated for a number of turns equal to the damage
inflicted. A blow to the torso causes the defender to stagger winded, only able to defend. A head shot renders the foe
briefly insensible.

Sunder
The attacker may use a suitable two handed weapon to damage the armour or natural protection of an opponent. Any
weapon damage, after reductions for parrying or magic, is applied against the Armour Point value of the protection.
Surplus damage in excess of its Armour Points is then used to reduce the AP value of that armour(ed) location ripping
straps, bursting rings, creasing plates or tearing away the hide, scales or chitin of monsters. If any damage remains after the
protection has been reduced to zero AP, it carries over onto the Hit Points of the location struck.

Take Weapon
Allows an unarmed character to yank or twist an opponents weapon out of his hand. The character must roll on the
resistance table. The roll matches the characters DEX and STR against his opponent. If the target loses, his weapon is
taken and from that moment on, may be used by the character instead. Unlike Disarm Opponent the size of the weapon is
largely irrelevant However, the technique only works on creatures of up to twice the attackers STR

Trip opponent
The character attempts to overbalance or throw his opponent to the ground. The character must roll on the resistance table.
The roll matches the characters DEX and SIZ against his opponent. If the character succeeds, the opponent falls prone.

Withdraw
The defender may automatically withdraw out of reach, breaking off engagement with that particular opponent

Fatigue
Fatigue due to lack of sleep, and over exhursion is represented by increased Enc, this is not real ENC but
represents the accumulated exhaustion of the character.
For each day of missed sleep roll 1d6 and add to ENC (record as a separate item named Exhaustion.
Characters can also receive extra Long term Fatigue ENC through living in poverty or when starving (see
downtime) or when sick that can only be recovered when the character starts living better/eats/recovers.
Both Exhaustion and long Term Enc count as normal Enc in terms of reducing Fatigue and having an effect on
some skill rolls
Sleep of at least 5 hours. Allows a character to remove 1d6 Exhaustion Enc.
Modifiers to removing Exhaustion Enc
-1 attacked during the night, or repeatedly woken up.
-1 sleeping rough in bad conditions (like it rains, or its very cold)
-2 sleeping in awful conditions (thunderstorm)
-4 sleeping in intolerable conditions (earthquake)
-2 sleeping in light armour
-4 sleeping in medium armour
-4 sleeping in heavy armour (must also make a CONx3 or lose a LTFL)
If the result is a minus add the value to the exhaustion rather than subtract.
When Fatigue is below 0 DEX SR is +1
For each point that FP is below 0 subtract 1 from all skill rolls
On a given day if FP goes below 0 add an Exhaustion Enc, after one hour the characters FP goes again below
0 or remains below 0 can gain an additional Exhaustion Enc.
Characters knocked unconscious lose 10 FP and add 1d6 exhaustion Enc. Characters in shock because of
limb loss/maiming unconscious lose 10 FP, add 1d6 exhaustion Enc and 1d6 Lon term Fatigue points.
Loss of FP with activity without rest
Walking (2 points/kilometre)
Riding (1 point/kilometre)
Physical labour (1 point/30 mins)
Injury (1 point/point of damage taken)
The first 10 FP are recoverd each round, thereafter recovery is per 5 minutes
Use the Munchkin Quest wheel to record current fatigue loss for all participants in battle, if a participant
runs/charges or performs some vigorous activity, mark an extra point directly off their FP track. If a participant

rests or has not yet entered a combat either add an extra point of FP recovery or else track FP separately or
else re-adjust all current participants FP tracks and start again
When calculating skill reduction or DEX SR addition mentally subtract value on FP wheel from FT track value
If FP track reaches 10, readjust FP tracks and start again

Weapons
Lances

When a lance is used as a mounted weapon do not use normal damage bonus. Instead, use the
damage bonus of the mount, which replaces the character's normal damage bonus. A lance hits as it
arrives, not on a predefined SR. lances do not benefit from the usual (dis)advantages of a charge (see
above)

When the lance hits, the character takes jarring damage as it impacts. Upon impact the character must
make an unmodified Lance attack roll to see how well they take the jarring damage, if they succeed
they take 2 points less, and on a special or more they take no damage. Jarring damage is equal to the
number of dice in the damage bonus of the steed.

If a Lance impales then the lancer must let go of the lance or else roll STR vs SIZ of the target (fail, the
lance is dropped) and Lance AP vs SIZ (fail the lance breaks). If both rolls succeed then the target is
impales on the end of the lance and is carried along with the lancer.

As lances are impaling weapons use target SIZ *2 to calculate kockback distance

Knuckle Dusters:
A character who wears knuckle dusters doesn't get extra damage. What happens is they can re-roll a '1' if that's
what they get for their main damage roll (not their damage bonus). This applies for normal unarmed attacks and
boxing, but no other martial art as that uses things other than fists etc.

Harpoon
Specialised javelins can be created with barbs and a mechanism to hold a cord to turn them into harpoons.
When a harpoon impales, the character can stop the creature from moving and use slack on the cord to
compensate. This involves a STR versus STR roll every time the creature tries to escape the cord. If the roll
fails, the creature can move that SR, although the creature is still caught until the character runs out of the
rope, and it can run free. Usually this is used against dumb animals to allow them to bleed to death without
fleeing. Sentient creatures usually remove the harpoon. With a STR versus STRx1.5 the creature can reeled in
like a fish on a hook at STR/5 m/SR.

Lanterns and torches


These can be used as weapons. They come under unarmed attack. A torch inflicts 1d6 fire damage and has a
20% chance of lighting the average target on fire, theres a 25% chance it will extinguish the torch. A lantern
shatters upon striking home, inflicts 2d6 damage and has a 30% chance of lighting the average target on fire.
When on fire, a target takes 1d4 damage every round until they spend a round putting themselves out.
If a character is carrying a torch or a lantern, this takes up a hand. Whilst a buckler can be used, no other shield
or weapon can be used in a hand thats taken up with a torch.

Using Weapons At Below Minimum STR


You must expend extra the difference in fatigue points for every round that a weapon is wielded and your STR
is lower than its minimum.

Martial Arts
Hit and roll less
than Martial
Arts Skill

Martial Arts Special Results

Martial Art Styles


Bag Fu
1d4
1d6
Boar
1d4
1d6
Centipede
1d4
1d6 (3+ Centipede)
Darkdemon
1d4
1d6
Dragon
1d4
1d6
Falcon
1d4
1d6 (4+ Falcon)
Ghoul
1d4
1d6
Goat
1d4
1d6
Leopard
1d4
1d6
Locust
1d4
1d6 (4+ Locust)
Mantis
1d4
1d6 (5+ Mantis)
Monkey
1d4
1d4 (3+ Monkey)
Mountain
1d4
1d4
Ox
1d4
1d4
Ram
1d4
1d8 (8 Crush)
Rat
1d4
1d4 (2+ bleed)
Rhino
1d4
1d6 (5+ Crush)
Skeleton Claw
1d4
1d4
Serpent
1d4
1d4
1d6 if the defensive power isnt used
Swan
1d4
Tiger
1d4
1d6 (2+ bleed, 4+ Tiger)
Tortoise
1d4
1d4
Web
1d4
1d4
Wolf
1d4
1d6
Various cultures have special Martial Arts skills. Martial Arts skills are always affected by ENC. All Martial Arts
skills count as Knowledge skills. Using Martial Arts, an adventurers player must roll a successful attack with a
natural weapon. If the roll is also under his Martial Arts percentile, then the adventurer gets the benefit of two
listed damage rolls for the natural weapon. Martial Arts also affects an adventurers Fist parry. A successful
parry roll which is also less then the Martial Arts percentage means that the users fist will block 6 points of
damage from the attack instead of the usual fist parry.
In addition to providing benefits to damage (as given in the above table) each martial arts comes with its own
special abilities.that occur when the player rolls under 1/5 of the characters M.A. skill. A different damage is
listed for a special result, this damage should be used instead, some special abilities are only activated when a
certin number is rolled above on the special damage die. The Martial Arts special result is in addition to any
Special Effect caused by the natural weapon attack. Also, note that attacks parried by weapons do not inflict
damage as they normally do to unarmed attacks.
Boxing and wrestling are taught in most cultures, whereas the rest are specific to the cultures of the East.

Boxing
No additional benefits other than the increased level of damage.

Wrestling
A character who can wrestle can add his Wesrtling/10 skill, rounded up, to his effective STR whilst trying to
grapple.

Bag Fu
A Bag Fu expert can, when struck in the chest or abdomen, make a Bag Fu roll. If successful, the
damage is reduced by 1d(Bag Fu/10 rounded up). Can only be used by characters SIZ 16+.

Boar
With a successful Boar roll, the character can ignore the result of a location being reduced to zero hit points
as long as the location is at 0 or -1. Only one roll need be made when the location first reaches that level

Centipede
When a character scores a Special with centipede style there is a chance they will get a Centipede attack.
This is a free attack immediately rolled again. If that specials, this can generate another Centipede attack.

Darkdemon
This is one of the Dark Arts. The character must be part of a cult that has access to Darkdemon Style. Any
kills made by the character by using Darkdemon style add to his Kill total. Whilst in effect, the character can
expend 10 magic points to gain access to one of the following:
First Dark Power: Expend x amount of Kill points. Add x to your next successful Martial strike.
Second Dark Power: Expend x Kill points. Heal x
points of damage.
Third Dark Power: add your Kill total to your parry armor on your next successful parry. [change]
Fourth Dark Power: Expend x Kill points. Add these points to your personal MPs.
Fifth Dark Power: Expend x Kill Points. Gain an extra action this round for every 5 deaths or fraction thereof
spent.

Dragon
When used, reduce Dragon skill by 10 percentiles until the character rests. The next blow struck by Dragon
style does 2 extra points of damage.
Drunken
This is a crass Style which no respectable Master would teach. However, it is not evil, just indulgent.
The user must be tipsy to invoke this Style. Once invoked, each round the user rolls on the Drunken Master
table to determine which Style he uses that round. He gets the full benefits of that Style. If the Style
requires more than one round to use (such as Ox), he may use it for 1d3 rounds before he must reroll. (Note:
evil Arts such as Darkdemon, Ghoul, and Skeleton Claw typically cannot be rolled up during a Drunken bout.)
Drunken Master table
1

Bag Fu (if the Drunken stylist is SIZ 16+. Else reroll)

Boar

Centipede (one round only)

Crane

Dragon

Falcon

Goat

Leopard

Locust

10

Mantis

11

Monkey

12

Mountain

13

Ox

14

Ram

15

Rat

16

Rhino

17

Serpent

18

Sun

19

Swan

20

Tiger

21

Tortoise

22

Web

23

Wolf

24

Reroll, and obtain the rolled skill's Focus (does not cost a skill percentile)

25

Reroll twice, using both results.

Falcon
When the Special Effects Die says that the Falcon effect comes in, the attacker can choose their hit
location.

Ghoul
This is one of the Dark Arts, supposedly invented by the Huan To. On a successful blow which penetrates
armour, the victim must resist the attacker's MPs with his own, or the location struck is paralyzed. On
subsequent rounds, the victim can roll 1d20 for each paralyzed location. If he rolls equal to or less than his
current hit points in that location, the paralyzation ends. Healing the damage does not end paralyzation,
but obviously increases chances of success. Protective magic defends against this effect as if the attack were
a spell with MPs equal to the total damage rolled before penetrating armor.

Goat
When struck in the head, a successful Goat roll affords an extra 1d(Goat skill/10 rounded up) points of
armour.

Leopard
With a successful Leopard roll, the attacker can reduce the damage done by his attack by x number of points.
The next round the attackers Leopard skill has a bonus of x x 10 points. This can no more than double the
characters Leopard skill.

Locust
When indicated by the Special Extra Die, the character can choose, if they wish, to attack the characters
armour instead. Damage is inflicted straight to the piece of armour e.g. if a target wore an 8-pt helmet and
you kicked him in the head for 6 pts, the helmet would be reduced to 2 pts. Such damaged armour can be
repaired physically or with appropriate magic.

Mantis
Mantis strike works differently than normal. If a Special is struck roll damage before finding out
whether the foe dodges or parries. If the Special Extra Die indicates a Mantis effect then the foe cannot dodge
or parry the attack. This does not use up one of their offensive actions.

Monkey
When the Monkey effect is indicated by the Special Effects Die, the Monkey user can choose to strike an
additional number of times up to their [Monkey skill/10 rounded up] 1. For every additional time
struck, their Monkey skill is reduced by 10 percentiles until the next day.

Mountain
A successful defensive roll using Mountain that is a special immediately becomes a critical.

Ox
Rather than attacking, a character may use their Ox skill to generate powerful forces to use behind a blow.
The character can still defend, but does nothing except roll his Ox skill. They may either continue to build up
energy, or strike the next round. If they strike the next round then, if their blow hits, they get an extra 1d3
damage. If they continue to build up they may do so and need not make any further Ox rolls. If they are
damaged by a weapon whilst building up, they are disrupted and cannot use the special effect. The maximum
number of rounds that Ox can be used in this fashion is Ox skill/10 rounded up.

Ram
No additional power over and above the increased damage.

Rat
A character can use Rat skill to reduce the effects of bad visibility by -25. On a special its -50, and on a
critical its -75.

Rhino
If the character uses a Slam attack, then their STR is tripled for the purpose of slamming, and the
appropriate DEX multipliers are reduced by 2.

Skeleton Claw
Any blow struck by a Skeleton Claw is such that the damage bonus always penetrates all armour.

Serpent
Instead of attacking, a character may use their Serpent style to mesmerize their opponent. This is a
resisted roll of the characters Serpent skill against the enemies INTx4. If successful, the character is at half
skills next round.

Sun
Permits the Sun user to attack at short range just as if they were using a missile weapon. This can be
combined with Attack and Hurl.

Swan
The character can elect to get a +20 bonus to all defensive actions that round. However, if they attack they do
not get a Special Extra Die should they hit.

Tiger
When the Special Extra Die indicates Tiger style, and at least one point of damage penetrates armour, the
location struck is maimed. Reduce it to zero hit points if it does not reach that level from the damage inflicted.

Tortoise
If a defensive action using Tortoise is a special or higher, they receive extra armour points equal to Tortoise/10
rounded up.

Web
Allows the character to defend against missile weapons by parrying them out of the air.

Wolf
Whenever short term fatigue loss is suffered, the character can make a Wolf roll at no action cost to avoid
it. Wolf skill can also substitute for Spot.

General Magic
Magic Points Recovery with High POW
Characters with very high POWs (for instance some wind children, certain spirits, demigods etc.) work slightly
differently. If a character has a POW higher than 24, then these differences apply. Magic points regenerate at
a rate of one point per hour for every 24 POW a character has (rounded up).
Example: Cragspider, with a POW of 86, regenerates 86/24=4 (after being rounded up) magic points per hour.

Pow vs Pow resistance contasts


Use for spirit combat and MP vs MP resistance contests (disruption etc)

Average (Pow +MP) round up


Or
POW (MP used)/2 round down

Why?Places a lower limit to what resistance a person can have but still places a cost on using MP

For spirit combat


Critical when overcoming resistance -6 MP to opponent
Special -2d3MP from opponent
Fumble -1d3MP from self
Each round of spirit combat is a melee round

Pow crystals/ storage matrix


can only take from in one action, e.g. if it has 10 points stored, then in one action the user can take 10 points,
but can not take 5 now, 5 later.
Can only be charged up in one go only too
User can only be attuned to one at a time

Chance to cast
Every spell has a particular chance to be cast. This is determined either by a skill (in the case of Spirit Magic
and Sorcery) or a set rate (as in the case of Rune Magic).
A spell requires a roll underneath the chance to cast on1d100. If the roll fumbles, then the player should roll
on the spell fumble chart (unless it was a Spirit Magic spell, in which case the roll is on the chart but at-100). A
failure results in the loss of a single magic point. A success results in the loss of normal magic points, a
special results in the loss of one less magic point than normal and a critical results in the loss of no magic
points.

Paying to cast spells


Spirit Magic: 5-10% of cost to buy spell
Divine Magic: At least 500L/point of spell
Chalana Arroy expects 50% of the cash + 10%of earnings for a year for Ressurection

Enchantments
Some spells are Enchantments. These spells obey special rules, laid out in this section. Enchantment spells
are used to create enchanted items. Enchanted items and affects cannot be Dismissed or Dispelled. They
always cost permanent POW to make.

Procedure
The player must state which enchantment they are going to use and which level of enchantment they wish to
use.
There are five levels of Enchantment. The nearby table lists how much POW is required to create that level if
successful, the amount of POW lost if the Enchant roll is failed, the length of time the Enchantment ritual takes
to complete and the cost of the props to complete the enchantment in lunars.
To cast an Enchantment of the appropriate level requires the appropriate level of spell. For Rune Magic, thats
one point per level (so a Spell Matrix IV will allow you to make a Powerful Spell Matrix whereas it wont allow
you to make an Heroic Spell Matrix). For sorcery, for every 20% or part thereof that the cast has in the skill,
they can create one level of an enchantment.

casting the Enchantment.


They lose POW as stated on the table. A special or critical has no success. A supercritical means the item
has been created at the cost of 1 point of POW less than stated, a hypercritical creates it at a cost of 3 points
less than stated (both to a minimum of 1).
If they fail then, obviously the enchantment is not made. The character losses a number of POW as given on
the table.
If they fumble then not only is the enchantment not made, but they lose POW as if they had succeeded.

Restoring Broken Enchantments


As per RuneQuest. Except they spend one POW/level that the original enchantment had i.e. a simple
enchantmentcosts 1 POW whereas a Runic enchantment costs 3 POW and a Heroic enchantment costs 5
POW. Conditions on the enchantment (see below) return with the enchantment. If they fail then the
enchantment is ruined forever, any nothing can be done to return it.

Lifespan
All enchantments have a lifespan how long they last. This is given on the above chart. Near the end they die out,
becoming less powerful or working infrequently. Then, one day, their magic evaporates.
An enchanter can make their enchantment last permanently by expending 2 extra POW.

Enchantment Conditions
As per RuneQuest
POW Cost

Failure POW
Cost

Length of time

Cost of props

Length of Time
Enchantment
Lasts

Simple

1 hour

100

10-20 years

Advanced

3 hours

200

~50 years

Runic

12 hours

500

200-300 years

Powerful

10

2 days

2000

2-4 Ages

Heroic

20

1 week

5000

Permanent

Power Level

Enchantment Table
At the end of the specified period that it takes to cast the ritual, the character rolls 1d100 and, if underneath his
adjusted Enchant skill then they have succeeded in

Magic Sight
A generic ability for various spells (and, sometimes, items) is Magic Sight. This allows the character to see into
the Otherworld.
Magic Sight can be activated either by casting the Magic Sight rune spell (see Rune Magic), being a shaman
(see Shamanic Magic) or using the spell Mystic Vision (see Sorcerous Magic). Activating Magic Sight
always costs an action (see Combat), and in the case of Mystic Vision is only successful if the character rolls
under their Mystic Vision skill.
Magic Sight allows one to see the Otherworld. This has various effects, including (but not limited to) the
following.

Spirits
It reveals the presence of any unmanifested spirits (and, in the case of manifested spirits, makes their appearance ever
more vivid). This includes the presence of bound spirits, including allied spirits.

Otherworld
It allows the character a peek into the Otherworld. When looking at the clouds, they will see the servants of Heler
dancing atop; when they look at the Red Moon the ley lines of Lunar energy on its surface become more visible etc.

Gauge
Magic Sight allows a character to gauge the soul strength, Heroquesting presence and spells of a particular
target. The number of targets that can be so concentrated upon is limited, however. For the Soul Sight spell it
is one per point. For the Mystic Vision spell it is one for every full 2 points of intensity. For shamans, it begins
at one and increases depending upon the gifts they take.
Once concentrated upon, the character can gauge the relevant strength of a beings soul. They can see how
many personal magic points any creature within view has. They can tell whether it is in the 1-5 range, the 610 range, the 11-15 range etc. It does not measure POW, only magic points. It does not pick up non- sentient
sources of magic points such as crystals or magic point matrices.
It also determines what spells, if any, they have cast on them.
Finally, it will reveal if they are currently on a Heroquest. At higher levels, it may reveal information about the
Heroquester at the GMs discretion.

Dispelling Magic
When dispelling magic (using Dispel Magic, Dismiss Magic, Neutralise Magic etc.) you can either just cast it at
someone and not declare what spell you're aiming for, or declare a particular spell.
When cast with no declaration, your spell affects the strongest spell it possibly can (which, for Neutralise
Magic, is the spell with the pointage as close to the intensity of the spell as possible). If there are spells tied for
that, the spell affected is randomly determined.
When cast with a declaration, you can just need to declare what spell you're aiming for. So if you've used
Magic Sight on someone and seen they have a Bladesharp, you can aim for the Bladesharp. Without Magic
Sight it gets a little more tricky: you might see the ZZ rune lord has magic cast on his maul. You can declare a
quite general declaration of 'I cast dispel to get rid of the weapon enhancing magic on his maul', or you
might (figuring he has both Seal Wound and Bludgeon) declare 'I cast dispel to get rid of the Seal Wound'. If
multiple spells meet your demand it affects the spell with the highest pointage it can effect (so if you make the

first declaration whilst casting Dispel Magic 3 against the ZZ rune lord who has Seal Wound and Bludgeon 3
on his maul, it successfully dispels the Bludgeon 3).
He's the rub: if the spell you've declared isn't cast (for instance there is no Seal Wound when that's what you
went for, or you thought he had mindspeech cast when he didn't) then nothing happens. Most spells have a
visual clue - so casting Seal Wound or Bludgeon or Protection all have a visual give away that a spell has
been cast. Note, however, that the clue is indeterminate between spells. So you might see the sparkly sheen
of magic on a trollish enemy, but whether that signals Absorption, Shield or Protection (or Countermagic etc.)
is beyond you. You need magic sight for that. Some spells have no visual clue - like mindspeech or silence.
You don't know the results of a dispel, and don't know whether you've succeeded in dispelling it unless you
have magic sight (or it was the only spell that caused a visual occurrence, and you just dispelled it).

Spell Fumbles
Table (i)

Roll 1d10 and add one per point of the spell. This indicates which table to now roll on.
Result

Fumble Table

2-7

Table (ii)>

8-12

Table (iii)

13-23

Table (iv)

24-32

Table (v)

33+

Table (vi)

Table (ii)

Table (iii)

MORE!
1d100

Mishap Effect

01-10

No additional effect.

11-40

Lose all the magic points invested in the spell.

41-50

Lose all the magic points invested in the spell and lose an equal amount of fatigue points. These return at the rate
of one per hour.

51-53

A random location is rendered paralyzed for 1d3 rounds. If this is the head or chest the character is prone but still
conscious.

54-60

The magical effort damages the character. They take 1d3 general hit points.

61-62

The character suffers a temporary loss of Presence. They lose 3 points. If this takes the character beneath zero
Presence (almost certain in the case of non-sorcery using characters) this is the percentage chance of the character
being rendered permanently incapable of learning and utilising sorcery).

63

The entire area becomes covered in some substance, such as soot, or dirt, or feathers, whatever the GM chooses.
It covers an area with metres equal to the number of magic points used in the spell.

64-71

Spell affects the wrong target. Randomize from the selection of all viable targets in range. In the case of touch
spells the caster counts as a viable target. If there are no viable targets, they simply lose all magic points in the
spell.

72-80

For the next 1d6 MR the caster must add 3 SR to their casting time.

95-99

Re-roll twice on this table.

00

Re-roll on table(iv)

Table (iv)
1d100

Mishap Effect

01-10

No effect.

11-15

Caster loses all magic points invested in the spell.

16-20

Caster loses all magic points invested in the spell, and loses twice that amount as fatigue points. These return at
the rate of one per hour.

21-25

The caster, and everyond in Mindlink with the character (including familiars and allied spirits, and bound power
spirits) lose all the magic points used in the spell.

26-30

A random hit location is rendered paralysed for 2d10 rounds. If this is the head or chest the character falls
unconcious.

31-35

The character suffers a temporary loss of Presence. They lose 2d6 points. If this takes the character beneath zero
Presence (almost certain in the case of non-sorcery using characters) this is the percentage chance of the character
being rendered permanently incapable of learning and utilising sorcery).

35-40

Spell effect is reversed.

41-45

The magical effort damages the character. They take 1d3 general hit points.

46-50

The magical effort damages the character. They take 1d3 general hit points. This must be healed like poison
damage.

51-55

The magical effort damages the character. They take 1d6 general hit points as damage.

56-60

A random spirit is summoned to the area.

61-65

For the next 1d6 days the character must add 3 SR to their casting time.

66-70

The spell burns the associated rune into the ground. Caster is stuck to the rune with a 'glue' of STR equal to the
magic points used in the spell.

71-75

Caster loses twice the amount of fatigue points as magic points invested in the spell and becomes exceedingly
tired. A penalty of one to Move is suffered until a full night of rest is had.

76-80

Spell goes off, but it isn't the right spell! Randomise a spell. It has points equal to the spell cast and is boosted
with as many magic points as the caster boosted it with.

81-85

Lose 1d6 STR. These return at the rate of one per turn.

86-90

Lose 1d6 CON. These return at the rate of one per turn.

91-95

Lose 1d6 DEX. These return at the rate of one per turn.

96-97

The character cannot use Divine Intervention for the next 1d10 rounds.

98

The characters hair turns grey. This is permanent.

99

Re-roll twice on this table.

00

Re-roll on table (v)

Table (v)
1d100

Mishap Effect

01-10

No effect.

11-14

Caster loses all magic points invested in the spell.

15-18

Caster loses all magic points invested in the spell and loses three that amount as fatigue points. These return at the
rate of one per hour.

19-22

The caster, and everyond in Mindlink with the character (including familiars and allied spirits, and bound power
spirits) lose all the magic points used in the spell.

23-27

Caster loses all personal magic points. Thusly they are rendered unconscious.

28-31

A random hit location is rendered paralysed for 3d6 hours. If this is the head or chest the character falls
unconcious.

32-35

The character suffers a temporary loss of Presence. They lose 3d6 points. If this takes the character beneath zero

Presence (almost certain in the case of non-sorcery using characters) this is the percentage chance of the character
being rendered permanently incapable of learning and utilising sorcery).

36-39

Spell effect is reversed.

40-43

The magical effort damages the character. They take 1d6 general hit points.

44-47

The magical effort damages the character. They take 1d6 general hit points. This must be healed like poison
damage.

48-51

The magical effort damages the character. They take 2d6 general hit points as damage.

52-55

A random elemental or undead monster is instantly summoned to the area. Roll 1d6. On a 1-3 it is an elemental
(roll 1d10; on a 1-2 it is small, on a 3-7 it is medium, on a 8-10 it is large), on a 4-6 a random undead monster is
summoned, such as a group of 2d6 mummies, or a vampire.

56-59

For the next 1d6 weeks the character must add 1d10 SR to their casting time.

60-63

The spell is burned from the casters mind. They must relearn it or resacrifice for it.

64-67

Take your own magic modifier as a penalty to all skills for next day.

68-71

The caster ages one year.

72-75

Lose 1d6 STR. These return at the rate of one per day.

76-79

Lose 1d6 CON. These return at the rate of one per day.

80-83

Lose 1d6 DEX. These return at the rate of one per day.

84-87

Lose 2d6 STR. These return at the rate of one per day.

88-91

Lose 2d6 CON. These return at the rate of one per day.

92-93

Lose 2d6 DEX. These return at the rate of one per day.

94-95

Massive magical energy explodes forth, disfiguring the caster. Lose 1d3 APP permanently.

96

Caster becomes cursed to become a magic spirit upon death. Only a HeroQuest can prevent this.

97

Can't use Divine Internvention for 3d6 hours.

98

All the casters hair falls out. If the caster is naturally bald then all the hair on their body falls out.

99

Re-roll twice on this table.

00

Re-roll on table (vi)

Table (vi)

Any roll on table (vi) immediately carries with it the lose of all magic points used in the
spell, with the exception of the 'No Effect' result.
1d100

Mishap Effect

01-10

No effect.

11-15

Caster, and everyone and everything, within 100 yards, loses all magic points. Add up all magic points lost in this
way. Then divide as damage to general hit points amongst all of the creatures within 100 yards.

16-20

The magical effort damages the character badly. They take 3d6 general hit points, and permanently lose 3d10
fatigue points.

21-25

The magical energies are uncontinable and literally burn off a part of the caster. Randomly determine a location.
This location is lost.

26-30

The caster ages 2d20 years. If the roll is above 30 add another 1d20.

31-35

Lose 2d6 STR permanently. If this brings a characteristic below zero there is a 50% chance of the character
becoming an incomplete creature rather than dying.

36-40

Lose 2d6 CON permanently. If this brings a characteristic below zero there is a 50% chance of the character
becoming an incomplete creature rather than dying.

41-45

Lose 2d6 DEX permanently. If this brings a characteristic below zero there is a 50% chance of the character
becoming an incomplete creature rather than dying.

46-50

Lose 2d6 STR, CON and DEX permanently. If this brings a characteristic below zero there is a 50% chance of
the character becoming an incomplete creature rather than dying.

51-55

Some hideous monstrosity from the Underworld or Outer Void is summoned to the area.

56-60

A crack is created in reality, joining the spirit plane and the mundane plane for an area equal to 1d20 metres.

61-65

A crack is created in reality, creating a permanent chaos maw.

66-70

Caster loses 1d6 POW and maximum POW.

71-75

Caster swaps mind with a randomly selected nearby creature. This is permanent.

76-80

Character becomes one with the Magic Rune. Is removed permanently from play (requires a HeroQuest to get
back).

81-85

Magical energy causes an explosion. Inflicts 3d6 damage to everything and everyone within 50m.

86-90

Caster is pulled onto the HeroPlane somewhere.

91-95

Re-roll on this table twice.

96-99

Re-roll on this table three times.

00

Roll 1d20. On a 1-19 roll on this table again. On a 20 a Unique Event takes place along the lines of Sunstop, or
all those who died that day returning to life (see Gloranthan Visions. If the GM wishes they can ignore this
result and roll again.

Spirit Magic
Summoning Spell Spirits
It is assumed that they know how to summon spell spirits for the spells they know or have known. To know how
to summon any other particular spell spirit the summoner must roll a spirit lore skill. Attempting to evaluate if it
is possible to summon a spirit from a particular place at a particular time requires meditation, worship and
studying the spirit world and takes 1 day per point of the spell. If a character fails the roll they cannot try again
until they attempt to increase their spirit lore through instruction or research. Often summoning a particular type
of spell might call for the summoner to be in a particular place or to make a particular sacrifice as determined
by the GM (but if the player suggests particularly good ideas the GM migh use them and reward them with
some modifier to their spirit lore roll).
Holy days give + 5% to Ceremony, ceremony can be used to both help with the summon skill roll and to help
combat the summoned spirit.

A character can also try to summon a random spell spirit, in which case failure to summon by more than 10%
always causes the equivalent of fumble and success makes a random spell spirit to appear (see Gods of
Glorantha pg 25)
Summoner states number of MP cast before ritual
The ritural takes 1hour + 1 MP per MP cast to summon the creature plus any extra time taken in Ceremony. If
the Ceremony is being done to summon a spirit for another character they also need to be present during this
time.
Spell spirits have (MP d6) +MP in Pow, Cult spirits have (MP d3) +MP in Pow. i.e. a Bladesharp 3 spell would
have 3d6+3 Pow for a shaman but for a priest of Orlanth would have 3d3 +3 Pow
if number of MP spent on the ritual < Pow of Spirit then the summons fails
Roll the summon skill (this skill can be augmented by Ceremony), if the roll is a fumble then roll random spirit
(pg 54 magic book), it will attack
If the roll succeed than the requested spirit appears, the Summoner decides whether to attack spirit or banish it
or not each round after simultaneous spirit combat. The summoner has opportunity to cast control (spell spirit)
spell if the MPs of the summoner are greater than MP os spirit. If the spell succeeds the summoner can either
command spirit to attack someone else (so they can learn the spell) or else they can learn spell. If fails the fight
continues (subtract 1 MP for the cost of the control spell) If spirit is beaten in combat the spell can be learnt, if
the spell wins then the summoner is either catatonic, or may be stuck casting spell repeatedly depending on
GMs choice.
The Ceremony skill can enhance your ability in spirit combat following a summons. Hours assigned to
ceremony in the usual manner (see table below) prior to the spirit combat allows the character to add to their
effective magic points in either attack or defense in spirit combat only, not in casting or resisting spells. The
amount of effective magic points that the shaman has available is skill/5 rounded up. For example, a shaman
with Ceremony 44% may increase their magic points in attacking in spirit combat by up to nine, or their defense
by up to nine, or any combination thereof (such as attack magic points increasing by 4, and defense magic
points by 5).
Duration (hours)

Roll (% addition to roll, no more than Ceremony %)

1d6

2d6

3d6

4d6

5d6

13

6d6

21

7d6

34

8d6

55

9d6

Learning Spirit Magic for Money


A cult can teach any Cult Spirit Magic spell (listed in the cult description) plus any Openly Available Spirit
Magic spell not given in the Cult list. Spells that would appear to contradict the cult runic associations are not
available.. i.e .Darkwall for a light cult.
Any level of Spirit Magic can be learnt by any character, as long as they have the money and can find
someone with the appropriate Spellteaching. The only exception are 8 point Spirit Magic spells which can only
be granted to Heroes by their respective god.
The amount of money that must be spent depends upon whether or not the spell appears on the cults list of
spells. If it is, they get it for cheaper than if its just on the Openly Available Spirit Magic list.

Common Magic Costs


Spell

Cost (cult)

Cost (non-cult)

1 point

400

600

2 point

900

1300

3 point

1500

2000

4 point

4000

6000

5 point

8000

11000

8 point

NA

NA

Common Magic Casting Results


Success Level
Fumble
Fail
Success
Special
Critical or
Better

Result
roll on the fumble
Lose one magic point.
Spell is cast. Lose magic points equal to the level of the spell.
Spell is cast. Lose magic points equal to the level of the spell minus one (to a minimum of one).
Spell is cast. Lose no magic points.

Revised Shaman Rules


Finding Spirits
To find a spirit, the shaman discorporates and goes onto the spirit plane. The trip takes 1d6 hours under most
circumstances. The shaman states what type of spirit he seeks, and attempts a Spirit Travel skill roll. His
chances of success are reduced by the spirit's difficulty factor. The shaman can spend MPs when starting the
search to increase his chances of success. Each MP spent for this purpose adds 1 percentile to his Spirit
Travel.
To figure a spirit's difficulty, use the following guidelines (note that a gamemaster is at liberty to alter difficulty to
suit his campaign):
Each die (normally a d6) in the spirit's MPs acts as 3 difficulty.
If the spirit has a bonus to its MP die roll, add the full bonus to the base difficulty. For instance, a spirit with
1d6+6 MPs has a base difficulty of 3 + 6 = 9 (3 for the 1d6, and 6 for the +6). A ghost with POW 4d6 has a
base difficulty of 12.

Take the base difficulty as figured in step 1 and multiply it by a factor based on the spirit's rarity level to get the
final Rarity.
Rarity

Difficulty multiplier

Common

Uncommon

Rare

Very Rare

Example: Mugumma the shaman goes to the spirit plane and decides to seek a Hellion. Hellions have MP
3d6+6, for a base difficulty of 15. Because Hellions are Rare, this is quadrupled - total 60. Mugumma's Spirit
Travel skill is only 69, and he doesn't want to spend his time trying to roll 09 or less on 1d100, so he spends 18
MPs (from his fetch) to increase his chances, to 27. At the end of the 1d6 hours, he makes a Spirit Travel die
roll, and fails, rolling 34. Now he must take another 1d6 hours to try again.
Your chance of success can be modified by looking in an appropriate area. These areas sometimes are due to
strong effects on the Mundane Plane such as ghouls can be found in graveyards, ghosts are more frequent in
areas where large battles recently occured, as well as violence, hatred, fear etc. spirits, even other shamans
looking for the same or cleansing the area of them because it is their protected area and they do not want their
people attacked. Temples are also a great source of spirits, though more risky.
Spirit Travel skill roll
success

result

critical
a rare or unusual spirit found. Alternately, a spirit node found . Alternately, a perfectly
friendly spirit of the type desired is encountered, willing to do what you want.
special
success

Spirit node found.


desired spirit found.

failure

Spirit not found. Another attempt must be made.

fumble

The wrong spirit is found. Very wrong. Dang.

Spirit Rarity
Here is a pre-calculated list of rarity for selected spirits.
Spirit Type
Elemental
Ghost
Intellect
Magic
Power
Spell
Spell
Spell
Spell
Disease
Healing
Passion
Wraith
Chonchon
Ghoul
Hellion
Nymph
Rune Spell
Rune Spell
Bad Man

Rarity
Notes
3 per d6 POW (common)
12
(common)
6
(common)
12
(common)
9
(common)
3 per d6 POW (common)
typically 1d6 POW per pt in the spell.
6 per d6 POW (uncommon) ritual, Control, or unusual Detect
12 per d6 POW (rare)
unusual ritual, variant (Toothsharp, Frostblade), cult specialty
24 per d6 POW (very rare)
significant variant (ranged Heal, variable Fireblade), uncommon cults specialty
24
(uncommon)
24
(uncommon)
24
(uncommon)
24
(uncommon)
42
(rare)
30
(rare)
42
(rare)
24 + modifier (rare)
modifier = auloniad ?, dryad +16, hag +20, limoniad +20, naiad +18, oread +16
36 + 12/pt(rare)
common divine magic
72 + 24/pt(very rare)
cult specialties (impossible if god has no presence in area)
240
(very rare)

Dreamwraiths
Hollri
Krarshtides
Spectres
Sorcery spell

24 per d6 POW (very rare)


144
(very rare)
60
(very rare)
24 per SIZ
(very rare)
72 +1/pt
(very rare)

impossible outside East Isles


impossible too far from glaciers (avg = 6d6 POW)
impossible outside sorcery-using lands

Other Rarity factors if a spirit is otherwise typical, but has some strange feature in its nature, its rarity factor is increased a level. For
instance, a Rage passion spirit is Rare instead of Uncommon, as is a Wraith that attacks POW instead of STR, CON, or INT. A stone
nymph is Very Rare, not just Rare.
The vicinity being searched affects rarity. It may make contacting a spirit easier by one level of rarity, or more difficult by one, or even
two levels. Or it may make contacting the spirit totally impossible. Example: a tree spirit is normally uncommon. Within a major forest, these
would be common. On the other hand, in the Wastes it would be rare. Atop Valind's glacier it would be very rare. And in the middle of the
ocean, hundreds of miles from any land, it would just simply be impossible. As another example, a troll spirit could not be found in the East
Isles.
A weaker version of the spirit sought is one degree less common, regardless of the degree weaker that is sought. Example -- a ghost
is typically POW 4d6 for a Rarity of 12. To find a POW 3d6 ghost, the shaman increases rarity to uncommon, for a total Rarity of 18. Some
spirits cannot be found in weaker versions. All Krarshtides are at least 2d6+12 MPs. The Bad Man is always POW 10d6.
Nodes
These are sites that create, attract, or imprison spirits. A shaman can always revisit a previously-known Node, unless he is far from it.

1
2
3
4
5
6
7
8

Overall Affinities
1d8 result
roll once on the Element table
roll once on the Power table
roll once on the Form table
roll once on the Element, and once on the Power table
roll once on the Element, and once on the Form table
roll once on the Power, and once on the Form table
roll once on each table.
combination: roll twice and combine (this is the only way you can have two Powers or Elements in a single node). If another "8" is
rolled, add and roll again.

1d8 Element
1
Dark
2
Water
3
Earth
4
Sky
5
Storm
6-7 local dominant *
8
reroll on 1d6,
picking a subrune of
the chosen element **

1d10
Power
1d6 Form
1
Change
1
Beast
2
Stasis
2
Chaos
3
Harmony
3
Man
4
Disorder
4
Plant
5
Life
5
Spirit
6
Death
6
Roll twice more, combining results
7
Truth
8
Illusion
9-10 Other Rune (pick any, even a non-Power Rune)

* choose the element which seems most manifest in the vicinity.


** for example: if Sky is rerolled, select Light or Heat.
Example: the shaman Badthumb has encountered a node on the spirit plane. He rolls 1d8 to determine its affinities, rolling a 6: Power and
Form. He then rolls 1d10 on the Power table, receiving a 9 -- hmm. "Other Rune". The gamemaster thumbs idly through Gods of
Glorantha, looking for something interesting, and decides to apply the Dragonewt Rune. He then rolls a 4 on the Form table; "Plant".
Dragonewt + Plant? Interesting. The gamemaster thinks some more.
*****************************************************************************

Shamanic Skills
CEREMONY (magic: 05%)
Each melee round spent in Ceremony increases the shaman's chance to cast a spirit spell by 10% (note: simplification from original rules).
A ritual magic requires an hour of Ceremony for each 10 percentile increase.
SPIRIT LORE (knowledge: 0%)
This is the shaman's chance to know something about a spirit encountered, such as its affinities, abilities, or what will appease or drive it
away. Spirit Lore cannot be increased by experience. A non-shaman can learn this skill.
SPIRIT DANCE (magic: POW%)
Governs a discorporate shaman's ability to navigate the spirit world and track down specific spirits. It can be increased by experience, but
no non-shaman can learn this skill.
************************************************************************

Standard Shaman Benefits


The Fetch
What is the fetch? The fetch may be a number of things, depending on the mystical tradition of the shaman. It might be one of the
shaman's own ancestors, or a totemic spirit. It might even be a spirit double of the shaman, somehow evoked from his subconscious.

Among non-humans, it might be a premortal monster, an unborne spirit, or a fragment of Aldrya's overmind. Whatever the source, it is
certain that the maintenance and evocation of the fetch is dependent upon something within the shaman -- a special organ, a new bone, a
secret name. Whatever the source, every shares many things in common, and yet every fetch is different.
The fetch provides POW and magic points to the shaman. Its magic points are always accessible, and its POW can be sacrificed at
will. A Divine Intervention can be paid for partially or wholly with the fetch's POW (but the die roll is still based on your own POW alone).
The fetch's POW does not rise on its own, but is increased only by sacrifice to it.
The fetch's MPs regenerate at the normal rate, in parallel to the shaman's. If the fetch's POW is 24, it regains 1 MP per hour,
regardless of the shaman's POW.
The fetch shares the shaman's INT, and can act and react as just as can the shaman. However, this fetch's "INT-equivalent" is not
able to memorize spells, as it is just another side of the shaman. Players irretrievably tainted by the modern view of things may be helped in
comprehending the fetch by the examples of the "Left Brain/Right Brain" or "Conscious Mind/Subconscious" dichotomies so famous today.
While the fetch is not the Right Brain, nor the subconscious, it is a parallel type of being -- another side of the shaman.
When the shaman is discorporate, things the fetch sees and does are not made aware to the shaman until he returns to his body.
However, the fetch is privy to all that the shaman is experiencing and doing and can communicate this knowledge to others. When the
shaman is not discorporate, the fetch is present on the spirit plane, and both parties are fully aware of everything that the other is doing.

Second Sight
A shaman automatically has permanent Second Sight, as per the spell. This means he can see other people's POW, and tell whether their
POW is about the same as his, five or more points less, or five or more points more. When looking at a shaman he sees both the shaman's
spirit and the shaman's fetch. He can see POW in the dark.
Example: Temuchin the shaman has a POW of 17. He can tell whether a target has a POW of 12 or less, 13-21, or 22+, but cannot
zero in closer than that unless he chooses the ability of enhanced Second Sight.

Discorporation
A shaman, by doing a successful Summon roll and taking an hour, can free his spirit from his body and enter the Spirit Plane. His fetch
stays behind to watch over his body. He can stay on the Spirit Plane as long as he wants, but there is, of course, danger from the
inhabitants thereof. Also, his body can starve to death.
By casting Visibility, the shaman's spirit can manifest on the mundane plane, and engage other individuals in spirit combat. It has an
apparent SIZ equal to its POW. While the shaman is gone, the fetch can cast any spells the shaman know, automatically succeeding, and
with a DEX SR of 1. The fetch normally has a high POW, so its spells are to be feared. It can also release spirits trapped within it or
contained on the shaman's person.
The fetch can communicate in the shaman's absence by the use of Mindspeech or similar spells.
While the shaman is discorporate, neither he nor the fetch regenerate any MPs.

Spirit Defense
The shaman can draw MPs from the fetch at will, to replace his own, even during spirit combat. If an attacking spirit comes solely from the
spirit plane, he can intercept it with the fetch, and have the fetch fight it instead of him. However, if the shaman is discorporate, the fetch
cannot intercept an attacker. (but he can afterwards).
If a discorporate shaman loses a fight on the spirit plane, his soul automatically retreats to his body, accompanied by the victorious
spirit. Whenever he wants, he can re-attack a spirit possessing him and try to overcome and dispel it. When a spirit that is possessing the
shaman is defeated in spirit combat, it is immediately expelled to the spirit plane.

The Tasks Of A Shaman


Shamans are expected to perform a number of jobs in the community, for which they are, of course, fed, protected, and honored.
Exorcism: those possessed or covertly possessed with evil spirits are brought to shamans to be cleansed. A shaman can cast out an evil
spirit in a number of ways. If the target is overtly possessed, the shaman can cast out the evil spirit by using his own overtly-possessing
spirit, or by Discorporating, casting Visibility, and engaging the enemy spirit himself in spirit combat. If the target is covertly possessed, the
task is more difficult. Normally the shaman will need to send a special curative spirit into the target to heal him.
Spell Teaching: shamans have access to spell spirits, and are often hired to teach spells to others.
Worship: shamans are called to tend to the spiritual welfare of their people. Some deities permit limited shamanism among their
worshipers, or are primariliy shamanic gods.

Disadvantages of becoming a Shaman


The skill limits as per pages 14-15 of the magic book are not used

Shamanic Abilities And Taboos


Most abilities and all taboos are always in effect. If a shaman wishes to gain a new ability or taboo, he must contact a Greater Entity.

Abilities
The very first ability a shaman takes is free. By sacrificing 1 point off any stat, a shaman may receive another level of an ability. The third
level costs him 2 points (for a total of 3 points so far). The fourth level costs 3 points, and so forth. A point of INT counts for 3 times as
much as any other stat.

Example: When Bottasin the shaman formed his fetch under the Horned God's tutelage, he got (for free) a level of Possession. Later,
he sacrificed 1 POW to add another level. Much later, he contacted his tribe's Ancestor, and sacrificed 2 SIZ for a level of Mind Expansion,
then 3 DEX for another level. Finally, he sacrificed 1 POW and 1 INT (4 pts worth of stats) for a third level of Possession.

Taboos
When a shaman takes a taboo, his ability cost is "reset". That is, the next ability level he takes only costs 1 point, then 2, and so forth.
Example: Bottasin's last shamanic level cost him 4 stat pts. He now contacts Oakfed and takes the taboo "never extinguish a fire". He then
takes a second level of Mind Expansion, which is free.

Abilities:
Conceal Fetch (rare)
Cure Disease
Hide Soul
Magic Attack
Magic Defense
Mind Expansion
Possession
Second Sight (enhanced)
Self-Resurrection
Show Spirit
Soul Expansion
Spell Barrage
Spirit Affinity
Spirit Defense
Spirit Mastery
Spirit Trapping
CONCEAL FETCH This rare ability is known only to a few secretive sects, such as Black Fang. Each level of Conceal Fetch conceals the
fetch's presence from one selected form of magical vision or spell. Normally, Second Sight is chosen as the first level, with Mystic Vision
and Soul Sight making up the second and third levels.
CURE DISEASE By laying his hands on a diseased individual, the shaman can spend 1 MP per level. Each MP lets him roll 1d6,
matching the total vs. an infecting spirit's POW. If the shaman wins, the spirit is extracted, usually in the form of a stone, bit of fluff, or small
bloody organ. The shaman can either exile the spirit into the Grey Zone, or trap it within his fetch or a Binding.
If the sick person does not have a disease spirit, then instead the shaman adds his 1d6/MP to the target's next roll for disease
resistance.
HIDE SOUL Allows the shaman to hide from an enemy spirit, if not already engaged in spirit combat. The shaman then expends up to 1
MP per level. Each MP lets him mask his presence from 10 MPs the enemy spirit has. Thus, a single MP would protect him against any
number of enemy spirits with no more than 10 MPs each. A sensory spell such as Second Sight, Detect Enemy, etc., cancels out an equal
number of Hide Soul levels. Example: a shaman with Hide Soul 3 spends 3 MPs to hide from an evil wraith. This guards him from up to 30
MPs, so the wraith, with 17 MPs, cannot see him. The wraith is suspicious, and casts Sense Life (Intensity 2). The shaman's Hide Soul can
now hide only from up to 10 MPs. Since the wraith's MPs are 17, it can see him clearly and attacks.
MAGIC ATTACK Each level adds +1 to the shaman's effective MPs for the purpose of overcoming a foe's MPs when casting a spell.
MAGIC DEFENSE Each level adds 1 to the shaman's effective MPs for the purpose of resisting an attack spell.
MIND EXPANSION Each level gives the fetch 3d6 pseudo-INT for the purpose of memorizing spells only.
POSSESSION While any shaman can discorporate and engage other folks in spirit combat, this ability lets the shaman actually take over
the body of a possessed victim, and control him as he sees fit. If the victim is killed while the shaman is in possession, the shaman's spirit
immediately returnS to his own body, and he takes 1d6 GHP damage.
The first level lets you possess members of your own species. The second level lets you possess any creature with the same hit
location as your species. Each subsequent level lets you select a new hit location table which you are able to use.
POWER WITHIN Take 1 melee round and concentrate, gathering your inner strength. At the end of the round, you lose 1 hp and 1d6
fatigue, and receive one of the following bonuses:

MP equal to the rolled fatigue loss (i.e., 1d6).

+10% to your chance of success in spellcasting spirit spells for the next 10 melee rounds.

The ability to cast any 1-point non-cult-special spirit spell that you do not have memorized. This must be the next spell you cast.
Additional levels of Power Within let you sacrifice correspondingly more hp and fp. Thus, a shaman with 3 levels could choose to lose up to
3 hps and 3d6 fatigue, and gain either 3d6 mp, +30 to his spellcasting chance, or knowledge of any 3-point spirit spell for a one-time
casting attempt.
SECOND SIGHT (enhanced) This gives the shaman additional abilities for his innate Second Sight power. Each level lets you choose
one ability from the following table:
1) distinguish POW within a range of 5 plus or minus the shaman's POW. (i.e., with POW 16, he can see 1-5, 6-10, 11-15, 16, 17-21,
22-26, etc.)
2) Can identify target's exact POW [only if "1" is taken]
3) distinguish MPs within a range of 10 plus or minus the shaman's POW
4) distinguish MPs within a range of 5 plus or minus the shaman's POW [only if "3" is taken]
5) Can tell if an individual knows any spirit magic.

6) Can identify the exact spirit spells cast on an individual


7) Can tell if an individual knows any sorcery [only if "5" is chosen]
8) Can tell if an individual has any Sorcery skills beyond Intensity [only if "7" is chosen]
9) Can tell if an individual knows any Rune magic (only if "5" is chosen)
10) Can identify the deity providing any Rune spells cast on an individual [only if "9" is chosen]
SELF-RESURRECTION The shaman can heal himself and return from the dead. To do this, the shaman must heal himself up to 1
positive hit point -- however, it costs POW rather than MPs to heal himself in this way. This takes an amount of time equal depending on
the levels of Self-Resurrection the shaman has.
Level
Limit
1
a season (8 weeks)
2
a week
3
a day
4
an hour

5
6
7
8

Level
Limit
a minute
a melee round
your DEX SR
a single SR

SHOW SPIRIT
This exposes discorporate spirits, making them visible to others. To do so, the shaman spends up to 1 MP per level. A
single MP causes all spirits within his fetch's POW in meters to become visible as vague, half-unseen shadows. Each additional MP either
increases the radius by the fetch's POW in meters or heightens the spirits' visibility, according to the following table:
MPs Visibility
1
Onlooker can see a particular spirit in some detail with a Search roll
2
All spirits easily and clearly visible.
3
POW of all discorporate spirits visible as per Second Sight.
4
Exact POW of all discorporate spirits visible
SOUL EXPANSION Each level of Soul Expansion adds +1 to the shaman's species maximum POW. This improves his chance to
increase POW by experience.
SPELL BARRAGE Each level of Spell Barrage allows the shaman to throw one additional spirit spell simultaneously. All spells cost the
full MP amount. The SR is equal to the shaman's DEX SR, plus the MPs spent, and all the spells go off simultaneously. Only one die roll for
success is made and either all spells succeed, or all fail. If multiple attack spells are aimed at a single target, the shaman just makes a
single MP vs. MP roll to see if he was affected by all the spells at once. Multiple targets must all be visible to the shaman.
If the shaman gets a critical success or a failure when casting, he only spends 1 MP, regardless of the number of spells.
If the shaman has an ability to manipulate spirit spells (such as Lunar Magic), he may do so at the same time.
SPELL EXTENSION The shaman can extend the duration of spirit magic spells. For each level of this ability, the shaman may maintain
one spell. The shaman must dedicate a source of MPs to each extended spell, whether from a bound spirit, or of his own. The source must
have POW at least equalto the MPs used to cast the spell, and while the spell is maintained, the source has its daily MP recovery reduced
by that amount. The shaman can voluntarily drop the spell at any time. In addition, if he loses control over a bound spirit being used to
power a spell, the spell is immediately dropped.
SPIRIT AFFINITY Reflects an affinity for spirits of a particular type, or tied to a particular Rune. The most direct benefit is that spirits tied
to that Rune tend to be friendlier, though spirits tied to opposing Runes may be more hostile. Spirit Affinity is normally required of shamans
who belong to cults.
The affinity reduces the difficulty multiplier required to search for spirits of the appropriate type by 1. I.e., common spirits are
found instantly, uncommon spirits have a factor of 1, rare spirits a factor of 3, etc.
In additional, Each level of Affinity gives the user a +10 percentile bonus when casting a control or command spell on an affected
spirit. It also makes it 10 percentiles harder for an enemy to wrest control away from the user. If the affinity is more restricted than a Rune
say, to a particular type of spirit, then the shaman gets +20 for his bonus. For instance, a Disease Master with Disease Affinity would get
+20 per level for controlling Disease spirits.
SPIRIT DEFENSE This gives the shaman some protection even when he is very weak. Basically, the minimum score he defends and
attacks at in spirit combat, regardless of his real MP score, is always at least 3 times his levels in Spirit Defense. For instance, a shaman
with Spirit Defense 3 would always act as if he had at least 9 MPs. A shaman with Spirit Defense 5 would act as if he had at least 15 MPs.
If the shaman's true MPs are reduced to 0, he can still be possessed.
SPIRIT MASTERY Each level adds +1 to the MPs lost by a defending spirit when the shaman overcomes it in spirit combat.
SPIRIT TRAPPING Allows the shaman to hold spirits within his fetch. Each level lets the shaman hold 1 spirit at a time. No trapped spirit
may have MPs exceeding the fetch's current MPs. The shaman can use its abilities as if it were in a binding enchantment.

Cults And Shamans


Most cults, however friendly to shamans, do not permit shamans to rise higher than initiate status. Those cults which do allow shamans to
become priests generally have all their priests as shamans.
Shaman cults generally require their shamans to take upon them a specific taboo(s). These taboos do count towards permitting the
shaman to get ability levels. Example: Tunk the shaman becomes an ancestor worshipper. At a great ceremony, his ancestors force upon
him the two taboos (see below) of this religion. He can now take 2 levels in appropriate abilities without suffering any stat losses, if he
wants.

Shaman Cults & Required Taboos


ANCESTOR WORSHIP (Daka Fal)

hearken to the ancestors, and never dishonor an ancestor.

Never bind or possess a relative without permission.

BAGOG

must agree to mortal combat with candidates for shamanhood.


BASMOLI

never surrender.

Never let a tribe member or lion suffer needlessly.


BLACK FANG

never reveal cult secrets or membership to outsiders.


KOLAT

always challenge other shamans to duels of magic.

Live only where the winds are free (i.e., not in towns).
KYGER LITOR

deal only with darkness spirits.


PRAXIAN

do not fight with weapons, only magic.

Never eat cooked meat.


SCHOOL OF RED MASKS

Never learn a spirit spell without learning the opposite (if any) as well.

Do not take an affinity other than Moon or Chaos without taking the opposite affinity at the same time.
ULERIA

Never take Death Affinity, and your very first ability must be Life Affinity.

Spirit Cult Rules


Note: the rules (by NICK BROOKE) below are intended to make spirit cult membership easier and more
widespread, and also to clear up who pays POW for what, and why. They are not "official" in any way.
1) First Catch Your Spirit...
A shaman needs to have the spell Summon <spirit> before he can organise Spirit Cult worship. Any friendly
spirit who can be worshipped will teach this gladly to shamans it encounters: spirits can be met by chance while
wandering the spirit plane, contacted deliberately by going to places they are known to frequent (their homes,
territories, or favorite spots), or summoned by holding a ritual to attract their attention (in an appropriate
location, appropriately garbed, with appropriate ritual objects, offerings and sacrifices).

Random Spirit Encounters


Chance encounters are up to the GM, whether using the Spirit Plane Encounter Tables (any incarnation) or his
own devious devices. Such encounters could be good or bad news for the shaman. In some places, spirits are
known to cluster -- as around the "generic" holy places in Prax, ruins, and oases, where hungry and forlorn
spirits cluster in search of food or worship. Random shamanic encounters have brought both beneficial and
malevolent spirit cults into the world. If a Shaman meets and befriends a nice spirit, he can learn how to
summon it (and go back to his tribe to arrange worship). If a Shaman meets and is taken over by an evil spirit,
it may (while possessing the shaman) arrange a worship service to "summon" and propitiate itself! (Cue
diabolic laughter).

Finding Spirits "At Home"


Places that are "home" to specific spirits can easily be assigned depending on campaign needs. Many spirits
(obviously including spirits "of" places) are sedentary, and this how "local" spirit cults survive -- the spirit that
happens to dwell in the Hare Woods, or the Travelling Stone, will always be found by the people who live round
that way, for better or for worse. Locals probably know of (at most!) a single place within reasonable travelling

distance where a given spirit can be summoned! Summoning spirits at their known holy places (aka "homes",
"nests", "territories", etc.) is relatively straightforward, though a full summoning ceremony is usually employed
(following the sensible Shamanic principle, "better safe than sorry"). If the Spirit turns up, the Shaman can learn
Summon <spirit> ritual spell. If it doesn't, you've lost nothing.
Summoning Rituals
If you choose instead to call up a specific spirit, to a place with which it has little or no previous connection, it'd
be best to think in "Ritual Magic" terms: go to a place appropriate to that spirit, bringing gifts (sacrifices,
trappings, items) that you think will be attractive to the spirit, and try to summon it to you there. Thus a Praxian
shaman summoning Sun Hawk would wear a hawk-feather cloak, a bright-eyed, beaked mask, and perform his
ritual in the arid uplands ("hawk country") at high noon, offering up a live hare or similarly attractive prey to
catch the spirit's attention. (And Sun Hawk still isn't guaranteed to turn up...)
The GM should modify the Summon chance depending on the suitability of the players' preparations,
and their "fit" to his campaign needs. A base-chance Summon roll normally only applies under "ideal"
circumstances: after enough research has been done to select a suitable location, an apposite date and time,
carefully and expensively prepared "props" (costume, ritual objects, etc.), and a tasty gift, sacrifice, offering, or
whatever.
The Summon roll is made, modified by Ceremony. A failure costs the Shaman one POW, and he does
*not* learn the "Summon <spirit>" spell (he thought he did, and got it wrong, and blew his POW). A fumble is
left to the devious and twisted imagination of the GM. On a success, the appropriate "Summon <spirit> spell is
learned, the Shaman spends 1 POW to cast it, and the spirit appears.
2) Then Worship It...
A summoned spirit expects to be worshipped, sooner or later, and it may become upset, surly or
uncommunicative if nothing is offered after it's gone to the trouble of turning up (and/or had its home invaded by
unwelcome outsiders). NB: a Shaman who has a good "track record" with a particular spirit might be able to call
it up for
other purposes... this is left to individual GMs to develop.
Becoming a Cultist
Becoming a member of a Spirit Cult congregation costs 1 POW, which is sacrificed in the presence of the
summoned Spirit, and creates a link to it (in a manner similar to cultic Initiation). This should be noted on the
character sheet (perhaps on a list of Spirit Cults or other cult initiations), as it is normally permanent: a Praxian
brave who once worshipped Sun Hawk in his wild and foolish youth can still do so as an elder, if the spirit can
be found. It is very hard to be "Excommunicated" from a Spirit Cult (as no-one can be bothered to go through
the motions); much more likely you will be torn to pieces by your former co-religionists if they catch you.
Worship Ceremonies
At a worship ceremony, worshippers sacrifice all but one of their MPs to the spirit. Roll 1D100: if the number
rolled is less than or equal to the number of worshippers, the worship was successful. A canny GM may use the
exact number rolled as an indication of *how* powerful the summoned manifestation of the Spirit is: success,
POW of spirit equals 1D100 roll; special success, POW equals number of worshippers; critical success, POW
equals 95; failure, what spirit were you talking about? -- it doesn't hang around; fumble - Aha! Cue evil GM
laughter and cunning plots...
Outsiders!
If you attend a successful worship service but are not a worshipper (you're present, but have not given POW to
the spirit), the Shaman and Spirit may detect you and feel unkind towards you: a POWx3% roll is probably
appropriate (they are detecting your "uninvolved" POW, so having a high POW works against you), whether

you are "hanging out" in the congregation, hiding behind a nearby rock, or whatever. Commonly, simpler and/or
more malicious spirits assume such persons are intended as sacrifices, and don't ask twice before tucking in!
A note on the "Worship" spell
Spirit Cult worship does *not* require a "Worship" Rune spell. The Shaman's ability to summon the spirit is
equivalent to this. Shamans who have sacrificed for the relevant Summon spell do not need to sacrifice 1 POW
to participate in Spirit Cult worship: they already have a "link" of sorts to the spirit, understanding its nature well
enough to direct Magic Points to it. They can participate in, and derive full benefits from, a Spirit Cult worship
services in which they do not lead the congregation.
3) Then Get Its Magic...
All Spirit Cult worshippers who have participated in a successful worship ceremony can sacrifice for one or
more points of the spirit's Rune spell(s). "Ordinary" worshippers regain the use of their Rune spells as per
normal one-use magic. Shamans who know the relevant Summon ritual can gain their Spirit Cult Rune spells
"reusably": they will regain the use of all their spirit cult rune spells (other than a just-cast "Summon <spirit>")
every time they participate in a successful worship service for that spirit (whether leading worship or simply
participating).
4) And Keep It Happy... Requirements, Taboos, Restrictions
Some spirits require certain actions, attitudes or taboos from their followers. Most can't afford to be so picky, or
their "cult requirements" are pathetically trivial (e.g. "always butcher frogs"). Some can be scary, though: be
creative! A follower who breaks his taboos cannot successfully participate in the next worship service (i.e. his
participation counts for nothing, he is not a % in the Shaman's roll, he cannot gain or regain Rune magics). A
Shaman who breaks his taboos has the replenishment of his Summon spell delayed for another season,
annoys the spirit, and may have to explain this to his congregation. (Spirit cults don't have spirits of reprisal, but
the main spirit can usually manage well enough by themselves, whenever they are summoned for worship
service, should malefactors be unwise enough to present themselves). Note that it is unusual for a spirit cult to
have unduly onerous membership requirements, or how on earth would it survive? "Daft" requirements are far
more fun!
Regular Worship
Successful spirit cult worship is commonly carried out seasonally: this is magically efficient, keeps the spirit
happy, and tops up cultists' Rune spells on a regular basis. Spirits can afford to be forgiving, though -- their
sense of time is different to ours -- and most wont bear lethal grudges if "neglected" for a while. Most are
pathetically grateful for whatever worship they can attract, and see no point in driving away their semi-faithful
worshippers. So if a Shaman only worships Sun Hawk at midsummer or only at midsummer if his tribe is near
the Sun Dome Temple he won't be shunned for that reason.
The bulk of the members of any spirit cult may only want to worship annually, to renew their "one-use"
Rune spells. For this reason, any more frequent worship usually represents a highly domineering, exploitative
or obsessive Shaman -- it's no surprise that these are common Shamanic personality traits!
Can I join more than one Spirit Cult?
The Spirits worshipped by Spirit Cults are pipsqueaks compared to the Big Gods. Their Shamans and
worshippers can usually worship any number of them (unless they strenuously object, such as when a Star
Spirit learns you are also a worshipper of the Great Dung Beetle), and they're usually grateful for whatever
worship they can obtain. In the boardgame "Nomad Gods", the Praxian tribal shamans 'worship' (i.e. use) any
spirit they come across, regardless of existing alliances or traditional tribal friendships, except in special cases
(like the Three Feathered Rivals, or raw Chaos). (NB: the mutual antagonism between the Three Feathered
Rivals is famed throughout Prax: pity the Shaman who maintains good relations with more than one of these
quarrelsome birds!)

In fact, as Shamans don't have the close emotional ties to their spirit cult associates that priests have
towards their gods, it is entirely possible for a Shaman to summon a spirit with whom he has previously has a
good relationship, only to entrap, enslave or betray it. If the tribe is very hungry, and the shaman knows how to
summon Frog Woman, and his followers all know how to butcher frogs, by now... well, French cuisine comes to
the Plaines of Prax! Or, for example, a Shaman wanting to do Sun Hawk a favour might summon Raven (Sun
Hawk's rival) to a place of Sun Hawk's choosing for an outburst of cartoon-style violence...
What does my God think of my Spirit Cult?
Major religions consider most spirit cults beneath their notice. Most spirit cults are glad of any worship they can
attract. It is unusual for a mainstream cult to bear a special animus towards a spirit cult. Clearly there are
exceptions -- a Yelm priest is unlikely to sympathise with shamanic worship in any case, even less with
shamanic worship of Darkness spirits!
Some divine or divine/shamanic cults encourage worship of certain spirit cults (e.g. Kyger Litor likes her
shaman-priests to worship the Troll spirit cults), and may maintain ritual knowledge, apparatus or sites so as to
make this easier and more readily available to their practitioners. In a sense, a sub-cult shrine can be seen as a
permanent, institutionalised "Spirit Cult", with its own occasional devotees, offering a specialised Rune spell,
and attracting a fragment of the worship given by Initiates of the main cult to their deity.
So should I build a Shrine? A Temple?
In Spirit Cult worship, congregations are more important than fixed shrines. If you can get loads of your
followers to chant the praises of the Great Newt, they will probably do this around a stream, pond,river or
spawning-pool -- an appropriate location for summoning and worshipping such a being. So you can hold your
seasonal worship there regularly, let it be known that that's where prospective worshippers of the Great Newt
should join his existing dozens of followers... and it might be handy (at some point) to set up permanent
facilities for your regular summoning ceremony (runestones, changing rooms, storage space for bulky ritual
objects). And this is, of course, what Shrines are!
If, on the other hand, you're out in the desolate wastes of Prax, you can forget about keeping an
immobile "shrine" to yourself. A Sun Hawk shrine-equivalent would be the medicine bundle and mask and
shamanic costume and ritual paraphernalia owned by a tribal shaman who had previously contacted Sun
Hawk. If any other tribe got hold of these (by fair means or foul: spot the scenario potential!), they'd be able to
summon Sun Hawk more easily themselves. And if they did so at Sun Hawk's Perch (a traditional worship spot
the Big Bird is known to frequent), successful worship becomes even easier: as ever in Prax, the shrines and
holy spots are known and shared by many tribes, and used by whoever happens to be in possession at the
time.
You want to build a Temple for your Spirit Cult? Sounds ambitious, but why not go for it! It'll be fun to see
how the local adventurers react...
Do you have to be a Shaman to start a Spirit Cult?
Frankly, I doubt it. Occasional individuals can be found who, while not "full Shamans" in the RQ rule sense,
nevertheless might possess certain Shaman-like abilities -- one of which would be the ability to summon and
worship a specific spirit. (Perhaps a chance encounter with the spirit first triggered this unusual ability.)
Some Spirit Cults are led by people who are in no way as magically powerful or generally competent as a
fully trained shaman, priest or sorcerer, but who can nevertheless lead a worship service, summon their spirit,
gain reusable Rune Magic, and so forth. This is, if you like, the flip-side to the way shamans can exploit
encountered spirits: here, the spirit empowers the (damaged?) person it has contacted, but only to allow them
to direct worship towards itself. He can lead worship to the Frog Woman, all right -- but he isn't a Shaman, or a
Priest, or able to do very much else, come to that. In this way, rogue or predatory Spirit Cults are easier to
establish: you don't need to take over a Shaman in order to get a presence in the community.
What priests, wizards and inquisitors make of this is of course a matter for your own scenarios...

Spirit Magic limits


The amount of Spirit Magic a character can learn is limited by their Free INT. Each point of Spirit Magic
takes up one point of Free INT. Note that sorcery magic and rune magic does not take up Free INT.
Your Free INT is equal to 10+ one half of your INT characteristic.
If the character wants to learn more, or needs more Free INT, it takes one hour per point of spell to be
forgotten. Once forgotten, the spell cannot be used again until retaught. A character cannot partly forget a
spell: if they need an extra point of Free INT they cannot forget a Bladesharp 2 down to a Bladesharp 1.

Variant Spells
Some spells are variants of other spells. So Bladesharp has, as a variant, Deathblade or Blow of Sian
Lamarr. The GM is encouraged to come up with such variants for spells, available from shrines and local
cults as local variations, all over his campaign.
Note that the effects of variant spells dont stack with each other, or the spell they are a variant of. For
instance, casting Blow of Sian Lamarr with Bladesharp is possible, but the damage does not combine from
between the two.

Spirit Magic Spells


Assure
Variable
Self only, temporal, passive
Every point in this spell increases the casters Orate by 5%.
Banish Spirit
Variable, attack, ranged, instant
Cast upon a single spirit creature. If the spirit's MPs are overcome, it must either depart at once, or lose 1d6 MPs
for each point in the Banish. If the spell fails to overcome the spirit, it still loses 1 MP for each point in the
Banish, unless defensive magic wholly blocked the Banish effect.
Climbing
variable
touch, temporal, passive
For every point in the spell the target's climb skill is increased by 5%.
Cooking
variable
self only, temporal
For the duration of the spell all skills associated with cooking are increased by 5%.
Coordination
variable
touch, temporal, passive
Each point of this spell increases DEX by 3 points for the purpose of resisted rolls, any roll made using DEX as a
multiple and any roll for initiative or ambushing.
Countermagic
As per RuneQuest
Darkwall
As per RuneQuest
Demoralize
As per RuneQuest

Detect magic
As per RuneQuest
Dispel Magic
As per RuneQuest
Disruption
As per RuneQuest
A critical when overcoming resistance does 6pts
A Special does 2d3
A fumble does 1d3 to self
To aim a disrupt the caster waits until SR10 and casts at ability
Dullblade
As per RuneQuest
Draw Spirit
2 points, attack, ranged, instant
If you overcome the defending spirit's MPs, it must first attack you in spirit combat before engaging anyone else
in the area.
This spell has no effect on bound spirits, spirits embodied in creatures, spirits that are not hostile, or spirits
incapable of initiating spirit combat. Nor does it affect a spirit already engaged in spirit combat, unless it has at
least 10 MPs more than its strongest opponent.
The spirit must continue to engage you until the spell expires or is dispelled. Of course, if it does not have at least
10 MPs more than you, even then it must continue combat.
Dupe
Variable
Self only, temporal, passive
Every point in this spell increases the casters Fast Talk skill by 5%.
Ease Pain
variable, touch, duration 1 hour per point
This spell relieves mild pain, such as that due to headache, menstrual cramps, toothache, charley horses, minor
cuts, bruises, and so forth. Each point of Ease Pain counteracts the effects of a pain spirit by 1 percentile. This
spell will not eliminate incapacitation or unconscious, or cure ailments.
Available: most everywhere. Found at healing, earth, and sky cults.
Endurance variable
touch, temporal, passive
The character instantly regains two short term fatigue levels for every level in the spell.
Eupepsia
Variable
Touch, temporal, passive
For every point in the spell the target gains 5 points of CON when doing CON rolls or calculating rolls on the
resistance table.
Extinguish
As per RuneQuest
Fanaticism
1 point
ranged, temporal, passive
Once cast a character becomes a fanatical fighting machine. Their attack chances increase by +25, but they
dodge and parry at -25.
Fanaticism counteracts Demoralize. If cast on an unwilling target magic points must be overcome.
Farsee
2 points
ranged, passive
This spell allows a character to see very far indeed. As long as there is a line of sight, and the weather is clear,

they can see anything within 10km in as much detail as they would if it were 10m away.
Firearrow
As per RuneQuest
Fireblade
3 points
touch, temporal, passive
Cast on any edged weapon or spear. It makes the weapon explode into flame, inflicting 3d6 damage on a
successful hit. On a special it inflicts an extra
1d10 damage, where on a 5+ it ignites flammable objects on that location. The weapon is unharmed by this
magical fire. Fireblade is incompatible with Bladesharp and True <weapon>.
Glamour
variable
touch, temporal, passive
Adds 3 APP per point of spell for the purpose of APP rolls and resisted contests.
Glib variable
self only, temporal, passive
For the duration of the spell the caster enhances their ability to Bargin. They become very convincing, capable
of hiding any doubts they have about the prices of goods, or any desires they themselves have to purchase the
goods, through a combination of magic and hand movements. For every point in this spell the caster's Bargain
skill is increased by 5%. This can even be used in Downtime when making rolls for businesses and jobs.
Glue
As per RuneQuest
Heal
As per RuneQuest, except its not double cost to cast on other species.
Horsemanship
variable
touch, temporal, passive
Once cast the target of the spell gains an extra 5% to their Ride skill for the duration of the spell.
Ignite
As per RuneQuest
Ignite Flesh
Ranged, instant
2 points
If the caster of this spell overcomes the magic points of the target, a small fire will be ignited on the flesh of a
random hit location. This fire does one point of damage each round, ignoring armor. The fire is not magical and can be
extinguished normally, requiring a full melee round and a successful DEX x5% roll.Defensive magics can prevent the
spell from takingeffect, but will not provent against the damage. Creatures resistant to fire are not affected.
Ironhand
As per RuneQuest
Leap
variable
self only, temporal, passive
For every point in the spell the casters Jump skill is increased by 5%.
Lift and Carry
Variable
Touch, temporal, passive
At level 1 and every 2 levels thereafter, when calculating the loss of fatigue levels due to ENC, the characters
STR is one band better. The character has three points of effective STR per point when it comes to resisted STR
rolls and STR rolls in general.

Light
As per RuneQuest
Lightwall
As per RuneQuest
Mindspeech
As per RuneQuest
Mobility (Humanoid)
variable
ranged, temporal, passive
Mobility has different effects depending upon how many points is in it.
1 point = + 30% Running
2 points = Increase Move by one level
3 points = Increase Move by one level, and +20% to Running
4 points = Increase Move by one level, and add +50% to Running.
5 points = Increase Move by two levels.
Multimissile
As per RuneQuest
Pella's Blessing variable
Self only, temporal, active
For every point in this spell the caster's skill in craft/pottering is increased by 5%.
Protection
As per RuneQuest
Repair
3 points touch, instant
This spell repairs broken items (such as weapons broken by a fumble), provided all the pieces are available. If
used to Repair magic items, the spell does not return any broken enchantments or released spirits.
Second Sight
2 points
ranged, temporal, passive
This spell allows the character to see spirits in the nearby area.
Shimmer
As per RuneQuest
Sneak variable
touch, temporal, passive
Each point of this spell adds 5% to the Stealth skill of a person.
Slow variable
ranged, temporal, passive
This spell slows down an enemy. Each point nullifies the effects of one point of Mobility. If the character has no
Mobility spell cast, or the Slow spell exceeds the pointage of a Mobility
spell, then this decreases the movement level of the creature by one level.
Speedart
As per RuneQuest
Spirit Screen variable
ranged, passive
This spell protects the target from possession. For every point in the spell the character resists possession
attempts as if they had 2 extra magic points.

Stroke variable
touch, temporal
Once cast the recipient becomes better at swimming.
For every point in the spell the target's swim skill increases by 5%.
Strong Blow
2 points
touch, temporal, passive
The targets damage bonus is increased by one level.
Vigor variable
touch, temporal, passive
For every point in the spell the character gains two ablative hit points.

Rune Magic
Common Rune Magic
This is a list of all the Common Rune Magic, including the ritual magic:
Armouring
Enchantment, Basic Rites, Dismiss Elemental, Dismiss Magic, Divination, Extension,
Heal Wound, Magic Point Matrix Enchantment, Mindlink, Soul Sight, Spell Matrix Enchantment, Spellteaching,
Spirit Block, Strengthening Enchantment, Warding.
Acolytes normally have access to the following:
Basic Rites, Dismiss Elemental, Dismiss Magic, Divination, Extension, Heal Wound, Mindlink, Soul Sight,
Spellteaching.
(So theres no more Excommunication and that kind of thing.)
All spells are as per normal, with a few exceptions given on the next page.

Spells
You can sacrifice for spells anywhere if they are three points or less. For higher pointage spells you need a
temple or holy place.
Repraying for spells can be done anywhere. If you repray for one day, you get ALL one point spells back, if
you repeay for two days, you get ALL two point spells back etc.
Finally, spells which are one use are now annual. That is, they can be reprayed back for once a year if
youre an initiate.
Oh, and only rune lords and priests can repray for spells that are four or five points. Everyone else is limited
to three points or less.
Design notes
Getting rid of Worship and Excommunication in return for basic rites streamlined a lot.
Sacrificing and repraying for spells away from your temple means that you can have a character from another
land without screwing yourself over. If you dont do that, everyone is limited to the same cults. That
sucks.
Annual spells for rune magic comes from Tales of the Reaching Moon #12. The reasons for it are laid out
there.

The limit on the pointage of what spells can be prayed for makes advancement a big thing, and stops low level
parties overwhelming the enemy by just pulling a five point spell out of their back pocket.
Finally, the repraying for spells so they all come back within a max of five days is an excellent idea one of
the first I had when rewriting the rules. In the old days you might knock off 20 points of magic. Is it really MGF
to then spend three weeks repraying? The answer is No.
Design notes
With the spells on the next page, I altered Shield and True Weapon to keep damage down (remember, low
numbers!) Heal Wound got altered for reasons too numerous to mention, but has been changed four times
already so Im still playtesting what Ive got.
Oath has a funny story. A sever spirit is nothing. You can shrug it off. Hell, you can get resurrected. I used
Simon Phippss rules for Styx Water to make more deadly oaths. Then everyone used Styx Water for their
oaths. So for my new rules I figured that rather than there being a pump knocking out styx water by the gallon,
Id just give Oath spells real bite to begin with.
Basic Rites (Common)
1 point
ritual ceremony, stackable, reusable
This spell is used for just about every basic ritual common to a cult. Most importantly it allows one to lead worshipping ceremonies, initiate members to
the cult, excommunicate people (thus also summoning spirits of reprisal), and consecrate territory.
With a Basic Rites I or higher you can carry out basic worship ceremonies. With Basic Rites II or higher you can initiate people into the cult if
they meet the cult requirements. With Basic Rites III or
higher you can consecrate an area ready to be made into a temple.
With Basic Rites IV or higher you can excommunicate someone if their Mythology score is lower than yours. With Basic Rites V you can engage
in mass initiations on holy days, allowing you to initiate up to twice your POW at once. To be excommunicated you (i) have to be present (tied and
gagged, if need be); (ii) the person excommunicating you must have a higher Mythology score. You can excommunicated for anything.
Excommunication doesnt bring about a spirit of reprisal. Excommunicated characters cannot rejoin that cult.
Berserk
2 points
ranged, temporal, nonstackable, reusable
This spell sends the target into a murderous fury. Personal safety and all but the strongest loyalties (have a Passion in it of 15+) are all but forgotten.
The stamina and the combat skills of the spells target are greatly enhanced.
It now does +75 to attack. Allows you to ignore all damage and deleterious effects, including bleeding, until you hit 0 general hit points
(immediately fall unconscious) or a location is reduced to double negs (in which case, if head or chest, you fall KO and start Dying; if abdomen
you lose the use of your legs, if a limb you lose the use of that limb. No roll). Lose all defensive actions. Immune to all mind affecting magic. To
remain beserk must continually engage an enemy i.e. be attacking someone or running to attack them. Can choose to end this spell at any time.
Causes a lose of 2 long term fatigue levels once over. Immediately pass any CON rolls, including those to resist against poison and disease. Plus 8
effective STR for calculating any resistance rolls or such.
Call Elemental
1 point
Ranged, temporal, stackable, re-usable
This spell instantly calls a elemental, and it will instantly respond to one command from the caster with no resistance. The elemental will remain until
it reaches 0 hp or the duration of the spell expends, even
if the elemental is inside a binding enchantment at the time. The
elemental will have random statistics and be of a size of one level per point of spell.
Can summon one elemental per encounter, even if its dismissed.
Dismiss [Elemental]
1 point
ranged, instant, stackable, reusable
This dismisses an elemental of size of one level per point of spell.
Heal Wound (Common)
1 point
touch, instant, nonstackable, reusable
This spell heals one wound. You can receive one Heal Wound per encounter. Any further Heal Wounds merely result in the wound being
stabilised. It prevents you from dying, but doesnt allow you to rejoin the fight.
Impale/Slash/Crush
2 Points
ranged, passive,non-stackable, reusable
This spell must be cast on a spear, pike or impaling weapon. For the duration the chance to inflict a special is increased by 10%.
Magic Point Matrix (Common)
1 point
Enchantment, stackable, reusable
Allows an enchanter to create an MP storage device. The amount it can store depends upon the level of Enchantment.
Level
MPs
Simple
5
Advanced
10
Runic
15
Powerful
20

Heroic
25
Oath (Humakt, Yanafal Tarnils)
1 point
enchant ritual, one-use
Binds two to a pact. Oath is a one point one use spell. You make the oath. If either side breaks it, some predetermined bad effect takes place
from this list to either party (such as the one who broke the oath) or both (and which it is, is likewise determined when the oath is made): (i)
struck dead with no chance of ressurection; (ii) struck blind/deaf/dumb/crippled/infertile; (iii) if a member of a cult friendly to Humakt, a spirit of
reprisal is sent against them; (iv) lose a predetermined number of POW which might also result in your death. Countermagic etc. is useless, and
there is no chance to resist. Restore {stat]
Rather than being a one use spell its reusable one point. But for
every point that is resotred the target must voluntarily give up 1
POW. This means the problem with restioring stats is passed over to the PC rather than the NPC casting it on him/her.
Shield
1 point
ranged, temporal, stackable, reusable
This spell protects the wearer from damage. Each point of Shield gives the wearer 1 point of magical armour, and 2 points of countermagic. The
effects are cumulative with both Protection and Countermagic. Shield is incompatible with Absorption, and Relfection.
Strengthening Enchantment (Common)
1 point
Enchantment, stackable, reusable
This enchantment give extra ablative hit points. The amount increased depends upon the Level of the spell. Note that strengthening enchantments must
be attuned to.
Level
HP Gain
Simple
3
Advanced
6
Runic
9
Powerful
12
Heroic
15
True (Weapon)
1 point
ranged, temporal, stackable, reusable
Cast on a specified weapon. This spell adds one to the damage of the weapon per point, plus one to the Special Effects Die if it is rolled.

Cults
Using Divine Intervention
A Divine Intervention can only be used by a character if they are free to move (not bound by bonds etc.) just as if they
were using magic spells. However, unlike casting magic, it does not take a full action a DI only counts as a minor action.
This can take place at any initiative, even if it takes place before the characters regular action. However, this does mean
that a character who has exhausted their minor action for that round then they cannot DI. DI can be stopped via slave
collars, magical nullifying collars made in Kralorela, Fonrit and the Lunar Empire, although they can be found in other
places.
When used, roll the appropriate die. If the result is greater than the characters POW, nothing happens
(and the character keeps their non-continual DI if that was what they were using). If the result is
lower than the characters POW, deduct that amount from their POW (plus remove the noncontinual DI if that was what was used). If the roll is equal to the characters POW, the player has
the option of accepting the DI, and dying (their soul whisked away to the afterlife) or doing nothing.
In either case, the non- continual DI is lost. Characters reduced to zero POW in this fashion cannot
be resurrected (but do have a chance for Last Words see Combat). A character can only
have one successful DI per encounter

The Effects of Divine Intervention


A character can often choose the effect of the DI. However, this is not sacrosanct, and the god may choose to intervene in
ways the PC did not imagine.
Example: A character DIs to Maran Gor for aid in battle, asking for her to heal her broken body so she can return to the
fray. Maran Gor, in her wisdom, sees the battle is lost and instead summons a gnome, which swallows up the worshipper
and takes them to a nearby underground chamber inaccessible to the enemy. They live to fight another day (at least, those
who didnt suffocate in the gnome).
Most gods have the ability to deliver certain DI effects:

Heal one person of all damage, restoring their short term fatigue loss.

Replicate up to four points of cult rune magic. If used as an attack spell, the spell comes in as an
effective 4 point rune
spell for
overcoming countermagic with 14 magic points to overcome.

Can give an omen, sign or portent, including signalling the presence of some exit or object the
character is looking for.

Summon a cult spirit to come to the characters aid. Say, a Gray Furie for Kyger Litor, a medium
elemental, a fiend for Cacodemon etc.

Further to this, a God can bring about an effect relevant to their runes. For instance:

Orlanth could use his wind magic to fly a character out of a tunnel complex and to the door.

Darkness gods could create


to hide behind when fleeing foes.

A Sun God could illuminate all of a tunnel complex within 50m for a period of time.

A healing goddess could resurrect someone (with no roll required to overcome their magic points and
bring them back to life).

healing

goddess

could

an undetectable

Darkwall

for

some

characters

heal everyone within a group.

Divine intervention has its limitations. It cannot do the following:

Virtually no gods can teleport people away.


The
exception
but thats only because hes replicating the Guided Teleportation spell.

would

be

Mastakos,

No god whatsoever can heal long term fatigue loss. All gods are bound by Time and the Great
Compromise and this is one of the limitations.

No god can restore magic points.


Again, this is a limitation of the Great
Compromise and cannot be removed.

No god can make people time travel.

Although they could place you in stasis to last throughout the years. But then theres no going back.

Only healing gods can heal more than one person at a time. Even then the choice must be made between
damage and short term fatigue loss

Initiates
Most cults accept initiates readily. There are exceptions for instance, chaos cults might put you through some
ordeal or test. But, in the main, most cults wont refuse an initiation. The normal cost for initiation is 200
lunars. This is waived if the candidate can demonstrate their worth to the cult. This is abstracted by succeeding
in a test of four of the five cult skills. Some other cults, such as Humakt, have a different test. These tests can be
attempted once per Downtime. Some races are immediately members of a cult upon birth, such as intelligent
spiders and the cult of Aranea.
The ritual is sealed by the candidate sacrificing 1 POW to the deity being worshipped. Only excommunication
can sever this link.
Unless otherwise noted, initates:

Devote 10% of time and income.

Can sacrifice for rune magic, including that from subcults and associated cults. Maximum pointage is 3

May learn Spirit Magic.

Rune Priests
Rune Priests are the leaders of the community. Standard requirements for priesthood means that there must first be a
vacancy for the priest to take, must possess at least ten points of rune magic, must have at least 75% in four cult skills, 50%
in Mythology and 10 points of Rune Magic.
Unless otherwise noted, priests:

Devote 90% of time and income.

Get permanent board.

Gain access to rune magic, up to five points, including that from associated cults and subcults.

Get an allied spirit.

Rune Lords
Unless otherwise noted, rune lords:

Give up 90% of time and income.

Normally get an enchanted iron weapon, and some form of equipment and armour.

Gain access to a continual 1d10 divine intervention.

Get access to reusable rune magic as per an acolyte.

Rune Masters
A character can become a Rune Lord and a Rune Priest of the same cult under special circumstances. Firstly, the character
must qualify. This involves meeting the requirements of both rune lord and rune priest. They must also have 110% in at
least five skills from the lists for rune priesthood and runelordhood.
Secondly, they must be approved to do so by the High Priest of their cult. After which, they are ordained as Rune Masters.
In certain cults, they will accept shamans and sorcerors into their flock. For example, Jakaleel allows in shamans, while
Irripi Ontor actively encourages Magi to join.

Hero
To qualify as a Hero, a character must have 120% in five cult skills, 75% in Mythology, 5 in all cult runes, 25 in one cult
passion, and at least 15 in all other cult passions.
Unless otherwise noted:
Heroes receive a

1d8

Divine Intervention.

Need no longer devote time or income to the cult (unless they wish). Theyre on their gods mission
now, and dont need interfering cults to get in the way.

They can select, at any point (but usually when they become a Hero) one Spirit Magic spell available
from their cult and get it at 8 points. It costs them nothing, and only requires a casting of
Spellteaching 5. They only get it once, although should they forget it for some reason they can relearn
it once again.

When you become a Hero you can convert any spell you have back into
'points' and spend those points on cult magic, so you can remove all the Shield 2's you have and turn
them into one big Shield 5 (if you want).

Allied Spirits
Certain cults grant allied spirits for their priests, rune lords and sometimes even favoured initiates and acolytes. They have
POW 3d6 and INT 3d6, but you reroll any 1s.
Allied spirits are either bound into items or into animals. These creatures and objects are always appropriate to the cult and
examples are detailed in the cult description. Whilst so bound they are called embodied allied spirits. An embodied allied
spirit bound into an animal can cast any magic as long as it is conscious and not tied up etc. just as any other sentient
creature can. It goes on its own initiative determined by its own DEX.
An embodied allied spirit bound into an item can cast any magic as long as the caster is conscious and aware of the target,
and the item is on the person of the character (need not be held in hand etc. but has to be on their person, or lying on the
table where they put it down for a second etc.). If the caster is unconscious or asleep such an allied spirit can only cast
spells on the character, not anyone else. If the allied spirit is not on the person of the character, it can cast magic only on
someone who is touching it (so if I nick your Humakti allied spirit bound into a sword you can't be the target of its
magic anymore, but it can sever spirit me if I'm not, say, carrying it in a blanket). Note the difference between 'touching'
and 'being on their person'. All spells go on Dex SR 4
If the animal dies or the item is destroyed, the allied spirit becomes disembodied. Further, an allied spirit can become
disembodied on its initative at a cost of a minor action. Disembodied spirits are far more limited in their abilities but as
they're knocking around the Spirit Plane they can't be 'taken off' the character. They can only cast spells on the
character. They cannot target anyone else (even if someone casts Mindlink on them), and even though they're on the spirit
plane they can't see the spirit plane (for they hover in the periphery between worlds, in the umbral field generated by the
rune lord himself), nor engage things in spirit combat etc.
It takes a one day ritual at a temple to re-embody an allied spirit using the Basic Rites spell. So, basically, you can have an
allied spirit bound into an animal, which is pretty cool as it can do animally type things like scouting etc. But it's pretty easy
to kill it, at which point it disembodies and is only good for healing. In an item it can't do animally things, but is harder to
get rid of - so it can cast a barrage of magic spells which would probably end up making the animal a target.
An allied spirit immediately qualifies as an initiate of the cult. They can never get reusable rune magic. Allied Spirits can
earn DIs just like initiates can, but this is rare, and normally the result of a HeroQuest. Allied Spirits do not have the
benefits of Passions and Runes on the HeroPlane, except in very special cases.
An allied spirit is in permanent, unlimited range mindlink with the priest or rune lord. If the spirit is bound into an item it
cannot see anything beyond what the mindlink to the priest or rune lord allows it to. If bound to a creature, it can see as
the creature sees, and the mindlink allows the priest or rune lord to see it as well.
If a character wants a new allied spirit they can get one on their High Holy Day (roll new stats). They are stuck with what
they get, though, and cant keep the old one.

Great Cult Initiation


Some cults are great cults, whereby your membership only allows you to worship one facet of that god. For instance,
Orlanth Adventurous is just one facet of Orlanth, with the other (major) faces being Orlanth Rex and Orlanth Thunderous.
Mechanically, Great Cult initiation works as follows. When initiated into the cult, you only have access to the magic, both
battle and rune, of the facet you are worshipping. However, you may choose to change to a different facet. This can

only be done if you qualify for that facet, but when you change you need not sacrifice anymore POW. Your
passions
and
runes remain unchanged, and you retain all previous Spirit Magic and divine interventions. You still retain all rune
magic, but unless the new facet has that magic as well it is only one- use (that is one-use, not annual). In the case of Spirit
Magic spells, they always count as common spells (so the Basic Rites of Orlanth Adventurous counts as the Basic Rites of
Orlanth Rex). Allied spirits are retained, but no new allied spirits can be gained from the new facet. If a character qualifies
for more than an initiate level of the new facet, they may if the cult is willing immediately advance into it.
You can change facets a maximum of once between every holy day. That is, you can change at any time, but until the next
holy day passes you cannot change to another facet. Most cults will demand some good reason to effect such a change.
Note that the permanent increase in passions and runes may convince someone to make the swap just for that
obviously the priesthood will take a dim view on a change for such a reason (read: that would be abusing the game
mechanic, and the GM reserves the right to punish anyone who makes their PC act for certain game mechanic driven ends
their character, who has not read the RuneQuest rules, would not understand or know about. Maybe some weird Arkati
cults sufficiently understand the Cosmos to deliberately plan in this fashion, but no-one else does).
Note that not every God who has multiple facets counts, mechanically, as a Great Cult (for instance, the Red Goddess has
many facets but does not count as a Great Cult).

Breaking Geases
You are immediately excommunicated and summon a spirit of reprisal. Reprisal spirits appear at a narratively appropriate
time, not necessarily immediately. You cannot rejoin your cult. Doesnt matter if you broke the geas by accident.

Elementals
Elementals are called by means of Call spells. They can be dismissed by use of the Common Rune Magic spell, Dismiss
Elemental. There must be as many points in the Dismiss spell as there is in the Call spell. The generic Dismiss
Elemental will affect all elementals (you dont need Dismiss Sylph or what have you). If the Caller preps a Dismiss
Magic spell, they can attempt to intercept any Dismiss Elemental spell cast against their elemental. Indeed, Call
[elemental] can be used to intercept such a spell as well as Dismiss Magic. [Note to all that Ive entirely done away with
Bindings and the Command spell]. A Called elemental will obey one order, which is receives on the round its
summoned. As theyre not sentient, it has to be a simple order, such as attack them or Fly me to Valantia or guard
here. Once the order has been completed, the elemental departs. Whilst the elemental remains, the Call spell cannot be
reprayed for, so if left on guard duty you cannot repray for the spell. Elementals are not intelligent enough to follow you
around theyre very bad bodyguards.
Elementals come in five levels. Each point of spell summons an elemental of that level. They have an approximate size of
one metre in each dimension for every level they have. So a level 5 elemental is 5mx5mx5m big. Most cults do not get
access to the most powerful Call spells. For instance, Babeester Gor can only summon level 2 gnomes; Argan Argar only
summons level 3 shades; Maran Gor can only summon a level 3 gnome. Its only great cults heavily associated with
the rune in question that can summon larger elementals: for instance, Polaris can summon level 4 Star elementals; Subere
can summon level 5 Shades; Orlanth level 5 sylphs etc.
Elementals can be summoned anywhere. There need not be the substance in question to summon them.
An elemental can attack as many times a round as it has levels, and does so on the Callers initiative. If the Callers
initiative changes, the elementals changes with it. It cannot attack the same target twice. Elementals have Monstrous
dodge, and you do not get a ganging up bonus for multiple people attacking it. For every level an elemental has, three
people can attack it.
They attack by freezing their opponent, battering them with earth, hurling them around in wind, bashing them with water,
burning them etc. It can be dodged or parried. When parrying, youre basically waving your sword to keep the damn
thing away!
Elementals, being spirits and magical entities, cannot be affected by certain magic. This includes all healing magic
(unless the spell specifically states it heals elementals), protection magics and other defensive magics like coutnermagic
(theyre semi-immaterial) and mind affecting magics.

Gnomes
Gnomes are earth elementals that open up the earth beneath you and munch on you. They can also gout out and attack
as they try and pull you in (so can hit your head and this kind of location in combat).
They can also destroy walls and such, and if you risk suffocation transport you through the ground.
Gnome Table
Level
HP
AP
POW
Att%
Dmg
Special Effects Die
1d6+6
1
1d6
30
2d6
1d6 (6 captured)
1

2d6+8
3d6+10
4d6+12
5d6+14

2
3
4
5

3
5
7
9

2d6
3d6
4d6
5d6

50
70
90
110

3d6
4d6
5d6
6d6

1d6 (4+ captured)


1d8 (5+ captured)
1d10 (6+ captured)
1d12 (7+ captured)

When a captured result is indicated, if the individual is damaged then they have been sucked into the earth. Whilst they
might not be entirely sucked in, they are rolling around like being in a dishwasher. They immediately lose the initiative and
cannot act until freed. No extra damage is taken, unless the gnome decides to attack them by squeezing its own innards. The
character gets no defensive action. To get freed they can make a STRx1 on their own initiative. Alternatively, someone can
kill the gnome. A gnome can only capture as many people as its level.

Shades
Shades are darkness elementals. They cannot be seen through, and dull even smell and sound. Even Darksense cannot
penetrate them. They are also remarkably hardy, protected as they are by the powers of darkness.
Shade Table
Level
HP
AP
POW
Att%
Dmg
Special Effects Die
1d6
3
1d6
30
1d6
1d6 (4+ demoralise)
1
2d6
6
2d6
50
2d6
1d6 (2+ demoralise, 6 catatonic)
2
3d6
9
3d6
70
3d6
1d8 (1+ demoralise, 7+catatonic)
3
4d6
12
4d6
90
4d6
1d8 (1+ demoralise, 6+ catatonic, 8 heart attack)
4
5d6
15
5d6
110
5d6
1d10 (1+ demoralise, 6+ catatonic, 9+ heart attack)
5
Regardless of damage rolled and armour, the least amount of damage a shade can do is one point. If a demoralise effect
comes up, the creature is demoralised for 15 minutes. If catatonic is rolled, they fall unconscious. Every round after the
one they suffer the fearshock, they must make a CONx1. If successful, they wake up. If not, they remain unconscious. They
applies even if theyre attacked, such as someone slitting their throat. If heart attack comes up resist the shades POW
against their CON. If it overcomes, they suffer a heart attack. Starting on the round they suffer the fearshock, they lose 1
long term fatigue level a round, and must make a CONx3 or die. A Heal Wound or Heal Body will stop this. If the Heal
Wound is cast, they dont also recover hit points. Remember that all special effects apply, so someone heart attacked is also
catatonic and demoralised.

Salamander
Salamanders are fire elementals.
Level
1
2
3
4
5

HP
3d6
4d6
5d6
6d6
7d6

AP
2
4
6
8
10

POW
1d6
2d6
3d6
4d6
5d6

Att%
30
50
70
90
110

Salamander Table
Dmg
Special Effects Die
2d4+1 1d10 (5+ ignite)
3d4+2 1d10 (3+ ignite)
4d4+3 1d12 (3+ ignite)
5d4+4 1d12 (2+ ignite)
6d4+5 1d20 (2+ ignite)

An ignite result means that location has been set alight (quite possibly burning flesh and muscle tissue). It will burn for 1d3
dmg a round until extinguished, starting the round after it was inflicted. This takes an action and a DEXx3 (or an extinguish
spell). Any flammable material on that location is destroyed, including non-metallic armours.

Undine
Undines are water elementals. They move Fast in water.
Undine Table
Level
HP
AP
POW
Att%
Dmg
Special Effects Die
3d6
2
1d6
30
1d8
1d10 (5+ drown)
1
4d6
4
2d6
50
2d8
1d10 (3+ drown)
2
5d6
6
3d6
70
3d8
1d12 (3+ drown)
3
6d6
8
4d6
90
4d8
1d12 (2+ drown)
4
7d6
10
5d6
110
5d8
1d20 (2+ drown)
5
When a drown result is rolled they are caught within the body of the undine, and must escape to catch their breath. The
character starts to asphyxiate. If they make a POWx5 they start their asphyxiation rolls at CONx10. If not, they start at
CONx1. This roll is made on that round.
Whilst within the undine they cannot attack and are at -25 to their defensive action. They must make a defensive action, at 25, to escape. This action is instead of an attack or any other action. The undine can continue to attack anybody inside of it if
it wishes to use one of its attacks on them it takes a separate defensive action to avoid that attack.

Sylph
Sylphs are air elementals. They move Fast in the air.
Level
1
2
3
4
5

HP
3d6
4d6
5d6
6d6
7d6

AP
2
4
6
8
10

POW
1d6
2d6
3d6
4d6
5d6

Att%
30
50
70
90
110

Dmg
1d6
2d6
3d6
4d6
5d6

Sylph
Table
Special Effects Die
1d6 (6 drop)
1d6 (4+ drop)
1d8 (4+ drop)
1d8 (2+ drop)
1d10 (2+ drop)

When a drop result is rolled, the sylph manages to hoist them up in the air and drop them. After combat damage is resolved,
roll for their falling damage. It is 1d6 per level of the elemental to a random hit location (if the victim makes a Jump roll,
they can choose the location). Armour protects up to 2 points. Like regular falling damage, this damage can exceed the
damage in the location. There is a 3% chance per level of the sylph of the character bleeding (if they are wounded, that is).

Magical Items
A character can, at will, cease to be attuned to a magical item, even if it isnt at hand. Unless its cursed. They also
cease to be attuned to any item that they are attuned to when they die. Each item can only be attuned to one person at
a time
This chapter details how magical items work. It also gives some example of magical items and materials in
Glorantha.

Magical Item Types


There are four types of magical items.

Enchantments
These objects are the enchantments that can be created using ritual magic (see General Magic for more information). They
include armouring enchantments, binding enchantments, spell matrices, skill matrices and strengthening enchantments.

Dead Magic
Dead magic includes crystals and metals. Generally, crystals and metals are only found as by products of gods, and not within
the realm of even the most powerful mortals to actually create.

Exotic
Exotic magic covers powerful magical items that fall outwith the above two categories. They are always unique, and never
within the power of mortal man to make.

Trinkets
Trinkets are magical items with only minor magical powers. They are created as the result of enchantment; the application of
sheer will; a mundane item being left in a region of magic for too long; remnants of the Godtime; brought back from the
Heroplane (even during minor magical rituals); gifts from the Gods; and a myriad of other ways. Importantly, trinkets do not
count towards the total number of magical items one can be attuned to.

Magical Item Limit


There are now different types of magic item: Strengthening, Magic Point Matrices, Skill Matrices, Spell matrices, Crystals and
Miscellaneous. You can have one item of each type. When you become a rune level, raise this to two. If youre a sorcerer, every
90% in a spell allows you to pick one category and raise it to 2.
Trinkets, truestone, certain powerful exotic magic items and allied spirits never count against this total.
Virtually all magic items must be attuned to the user, with only very minor magic items not requiring such a process.
However, there is a limit to the number of items that a character can attune to. For each category a character can have only one
magic item. When a character becomes a rune level or a shaman, this increases to two for each category. When a character takes a

sorcerors Vow, it can increase a single category from a limit of one magic item to two. A character who somehow is both a rune
level and a sorcerer, or a shaman and a sorcerer, is still limited to two magic items in each category.
The categories are magic point matrix, spell matrix, strengthening enchantment and crystals

Attunement
To use most magical items (except trinkets) one must attune to that item. It takes five minutes to attune to a magical item,
during which time the character must be uninterrupted. If they try and do it faster (in the space of a minute), or under
harsh conditions, they must make a POW X5 roll. If someone else attunes to it, your attunement to it is lost.

Metals
Iron is either in its native unenchanted state where it effects magic or it has been enchanted so that the effect on magic has
been removed.
Iron objects have half again the AP value for the same Enc. Iron weapons can damage creatures only normally damagable by
magic weapons (such as werewolves). Iron weapons do extra penetrating damage to Elves or Trolls, if it penetrates armour
roll an Iron Damage Die. This is always the same type of Die as the Special Effects Die (but no special bonus occurs if
you roll high on it, and if you special you do get to also roll the special effects die.
Unenchanted iron worn on the body or wielded as a weapon removes 5% per ENC from the chance to cast Spirit magic but
adds 5% per Enc to the chance to resist spirit magic, where the spell has a resistance. For sorcery or divine magic the values
are 1% per ENC from the chance to cast and adds 1% per Enc to the chance to resist, where the spell has a resistance. Iron has
no effect on spirit combat(beyond the MP drop). If a caster is using unenchanted iron and casts a spell that requires
overcoming a characteristic and the caster casts the spell successfully dispite the minus to casting while wearing iron then the
caster has no further minuses to overcoming resistance.
Unenchanted iron after reduces by 1 MP per 2 Enc or part thereof the maximum MPs of a character. After donning Iron the
character loses 1 MP per hour until they reach the new maximum and should they remove the iron they will recover as per
normal.
Iron can either be enchanted during creation by sorcery to create steel (this is very rare in Prax and Pavis) such
enchantentment is permenant or else Iron can be enchanted by rune magic. In which case the metal is marked by the runes of
the cult casting the enchantment spells and rune level characters of cults with the same runes can then wield the metal without
the effect on magic.
An iron item that is enchanted by one cult can have the enchantment removed by using Dispel Magic as an enchantment ritual
spell.
Magic cast onto iron is always at the appropiate minus regardless of whether the iron is worn/used by the caster or just the target.
Magic, such as bladesharpe can be cast on Iron but the duration is halved.

Sorcery
Several different Gloranthan magic traditions are all vulgarly termed "Sorcery". Kralori mysticism is restricted to
Kralorela, and is very difficult for outsiders to learn. The peculiar magic native to the East Isles is sorcerylike, in
that the effects are created by manipulating magic energy. Dwarf magic is superficially much like standard
sorcery, and indeed the latter may have derived from it.
Sorcery in its best-known form was originated by the Brithini and Vadeli. It has spread across much of the world,
and many, perhaps most, Third Age sorcerers are not Malkioni at all.

Who Cannot Learn Sorcery


A shaman can learn no sorcery unless his fetch has been permanently destroyed. A person who knows sorcery
and becomes a shaman loses all his sorcerous lore.
Most priests cannot learn sorcery, often because it is considered sinful by their deity, but also because the
nature of their philosophy and devotion renders the priest unable to alter his mindset in the necessary manner.
An initiate of a non-sorcery-using deity may never become an acolyte, priest, or rune lord while he knows his
lore.

Normal dwarf magic is much like sorcery, and free dwarfs take to sorcery like ducks to water.
Trolls also use sorcery in conjunction with their native darkness cults.
Few elves can learn sorcery, as their minds and souls are not keyed into seeing the universe as natural
resources to be manipulated by principles of immutable law. Their Weltanschauung is highly personal Aldrya is
immanent. Sorcery requires an impersonal view of the universe and Aldrya is more than just a distraction -- she
makes the sorcerers viewpoint an impossibility. Only rootless elves, who have lost their world view, can
sometimes learn sorcery.
Most nonhumans can learn sorcery like anyone else, always assuming that someone is willing to teach them. Of
course, this implies that the race can learn magic at all. Krarshtkids and jelmre cannot learn sorcery because the
former can never use any magic and the latter can only use their speciesunique emotion magic.

Learning New Spells


From an instructor this takes 50 hours of training from someone with skill in the spell being learned of at least 90.
At the end of the training, the student receives a spell skill equal to 1d6 plus his Magic Bonus. If this is 0 or less,
the spell is useless to him. Another 50 hours adds another 1d6 to his skill, and this can be continued unti he is
finally at a positive level. A spell teacher can train a number of students equal to his INT.
From a Scroll or Book a student who successfully Reads a work describing a spell and studies it for 50 hours
can learn the spell by rolling his INT or less on 1d100. If he fails, he can study another 50 hours, then try his
INTx2. Then INTx3, etc. A special Read doubles the reader's chances. A critical Read is an automatic success.
Spell Inscription anyone who knows a spell at 90+ can inscribe it via a successful Write. If a matrix of the spell is
enchanted into the scroll or book, the matrix's skill bonus is added to the student's chance of learning the spell.

Increasing Spell Skill


Experience as per normal RQ rules.
Maintenance if a spell is kept continuously maintained for a week then the sorcerer gets a skill check. If the skill
check results in an increase, the spell goes up by 1d6-2. If a sorcerer maintains more than one copy of the same
spell, he only gets one skill check.

Casting and Maintaining Sorcery Spells


Sorcery spells are cast as normal spells. The chance of casting is equal to the lowest of the sorcery spell skill
and the Arts used in the spell.
Example: Fellidra the sorcererous has Intensity 60, and Range 40. She tries to cast a Venom spell, for which
she has a skill of 50. Using 5 points of Intensity, she has a 50% chance of casting it. If she needed to extend
the range, she would need to use levels of range. Her chance to cast the spell would then be 40%,
The chance of casting any sorcery spell is equal to the user's skill in that spell on 1d100. In all cases, the caster
may not place more Art levels in a spell than his skill in that spell/10. The caster's degree of success can be
relevant:
Success Level Result
Critical Spell goes off, costs only 1 MP, takes full effect.
Special Spell goes off, costs 1 MP less than usual, takes full effect
Normal Spell goes off, normal MP cost

Failure Spell fizzles, only 1 MP lost


Fumble Spell fizzles, all MPs lost (alternatively, spell goes off on wrong target).
Time needed to cast a sorcery spell is equal to the user's DEX SR plus 1 per MP. The Arts of Ease and Speed
and the Ceremony skill may modify this.

Commoners
most sorcery-users are not wizards, and do not know the Arts. Such individuals can cast spells using the art of
Intensity (only), with maximum levels equal to their skill/10, rounded up. Such spells have a maximum range of
10m, and if temporal last for 10 minutes.

Ceremony
increases the caster's chance to cast a spell, and hence also the total MPs he can manipulate it by. Ceremony
cannot more than double the user's skill.
Duration (hours for ritual, rounds all others)

Roll (% addition to roll, no more than Ceremony %)

1d6

2d6

3d6

4d6

5d6

13

6d6

21

7d6

34

8d6

55

9d6

Spells
Sorcery Used With Other Magic Types
Other types of magic interfere with sorcery. When a sorcerer casts a spirit spell or Rune spell, they count against
the ability to maintain spells. These magics encumber until they expire. However, he cannot cancel them until
they expire naturally, nor can he maintain them past that point. Each point of spirit magic reduces by 1 the ability
to maintain spells. Each point of Rune magic reduces by 4. Instant spirit and Rune spells only affect the round
they are cast.
When sorcery and other types of magic are cast on the same target, similar spells do NOT add together.
Instead, they "overlap@. For instance, if Boost Damage 6 and Bladesharp 4 are cast on the same sword,
damage is increased by 6 (Boost Damage), and attack is increased by 20% (Bladesharp).
Because of the wide variety of possible combinations, the gamemaster is the final judge of whether or not a
particular spell pairing "overlaps". Note that some similar-appearing spells may not overlap. For instance, though

Fireblade and Boost Damage both increase damage, they do not overlap instead, Fireblade takes precedence,
just as it does with Bladesharp.
Some types or sorcerors such as the Brithini or the Mostali can learn Spirit Magic as well, but learn it by merely
studying books. It costs nothing, although the individual has to be deemed to be worthy to have the appropriate
tomes made available to him or her. It takes one year per point of Spirit Magic, to learn through these means

Definitions of Spellcasting
An "attack" spell, such as Hinder, must overcome a target's MPs in order to take effect. A target can choose not
to resist. A non-attack spell, such as Treat Wound, normally does not have to overcome a target's MPs.
However, a target can choose to resist such a spell.
When an "active" spell is up, you cannot cast any other spells (except a Held one). You can only utilize an active
spell with some other spell if Multispell was used when it was cast. (For instance, combining Fly with Animate
Stone to make a flying gargoyle). An active spell can be allowed to lapse into quiescence, and then later brought
back into activity by concentration. You can only control one active spell at a time.
A "transient" spell is active, but in addition, if you end your concentration the spell is cancelled. You can only
control one transient spell at a time.
Many spells cost points or do damage defined as 1d(intensity). This means a die or combination of dice is rolled
with a maximum value equal to the Intensity. Thus: Intensity 3 = 1d3. Intensity 6 = 1d6. Intensity 10 = 1d10.
Intensity 14 = 1d8+1d6, Intensity 18 = 3d6, etc.
Some spells come in the format VERB [noun] such as Animate [substance]. Such spells come in a variety of
forms, sometimes individually described, but sometimes not. Hence, Animate [substance] is not a single spell,
but a whole category, each of which must be learned separately. Knowledge of Animate Stone is useless in
casting Animate Fire.

Resisting/Dispelling Sorcery
: --with few exceptions, only Intensity is used to determine a sorcery's power vs. counterspells. An Intensity 1,
Range 6 spell acts as a 1 point spell and is blocked by a Countermagic 1 (knocking down the Countermagic in
the process)

Spell Components
if the sorcerer possesses an object or substance especially appropriate to a spell being cast, the GM can give
him a 5 percentile boost to chances of success. Special or rare components give higher boosts, depending on
the GM's whim. An extra round must be taken in casting the spell when a component is used.
Example: Subadim casts Fly using an eagle feather. The GM rules this gives him a +5 bonus. If he'd used a
griffin or sky bull feather, he'd have gotten a +10 bonus. A phoenix feather or dragon wing scale would be +20,
and a feather from Vrimak, King of Birds, is worth +50. A chicken or crow feather is worthless. The tongue of a
crow who'd been taught to speak would be worth +10 for a communication spell.

Spell Precedence
spells are layered from the inside out in the order in which they were cast. For instance, if you cast Resist Magic
6, Castback 6, and Resist Damage 6, in that order, a foe casting Evoke Fire at you would first need to overcome
Resist Damage, the last spell cast. If it penetrated, it would strike the Castback. If it bypassed the Castback, it
would strike the Resist Magic. Only if it penetrated the Resist Magic would it affect you. Evoke Fire had to

overcome the Resist Damage, because it directly causes damage. If the caster had thrown Stupefy instead, the
Resist Damage would not have interfered.

Boosting
a sorcerer can boost a spell with additional MPs, unlimited by his skill ability. It does take an extra SR per MP.
The additional MPs serve no function except to add to the spell's Intensity for purposes of overcoming
counterspells.
Example: Subadim throws an Evoke Fire 4 at a broo. He suspects the Broo has Countermagic up, so he boosts
his Evoke fire with 6 MPs. The Evoke hits the broo with 10 MPs of force. If the broo's Countermagic is 8 or less,
he-ll be affected by the Evoke Fire 4.

Learning Arts
There are two elements to learning sorcery: acquiring Arts and learning the spells.
Anyone can learn the spells, and anyone can learn the Basic Arts (Intensity, Range and Multispell).
A character can only learn more Arts upon acquiring Vows. The character can learn one other Art for every Vow
that they take. The normal rules are used for learning spells and arts (see Downtime and Experience). Skills
and spells increase using ticks, as per usual.

Memory Requirements
A sorcery spell takes up 1 point of INT. This INT can come from the sorcerer's own brain, a spell matrix, a bound
spirit, or a familiar, but it must be stored somewhere. A sorcerer can increase his skill in spells which he has not
memorized (but has access to through a familiar or whatever).

Manipulation
Every spell begins with an intensity of 1 and a range of 1. To make them more powerful, the character will need
to use Arts. The number of levels of manipulation that can be used in each spell is equal to characters skill
divided by 10. The character can then manipulate the spell with Arts; although the maximum number of Art
levels that can be used is equal to the characters Art skill/10.
A spell can be boosted as per usual, and this does not count against the amount the spell can be manipulated
by.

Spell Duration
All spells last ten minutes, unless manipulated by the Duration Art (q.v.) or Maintained. A character who has
Vows can Maintain a certain number of spells. Such spells last as long as the character wishes to, and they can
cancel maintenance of the spell at any time. A character can maintain one spell per Vow that they have. So the
most powerful sorcerers can maintain 5 spells.
If a character has Maintained their maximum allowance of spells, then all other spells can only last ten minutes
(plus Duration manipulation).

Art Manipulation
The Arts are used for manipulating spells. There are three Major Arts (Range, Multispell and Intensity). All of
these can be learnt by anyone. Every time a character gains a Vow, they can learn another Art. Any Art can be

learnt, but usually it is one of the four taught by their cult (the cult descriptions list the five Arts they teach). To
learn Arts not taught by ones own cult is a difficult and arduous task.
Many sects teach a Secret Art. This Art can only be learnt when the character selects their fifth and final Vow.
When (if!) a character reaches 120% in a Minor Art they achieve Art Dominion over it. A character can learn
one extra Minor Art for every Art that they have Dominion over. Of course, they have to find a cult to teach them.
One cannot get Art Dominion over Major Arts.

Major Arts
Intensity
The most basic Art. When a spell is listed along with a number, the number invariably refers to Intensity.
Venom 6 is shorthand for Venom, Intensity 6.

Multispell
Lets the user cast multiple spells simultaneously at more than one target. Multispells can have identical MP
levels for all Arts used, or the user can voluntarily lower the levels for one or more spells selectively. Each MP in
Multispell permits the user to cast one spell, or to strike 1 target with all the spells cast. Note: Multispell 1 is
pointless. You cannot multispell the same spell on the same target more than once.
Chance for success is figured by the lowest skill of all spells being cast. If a mage Multispells Evoke Fire 60 &
Animate Fire 80, he may use 6 levels of manipulation limited by his Evoke 60. Since he needs Multispell 2 to
cast the two spells, his Intensity can be no more than 4. However, all spells in the Multispell share the same
Intensity. So the spell would be Evoked at Intensity 4, and Animated at Intensity 4, for the same 6 MP cost!
When attack spells are combined, each defender needs to make only one resistance roll. If he fails, all the spells
take effect. If he resists, none do. If the spells have different chances of overcoming him, use the single die roll
to determine success or failure for all. Thus, one spell could succeed while another fails. The single Intensity is
used for all the spells combined when breaking through magic defenses. Thus a Countermagic 4 would resist
fifteen Multispelled 2 point spells.

Range
Without this Art, a ranged spell can be cast up to 10m. Each MP in Range doubles this. An active spell needs
sufficient Range to keep the target within its effect. Refer to the nearby chart for the actual range achieved.

Minor Arts
Alacrity
This allows the character to change their action. When it gets to their turn in the combat round they can
immediately change their action to a spell casting rather than whatever else they were doing, as long as they are
casting a spell with Alacrity. As many levels must be used as there are the highest level of Art used.

Duration
Every level in this Art increases the duration of spells that are not maintained.
Levels Duration

1 30 minutes
2 1 hour
3 2 hours
4 4 hours
5 8 hours
6 16 hours
7 1 day
8 2 day
+1 thereafter +1 day thereafter

Ease
This Art actually costs negative 1 MP per level used!. However, for every two levels of Ease, the spell to go later
in the round. After two levels, the spell is resolved in the Second Attack phase of combat. After four levels, the
spell is resolved in the Third Attack phase etc.
You cannot reduce the total MPs in the spell to less than the levels of Ease used.
Example: Thraxon wants to Palsy an unsuspecting guard, but sees no reason it should cost him a fortune in
MPs. He applies Palsy 4, Range 2, Ease 3, for a total of 4+2-3 = 3. It would be foolish to use Ease 4, because
that would require at least 4 MPs, and hes already got it down to 3. The spell will be resolved in the Resolve
Third Attack portion of the round. And of course Thraxon needs a skill of at least 81%.

Force
Only usable when the sorcerer is casting an attack spell that matches the caster's MPs vs. the target's MPs,
POW, etc. on the Resistance Table. For each MP in Force, the caster's chance of overcoming the target are
raised by 5 percentiles. If the caster's chance is nominally less than 05%, it must be increased sufficiently to
overcome this handicap.

Hold
Lets you hold a single sorcery spell ready to cast. The MPs in Hold must at least equal the highest other Art
used. The spell pops onto the Otherworld, where it remains ready for release. This gives you an "emergency"
spell. Held spells are released with the Held Spell action. Held spells do count against the number of spells a
character may Maintain. The MP cost of the spell is paid when initially set up, not when it is cast later on, so this
makes a free spell!

Reinforce
Renders a temporal spell more resistant to dispelling. Each MP in Reinforce gives the spell 3 additional pseudo
Intensities vs. dispel attempts.

Speed
If used, the levels of Speed must be equal to the sum total of other Arts used in the spell. When used, the spell
takes place in less than a second. It takes place before all other actions in the round. If multiple people use
Speed, then the spell with the highest Speed goes first. If they are equal, then they go simultaneously.

Secret Arts
Adroit
As many levels of Adroit must be used as there are in the highest other Art in the spell. The casting chance of
the spell is now equal to their Adroit skill. Calculate maximum manipulation before applying the Adroit skill i.e.
manipulation is not figured on the Adroit art skill.

Ataxia
As many levels of Ataxia can be used as the maximum other Art used in the spell. At least three points of Ataxia
must be used. Levels of Ataxia do not count towards the maximum amount of manipulation. When a spell is cast
with Ataxia roll 1d(Ataxia) (Ataxia, rounded up) for every Art. The roll is then applied to the number of levels
that take effect in that Art.

Banish
This Art is used to cancel another spell. For each level of Banish, 1 point of the defending spell is cancelled. To
use this Art, you actually cast the very spell you wish to dispel (but it does not take effect). You need sufficient
Range to reach the offending spell (even if the spell being cast is normally Touch). Banish can be Multispelled to
affect a number of defending spells.
Example: Rokar the Rokari uses Banish 2 on a foe's Resist Magic 6. The foe's spell is reduced to Resist
Magic 4.
When a spell is Banished, the owner notices at once, and will even awaken if he sleeps.

Blood Art
The Vadeli Art of Blood Magic is generally only taught to Red Vadeli, and then only to those who have reached
Adept status by their own efforts.
When using Blood Magic, the caster must kill a sentient living being. As casting magic cannot be combined with
an attack, this is generally a bound sacrifice of some form. For every level of Blood Magic used, one level is
added to every other Art used in manipulating the spell. This can no more than double any other Art used in the
spell.

Boristrum
This Art uses up one point of a Tap Pool for every point used in it. If the Tap pool is not extensive enough, all
Tap points are lost and nothing happens. For every point used, every other Art in the spell is increased by one.
There is a chance of the Boristi contracting a chaos feature equals to level of Boristrum used x 3. If a Boristi taps
someone or something that is not chaotic, they cannot use this Art until their Tap pool has been emptied and
they have sought purification and penance.

Delivery
Delivery is a sorcerous art used to empower Mostali bullets (see Combat). Any bullet can be affected. Once
affected the bullet will 'deliver' any spell that has been cast into it as long as the bullet penetrates armour. Even
multispells can be cast into it. Common choices are Venom, Evoke and Tap. Any non-instant spell that is
Delivered will only last until the end of the round that it hits. Any attack spell need not overcome magic points to
take effect it works if the bullet damages the target.
To effect a bullet a number of levels of Delivery must be used for each other Art in the spell (not just the highest
Art level). Every additional level of Delivery over and above that means the spell affects multiple bullets.

[Element]
There is a different Art for every element. As many levels can be used as the highest other Art used in the spell.
It does not count towards maximum manipulation. For every level used one extra Art level can be applied to any
Art used in the spell, except for Intensity.

Enervation
As many levels in this art as there are in the highest other art used. When used the character loses one point of
STR permanently. This point may not be Restored. If the targets magic points are within 20 of the casters, they
are immediately overcome.

Exasperation
As many levels in this art must be used as there are in the highest other art used. When used the caster loses
one long term fatigue level for every 4 magic points used in the spell, or part thereof, ignoring those used for
boosting. They do not lose any magic points, except those used for boosting.

Festival
As many levels must be used as the highest art in the spell. During the three weeks either side of Hrestols holy
day, they do not count towards manipulation. Every other time, they do. Spells cast during that special time
period expire after it ends if they could not normally be cast otherwise.
A Festivalled spell doesnt count towards being Maintained. A magus can have as many fesitvalled spells as
their festival skill divided by 50, rounded up.

Hymn
The character can sing the holy songs. They must have the Sing feat for the Entertain skill to make use of this
Art. As many levels of Hymn must be used as there are the other highest Art in the spell. Levels of Hymn do not
cast towards total manipulation.
The chance of casting the spell is rolled on their Entertain skill. If the roll is underneath their Hymn skill as well,
tick it. Every time Hymn is used it is reduced by 10% until the character sleeps. If their Hymn skill is reduced to
below 0, they can no longer use it.

Illusion
This art gives a temporal spell a sort of mock-sentience. You need as many MPs of Illusion as of the highest
other Art in the spell. Its easier to give examples of how Illusion works than it is to explain in the rules. Example:
use Phantom Sound to create a voice that speaks in the air. With the Illusion art, the caster can set up the voice

so that it will only speak when someone is there to hear it, and it will be able to respond to simple questions. Or
you could cast Illusion
along with Smother to have the Smother only activate when the victim was inside an illusory cloud of poison gas.
Note that if Illusion is used properly, active and even transient spells can be internally controlled, instead of
needing the casters concentration.

Immersion
This Art may only be used if the caster is immersed in seawater. Each level of Immersion is added to each other
Art used in the spell. This can no more than double any other Art used in the spell.

Integrant
Integrant works differently from normal Arts. When used one does not need to role under Integrant skill. Instead,
when used, the Integrant skill is added to the chance to cast spells. It does not increase the maximum
manipulation. When Integrant is used an ingredient or spell component must be used, as specific by the cult. It
usually costs ~100 lunars per casting to get enough of the appropriate ingredient.

Knowledge
Each level of this Art adds +1 to each of the three basic Arts of Intensity, Range, and Multispell. However, it also
decreases your chance of success in spellcasting by +10. This does not correspondingly decrease the total Art
levels available in casting.
Example: Elamar the keet has a skill of 89 in Call Shadow. He has no use for Multispell, but plans to use
Intensity 2, Range 3, and Knowledge 4. This gives him a final result of Intensity 6 and Range 7, but subtracts
40 from his chance of success, leaving it at 49.

Machine
The caster can create a Machine to maintain one of his spells. The number of Machine levels used must be
equal to the highest other Art used in the spell. Any spell maintained by a Machine does not count against the
number of spells the caster can Maintain. The first Machine the caster creates takes one year to make, the
second Machine takes two years to make, the third Machine takes four years to make, the fourth Machine takes
eight years to make and so on, doubling each time.
If a Machine is destroyed, or the caster voluntarily allows a spell to lapse, a new Machine can be created to take
its place. That Machine takes a number of years to create equal to the years that created the Machine that was
lost or rendered unusable by the spell being cancelled.

Ordinance
For every level in this Art, every other Art the spell has been manipulated with is increased by one (these extra
level dont count towards the total amount of manipulation). This can no more than double any other Art used in
the spell. For every level used in this Art, the spell takes one day to cast.

Reversal
This Art allows the caster to reverse the effects of those spells that have a reversed form, without the necessity
of learning the reversed form separately. The levels of Reversal must equal the highest other Art used in the
spell.

Repeat
This Art causes the effects of the spell to repeat round after round. The spell takes effect on the casters initiative
every round, for one round per level of Repeat used (so Repeat 1 would be pointless). During the period of
repetition the spell can be dispelled (cancelling the repeat effect). The spell only needs to overcome resistance
and countermagic once, not every time it takes effect. However, the cost of the spell is vastly increased. Rather
than adding a single magic point per level of Repeat used, the cost of the spell is multiplied by the number of
Repeat levels used.

Sacrifice
The levels of Sacrifice used must be equal to the highest other Art used in the spell. The spell takes place as if
Speed has been used, at no cost of magic points, and affected by either Force or Reinforce (casters choice) of
as many levels as there are Sacrifice. There is a 3% chance of the character dying. If they die they cannot be
resurrected.

Strain
For every art level used in the spell, the caster can substitute one hit point for one magic point that is required.
This can be for either boosting or casting the spell.

Tap
If as many levels of the Tap Art are used as there are in the intensity of the spell the character need not spend
the POW to cast Tap. This Tap art is usually, but not always, taught in tandem with the spell. So naughty Rokari
from Seshnela who learn it from the sly in secret societies have it, as do the Brithini, although some people -like
the Galvosti -do not. For Example: Consider the above example, but this time with the Tap Art whereby things
get better (for the Tapper!). If you have Tap 31% you could cast an intensity 2 Tap with no POW loss -so
assume that any such NPC will always have 2 Tap Pool Points. If they're more powerful they'll have Tap 91%,
and thus be able to cast an Intensity 5 Tap with no loss of POW. So assume that the most powerful magi with
Tap, who have their skill in the 90's, is wandering around with 5 Tap Pool Points all the time. But even then, to
get the higher levels, they won't be able to use the Tap Art to avoid the POW loss. So to get a Tap Pool of 10,
they're going to be spending POW (unless they get their skill to 191% or higher, which is just uber gross under
the new rules).

Time
This art affects the spell it is cast on by delaying the time it takes effect. The spell is cast normally. If it
successfully overcomes any resistance rolls, countermagic, etc., it then does not go off until a certain time
later, depending on the number of Time levels used. When the spell is cast, the user states exactly when the
spell will take effect, at any time up to or including the delay he has ensorcelled. For instance, with 3 levels of
Time, he could name any delay up to an hour. When the spell finally takes effect, it bypasses all countermagic
and resistance rolls and directly affects the target, no other rolls necessary.
Time levels Delay
3 1 round
4 1 minute
5 1 hour
6 1 day

7 1 week
8 1 season
9 1 year
10 1 wane
11 1 age
12 eternity

Tragedy
Every level used in Tragedy increases every other Art used in the spell by one. Every time Tragedy is used the
character acquires a bad luck reroll. The GM can, at any time, use up that reroll and force the character to reroll
a die roll they have made. They must take the new result. It cannot be rerolled twice in a row.

Vows
Every sect has five Vows that characters can take. Non-Malkioni sorcerers generally call these "Techniques" ,
but the effect is the same. Every time a character gets to 90% in a spell, they may take a Vow. Every time they
take a Vow, they can Maintain one more spell, learn one more Art and attune to one more magical item. Until a
character has taken the Vow, they cannot Maintain any more spells nor learn any of the minor Arts.
The five levels of Vow are:
1. Junior Vow
2. Minor Vow
3. Major Vow
4. Greater Vow
5. Familiar Vow
They are taken in order. So a character takes a Junior Vow first, then a Minor Vow etc. The Vow list is given
below, and the Vows that correspond to each level is given in the appropriate description in the Cults section.

The Familiar Vow


The final Vow every sorcerer takes (with the exception of the Mostali) is the Familiar Vow. The character must
engage in an extended ritual and succeed in the appropriate Mythology roll. If they succeed, the ritual takes
effect, and they get both a Familiar and the appropriate Vow. If they fail, they may try again after an appropriate
amount of time (say, next downtime).
A Familiar must be either an incomplete creature or a creature with Fixed INT. The caster must give 1 point of
their own stats to the familiar for each missing stat. If the familiar dies, they get the lost stat back, exactly one
year later.

Stat boost
INT adds 2d6 to familiar's INT.
POW provides a POW equal to your own,

which can only be increased by an experience roll of


01-05.

SIZ if familiar already has SIZ, makes it


permanent. If not, provides a SIZ of 1.

STR as per SIZ


CON as per SIZ
DEX gives a DEX of 2d6
Familiars have mental contact with their masters, and he can use any spells they know (and vice versa). In
addition, familiars automatically know all the sorcery skills and arts of their master. They do not have their own
Presence, but share the master's.
An owner can choose to free his familiar from mental control and fellowship. It still retains any Stat(s) provided. If
it dies, the owner still gets his lost stat back after a year. A freed familiar starts off with sorcery spells and Arts
equal to its master's level, and gains its own Presence as if it had the Vows of Vessel and Lore Mastery.
A sorcerer can only have one familiar at a time, unless they free their familiar, at which point they may have a
replacement (but do not get the lost stats back until it dies). Killing ones own familiar is frowned upon in most
societies.

List of Vows
Abjure Armour: Never wear any physical armor.
Abjure Arms: Never use a weapon of any type.
Abjure Art (Major): You may not use the chosen Art, selected from Intensity, Range, or Multispell. If you chose
Intensity, all your spells are Intensity 1. If you choose Range, spells which normally have Range are touch-only
for you. The only exception are spells which center on you but which require a Range component for an area
effect (such as Attract Harm). If you choose Multispell, you may never use that Art. May be repeated up to three
times, for a different Art each time.
Abjure Art (minor): You may not use the chosen minor Art. See Abjure Art for details. May be repeated, for a
different Art each time. May only select Arts taught by ones own cult.
Abjure Knight Arms: like Abjure Arms, but permits you to use staffs, daggers, and other un-military arms. If you
later take Abjure Arms, this lesser vow is subsumed (and you only get 2 total Presence).
Abjure Metal Armour: like Abjure Armor, but permits you to wear leather, wood, or other non-metal armor. This
Vow conflicts with Abjure Armour.
Abjure Day: May cast no spells during daylight hours. Ritual spells may start in daylight, but must conclude
during the hours of darkness.
Abjure Liquor: Never drink alcoholic beverages.
Abjure Night: Like Abjure Day, but for Night.

Abjure Servitude: A rare Vow. You may not serve as a vassal nor be a master. This includes apprentices,
bound spirits, familiars, etc. You may not cast Command, Dominate, or similar spells.
Adulation: Devotion is given to a saintly relic, icon, or idol. The relic must be kept safe, given ornamentation,
routinely tended, prayed to, etc. Only available to non-iconoclastic Malkioni sects.
Cannibalistic: Must eat the flesh of your own species at every meal.
Celibacy: This includes sexual congress of any type, including homosexual, cross-species, etc. Minor*
Dawn Love: Sing a hymn every daybreak.
Deep Cannibalism: May never eat any food but human flesh.
Devotion (soul): Each year, sacrifice 1 POW to the Invisible God. Only available to Malkioni.
Devotion (location): Must attend a selected temple at least 1 day a week, preventing long distance travel (or
requiring the Teleport spell). This vow may be repeated, for the same or different temples, but must be
a different day each time, of course.
Devour Foe: Must feed on any creature you kill. Even a small bit will suffice (or even just a successful Bite
attack in combat). Blood counts as food.
Eat only [category]: Must eat only that category of entity.
Fasting: must not eat or drink one chosen day each week. This Vow may be repeated. If the sorcerer breaks
this Vow, he loses the Presence for all Fasting Vows he has taken.
Flee [Element]: You are harmed whenever you are left exposed to the full force of the named element. For
instance, Flee Sky would harm you if touched by full sunlight. Flee Storm harms you via moving air (i.e., wind),
and so forth. When taking this vow, it will specify what is lost, and how fast, when exposed to that element.
Unlike the vow of Shun Moon, the vow of Flee Moon is in fact available to certain sorcerers. The Flee Moon vow
is peculiar, though during the dark & dying moon, you take no loss from exposure; during the crescent phase,
you take half the loss; in the half-phase, you take losses normally; and during the full moon you take twice the
loss.
Gluttony: Must ritually devour five or six times the normal amount of food daily. Sometimes results in an
increase of SIZ over time, and often a decrease in CON as well.
Illumination: This can only be taken by Illuminates. It has now other effects. Effectively, this means that if this is
a required Vow of a cult, one may not proceed further without first becoming Illuminated.
Kill a Follower Yearly: This must be someone who has voluntarily sworn to your service. His sacrifice need not
be voluntary on his part, though.
Kill Offspring: sacrifice one of your children each year.
Location (varies): This Vow cannot be broken. Instead, the amount of spells the character can Maintain now
varies with their geographic location. On his home island it is +1. If it is somewhere in the East Isles where he
can see his home island, there is no modifier. Other places in the East Isles is a -1 modifier. Anywhere else is -2.
Moon Love: Perform minor blood sacrifice (a small animal or fish) every low tide.
Necrophilia: Must sleep with a corpse weekly. This Vow does not conflict with Celibacy.

Never kill a [category]: The sorcerer is still permitted to let such things die by inaction, and he can order
someone else to kill a that category of entities.
Never speak to [category]: Only converse with people things from that category.
Never take a woman but by force: For males only. This Vow conflicts with Celibacy.
Only speak to [category]: The sorcerer can speak to no-one other than beings from this category. This vow
conflicts with any Never Speak to Vow that relates to entities that routinely do not fall in this category.
Partial Vegetarianism: Forbids eating the flesh of warm-blooded animals (only). This Vow conflicts with
vegetarianism.
Rituals (minor): Must spend an additional melee round in preparation before casting any spell.
Rituals (major): You must spend an hour in preparation before casting any spell. This vow conflicts with other
Ritual vows.
Rituals (mighty): You must spend a year in preparation before casting any spell. This vow conflicts with other
Vows.
Sacrifice [stat]: Lower the requisite statistic by the noted amount. Retraining the lost stat is disallowed. In the
case of POW, it also limits the characters maximum POW.
Sacrifice Eye: Tear out one of your own eyes, which cannot be regrown.
Sacrifice Genitals: Remove your own privates, which cannot be regrown.
Sacrifice Hand: Cut off one of your hands which cannot be regrown.
Sacrifice Leg: Cut off one of your legs at the knee, which cannot be regrown.
Sacrifice [species]: Must sacrifice a member of that specie once every season.
Sea Love: Wash in sea water once a day.
Seclusion: Spend one week of every year in total seclusion. During this time, the sorcerer may not speak, may
not cast any spells, and must avoid contact with the outside world. This week must be the same week every
year. This vow may be repeated.
Self Abnegation: Never cast or maintain any spell on yourself.
Self Exaltation: Never cast or maintain a spell on any target save ones own person. This includes inanimate
objects.
Shun Harm: Cast no attack spells.
Shun [Element]: Cast no spells that control, evoke, or otherwise manipulate the selected element. For example,
a sorcerer with Shun Sky cannot cast Glow. A sorcerer with this vow may learn Resist spells vs. the chosen
element. Note that nobody can take Shun Moon, for non-Lunar sorcerers can't use such magic anyway, and
Lunar sorcerers are forbidden this vow. Junior *
Shun Holy Ground: Never enter the holy ground of a non-chaotic cult. If you are taken there against your will,
the Vow is still broken.
Shun Unholy Ground: Never enter the holy ground of a chaotic cult. If you are taken there against your will, the
Vow is still broken.

Shun Immortality: Never cast or maintain the Immortality spell upon yourself (you may do so for others), nor
receive any similar life-extending magic. Naturally immortal entities may not take this Vow unless they have
somehow become mortal.
Shun Tap: Never cast or maintain Tap. Junior *
Silence: Never communicate verbally. You may use Telepathy, hand signals or the written word to
communicate. This does not prohibit spellcasting.
Storm Love: Never seek shelter from storm.
Vegan: You are required to be a vegetarian and in addition must avoid milk and other animal products. This vow
conflicts with vegetarianism and partial vegetarianism.
Vegetarianism: Eat no animal flesh, including fish and fowl. This vow conflicts with partial vegetarianism.

Examples of Vow Levels


Junior
Shun Tap, Shun Darkness, Abjure Liquor, Celibacy, Eat only food never seen by a chaos creature, Never harm
a human women, Shun Immortality, Never kill a duck, Partial Vegetarianism, Abjure Metal Armour, abjure
knightly arms, fasting, Shun Fire
Minor
Celibacy, Devotion, Abjure Knights Arms, Fasting, Never Killa Horse, Abjure Metal Armour, Devotion (soul),
Devotion (location), Gluttony, Never speak to a chaos creature, Never speak to a worshipper of X or specified
species, Rituals (minor), Sacriface being with a chaos feature. Abdure Armour, Abdure Arms, Abjure Minor Art,
Abjure Major Art, Adulation, Eat only food prepared by a specified gender, Never Speak to a person of a
specified gender you have not been introduced to, Sacrifice CON, Shun darkness, Vegan, Eat only food made
by a specific culture, Partial Vegetarianism, Never kill a member of a particular culture, Sacrifice DEX, Shun
Unholy ground, Abjure Liquuor, Never kill a specific species, Never kill an animal owned by somebody, shun
immortality, Storm Love, Only speak to a specified gender, shun Tap, Vegetarianism, Sacrifice APP,
Major
Devotion, Only speak to members of a particular cult, Rituals Minor, Abjure Art (major), Abjure Day, Abjure
Night, Abjure Servitude, Never Kill a human, Abdure Armour, Abdure Arms, Abjure Minor Art, Abjure Major Art,
Adulation, Eat only food prepared by a specified gender, Never Speak to a person of a specified gender you
have not been introduced to, Sacrifice CON, Shun darkness, Vegan, Adultation, Vegetarianism, Fasting, Never
kill a member of a particular cult, Sacrifice DEX, Shun unholy ground, Only speak to a specified gender, Shun
Harm, Eat only food grown by a personal servant, Never kill a human, Sacrifice STR, Seclusion, Sacrifice
genitals, shun immortality, Eat only food with a particular ingredient, Never kill a particular species, Sacrifice
Eye, Never speak to an arbitory class of people (such as everybody whos name starts with B) Rituals Major,
Greater
Abdure Armour, Abdure Arms, Abjure Night, Illumination, Rituals (major), Sacrifice Hand, Only Speak to a
person of a specified gender and members of a specified cult, Sacrifice Leg, Only speak to people of a specified
culture, Silence, Sacrifice Jabberwock, Shun unholy ground, Abjure Day, Eat only food harvested uring a
particular time (Holy time), Self Abnegation, Sacrifice CON, Devour Foe

Breaking and Conflicting Vows


One cannot simply cast aside vows. The only way to get rid of them is to break them, or select a conflicting vow.
One can break a vow by transgressing what it says. As soon as the vow is transgressed, it is lost, as are the
benefits attached to it. The bonus to Maintaining spells is lost. The Art the character selected is kept. However,
the next Vow that the character receives must replace the broken vow (and comes from the same level as the
broken vow) and the character does not gain another Art when taking a vow to replace a broken one. One can
also lose a vow by selecting a conflicting vow. At that point the character can (and should, unless they want to
lose the benefits) select a different vow to replace the conflicting vow. The new vow should be taken from the
same level that the conflicting vow that has just been lost came from. Whether a vow is lost by breaking it or
dropping it because of a conflict, a character can never, ever take that vow again, no matter what the
circumstances.

Sects
The Arkati
Followers of the disgraced 'hero' Arkat, who betrayed his disciples to become an inhuman monster, the Arkati
comprise many competing sects with mutually contradictory theologies. Some sects are violent, others value
only peace, but all have a strong millenialist tradition and believe that the Hero Wars heralds the return of their
mad prophet.
HeroQuesting Immunity

OId Arkat Kult

Ritual (ceremony), self


only

Arkati Blade Ritual

Old Arkat Kult

Ritual spell

Boost [passion]

Old Arkat Kult

Herohide

Old Arkat Kult

Ritual (ceremony)

Kill

Old Arkat Kult

attack, ranged, instant

See HeroQuesting

Old Arkat Kult

self only, temporal

Sever HeroQuesting

Old Arkat Kult

attack, ranged, temporal

Summon [Hazard]

Old Arkat Kult

instant

Guard from Chaos

Arkat Chaosbane

touch (though range


must still be used)

Ward Chaos

Arkat Chaosbane

ranged, instant

Boost Action

Blackmorian Monks

touch, passive

Enhance Staff

Blackmorian monks

touch, passive

Arrolian
The Arrolians do not follow the ancient laws of Malkion or the old laws of Hrestol, but rather pay heed to the
Lunar way of the Red Moon. They claim the example of the Red Goddess shows Death is not the end: like that

of their mistress, mortal lives may wax and wanr, die and thence in some form return. The phase of the moon
ifluences their powers. See Tales of the reaching moon 20
Poison Tooth

Arrolian

Ranged

Shock

Arrolian

Attack, ranged

Arinsor

Touch, temporal, passive

Arinsor
Touch of Chaos

Boristi College of Magic


A much persecuted church in Ralios. They believe that Chaos prevents entry to Solace (The heaven of the
Malkioni) and to be free of chaos, one must be shriven. They use the chaotic energies obtained from the shriving
to create chaotic monsters.
Arts: Alacrity, Hold, Ease, Force, Boristrum (secret art).
Junior Vow: Abjure Liquor, Celibacy, Eat only food never seen by a chaos creature.
Minor Vow: Abjure Knightly Arms, Abjure Metallic Armour, Devotion (soul), Gluttony, Never speak to a chaos
creature, Never speak to a worshipper of Arkat, Rituals (minor), Sacrifice being with a chaos feature.
Major Vow: Abjure Art (major), Abjure Day, Abjure Night, Abjure Servitude, Never kill a human, Only speak to
Boristi.
Greater Vow: Illumination, Rituals (major).
Spells: All common plus Neutralise Poison, and Regenerate.
Adept Spells: Hand of Death, Shriving, Tap, Teleport, True Self.

Brithini College of Magic


The followers of Zzabur's way. Although fewer than the Malkioni, their presence is significant throughout history
for their powerful magic, they do not worship, not even the Invisible God. To protect Brithos, Zzabur cast the
Closing. He then performed another spell to remove it entirely from the Inner World
Decrepitude

Brithini

attack, ranged, instant

Magic Sink

Brithini

Enchant

Suppress [Art]

Brithini

attack, ranged

The Spell Forbidden

Brithini

Ranged

Wrest Magic

Brithini,

ranged

Suppress Wizard

Brthini

attack, ranged

Carmanian College of Magic


Dualists, believing in a Black and a whilte god (and recently a faction that believes that the Red Goddess has
arrives to create balance).
A heretical offshoot of the Hrestoli Reformed Church, the followers of Carmanos the 'Prophet' have rejected
most of the tenets of Malkionism, claiming that the material world is a trap of sin created by the devil, which they
identify with the object of veneration of the true Malkioni faiths. Idovanus, a being associated with light and
supposed 'truth', is the source of their sorcery powers. Carmanians lack a farmer class, using pagans for these
purposes.
Proscribe [cult]

Carmanian

ranged

Dwarfs
Mostali are a highly trained sorcerous society, and have advanced furthest with the sorcerous arts. Each is
considered to be a specialist sorcery with their specialist spells being those that relate to their tasks i.e. a Brass
Mostali would have Animate Metal, Holdfast and various enchantments as their spells whereas an Iron Mostali
would have Resist Death, Resist Damage, Boost Damage etc... with comparatively few enchantments.
Routinely, all Mostali learn the Basic Arts before long. Only Silver Mostali go beyond that. Whenever a Mostali
has mastered five spells (and thus gained five more Vows) they are considered to be "Foremen", the equivalent
of Priests or Rune Lords in Mostali society.
The Mostali High Vow defines the basic purposes of the Mostali, all Broken Mostali have broken this Vow, and
thus all apostates have very little magical potential. All Mostali gain additional Vows in connection to their caste
acitvities. These are called "Routines", by the Mostali. Example Routines are polishing a certain set of items
every five work cycles, creating the same item continuely for the rest of their lives, going on chaos killing
missions at the end of every season, or attending to the Mostali Complex Sewar system (in the case of Lead
Mostali). This means that most adventuring Mostali will be breaking their Routine Vows.
Mostali do not have the Lore Mastery Vow, they have the Skill Mastery Vow. Every time a Mostali with this Vow
masters a skill in connection to their caste tasks i.e. a Rock Dwarf masters Masonary or Evaluate, then they gain
one Presence.
Fend Blow

Dwarfs (Iron)

Enchantment

Granite Weapon

Dwarfs (Iron)

Ritual enchant

Create Ward

Dwarfs (Lead)

Enchantment

Enchant Halo Shot

Dwarfs (Silver)

Enchantment

Store Sorcery

Dwarfs (Silver)

Enchantment

Armour Gnome

Dwarfs (Tin)

Enchantment

Enchant Gobbler Shot

Dwarfs (Tin)

Enchantment

Grant Free Will

Dwarfs (Gold)

Enchant

Transmute Stone

Quicksilver Dwarfs

Enchantment

Dormal

Ritual spell

Dormal
Open Seas

Galvosti College of Magic


Malkioni who believe that the Tapping of non-Malkioni is lawful.
Ban

Galvosti

Enchantment

Clear Mind

Galvosti

ranged

Resist Death

Galvosti

ranged

Arts: Alacrity, Duration, Force, Reinforce, Sacrifice (secret art)


Junior Vows: Shun Immortality, Abjure liquor, Never kill a duck.
Minor Vow: Abjure minor art, Abjure knightly arms,abjure metal armour, Adulation, Celibacy, devotion (Soul), Eat
only food made by a Galvosti, Partial vegetarianism, Fasting, Never kill a Malkioni, Sacrifice DEX, Seclusion.
Major Vow: Abjure Armour, Abjure Arms, Abjure Minor Art, Adulation, Vegetarianism, Fasting, Never kill a
Malkioni, Rituals (minor), Sacrifice DEX, Shun Unholy Ground.
Greater Vow: Only speak to Galvosti, Sacrifice Leg.
Spells: All common plus Attract Missiles, Clear Mind, Dominate Duckling, Project Sight, Project Hearing, Resist
Death, Shapechange duck to Carniflower Plant.
Adept Spells: Enchant Iron, Enchant Gold, Enchant Tin,
Fly, Project Touch, Tap.

Hrestoli College of Magic


In the Modern Age, the Malkioni living in Fronela and Castle Coast worship Hrestol. He instituted several
profound changes in Malkionism: the Knighthood and the Joy of the Heart. He is condemned by Rokari Church
for several errors and they deny his sanctity.
Vows: Ease, Speed, Force, Reinforce, Hymn (secret art).
Junior Vow: Abjure Liquor, Shun Immortality.
Minor Vows: Celibacy, Devotion (soul), Eat Only Food Blessed by the day-long Hrestoli ritual, Fasting, Only
Speak to Men, Sacrifice CON.
Major Vows: Abjure Armour, Abjure Arms, Devotion (Location), Fasting, Only Speak to Malkioni, Shun Harm,
Sacrifice CON, Seclusion, Shun Unholy Ground
Greater Vow: Sacrifice CON.
Spells: All common plus Banish Undead, Block Pagan, Drain Soul, Project Touch, Suppress Paganism, Suppress
Priestcraft.
Adept Spells: Homing Circle, Project Sight, Scrying Device, Shapechange human to hawk, Shapechange human
to dolphin, Shapechange human to bear, Tap, Teleport, Teleport Block.
Banish Undead

Hrestoli

ranged, instant

Drain Soul

Hrestoli

attack, ranged, instant

Draw Soul

Hrestoli

Attack, ranged, instant

False Armour

Hrestoli

ranged

Neutralise Armour

Hrestoli

ranged

Shield of Faith

Hrestoli

Ranged

Suppress Paganism

Hrestoli

attack, ranged

Suppress Priestcraft

Hrestoli

attack, ranged

When the Ban fell across Fronela, many Hrestoli were separated from the mainstream of the Church in the
kingdom of Loskalm. While the Loskalmi forged their new Idealist sect, those left behind stuck to the old ways
and many still remain true to their old faith even today. In many ways similar to the Idealists, the Reformed
Church believes in motion between the classes on the basis of merit, but individuals are born into the same
class as their parents and such motion is relatively unusual.
Assess Characteristic

Reformed Hrestoli

ranged, instant

Assess Skill

Reformed Hrestoli

ranged, instant

Lunars
This is an unusual sorcery variant.. The sorcerer is tied to cyclical magic, and is able to utilize Lunar elemental
magic. Only Lunar sorcerers can use Lunar elemental magic.
Phase of the Moon Effect on Sorcery
Full Moon Use skill/5 to determine Art levels per spell
Half Moon Use skill/10 to determine Art levels per spell
Crescent Moon Use skill/20 to determine Art levels per spell
Dark/Dying Moon Use skill/50 to determine Art levels per spell
A Lunar sorcerer can take a specialty. A Lunar specialist casts his specialty spells as if the Moon was one phase
"better", and he casts his non-specialty spells as if the Moon was one phase "worse". During the Full Moon, he
casts his specialty spells at skill/3. During the Dark or Dying Moon, he can use only a single Art level on a nonspecialty spell.
New Art: Lunar Magic
a sorcerer who joins the cult of the Red Goddess (q.v.) automatically gains this new Art, which lets him
manipulate spirit spells. The sorcerer needs as many levels of Lunar Magic as all other Arts used. Each level of
Range increases the spirit spell by 50m of distance.
Phase of the Moon

Effect on Sorcery

Full Moon
Each Art can be up to the sorcerers Free INT in size. I.e., a priest with Free INT 10 can use both
Intensity 10 and Multispell 10.
Half Moon

The total Art levels used may not exceed the casters Free INT.

Crescent Moon As above, plus only one Art may be used.


Dark/Dying Moon
NonSorcerers

No spirit magic manipulation is possible.

an individual who joins the Red Goddess's cult but who has not learned the Arts gets Lunar Magic, plus limited
access to the Arts, which he may use only to manipulate spirit spells. If he later learns the arcane Arts properly,
he can manipulate both spirit magic and sorcery.
Lustrous Missile

Lunar

Touch

Henotheistic Church of Otkorion


A mixture of Malkioni and Orlanthi cultures, Orlanthi gods are honoured as Malkioni saints.
Vows
Abjure Rune Magic and Shun Storm are forbidden. Shun Tap must be the third vow taken.
Lore Mastery
Speak Stormspeech, Sword Attack, Hide, Jump, Listen, Orate, and Scan give 1 Presence. Read/Write
Stormspeech gives 2 Presence.
New Vows
NEVER SPEAK TO NON-STORM (1, o r 2 for the Great Vow): only converse with people who are initiates of
cults allied to Orlanth, or with their underage children.
The Great Vow means that the sorcerer can only converse with people who are initiates of Orlanth himself or
their underage children. Orlanth variants are permissable, so a worshipper of Entekos or Kargzant is out, but an
Orlanthi from Lankst, an Aeolian, or a member of Urox (but not the Praxian Storm Bull) are all legitimate.
LAWSPEAKER (1): may only be taken by those who have a Human Lore of 50+ and St. Lhankor Mhy as patron.
The sorceror must attend and arbitrate all matters of law when asked.
Adept Membership
an Otkorion sorcerer may not become an Adept until he has vowed Shun Tap and has three patron saints.

Jraktal
A Chaos Deity.
Invaded Fonrit and influential in destroying the Artmali empire there.
He ruled over Fonrit until being cast down by Garangordos and Ompalam
Widely blamed for the Malkioni magic of Tapping.
Tap <element>

Jraktal

Touch, temporal, passive

Kralori School of Magic


There are schools of sorcery in Kralorela, most of which started under the Jrusteli occupation, but some are far
older and come from other traditions. These schools rarely follow traditional Malkioni ways and normally have a
Master and his Students. The schools teach some common sorcery and a few specialist skills. Students of one
school generally do not join other schools, as each school is very jealous of its secrets.

Many of the Kralorelan Schools use magic unknown elsewhere. If you want to follow the Chinese analogy, try to
use Taoist Sorcery in Kralorela, or alternatively use other Oriental magic types for unusual schools.
Mysticism
Many Kralori use Mysticism instead of, or in addition to, Sorcery.
Arts use Art Vows for the basic arts of Intensity, Multispell, and Range, then Study for all remaining Arts.
Attune Magic Flow

Kralori

Ceremony

Blade of Puissance

Kralori

Touch

Mockery of Reality

Kralori

self only

Prevarication

Kralori

touch

True Sibling

Kralori

Touch, but Range must


be used

Voyage to the Maze of Long Shadows

Kralori

Attack, instant

Wall

Kralori

Instant

Gem of Reality

Kralori,

Ranged passive

Rokari College of Magic


Have a society with four castes similar to the Hrestoli: Farmer, Knight, Wizard and Lord. But they do not believe
in mobility between those castes. They dominate SW Genertela and are also found in NW Pamaltela.
Arts: Banish (secret art), Duration, Ease, Force, Hold.
Junior Vows: Abjure metal armour, abjure knightly arms, abjure liquor, celibacy, fasting, shun tap.
Minor Vow: Abjure armour, abjure liquor, celibacy, devotion (location), never kill a Rokari, shun immortality, shun
tap, vegetarianism.
Major Vow: Abjure arms, devotion (location), devotion (soul), Only speak to Rokari, Rituals (minor), sacrifice
genitals, seclusion, shun immortality.
Greater Vow: Devotion (soul), Rituals (major), Shun harm, Shun unholy ground, silence.
Spells: All common, plus Attract Magic, Banish Undead, Block Pagan, Dampen Damage, Neutralise Damage,
Regenerate, Suppress Paganism, Suppress Priestcraft.
Adept Spells: Fly, Project [all human senses], Quest, Teleport, Teleport Block, Wrest Magic.
New Art: Banish
this Art is used to cancel another spell. For each level of Banish, 1 point of the defending spell is cancelled. To
use this Art, you must actually have learned the spell you wish to dispel. You need sufficient Range to reach the
offending spell. Banish can be Multispelled to affect a number of defending spells. Example: Rokar the Rokari
uses Banish 2 on a foe's Resist Magic 6. The foe's spell is reduced to Resist Magic 4.
When a spell is Banished, the owner notices at once, and will even awaken if he sleeps.
Banish Undead

Rokarism

ranged, instant

Block Pagan

Rokarism

a ttack, range

Dampen Damage

Rokarism

ranged

Neutralise Damage

Rokarism

touch, instant

Quest

Rokarism

Ceremony, Attack

Suppress Paganism

Rokarism

attack, ranged

Suppress Priestcraft

Rokarism

attack, ranged

Wrest Magic

Rokarism

ranged

Sedalpist College of Magic


Believe anyone causing death cannot make it to paradise.
Counterconception

Sedalpist

Attack, ranged

Poison Troll

Sedalpist

Enchant

Sense Detection

Sedalpist

ranged, active

Slumber of Peace

Sedalpist

attack, ranged

Smite [non-human]

Sedalpist

Ranged

Wither Elf Bow

Sedalpist

attack, ranged, instant

Stygian College of Magic


Combine the worship of ordinary deities with the Invisible God. Exists mainly in Ralios.
Vows
Never Kill a Human, Shun Darkness, and Vegetarianism are forbidden.
Arts: Ease, Force, Speed. There is no fourth or fifth Art.
Junior Vows: Shun Fire.
Minor Vow: Abjure Armour, Celibacy, Never Kill a Shade, Never speak to a troll, Sacrifice APP, Only speak to
men.
Major Vow: Abjure Major Art, Abjure Day, Eat Only Food With Mushrooms, Illumination, Never Kill an Insect on
purpose, Never speak to anyone whos real name begins with a B, Rituals Major, Sacrifice Eye.
Greater Vow: Devour Foe.
Spells: Animate Lead, Animate Obsidian, Call Cold, Call Shadow, Call Wind, Cast Malice, Diminish [all stats],
Diminish Communication Skills, Enchant Iron, Enchant Lead, Evoke Cold, Evoke Shadow, Evoke Water, Haste,
Identify Spell, Magic Point Matrix, Mystic Vision, Neutralise Magic, Palsy, Phantom Sound, Protective Circle,
Resist Detection, See Rune Magic, Shade Clout, Shadow, Smother, <Snare>, Spell Matric Enchantment,
Suppress Sorcery, Triumph of Darkness, Walk Unseen.

Adept Spells: Animate Dead, Apprentic Bonding, Basic Rites, Create Wraith, Immortality, Implant, Project
Shadow, Shapechange Human to Troll, Shudder of Darkness, Travel in Water.
New Vows
EAT ONLY ALDRYAMI (2): may eat only Aldryami, dead or alive.
EAT ONLY BURNT FOOD (1): all solid foodstuffs must be cooked, even the smallest leaf.
GLUTTONY (1): must ritually devour five or sick times the normal amount of food daily. Sometimes results in an
increase of SIZ over time, and often a decrease in CON as well.
DEVOTION (1): must attend a selected temple at least 1 day a week, preventing long distance travel. This vow
may be repeated, for the same or different temples, but must be a different day each time, of course.
ILLUMINATION (varies): gain 1 presence for every 10% progress towards Illumination he has. Once illuminated,
this Vow becomes null. The Presence gained for it does not go away, but no longer increases.
<Snare>

Stygian

ranged, passive,
temporal

Boost [elemental]

Stygian

ranged

Create [wraith]

Stygian

Enchantment

Deaden Sound

Stygian

ranged, passive,
temporal

Enhance [sense]

Stygian

ranged, passive,
temporal

Project Shadow

Stygian

range special, passive,


temporal

Resist Detection

Stygian

ranged, passive,
temporal

See Rune Magic

Stygian

ranged, temporal, active

Shade Clout

Stygian

Ranged

Shadow

Stygian

ranged, passive,
temporal

Shudder of Darkness

Stygian

Ranged

Triumph of Darkness

Stygian

Ranged

Walk Unseen

Stygian

touch, active, temporal

Vadeli College of Magic


Ancient enemies of the Brithini. They are a race of devious atheists who cheat, steal and blaspheme. They do
not follow the laws of Malkion. They have become a major naval power, and command the sea routes to
Pamaltela. They are immortal, so long as they obey their rules including insest, promiscuity, murder, etc.
They are present in all Western ports, though they are confined to ghettos.
Drain [characteristic]

Vadeli

Attack, touch

Valkarist College of Magic (Eastern Isles)


Worship pagan Deities of the Eastern Isles as saints. Only found in the Eastern Isles. The peculiar magic native
to the East Isles is sorcerylike, in that the effects are created by manipulating magic energy. Have access to
divine magic and Sorcery.
Blessing of Vithela

Valkarism

touch

Breath of Thella

Valkarism

Touch (but Range is


used), either instant or
temporal

Breath of Vithela

Valkarism

Self-only, instant

Dance of the Gold Maiden

Valkarism

Touch

Dance of the Pink Goddess

Valkarism

ranged

Dream of Darkness

Valkarism

Touch

Dream of Elucidation

Valkarism

Self-only, Multispell must


be used

Dream of the Island

Valkarism

Touch

Dream of the Sea

Valkarism

Touch

Dream of the Sky

Valkarism

Touch

Dream of the Storm

Valkarism

Touch

Dream of Warmth

Valkarism

Touch

One With Beast

Valkarism

Attack, Ranged

One With Chaos

Valkarism

Attack, ranged

One With Hunger

Valkarism

Attack, Ranged

One with Moon

Valkarism

Summon

One With Plant

Valkarism

Ceremony

Sleep of Reason

Valkarism

Touch

Song of Dawn

Valkarism

ranged, passive,
temporal

The Joyful Brotherhood

Valkarism

Attack, Ranged

Nightmare of Hell

Valkarism,

Ranged Attack

Ban

Valkarist

Enchantment

Evoke Death

Valkarist

Ranged

Evoke Luck

Valkarist

Ranged

Expedite Destiny

Valkarist

Touch, but Range must


be used

Hand of Death

Valkarist

attack, touch, instant

Spasm

Valkarist

Attack, ranged, instant

Stutterblade

Valkarist

Ranged

The Joyful Brotherhood

East Isles

Attack, Ranged

Ward Damage

Valkarist

ranged

Vivamort
Vows
Never Kill a Human, Shun Harm, Shun Darkness, Shun Immortality and Shun Tap are forbidden.
New Vows
ABJURE DAY (3): may never cast spells during daylight hours. Ritual spells must conclude during the hours of
darkness.
CANNIBALISM (2): must eat the flesh of your own species at every meal.
DEVOUR FOE (2): must feed on any creature you kill. Even a small bit will suffice (or even a successful Bite
attack in combat). Blood counts as food.
NECROPHILIA (1): must sleep with a corpse weekly. This Vow does not conflict with Celibacy.
SHUN HOLY GROUND (2): never enter the holy ground of a non-chaotic cult. If you are taken there against your
will, the Vow is still broken.
Create Henchman (All characteristics
except POW)

Vivamort

ritual enchant

Create Vampire

Vivamort

Enchantment

Ecstatic Communion

Vivamort

ritual ceremony

Steal Rune Magic

Vivamort

Ritual

Vivamorti Soul Ritual

Vivamort

Ritual

Vormaini
The Vormaini rule a sprawling empire in the East Isles that are called by them the Hinter Isles and by everybody
else the War Isles. The islands practice an extreme form of Isolationism.
Create Mandala [INT or POW]

Vormaini

ritual enchant spell

Disguise

Vormaini

passive, temporal touch,

Hide Lifeforce

Vormaini

ritual enchant spell

Night Eyes

Vormaini

touch, passive, temporal

Oracle

Vormaini

ritual ceremony spell

Vanishing

Vormaini

self, active, instant

Waertagi Sorcery
The half-human waertagi are a waning power in the world, although the Hero Wars may herald their restoration.
They diverged from the mainstream sects in the Storm Age, and claim to follow an illegitimate son of Malkion
who combined early monotheism with the worship of various deep water powers.
Claim to be descended from a bastard son of Malkion and a mermaid. They have webbed fingers and toes and
green or blue skins. They worship merman ancestors as well as various spirits of the seas, in adition to the
Invisible God.
The Waertagi have always had a very pragmatic approach to their magic. They believe in no afterlife, and
worship sea gods in addition to Malkionism. Their magic has evolved along its own lines, and now has many
differences from conventional sorcery, including many unique spells and at least one unique Art. Most, but not
all, are specialists.
New Art: Immersion
this Art may only be used if the caster's skin and hair is totally wetted with seawater. Each level of Immersion is
added to each other Art used in the spell.
Example: Darkdemon the Waertagi, soaked by spray, casts Dominate Human at the crew of a fleeing ship. His
skill of 98% gives him 10 levels of Art. He applies Intensity 1, Range 1, Multispell 1, and Immersion 7. The latter
adds +7 to his Intensity, Range, and Multispell, so he affects 8 targets each with Dominate Human 8 at Range 8
(2.5 km).
Immersion seems rather unfair to most sorcerers.
Stingray

Waetaergi

Ranged

Otherworld Creatures and Sorcery


A number of entities rely largely or solely on sorcery, yet do not take Vows or otherwise train in the Arts. In
general, sorcery is "natural" to these entities. It is their flesh and blood, inherent to them. Incomplete creatures
lacking normal INT cannot normally use sorcery. Those few that express sorcerylike effects do so because of
metabolism or innate gifts, not because they intelligently manipulate their environment.
Arts
typically otherworld creatures learn Arts by study, since they cannot access St. Malkion and Art vows are
difficult.
Vows
all otherworld creatures can have a High Vow if they know an Art, and Vessel once they know all three basic
Arts. The creatures very existence constitutes a High Vow of sorts. Incomplete creatures with free will (i.e., not
bound into an enchantment, reasonably intelligent, and not a familiar), are occasionally able to learn other vows.
These vows are often very peculiar, and sometimes beyond human comprehension.

Former Sorcerers
The revenant of a sorcerer (i.e., a ghost, mummy, vampire, etc.) retains his former Presence and Vows;
however, an evil revenant often has his vows inverted. For instance, if he formerly had Shun Tap, it might be
replaced by Tap Daily.
Sorcery Access for selected unusual entities
CHONCHON: these entities are created of spirit magic, and can never learn or use Sorcery.

GOBBLER: can be taught spells, but has only those Arts and Presence which has been enchanted into its hide.
GREMLIN: can be taught spells, but has only those Arts and Presence enchanted into it or provided in an
enchanted item.
HELLION: a Hellion's Presence is equal to its HP, like most of its characteristics.
NYMPH: Auloniads, Dryads, Limoniads, Naiads, and Oreads do not learn sorcery.
MAGIC SPIRIT: only special sorcery-using magic spirits can gain Presence and learn Arts, though all can learn
and cast sorcery spells.
Specialist Spells
Monitor
MIND PROBE
Attack, ranged, transient
Effective only vs. creatures with normal INT. If the target is overcome, then the Mind Probes intensity is matched
vs. his MPs. If he fails to resist, the caster can obtain one truthful answer from the victim. He may try again once
a melee round. Once the target succeeds in resisting the Mind Probe, the spells effects end.
The answer is transmitted via telepathy. If the caster is already in telepathic contact with the target, the latter
automatically fails to resist the incoming spell (but he can still resist vs. its Intensity). If the caster does not speak
the targets language, only Yes, No, and I dont know. responses are given.

Converting from Old Sorcery


In old-style RQ sorcery, spell skills were harder to achieve, and so was mastery of the Arts. To make an old-style
sorcerer compatible with the new rules, use the following process.
Arts
the player is assumed to possess the Arts of Intensity, Multispell, and Range if he had any percentage at all in
those skills. For each full 50 percentiles he had in the old Arts, he receives one secondary Art (thus, if he had 40
percentiles in each of the four old Arts, for a total of 160 pts, he would get 3 secondary Arts.)
Presence & Vows
the player is assumed to have taken the High Vow, the Vessel, and Lore Mastery. He may take an additional
Vow of his choice for each spell, old Art, or magic skill (i.e., Ceremony, etc.) he knew at 50+.
Spells
trade obsolete spells for the nearest equivalents.
Spell Skills
since spell skill is easier to improve under the new rules, increase each spells percentage by 1/5. Thus, a skill of
60 would rise to 72. Round fractions up.
Miscellaneous
if you think the character behaved like a Specialist, make him one. If he already adhered to a certain Vow (more
or less), give him that Vow. Example: if he has never taped, let him have Shun Tap. If he had a familiar, give him
Tend Familiar.

Specialties
A sorcerer can specialize in a particular type of magic. All spells within the chosen specialty have an Art limit
equal to his skill/5, while spells outside the specialty have an limit of his skill/20. For instance, an illusionist with
both Phantom Sight & Treat Wounds at 85 could cast Phantom Sight 17, but only Treat Wounds 5. A nonspecialist could use 9 MPs for each spell. For a sorcerer to follow a speciality the sorcerer must have been
declared as following a speciality from character generation or else the character must train under a specialist
for a minimum of a year. Not all specialties are available to all sects.
Sample Sorcery Specialties
Spells" = all spells within that specialty.
"Vows" = alterations in Vows due to this specialty.
"Lore Mastery" = those skills which give him Presence above and beyond the normal Lore Mastery vow.
"Other" = any special bonuses or handicaps.

Alchemist
Spells Animate [substance], Bless [object], Boost [attribute], Holdfast, Locate Object, Produce [energy], Sense
[substance], Armor Enchantment, Create Basilisk, Enchant [metal], Warp Enchantment
Lore Mastery Craft, Evaluate, Mineral Lore, and World Lore give 2 Presence each.
Other new Art: Alchemy

Conjuror
Spells Create Basilisk, Dominate [otherworld species], Mystic Vision, Protective Circle, Resist Magic, Resist
Spirit, Summon [species], Binding
Lore Mastery Demonology, Magic Lore, Spirit Lore, and Summon give 2 Presence each.
Other new spell: Boost Elemental

Healer
Spells Bless (medical gear, antidotes, etc.), Dominate [disease, emotion, healing spirits], Regenerate, Resist
Death, Resist Disease, Resist Poison, Summon [healing spirit], Treat Wounds
Vows none unique, though Never Kill a Human and Shun Harm are common.
Lore Mastery First Aid, Treat Poison, & Treat Disease give 2 Presence each. Other new spell: Neutralize
Disease

Enchanter
Spells -- all Enchant spells
Lore Mastery -- Enchant and Magic Lore give 2 Presence each. The first Craft the enchanter masters provides 3
Presence. The second Craft provides 2. Further Crafts are worth 1 each.
Other new spel: Break Conditions

Forest Mage
Spells Animate Wood, Animate Plants, Animate Trees, Animate [plant species], Boost Perception, Boost Stealth,
Dominate [woodland species], Project [sense]
Lore Mastery Plant Lore counts for 3. Each Stealth skill gives 1 Presence.
Other Transform to Tree, special plant-affecting spells.

Illusionist
Spells Phantom [sense], Project [sense]
Lore Mastery --Conceal, Sleight, each Perception skill, and each Stealth skill give 1 Presence. Other new Art:
Illusion

Metamorph
Spells Boost [char.], Diminish [char.], Shapechange [species], Tap [except POW and INT] Vows -- may never
Sacrifice any characteristics in a Vow
Lore Mastery -- Animal & Plant Lore give 3 Presence each.

Monitor
Spells Dominate [species], Mystic Vision, Suppress Sorcery, Stupefy, Tap INT, Telepathy
Lore Mastery each Communication skill gives 1 Presence.
Other new spells: Hypnotism, Clear Mind, Comprehend, Implant, Mind Probe

Necromancer
Spells Animate Dead, Dominate [type of undead], Drain, Hand of Death, Resist Death, Sense Life, Sense
Undead, Tap [characteristic], Banishment, Create Basilisk, Create Vampire, Immortality, Summon [type of
undead]
Vows Shun Sky is required as the third Vow. In addition, every 5th Vow must be Sacrifice Appearance, until APP
has dropped to 1. Never Kill and Shun Immortality are forbidden.
Lore Mastery Magic & Undead Lore give 2 Presence each. Each Stealth skill gives 1 Presence.
Other new spell: Hide Life. Can stack Tap spells. Necromancers are considered to be chaotic, or at least
meddling with chaos.
HIDE LIFE
Self-only
The target cannot be detected by means of spells, unless the spell involved has a higher Intensity than the Hide
Life. If the caster concentrates on the spell, as with an active spell, then the Hide Life has a chance to resist
detection spells by matching its Intensity vs. theirs on the resistance table.
Weather Mage
PREDICT WEATHER

ritual Ceremony, ranged


Accurately predicts the weather for the following day. If the ceremony is fumbled, the weather mage gets an
inaccurate prediction. Spells and supernatural affects are not allowed for. The spells prediction only holds for the
area within the range of the spell.

Ships Sorcerer
Spells Animate [rope, canvas, wood, etc.], Bless Ship [and shipboard equipment], Boost [ship's attributes],
Evoke Wind, Holdfast, Open Seas, Skin of Life.
Vows Shun Sea, Shun Storm, and Shun Sky are forbidden Lore Mastery Boating, all appropriate Crafts,
Navigation, Shiphandling, and World Lore give 2 Presence each.

Warlock
[of named element]
Spells -- Animate/Evoke/Produce/Resist/Sense [element]; Dominate [elemental], Summon [elemental]
Vows Shun [enemy element] is required as the third Vow. Enemies are the dominant or inferior element to your
own -- for instance, Water & Dark are enemies to Fire. The other Shun [enemy element] must be taken as the
fifth Vow. Each time you take the Flee [element] Vow vs. an enemy element, you get an extra 1 Presence.

Lore Mastery
-- Mineral & World Lore give 2 Presence each.
Other new spell: Boost [elemental]. Only the element chosen can be used in the listed spells. For instance,
Resist Fire is a specialist spell, but not Resist Damage. All aspects of a given element are within this specialty.
For instance, both Evoke Fire and Evoke Light are within a fire warlock's specialty.

Weather Mage
Spells Animate Fog, Call [appropriate energy], Dominate Sylph, Evoke Lightning, Evoke Windblast, Fly
Vows may not take Shun Sky or Shun Storm
Lore Mastery World Lore gives 4 Presence. Other Predict Weather, plus others.

Common Sorcerous Spells


Name

Occurance

Type

Animate [substance]

Frequent

ranged, active

Apprentice Bonding

Frequent

Armouring Enchantment

Frequent

Enchantment

Banishment

Frequent

Ritual spell

Basic Rites

Frequent

Binding

Frequent

(ritual enchament)

Binding

Frequent

Ritual Enchant

Bless Object

Frequent

Boost Armor

Frequent

Boost Damage

Frequent

Boost Range

Frequent

Boost Skill Bonus

Frequent

Boost Stat

Frequent

Call [energy]

Frequent

ranged

Castback

Frequent

touch

Create Basilisk

Frequent

Create Familiar

Frequent

Diminish [characteristic]

Frequent

attack, ranged

Diminish [skill bonus]

Frequent

attack, ranged

Drain

Frequent

attack, ranged, instant

Enchant [metal]

Frequent

Enchant

Enchant [stat]

Frequent

Enchantment

Evoke [energy]

Frequent

ranged, instant

Haste

Frequent

ranged

Hinder

Frequent

Holdfast

Frequent

Identify Spell

Frequent

ranged, instant

Locate Object

Frequent

ranged, active

Magic Point Matrix

Frequent

Enchantment

Muster Power

Frequent

Mystic Vision

Frequent

Neutralise Enchantment

Frequent

Neutralise Magic

Frequent

ranged, instant

Palsy

Frequent

attack, ranged

Power Matrix

Frequent

Preserve Item

Frequent

Protective Circle

Frequent

self-only (but Range is


required in casting)

touch (Range must be


used)

Resist [attack type]

Frequent

Ritual (ceremony), self only, temporal

Frequent

Sense Substance

Frequent

Skin of Life

Frequent

touch

Smother

Frequent

attack, ranged, transient

Spell Matrix Enchantment

Frequent

Enchantmen

Strengthening

Frequent

Strengthening Enchantment

Frequent

Stupify

Frequent

Summon [species]

Frequent

Suppress Sorcery

Frequent

attack, ranged

Telepathy

Frequent

ranged, active

Transmogrification

Frequent

Self-only

Treat Wounds

Frequent

Venom

Frequent

attack, ranged, instant

Animate Dead

Infrequent

ranged, active

Attract [harm]

Infrequent

attack, touch, transient

Bless Object

Infrequent

Boost Armor

Infrequent

Boost Range

Infrequent

Damage Boosting

Infrequent

Damage Resistance

Infrequent

Enhance Characteristic

Infrequent

Enhance Skill bonus

Infrequent

Fly

Infrequent

Glow

Infrequent

Homing Circle

Infrequent

Enchantment

Phantom [sense]

Infrequent

ranged, (active to move


or attack, otherwise
temporal)

Project [sense]

Infrequent

ranged, transient

Regenerate

Infrequent

touch

Sculpt

Infrequent

Enchantment

self, active

Spirit Resistance

Infrequent

Stupify

Infrequent

Teleport

Infrequent

Treat Wounds

Infrequent

Call [species]

Rare

Ritual ceremony, ranged

Cast [Emotion]

Rare

ranged, passive,
temporal

Cast Confusion

Rare

ranged, tmporal, pssive

Cast Courage

Rare

ranged, passive,
temporal

Cast Desire

Rare

ranged, passive,
temporal

Cast Fear

Rare

ranged, passive,
temporal

Cast Malice

Rare

ranged, passive,
temporal

Curse Chaos

Rare

temporal , ranged

Dominate [species]

Rare

attack, ranged, active

Dream of Light

Rare

Touch

Expand

Rare

ranged, passive,
temporal

Fade

Rare

ranged, passive,
temporal

Hurt Chaos

Rare

ranged, instant

Immortality

Rare

Ritual Spell

Implant

Rare

ranged, active, instant

Scrying Device

Rare

Enchantment

Shackle Soul

Rare

Enchantment

Shapechange [species] to [species]

Rare

attack, ranged

Tap [characteristic]

Rare

attack, touch, instant

Teleport Block

Rare

ranged, passive

Transmute [substance] to [substance]

Rare

ranged, passive,
temporal

Travel in [substance]

Rare

self, temporal, active

ranged, instant

Detailed Descriptions of Sorcerous Spells


Animate Dead
(Uncommon) ranged, active
Each Intensity animates 6 SIZ or 1d6 STR. Normally, sufficient Intensity is required to make the entire corpse's
SIZ animate (but in special circumstances, just a corpse's arm, head, etc. need be activated). If the corpse is not
given at least half as much Intensity for STR as it has for SIZ, it will only be able to wriggle around, not actively
locomote. More SIZ cannot be animated than the creature's original SIZ, but the creature can be given more
STR than in life. An animated corpse's move is 1 less than in life, and an animated skeleton moves as fast as in
life.
Example: Subadim the sorcerer wishes to reanimate a dead horse, SIZ 32. This costs 6 Intensity for SIZ, plus if
he wants it to be able to walk around, hell need to spend half as much Intensity on STR (i.e., 3, which gives a
STR of 3d6). He can make the horse stronger if he wants (and if has sufficient ability).

Animate [substance]
(Common) ranged, active
Animate quite literally invests an inanimate object with a semblance of life, permitting it to move under its own
power. Each variant of the spell affects a specific type of substance, which can be fairly broad in scope. For
example wood, stone, fire, darkness, rope, fabric and so on.
See the below table for the required intensity for a given SIZ value and density. The animated object gains a
default Movement Rate of 1m, which may be incremented by assigning points of Intensity (on a one for one
basis) to movement rather than to the amount of SIZ or Volume affected. An item such as a sword that does not
appear to have a means of locomotion when moving would appear to be dragged over the ground, but could
also be stood up, moved around, still touching the ground.

Intensity requiremnt to animate items of given SIZ and density


Density
SIZ

Example sized object Gas

Cork

Wood

Water

Stone

Metal

An apple, a dagger,
small rock, a short
sword, a lock

a watermelon, a
broadsword, a small
shield

a backpack, a cat

a dog, a lance, a big


shield, a chair

A large dog

11

11

12

10

12

14

10

13

15

18

12

15

18

21

10

a human, a table

12

15

a door or a small wall

17

20

Great Troll

25

30

a horse, small bridge


or small boat

Objects which are already under magical control are only affected if the Magnitude of the Animate is equal or
greater than the previous effect. If the animated object is carried or worn by a living creature, then it may resist
the spell POW vs Intensity. Whilst the spell can be used to discommode/break such objects, their manipulation
cannot be used to directly inflict harm on the creature.
134

Sorcerers must actively concentrate to cause animated objects to move or perform complex manipulation. If
their concentration lapses the object becomes quiescent until the sorcerer can focus his will through it again.
The caster can give some intelligence to the item by adding intensity, each point of intensity increases by 1 the
multiplier when determining if the object succeeds at a task when the caster is concentrating, and if the sorcerer
has added such exta point of intensity and is not concentrating then the chance of success of carrying out a
previously given instruction is just equal to the extra intensity times the caster INT.
Issueing a command requires the caster to concentrate, the item to be in range and SR equal to DEX SR to be
expended.
An Animate can be generic, such as Animate Metal, or specific, such as Animate Bronze.
To determine the degree of control the caster has, you must to figure out how specific his Animate spell is,
combined with certain other conditions. See the following chart for the basic system.
INT Multiplier

Spell

x7

Specific "Animate Weedeater the Sword"

x5

Item & Material "Animate Bronze Sword"

x3

Material "Animate Bronze"

x1

Class "Animate Metal"

If an object is very unsuitable for the desired action, it cannot perform it regardless of DEX roll. f the target is
especially well-suited, the caster may get a bonus.
If the target object has moving parts (like a door lock), the user's Devise skill applies, if lower than the DEX roll.
Providing they have some degree of flexibility or the ability to extrude portions of themselves, animated objects
may perform complex physical manipulations. These are performed by using the sorcerers own skills, reduced
by half.The skill is capped at the above INT multiplier. If combined with the appropriate Sculpt spell the
sorcerer can achieve much finer control and ignore this penalty. Where necessary, treat the object as having a
Damage Bonus based on twice its SIZ, or as an elemental of equal volume.
A damaged object can be repaired via Animate, if the caster takes at least an hour (more, for very delicate jobs
such as jewelry or fine mechanisms) and is able to succeed at the appropriate Craft.
When Animate ends, the target object returns to its original form, unless the caster makes the effect
Permanent, or successfully uses a Craft, as above.

Apprentice Bonding
(Common)
This establishes a special link between the master and his students. Once completed, the master always knows
the approximate distance and direction of the apprentice, and can issue a mental summons for the apprentice
to return to him (which the apprentice need not obey, at his peril). He cannot read the apprentice's mind or
control his actions in any way. This effect lasts until the master's death. When this spell is cast, the apprentice,
who must be willing, loses 1 POW.

Arkati Blade Ritual


(Old Arkat Cult Alliance) Ritual spell

135

This spell can be cast on any weapon. It is cast before a member of the Alliance goes to the HeroPlane to hide
in waiting as a Kult guardian, on the look out for foolish HeroQuesters who abuse the HeroPlane. It requires an
intensity equal to the ENC of the weapon. Whilst under the effects of the spell, and whilst on the HeroPlane in
the capacity of a guardian (and no other way), the weapon is Powered. In other words, any roll involving the
weapon is increased by one success level, so a miss becomes a hit, a special becomes a critical etc.

Armouring Enchantment
(Common) Enchantment
This spell can be cast on objects, weapons, pieces of armour or living creatures. If used on armour or a living
creature only one hit location cab be affected. Armouring enchantments do not require attunement. Each point
of POW sacrificed adds 1D3 extra AP

Armour Gnome
(Tin Dwarf) Enchantment
This enchantment is cast upon stone, which is then absorbed by a willing gnome. For the duration of the spell
the gnome gains a number of armour points. If the gnome is killed, and returns to the spirit plane, when it is
resummoned the enchantment is broken.
Level AP Gain
Simple 2
Advanced 4
Runic 8
Powerful 12
Heroic 18

Assess Characteristic
(Reformed Hrestoli) ranged, instant
This spell allows you to discover the level of a person's characteristics. When cast, the sorcerer must specify
the characteristic being measured. Intensity affects the spells result:
1: tells you whether it is greater, lesser, or equal to the average for his species
2: tells you whether it is greater, lesser, or equal to the caster's identical stat.
3: tells you the current value including magic additions
10: tells you the exact stat, as well as the amount of magic additions

Assess Skill
(Reformed Hrestoli) ranged, instant
This spell allows you to discover the level of a person's skills. Intensity rules the effect.
1: tells you whether it is greater than the base chance
136

2: tells you whether it is greater, lesser, or equal to your own score in that skill.
3: tells you the exact percentile score.

Attract [harm]
(Uncommon) attack, touch, transient
The recipient tends to attract various harmful attacks. It starts with a 10m radius around the target, and Range
can be used to widen the effect. If the target becomes inanimate (i.e., dies), the spell ends. If two Attract spells
would both affect a given attack, the higher Intensity spell checks first to see if it succeeds. If two spells of equal
Intensity compete, the one nearer to the attack checks first. Magic ranged spells only. The recipient must be a
legal target of the spell in question. For instance, if he is not visible to the spellcaster, he does not attract the
spell. Match the Attract's Intensity vs. an eligible spell on the resistance table. If the Attract wins, the spell
targets the recipient, even if he cast the spell himself. Missiles all eligible missiles roll 1d20. If the total is equal
to or less than the spell's Intensity, the missile hits the recipient. Impales and criticals apply if the missiles
original roll to hit was such. Spirits all spirits capable of offensive spirit combat must roll their MPs vs. this
spell's Intensity each round they are within the spells radius. If they are overcome by the spell, they must attack
the recipient. Spirits currently engaged in spirit combat or who have 10 or more MPs than the Attract's Intensity
can ignore this spell.

Attune Magic Flow


(Kralori) Ceremony
Requires points equal to the casters POW. It doubles the chance of his POW increasing with a successful
POW gain roll, but must be continuously in effect from before he gets the POW check until after the POW gain
roll is made. [change somehow]

Ban
(Galvosti, Valkarist) Enchantment
This is used in an area enchantment. The caster must name the species or entities banned and must place
MPs into the enchantment. A banned entity must overcome the Bans points with its own to enter the area.
Once inside, it must attempt the die roll again each melee round or lose 1 MP. An entity with 10+ MPs more
than the Bans points can ignore it. This spell costs 1 POW per species banned.

Banishment
(common) ritual Ceremony
A funeral ritual common to Malkioni cultures. If performed over a corpse, it ensures that the soul of the
deceased passes on to the afterlife or lack of same, rather than remain as an evil spirit to haunt the living.
Range, Multispell, Intensity, and other Arts may apply depending on the type of Banishment performed and the
culture.

Banish Undead
(Hrestoli, Rokarism) ranged, instant
This spell affects only on the dead, the undead, and undead magical constructs. The Banish's Intensity is
matched vs. the undead creature's MPs on the Resistance table, with the following possible results:
Critical: Undead destroyed, dissolved, etc.
137

Special: If caster immediately spends 1 POW, Undead is destroyed. Otherwise, Undead loses 3d6 MPs.
Normal: If caster immediately spends 1 POW, Undead is destroyed. Otherwise, Undead loses 1d6 MPs.
Failure: No effect
Fumble: Undead receives MPs equal to Banish Intensity

Basic Rites
(Common) 1 point
ritual ceremony, stackable, reusable
This spell is used for just about every basic ritual common to a cult. Most importantly it allows one to lead
worshipping ceremonies, initiate members to the cult, excommunicate people (thus also summoning spirits of
reprisal), and consecrate territory. To carry out various activities requires a certain level in Basic Rites. With a
20% or higher you can carry out basic worship ceremonies. With 40% or higher you can initiate people into the
cult if they meet the cult requirements. 60% or higher you can consecrate an area ready to be made into a
temple. 75% or higher you can excommunicate someone if their Mythology score is lower than yours. With 90%
or higher you can engage in mass initiations on holy days, allowing you to initiate up to twice your POW at
once.

Blade of Puissance
(Kralori) Touch
Creates a brilliant sword of emerald-hued energy which does 3d(Intensity) damage and has 15 AP for parrying
(but can't be broken). If the target drops the blade, it dissipates.

Binding Enchantment
(Common) ritual Enchant
Lets the caster spend POW to create an enchantment to contain spirits. Only incomplete creatures can be
bound, and only if they lack permanent SIZ (like Naiads), or if they normally form their bodies from raw
materials (like Elementals). POW cost is 1 per stat the being possesses (excepting APP). Bind Naiad costs 6
POW; Bind Power Spirit costs 1.
Once created, a binding is specific as to species. Thus, an Undine binding cannot hold a Gnome, though both
entities have 3 statistics. Some sample costs:
Entity POW required
Chonchon 5
Elemental 3
Ghost 2
Hellion 1
Intellect Spirit 2
Magic Spirit 2
Nymph 6
138

Power Spirit 1
Wraith 2
To summon an elemental from its binding enchantment, some amount of the element must be present.
Generally figure about a liter of the element per cubic meter of the elemental. BLESS ritual Ceremony, costs a
variable number of MPs A common ritual typically used at weddings, tournaments, coronations, and other
important occasions. The ritual can take anywhere from a few minutes to a few days, depending on the
occasion.
The gamemaster adjudges the effect, if any, of the blessing. In general, longer rituals with more participants,
and more MP spent, have more tangible results. The effects of Arts vary as well.

Blessing of Vithela
(East Isles, Valkarism) touch
Strengthens the target's defenses vs. magic (only) by 1/Intensity. For most spells, this simply increases the
targets MPs as measured for resistance, but the exact defense will change per spell. For instance, the targets
effective POW or CON vs. spells that target those is increased as well.

Bless Object
(Common) touch
Each intensity adds 5% to all skills using that tool. For weapons that affects attack and parry.

Block Pagan
(Rokarism) attack, ranged
Has no effect on non-shamans. If the shaman fails to resist, and the intensity of the spell is equal to or greater
than the fetchs MPs, the shamans fetch is severed from him, and can take no actions until Block Pagan
expires. If the shaman is on the spirit plane, he cannot return to his body until Block Pagan expires. If the fetch's
MPs exceed this spell's intensity, the fetch is blocked from the shaman for one melee round per Intensity.
the 23rd book has been read. For every 5 intensities of the spell, the target has one action extra per round.

Boost Armor
(Common Ranged)
Requires intensity equal to Object Enc. Each intensity past that adds +1 armor point. E.g. Boost Armor 8 on
medium shield (EC 3) shield gets 5 AP extra.

Boost Range
(Common Ranged)
Adds the spells range to the missiles basic and long range.

Boost [elemental]
(Stygian) ranged
139

This spell must be cast on an elemental. The spell's Intensity is added to the elemental's hit points. If the spell
lapses, the extra hit points vanish, possibly destroying the elemental.

Breath of Thella
(East Isles, Valkarism) Touch (but Range is used), either instant or
temporal
Can be cast either as "exhalation" or "inhalation". "Exhalation" forms a bubble of breathable air around the
caster with a radius equal to the spells Range in meters. It can be used underwater, in poison gas, etc. It may
repel hostile sea creatures. "Inhalation" creates a bubble of vacuum within the radius. Each living being within
takes 1d(intensity) damage to its general hit points; no resistance allowed. The caster is always inside. In this
form, the spell is instant, as the vacuum swiftly collapses.

Breath of Vithela
(East Isles, Valkarism) Self-only, instant
Requires an Intensity of at least 9. However, when it is cast, it immediately restores the casters MPs to his
maximum (i.e., twice his POW) minus 1d6. Each time this spell is cast, an additional 1d6 is subtracted from the
maximum, until the user goes a full season without casting it.

Call [energy]
(Common) ranged
Produces the specified energy everywhere within the spells Range.
Call Calm decreases wind velocity by 2 kph per Intensity.
Call Cold lowers the temperature by 2C per Intensity.
Call Heat raises the temperature by 2C per Intensity.
Call Light creates a faint glow. Intensity 1 is enough to read by, Intensity 5 is near-daylight,
10 makes bright daylight.
Call Shadow creates a faint shadow. Intensity 5 makes a shadow even in full daylight, and 10 is
like a moonless night.
Call Tide only usable at the seashore. The waters height is raised or lowered (casters choice) by 2 cm per
Intensity.
Call Wind increases wind velocity by 2 kph per Intensity.

Call [species]
(Rare) Ritual ceremony, ranged
This ritual sends out a silent summons. All members of the specified race within range whose magic points are
less than the spell's intensity will feel a compulsion to move towards the caster at their normal movement rate.
No resistance roll is necessary. This compulsion persists as long as the ritual continues; if the ritual ends, the
compulsion ceases. Intelligent members of the species will feel the call but are not under the effects of the spell
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(although nopthing prevents them from investigating the Call on their own). The species affected must be
specified when the spell is learnt. The species must be physical, and complete except for Fixed INT. No
versions of this spell exist which Call species that are normally sentient. This spell could be learned to call a
specific, unique being (the Crimson Bat, for example), as long as it was of Fixed INT. Such a spell would have
to be developed by an individual sorceror, and thus would be extremely rare. Among trolls all sorts of Call
[insects] spells are known, as is Call Spider. Other spells are extremely rare among trolls, even for other
darkness-related creatures such as scorpions or bats.

Castback
(Common) touch
If an attack spell fails to overcome the target's MPs and has Intensity equal to or less than the Castback's, it
bounces back at the caster. If both target and caster have Castback, the spell may ricochet back and forth until
it finally affects one of the targets.

Cast [Emotion]
(Rare) ranged, passive, temporal
Causes the target to be affected by the appropriate emotion. The precise effects depend on the emotion. In all
cases, an INTx1 roll allows the target to realise that they are affected by the spell (higher if they are expecting
it), and they can attempt to dispel or otherwise counter it. Opposite emotions cancel out. The next few spells are
examples of particular emotions.
Design notes
These spells come from David Cakes sorcery system I believe.

Cast Confusion
(Rare) ranged, tmporal, pssive
When cast upon a target with normal INT, eery time they attempt to use a skill or cast a spell there is a 10%
chance per Intensity of spell that they forget what they know of the skill or spell. If a skill as a base chance of
greater than 0%, it can be used at its base chance of success(base plus bonus) only. If the target of the spell
succeeds in an INTx1 roll when he or she is first affected by the spell, he or she realizes that they have been
affected by the spell, and can attempt to dispel or otherwise magically counter the effects of the spell.

Cast Courage
(Rare) ranged, passive, temporal
Increases the chance to hit in melee by half again, when cast on a being with normal INT. The target cannot
parry or cast magic other than attack spells. He or she can still Dodge, but at half skill. Characters outside of
melee(such as missile users) attack and Dodge normally. Each additional level of Intensity adds 5% to the
chance to hit and subtracts another 5% from Dodge. If the target of the spell succeeds in an INT x 1 roll when
first affected by the spell, he or she realizes that the spell is in effect, and can attempt to dispel or otherwise
magically counter the effects of the spell. Each Intensity of Cast Fear cancels one Intensity of Cast Courage.

Cast Desire
(Rare) ranged, passive, temporal
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This spell causes its victim to see a target of the caster's choice as sexually attractive, adding 1 to the target's
effective APP for each Intensity of the spell. Both victim and target must be within range of the spell. If the
victim fails a roll of his or her POW vs. the effective APP of the target, the target can seduce him or her. If the
victim of the spell succeeds in an INT x 1 roll when first affected by the spell, he or she realizes that a spell is in
effect, and can attempt to dispel or otherwise magically counter the effects of the spell. Of course, a victim is
seduced more easily by someone he or she would be attracted to without the spell, and it is very hard to make
the victim go to bed with someone who would ordinarly be repulsive to that person. Each Intensity of Cast
Desire cancels one Intensity of Cast Malice.

Cast Malice
(Rare) ranged, passive, temporal
This spell causes its victim to see a target as an enemy. It does not create blind fury, or make them attack them
immediately, but it does cause unreasoning resentment. Both Victim and target must be in range of the spell.
The effects of this spell are highly roleplaying dependent. It is diffiult to overcome strong friendships and love
with this spell, though it can make things diffiult temporarily. Each Intensity of Cast Malice cancels one Intensity
of Cast Desire.

Cast Fear
(Rare) ranged, passive, temporal
Lowers morale of a being with normal INT. If the target believes the situation is bad, he or she attacks at only
half percentage, and can cast only defensive and healing spells. An Intensity 2 spell causes this effect
regardless of whether or not the target believes he or she is outclassed. Every level of Intensity beyond the first
2 subtracts 5% from the target's chance to attack. If the target of the spell succeeds in an INT x 1 roll when first
affected by the spell, he or she realizes that the spell is in effect, and can attempt to dispel or otherwise
magically counter the effects of the spell. Each Intensity of Cast Courage cancels one Intensity of Cast Fear.

Clear Mind
(Galvosti) ranged
Each Intensity gives the target 1 point of protection vs. spells which act against INT. For instance, it provides
false "free INT" for defending against Stupefaction; and subtracts 1 from the target's effective INT for recovering
from Befuddle. Other spells that target INT are affected likewise, by raising or lowering the caster's INT,
whichever is most helpful. The target becomes resistant to all mind-and emotion-affecting spells. If he is under
a mind-affecting spell with a lower Intensity than the Clear Mind, the latter masks the former's effects until the
Clear Mind is allowed to lapse. This renders one immune not only to harmful spells, but certain beneficial spells
as well, such as Fanaticism, Telepathy, Erotocomatose Lucidity, and Mindlink. Mental contact with a familiar or
apprentice remains intact.

Counterconception
(Sedalpist) Attack, ranged
This spell requires an Intensity at least 1/3 the targets CON. If the target fails to resist, he or she becomes
totally infertile until this spell is cancelled.
Design notes
And these are from Simon Phipps vivamort cult write up.

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Create Basilisk
ritual Enchant, costs 1 POW per Intensity This is a Chaotic spell. You need a live toad or adder, and an egg laid
by a rooster. The ritual is performed, and then the toad or snake must incubate the egg for a month per POW
sacrificed. The sorcerer can use Holdfast or Dominate to make the incubator behave.
When the basilisk hatches, its glance is the equivalent of a 1-pt Rune spell per Intensity. The basilisk is not
automatically friendly towards its creator. Its characteristics are determined randomly

Create Familiar
ritual Enchant You must give 1 point of your own stat to the familiar for each missing stat. When the familiar
dies, you get your lost stat back, exactly one year later.
Stat boost
INT adds 2d6 to familiar's INT.
POW gives a POW equal to your own, but this new POW can only be increased by an experience roll of 01-05.
SIZ if familiar already has SIZ, makes it permanent. If not, provides a SIZ of 1.
STR as per SIZ
CON as per SIZ
DEX gives a DEX of 2d6 Familiars have mental contact with their masters, and he can use any spells they
know (and vice versa). In addition, familiars automatically know all the sorcery skills and arts of their master.
They do not have their own Presence, but share the master's.
An owner can choose to free his familiar from mental control and fellowship. It still retains any Stat(s) provided.
If it dies, the owner still gets your lost stat back after a year. A loosed familiar starts off with sorcery spells and
Arts equal to its master's level, and gains its own Presence as if it had the Vows of Vessel and Lore Mastery.

Create Henchman (All characteristics except POW)


(Vivamort) ritual enchant
This spell is used to create a special henchman. It may only be used on a complete creature and may not be
used twice on the same creature. It is similar to the Create Familiar spells in that it transfers characteristics from
the Vampire to the Henchman, increasing the characteristics of the Henchman in exactly the same way as
Create Familiar. The spell also makes the Henchman ageless with resistance from disease and poison -the
Henchman has twice the normal chance of resisting disease and poison and only takes half damage from them.
A Henchman is in permanent link with the Vampire and must obey the Vampire's commands without hesitation.
If a Henchman's Vampire is destroyed, he will lose the extra characteristics as does a familiar. He will also
begin to age normally. A Henchman can never become a Vampire. He has given up the chance to serve a
master now. However, he has POW and is alive, so he has the benefits of immortality without the restrictions of
Vampire status. Those Vampires who do not fit in with temple ways tend to create Henchmen and go their own
way. After all, he now has a servant who serves out of love and self interest, not fear-a great advantage.

Create Mandala [INT or POW]


(Vormaini sorcery) ritual enchant spell
This set of rituals are used by Vormain sorcerors to create their version of familiars. An inanimate object is
made into a familiar, but it is not transformed into a complete creature, unlike the normal RuneQuest rules. The
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outward form of a mandala is a mystical symbol embodying the religious beliefs of the Vormaini religion. The
object may be of any material and the symbol executed in any medium. Wood or ivory carvings and painted
scrolls are the most common forms.
A sorceror may use an object created by a craftsman, but he must sacrifice an additional point of POW to
attune to it. The mandala is created in an enchanting ritual, but the 1d100 roll must be successful under the
sorceror's appropriate Craft skill as well as Enchant. The sorceror may transfer the desired number of INT or
POW points into the object. For each point of INT so transferred, the mandala gains 1d10 INT. For each point of
POW transferred the mandala gains 1 POW. Hence, if a sorceror put 1 point of INT and 3 points of POW into
his mandala it would have INT 1d10 and POW 3. Each characteristic point taken from the sorceror requires
spending one hour in the enchantment ritual. A mandala is automatically created with the condition that it is only
usable by the caster.
The sorceror may use the mandala's INT to store spells, its magic points to cast spells and its POW to add to
his own in resisting spells cast at him. In order to do this, he must be touching the mandala or have it clearly in
his line of sight. The mandala may not cast spells off of its own volition (it has none) but may be ordered to cast
a spell stored within it given time or under given circumstances. It can be programmed with a number of such
orders equal to its INT. The mandala will do with even if the sorceror is not present when the conditions are
satisfied. Only a minor telepathic link exists between the sorceror and the mandala. He will know its relative
direction from him as long as he is within 10km. Spells affecting the emotions will not affect the mandala nor be
transmitted through it to the sorceror.
Only spells actually directed at destroying the mandala can affect it and it can resist using its own magic points.
A sorceror may have only one mandala at a time. If he wishes to create a new one, he must destroy the old
one. All resources stored in the old mandala are lost.

Create Vampire
(Vivamort) Enchantment
The victim of this ritual must be alive for the first six days of the ceremony, and is killed one day before its
completion. This spell costs 7 POW to cast.

Create Ward
(Lead Dwarfs Stone subcult) Enchantment
This spell is cast on a block of stone designed to act as a barrier. For the duration of the spell the affected stone
cannot be moved in any way unless the caster speaks a command word stated at casting. The SIZ affected,
and the duration, depends upon the level of the enchantment.
Level

SIZ

Duration

Simple

1 year

Advanced

5 years

Runic

50 years

Powerful

15

200 years

Heroic

30

700 years

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Create [wraith]
(Stygian, various chaos cults) Enchantment
There are three versions of this spell, each creating on the types of wraiths. The type of wraith created must be
specified when the spell is learnt (i.e. to see if it attacks INT, STR or CON). Create Wraith must be performed
over a newly-slain corpse. It forces the creatures soul to appear as a spoirit and attack the caster in Spirit
Combat. If the spirit is able to reduce the caster to zero magic points, it is free to go on to its normal afterlife. If it
is reduced to zero magic points, however, the caster may bind it to the spot where its body lies. The caster
gains no command over the wraith and must use further magic for that effect. The wraith retains its INT, and
has magic points equal to its former POW. Its CON depends upon its original stats according to the following:
Level CON
Simple CON
Advanced POW+CON
Runic POW+[CONx1.5]
Powerful POW +[CONx2]
Heroic [2xPOW]+[CONx2]

Curse Chaos
(Rare) ranged, temporal
This spell is effective only against chaos tainted beings. When cast the caster must overcome the target's mp's
with his own.. For every point of intensity, the skills of the Chaos beast is reduced by 7% until the spell expires.
The caster cannot use this spell to detect whether a creature is chaotic or not, as the caster will believe it has
worked even on non-chaotic beings.

Damage Boost
(Common) ranged
This spell is cast on anything that can be used as a weapon,: a sword, fist,chair leg, ale mug, etc. This spell will
affect any weapon up to 5 ENC.
Each level of intensity will add 1 point to the damage done by that weapon for the duration of the spell. The
spell can be intensified to affect extremely large or bulkey weapons at the rate of one level of intensity per 5
ENC.

Damage Resistance
(Common) ranged passive temporal
This spell will protect only the body of the target (not possessions on his or her person). The total damage done
to a protected creature or object must overcome the intensity of the spell using the resistance table. If the
damage overcomes the resistance of the spell then the full force of the damage will affect the target. The
targets armor can then absorb as much of the damage as it can. If the damage does not overcome the
Damage Resistance spell then the blow will do no damage to the target but may knock him down.
The Damage Resistance spell will protect the target for its full duration. If it is combined with the divine spell
Shield or the spirit spell Protection, then the damage is first matched against the Resistance and then if it
passes through to the target, is absorbed by the Protection or Shield spells and any armor worn by the target.
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Dampen Damage
(Rokarism) ranged
This spell is cast on a weapon, and requires Intensity equal to the weapon's minimum damage roll. For
instance, a broadsword (1d8+1) requires Intensity 2. A poleaxe (2d6+2) requires Intensity 4. The affected
weapons weapon's damage roll is always the minimum possible. Bonuses for special hits or magic add
normally. For instance, a Dampened scimitar that impales does 3 + 1d6+2 damage. A Dampened rapier with
Truesword does 2 + 1d6+1.

Dance of the Gold Maiden


(East Isles, Valkarism) Touch
This spells effects vary with the target. When cast upon a female, a faint rosy-gold glow surrounds the target,,
whose Fatigue and Hit Points are increased by 1 per Intensity for as long as the spell lasts. This spell cannot be
cast upon a being lacking a clear female gender. When cast upon a male of the caster's species, it is an Attack
spell, and requires an Intensity equal to at least half the targets POW. The victim is rendered incapable of
attacking any female in hand-to-hand combat so long as the spell lasts. He can fire missiles or spells, and can
attack females of other species. A female not recognizable as such (in boy's clothing, cloaked), can also be
attacked. An affected male can parry, shout for help, etc.

Dance of the Pink Goddess


(East Isles, Valkarism) ranged
The Dance of the Pink Goddess is not necessarily considered evil, but is at least unethical and forbidden in all
densely-inhabited lands. It creates a radius effect equal to the spells Range in meters (i.e., range 6 would affect
an area 6m in radius). Anyone that enters the area immediately matches his or her MPs vs. the spells Intensity.
If he fails to resist, he sees the Damsel of Despairing Delight, and becomes a devotee of the most salacious
Aspects of the Pink Goddess. He must be restrained from committing obscene acts upon anyone within reach,
and even if he then leaves the radius, he remains under its effects. Nothing can free the victim but the spells
being cancelled or a some kind of dispelling magic. This spell only affects creatures with normal (i.e., non-fixed)
Intelligence, and that have some kind of sex drive.

Deaden Sound
(Stygian) ranged, passive, temporal
This spell creates an immobile area within which sound will not carry; spellcasting makes no noise, but works
normally unless the spell requires sound to work (such as Truetone). The area affected is 1 meter in radius per
level of intensity used. Creatures using sonar or Darksense within this area are "blinded", taking a -75% to all
hearing based skills (including combat and dodge). Spells which cause a specific sound effect (such as
Phantom Sound or Illusory Sound) must match their intensity or magic points against the spell, with the losing
spell being dispelled. This spell is a speciality of sorcerors in Ralios near Guhan and Halikiv, and of the
Sedalpists of northern Pamaltela. It is no known by trolls.

Decrepitude
(Brithini) attack, ranged, instant
The target is instantly aged by 1d(intensity) years. If the target is a being that normally does not age, the spell
has no effect. Immature individuals are immune to this spell --only adults that have reached their full growth can
be affected.
146

Diminish [characteristic]
(Common) attack, ranged
Only STR, CON, SIZ, DEX, or APP can be Diminished. Each Intensity subtracts 1 from the selected
characteristic, down to a minimum of 1. Diminishing APP makes the target unrecognizable if the APP is
reduced to less than half its normal value.

Diminish [skill bonus]


(Common) attack, ranged
Each 2 intensity subtracts 5 from the selected skill category modifier. All skills within that category are affected.
Example: Diminish Agility lowers all Agility skills, not including parries.

Disguise
(Vormaini Sorcery) touch, passive, temporal
This spell allows the caster to alter the outward appearance of the target into that of another member of the
target's own species. The spell only affects living creatures who have SIZ. One level of Intensity will affect 3 SIZ
points. The target's new appearance may be of any age, sex, apparent SIZ or APP. Only the appearance
changes; characteristics and skills do not alter. A gouty old man will still hobble along even if he appears as a
lithe young woman. The sorceror chooses the new appearance given to the target. If the form of an existing
character is used, it may be flawed. The GM should secretly roll 1d100. If the roll exceeeds the sorceror's
INTx5, then flaws exist that may be observed by characters who know the model. Roll against INTx5 for such
characters whenever they spend any appreciable time in the presence of the disguised character. Magic Sight
of any form can penetrate a Disguise spell at once.

Dominate [species]
(Rare)
attack, ranged, active
This is an assortment of spells, each tied to a single species. The intensity of the spell must be at least one half
of the targets MPs. If it is, then the caster can try and overcome the magic points of the target (note thats using
magic points not the intensity of the spell) If the target fails to resist, the caster can give the being one order. As
soon as the order is carried out, the Dominate spell ends and will have to be recast if the caster wants to
continue dominating. Sorcerors can stack Once a being ceases to be under the control of the caster, they have
one round of disorientation where they can take only defensive actions. Dominate spells so they get multiple
orders over a being to allow them to easily order spirits in and out. If the caster tries to force the target to
perform an exceedingly repugnant action, it gets an immediate chance to break free. In any case, a sentient
creature gets such a chance once a day. A being inside a binding enchantment cannot resist this spell if it is
ordered to accept it, and only one Intensity need be used regardless of the being's MPs.

Drain
(Common) attack, ranged, instant
This spell saps the energy and vitality from the target. For every intensity they suffer they lose 1 short term
fatigue level.

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Drain [characteristic]
(Vadeli) Attack, touch
Works like Tap, except the caster gains HP, which may be applied per location or as general HP. It is morally
and ethically considered identical to Tap.

Drain Soul
(Hrestoli) attack, ranged, instant
If the target fails to resist, he loses 1d(Intensity) MPs.

Draw Soul
(Hrestoli) Attack, ranged, instant
If the target fails to resist, 1 MP is transferred from him to the caster. This spell is normally cast with stored
MPs, for obvious reasons.

Dream of Darkness
(East Isles, Valkarism) Touch
All the Dream of ... spells are explicitly designed to be maintained for long periods of time on the sorcerer
himself. While maintained, the target has the ability to spend MPs to get particular effects. In any case, he
cannot spend more MPs than the spells Intensity. 1) 1 MP adds +10 to a chosen Stealth skill for
the next hour.
2) 3 MPs + 1 pt/meter lets you attempt to
Command a shade.
3) 1 MP adds +1 to your POW for the next hour.

Dream of Elucidation
S(East Isles, Valkarism) self-only, Multispell must be used
The caster is temporarily gifted with the knowledge of a selected Sorcery spell which he does not already know.
He must Multispell the other spell with his Dream of Elucidation, and is considered to have a skill in casting said
spell equal to his skill in Dream of Elucidation. Only a Lucid islander can learn or cast this spell.

Dream of the Island


(East Isles, Valkarism) Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend
more MPs than the spells Intensity. 1) 1 MP adds +10 to First Aid, Treat Poison, or
Treat Disease for the next hour.
2) 1 MP adds +5 to a chosen Stealth skill for the
next hour.
148

3) 3 MPs + 1 pt/meter lets you attempt to Co


mand a gnome.
4) 1 MP adds +1 to your CON for the
next hour.

Dream of Light
(Rare) Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend
more MPs than the spells Intensity.
1) 3 MPs + 1 pt/meter lets you attempt to Command a salamander.
2) 2) 1 MP adds +10 to a selected Knowledge skill for the next hour.

Dream of the Sea


(East Isles, Valkarism) Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend
more MPs than the spells Intensity.
1) Each MP spent lets you hold your breath underwater for 1d10 rounds without needing a CON roll. Example:
Mad Mark has been underwater for 3 rounds, so now needs a CONx8 roll. He spends 1 MP and the next 1d10
rounds he needs no roll. At the end of this time, if he does not spend another MP, hell need to roll his CONx8,
then CONx7, etc.
2) 1 MP adds +10 to a chosen Magic skill (not counting Sorcery spells) for the next hour.
3) 3 MPs + 1 pt/meter lets you attempt to Command an undine.

Dream of the Sky


(East Isles, Valkarism) Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend
more MPs than the spells Intensity.
1) 3 MPs tells you the exact compass direction, regardless of cloud cover.
2) 1 MP adds +5 to any selected skill for the next hour.

Dream of the Storm


(East Isles, Valkarism) Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend
more MPs than the spells Intensity.
1) 1 MP predicts whether or not there will be precipitation on the following day. Additional MPs increase the
length of the prediction. Weather affecting spells mean all bets are off.
2) 3 MPs + 1 pt/meter lets you attempt to
149

Command a sylph.
3) 1 MP adds +10 to a selected Agility skill for the next hour.

Dream of Warmth
(East Isles, Valkarism) Touch
While this spell is maintained, the target has the ability to spend MPs to get particular effects. He cannot spend
more MPs than the spells Intensity.
1) 3 MPs creates a 1d6 Intensity flame at a place you touch. A live target can try to resist. Extra MPs
increase the flames intensity as follows: 4 = 1d8; 5 = 1d10; 6 = 2d6; 7 = 1d8+1d6; 8 = 2d8; etc.
2)

2) Each MP adds +10 to a selected Perception skill for the next hour.

Ecstatic Communion
(Vivamort) ritual ceremony
This spell covers an area of radius 10m. It affects a number of people equal to its intensity. For the duration of
the spell, those under the influence of the spell experience the most exquisite sensual joy when being drained
of blood and magic points by a Vampire. Vampires always feel this joy when they drain others. Non-Vampires
under the influence of the spell will be unable to respond to outside events until the spell has ended or until they
are taken outside its area of effect. Victims may attempt a saving throw of POW + INT. Those failing the throw
must make another roll at the same chance or they will co-operate fully with the Vampires in addition to feeling
ecstasy. This spell is used at worship ceremonies and feeding times. It can be used outside the temple, but this
is rare.

Enchant Gobbler Shot


(Tin Dwarves) Enchantment
Once cast on the appropriate pellets (require craft/tin roll to create) they become Gobbler Shot (see Combat) .
The ritual effects a number of pellets depending upon the level of the enchant:
Level Number of bullets
Simple 1
Advanced 10
Runic 30
Powerful 80
Heroic 200

Enchant Halo Shot


(Silver Dwarves) Enchantment
Once cast on gold shot the shot turns into Halo shot. This spell effects a varying number of pellets.
Level Number of bullets
Simple 1
150

Advanced 5
Runic 20
Powerful 50
Heroic 100

Enchant [metal]
(varies) Enchant
Lets the caster temper one of the magic metals of Glorantha. The amount that is enchanted depends upon the
level of Enchantment. The enchantment is broken is the metal is melted down to be tempered again.
Level ENC
Enchanted
Simple 10
Advanced 30
Runic 50
Powerful 150
Heroic 300

Enhance [sense]
(Stygian) ranged, passive, temporal
The sense enhanced must be specified when the spell is learned. Each level of intensity adds 5% to all skills for
the affected sense: Scan, Search and Track for vision; Listen and Darksense for hearing; Scent, Track and
Krarshtkid Hunger Sense for smell etc If applicable, the effective distance will be divided by the levels of
intensity of the spell (with effects similar to Farsee).
Among troll sorcerors Enhance Darksense is most prevalent, of course, but Enhance Hearing is nearly as
widespread, ands Enhance Smell and Enhance Taste are also common. Enhance Sight and Enchance Touch
are completely unknown to the uz.

Enhance [characteristic]
(Common) ranged
Only STR, CON, SIZ, DEX, or APP can be Enhanced. Each Intensity Adds 1 to the selected characteristic.
Acreature must already possess the characteristic to be enhanced.

Enhance [skill bonus]


(Common) ranged
Each 2 intensity adds 5 to the selected skill category modifier. All skills within that category are affected.
Example: Enhance Agility raises all Agility skills, not including parries. Note sorcery spells are not affected but
ceremony, enchant etc are.
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Enhance Staff
(Blackmorian monks) touch, passive
This spell is only known by the Blackmorian Monks. This spell may only be cast on a staff. For every Intensity,
the character has a 3% chance of getting a free attack whenever they parry with the staff. This chance is part
and parcel of the parry roll, so at intensity 3 any roll of 01-09 when parrying triggers a free attack.

Enchant [stat]
(Common) Enchantment
The enchant increases the characteristic of the person attuned to it. Lets the caster increase a characteristic of
the target, except for SIZ, INT, or POW. The total size of the increase depends upon the level. It can increase it
beyond normal maximums.
Level Increase
Simple 1
Advanced 2
Runic 4
Powerful 6
Heroic 10
Enslave (Creatures)
Resist (Willpower)

Expand
(Rare) ranged, passive, temporal
This spell allows containers to hold more than their normal capacity for the duration of the spell without
increasing the exterior size of the container. The Expanded container masks its volume; its weight is reflected
however by the actual ENC contained within. The space available in the object is increased by an additional
100% of the original capacity per level of intensity used. For example, an Expand with Intensity 3 cast on a bag
capable of holding 10 ENC makes a bag capable of holding 40 ENC. This spell takes effect on any sort of
nonliving container. Intensity must be devoted to adding to the capacity of the container; the maximum basic
capacity affected is 20 ENC unless the Intensity is raised by one to double the basic capacity affected. Thus, to
affect a 20 ENC capacity container to make it hold 40 ENC, an Intensity 1 spell is needed. To affect a 40 ENC
capacity container so that is holds 80 ENC, an intensity 2 spell is needed. To make the latter container hold 120
ENC, an Intensity 3 spell is needed.

Evoke Death
(East Isles, Valkarist) Ranged
This spell is to be cast upon a weapon, including natural weapons. When it is cast, the user must immediately
decide which of the three following effects he wishes to implement. If it is Multispelled, all weapons must
receive the same effect.

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1) Spend Intensity equal to triple the number of dice damage done by the weapon, and the ensorceled weapon
always does maximum damage when it hits (for instance, a handaxe does 7 points instead of 1d6+1). This does
not apply to damage bonuses.
2) Add 2d(Intensity) to the damage done by the weapon upon receiving a special or critical hit.
3) Add 2d(Intensity) to the damage done by the weapon upon its next successful hit (only).

Evoke [energy]
(Common) ranged, instant
Lets the user send a force as a beam towards a foe, striking a randomly rolled hit location. No magic points
versus magic points is called for.
Evoke Cold does 1 pt of damage/round, continuing for the spell's Intensity in rounds. Armour does not protect.
Evoke Flame does it intensity in damage minus. Flammable materials may ignite, with a default chance of 5x
Intensity. It burns every round thereafter for 1d(intensity). Armour protects as per usual.
Evoke Light the target is lit up brightly. Darkness entities (such as hags or shades) and undead take twice the
intensity in damage.
Evoke Lightning the target takes the intensity in damage, ignoring metal armour.
Evoke Shadow the target's sight-based skills drop by 5 per intensity. This situation improves by 5 percentiles
per subsequent round.
Evoke Water delivers a knockback attack with a STR of 1d4/Intensity.
Evoke Windblast does 1d(intensity) abrasion damage, first destroying armour, then hit points.

Evoke Luck
(East Isles, Valkarist) Ranged
This spell is often cast on an unwilling target, in which case it is an attack spell. When cast, the user selects a
particular skill. While the spell is in effect, the results of the targets using that skill are altered, depending on the
Intensity used. Only the named skill (such as Shortsword Attack ) is affected. Intensity 3: All rolls but fumbles
become normal successes (even critical or special rolls act only as normal successes) Intensity 6: Critical rolls
remain critical. Special & normal successes become special successes. However, any failure becomes a
fumble, instead. Intensity 9: Any critical or special roll becomes a critical success. A normal success becomes a
failure, and any failure becomes a fumble. Intensity 12: Any roll becomes a fumble.

Expedite Destiny
(East Isles, Valkarist) Touch, but Range must be used.
The target is projected forwards in time, to a limit determined by the spells Range on the following table. He
disappears and reappears later, in the same place and condition, along with everything he is carrying. The
place where he is due to appear is visible to magical senses or detection, and can be dispelled (which
precipitates the targets immediate reappearance). An unwilling target can resist. Range 1 1 round
Range 2 1 minute
Range 3 1 hour
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Range 4 1 day
Range 5 1 week
Range 6 1 season
Range 7 1 year
Range 8 1 wane
Range 9 1 age
Range 10 eternity

Fade (Rare)
ranged, passive, temporal
This spell causes an object to phase out of existence into a state of limbo for the duration of maintanance. This
limbo is a place of stasis where the objct suffers no damage. If the object suffers no damage. If the object is
living, it will not die, unless it is already on the verge of death. The spell affects 1 SIZ or 6 ENC per Intensity.
For example, an average Human requires an Intensity of 13 for a successful Fade to be cast upon him -more if
the character is encumbered. After the spell is cast, it takes effect automatically. The caster cannot put himself
into a Fade spell. Creatures affected by Fade leave the effect of the spell with one fatigue point-ENC and half
the magic points that they had when they entered the Fade state. Objects with spells cast upon them which are
then placed under the effects of a Fade spell will leave the Fade state with their spells still in effect. Detect
Magic or similar spells are capable of finding the exact location of the objects affected. Dispel Magic can undo
the Fade effect. When the spell is over, objects affected leave the field at the point at which they entered it;
living beings retain no knowledge of anything occuring in the spell interim. Anything in the way of returning
objects is shunted to one side. Spells cast on the area hav no effect on the objects while they are under the
effects of the Fade spell.

False Armour
(Hrestoli) ranged
This spell gives the target 1 mock hit pt per Intensity in each hit location. These extra HPs are destroyed by
incoming attacks, point for point. False Armor must be destroyed hit location by hit location, and are located
under any armor worn.

Fend Blow
(Iron Dwarfs) Enchantment
This enchantment is cast upon a piece of armour. For the duration of the spell, the affected armour's points
protect against critical as well as normal damage. The amount of armour that can be effected, and the duration,
is determined by the level:
Level Amount Duration
Simple One unenchanted
piece 1 year
Advanced One unenchanted
suit 5 years
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Runic One enchanted


piece 50 years
Powerful One enchanted
suit 200 years
Heroic Any suit 700 years

Fly
(Uncommon) self, active
Lets the caster levitate 3 SIZ of a target object at a move of 1. Each additional intensity adds 3 to the SIZ
allotment or increases move by 1, at the casters option. Cast on an unwilling target, this is an attack spell, of
course.

Glow
(Common) Ranged, passive, temporal
This spell must be cast on a physical object that has an area of at least one square cm. The object can be
organic or inorganic. Apoint of light will then illuminate an area 1m in radius with a light strong enough to read
by. Each increase in intensity will increase the brightness of the light spot and will increase the area lit by 1 m
radius. If the spell is cast on a creatures eyes to incapacitate it, then the caster must over come its MP with the
spells intensity multiplied by 3. Then the glow spell will reduce the creatures visual skills, and attack and parry
skills by a total of 20% regardless of the intensity of the spell.

Gem of Reality
(Kralori) Ranged, passive
This Summon produces a fist-sized stone resembling a gigantic pearl. For each point in the spell, the caster can
put 1 MP into the gem, which can be used to power other spells. When the spell lapses, the jewel evaporates,
along with any unused MPs.

Granite Weapon
(Iron Dwarfs) Ritual enchant
This spell is cast upon medium sized weapons (warhammers, swords etc.) specially crafted out of granite. The
enchantment expires when the enchantment ends. For the duration of the spell the granite weapon has double
normal armour points, and does a varying amount of base weapons damage.
Level Damage Duration
Simple 1d6+2 1 year
Advanced 1d8+2 5 years
Runic 1d10+2 50 years
Powerful 1d12+2 200 years
Heroic 1d20+2 700 years
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Grant Free Will


(Gold Dwarfs) Enchant
This spell is cast upon stone treated with the spell Stabilise Stone. The level of the enchantment must be equal
to that used in the Stabilise Stone spell. This spell turns the stone from Fixed INT to normal, free INT. This
allows the stone full sentience.

Guard from Chaos


(Arkat Chaosbane) touch (though range must still be used)
This works the same as Protective Circle. If a chaos creature tries to enter then they must suceed in resisting
against the intensity of the spell against their own POW. If they fail, they may not try again until the circle is
removed. This is effective also against chaos spirits. It does not cause any physical damage or impairment, only
prevents the creature from passing it's borders.

Hand of Death
(Boristi, Valkarist) attack, touch, instant
If the target fails to resist, match Intensity vs. his CON. If his CON is overcome, he dies at once. This spell
causes the caster 1d3 points of irresistible poison damage per casting.

Haste
(Common) ranged
Each 2 Intensity increase the target's movement by 1m/round and lower his DEX SR by 1. No matter how low
DEX SR drops, no action can take less than 1 SR. The target loses Fatigue equal to Intensity.

Hinder
(Common) attack, ranged
Each intensity decreases targets move by 1m/sr + Inc Dex SR by 1. If total SR is more than 10 then thy can
only take an action every second round.

Holdfast
(Common) attack if living , ranged, min intensity 2
Causes 2 10cm by 10cm surfaces to stick with str 3 each intensity adds 10cm to each dimension or increases
STR by 3

Herohide
(Old Arkat Kult) Ritual (ceremony)
This spell is used in conjunction with a HeroQuest spell to send the Arkati to the HeroPlane. It is used so that
they can hide and await HeroQuesters who wish to abuse the HeroPlane, allowing them to act as the
HeroPlane's protectors. If the ritual fails things can go wrong for the person as they are now on a HeroQuest! If
the spell succeeds then the Arkati becomes like something in the Quest. For instance, using HeroHide for the
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Battle of Stormfall HeroQuest means that the target assumes the identity of one of the thanes. He is in no
danger, and need merely sit there and wait, making sure no-one attempts to do anything against the Kult's
beliefs. The target is undetectable under most circumstances whilst hiding in this fashion. However, as soon as
they act -such as making an attack -the spell ends and they appear.

HeroQuesting Immunity
(OId Arkat Kult) Ritual (ceremony), self only

This ritual makes it more difficult for someone to drag you into an involuntary HeroQuest. For instance, it is
possible to force a Yelmalion to meet you onthe HeroPlane at the Hill of Gold if you are a Zorak Zorani, even
though they have not cast the spell. Usually it requires a POW versus POW to succeed. This spell gives the
caster two extra effective POW for resisting, per intensity used.

Hide Lifeforce
(Vormaini, some necormancers) ritual enchant spell
The sorceror creates a receptacle in which he hides his life. Any object may be so enchanted. The sorceror
must sacrifice POW equal to his CON. When the enchantment is complete, the sorceror's lifeforce is "hidden" in
the item. A sorceror with a hidden life is immune to most physical damage. He will regenerate even mortal
wounds at a rate of 1 hit point per location per MR. Only total and instant destruction of the body (by intense
flame or immersion in acid) can destroy him. However, if the receptacle containing his life is destroyed or even
severly damaged, the sorceror perishes. The sorceror may not increase his CON beyond the value placed in
the receptacle. He may increase the CON in the receptacle with later enchantments. If the sorceror is seperated
from the receptacle he loses CON at the rate of 1 point per day although he is still immune to physical harm.
The distance he may travel must be determined when the receptacle is enchanted. The distance he may travel
from the item is one km for every POW. This is also expandable in later enchantments.

Homing Circle
(uncommon) Enchantment
Creates an area which one can target using the Teleport spell, even if it is out of the user's sight. The level of
enchantment determines the bonus Range levels the sorcerer can access when trying to teleport there.
Level Range Bonus

Simple 1
Advanced 3
Runic 6
Powerful 10
Heroic 15
Only the sorcerer who creates the Homing Circle may use it.

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Hurt Chaos
(Rare) ranged, instant
This spell is effective only against creatures that are chaotic, namely broo, walktapi etc.. It is ineffective on
people who only worship chaos. When cast the target's magic points must be overcome, if so then the target
suffers one point of general hit point damage for every point of intensity in the spell.

Identify Spell
(Common) ranged, instant
Allows the caster to identify a spell.
Intensity Perception
1 General Category (i.e. sorcery, Rune, Spirit Magic, Draconic)
3 Point Value (for sorcery, only Intensity is given)
5 The spells name
7 The spells full description

Immortality
(rare) Ritual Spell
Prevents the target from aging. The spell must be cast at least once a year, and needs sufficient intensity to
equal or exceed the casters CON, plus 1 for each time the caster has ever cast Immortality. If the yearly
casting is missed, the user suffers all the aging effects of the years during which it was in effect. This spell also
requires another component, chosen by the GM (water from the Fountain of Youth, virgin blood, etc.). For
obvious reasons, this spell is rarely cast upon someone other than the caster himself.

Implant
(Rare) ranged, active, instant
This spell allows a sorceror to implant or take away memories within the minds of intelligent creatures. The
caster can alter one minor memory per Intensity of the spell and one major memory per (target's INT/7)
Intensity. A minor meory might include a tally of the money in ones possession, and a major memory might
include information on ones own identity (GM discretion advised!). To be succeesful, a caster must first use his
percentile skill successfully with the spell, then match his magic points against the target's INT (not magic
points, as per normal). Once cast, the alteration occurs, and the victim will fail to notice unless a POWx1 is
made directly following the casting. If succcessful, this POW roll tells how long it takes for the character to
recollect the alteration; the actual percentile dice roll is applied in days. The caster must know in advance
exactly what memory is going to be altered before performing the spell.

Kill
(Old Arkat Kult) attack, ranged, instant
Normally on the HeroPlane, you do not die naturally unless someone uses the power of death upon you. Whilst
many members of the Kult possess the power of death by HeroQuesting for it (HeroQuesting for a copy of
death), this spell can even determine where you go when you die. It can only be cast on the HeroPlane. It may
only be used on a target with less than zero hit points at time of casting. It requires a magic points versus magic
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points to work. At intensity one the target is dead, but the spirit is still tied to the body. A shaman can, by
discorporating, lead the spirit back into the body. At intensity 2, the target is dead and walks the Path of the
Dead as you would normally expect them to. At intensity 4 the target is forced to Hell, and if they are
Ressurected then in addition to the normal rules, a guardian (physical or spiritual) must be defeated to retrieve
the soul. At intensity 8 the target is sent to a totally different Hell than the one he should go to! This means it
takes a HeroQuest to recover the soul. At intensity 11 or higher, the soul is locked away in one of many secret
places on the HeroPlane known only to the Alliance. It requires a very difficult HeroQuest to rescue him, even
mroe difficult than first locating where the soul is hidden!

Locate Object
(Common) ranged, active
The affected object becomes traceable by the sorceror. When he concentrates on the object, he receives an
impression of its current direction and distance. If Locate Object is dispelled, at that moment the caster
involuntarily learns the object's current direction and distance, and a mental picture of the individual casting the
neutralizing spell. If the caster or object moves beyond Range, the spell is null, but remains in effect.

Lustrous Missile
(Lunar colleges)Touch
This spell requires Intensity 6 and may only be cast upon a missile with a striking head of pure silver. When the
weapon is loosed, the silver part is consumed by a glowing blue light. If the missile hits the target, the blue light
deals the caster's POW in damage to the location struck, and then dissipates. The missile cannot impale, but a
critical does ignore armor.

Spell Resistance
(Common) ranged passive temporal
This spell will protect only the body of the target (not possessions on his or her person). The incoming spell
magic points cost must overcome the intensity of the spell using the resistance table.

Magic Point Matrix


(Common) Enchantment
Allows an enchanter to create an MP storage device. The amount it can store depends upon the level of
Enchantment.
Level MPs
Simple 5
Advanced 10
Runic 15
Powerful 20
Heroic 25

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Magic Sink
(Brithini)Enchant
Creates an object which tries to drain MPs from anyone touching it. It cannot hold more MPs than its Intensity. It
can match its current MPs vs. anyone touching it, and if it overcomes the person, it drains 1d6 MPs into itself. It
attempts this once per round until it is filled or the person drops the object. This MP drain is painless and can
only be sensed if the holder concentrates on it when it is happening. The sink expels its MPs onto the spirit
plane at the rate of 1d6 per hour, emptying it for further use. This spell costs 1 POW to cast.

Mockery of Reality
(Kralori) self only
This spell requires Intensity equal to at least half the casters SIZ, and it transforms him into an inanimate
object. He cannot cast spells or perform any actions while transformed, and can only see in one direction,
having no "head" to turn. He has no need to eat and drink and has all the normal characteristics of any article of
its class; thus, if he is a goblet, he could be shattered and thus killed. He can drop the spell at any time. The
basic spell lets him turn into an object with a SIZ equal to his own. He can divide this total by twice the amount
of extra Intensity used in the spell. Example: a SIZ 12 caster who used Intensity 8 could mimic an object as
small as SIZ 3. Intensity 6 is used just to cast the spell, and then his size is divided by twice the remaining 2
points.

Muster Power
(common) self only
For ach intensity of the spell you loose 1 general hp and 1d6 fp and gain MP equal to the lost FP

Mystic Vision
(Common) self-only (but Range is required in casting)
Only affects the caster himself (the spell's Range is how far he sees). Darkness or opaque stuff blocks you.
When used in stressful situations (such as combat) the character must make a Mystic Vision roll if their skill is
below 90. When it reaches 90, no roll is required. The intensity determines how many targets can be gauged
per round. For every two intensity, a single target can be gauged per use of the action.

Neutralise Armour
(Hrestoli) ranged
This spell is cast on a weapon. When the weapon strikes home, the Intensity of the Neutralize spell is matched
vs. the target's APs. If the spell succeeds, the enemy's armor does not protect vs. that blow. The value of the
Neutralize must be at least half that of the armor in question. Casting Neutralize Armor on a bow is useless,
unless you physically strike the foe with your bowstave. It can be cast on arrows or quarrels, however.

Neutralise Damage
(Rokarism)touch, instant
Heals damage to a hit location as per other Neutralize spells. The Neutralize Intensity must be at least half that
of the damage, as with other Neutralize spells.

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Neutralise Magic
(Common) ranged, instant
Cancels a spell if the Neutralize Magic's intensity overcomes the defending spells on the Resistance Table.
The Neutralize Magics intensity must be at least half that of the defending spell.

Neutralize Enchantment
ritual Enchant
Costs 1 POW Allows a sorcerer to "break" enchantments. To do this, the sorcerer spends 1 POW and matches
the Intensity of Neutralize Enchantment vs. the POW invested in the enchanted item. If the item has MPs, he
must overcome these with his own MPs. If both rolls succeed, the enchantment is broken.

Neutralise Poison
(Boristi) touch, instant
Relieves the effects of poison. The Intensity of Neutralize Poison is matched vs. the poison's Potency on the
Resistance table. If the POT is overcome, all poison is purged from the victim's body. The spell must be cast
before any actual damage has been taken by the target. If the target is poisoned more than once, all the
combined Potency must be purged at once. A Multispell may be used for this; matching the Neutralizes each
vs. one of the poison doses no more than one spell per dose. Unlike most Neutralize spells, Neutralize Poison
has a chance to take effect even if its intensity is less than half the poisons POT.

Night Eyes
(Vormaini Ninja schools) touch, passive, temporal
This spell allows a character to see as well in the dark as in the day. Each point of Intensity lowers any
percentile loss from darkness, including magical darkness, by 10%.

Nightmare of Hell
(East Isles, Valkarism) Attack, Ranged
This is an evil spell. It must be cast upon a sleeping victim known personally to the caster, who must be within
Range but need not be visible. It projects the nightmare of the caster's choice, and knowledge of the target's
fears and phobias is thus desirable. Such knowledge adds 25 to the chance of overcoming the target's
resistance. Intimate knowledge of the target's fears adds 50. If the victim moves outside the spells Range, it is
instantly cancelled. Each time the target sleeps while the spell is in effect, he loses 1 CON from fear and pain.
This loss is cumulative. Once the spell is cancelled, he regains lost CON at the rate of 1/day. Neutralize Magic
dispels the Nightmare, but the CON loss remains till restored. If the target's CON is reduced to 0, his hair turns
white, he goes into convulsions, and dies in his sleep.

One With Beast


(East Isles, Valkarism) Attack, Ranged
This spell can only be cast on a fixed-INT creature which is otherwise complete. It requires an intensity equal to
the creatures minimum possible POW roll (for instance, a POW 3d6 beast requires Intensity 3). If the beast
fails to resist, then while the spell is maintained it will treat you as one of its own kind. This does not necessarily
mean it will be you friend.
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One With Chaos


(East Isles, Valkarism) Attack, ranged
This is an evil spell. Each Intensity permanently reduces a selected skill of the target by 1d6.

One With Hunger


(East Isles, Valkarism)Attack, Ranged
This is an evil spell. If the target fails to resist, he loses 1d[intensity] HPs, which are transferred to the caster as
MPs. The lost HPs are taken as evenly as possible from all hit locations. Locations with the most HPs are
drained first. Thus, when attacking an uninjured human, the chest would be affected first and the arms last.

One with Moon


(East Isles, Valkarism) Summon
This spell predicts the exact time of the next tide. Each additional 4 points beyond the first used predicts one
further tide into the future. If it is cast at the exact moment of the Blue Streak, it summons a Selene instead,
with a size in meters equal to the points in the spell. This selene is not under the casters control.

One With Plant


(East Isles, Valkarism) Ceremony
This spell must be cast upon a plant, and requires 1 point per SIZ of the plant. The spell keeps that plant, or
portion of a plant, alive, despite being cut, unwatered, etc. Normally used to keep cut flowers alive, or to prevent
fruit from spoiling. Can also be used to keep a plant alive when you know you'll be unable to water it for a
prolonged period. This spell will not save a plant from being killed by disease or fungus or from being eaten.
The elves of the Islands consider this spell to be the equivalent of Food Song when cast upon plant food that is
about to be eaten.

Open Seas
(Dormal) Ritual spell
Once cast, this spell allows the caster to ignore the effects of the closing.

Oracle
(Vormaini) ritual ceremony spell
This spell is a form of divination. The ritual requires 50 yarrow stalks and a copy of a mystical codex for
determining the result. Seeking the answer to a specific question, the sorceror uses the stalks to construct a
"hexagram" then consults the codex to determine the meaning. The ritual requires five to ten minutes of
undisturbed concentration. The GM should then roll 1d100. The die roll must be within the sorceror's Ceremony
and Read/Write Vormain skill, as well as a POWx5 on order to get a correct response. In the case of a failure
the GM should provide a misleading or actually false answer.
Questions may be on any subject but they must be short, precise, and constructed in a "yes or no" format. Only
one question is allowed on a subject and additional questions may not be used to clarify vague or doubtful
questions. The GM should limit his response to one or two words which summarize the overall nature of the
answer. This will give the overall feel of Vormaini divination. It is intended that responses require interpretation.
Such answers as "Great Peril" or "Find Help" or the equivocal (but actual) response "No Blame" are desirable.
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The GM may wish to read the real world I Ching to get the "feel". The GM should make all rolls, so the player
does not know the extent of their success. Confucian-style Sages who specialise in divination and the use of
the codex can elicit more useful responses. Such advanced usage should generally be left to the GMs
discretion, as such sages will rarely be PCs.

Palsy
(Common) attack, ranged
Hits a random melee hit location. If the target fails to resist, and the Intensity is equal to or greater than the
location's current hit pts, the location is paralyzed. A damaged hit location healed beyond the Palsy's Intensity
remains Palsied. If the head is palsied, the target falls unconscious. If the chest is palsied, the target is
incapacitated, and begins to smother (start rolling at CONx10). If a selected location is already Palsied, reroll
until an unPalsied location is selected.

Phantom [sense]
(Uncommon)
ranged, (active to move or attack, otherwise
temporal)
This complex of illusion spells each affect a particular sense. If the caster concentrates on the illusion, it can be
moved around, animated, or otherwise altered. It takes one entire round of no other actions to alter an illusion.
An illusion can be moved with incredible speed unless Phantom Touch is included in the effect, in which case it
is limited as described below.
Phantom Odor higher Intensity makes an odor more intense. Intensity 1 is mild, such as air after a storm, while
Intensity 3 is somewhat stronger, like freshcut grass. Intensity 10 is quite potent frying onions, cloying
perfume, or dog breath. An odor stronger than an ambient scent can be used to mask it. (Example: an undead
covering up his stink of corruption.) An odor weaker than an ambient scent can be used to modify or alter it.
(Example: transforming the smell of cut wood into the smell of cut cedarwood.) Foul odors can be used
offensively. To do this, match the odor's intensity vs. the target's CON. If the odor wins, the target is
incapacitated that round. Keep re-rolling each round until the target succeeds, in which case he is now
accustomed to it and does not have to roll again until the odors Intensity rises.
Phantom Sight each Intensity creates a solid looking illusion of SIZ 3. Alternately, a caster can create a larger
illusion that is more or less translucent. For instance, an Intensity 1 SIZ 6 illusion would be mostly solid, though
dim outlines could be seen through it. Still assuming Intensity 1, a SIZ 6 illusion is translucent; SIZ 12 is a
colored transparency; SIZ 18 only an outline or faint shading; and SIZ 24 hard to detect without a Search roll.
Phantom Sound creates a loudness of 10 decibels per Intensity. Any kind of lengthy or comprehensible
speech or music needs to be concentrated on as per an active spell. Decibels Typical Sound 10 normal
breathing
20 rustling grass
30 large empty building
40 quiet village at night
50 quiet tavern in business

hours
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60 conversation.
70 a busy highway
80 a hair dryer
100 subway train
120 gunshot
140 jetfighter at takeoff
160 wind tunnel
Phantom Taste affects an area of 1 SIZ, with a strength equal to Intensity. Intensity 1 reproduces mild flavors,
like lettuce or water. Intensity 3 provides stronger flavors, such as apples or fried chicken, and Intensity 10 is
very powerful, able to reproduce flavors like redhot peppers or biting into a fresh lemon. A taste illusion can be
used to attack a foe, like an odor illusion, but the target must actually take the illusion into his mouth. The target
must overcome the illusion's Intensity with his CON, and is incapacitated any round he fails. Once he has
successfully overcome the illusion two rounds in a row, he is purged of it until he takes it into his mouth again.
Phantom Touch manifests as an invisible solid force. This sets up a framework so that other, non-illusion
spells can be cast on it (such as Glow or Resist Magic), but cannot have a higher Intensity than the Touch. It
cannot do damage by itself, but can be Damage Boosted, Heated, or have other spells cast on it. Each Intensity
gives the Touch a move of 1 when concentrated on.

Poison Tooth
(Arrolian) Ranged
This is cast on a weapon, and causes wounds caused by that weapon to administer 1 POT of poison per
Intensity until the spell is cancelled.

Poison Troll
(Sedalpist) Enchant
It affects a number of ENC equal the square of the number of POW expended in the ritual. Any troll which eats
a full ENC of an affected food ingests a potency 20 poison. Ten minutes after ingesting, he must match his
CON vs. the poison. Success means he takes 10 pts of damage. Failure delivers a full 20 points. If the troll eats
only part of an ENC, pro-rate the poison. The poison is odorless and tasteless, but the enchantment can be
exposed by Detect Magic, Second Sight, or similar spells.

Power Matrix
ritual Enchant, cost 1 POW
Creates a 1d(Intensity) regenerating source of MPs. A special success causes the device to hold its Intensity in
POW, and a critical success causes it to hold its Intensity +1d10.

Prevarication
(Kralori) touch

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The target is normally an inanimate object. The spell can be dispelled, but this must be done before any other
spell on the object can be countered. Effects vary with Intensity.
3: Allows caster to create a false history for the object (making it appear non-magical, if desired) to foil
information-gathering spells.
5: Makes the object appear to have another spell on it (caster's choice)
7: Target is a being, whose POW and MPs can be made to appear anything desired. Used to fool Mystic Vision,
Second Sight, etc.
9: Makes an object undetectable and impenetrable by any form of detection magic.
11: One living or undead being is given a new identity, though he is unchanged physically. Detection spells
cannot reveal his true nature, nor can Domination force him to do so

Project [sense]
(Uncommon)
ranged, transient
Lets the caster project the specified sense out to Range. The caster can move the viewpoint at 1m/round, each
additional Intensity adding 1 to speed. The spell cannot penetrate more than 10cm of dense material per
Intensity. The viewpoint is invisible to normal (but not magic) senses. Spells directed vs. the Projected sense
affect the caster as if he were present. Since the Projected sense is transient, the caster cannot himself cast
spells through it (except for a single Held spell). Someone in mindlink with him could do so, but such spells
must have Range enough to reach the viewpoint's distant location (wherever it is). Alternatively the sense can
be projected onto an item or person and maintain the sense from that item as long as it remains in range.

Project Shadow
(Stygian) range special, passive, temporal
This spell fashions the caster's shaodw into a duplicate of the caster, and sends it as thecaster directs. The
spell may be ended at any time, returning the shadow to the caster's body. The caster may only use the spell
upon himself. The spell's Range determines how far the shadow can be sent from the caster's body. The
shadow moves at speed 1 per level of intensity used, and is visible as a dark shadowy figure, dim in very bright
light and completely invisible (but not undetectable) in deep shadow or darkness. The sorceror may use his
senses and cast spells through the shadow, but has no awareness of his body until the spell ends. Spells cast
against the shadow affect the caster, spells which do physical damage do not harm him, but end the spell if the
damage overcomes his magic points. The shadow is not subject to Spirit Combat or spells which affect spirits
only. Spells which block magic (such as Resist Magic) affect the shadow, usually prevfenting passage if strong
enough.
If the shadow is captured or destroyed (both of which are very difficult), the caster will have no shadow; in the
case of destruction, this is permanent. While this has little effect in game terms, it will usually have severe social
consequences.

Proscribe [cult]
(Carmanian) ranged
The chance of the target successfully casting spirit or divine magic from the named cult is reduced by 5
percentiles per Intensity. The target cannot resist, but defensive magic may block the spell. Proscribe spells
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exist for Gorgorma, Yu-Kargzant, Shargash, Storm Bull, Tawar, Kyger Litor, Humakt, Chalana Arroy, Lodril, and
most of the panoply of Pentan and Char-Un spirits.

Protective Circle
(Common) touch (Range must be used)
Creates a magical framework on which other spells can be cast. Each Range gives the circle a 1m radius (at
least one must be used). Intensity provides the circle with its power, and none of the spells on the Circle can
have a higher Intensity than it does. The circle is immobile on the substrate on which it is cast if the
substrate is mobile (for instance, a ship's deck), the circle moves with it. Any spell can then be cast on the
framework by the Circle's original caster or by anyone within the Circle, and that spell becomes part of the
Circle. This is a good way to protect a group with Skin of Life, for instance. Instant and Attack spells placed on
the Circle are quiescent until triggered when an appropriate object crosses the edge. For instance, a Neutralize
Magic in the Protective Circle activates when a spell crosses the boundary. Dominate Human remains quiet
until a human tries to cross the boundary, when it is cast on him. Attack spells act as if they have MP backing
them up equal to any MPs used to boost the Circle.

Quest
(Rokarism) Ceremony, Attack
When the ceremony is finished, the spell is cast vs. a particular opponent. Since it takes an hour to cast, like
any other ritual spell, Range or long-distance vision spells may be useful to affect targets. If the target is
overcome, the caster names a particular task he wishes to force the victim to perform. If he does not proceed
with the task, he loses 5 from all 1d100 chances of success until he starts back on the task again or this spell
ends. For each additional point in the spell beyond the first one, he loses an additional 5 per day he is dilatory,
until he reaches the maximum loss of 5 per point in the Quest.

Regenerate
(Uncommon) touch
This spell causes a severed limb to regrow at a rate of 1% per Intensity per week. The spell must be maintained
until the limb is fully restored. If Regenerate is dispelled or dropped before a limb is completely restored, a
medical crisis ensues. Roll 1d100 minus the Intensity of the cancelled Regenerate. The result is the percentage
of the limb that becomes necrotic and must be cut off before another Regenerate can work. Note that a very low
roll might actually end up sprouting additional limb. The percentage lost is subtracted from the entire limb. A
result of more than 100 is considered to be so badly damaged that the limb cannot be regrown.
Example: Hapless Henifer loses 70% of his right arm in a fight. The healer casts Regenerate 12 on it, which will
regrow the entire arm in 6 weeks. After a single week, the spell is dispelled. His arm is currently 30+12 = 42%
there. He must now lose 1d100 12 off his limb as a percentage. If the final roll is negative, hell have grown
back a bit! If the final roll is 43 or more his arm will be so destroyed that he can never regrow it.

Resist Death
(Galvosti) ranged
Per Intensity of Resist Death, the target can go 1 HP beyond normal death without actually dying (he is still
unconscious, though). Resist Death does work in the normal Resist manner to try to block Death magic; i.e.,
any spell which causes death directly; such as Sever Spirit, Fang of Wachaza, etc.; when it attempts to resist
the actual number used to kill the target. For instance, it would try to resist a Sever Spirit by pitting itself vs. a
Sever Spirit caster's MPs (and the target would still suffer 1d6 CON damage if Resist Death worked), and it
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would try to resist vs. the damage done with a Fang of Wachaza. Fear does not count as a death spell, neither
does Mindblast.

Resist Detection
(Stygian) ranged, passive, temporal
The recipient of this spell will be protected from detection by any kind of magical spell or sense; normal senses
are unaffected. The magic points of the detecting spell (or the creature in the case of skills like Sense Assassin)
must be matched against the level of intensity of the Resist Detection. If unsuccessful, the recipient is not
detected. Even Detect Magic must succeed in this roll. Resist Detection may be stacked with Protective Circle.

Scrying Device
(Rare) Enchantment
This spell imbues an object with the ability to act as a focus for the Project [sense] spells. The advantage of
having a scrying device is twofold: the spell is no longer Active unless the viewpoint is being moved or rotated,
and the device can store a number of locations for the Project spell(s) to start from. Sufficient Range must be
used in the Project spell to cover the distance from the caster's current location to the desired viewpoint. The
caster must be in contact with the device, and is vulnerable to magical attacks through the spell. The level of
the device determines how many Project spells it can be a focus for one and how many locations can be
stored. for the spell(s) to start from.
Level Projects Loc. Store
Simple 1 1
Advanced 2 3
Runic 5 8
Powerful Unlimited 15
Heroic Unlimited 30
The more applicable the device is to a particular sense, the easier it is to use. The 'perfect' material for, say,
Project Sight is a ball of polished crystal, or a good quality mirror. Less applicable substances carry a penalty
on the use of the item, in the form of additional Intensity required for the Project spell to work. These additional
points do not add to the speed of the viewpoint.
Example: A small crystal ball or a glass ball would require +1 intensity. A dish filled with quicksilver adds +2. An
unworked crystal adds +3. A piece of metal adds +5. A sea-shell would be a good focus for Project Hearing,
adding only +1, and a finely-polished hearing horn would be perfect, but they would both make lousy Project
Sight devices, needing +10 or more. I'm not too sure what a Troll would use for Project Darksense -maybe she
would enchant a leather bag and stick her head in it, or maybe the entire inside surface of a small cave.
Particularly unusual devices may even add a bonus to the caster's chance of success, for instance, a dragon's
eye would add +10% to Project Sight, a Sky Bull's ear would add +10% to Project Hearing, and a face-mask
woven from the silk of the giant Silkbats of Wonderhome would add +10% to Project Darksense.

Sculpt (substance)
(common) resist (special)
Also known as Form/Set
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Sculpt enables a sorcerer to mould the form of a particular substance, shaping it to his will. Each variant of the
spell affects a specific type of substance, which can be fairly inclusive, for instance sand, stone, water, metal
and so on. The sorcerer can sculpt a volume or object with a maximum SIZ of three times the spells Intensity.
Insubstantial substances such as smoke, shadows or mist are instead measured in terms of cubic metres equal
to the spells Intensity.
Concentration is only required to actively shape the substance, the spell maintaining the new form until the next
change the sorcerer wishes to make. At the conclusion of the spell the substance will retain its final form,
provided the material is rigid. For instance a hole opened in a wall would remain, but a statue moulded out of
water would collapse.
Although sculpt can create any form imaginable, the actual artistic value or architectural strength of the new
shape is limited by the appropriate Craft or Engineering skill; thus a sorcerer who tried to repair the hull of a
ship with this spell would only be as effective as his Craft (Carpentry), albeit hed need no tools and could
perform the task in mere moments. If the targeted object is carried or worn by a living creature, then they may
resist the spell with Endurance.
Whilst the spell can be used to discommode/break such objects, their manipulation cannot be used to directly
inflict harm on the creature . Exotic versions of this spell can be used on living substances, provided the spell
can affect the entire plant or creature. Unwilling targets may attempt to resist. No damage is inflicted on those
that fail, but their physique and appearance may be warped as the sorcerer desires.

See Rune Magic


(Stygian) ranged, temporal, active
Informs the user as to what Rune magic the target knows. The target cannot resist, but defensive magic can
block the effect. Use the following chart to determine the effect.
1 Only the presence or absence of Rune magic is sensed.
3 At least one major Rune of the spells involved is sensed.
5 The total number of points of Rune magic is perceived.
7 All the Runes of the gods involved are perceived.
9 The names of all the spells known ar e perceived.
This spell only detects spells known by the target, not spells in effect. It does not detect one-use spells that
have been been cast.

Sense Detection
(Sedalpist) ranged, active
Upon concentrating, the caster becomes aware as to whether or not the spells target is currently targeted by or
is being detected by any sensory spells.

Sense (Substance)
(Common) ranged, active

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Upon concentrating, the caster becomes aware as to whether or not the spells target is currently in range.
Substances include life, gold, magic, malice, (species), undead

See HeroQuesting
(Old Arkat Kult) self only, temporal
The Alliance equivalent of See Rune Magic. At intensity one it tells you if somebody is on a HeroQuest or not.
At intensity 2 it tells you what runes and what passions they possess. At intensity 4 or higher it tells you what
level the runes and passions are possessed at. At intensity 6 or higher it also gives details of the cult support of
a HeroQuester. At intensity 8 or higher it even tells you what HeroPaths and heroQuests they have walked.

Sever HeroQuesting
(Old Arkat Kult) attack, ranged, temporal
This spell requires a magic points versus magic points to work and is only effective on targets on a HeroQuest.
It reduces all POW gained by cult support by the intensity of the spell, all runic ties by the intensity of the spell,
and all Passions by the intensity of the spell. This effect lasts until the spell is lifted or dispelled.

Shackle Soul
(Rare) Enchantment
A ritual considered evil and chaotic by most societies. It prevents a fresh corpse's spirit from passing on to the
afterlife, and the spirit often responds by transforming into a ghost or wraith over time. The spirit can wander up
to 100m from the grave. The level of enchantment determines the maximum POW of the target that it can effect
(no resistance roll is required). Level Max POW

Simple 10
Advanced 17
Runic 21
Powerful 25
Heroic 35

Shade Clout
(Stygian) Ranged
This spell only affects blunt weapons, and turns it translucently black. When the weapon strikes a hit location,
an amount of damage equal to a third of the spells Intensity ignores armor.

Shadow
(Stygian) ranged, passive, temporal
This spell creates an area of darkness anywhere within range. The darkness covers an area of 1 meter in
radius, and is equivalent to night under a full moon. Each level of Intensity increases the radius by 1m or
increases the effect of the darkness. 6 levels is equivalent to a moonless night, 9 levels of a starless night and
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10 levels is absolute pitch darkness). In game terms, each level after the first reduces sight based skills
(including combat) by 10% with no maximum. This includes the caster's skills. Creatures which can normally
see in the dark, or which have equivalent skills (such as troll Darksense) do not suffer these penalties.
Once the spell is cast the area may not be moved (unlike Glow). If Glow is cast on an area covered by Shadow,
or vice versa, the two spells match their intensities on the resistance table; the losing spell is Neutralised. Spirit
Magic Light and Lantern cannot be cast within an area covered by Shadow unless the total magic points
exceed the intensity of the sorcery spell; this does not Neutralise the Shadow. Rune magic which cause light
can be cast, and will Neutralise it if the total magic points exceed the shadow's intensity.

Shapechange [species] to [species]


(Rare) attack, ranged
Shapechange morphs the physical body of the target into that of another species. The sorcerer can affect any
living creature of a SIZ up to three times the Intensity of the spell. The SIZ of the original form, added to the
difference in SIZ between the original and modified form, must be within this range.
The magic transforms the target into an average example of the new species. He adopts the physical
Characteristics (STR, CON, SIZ and DEX) of the creature assumed, plus whatever inherent attacks and modes
of locomotion it possesses. The recipient may use the creatures base skills or his own, if they are better.
Magical or supernatural abilities are not granted, and nor are any of the mental characteristics.
For example, a sorcerer of SIZ 10 who wishes to change into a lion (average SIZ 22), requires a Shapechange
of Intensity 8; whereas if the same sorcerer wished to turn into a rat (average SIZ 1), he would only need an
Intensity of 7.
The casters ability to increase skills is limited by the % ability in the shapechange skill. Until the sorcerer has
spent has spent hours equal to 20 minus their DEX or INT as a new animal form they only have half the natural
skill level.
When a caster increases the skill through research or by experience, they can instead opt to branch to separate
source or target species shapechange. Skill is at Magic bonus plus the increase or If it is a closely related
creature it is at (skill magic bonus) /2 + Magic bonus + increase.

Shield of Faith
(Hrestoli) Ranged
This spell must be cast on a shield, and requires Intensity equal to the shields ENC. Such a shield has an
additional effect, a special parry with the shield will reduce a critical hit to a special hit. A critical parry will
reduce a supercritical strike to a critical strike and a supercritical parry will reduce a hypercritical blow to a
supercritical blow.

Shock
(Arrolian) Attack, ranged
Target takes 1d(Intensity) damage to his general hit points.

Shriving
(Boristi) Ceremony

170

Purges a sinner of all his accumulated evil since the last time he was Shriven. This evil expresses itself in the
form of a chaotic taint or feature which manifests either in the spell's caster, the sinner himself, or in the caster's
(or the sinner's) familiar, if any. Normally, the familiar is so utilized. Regularlyshriven folk do not generate
enough evil to create an entire chaos feature. Instead, over the course of time the evil accumulates until there is
sufficient present to express itself. This spell is painful to the sinner, and costs MPs, general hit points, fatigue,
possibly even POW or other stats, depending on how evil he has been and what his crimes were.

Shudder of Darkness
(Stygian) Ranged
This spell only affects blunt weapons, and causes said weapon to leave a dark trail behind as it is swung
through the air. If the weapon penetrates armor to cause injury, match the spells Intensity vs. the locations
normal full hit points (after damage from the blow is calculated) on the Resistance Table. If the spell wins, the
location is disabled as if at zero hit points.

Skin of Life
(Common) touch
Every intensity adds one to the character's CON multiplier when they start to asphyxiate. When it reaches
intensity 6 they need only make a roll once every hour; when it reaches intensity 8 they need only make a roll
once every day; when it reaches intensity 10 they need only make a roll once every year. When a character
reaches 111%, and every 20 percentiles thereafter, they can select one substance (lava, acidic gas, the deep
pressures of the treacherous ocean) from which their skin of life protects them from when cast at the
appropriate intensity.
For example: Bob the Magus reaches 111% and selects lava. So when he casts it at intensity 12 he can ignore
lava's deletrious effects (but not, say, fire!). When he reaches 131% he selects acidic gas. When he casts it at
intensity 14 he can ignore the effects acidic gas etc . If he'd done it the other way around the required intensity
would've been the other way around, so exactly which substances a Magus can ignore varies from magus to
magus.

Sleep of Reason
(East Isles, Valkarism) Touch
This spell requires an Intensity of at least 5. For each hour the target sleeps while under the effect of this spell,
he regains 1 MP, in addition to whatever he would gain normally. In addition, he is protected against nightmares
and evil dream-sendings.

Slumber of Peace
(Sedalpist) attack, ranged
If the target fails to resist, he matches the Intensity vs. his CON. If he is overcome, he falls asleep. Otherwise,
he is stunned for one round and can take no actions. A sleeping target remains so until awakened by being
injured, splashed with water, etc., or the spell lapses.

Smite [non-human]
(Sedalpist) Ranged

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Must be cast upon a weapon, and requires Intensity equal to or greater than the weapon's maximum damage
roll, not counting specials. All damage done by that weapon to the target species that penetrates armor is
doubled. Thus, if Smite Slarge were cast on a greatsword, which then hit a Slarge with 10-pt armor for 14 pts of
damage, the 4 pts that got through would be doubled to 8.

Smother
(Common) attack, ranged, transient
Character must make a CONx5 every round or take 1d3 asphyxiation damage. Lasts for as many rounds as
there is intensity. If a character fails a roll one round, they can try again next round to make it. Character can't
cry out, or scream, but can croak, whisper a few words, and cast magic.

Snare
(Stygian) ranged, passive, temporal
This spell sends out a magical snare to entrap one target. The snare has 1d6 armour points per level of
intensity. No attack roll is needed, but the caster must overcome the target's magic points with his own for the
spell to take effect. If the caster is successful, the target is entangled by the snare. The snare's AP's are used
as its STR and its HPs. One Hit Location of the target will be entangled for each level of intensity used, rolled
randomly. Free locations may be used to try to escape or attack the snare -see the rules in Combat on nets.
The nature of the Snare must be determined when the spell is learned: webbing (the only form common to
trolls), ice block, grasping hands from the earth etc When the spell elapses the snare dissolves, melts,
crumbles or otherwise become useless. This also occurs if the Snare is neutralised.

Song of Dawn
(East Isles, Valkarism) self only, but Range is used with it
The caster's face is illumined with the beauty of the Perfect Radiance of Thella. No being of evil, darkness, or
chaos can look upon his countenance and must fight, launch missiles, or cast spells at the caster as though
blind. The light illuminates an area with a radius equal to the spells Range in meters, making it as bright as day.
Undead suffer 1d3 damage per round they remain within.

Spasm
(East Isles, Valkarist) Attack, ranged, instant
If the target fails to resist, a random hit location cramps up and is unusable for the rest of this melee round.
Intensity is not applicable, except to penetrate defensive magic, however Multispell is quite common. If it is
Multispelled on a single target, then if the same location is rolled more than once, that location takes 1 damage
(ignoring armor) for each additional time it is rolled past the first.

Spell Matrix Enchantment


(Common) Enchantment
This lets you emplace a spell in a magic item, so you don't have to memorize it any more. The exact effects
depend on the kind of spell being enchanted: Common Magic: The cost depends upon the level of Battle Magic
being imbued .
Level Battle Magic Points
172

Simple 1
Advanced 2
Runic 3
Powerful 4
Heroic 5
Sorcery: Sorcerous spells cannot be enchanted into devices. One can make skill matrices for sorcery spells
though.

Spirit Resistance
(Common) ranged passive temporal
Adds intensitys worth of protection to targets in spirit combat

Steal Rune Magic


(Vivamort) Ritual spell
This spell must be cast on a single target. Its intensity must exceed the victim's POW or Magic Points,
whichever is the higher. The Vampire must drain the victim of Magic Points before the spell ends. Once this is
done, the victim will lose permanently the last divine spell he sacrificed for. If the last spell sacrificed for was a
stackable spell, he will lose all the points of the spell. Thus, someone who last sacrificed for a point of Shield,
taking his Shield to Shield 8 will lose all 8 points of Shield. The Vampire gains the spell as a one-use spell.

Stingray
(Waetaergi) Ranged
This spell only affects slashing or impaling melee weapons. The weapon continues to do normal damage,
although all its damage is considered magical for purposes of hitting appropriate targets (such as shades or
werewolves). On any hit penetrating armor, the weapon becomes stuck in the wound. The user has the option
to rip the weapon out, which causes an additional 1d6 damage ignoring armor, or he can drop it, in which case
it acts as if the weapon had received an impale result and stayed stuck in the wound.

Store Sorcery
(Silver Dwarfs) Enchantment
This enchantment binds a spell (that the enchanter himself must be able to cast) into a non-living object. The
stored spell is held in the enchanted object, ready for use. To use it, a being need only grasp the object and
state that he is activating the spell. He must also designate a target for the spell, if appropriate. The spell
operates automatically, and the user need not know any sorcery. The level of enchantment dictates a limit on
how many Arts can be used in the Store, and the effective magic point level it comes in at, if applicable.
Level

Art Lvl

Effective MP Attack

Simple

Advanced

12

Runic

10

18
173

Powerful

13

22

Heroic

15

27

Strengthening Enchantment
(Common) Enchantment
This enchantment give extra ablative hit points. The amount increased depends upon the Level of the spell.
Note that strengthening enchantments must be attuned to. Normal attributes that can be affected are Armor,
Armor points (for weapons, for instance), Hit Points, Fatigue (living beings only), etc. A Strengthening cannot
contain more POW than the Intensity of the spell.
Level HP Gain

Simple 3
Advanced 6
Runic 9
Powerful 12
Heroic 15

Stutterblade
(East Isles, Valkarist) Ranged
This spell only affects melee weapons and requires an Intensity equal to the weapons maximum damage (not
counting impales or other special hits). The effect is to deliver another attack, with the same chance to hit as the
original blow, and strike the same hit location. This attack can be parried as per usual, with the -20 penalty.
Damage done is the same as the weapon, but not counting any magical adds. The second attack cannot
impale, but can do critical damage. If enough Intensity is used to double the weapons normal max damage,
then a third blow can be delivered, and so forth.

Stupify
(common) attack, ranged, active
Intensity multiplied by 3 VS INT on resistance table as chance to befuddle opponents

Summon [species]
ritual Summons Lets the caster summon a creature from the Otherworld. If the caster knows the true name of
the being he summons, he gets the one selected. Otherwise, he gets a random member of the species.
Commonly, Hold is used to keep a Dominate spell ready for the creature's arrival.
If the Summon roll is fumbled, a link to the Otherworld appears anyway, and a creature shows up, but not the
desired species. Usually hostile and dangerous entities appear on a bungled Summons.
When summoning an elemental, you need sufficient element for the creature to take form (i.e., 3 cubic meters,
4 cubic meters, etc.).
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Summon [Hazard]
(Old Arkat Kult) instant
This spell summons one of the Hazards of the HeroPlane. There is a specific spell for each Hazard, so you may
have Summon Hero Wind, Summon Astelkel Horse, Summon Beast of Dangin Pits and so on. The Kult, by far,
does not know how to summon all of the Hazards of the HeroPlane. This spell does not allow them to control
the Hazards. It is effective only on the HeroPlane. It requires 1 point of permanent POW. The Kult Alliance can
summon various horrors and hazards. Notably it does not use chaotic hazards (too unnatural and
unpredictable, better kept locked away on the HeroPlane where they are at the moment).

Suppress [Art]
(Brithini) attack, ranged
This spell comes in several subtypes --one for each Art. The most common is Suppress Intensity, naturally.
Each time a victim wishes to cast a spell, he must overcome the Suppress with his MPs on on the Resistance
table. If he fails, he may not cast any spell using that Art for the remainder of the round. If a spell takes more
than one round to cast, he must resist the Suppress on each round of casting, or the spell is cancelled.

Suppress Paganism
(Hrestoli, Rokarism) attack, ranged
The target's chance to cast spirit spells is reduced by 5 percentiles per intensity. Suppress Priestcraft (Hrestoli,
Rokarism) attack, ranged The target can cast no non-ritual Rune spells unless he expends 1 MP per Intensity of
the Suppress spell during the casting. MPs that would normally be spent anyway (such as in a Heal Wound)
count towards the total needed. In addition, the extra MPs do count towards boosting a spell to blast through an
opponent's defenses.

Suppress Sorcery
(Common) attack, ranged
This spell affects a target sorcerers ability to maintain spells. Each 2 Intensity prevents the caster from
Maintaining one spell.

Suppress Wizard
(Brthini) attack, ranged
Each Intensity reduces a target magicians chance for success with all d100 rolls having to do with magic by 5
percentiles.

Tap [characteristic]
(Rare) attack, touch, instant
Tapping can only be used on sentient creatures. Tap costs 1 POW to cast (unless an Art is used to obviate
this). If the target is overcome they loses 1d(intensity) from 1d(intensity) stats. Roll separately, and roll
randomly for which stats are affected -no stat can be affected more than once and if the random roll for which
stat is affected picks out a stat that's been already hit, don't roll again instead to 'replace' it.

175

When Tapped, the caster gains 1d(intensity) Tap Pool Points, but it cannot never increase their Tap Pool to
higher than the intensity of the spell. So if you're casting Tap 6 you'll never get your Tap Pool over 6. This is
important, because the best Tap stuff comes at higher intensities.
For Example: If you have Tap 31% then you can cast Tap 4. Every time you cast it, you lose 1 POW and get
1d4 Tap Points. But that's to a maximum of 4. So you'll never have above 4, and to even get to 4 might require
a few castings -ergo a few points of POW. At higher levels, where you've got Tap 91% you can cast it at
intensity 10. You can now get the uber level 10 effect powers when you get 10 Tap Pool Points. To get to 10
Tap Pool Points you need to cast it, which costs 1 POW, and gain 1d10 Tap Pool Points. So, again, you'll
probably have to cast it a few times, and lose a few points of POW, to get it to 10. And the maximum is, again,
the intensity of your spell: namely, 10.
A caster can spend his Tap Pool on an effect. He can do this at will, and many times a round if he so wishes.
The effects available depend upon the character's Tap Pool. The higher the Pool, the more effects they can
choose from. If multiple points are spent in a round then whilst they all occur on the character's initiative (except
where otherwise stated) they are spent one by one. So if you have 6 points you can spend three points in one
round, but only get a maximum of one level 6 power, one level 5 power and one level 4 power etc.
The powers are:
Tap Pool Points Effect
1
Gain 1d4 mp to a maximum of POW+10.
2
Regain all short term fatigue loss
3
Gain 1d3 hit points in a single injured location
4
Gain 1d6 general hit points, which will heal poison damage
5
The effects of levels 2, 3 and 4 all take place.
6
Used when a spell is cast. The spell, for free, gains the casters POW in extra magic points to overcome
7
The character gets an extra spell as a second action. Can use only once in a round, and must be declared in a
statement of intent
8
Instantly increases the casters magic points to POW+10.
9
No special power for this level.
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10
The character spends this when casting a spell. The character can use their skill\10 for EVERY art used in the
spell.
No-one can tell if a character is wandering around with a Tap Pool. Tapping is a secretive activity in the main. In
the case where a caster does not have POW, say they're a vampire, substitute their INT.
Design notes
I love these Tap rules. Now tapping people makes you a REAL bad ass sorcerer.

Tap <element>
(Jraktal) Touch, temporal, passive
This spell is learnt from Jraktal. It is similar to the normal Tap spell. It allows the caster to drain magical energy
from the appropriate element: air, earth, water, fire or darkness. It cannot be used on any living entity (even a
spirit). {details to come at another time}
The Spell Forbidden (Brithini)
Ranged
This spell may only be cast when ordered by a Talar. It may only be cast on a Dromal (normally, it is
multispelled). The Dromals STR, CON, and DEX are each doubled, and he adds +50 to his Attack & Parry
bonus, for the duration of the spell. Once cast, the Talar plus all Zzaburi and Dromals involved permanently
lose their Brithini immortality.

Telepathy
(Common) ranged, active
Allows mind-to-mind communication between the caster and a target, or between two targets chosen by the
caster (it must be Multispelled for this latter purpose). An unwilling target can attempt to resist. Intensity 1 = only
the life, death, or unconsciousness of a fellow communicant can be sensed.
Intensity 3 = communication as in Mindspeech.
Intensity 5 = each caster can see through the other's eyes.
Intensity 7 = the users can cast one another's spells.
Intensity 9 = they can use each other's MPs.
Intensity 11 = one user can control the other's actions by overcoming his MPs with his own. He must renew
such control every melee round (and if he fails, his victim can try to control him. Since Telepathy is Active, the
benefits of Intensity 7 and 9 can only be utilized if someone else cast the spell or if you are mentally linked to a
user (as with a familiar).

Teleport
(Uncommon) ranged, instant
Each Intensity teleports 3 SIZ (touching the caster) to a visible point within Range or to a Homing Circle within
Range. If the caster has several Homing Circles, he can choose which to use.
177

The Lugh Manoeuvre: Attempting to teleport dismembered parts of a body to touch another part of the body is
possible, but difficult. It requires a special Concentration roll to succeed.

Teleport Block
(Rare) ranged, passive
This spell is primarily used with Range, though Intensity is also used. Each level of Range used with this spell
increases the diamterer of the Blocked region by only 10m i.e. Range 0 gives 10m radius, Range 1 gives 20m
radius etc Each level of intensity used subtracts 10% from the chances of anyone attempting to Teleport
within the area of effect. In the case of special effects, such as HeroPowers or Divine Internvetion, consider the
chance to success to be either 100% or POWx5, whichever is higher.

The Joyful Brotherhood


(East Isles, Valkarism) Attack, Ranged
One hostile being is made neutral towards the caster while the spell lasts. The target won't attack nor issue
commands to others to do so. If threatened, he'll defend himself. If constrained by outside factors, he may act to
the caster's detriment, though still not feeling any ill will. For instance, a hangman is required by his superiors to
hang his prisoners, and will do so. The spell is mainly for use in turning a confrontation into a neutral situation.
The spells Intensity determines who can be affected.
2: a member of the caster's species
4: a member of any intelligent species which is normally friendly to mankind
6: a member of a species which is not normally friendly to mankind
8: a semi-intelligent or unintelligent animal
10: a member of a chaotic species, or an undead

Touch of Chaos
(Arinsor) Touch, temporal, passive
A spell of Arinsor, the Wizard of Gbaji. This spell must be cast on a willing target, whose magic points must be
overcome by the castrer's. The spell must have enough intensity to cover the entire SIZ of the target, or the
spell has no effect. The target of the spell gains a chaos feature for the duration of the spell; roll normally to
determine if the feature is beneficial or detrimental. Even after the spell ends, both the caster and target are
permanently tainted with chaos.

Transmogrification
(Various) Self-only
A phantasmal being must be created via Phantom Sight, Sound, Touch, etc. Then this spell is cast, and it sends
the caster's soul into the illusion. His body remains comatose for the duration, and he becomes in effect the
creature. While in the phantasmal body, he can cast spells and use appropriate skills (for instance, a
phantasmal creature lacking hands could not wield weapons). If the illusion is dispelled, the caster is instantly
killed.

178

Transmute [substance] to [substance]


(Rare) ranged, passive, temporal
This spell, when cast on a substance, turns it into the same shape and amount of another substance. The two
types of substance's are specified when the spell is selected. Each Intensity of spell affects 1 ENC of material. If
one ENC of the material takes up more than 20 cubic centimetres of space, count every 20 cubic centimetres
as counting as one ENC. The transmutation of a substance is complete during the spell's duration, and the
transmuted object gains all the proper physical qualities of the product substance. For exmaple, if a wodden
board had Transmute Wood to Gold cast upon it, it would temporarily become gold; it would melt if heated and
be plaible to a hammer blow. When the spell's effects end, the object changes to the original matter, but not it's
original shape.

Transmute Stone
(Quicksilver Dwarfs Stone subcult) Enchantment
This spell is cast on a piece of stone. One POW is expired when this spell is cast. The amount of stone
affected, and the level of change, depends upon the level of enchantment. A simple enchantment affects 1 SIZ
and allows a change in colour and density by up to 10%. An advanced enchantment affects 3 SIZ, allows you to
change the colour, density by up to 15% and change soft stones into other types of soft stones, hard stones into
other hard stones etc. A runic enchantment allows the colour of stone to be turned into wild pictures and
designs, change the stone to any other type and alter the density by upto 100%. It affects up to 6 SIZ. A
powerful enchantment is the same as runic, except affects 40 SIZ, and the heroic affects 200 SIZ.

Travel in [substance]
(Rare) self, temporal, active
This spell moves 3 SIZ per Intensity through or on the appropriate medium at a base speed of 1 meter per
round. Additional levels of Intensitycan be used to add 1 meter per round of movement per Intensity. Travel in
water can add to the target's natural movement rate if he or she is swimming or running along the surface of the
water. If the substance moved through is solid, an additional Intensity of AP/3 is required.

Treat Wounds
(Common) touch, transient
Used in 2 ways: Emergency 1d (intensity) heal; Normal: use First Aid a number of times equal to intensity,
normal rules apply otherwise (First Aid can normally be applied only once)

Triumph of Darkness
(Stygian) Ranged
This spell affects only blunt weapons, and turns the weapon pitch-black and non-glossy. If the weapon
penetrates armor to cause injury, match the spells Intensity vs. the targets remaining general hit points (after
damage from the blow is calculated) on the Resistance Table. If the spell wins, the victim is knocked
unconscious. Each time he receives Healing, he can awaken with a successful CONx5 roll, or a successful First
Aid will waken him in any case. This spell can be combined with Shudder of Darkness.

True Self
(Boristi) Enchant
179

This spell is only useful if the target has one or more overt or automatic chaos features. It masks all such
features, giving the user back his normal appearance, i.e., what he looked like before gaining said features.
The underlying chaos is NOT hidden from special abilities such as the Storm Bull Sense Chaos. The enchanted
individual can turn off or on True Self spell at will. When he has True Self up, then he cannot access or use
any of his chaos features, even those which are not normally visible. When he lowers the spell, all his chaos
features become manifest, even harmful ones. This spell costs 1 POW to cast.
An individual who has been transformed into a chaos creature (such as a human transformed into a broo or
scorpion man) once more looks like a human while he maintains the enchantments effect. A creature who was
never human still looks like it did before when using this spell, though it would not appear to have any chaos
features. The spell is found to be useful for two purposes: it enables a Borist with a harmful chaos feature to
escape its effects, and it enables an advanced Borist priest to go about his business aboveground. It is also
useful on the notorious Borist familiars. When the spell is dropped, the effect can be quite alarming, as the
enchanted being may balloon in size, sprout tentacles, extra eyes, etc.

True Sibling
(Kralori) Touch, but Range must be used
Intensity equal to half the targets SIZ is required. The target is "cloned" while the spell lasts. All HP and MPs
are divided evenly between the clone and the original. His weapons and armor are the same, as are other stats
and skills. If the clone moves further than the spells Range from the original, it vanishes. A dispel magic cast at
the clone (but not the original) causes the replica to vanish. When the spell expires or the clone is dispelled, the
caster adds the HPs and MPs it had left onto his own. The target & clone possess no mental link, but the clone
knows everything he knew up until the spell was cast, so if he had a plan in mind before creating the clone, it
can attempt to fulfill its part of the plan. The clone is aware that it is a temporary magic construct.

Vanishing
(Vormaini Ninja schools) self, active, instant
This is a limited teleport spell. Each level of Intensity allows the transfer of the sorceror, up to his normal
carrying load, 1 meter of distance. The destination must be within the sorceror's sight and no Homing Circle is
required. The dissappearance is accompanied by a flash and a puff of smoke. The pyrotechnics divert
onlookers long enough for the sorceror to conceal himself at his destination using his hide skill.

Venom
(Common) attack, ranged, instant
If the target is overcome, a venom with POT equal to Intensity infuses him. If he resists the POT with his CON,
he takes half damage. Otherwise, he takes the full POT in damage.

Vivamorti Soul Ritual


(Vivamort) Ritual
This is how vampires get POW to spend on magical items and Tapping people. When they first learn the spell
they create a list of targets. Each target is a category of people, which must be selected from this list: any rune
lord; any Humakti; any Zorak Zorani; virgins above the age of 18; members of royalty. The list can be as long or
as short as they like. The list can never be changed. The vampire can capture the first target on the list, and
sacrifice them using this ceremony. They gain 1 point which counts as POW to be used in enchantments or
Tapping. Their next target must be the next person down the list. When they get to the bottom of the list, they
go back to the top. This means that a vampire with a small list say, just Humakti will find it easier to find
180

victims. But it also means that when all the Humakti go missing its easier to tell whats going on and wholl be
next. Whereas someone with a larger list doesnt have these problems, but does have the problem of it being
somewhat more random where they find their victims.

Voyage to the Maze of Long Shadows


(Kralori) Attack, instant
If the target fails to resist, he is immediately bodily transported to the dreaded Palace of Eleven Pylons, a place
lit only by a dim blue light. The wretched victim wanders through this tenebrous edifice for 1 melee round per
Intensity. Each round spent here, he has a 10% chance of meeting one of the Palaces hideous insectoid
servants. Simulate such an encounter with a 1d100 roll --the target also rolls 1d100, adding his Special
Success chance in his highest weapon or sorcery skill. High roll lives. A dead victim's corpse reappears
wrapped in silk.

Walk Unseen
(Stygian) touch, active, temporal
Each level of intensity renders 1 SIZ of a single object invisible, the entire object must be covered otherwise the
spell will fail. If the target is unwilling, its magic points must be overcome by the caster. Spirits bound into
inanimate objects cannot generally resist. Anything made invisible is invisible to itself as well; if unfamiliar with
this state all physical based skills are halved for ten minutes. If the recipient attacks or casts a spell, it becomes
visible. The caster must make a Concentration roll to continue to maintain the invisibility after the object ceases
the activity; if the roll failed, the spell ends immediately.

Wall (Type)
(Kralori) Instant
Creates a wall which moves away from the caster at 2m/sr until it has reached the spells Range (when it
dissipates), or until it encounters a major obstruction (a turn in a passage, a pit, building, etc.) A wall does
damage for one round to those it strikes, then passes on. A wall is 3m high and 1m thick. It is 1m wide per level
of Multispell used, but may be made smaller. It blocks all physical blows and missiles (counts as intensity armor
protection), and acts as a shield against spells (as per intensity level counterspell) as well.
If two opposing walls meet, a D6 is rolled for each; the one with the highest score continues, while the loser is
dissipated. A tie halts both in place and further rolls are made each round till one wins. Each wall normally
defeats one other type of wall, against which it has +2 added to its D6 roll. Intensity does not help a wall survive
such a conflict.
When a wall hits a target it reduces its range by 1m, each multispell 1m is counted as a separate spell for this
purposes if multispelled
Knives: [defeats Stings] Target takes (Intensity x 2) damage which can be parried, but not dodged. Armor is
effective.
Calm: [defeats Wind] All living beings are calmed, and must succeed in an INTx5 roll (once per round) before
they can take any action. Subtract the spells Intensity from their Intelligence before attempting the die roll.
Fire: [defeats Ice] Target is engulfed in fire doing 1d(Intensity+1 ) damage to a number of hit location depending
on intensity, and all flammable objects touched are set alight. Armor helps vs. damage, but target may remain
aflame after the wall passes, doing 1d6 damage per round ignoring armor till the fire is extinguished.
Chance for item to remain on fire is 10 X intensity x (Propensity to burn ..a value between 1 to 3)
181

A shield can be use to block specified hit locations as per missle weapons if target has time to react, dodge can
be used is there is adjacent space.
Intensity

Number of hit locations

D3

D3

D3

2d3

2d3

3d3

3d3

4d3

4d3

10

5d3

For large creatures the locations have to be actually touched by wall to be affected, roll again if non touched
locations are rolled.
Hunger: [defeats Blades] This rolling avalanche of ghostly teeth, sucking mouths, and staring eyes does
Intensity damage ignoring armor. Ice: [defeats Water] Target takes 1d(intensity) damage and is frozen (all skills
halved until he rolls CONx1).
Mist: [defeats Hunger] Target loses Intensity MPs.
Poison: [defeats Calm] Target takes 1d(intensity) damage and 1d(intensity) more each round a CONx5 fails;
must keep trying till he succeeds.
Stings: [defeats Mist] Target is poisoned if he fails to resist its Intensity with his CON. Then, he needs some
kind of poison treatment within his CON in rounds or he dies.
Water: [defeats Fire] Target takes drowning damage of 1d(intensity) each round a CONx5 roll fails; must keep
trying until he rolls CONx1.
Wind: [defeats Poison] Target must try to resist the walls Intensity with his STR. If he succeeds, he takes
1d(intensity) buffeting damage to a random hit location. If he fails, he takes the damage and is knocked
sprawling, carried along with the wall, and must roll again next round.

Ward Chaos
(Arkat Chaosbane) ranged, instant
This spell can only be cast on chaotic creatures, namely broo, vampires, fiends etc. It does not need to
overcome magic points to be effective, but must have any intensity equal to the magic points of the target
divided by three (rounded down). If effective, the creature can take no offensive actions that round (the creature
can dodge, parry etc.... but is unable to cast offensive spells, or attack with a weapon). Once cast, the spell
cannot be used on that creature for a number of days equal to its POW (minimum 1 day for creatures lacking
POW). This spell cannot be resisted, and is effective on all chaos (although divine beings may be ruled out at
the GM's decision).
182

Ward Damage
(East Isles, Valkarist) ranged
This useful spell requires Intensity equal to the user's CON, and halves all damage penetrating armor.

Warp Enchantment
ritual Enchant
costs 1 POW per Intensity This enables the sorcerer to alter one enchantment into another. He must know all
the enchantments involved, both those in the item as it stands, and those he wishes to change them into. Either
he or an assistant must succeed in Craft to alter the patterns on it. The caster matches the Warp's Intensity vs.
the total POW in the enchanted item. If the enchantment has its own MPs, he must overcome those MPs with
his own. Normally, sorcerers spend 1 POW when casting this spell, hoping for a lucky roll.

Wither Elf Bow


(Sedalpist) attack, ranged, instant
This spell is only efficacious vs. magic elf bows. If the caster overcomes the bow's magic points, the bow takes
1 pt of damage per Intensity. Defensive magic, such as Protection, Resist Damage, Shield, etc. all lower the
damage done.

Worship Invisible God


ritual Ceremony Lets the user lead a formal worship service. If successful, all participants in the ritual receive
spiritual assurance that the MPs donated to the Invisible God were acceptable.

Wrest Magic
(Brithini, Rokarism) ranged
Lets you take over a spell that someone else is maintaining. You must actually have learned the spell you wish
to grab, and your Wrest Magic must have Intensity greater than the target spells Intensity. If these
requirements are met, match your MPs vs. the spell owner's. If you succeed, the spell is placed under your
control, and takes up your Presence. When Wrest Magic is successful, the owner notices at once, and will
awaken if sleeping.

Ritual Magic
Ritual spells are learnt, take up 1 INT to memorize and the user has to develop a skill % like other sorcery
spells. However, the user has to also use the corresponding Magic skill to help determine success.
Before making the roll on the spell skill, make a roll on the corresponding Magic skill and apply the achieved
modifier to the spell skill roll
Result

Modifier

Critical

+30

Special

+20

Success

+10

Fail

-10
183

Fumble

Fail, roll spell fumble

Both the magical skill and the spell skill can get experience ticks, ceremony can be used for both skills but a
separate ceremony session has to be performed for each roll.
To perform a Ritual, the caster spends an hour per Art level in the spell (unless the spell description specifies
otherwise) plus any hours for Ceremony. During the ritual he may not eat, drink, sleep, or lose concentration. At
the end of the ritual, he rolls against the appropriate skill.

Restricted Arts
unless otherwise stated in a rituals description, Ease, Hold, Multispell, and Speed cannot be used in ritual
magic.

Special Enchantment Rules


The amount of POW which can be placed into an enchantment varies with the object enchanted. Basically, the
more "magic" it is, the more POW it holds. Obviously, this is up to GM discretion. For instance, an ordinary
pebble may only contain 1 POW. A wooden staff could hold 4 POW. A staff cut from an awakened tree might
hold 16 POW.

Enchanted Tattoos and Ritual Scarification


most matrices are engraved into inanimate objects. However, they can be tattooed, scarred, or otherwise
attached to a living being. A living being has no limit to the amount of POW that can be enchanted onto him.
Appropriate skill rolls are needed (such as Tattoo).

Appendex
Index to additional skills
Character Generation............................................................................................................................................ 4
Rolling Characteristics....................................................................................................................................... 4
Luck Points during character generation........................................................................................................... 4
Background Skills.............................................................................................................................................. 4
Quirks................................................................................................................................................................ 4
Family................................................................................................................................................................ 4
Ransom Fund.................................................................................................................................................... 5
Edges................................................................................................................................................................ 5
Luck Points/Hero Points........................................................................................................................................ 9
Using Luck Points.............................................................................................................................................. 9
Cheat Fate..................................................................................................................................................... 9
Desperate Effort............................................................................................................................................ 9
184

Using Skills.......................................................................................................................................................... 10
Automatic failure.............................................................................................................................................. 10
Chances of success over 100% ..................................................................................................................... 10
Adjusted chance of Success less than 0%...................................................................................................... 10
Opposed Skill Rolls i.e. Sneak vs Scan........................................................................................................... 10
Encumbrance Penalty for Skills and Spells .................................................................................................... 10
Team Rolls...................................................................................................................................................... 10
Step One: Advantaged or Disadvantaged .................................................................................................. 10
Step Two: Calculate Skill Rating ................................................................................................................ 11
Step Three: Make the roll ........................................................................................................................... 11
Step four: Resolution .................................................................................................................................. 11
Opposed Skills Rolls .................................................................................................................................. 11
Unopposed Skill Rolls (Team) .................................................................................................................... 11
Characteristic Rolls (Team)......................................................................................................................... 12
Aiding Rolls .................................................................................................................................................... 12
Aid another...................................................................................................................................................... 12
Additional Skills................................................................................................................................................... 12
Agility skills...................................................................................................................................................... 12
Drive [vehicle] (10) .................................................................................................................................. 12
Escape (05) ............................................................................................................................................ 12
Running (25) ........................................................................................................................................... 12
Dodge/Tumble (05) ................................................................................................................................ 13
Communications skills..................................................................................................................................... 13
Seduction (10)......................................................................................................................................... 13
Deal/Bargin (05) ..................................................................................................................................... 13
Ventriloquism (00) .................................................................................................................................. 14
Knowledge Skills............................................................................................................................................. 14
Lores (varies) ......................................................................................................................................... 14
Alchemical Lore....................................................................................................................................... 15
Chaos Lore.............................................................................................................................................. 15
HeroPlane Lore....................................................................................................................................... 16
185

Legal Lore............................................................................................................................................... 16
Magic Lore............................................................................................................................................... 16
Music Lore............................................................................................................................................... 16
[Racial] Lore............................................................................................................................................ 16
River Lore................................................................................................................................................ 16
Spirit Lore................................................................................................................................................ 16
Undead Lore............................................................................................................................................ 16
Numeracy (00) ........................................................................................................................................ 17
Poetry (00) .............................................................................................................................................. 17
Sense Motive (05)................................................................................................................................... 17
Swordsmithing (00) ................................................................................................................................. 17
Treat disease/poison (05) ....................................................................................................................... 18
Magical Skills................................................................................................................................................... 18
Ceremony/Summon (00) ........................................................................................................................ 18
Stealth Skills.................................................................................................................................................... 18
Assassinate (00) ..................................................................................................................................... 18
Disguise (05)........................................................................................................................................... 18
Damage............................................................................................................................................................... 19
Using Heal Spells/First Aid.............................................................................................................................. 19
Dying............................................................................................................................................................... 19
Last Words.................................................................................................................................................. 20
Ablative Hit Points........................................................................................................................................... 20
Untreaded Wounds......................................................................................................................................... 20
Healing and Long Term Damage.................................................................................................................... 20
Minor Wound............................................................................................................................................... 21
Major Wound............................................................................................................................................... 21
Severe Wounds........................................................................................................................................... 21
Resurrection.................................................................................................................................................... 22
The Resurrection Ritual............................................................................................................................... 22
The Deceased............................................................................................................................................. 22
Death Sickness........................................................................................................................................... 22
186

The World............................................................................................................................................................ 23
Falling.............................................................................................................................................................. 23
Damage to inanimate objects.......................................................................................................................... 23
Asphyxiation.................................................................................................................................................... 23
Acids and Alkali............................................................................................................................................... 24
Acids........................................................................................................................................................... 24
Alkalis.......................................................................................................................................................... 24
Drugs............................................................................................................................................................... 24
Alcohol and Drinking................................................................................................................................... 24
Flying............................................................................................................................................................... 25
Magical flight............................................................................................................................................... 25
Height.......................................................................................................................................................... 25
Flying and Weather Conditions................................................................................................................... 26
Flying inside sylphs..................................................................................................................................... 26
Flying and concentration............................................................................................................................. 26
Shamanic Flying.......................................................................................................................................... 27
Insanity............................................................................................................................................................ 27
Creating Insanity Spirits............................................................................................................................... 27
Disease........................................................................................................................................................... 28
Recovery From Disease.............................................................................................................................. 28
Downtime and Experience.................................................................................................................................. 28
Session Awards............................................................................................................................................... 28
Experience and Pow Rolls........................................................................................................................... 28
Epic Rewards.............................................................................................................................................. 28
The Downtime Round...................................................................................................................................... 29
Permanent Employed Work............................................................................................................................ 30
Illegal Activities................................................................................................................................................ 31
Base Wage Multiplier based on Skill Roll............................................................................................ 31
Self Employed Professions............................................................................................................................. 32
Working Co-operatively............................................................................................................................... 35
Living Costs..................................................................................................................................................... 35
187

Extra mouths to feed................................................................................................................................... 36


Purchasing Property........................................................................................................................................ 36
Property Costs................................................................................................................................. 36
Downtime Actions............................................................................................................................................ 36
Actions............................................................................................................................................................ 37
Instruction (Skills)........................................................................................................................................ 38
Characters teaching other Characters skills................................................................................................38
The Retainer of Trainers.............................................................................................................................. 39
Institutional Access...................................................................................................................................... 39
Research..................................................................................................................................................... 39
Researching New Sorcery Spells................................................................................................................ 39
Business and Commerce................................................................................................................................ 42
Business Points........................................................................................................................................... 42
Making a New Business.............................................................................................................................. 42
Spending BPs.............................................................................................................................................. 42
Attending to your business.......................................................................................................................... 42
Profit Rolls................................................................................................................................................... 43
Liquid Assets............................................................................................................................................... 44
Non-Liquid Assets....................................................................................................................................... 44
Downtime Activities Record Sheet.............................................................................................................. 45
Ongoing Projects......................................................................................................................... 45
Combat................................................................................................................................................................ 46
Shooting into Melee......................................................................................................................................... 46
Using a similar untrained weapon................................................................................................................... 46
Feinting Attacks........................................................................................................................................... 46
Knockback with Impaling weapons.............................................................................................................. 46
The Combat Round......................................................................................................................................... 46
Declaration of Intent.................................................................................................................................... 46
Moving and Attacking.................................................................................................................................. 47
Full Round Action........................................................................................................................................ 47
Attacking/Defending while moving............................................................................................................... 47
188

Charging...................................................................................................................................................... 47
Mounted Combat......................................................................................................................................... 48
Attack of Opportunity................................................................................................................................... 48
Surprised..................................................................................................................................................... 49
Drawing/reading weapons........................................................................................................................... 49
Morale and Healing Checks............................................................................................................................ 49
Morale checks............................................................................................................................................. 49
Healing Checks........................................................................................................................................... 50
Special Effects................................................................................................................................................. 50
Special Effect Descriptions.............................................................................................................................. 53
Arise ........................................................................................................................................................... 53
Bash ........................................................................................................................................................... 53
Blind Opponent............................................................................................................................................ 53
Bypass Armour............................................................................................................................................ 53
Choose Location......................................................................................................................................... 53
Chop............................................................................................................................................................ 53
Circumvent Parry......................................................................................................................................... 54
Close Range................................................................................................................................................ 54
Compel Surrender ...................................................................................................................................... 54
Damage Weapon........................................................................................................................................ 54
Disarm Opponent........................................................................................................................................ 54
Enhance Parry............................................................................................................................................. 54
Entangle...................................................................................................................................................... 54
Flurry........................................................................................................................................................... 54
Force Failure............................................................................................................................................... 55
Grapple........................................................................................................................................................ 55
Impale.......................................................................................................................................................... 55
Intentional Knockback................................................................................................................................. 55
Maximise Damage:...................................................................................................................................... 55
Open Range................................................................................................................................................ 55
Overextend Opponent................................................................................................................................. 56
189

Rapid Reload............................................................................................................................................... 56
Slip Free...................................................................................................................................................... 56
Stand Fast................................................................................................................................................... 56
Stun Location.............................................................................................................................................. 56
Sunder......................................................................................................................................................... 56
Take Weapon.............................................................................................................................................. 56
Trip opponent.............................................................................................................................................. 56
Withdraw..................................................................................................................................................... 57
Fatigue............................................................................................................................................................ 57
Weapons......................................................................................................................................................... 58
Lances......................................................................................................................................................... 58
Knuckle Dusters:......................................................................................................................................... 58
Harpoon....................................................................................................................................................... 58
Lanterns and torches................................................................................................................................... 58
Using Weapons At Below Minimum STR.................................................................................................... 59
Martial Arts.......................................................................................................................................................... 59
Boxing......................................................................................................................................................... 59
Wrestling..................................................................................................................................................... 60
Bag Fu......................................................................................................................................................... 60
Boar............................................................................................................................................................. 60
Centipede.................................................................................................................................................... 60
Darkdemon.................................................................................................................................................. 60
Dragon......................................................................................................................................................... 60
Falcon.......................................................................................................................................................... 61
Ghoul........................................................................................................................................................... 61
Goat............................................................................................................................................................ 61
Leopard....................................................................................................................................................... 62
Locust.......................................................................................................................................................... 62
Mantis.......................................................................................................................................................... 62
Monkey........................................................................................................................................................ 62
Mountain...................................................................................................................................................... 62
190

Ox................................................................................................................................................................ 62
Ram............................................................................................................................................................. 62
Rat............................................................................................................................................................... 62
Rhino........................................................................................................................................................... 62
Skeleton Claw............................................................................................................................................ 63
Serpent........................................................................................................................................................ 63
Sun.............................................................................................................................................................. 63
Swan........................................................................................................................................................... 63
Tiger............................................................................................................................................................ 63
Tortoise....................................................................................................................................................... 63
Web............................................................................................................................................................. 63
Wolf............................................................................................................................................................. 63
General Magic..................................................................................................................................................... 63
Magic Points Recovery with High POW....................................................................................................... 63
Pow vs Pow resistance contasts..................................................................................................................... 63
For spirit combat.......................................................................................................................................... 64
Pow crystals/ storage matrix........................................................................................................................ 64
Chance to cast............................................................................................................................................ 64
Paying to cast spells.................................................................................................................................... 64
Enchantments................................................................................................................................................. 64
Procedure.................................................................................................................................................... 65
casting the Enchantment. ........................................................................................................................... 65
Restoring Broken Enchantments................................................................................................................. 65
Lifespan....................................................................................................................................................... 65
Enchantment Conditions............................................................................................................................. 65
Magic Sight..................................................................................................................................................... 66
Spirits.......................................................................................................................................................... 66
Otherworld................................................................................................................................................... 66
Gauge.......................................................................................................................................................... 66
Dispelling Magic.............................................................................................................................................. 66
Spell Fumbles.................................................................................................................................................. 67
191

Table (i)....................................................................................................................................................... 67
Table (ii)...................................................................................................................................................... 67
Table (iii)...................................................................................................................................................... 68
Table (iv)..................................................................................................................................................... 69
Table (v)...................................................................................................................................................... 70
Table (vi)..................................................................................................................................................... 72
Spirit Magic......................................................................................................................................................... 73
Summoning Spell Spirits................................................................................................................................. 73
Learning Spirit Magic for Money...................................................................................................................... 75
Common Magic Costs................................................................................................................................. 75
Common Magic Casting Results................................................................................................................. 75
Revised Shaman Rules................................................................................................................................... 75
Finding Spirits.............................................................................................................................................. 75
Spirit Rarity.................................................................................................................................................. 76
Shamanic Skills........................................................................................................................................... 77
Standard Shaman Benefits............................................................................................................................. 77
The Fetch.................................................................................................................................................... 77
Second Sight............................................................................................................................................... 78
Discorporation............................................................................................................................................. 78
Spirit Defense.............................................................................................................................................. 78
The Tasks Of A Shaman................................................................................................................................. 78
Disadvantages of becoming a Shaman....................................................................................................... 78
Shamanic Abilities And Taboos................................................................................................................... 78
Abilities........................................................................................................................................................ 78
Taboos........................................................................................................................................................ 79
Abilities: ...................................................................................................................................................... 79
Cults And Shamans......................................................................................................................................... 80
Shaman Cults & Required Taboos ............................................................................................................. 80
Spirit Cult Rules............................................................................................................................................... 81
Spirit Magic limits........................................................................................................................................ 85
Variant Spells.............................................................................................................................................. 85
192

Spirit Magic Spells........................................................................................................................................... 85


Assure................................................................................................................................................. 85
Banish Spirit........................................................................................................................................ 85
Climbing.............................................................................................................................................. 85
Cooking............................................................................................................................................... 85
Coordination........................................................................................................................................ 85
Countermagic...................................................................................................................................... 85
Darkwall............................................................................................................................................... 85
Demoralize.......................................................................................................................................... 85
Detect magic........................................................................................................................................ 86
Dispel Magic........................................................................................................................................ 86
Disruption............................................................................................................................................ 86
Dullblade............................................................................................................................................. 86
Draw Spirit........................................................................................................................................... 86
Dupe.................................................................................................................................................... 86
Ease Pain............................................................................................................................................ 86
Endurance variable.............................................................................................................................. 86
Eupepsia............................................................................................................................................. 86
Extinguish............................................................................................................................................ 86
Fanaticism........................................................................................................................................... 86
Farsee................................................................................................................................................. 86
Fireblade............................................................................................................................................. 87
Glamour............................................................................................................................................... 87
Glib variable......................................................................................................................................... 87
Glue..................................................................................................................................................... 87
Heal..................................................................................................................................................... 87
Horsemanship..................................................................................................................................... 87
Ignite.................................................................................................................................................... 87
Ignite Flesh.......................................................................................................................................... 87
Ironhand.............................................................................................................................................. 87
Leap.................................................................................................................................................... 87
193

Lift and Carry....................................................................................................................................... 87


Light..................................................................................................................................................... 88
Lightwall.............................................................................................................................................. 88
Mindspeech......................................................................................................................................... 88
Mobility (Humanoid)............................................................................................................................. 88
Multimissile.......................................................................................................................................... 88
Pella's Blessing variable...................................................................................................................... 88
Protection............................................................................................................................................ 88
Repair.................................................................................................................................................. 88
Second Sight....................................................................................................................................... 88
Shimmer.............................................................................................................................................. 88
Sneak variable..................................................................................................................................... 88
Slow variable....................................................................................................................................... 88
Speedart.............................................................................................................................................. 88
Spirit Screen variable ......................................................................................................................... 88
Stroke variable..................................................................................................................................... 89
Strong Blow......................................................................................................................................... 89
Vigor variable....................................................................................................................................... 89
Rune Magic......................................................................................................................................................... 89
Cults.................................................................................................................................................................... 92
Using Divine Intervention................................................................................................................................ 92
The Effects of Divine Intervention................................................................................................................ 92
Initiates............................................................................................................................................................ 93
Rune Priests.................................................................................................................................................... 93
Rune Lords.................................................................................................................................................. 93
Rune Masters.............................................................................................................................................. 93
Hero............................................................................................................................................................ 94
Allied Spirits..................................................................................................................................................... 94
Great Cult Initiation...................................................................................................................................... 94
Breaking Geases......................................................................................................................................... 95
Elementals.......................................................................................................................................................... 95
194

Gnomes....................................................................................................................................................... 95
Shades........................................................................................................................................................ 96
Salamander................................................................................................................................................. 96
Undine......................................................................................................................................................... 96
Sylph........................................................................................................................................................... 97
Magical Items...................................................................................................................................................... 97
Magical Item Types......................................................................................................................................... 97
Enchantments............................................................................................................................................. 97
Dead Magic................................................................................................................................................. 97
Exotic.......................................................................................................................................................... 97
Trinkets........................................................................................................................................................ 97
Magical Item Limit........................................................................................................................................... 97
Attunement...................................................................................................................................................... 98
Metals.............................................................................................................................................................. 98
Sorcery................................................................................................................................................................ 98
Who Cannot Learn Sorcery............................................................................................................................. 98
Learning New Spells....................................................................................................................................... 99
Increasing Spell Skill....................................................................................................................................... 99
Casting and Maintaining Sorcery Spells.......................................................................................................... 99
Commoners................................................................................................................................................... 100
Ceremony...................................................................................................................................................... 100
Spells............................................................................................................................................................ 100
Sorcery Used With Other Magic Types..................................................................................................... 100
Definitions of Spellcasting......................................................................................................................... 101
Resisting/Dispelling Sorcery.......................................................................................................................... 101
Spell Components......................................................................................................................................... 101
Spell Precedence.......................................................................................................................................... 101
Boosting........................................................................................................................................................ 102
Learning Arts ................................................................................................................................................ 102
Memory Requirements.................................................................................................................................. 102
Manipulation ............................................................................................................................................. 102
195

Spell Duration ........................................................................................................................................... 102


Art Manipulation ....................................................................................................................................... 102
Major Arts ..................................................................................................................................................... 103
Intensity .................................................................................................................................................... 103
Multispell .................................................................................................................................................. 103
Range ....................................................................................................................................................... 103
Minor Arts ..................................................................................................................................................... 103
Alacrity ...................................................................................................................................................... 103
Duration .................................................................................................................................................... 103
Ease ......................................................................................................................................................... 104
Force ........................................................................................................................................................ 104
Hold .......................................................................................................................................................... 104
Reinforce .................................................................................................................................................. 104
Speed ....................................................................................................................................................... 105
Secret Arts .................................................................................................................................................... 105
Adroit ........................................................................................................................................................ 105
Ataxia ....................................................................................................................................................... 105
Banish ...................................................................................................................................................... 105
Blood Art ................................................................................................................................................... 105
Boristrum .................................................................................................................................................. 105
Delivery .................................................................................................................................................... 106
[Element] .................................................................................................................................................. 106
Enervation ................................................................................................................................................ 106
Exasperation ............................................................................................................................................ 106
Festival ..................................................................................................................................................... 106
Hymn ........................................................................................................................................................ 106
Illusion ...................................................................................................................................................... 106
Immersion ................................................................................................................................................. 107
Integrant ................................................................................................................................................... 107
Knowledge ................................................................................................................................................ 107
Machine .................................................................................................................................................... 107
196

Ordinance ................................................................................................................................................. 107


Reversal ................................................................................................................................................... 107
Repeat ...................................................................................................................................................... 108
Sacrifice .................................................................................................................................................... 108
Strain ........................................................................................................................................................ 108
Tap ........................................................................................................................................................... 108
Time ......................................................................................................................................................... 108
Tragedy .................................................................................................................................................... 109
Vows ............................................................................................................................................................ 109
The Familiar Vow ..................................................................................................................................... 109
Stat boost ............................................................................................................................................. 109
List of Vows .............................................................................................................................................. 110
Examples of Vow Levels........................................................................................................................... 113
Junior................................................................................................................................................. 113
Minor................................................................................................................................................. 113
Major................................................................................................................................................. 113
Greater.............................................................................................................................................. 113
Breaking and Conflicting Vows ................................................................................................................. 114
Sects............................................................................................................................................................. 114
The Arkati.................................................................................................................................................. 114
Arrolian...................................................................................................................................................... 114
Arinsor....................................................................................................................................................... 115
Boristi College of Magic............................................................................................................................. 115
Brithini College of Magic............................................................................................................................ 115
Carmanian College of Magic..................................................................................................................... 116
Dwarfs....................................................................................................................................................... 116
Dormal....................................................................................................................................................... 116
Galvosti College of Magic.......................................................................................................................... 117
Hrestoli College of Magic........................................................................................................................... 117
Lunars....................................................................................................................................................... 118
Henotheistic Church of Otkorion................................................................................................................ 119
197

Jraktal........................................................................................................................................................ 119
Kralori School of Magic.............................................................................................................................. 119
Rokari College of Magic............................................................................................................................ 120
Sedalpist College of Magic........................................................................................................................ 121
Stygian College of Magic........................................................................................................................... 121
Vadeli College of Magic............................................................................................................................. 122
Valkarist College of Magic (Eastern Isles)................................................................................................. 123
Vivamort.................................................................................................................................................... 124
Vormaini.................................................................................................................................................... 124
Waertagi Sorcery....................................................................................................................................... 125
Otherworld Creatures and Sorcery............................................................................................................ 125
Former Sorcerers...................................................................................................................................... 125
Converting from Old Sorcery......................................................................................................................... 126
Specialties..................................................................................................................................................... 127
Alchemist................................................................................................................................................... 127
Conjuror..................................................................................................................................................... 127
Healer........................................................................................................................................................ 127
Enchanter.................................................................................................................................................. 127
Forest Mage.............................................................................................................................................. 128
Illusionist.................................................................................................................................................... 128
Metamorph................................................................................................................................................ 128
Monitor...................................................................................................................................................... 128
Necromancer............................................................................................................................................. 128
Ships Sorcerer........................................................................................................................................... 129
Warlock..................................................................................................................................................... 129
Lore Mastery............................................................................................................................................. 129
Weather Mage........................................................................................................................................... 129
Common Sorcerous Spells............................................................................................................................ 129
Detailed Descriptions of Sorcerous Spells.................................................................................................... 133
Animate Dead............................................................................................................................................ 133
Animate [substance].................................................................................................................................. 133
198

Density.............................................................................................................................................. 134
Apprentice Bonding................................................................................................................................... 135
Arkati Blade Ritual..................................................................................................................................... 135
Armouring Enchantment ........................................................................................................................... 136
Armour Gnome ......................................................................................................................................... 136
Assess Characteristic................................................................................................................................ 136
Assess Skill .............................................................................................................................................. 136
Attract [harm] ............................................................................................................................................ 137
Attune Magic Flow .................................................................................................................................... 137
Ban ........................................................................................................................................................... 137
Banishment............................................................................................................................................... 137
Banish Undead ......................................................................................................................................... 137
Basic Rites ............................................................................................................................................... 138
Blade of Puissance ................................................................................................................................... 138
Binding Enchantment................................................................................................................................ 138
Blessing of Vithela .................................................................................................................................... 139
Bless Object ............................................................................................................................................. 139
Block Pagan ............................................................................................................................................. 139
Boost Armor ............................................................................................................................................. 139
Boost Range.............................................................................................................................................. 139
Boost [elemental] ...................................................................................................................................... 139
Breath of Thella ........................................................................................................................................ 140
Breath of Vithela........................................................................................................................................ 140
Call [energy] ............................................................................................................................................. 140
Call [species] ............................................................................................................................................ 140
Castback................................................................................................................................................... 141
Cast [Emotion] .......................................................................................................................................... 141
Cast Confusion ......................................................................................................................................... 141
Cast Courage ........................................................................................................................................... 141
Cast Desire ............................................................................................................................................... 141
Cast Malice ............................................................................................................................................... 142
199

Cast Fear .................................................................................................................................................. 142


Clear Mind ................................................................................................................................................ 142
Counterconception ................................................................................................................................... 142
Create Basilisk.......................................................................................................................................... 143
Create Familiar.......................................................................................................................................... 143
Create Henchman (All characteristics except POW) ................................................................................143
Create Mandala [INT or POW] ................................................................................................................. 143
Create Vampire ........................................................................................................................................ 144
Create Ward ............................................................................................................................................. 144
Create [wraith] .......................................................................................................................................... 145
Curse Chaos ............................................................................................................................................ 145
Damage Boost........................................................................................................................................... 145
Damage Resistance.................................................................................................................................. 145
Dampen Damage ..................................................................................................................................... 146
Dance of the Gold Maiden ........................................................................................................................ 146
Dance of the Pink Goddess ...................................................................................................................... 146
Deaden Sound ......................................................................................................................................... 146
Decrepitude .............................................................................................................................................. 146
Diminish [characteristic] ............................................................................................................................ 147
Diminish [skill bonus] ................................................................................................................................ 147
Disguise .................................................................................................................................................... 147
Dominate [species] ................................................................................................................................... 147
Drain ......................................................................................................................................................... 147
Drain [characteristic] ................................................................................................................................. 148
Drain Soul ................................................................................................................................................. 148
Draw Soul ................................................................................................................................................. 148
Dream of Darkness .................................................................................................................................. 148
Dream of Elucidation ................................................................................................................................ 148
Dream of the Island .................................................................................................................................. 148
Dream of Light .......................................................................................................................................... 149
Dream of the Sea ..................................................................................................................................... 149
200

Dream of the Sky ...................................................................................................................................... 149


Dream of the Storm .................................................................................................................................. 149
Dream of Warmth ..................................................................................................................................... 150
Ecstatic Communion ................................................................................................................................ 150
Enchant Gobbler Shot .............................................................................................................................. 150
Enchant Halo Shot ................................................................................................................................... 150
Enchant [metal] ........................................................................................................................................ 151
Enhance [sense] ....................................................................................................................................... 151
Enhance [characteristic] ........................................................................................................................... 151
Enhance [skill bonus] ............................................................................................................................... 151
Enhance Staff ........................................................................................................................................... 152
Enchant [stat] ........................................................................................................................................... 152
Expand ..................................................................................................................................................... 152
Evoke Death ............................................................................................................................................. 152
Evoke [energy] ......................................................................................................................................... 153
Evoke Luck ............................................................................................................................................... 153
Expedite Destiny ...................................................................................................................................... 153
Fade (Rare) .............................................................................................................................................. 154
False Armour ............................................................................................................................................ 154
Fend Blow ................................................................................................................................................ 154
Fly ............................................................................................................................................................ 155
Glow.......................................................................................................................................................... 155
Gem of Reality .......................................................................................................................................... 155
Granite Weapon ....................................................................................................................................... 155
Grant Free Will ......................................................................................................................................... 156
Guard from Chaos .................................................................................................................................... 156
Hand of Death .......................................................................................................................................... 156
Haste ........................................................................................................................................................ 156
Hinder ....................................................................................................................................................... 156
Holdfast .................................................................................................................................................... 156
Herohide ................................................................................................................................................... 156
201

HeroQuesting Immunity ............................................................................................................................ 157


Hide Lifeforce ........................................................................................................................................... 157
Homing Circle ........................................................................................................................................... 157
Hurt Chaos ............................................................................................................................................... 158
Identify Spell ............................................................................................................................................. 158
Immortality ................................................................................................................................................ 158
Implant ...................................................................................................................................................... 158
Kill ............................................................................................................................................................ 158
Locate Object ........................................................................................................................................... 159
Lustrous Missile ........................................................................................................................................ 159
Spell Resistance........................................................................................................................................ 159
Magic Point Matrix .................................................................................................................................... 159
Magic Sink ................................................................................................................................................ 160
Mockery of Reality .................................................................................................................................... 160
Muster Power............................................................................................................................................ 160
Mystic Vision ............................................................................................................................................ 160
Neutralise Armour .................................................................................................................................... 160
Neutralise Damage ................................................................................................................................... 160
Neutralise Magic ....................................................................................................................................... 161
Neutralize Enchantment............................................................................................................................ 161
Neutralise Poison ..................................................................................................................................... 161
Night Eyes ................................................................................................................................................ 161
Nightmare of Hell ...................................................................................................................................... 161
One With Beast ........................................................................................................................................ 161
One With Chaos ....................................................................................................................................... 162
One With Hunger ...................................................................................................................................... 162
One with Moon ......................................................................................................................................... 162
One With Plant ......................................................................................................................................... 162
Open Seas ............................................................................................................................................... 162
Oracle ....................................................................................................................................................... 162
Palsy ........................................................................................................................................................ 163
202

Phantom [sense]....................................................................................................................................... 163


Poison Tooth ............................................................................................................................................ 164
Poison Troll .............................................................................................................................................. 164
Power Matrix............................................................................................................................................. 164
Prevarication ............................................................................................................................................ 164
Project [sense] .......................................................................................................................................... 165
Project Shadow ........................................................................................................................................ 165
Proscribe [cult] .......................................................................................................................................... 165
Protective Circle ....................................................................................................................................... 166
Quest ........................................................................................................................................................ 166
Regenerate ............................................................................................................................................... 166
Resist Death ............................................................................................................................................. 166
Resist Detection ....................................................................................................................................... 167
Scrying Device ......................................................................................................................................... 167
Sculpt (substance)..................................................................................................................................... 167
See Rune Magic ....................................................................................................................................... 168
Sense Detection ....................................................................................................................................... 168
Sense (Substance) ................................................................................................................................... 168
See HeroQuesting .................................................................................................................................... 169
Sever HeroQuesting ................................................................................................................................. 169
Shackle Soul ............................................................................................................................................ 169
Shade Clout .............................................................................................................................................. 169
Shadow .................................................................................................................................................... 169
Shapechange [species] to [species] ......................................................................................................... 170
Shield of Faith .......................................................................................................................................... 170
Shock ....................................................................................................................................................... 170
Shriving .................................................................................................................................................... 170
Shudder of Darkness ................................................................................................................................ 171
Skin of Life ................................................................................................................................................ 171
Sleep of Reason ....................................................................................................................................... 171
Slumber of Peace ..................................................................................................................................... 171
203

Smite [non-human] ................................................................................................................................... 171


Smother .................................................................................................................................................... 172
Snare......................................................................................................................................................... 172
Song of Dawn ........................................................................................................................................... 172
Spasm ...................................................................................................................................................... 172
Spell Matrix Enchantment ......................................................................................................................... 172
Spirit Resistance....................................................................................................................................... 173
Steal Rune Magic ..................................................................................................................................... 173
Stingray .................................................................................................................................................... 173
Store Sorcery ........................................................................................................................................... 173
Strengthening Enchantment ..................................................................................................................... 174
Stutterblade .............................................................................................................................................. 174
Stupify....................................................................................................................................................... 174
Summon [species]..................................................................................................................................... 174
Summon [Hazard] .................................................................................................................................... 175
Suppress [Art] ........................................................................................................................................... 175
Suppress Paganism ................................................................................................................................. 175
Suppress Sorcery ..................................................................................................................................... 175
Suppress Wizard ...................................................................................................................................... 175
Tap [characteristic] ................................................................................................................................... 175
Tap <element> ......................................................................................................................................... 177
Telepathy .................................................................................................................................................. 177
Teleport .................................................................................................................................................... 177
Teleport Block .......................................................................................................................................... 178
The Joyful Brotherhood ............................................................................................................................ 178
Touch of Chaos ........................................................................................................................................ 178
Transmogrification .................................................................................................................................... 178
Transmute [substance] to [substance] ...................................................................................................... 179
Transmute Stone ...................................................................................................................................... 179
Travel in [substance] ................................................................................................................................ 179
Treat Wounds ........................................................................................................................................... 179
204

Triumph of Darkness ................................................................................................................................ 179


True Self ................................................................................................................................................... 179
True Sibling .............................................................................................................................................. 180
Vanishing .................................................................................................................................................. 180
Venom ...................................................................................................................................................... 180
Vivamorti Soul Ritual ................................................................................................................................ 180
Voyage to the Maze of Long Shadows ..................................................................................................... 181
Walk Unseen ............................................................................................................................................ 181
Wall (Type)................................................................................................................................................ 181
Ward Chaos ............................................................................................................................................. 182
Ward Damage .......................................................................................................................................... 183
Warp Enchantment.................................................................................................................................... 183
Wither Elf Bow .......................................................................................................................................... 183
Worship Invisible God............................................................................................................................... 183
Wrest Magic ............................................................................................................................................. 183
Ritual Magic................................................................................................................................................... 183
Restricted Arts........................................................................................................................................... 184
Special Enchantment Rules...................................................................................................................... 184
Enchanted Tattoos and Ritual Scarification...............................................................................................184
Appendex.......................................................................................................................................................... 184
Index to additional skills................................................................................................................................ 184
Index to Spirit Spells...................................................................................................................................... 205
Index to Sorcery Spells................................................................................................................................. 227
Index to Sorcery Sects.................................................................................................................................. 248
Character Sheet............................................................................................................................................ 269

Index to Spirit Spells


Character Generation............................................................................................................................................ 4
Rolling Characteristics....................................................................................................................................... 4
Luck Points during character generation........................................................................................................... 4
Background Skills.............................................................................................................................................. 4
205

Quirks................................................................................................................................................................ 4
Family................................................................................................................................................................ 4
Ransom Fund.................................................................................................................................................... 5
Edges................................................................................................................................................................ 5
Luck Points/Hero Points........................................................................................................................................ 9
Using Luck Points.............................................................................................................................................. 9
Cheat Fate..................................................................................................................................................... 9
Desperate Effort............................................................................................................................................ 9
Using Skills.......................................................................................................................................................... 10
Automatic failure.............................................................................................................................................. 10
Chances of success over 100% ..................................................................................................................... 10
Adjusted chance of Success less than 0%...................................................................................................... 10
Opposed Skill Rolls i.e. Sneak vs Scan........................................................................................................... 10
Encumbrance Penalty for Skills and Spells .................................................................................................... 10
Team Rolls...................................................................................................................................................... 10
Step One: Advantaged or Disadvantaged .................................................................................................. 10
Step Two: Calculate Skill Rating ................................................................................................................ 11
Step Three: Make the roll ........................................................................................................................... 11
Step four: Resolution .................................................................................................................................. 11
Opposed Skills Rolls .................................................................................................................................. 11
Unopposed Skill Rolls (Team) .................................................................................................................... 11
Characteristic Rolls (Team)......................................................................................................................... 12
Aiding Rolls .................................................................................................................................................... 12
Aid another...................................................................................................................................................... 12
Additional Skills................................................................................................................................................... 12
Agility skills...................................................................................................................................................... 12
Drive [vehicle] (10) .................................................................................................................................. 12
Escape (05) ............................................................................................................................................ 12
Running (25) ........................................................................................................................................... 12
Dodge/Tumble (05) ................................................................................................................................ 13
Communications skills..................................................................................................................................... 13
206

Seduction (10)......................................................................................................................................... 13
Deal/Bargin (05) ..................................................................................................................................... 13
Ventriloquism (00) .................................................................................................................................. 14
Knowledge Skills............................................................................................................................................. 14
Lores (varies) ......................................................................................................................................... 14
Alchemical Lore....................................................................................................................................... 15
Chaos Lore.............................................................................................................................................. 15
HeroPlane Lore....................................................................................................................................... 16
Legal Lore............................................................................................................................................... 16
Magic Lore............................................................................................................................................... 16
Music Lore............................................................................................................................................... 16
[Racial] Lore............................................................................................................................................ 16
River Lore................................................................................................................................................ 16
Spirit Lore................................................................................................................................................ 16
Undead Lore............................................................................................................................................ 16
Numeracy (00) ........................................................................................................................................ 17
Poetry (00) .............................................................................................................................................. 17
Sense Motive (05)................................................................................................................................... 17
Swordsmithing (00) ................................................................................................................................. 17
Treat disease/poison (05) ....................................................................................................................... 18
Magical Skills................................................................................................................................................... 18
Ceremony/Summon (00) ........................................................................................................................ 18
Stealth Skills.................................................................................................................................................... 18
Assassinate (00) ..................................................................................................................................... 18
Disguise (05)........................................................................................................................................... 18
Damage............................................................................................................................................................... 19
Using Heal Spells/First Aid.............................................................................................................................. 19
Dying............................................................................................................................................................... 19
Last Words.................................................................................................................................................. 20
Ablative Hit Points........................................................................................................................................... 20
Untreaded Wounds......................................................................................................................................... 20
207

Healing and Long Term Damage.................................................................................................................... 20


Minor Wound............................................................................................................................................... 21
Major Wound............................................................................................................................................... 21
Severe Wounds........................................................................................................................................... 21
Resurrection.................................................................................................................................................... 22
The Resurrection Ritual............................................................................................................................... 22
The Deceased............................................................................................................................................. 22
Death Sickness........................................................................................................................................... 22
The World............................................................................................................................................................ 23
Falling.............................................................................................................................................................. 23
Damage to inanimate objects.......................................................................................................................... 23
Asphyxiation.................................................................................................................................................... 23
Acids and Alkali............................................................................................................................................... 24
Acids........................................................................................................................................................... 24
Alkalis.......................................................................................................................................................... 24
Drugs............................................................................................................................................................... 24
Alcohol and Drinking................................................................................................................................... 24
Flying............................................................................................................................................................... 25
Magical flight............................................................................................................................................... 25
Height.......................................................................................................................................................... 25
Flying and Weather Conditions................................................................................................................... 26
Flying inside sylphs..................................................................................................................................... 26
Flying and concentration............................................................................................................................. 26
Shamanic Flying.......................................................................................................................................... 27
Insanity............................................................................................................................................................ 27
Creating Insanity Spirits............................................................................................................................... 27
Disease........................................................................................................................................................... 28
Recovery From Disease.............................................................................................................................. 28
Downtime and Experience.................................................................................................................................. 28
Session Awards............................................................................................................................................... 28
Experience and Pow Rolls........................................................................................................................... 28
208

Epic Rewards.............................................................................................................................................. 28
The Downtime Round...................................................................................................................................... 29
Permanent Employed Work............................................................................................................................ 30
Illegal Activities................................................................................................................................................ 31
Base Wage Multiplier based on Skill Roll............................................................................................ 31
Self Employed Professions............................................................................................................................. 32
Working Co-operatively............................................................................................................................... 35
Living Costs..................................................................................................................................................... 35
Extra mouths to feed................................................................................................................................... 36
Purchasing Property........................................................................................................................................ 36
Property Costs................................................................................................................................. 36
Downtime Actions............................................................................................................................................ 36
Actions............................................................................................................................................................ 37
Instruction (Skills)........................................................................................................................................ 38
Characters teaching other Characters skills................................................................................................38
The Retainer of Trainers.............................................................................................................................. 39
Institutional Access...................................................................................................................................... 39
Research..................................................................................................................................................... 39
Researching New Sorcery Spells................................................................................................................ 39
Business and Commerce................................................................................................................................ 42
Business Points........................................................................................................................................... 42
Making a New Business.............................................................................................................................. 42
Spending BPs.............................................................................................................................................. 42
Attending to your business.......................................................................................................................... 42
Profit Rolls................................................................................................................................................... 43
Liquid Assets............................................................................................................................................... 44
Non-Liquid Assets....................................................................................................................................... 44
Downtime Activities Record Sheet.............................................................................................................. 45
Ongoing Projects......................................................................................................................... 45
Combat................................................................................................................................................................ 46
Shooting into Melee......................................................................................................................................... 46
209

Using a similar untrained weapon................................................................................................................... 46


Feinting Attacks........................................................................................................................................... 46
Knockback with Impaling weapons.............................................................................................................. 46
The Combat Round......................................................................................................................................... 46
Declaration of Intent.................................................................................................................................... 46
Moving and Attacking.................................................................................................................................. 47
Full Round Action........................................................................................................................................ 47
Attacking/Defending while moving............................................................................................................... 47
Charging...................................................................................................................................................... 47
Mounted Combat......................................................................................................................................... 48
Attack of Opportunity................................................................................................................................... 48
Surprised..................................................................................................................................................... 49
Drawing/reading weapons........................................................................................................................... 49
Morale and Healing Checks............................................................................................................................ 49
Morale checks............................................................................................................................................. 49
Healing Checks........................................................................................................................................... 50
Special Effects................................................................................................................................................. 50
Special Effect Descriptions.............................................................................................................................. 53
Arise ........................................................................................................................................................... 53
Bash ........................................................................................................................................................... 53
Blind Opponent............................................................................................................................................ 53
Bypass Armour............................................................................................................................................ 53
Choose Location......................................................................................................................................... 53
Chop............................................................................................................................................................ 53
Circumvent Parry......................................................................................................................................... 54
Close Range................................................................................................................................................ 54
Compel Surrender ...................................................................................................................................... 54
Damage Weapon........................................................................................................................................ 54
Disarm Opponent........................................................................................................................................ 54
Enhance Parry............................................................................................................................................. 54
Entangle...................................................................................................................................................... 54
210

Flurry........................................................................................................................................................... 54
Force Failure............................................................................................................................................... 55
Grapple........................................................................................................................................................ 55
Impale.......................................................................................................................................................... 55
Intentional Knockback................................................................................................................................. 55
Maximise Damage:...................................................................................................................................... 55
Open Range................................................................................................................................................ 55
Overextend Opponent................................................................................................................................. 56
Rapid Reload............................................................................................................................................... 56
Slip Free...................................................................................................................................................... 56
Stand Fast................................................................................................................................................... 56
Stun Location.............................................................................................................................................. 56
Sunder......................................................................................................................................................... 56
Take Weapon.............................................................................................................................................. 56
Trip opponent.............................................................................................................................................. 56
Withdraw..................................................................................................................................................... 57
Fatigue............................................................................................................................................................ 57
Weapons......................................................................................................................................................... 58
Lances......................................................................................................................................................... 58
Knuckle Dusters:......................................................................................................................................... 58
Harpoon....................................................................................................................................................... 58
Lanterns and torches................................................................................................................................... 58
Using Weapons At Below Minimum STR.................................................................................................... 59
Martial Arts.......................................................................................................................................................... 59
Boxing......................................................................................................................................................... 59
Wrestling..................................................................................................................................................... 60
Bag Fu......................................................................................................................................................... 60
Boar............................................................................................................................................................. 60
Centipede.................................................................................................................................................... 60
Darkdemon.................................................................................................................................................. 60
Dragon......................................................................................................................................................... 60
211

Falcon.......................................................................................................................................................... 61
Ghoul........................................................................................................................................................... 61
Goat............................................................................................................................................................ 61
Leopard....................................................................................................................................................... 62
Locust.......................................................................................................................................................... 62
Mantis.......................................................................................................................................................... 62
Monkey........................................................................................................................................................ 62
Mountain...................................................................................................................................................... 62
Ox................................................................................................................................................................ 62
Ram............................................................................................................................................................. 62
Rat............................................................................................................................................................... 62
Rhino........................................................................................................................................................... 62
Skeleton Claw............................................................................................................................................ 63
Serpent........................................................................................................................................................ 63
Sun.............................................................................................................................................................. 63
Swan........................................................................................................................................................... 63
Tiger............................................................................................................................................................ 63
Tortoise....................................................................................................................................................... 63
Web............................................................................................................................................................. 63
Wolf............................................................................................................................................................. 63
General Magic..................................................................................................................................................... 63
Magic Points Recovery with High POW....................................................................................................... 63
Pow vs Pow resistance contasts..................................................................................................................... 63
For spirit combat.......................................................................................................................................... 64
Pow crystals/ storage matrix........................................................................................................................ 64
Chance to cast............................................................................................................................................ 64
Paying to cast spells.................................................................................................................................... 64
Enchantments................................................................................................................................................. 64
Procedure.................................................................................................................................................... 65
casting the Enchantment. ........................................................................................................................... 65
Restoring Broken Enchantments................................................................................................................. 65
212

Lifespan....................................................................................................................................................... 65
Enchantment Conditions............................................................................................................................. 65
Magic Sight..................................................................................................................................................... 66
Spirits.......................................................................................................................................................... 66
Otherworld................................................................................................................................................... 66
Gauge.......................................................................................................................................................... 66
Dispelling Magic.............................................................................................................................................. 66
Spell Fumbles.................................................................................................................................................. 67
Table (i)....................................................................................................................................................... 67
Table (ii)...................................................................................................................................................... 67
Table (iii)...................................................................................................................................................... 68
Table (iv)..................................................................................................................................................... 69
Table (v)...................................................................................................................................................... 70
Table (vi)..................................................................................................................................................... 72
Spirit Magic......................................................................................................................................................... 73
Summoning Spell Spirits................................................................................................................................. 73
Learning Spirit Magic for Money...................................................................................................................... 75
Common Magic Costs................................................................................................................................. 75
Common Magic Casting Results................................................................................................................. 75
Revised Shaman Rules................................................................................................................................... 75
Finding Spirits.............................................................................................................................................. 75
Spirit Rarity.................................................................................................................................................. 76
Shamanic Skills........................................................................................................................................... 77
Standard Shaman Benefits............................................................................................................................. 77
The Fetch.................................................................................................................................................... 77
Second Sight............................................................................................................................................... 78
Discorporation............................................................................................................................................. 78
Spirit Defense.............................................................................................................................................. 78
The Tasks Of A Shaman................................................................................................................................. 78
Disadvantages of becoming a Shaman....................................................................................................... 78
Shamanic Abilities And Taboos................................................................................................................... 78
213

Abilities........................................................................................................................................................ 78
Taboos........................................................................................................................................................ 79
Abilities: ...................................................................................................................................................... 79
Cults And Shamans......................................................................................................................................... 80
Shaman Cults & Required Taboos ............................................................................................................. 80
Spirit Cult Rules............................................................................................................................................... 81
Spirit Magic limits........................................................................................................................................ 85
Variant Spells.............................................................................................................................................. 85
Spirit Magic Spells........................................................................................................................................... 85
Assure................................................................................................................................................. 85
Banish Spirit........................................................................................................................................ 85
Climbing.............................................................................................................................................. 85
Cooking............................................................................................................................................... 85
Coordination........................................................................................................................................ 85
Countermagic...................................................................................................................................... 85
Darkwall............................................................................................................................................... 85
Demoralize.......................................................................................................................................... 85
Detect magic........................................................................................................................................ 86
Dispel Magic........................................................................................................................................ 86
Disruption............................................................................................................................................ 86
Dullblade............................................................................................................................................. 86
Draw Spirit........................................................................................................................................... 86
Dupe.................................................................................................................................................... 86
Ease Pain............................................................................................................................................ 86
Endurance variable.............................................................................................................................. 86
Eupepsia............................................................................................................................................. 86
Extinguish............................................................................................................................................ 86
Fanaticism........................................................................................................................................... 86
Farsee................................................................................................................................................. 86
Fireblade............................................................................................................................................. 87
Glamour............................................................................................................................................... 87
214

Glib variable......................................................................................................................................... 87
Glue..................................................................................................................................................... 87
Heal..................................................................................................................................................... 87
Horsemanship..................................................................................................................................... 87
Ignite.................................................................................................................................................... 87
Ignite Flesh.......................................................................................................................................... 87
Ironhand.............................................................................................................................................. 87
Leap.................................................................................................................................................... 87
Lift and Carry....................................................................................................................................... 87
Light..................................................................................................................................................... 88
Lightwall.............................................................................................................................................. 88
Mindspeech......................................................................................................................................... 88
Mobility (Humanoid)............................................................................................................................. 88
Multimissile.......................................................................................................................................... 88
Pella's Blessing variable...................................................................................................................... 88
Protection............................................................................................................................................ 88
Repair.................................................................................................................................................. 88
Second Sight....................................................................................................................................... 88
Shimmer.............................................................................................................................................. 88
Sneak variable..................................................................................................................................... 88
Slow variable....................................................................................................................................... 88
Speedart.............................................................................................................................................. 88
Spirit Screen variable ......................................................................................................................... 88
Stroke variable..................................................................................................................................... 89
Strong Blow......................................................................................................................................... 89
Vigor variable....................................................................................................................................... 89
Rune Magic......................................................................................................................................................... 89
Cults.................................................................................................................................................................... 92
Using Divine Intervention................................................................................................................................ 92
The Effects of Divine Intervention................................................................................................................ 92
Initiates............................................................................................................................................................ 93
215

Rune Priests.................................................................................................................................................... 93
Rune Lords.................................................................................................................................................. 93
Rune Masters.............................................................................................................................................. 93
Hero............................................................................................................................................................ 94
Allied Spirits..................................................................................................................................................... 94
Great Cult Initiation...................................................................................................................................... 94
Breaking Geases......................................................................................................................................... 95
Elementals.......................................................................................................................................................... 95
Gnomes....................................................................................................................................................... 95
Shades........................................................................................................................................................ 96
Salamander................................................................................................................................................. 96
Undine......................................................................................................................................................... 96
Sylph........................................................................................................................................................... 97
Magical Items...................................................................................................................................................... 97
Magical Item Types......................................................................................................................................... 97
Enchantments............................................................................................................................................. 97
Dead Magic................................................................................................................................................. 97
Exotic.......................................................................................................................................................... 97
Trinkets........................................................................................................................................................ 97
Magical Item Limit........................................................................................................................................... 97
Attunement...................................................................................................................................................... 98
Metals.............................................................................................................................................................. 98
Sorcery................................................................................................................................................................ 98
Who Cannot Learn Sorcery............................................................................................................................. 98
Learning New Spells....................................................................................................................................... 99
Increasing Spell Skill....................................................................................................................................... 99
Casting and Maintaining Sorcery Spells.......................................................................................................... 99
Commoners................................................................................................................................................... 100
Ceremony...................................................................................................................................................... 100
Spells............................................................................................................................................................ 100
Sorcery Used With Other Magic Types..................................................................................................... 100
216

Definitions of Spellcasting......................................................................................................................... 101


Resisting/Dispelling Sorcery.......................................................................................................................... 101
Spell Components......................................................................................................................................... 101
Spell Precedence.......................................................................................................................................... 101
Boosting........................................................................................................................................................ 102
Learning Arts ................................................................................................................................................ 102
Memory Requirements.................................................................................................................................. 102
Manipulation ............................................................................................................................................. 102
Spell Duration ........................................................................................................................................... 102
Art Manipulation ....................................................................................................................................... 102
Major Arts ..................................................................................................................................................... 103
Intensity .................................................................................................................................................... 103
Multispell .................................................................................................................................................. 103
Range ....................................................................................................................................................... 103
Minor Arts ..................................................................................................................................................... 103
Alacrity ...................................................................................................................................................... 103
Duration .................................................................................................................................................... 103
Ease ......................................................................................................................................................... 104
Force ........................................................................................................................................................ 104
Hold .......................................................................................................................................................... 104
Reinforce .................................................................................................................................................. 104
Speed ....................................................................................................................................................... 105
Secret Arts .................................................................................................................................................... 105
Adroit ........................................................................................................................................................ 105
Ataxia ....................................................................................................................................................... 105
Banish ...................................................................................................................................................... 105
Blood Art ................................................................................................................................................... 105
Boristrum .................................................................................................................................................. 105
Delivery .................................................................................................................................................... 106
[Element] .................................................................................................................................................. 106
Enervation ................................................................................................................................................ 106
217

Exasperation ............................................................................................................................................ 106


Festival ..................................................................................................................................................... 106
Hymn ........................................................................................................................................................ 106
Illusion ...................................................................................................................................................... 106
Immersion ................................................................................................................................................. 107
Integrant ................................................................................................................................................... 107
Knowledge ................................................................................................................................................ 107
Machine .................................................................................................................................................... 107
Ordinance ................................................................................................................................................. 107
Reversal ................................................................................................................................................... 107
Repeat ...................................................................................................................................................... 108
Sacrifice .................................................................................................................................................... 108
Strain ........................................................................................................................................................ 108
Tap ........................................................................................................................................................... 108
Time ......................................................................................................................................................... 108
Tragedy .................................................................................................................................................... 109
Vows ............................................................................................................................................................ 109
The Familiar Vow ..................................................................................................................................... 109
Stat boost ............................................................................................................................................. 109
List of Vows .............................................................................................................................................. 110
Examples of Vow Levels........................................................................................................................... 113
Junior................................................................................................................................................. 113
Minor................................................................................................................................................. 113
Major................................................................................................................................................. 113
Greater.............................................................................................................................................. 113
Breaking and Conflicting Vows ................................................................................................................. 114
Sects............................................................................................................................................................. 114
The Arkati.................................................................................................................................................. 114
Arrolian...................................................................................................................................................... 114
Arinsor....................................................................................................................................................... 115
Boristi College of Magic............................................................................................................................. 115
218

Brithini College of Magic............................................................................................................................ 115


Carmanian College of Magic..................................................................................................................... 116
Dwarfs....................................................................................................................................................... 116
Dormal....................................................................................................................................................... 116
Galvosti College of Magic.......................................................................................................................... 117
Hrestoli College of Magic........................................................................................................................... 117
Lunars....................................................................................................................................................... 118
Henotheistic Church of Otkorion................................................................................................................ 119
Jraktal........................................................................................................................................................ 119
Kralori School of Magic.............................................................................................................................. 119
Rokari College of Magic............................................................................................................................ 120
Sedalpist College of Magic........................................................................................................................ 121
Stygian College of Magic........................................................................................................................... 121
Vadeli College of Magic............................................................................................................................. 122
Valkarist College of Magic (Eastern Isles)................................................................................................. 123
Vivamort.................................................................................................................................................... 124
Vormaini.................................................................................................................................................... 124
Waertagi Sorcery....................................................................................................................................... 125
Otherworld Creatures and Sorcery............................................................................................................ 125
Former Sorcerers...................................................................................................................................... 125
Converting from Old Sorcery......................................................................................................................... 126
Specialties..................................................................................................................................................... 127
Alchemist................................................................................................................................................... 127
Conjuror..................................................................................................................................................... 127
Healer........................................................................................................................................................ 127
Enchanter.................................................................................................................................................. 127
Forest Mage.............................................................................................................................................. 128
Illusionist.................................................................................................................................................... 128
Metamorph................................................................................................................................................ 128
Monitor...................................................................................................................................................... 128
Necromancer............................................................................................................................................. 128
219

Ships Sorcerer........................................................................................................................................... 129


Warlock..................................................................................................................................................... 129
Lore Mastery............................................................................................................................................. 129
Weather Mage........................................................................................................................................... 129
Common Sorcerous Spells............................................................................................................................ 129
Detailed Descriptions of Sorcerous Spells.................................................................................................... 133
Animate Dead............................................................................................................................................ 133
Animate [substance].................................................................................................................................. 133
Density.............................................................................................................................................. 134
Apprentice Bonding................................................................................................................................... 135
Arkati Blade Ritual..................................................................................................................................... 135
Armouring Enchantment ........................................................................................................................... 136
Armour Gnome ......................................................................................................................................... 136
Assess Characteristic................................................................................................................................ 136
Assess Skill .............................................................................................................................................. 136
Attract [harm] ............................................................................................................................................ 137
Attune Magic Flow .................................................................................................................................... 137
Ban ........................................................................................................................................................... 137
Banishment............................................................................................................................................... 137
Banish Undead ......................................................................................................................................... 137
Basic Rites ............................................................................................................................................... 138
Blade of Puissance ................................................................................................................................... 138
Binding Enchantment................................................................................................................................ 138
Blessing of Vithela .................................................................................................................................... 139
Bless Object ............................................................................................................................................. 139
Block Pagan ............................................................................................................................................. 139
Boost Armor ............................................................................................................................................. 139
Boost Range.............................................................................................................................................. 139
Boost [elemental] ...................................................................................................................................... 139
Breath of Thella ........................................................................................................................................ 140
Breath of Vithela........................................................................................................................................ 140
220

Call [energy] ............................................................................................................................................. 140


Call [species] ............................................................................................................................................ 140
Castback................................................................................................................................................... 141
Cast [Emotion] .......................................................................................................................................... 141
Cast Confusion ......................................................................................................................................... 141
Cast Courage ........................................................................................................................................... 141
Cast Desire ............................................................................................................................................... 141
Cast Malice ............................................................................................................................................... 142
Cast Fear .................................................................................................................................................. 142
Clear Mind ................................................................................................................................................ 142
Counterconception ................................................................................................................................... 142
Create Basilisk.......................................................................................................................................... 143
Create Familiar.......................................................................................................................................... 143
Create Henchman (All characteristics except POW) ................................................................................143
Create Mandala [INT or POW] ................................................................................................................. 143
Create Vampire ........................................................................................................................................ 144
Create Ward ............................................................................................................................................. 144
Create [wraith] .......................................................................................................................................... 145
Curse Chaos ............................................................................................................................................ 145
Damage Boost........................................................................................................................................... 145
Damage Resistance.................................................................................................................................. 145
Dampen Damage ..................................................................................................................................... 146
Dance of the Gold Maiden ........................................................................................................................ 146
Dance of the Pink Goddess ...................................................................................................................... 146
Deaden Sound ......................................................................................................................................... 146
Decrepitude .............................................................................................................................................. 146
Diminish [characteristic] ............................................................................................................................ 147
Diminish [skill bonus] ................................................................................................................................ 147
Disguise .................................................................................................................................................... 147
Dominate [species] ................................................................................................................................... 147
Drain ......................................................................................................................................................... 147
221

Drain [characteristic] ................................................................................................................................. 148


Drain Soul ................................................................................................................................................. 148
Draw Soul ................................................................................................................................................. 148
Dream of Darkness .................................................................................................................................. 148
Dream of Elucidation ................................................................................................................................ 148
Dream of the Island .................................................................................................................................. 148
Dream of Light .......................................................................................................................................... 149
Dream of the Sea ..................................................................................................................................... 149
Dream of the Sky ...................................................................................................................................... 149
Dream of the Storm .................................................................................................................................. 149
Dream of Warmth ..................................................................................................................................... 150
Ecstatic Communion ................................................................................................................................ 150
Enchant Gobbler Shot .............................................................................................................................. 150
Enchant Halo Shot ................................................................................................................................... 150
Enchant [metal] ........................................................................................................................................ 151
Enhance [sense] ....................................................................................................................................... 151
Enhance [characteristic] ........................................................................................................................... 151
Enhance [skill bonus] ............................................................................................................................... 151
Enhance Staff ........................................................................................................................................... 152
Enchant [stat] ........................................................................................................................................... 152
Expand ..................................................................................................................................................... 152
Evoke Death ............................................................................................................................................. 152
Evoke [energy] ......................................................................................................................................... 153
Evoke Luck ............................................................................................................................................... 153
Expedite Destiny ...................................................................................................................................... 153
Fade (Rare) .............................................................................................................................................. 154
False Armour ............................................................................................................................................ 154
Fend Blow ................................................................................................................................................ 154
Fly ............................................................................................................................................................ 155
Glow.......................................................................................................................................................... 155
Gem of Reality .......................................................................................................................................... 155
222

Granite Weapon ....................................................................................................................................... 155


Grant Free Will ......................................................................................................................................... 156
Guard from Chaos .................................................................................................................................... 156
Hand of Death .......................................................................................................................................... 156
Haste ........................................................................................................................................................ 156
Hinder ....................................................................................................................................................... 156
Holdfast .................................................................................................................................................... 156
Herohide ................................................................................................................................................... 156
HeroQuesting Immunity ............................................................................................................................ 157
Hide Lifeforce ........................................................................................................................................... 157
Homing Circle ........................................................................................................................................... 157
Hurt Chaos ............................................................................................................................................... 158
Identify Spell ............................................................................................................................................. 158
Immortality ................................................................................................................................................ 158
Implant ...................................................................................................................................................... 158
Kill ............................................................................................................................................................ 158
Locate Object ........................................................................................................................................... 159
Lustrous Missile ........................................................................................................................................ 159
Spell Resistance........................................................................................................................................ 159
Magic Point Matrix .................................................................................................................................... 159
Magic Sink ................................................................................................................................................ 160
Mockery of Reality .................................................................................................................................... 160
Muster Power............................................................................................................................................ 160
Mystic Vision ............................................................................................................................................ 160
Neutralise Armour .................................................................................................................................... 160
Neutralise Damage ................................................................................................................................... 160
Neutralise Magic ....................................................................................................................................... 161
Neutralize Enchantment............................................................................................................................ 161
Neutralise Poison ..................................................................................................................................... 161
Night Eyes ................................................................................................................................................ 161
Nightmare of Hell ...................................................................................................................................... 161
223

One With Beast ........................................................................................................................................ 161


One With Chaos ....................................................................................................................................... 162
One With Hunger ...................................................................................................................................... 162
One with Moon ......................................................................................................................................... 162
One With Plant ......................................................................................................................................... 162
Open Seas ............................................................................................................................................... 162
Oracle ....................................................................................................................................................... 162
Palsy ........................................................................................................................................................ 163
Phantom [sense]....................................................................................................................................... 163
Poison Tooth ............................................................................................................................................ 164
Poison Troll .............................................................................................................................................. 164
Power Matrix............................................................................................................................................. 164
Prevarication ............................................................................................................................................ 164
Project [sense] .......................................................................................................................................... 165
Project Shadow ........................................................................................................................................ 165
Proscribe [cult] .......................................................................................................................................... 165
Protective Circle ....................................................................................................................................... 166
Quest ........................................................................................................................................................ 166
Regenerate ............................................................................................................................................... 166
Resist Death ............................................................................................................................................. 166
Resist Detection ....................................................................................................................................... 167
Scrying Device ......................................................................................................................................... 167
Sculpt (substance)..................................................................................................................................... 167
See Rune Magic ....................................................................................................................................... 168
Sense Detection ....................................................................................................................................... 168
Sense (Substance) ................................................................................................................................... 168
See HeroQuesting .................................................................................................................................... 169
Sever HeroQuesting ................................................................................................................................. 169
Shackle Soul ............................................................................................................................................ 169
Shade Clout .............................................................................................................................................. 169
Shadow .................................................................................................................................................... 169
224

Shapechange [species] to [species] ......................................................................................................... 170


Shield of Faith .......................................................................................................................................... 170
Shock ....................................................................................................................................................... 170
Shriving .................................................................................................................................................... 170
Shudder of Darkness ................................................................................................................................ 171
Skin of Life ................................................................................................................................................ 171
Sleep of Reason ....................................................................................................................................... 171
Slumber of Peace ..................................................................................................................................... 171
Smite [non-human] ................................................................................................................................... 171
Smother .................................................................................................................................................... 172
Snare......................................................................................................................................................... 172
Song of Dawn ........................................................................................................................................... 172
Spasm ...................................................................................................................................................... 172
Spell Matrix Enchantment ......................................................................................................................... 172
Spirit Resistance....................................................................................................................................... 173
Steal Rune Magic ..................................................................................................................................... 173
Stingray .................................................................................................................................................... 173
Store Sorcery ........................................................................................................................................... 173
Strengthening Enchantment ..................................................................................................................... 174
Stutterblade .............................................................................................................................................. 174
Stupify....................................................................................................................................................... 174
Summon [species]..................................................................................................................................... 174
Summon [Hazard] .................................................................................................................................... 175
Suppress [Art] ........................................................................................................................................... 175
Suppress Paganism ................................................................................................................................. 175
Suppress Sorcery ..................................................................................................................................... 175
Suppress Wizard ...................................................................................................................................... 175
Tap [characteristic] ................................................................................................................................... 175
Tap <element> ......................................................................................................................................... 177
Telepathy .................................................................................................................................................. 177
Teleport .................................................................................................................................................... 177
225

Teleport Block .......................................................................................................................................... 178


The Joyful Brotherhood ............................................................................................................................ 178
Touch of Chaos ........................................................................................................................................ 178
Transmogrification .................................................................................................................................... 178
Transmute [substance] to [substance] ...................................................................................................... 179
Transmute Stone ...................................................................................................................................... 179
Travel in [substance] ................................................................................................................................ 179
Treat Wounds ........................................................................................................................................... 179
Triumph of Darkness ................................................................................................................................ 179
True Self ................................................................................................................................................... 179
True Sibling .............................................................................................................................................. 180
Vanishing .................................................................................................................................................. 180
Venom ...................................................................................................................................................... 180
Vivamorti Soul Ritual ................................................................................................................................ 180
Voyage to the Maze of Long Shadows ..................................................................................................... 181
Walk Unseen ............................................................................................................................................ 181
Wall (Type)................................................................................................................................................ 181
Ward Chaos ............................................................................................................................................. 182
Ward Damage .......................................................................................................................................... 183
Warp Enchantment.................................................................................................................................... 183
Wither Elf Bow .......................................................................................................................................... 183
Worship Invisible God............................................................................................................................... 183
Wrest Magic ............................................................................................................................................. 183
Ritual Magic................................................................................................................................................... 183
Restricted Arts........................................................................................................................................... 184
Special Enchantment Rules...................................................................................................................... 184
Enchanted Tattoos and Ritual Scarification...............................................................................................184
Appendex.......................................................................................................................................................... 184
Index to additional skills................................................................................................................................ 184
Index to Spirit Spells...................................................................................................................................... 205
Index to Sorcery Spells................................................................................................................................. 227
226

Index to Sorcery Sects.................................................................................................................................. 248


Character Sheet............................................................................................................................................ 269

Index to Sorcery Spells


Character Generation............................................................................................................................................ 4
Rolling Characteristics....................................................................................................................................... 4
Luck Points during character generation........................................................................................................... 4
Background Skills.............................................................................................................................................. 4
Quirks................................................................................................................................................................ 4
Family................................................................................................................................................................ 4
Ransom Fund.................................................................................................................................................... 5
Edges................................................................................................................................................................ 5
Luck Points/Hero Points........................................................................................................................................ 9
Using Luck Points.............................................................................................................................................. 9
Cheat Fate..................................................................................................................................................... 9
Desperate Effort............................................................................................................................................ 9
Using Skills.......................................................................................................................................................... 10
Automatic failure.............................................................................................................................................. 10
Chances of success over 100% ..................................................................................................................... 10
Adjusted chance of Success less than 0%...................................................................................................... 10
Opposed Skill Rolls i.e. Sneak vs Scan........................................................................................................... 10
Encumbrance Penalty for Skills and Spells .................................................................................................... 10
Team Rolls...................................................................................................................................................... 10
Step One: Advantaged or Disadvantaged .................................................................................................. 10
Step Two: Calculate Skill Rating ................................................................................................................ 11
Step Three: Make the roll ........................................................................................................................... 11
Step four: Resolution .................................................................................................................................. 11
Opposed Skills Rolls .................................................................................................................................. 11
Unopposed Skill Rolls (Team) .................................................................................................................... 11
Characteristic Rolls (Team)......................................................................................................................... 12
Aiding Rolls .................................................................................................................................................... 12
227

Aid another...................................................................................................................................................... 12
Additional Skills................................................................................................................................................... 12
Agility skills...................................................................................................................................................... 12
Drive [vehicle] (10) .................................................................................................................................. 12
Escape (05) ............................................................................................................................................ 12
Running (25) ........................................................................................................................................... 12
Dodge/Tumble (05) ................................................................................................................................ 13
Communications skills..................................................................................................................................... 13
Seduction (10)......................................................................................................................................... 13
Deal/Bargin (05) ..................................................................................................................................... 13
Ventriloquism (00) .................................................................................................................................. 14
Knowledge Skills............................................................................................................................................. 14
Lores (varies) ......................................................................................................................................... 14
Alchemical Lore....................................................................................................................................... 15
Chaos Lore.............................................................................................................................................. 15
HeroPlane Lore....................................................................................................................................... 16
Legal Lore............................................................................................................................................... 16
Magic Lore............................................................................................................................................... 16
Music Lore............................................................................................................................................... 16
[Racial] Lore............................................................................................................................................ 16
River Lore................................................................................................................................................ 16
Spirit Lore................................................................................................................................................ 16
Undead Lore............................................................................................................................................ 16
Numeracy (00) ........................................................................................................................................ 17
Poetry (00) .............................................................................................................................................. 17
Sense Motive (05)................................................................................................................................... 17
Swordsmithing (00) ................................................................................................................................. 17
Treat disease/poison (05) ....................................................................................................................... 18
Magical Skills................................................................................................................................................... 18
Ceremony/Summon (00) ........................................................................................................................ 18
Stealth Skills.................................................................................................................................................... 18
228

Assassinate (00) ..................................................................................................................................... 18


Disguise (05)........................................................................................................................................... 18
Damage............................................................................................................................................................... 19
Using Heal Spells/First Aid.............................................................................................................................. 19
Dying............................................................................................................................................................... 19
Last Words.................................................................................................................................................. 20
Ablative Hit Points........................................................................................................................................... 20
Untreaded Wounds......................................................................................................................................... 20
Healing and Long Term Damage.................................................................................................................... 20
Minor Wound............................................................................................................................................... 21
Major Wound............................................................................................................................................... 21
Severe Wounds........................................................................................................................................... 21
Resurrection.................................................................................................................................................... 22
The Resurrection Ritual............................................................................................................................... 22
The Deceased............................................................................................................................................. 22
Death Sickness........................................................................................................................................... 22
The World............................................................................................................................................................ 23
Falling.............................................................................................................................................................. 23
Damage to inanimate objects.......................................................................................................................... 23
Asphyxiation.................................................................................................................................................... 23
Acids and Alkali............................................................................................................................................... 24
Acids........................................................................................................................................................... 24
Alkalis.......................................................................................................................................................... 24
Drugs............................................................................................................................................................... 24
Alcohol and Drinking................................................................................................................................... 24
Flying............................................................................................................................................................... 25
Magical flight............................................................................................................................................... 25
Height.......................................................................................................................................................... 25
Flying and Weather Conditions................................................................................................................... 26
Flying inside sylphs..................................................................................................................................... 26
Flying and concentration............................................................................................................................. 26
229

Shamanic Flying.......................................................................................................................................... 27
Insanity............................................................................................................................................................ 27
Creating Insanity Spirits............................................................................................................................... 27
Disease........................................................................................................................................................... 28
Recovery From Disease.............................................................................................................................. 28
Downtime and Experience.................................................................................................................................. 28
Session Awards............................................................................................................................................... 28
Experience and Pow Rolls........................................................................................................................... 28
Epic Rewards.............................................................................................................................................. 28
The Downtime Round...................................................................................................................................... 29
Permanent Employed Work............................................................................................................................ 30
Illegal Activities................................................................................................................................................ 31
Base Wage Multiplier based on Skill Roll............................................................................................ 31
Self Employed Professions............................................................................................................................. 32
Working Co-operatively............................................................................................................................... 35
Living Costs..................................................................................................................................................... 35
Extra mouths to feed................................................................................................................................... 36
Purchasing Property........................................................................................................................................ 36
Property Costs................................................................................................................................. 36
Downtime Actions............................................................................................................................................ 36
Actions............................................................................................................................................................ 37
Instruction (Skills)........................................................................................................................................ 38
Characters teaching other Characters skills................................................................................................38
The Retainer of Trainers.............................................................................................................................. 39
Institutional Access...................................................................................................................................... 39
Research..................................................................................................................................................... 39
Researching New Sorcery Spells................................................................................................................ 39
Business and Commerce................................................................................................................................ 42
Business Points........................................................................................................................................... 42
Making a New Business.............................................................................................................................. 42
Spending BPs.............................................................................................................................................. 42
230

Attending to your business.......................................................................................................................... 42


Profit Rolls................................................................................................................................................... 43
Liquid Assets............................................................................................................................................... 44
Non-Liquid Assets....................................................................................................................................... 44
Downtime Activities Record Sheet.............................................................................................................. 45
Ongoing Projects......................................................................................................................... 45
Combat................................................................................................................................................................ 46
Shooting into Melee......................................................................................................................................... 46
Using a similar untrained weapon................................................................................................................... 46
Feinting Attacks........................................................................................................................................... 46
Knockback with Impaling weapons.............................................................................................................. 46
The Combat Round......................................................................................................................................... 46
Declaration of Intent.................................................................................................................................... 46
Moving and Attacking.................................................................................................................................. 47
Full Round Action........................................................................................................................................ 47
Attacking/Defending while moving............................................................................................................... 47
Charging...................................................................................................................................................... 47
Mounted Combat......................................................................................................................................... 48
Attack of Opportunity................................................................................................................................... 48
Surprised..................................................................................................................................................... 49
Drawing/reading weapons........................................................................................................................... 49
Morale and Healing Checks............................................................................................................................ 49
Morale checks............................................................................................................................................. 49
Healing Checks........................................................................................................................................... 50
Special Effects................................................................................................................................................. 50
Special Effect Descriptions.............................................................................................................................. 53
Arise ........................................................................................................................................................... 53
Bash ........................................................................................................................................................... 53
Blind Opponent............................................................................................................................................ 53
Bypass Armour............................................................................................................................................ 53
Choose Location......................................................................................................................................... 53
231

Chop............................................................................................................................................................ 53
Circumvent Parry......................................................................................................................................... 54
Close Range................................................................................................................................................ 54
Compel Surrender ...................................................................................................................................... 54
Damage Weapon........................................................................................................................................ 54
Disarm Opponent........................................................................................................................................ 54
Enhance Parry............................................................................................................................................. 54
Entangle...................................................................................................................................................... 54
Flurry........................................................................................................................................................... 54
Force Failure............................................................................................................................................... 55
Grapple........................................................................................................................................................ 55
Impale.......................................................................................................................................................... 55
Intentional Knockback................................................................................................................................. 55
Maximise Damage:...................................................................................................................................... 55
Open Range................................................................................................................................................ 55
Overextend Opponent................................................................................................................................. 56
Rapid Reload............................................................................................................................................... 56
Slip Free...................................................................................................................................................... 56
Stand Fast................................................................................................................................................... 56
Stun Location.............................................................................................................................................. 56
Sunder......................................................................................................................................................... 56
Take Weapon.............................................................................................................................................. 56
Trip opponent.............................................................................................................................................. 56
Withdraw..................................................................................................................................................... 57
Fatigue............................................................................................................................................................ 57
Weapons......................................................................................................................................................... 58
Lances......................................................................................................................................................... 58
Knuckle Dusters:......................................................................................................................................... 58
Harpoon....................................................................................................................................................... 58
Lanterns and torches................................................................................................................................... 58
Using Weapons At Below Minimum STR.................................................................................................... 59
232

Martial Arts.......................................................................................................................................................... 59
Boxing......................................................................................................................................................... 59
Wrestling..................................................................................................................................................... 60
Bag Fu......................................................................................................................................................... 60
Boar............................................................................................................................................................. 60
Centipede.................................................................................................................................................... 60
Darkdemon.................................................................................................................................................. 60
Dragon......................................................................................................................................................... 60
Falcon.......................................................................................................................................................... 61
Ghoul........................................................................................................................................................... 61
Goat............................................................................................................................................................ 61
Leopard....................................................................................................................................................... 62
Locust.......................................................................................................................................................... 62
Mantis.......................................................................................................................................................... 62
Monkey........................................................................................................................................................ 62
Mountain...................................................................................................................................................... 62
Ox................................................................................................................................................................ 62
Ram............................................................................................................................................................. 62
Rat............................................................................................................................................................... 62
Rhino........................................................................................................................................................... 62
Skeleton Claw............................................................................................................................................ 63
Serpent........................................................................................................................................................ 63
Sun.............................................................................................................................................................. 63
Swan........................................................................................................................................................... 63
Tiger............................................................................................................................................................ 63
Tortoise....................................................................................................................................................... 63
Web............................................................................................................................................................. 63
Wolf............................................................................................................................................................. 63
General Magic..................................................................................................................................................... 63
Magic Points Recovery with High POW....................................................................................................... 63
Pow vs Pow resistance contasts..................................................................................................................... 63
233

For spirit combat.......................................................................................................................................... 64


Pow crystals/ storage matrix........................................................................................................................ 64
Chance to cast............................................................................................................................................ 64
Paying to cast spells.................................................................................................................................... 64
Enchantments................................................................................................................................................. 64
Procedure.................................................................................................................................................... 65
casting the Enchantment. ........................................................................................................................... 65
Restoring Broken Enchantments................................................................................................................. 65
Lifespan....................................................................................................................................................... 65
Enchantment Conditions............................................................................................................................. 65
Magic Sight..................................................................................................................................................... 66
Spirits.......................................................................................................................................................... 66
Otherworld................................................................................................................................................... 66
Gauge.......................................................................................................................................................... 66
Dispelling Magic.............................................................................................................................................. 66
Spell Fumbles.................................................................................................................................................. 67
Table (i)....................................................................................................................................................... 67
Table (ii)...................................................................................................................................................... 67
Table (iii)...................................................................................................................................................... 68
Table (iv)..................................................................................................................................................... 69
Table (v)...................................................................................................................................................... 70
Table (vi)..................................................................................................................................................... 72
Spirit Magic......................................................................................................................................................... 73
Summoning Spell Spirits................................................................................................................................. 73
Learning Spirit Magic for Money...................................................................................................................... 75
Common Magic Costs................................................................................................................................. 75
Common Magic Casting Results................................................................................................................. 75
Revised Shaman Rules................................................................................................................................... 75
Finding Spirits.............................................................................................................................................. 75
Spirit Rarity.................................................................................................................................................. 76
Shamanic Skills........................................................................................................................................... 77
234

Standard Shaman Benefits............................................................................................................................. 77


The Fetch.................................................................................................................................................... 77
Second Sight............................................................................................................................................... 78
Discorporation............................................................................................................................................. 78
Spirit Defense.............................................................................................................................................. 78
The Tasks Of A Shaman................................................................................................................................. 78
Disadvantages of becoming a Shaman....................................................................................................... 78
Shamanic Abilities And Taboos................................................................................................................... 78
Abilities........................................................................................................................................................ 78
Taboos........................................................................................................................................................ 79
Abilities: ...................................................................................................................................................... 79
Cults And Shamans......................................................................................................................................... 80
Shaman Cults & Required Taboos ............................................................................................................. 80
Spirit Cult Rules............................................................................................................................................... 81
Spirit Magic limits........................................................................................................................................ 85
Variant Spells.............................................................................................................................................. 85
Spirit Magic Spells........................................................................................................................................... 85
Assure................................................................................................................................................. 85
Banish Spirit........................................................................................................................................ 85
Climbing.............................................................................................................................................. 85
Cooking............................................................................................................................................... 85
Coordination........................................................................................................................................ 85
Countermagic...................................................................................................................................... 85
Darkwall............................................................................................................................................... 85
Demoralize.......................................................................................................................................... 85
Detect magic........................................................................................................................................ 86
Dispel Magic........................................................................................................................................ 86
Disruption............................................................................................................................................ 86
Dullblade............................................................................................................................................. 86
Draw Spirit........................................................................................................................................... 86
Dupe.................................................................................................................................................... 86
235

Ease Pain............................................................................................................................................ 86
Endurance variable.............................................................................................................................. 86
Eupepsia............................................................................................................................................. 86
Extinguish............................................................................................................................................ 86
Fanaticism........................................................................................................................................... 86
Farsee................................................................................................................................................. 86
Fireblade............................................................................................................................................. 87
Glamour............................................................................................................................................... 87
Glib variable......................................................................................................................................... 87
Glue..................................................................................................................................................... 87
Heal..................................................................................................................................................... 87
Horsemanship..................................................................................................................................... 87
Ignite.................................................................................................................................................... 87
Ignite Flesh.......................................................................................................................................... 87
Ironhand.............................................................................................................................................. 87
Leap.................................................................................................................................................... 87
Lift and Carry....................................................................................................................................... 87
Light..................................................................................................................................................... 88
Lightwall.............................................................................................................................................. 88
Mindspeech......................................................................................................................................... 88
Mobility (Humanoid)............................................................................................................................. 88
Multimissile.......................................................................................................................................... 88
Pella's Blessing variable...................................................................................................................... 88
Protection............................................................................................................................................ 88
Repair.................................................................................................................................................. 88
Second Sight....................................................................................................................................... 88
Shimmer.............................................................................................................................................. 88
Sneak variable..................................................................................................................................... 88
Slow variable....................................................................................................................................... 88
Speedart.............................................................................................................................................. 88
Spirit Screen variable ......................................................................................................................... 88
236

Stroke variable..................................................................................................................................... 89
Strong Blow......................................................................................................................................... 89
Vigor variable....................................................................................................................................... 89
Rune Magic......................................................................................................................................................... 89
Cults.................................................................................................................................................................... 92
Using Divine Intervention................................................................................................................................ 92
The Effects of Divine Intervention................................................................................................................ 92
Initiates............................................................................................................................................................ 93
Rune Priests.................................................................................................................................................... 93
Rune Lords.................................................................................................................................................. 93
Rune Masters.............................................................................................................................................. 93
Hero............................................................................................................................................................ 94
Allied Spirits..................................................................................................................................................... 94
Great Cult Initiation...................................................................................................................................... 94
Breaking Geases......................................................................................................................................... 95
Elementals.......................................................................................................................................................... 95
Gnomes....................................................................................................................................................... 95
Shades........................................................................................................................................................ 96
Salamander................................................................................................................................................. 96
Undine......................................................................................................................................................... 96
Sylph........................................................................................................................................................... 97
Magical Items...................................................................................................................................................... 97
Magical Item Types......................................................................................................................................... 97
Enchantments............................................................................................................................................. 97
Dead Magic................................................................................................................................................. 97
Exotic.......................................................................................................................................................... 97
Trinkets........................................................................................................................................................ 97
Magical Item Limit........................................................................................................................................... 97
Attunement...................................................................................................................................................... 98
Metals.............................................................................................................................................................. 98
Sorcery................................................................................................................................................................ 98
237

Who Cannot Learn Sorcery............................................................................................................................. 98


Learning New Spells....................................................................................................................................... 99
Increasing Spell Skill....................................................................................................................................... 99
Casting and Maintaining Sorcery Spells.......................................................................................................... 99
Commoners................................................................................................................................................... 100
Ceremony...................................................................................................................................................... 100
Spells............................................................................................................................................................ 100
Sorcery Used With Other Magic Types..................................................................................................... 100
Definitions of Spellcasting......................................................................................................................... 101
Resisting/Dispelling Sorcery.......................................................................................................................... 101
Spell Components......................................................................................................................................... 101
Spell Precedence.......................................................................................................................................... 101
Boosting........................................................................................................................................................ 102
Learning Arts ................................................................................................................................................ 102
Memory Requirements.................................................................................................................................. 102
Manipulation ............................................................................................................................................. 102
Spell Duration ........................................................................................................................................... 102
Art Manipulation ....................................................................................................................................... 102
Major Arts ..................................................................................................................................................... 103
Intensity .................................................................................................................................................... 103
Multispell .................................................................................................................................................. 103
Range ....................................................................................................................................................... 103
Minor Arts ..................................................................................................................................................... 103
Alacrity ...................................................................................................................................................... 103
Duration .................................................................................................................................................... 103
Ease ......................................................................................................................................................... 104
Force ........................................................................................................................................................ 104
Hold .......................................................................................................................................................... 104
Reinforce .................................................................................................................................................. 104
Speed ....................................................................................................................................................... 105
Secret Arts .................................................................................................................................................... 105
238

Adroit ........................................................................................................................................................ 105


Ataxia ....................................................................................................................................................... 105
Banish ...................................................................................................................................................... 105
Blood Art ................................................................................................................................................... 105
Boristrum .................................................................................................................................................. 105
Delivery .................................................................................................................................................... 106
[Element] .................................................................................................................................................. 106
Enervation ................................................................................................................................................ 106
Exasperation ............................................................................................................................................ 106
Festival ..................................................................................................................................................... 106
Hymn ........................................................................................................................................................ 106
Illusion ...................................................................................................................................................... 106
Immersion ................................................................................................................................................. 107
Integrant ................................................................................................................................................... 107
Knowledge ................................................................................................................................................ 107
Machine .................................................................................................................................................... 107
Ordinance ................................................................................................................................................. 107
Reversal ................................................................................................................................................... 107
Repeat ...................................................................................................................................................... 108
Sacrifice .................................................................................................................................................... 108
Strain ........................................................................................................................................................ 108
Tap ........................................................................................................................................................... 108
Time ......................................................................................................................................................... 108
Tragedy .................................................................................................................................................... 109
Vows ............................................................................................................................................................ 109
The Familiar Vow ..................................................................................................................................... 109
Stat boost ............................................................................................................................................. 109
List of Vows .............................................................................................................................................. 110
Examples of Vow Levels........................................................................................................................... 113
Junior................................................................................................................................................. 113
Minor................................................................................................................................................. 113
239

Major................................................................................................................................................. 113
Greater.............................................................................................................................................. 113
Breaking and Conflicting Vows ................................................................................................................. 114
Sects............................................................................................................................................................. 114
The Arkati.................................................................................................................................................. 114
Arrolian...................................................................................................................................................... 114
Arinsor....................................................................................................................................................... 115
Boristi College of Magic............................................................................................................................. 115
Brithini College of Magic............................................................................................................................ 115
Carmanian College of Magic..................................................................................................................... 116
Dwarfs....................................................................................................................................................... 116
Dormal....................................................................................................................................................... 116
Galvosti College of Magic.......................................................................................................................... 117
Hrestoli College of Magic........................................................................................................................... 117
Lunars....................................................................................................................................................... 118
Henotheistic Church of Otkorion................................................................................................................ 119
Jraktal........................................................................................................................................................ 119
Kralori School of Magic.............................................................................................................................. 119
Rokari College of Magic............................................................................................................................ 120
Sedalpist College of Magic........................................................................................................................ 121
Stygian College of Magic........................................................................................................................... 121
Vadeli College of Magic............................................................................................................................. 122
Valkarist College of Magic (Eastern Isles)................................................................................................. 123
Vivamort.................................................................................................................................................... 124
Vormaini.................................................................................................................................................... 124
Waertagi Sorcery....................................................................................................................................... 125
Otherworld Creatures and Sorcery............................................................................................................ 125
Former Sorcerers...................................................................................................................................... 125
Converting from Old Sorcery......................................................................................................................... 126
Specialties..................................................................................................................................................... 127
Alchemist................................................................................................................................................... 127
240

Conjuror..................................................................................................................................................... 127
Healer........................................................................................................................................................ 127
Enchanter.................................................................................................................................................. 127
Forest Mage.............................................................................................................................................. 128
Illusionist.................................................................................................................................................... 128
Metamorph................................................................................................................................................ 128
Monitor...................................................................................................................................................... 128
Necromancer............................................................................................................................................. 128
Ships Sorcerer........................................................................................................................................... 129
Warlock..................................................................................................................................................... 129
Lore Mastery............................................................................................................................................. 129
Weather Mage........................................................................................................................................... 129
Common Sorcerous Spells............................................................................................................................ 129
Detailed Descriptions of Sorcerous Spells.................................................................................................... 133
Animate Dead............................................................................................................................................ 133
Animate [substance].................................................................................................................................. 133
Density.............................................................................................................................................. 134
Apprentice Bonding................................................................................................................................... 135
Arkati Blade Ritual..................................................................................................................................... 135
Armouring Enchantment ........................................................................................................................... 136
Armour Gnome ......................................................................................................................................... 136
Assess Characteristic................................................................................................................................ 136
Assess Skill .............................................................................................................................................. 136
Attract [harm] ............................................................................................................................................ 137
Attune Magic Flow .................................................................................................................................... 137
Ban ........................................................................................................................................................... 137
Banishment............................................................................................................................................... 137
Banish Undead ......................................................................................................................................... 137
Basic Rites ............................................................................................................................................... 138
Blade of Puissance ................................................................................................................................... 138
Binding Enchantment................................................................................................................................ 138
241

Blessing of Vithela .................................................................................................................................... 139


Bless Object ............................................................................................................................................. 139
Block Pagan ............................................................................................................................................. 139
Boost Armor ............................................................................................................................................. 139
Boost Range.............................................................................................................................................. 139
Boost [elemental] ...................................................................................................................................... 139
Breath of Thella ........................................................................................................................................ 140
Breath of Vithela........................................................................................................................................ 140
Call [energy] ............................................................................................................................................. 140
Call [species] ............................................................................................................................................ 140
Castback................................................................................................................................................... 141
Cast [Emotion] .......................................................................................................................................... 141
Cast Confusion ......................................................................................................................................... 141
Cast Courage ........................................................................................................................................... 141
Cast Desire ............................................................................................................................................... 141
Cast Malice ............................................................................................................................................... 142
Cast Fear .................................................................................................................................................. 142
Clear Mind ................................................................................................................................................ 142
Counterconception ................................................................................................................................... 142
Create Basilisk.......................................................................................................................................... 143
Create Familiar.......................................................................................................................................... 143
Create Henchman (All characteristics except POW) ................................................................................143
Create Mandala [INT or POW] ................................................................................................................. 143
Create Vampire ........................................................................................................................................ 144
Create Ward ............................................................................................................................................. 144
Create [wraith] .......................................................................................................................................... 145
Curse Chaos ............................................................................................................................................ 145
Damage Boost........................................................................................................................................... 145
Damage Resistance.................................................................................................................................. 145
Dampen Damage ..................................................................................................................................... 146
Dance of the Gold Maiden ........................................................................................................................ 146
242

Dance of the Pink Goddess ...................................................................................................................... 146


Deaden Sound ......................................................................................................................................... 146
Decrepitude .............................................................................................................................................. 146
Diminish [characteristic] ............................................................................................................................ 147
Diminish [skill bonus] ................................................................................................................................ 147
Disguise .................................................................................................................................................... 147
Dominate [species] ................................................................................................................................... 147
Drain ......................................................................................................................................................... 147
Drain [characteristic] ................................................................................................................................. 148
Drain Soul ................................................................................................................................................. 148
Draw Soul ................................................................................................................................................. 148
Dream of Darkness .................................................................................................................................. 148
Dream of Elucidation ................................................................................................................................ 148
Dream of the Island .................................................................................................................................. 148
Dream of Light .......................................................................................................................................... 149
Dream of the Sea ..................................................................................................................................... 149
Dream of the Sky ...................................................................................................................................... 149
Dream of the Storm .................................................................................................................................. 149
Dream of Warmth ..................................................................................................................................... 150
Ecstatic Communion ................................................................................................................................ 150
Enchant Gobbler Shot .............................................................................................................................. 150
Enchant Halo Shot ................................................................................................................................... 150
Enchant [metal] ........................................................................................................................................ 151
Enhance [sense] ....................................................................................................................................... 151
Enhance [characteristic] ........................................................................................................................... 151
Enhance [skill bonus] ............................................................................................................................... 151
Enhance Staff ........................................................................................................................................... 152
Enchant [stat] ........................................................................................................................................... 152
Expand ..................................................................................................................................................... 152
Evoke Death ............................................................................................................................................. 152
Evoke [energy] ......................................................................................................................................... 153
243

Evoke Luck ............................................................................................................................................... 153


Expedite Destiny ...................................................................................................................................... 153
Fade (Rare) .............................................................................................................................................. 154
False Armour ............................................................................................................................................ 154
Fend Blow ................................................................................................................................................ 154
Fly ............................................................................................................................................................ 155
Glow.......................................................................................................................................................... 155
Gem of Reality .......................................................................................................................................... 155
Granite Weapon ....................................................................................................................................... 155
Grant Free Will ......................................................................................................................................... 156
Guard from Chaos .................................................................................................................................... 156
Hand of Death .......................................................................................................................................... 156
Haste ........................................................................................................................................................ 156
Hinder ....................................................................................................................................................... 156
Holdfast .................................................................................................................................................... 156
Herohide ................................................................................................................................................... 156
HeroQuesting Immunity ............................................................................................................................ 157
Hide Lifeforce ........................................................................................................................................... 157
Homing Circle ........................................................................................................................................... 157
Hurt Chaos ............................................................................................................................................... 158
Identify Spell ............................................................................................................................................. 158
Immortality ................................................................................................................................................ 158
Implant ...................................................................................................................................................... 158
Kill ............................................................................................................................................................ 158
Locate Object ........................................................................................................................................... 159
Lustrous Missile ........................................................................................................................................ 159
Spell Resistance........................................................................................................................................ 159
Magic Point Matrix .................................................................................................................................... 159
Magic Sink ................................................................................................................................................ 160
Mockery of Reality .................................................................................................................................... 160
Muster Power............................................................................................................................................ 160
244

Mystic Vision ............................................................................................................................................ 160


Neutralise Armour .................................................................................................................................... 160
Neutralise Damage ................................................................................................................................... 160
Neutralise Magic ....................................................................................................................................... 161
Neutralize Enchantment............................................................................................................................ 161
Neutralise Poison ..................................................................................................................................... 161
Night Eyes ................................................................................................................................................ 161
Nightmare of Hell ...................................................................................................................................... 161
One With Beast ........................................................................................................................................ 161
One With Chaos ....................................................................................................................................... 162
One With Hunger ...................................................................................................................................... 162
One with Moon ......................................................................................................................................... 162
One With Plant ......................................................................................................................................... 162
Open Seas ............................................................................................................................................... 162
Oracle ....................................................................................................................................................... 162
Palsy ........................................................................................................................................................ 163
Phantom [sense]....................................................................................................................................... 163
Poison Tooth ............................................................................................................................................ 164
Poison Troll .............................................................................................................................................. 164
Power Matrix............................................................................................................................................. 164
Prevarication ............................................................................................................................................ 164
Project [sense] .......................................................................................................................................... 165
Project Shadow ........................................................................................................................................ 165
Proscribe [cult] .......................................................................................................................................... 165
Protective Circle ....................................................................................................................................... 166
Quest ........................................................................................................................................................ 166
Regenerate ............................................................................................................................................... 166
Resist Death ............................................................................................................................................. 166
Resist Detection ....................................................................................................................................... 167
Scrying Device ......................................................................................................................................... 167
Sculpt (substance)..................................................................................................................................... 167
245

See Rune Magic ....................................................................................................................................... 168


Sense Detection ....................................................................................................................................... 168
Sense (Substance) ................................................................................................................................... 168
See HeroQuesting .................................................................................................................................... 169
Sever HeroQuesting ................................................................................................................................. 169
Shackle Soul ............................................................................................................................................ 169
Shade Clout .............................................................................................................................................. 169
Shadow .................................................................................................................................................... 169
Shapechange [species] to [species] ......................................................................................................... 170
Shield of Faith .......................................................................................................................................... 170
Shock ....................................................................................................................................................... 170
Shriving .................................................................................................................................................... 170
Shudder of Darkness ................................................................................................................................ 171
Skin of Life ................................................................................................................................................ 171
Sleep of Reason ....................................................................................................................................... 171
Slumber of Peace ..................................................................................................................................... 171
Smite [non-human] ................................................................................................................................... 171
Smother .................................................................................................................................................... 172
Snare......................................................................................................................................................... 172
Song of Dawn ........................................................................................................................................... 172
Spasm ...................................................................................................................................................... 172
Spell Matrix Enchantment ......................................................................................................................... 172
Spirit Resistance....................................................................................................................................... 173
Steal Rune Magic ..................................................................................................................................... 173
Stingray .................................................................................................................................................... 173
Store Sorcery ........................................................................................................................................... 173
Strengthening Enchantment ..................................................................................................................... 174
Stutterblade .............................................................................................................................................. 174
Stupify....................................................................................................................................................... 174
Summon [species]..................................................................................................................................... 174
Summon [Hazard] .................................................................................................................................... 175
246

Suppress [Art] ........................................................................................................................................... 175


Suppress Paganism ................................................................................................................................. 175
Suppress Sorcery ..................................................................................................................................... 175
Suppress Wizard ...................................................................................................................................... 175
Tap [characteristic] ................................................................................................................................... 175
Tap <element> ......................................................................................................................................... 177
Telepathy .................................................................................................................................................. 177
Teleport .................................................................................................................................................... 177
Teleport Block .......................................................................................................................................... 178
The Joyful Brotherhood ............................................................................................................................ 178
Touch of Chaos ........................................................................................................................................ 178
Transmogrification .................................................................................................................................... 178
Transmute [substance] to [substance] ...................................................................................................... 179
Transmute Stone ...................................................................................................................................... 179
Travel in [substance] ................................................................................................................................ 179
Treat Wounds ........................................................................................................................................... 179
Triumph of Darkness ................................................................................................................................ 179
True Self ................................................................................................................................................... 179
True Sibling .............................................................................................................................................. 180
Vanishing .................................................................................................................................................. 180
Venom ...................................................................................................................................................... 180
Vivamorti Soul Ritual ................................................................................................................................ 180
Voyage to the Maze of Long Shadows ..................................................................................................... 181
Walk Unseen ............................................................................................................................................ 181
Wall (Type)................................................................................................................................................ 181
Ward Chaos ............................................................................................................................................. 182
Ward Damage .......................................................................................................................................... 183
Warp Enchantment.................................................................................................................................... 183
Wither Elf Bow .......................................................................................................................................... 183
Worship Invisible God............................................................................................................................... 183
Wrest Magic ............................................................................................................................................. 183
247

Ritual Magic................................................................................................................................................... 183


Restricted Arts........................................................................................................................................... 184
Special Enchantment Rules...................................................................................................................... 184
Enchanted Tattoos and Ritual Scarification...............................................................................................184
Appendex.......................................................................................................................................................... 184
Index to additional skills................................................................................................................................ 184
Index to Spirit Spells...................................................................................................................................... 205
Index to Sorcery Spells................................................................................................................................. 227
Index to Sorcery Sects.................................................................................................................................. 248
Character Sheet............................................................................................................................................ 269

Index to Sorcery Sects


Character Generation............................................................................................................................................ 4
Rolling Characteristics....................................................................................................................................... 4
Luck Points during character generation........................................................................................................... 4
Background Skills.............................................................................................................................................. 4
Quirks................................................................................................................................................................ 4
Family................................................................................................................................................................ 4
Ransom Fund.................................................................................................................................................... 5
Edges................................................................................................................................................................ 5
Luck Points/Hero Points........................................................................................................................................ 9
Using Luck Points.............................................................................................................................................. 9
Cheat Fate..................................................................................................................................................... 9
Desperate Effort............................................................................................................................................ 9
Using Skills.......................................................................................................................................................... 10
Automatic failure.............................................................................................................................................. 10
Chances of success over 100% ..................................................................................................................... 10
Adjusted chance of Success less than 0%...................................................................................................... 10
Opposed Skill Rolls i.e. Sneak vs Scan........................................................................................................... 10
Encumbrance Penalty for Skills and Spells .................................................................................................... 10
Team Rolls...................................................................................................................................................... 10
248

Step One: Advantaged or Disadvantaged .................................................................................................. 10


Step Two: Calculate Skill Rating ................................................................................................................ 11
Step Three: Make the roll ........................................................................................................................... 11
Step four: Resolution .................................................................................................................................. 11
Opposed Skills Rolls .................................................................................................................................. 11
Unopposed Skill Rolls (Team) .................................................................................................................... 11
Characteristic Rolls (Team)......................................................................................................................... 12
Aiding Rolls .................................................................................................................................................... 12
Aid another...................................................................................................................................................... 12
Additional Skills................................................................................................................................................... 12
Agility skills...................................................................................................................................................... 12
Drive [vehicle] (10) .................................................................................................................................. 12
Escape (05) ............................................................................................................................................ 12
Running (25) ........................................................................................................................................... 12
Dodge/Tumble (05) ................................................................................................................................ 13
Communications skills..................................................................................................................................... 13
Seduction (10)......................................................................................................................................... 13
Deal/Bargin (05) ..................................................................................................................................... 13
Ventriloquism (00) .................................................................................................................................. 14
Knowledge Skills............................................................................................................................................. 14
Lores (varies) ......................................................................................................................................... 14
Alchemical Lore....................................................................................................................................... 15
Chaos Lore.............................................................................................................................................. 15
HeroPlane Lore....................................................................................................................................... 16
Legal Lore............................................................................................................................................... 16
Magic Lore............................................................................................................................................... 16
Music Lore............................................................................................................................................... 16
[Racial] Lore............................................................................................................................................ 16
River Lore................................................................................................................................................ 16
Spirit Lore................................................................................................................................................ 16
Undead Lore............................................................................................................................................ 16
249

Numeracy (00) ........................................................................................................................................ 17


Poetry (00) .............................................................................................................................................. 17
Sense Motive (05)................................................................................................................................... 17
Swordsmithing (00) ................................................................................................................................. 17
Treat disease/poison (05) ....................................................................................................................... 18
Magical Skills................................................................................................................................................... 18
Ceremony/Summon (00) ........................................................................................................................ 18
Stealth Skills.................................................................................................................................................... 18
Assassinate (00) ..................................................................................................................................... 18
Disguise (05)........................................................................................................................................... 18
Damage............................................................................................................................................................... 19
Using Heal Spells/First Aid.............................................................................................................................. 19
Dying............................................................................................................................................................... 19
Last Words.................................................................................................................................................. 20
Ablative Hit Points........................................................................................................................................... 20
Untreaded Wounds......................................................................................................................................... 20
Healing and Long Term Damage.................................................................................................................... 20
Minor Wound............................................................................................................................................... 21
Major Wound............................................................................................................................................... 21
Severe Wounds........................................................................................................................................... 21
Resurrection.................................................................................................................................................... 22
The Resurrection Ritual............................................................................................................................... 22
The Deceased............................................................................................................................................. 22
Death Sickness........................................................................................................................................... 22
The World............................................................................................................................................................ 23
Falling.............................................................................................................................................................. 23
Damage to inanimate objects.......................................................................................................................... 23
Asphyxiation.................................................................................................................................................... 23
Acids and Alkali............................................................................................................................................... 24
Acids........................................................................................................................................................... 24
Alkalis.......................................................................................................................................................... 24
250

Drugs............................................................................................................................................................... 24
Alcohol and Drinking................................................................................................................................... 24
Flying............................................................................................................................................................... 25
Magical flight............................................................................................................................................... 25
Height.......................................................................................................................................................... 25
Flying and Weather Conditions................................................................................................................... 26
Flying inside sylphs..................................................................................................................................... 26
Flying and concentration............................................................................................................................. 26
Shamanic Flying.......................................................................................................................................... 27
Insanity............................................................................................................................................................ 27
Creating Insanity Spirits............................................................................................................................... 27
Disease........................................................................................................................................................... 28
Recovery From Disease.............................................................................................................................. 28
Downtime and Experience.................................................................................................................................. 28
Session Awards............................................................................................................................................... 28
Experience and Pow Rolls........................................................................................................................... 28
Epic Rewards.............................................................................................................................................. 28
The Downtime Round...................................................................................................................................... 29
Permanent Employed Work............................................................................................................................ 30
Illegal Activities................................................................................................................................................ 31
Base Wage Multiplier based on Skill Roll............................................................................................ 31
Self Employed Professions............................................................................................................................. 32
Working Co-operatively............................................................................................................................... 35
Living Costs..................................................................................................................................................... 35
Extra mouths to feed................................................................................................................................... 36
Purchasing Property........................................................................................................................................ 36
Property Costs................................................................................................................................. 36
Downtime Actions............................................................................................................................................ 36
Actions............................................................................................................................................................ 37
Instruction (Skills)........................................................................................................................................ 38
Characters teaching other Characters skills................................................................................................38
251

The Retainer of Trainers.............................................................................................................................. 39


Institutional Access...................................................................................................................................... 39
Research..................................................................................................................................................... 39
Researching New Sorcery Spells................................................................................................................ 39
Business and Commerce................................................................................................................................ 42
Business Points........................................................................................................................................... 42
Making a New Business.............................................................................................................................. 42
Spending BPs.............................................................................................................................................. 42
Attending to your business.......................................................................................................................... 42
Profit Rolls................................................................................................................................................... 43
Liquid Assets............................................................................................................................................... 44
Non-Liquid Assets....................................................................................................................................... 44
Downtime Activities Record Sheet.............................................................................................................. 45
Ongoing Projects......................................................................................................................... 45
Combat................................................................................................................................................................ 46
Shooting into Melee......................................................................................................................................... 46
Using a similar untrained weapon................................................................................................................... 46
Feinting Attacks........................................................................................................................................... 46
Knockback with Impaling weapons.............................................................................................................. 46
The Combat Round......................................................................................................................................... 46
Declaration of Intent.................................................................................................................................... 46
Moving and Attacking.................................................................................................................................. 47
Full Round Action........................................................................................................................................ 47
Attacking/Defending while moving............................................................................................................... 47
Charging...................................................................................................................................................... 47
Mounted Combat......................................................................................................................................... 48
Attack of Opportunity................................................................................................................................... 48
Surprised..................................................................................................................................................... 49
Drawing/reading weapons........................................................................................................................... 49
Morale and Healing Checks............................................................................................................................ 49
Morale checks............................................................................................................................................. 49
252

Healing Checks........................................................................................................................................... 50
Special Effects................................................................................................................................................. 50
Special Effect Descriptions.............................................................................................................................. 53
Arise ........................................................................................................................................................... 53
Bash ........................................................................................................................................................... 53
Blind Opponent............................................................................................................................................ 53
Bypass Armour............................................................................................................................................ 53
Choose Location......................................................................................................................................... 53
Chop............................................................................................................................................................ 53
Circumvent Parry......................................................................................................................................... 54
Close Range................................................................................................................................................ 54
Compel Surrender ...................................................................................................................................... 54
Damage Weapon........................................................................................................................................ 54
Disarm Opponent........................................................................................................................................ 54
Enhance Parry............................................................................................................................................. 54
Entangle...................................................................................................................................................... 54
Flurry........................................................................................................................................................... 54
Force Failure............................................................................................................................................... 55
Grapple........................................................................................................................................................ 55
Impale.......................................................................................................................................................... 55
Intentional Knockback................................................................................................................................. 55
Maximise Damage:...................................................................................................................................... 55
Open Range................................................................................................................................................ 55
Overextend Opponent................................................................................................................................. 56
Rapid Reload............................................................................................................................................... 56
Slip Free...................................................................................................................................................... 56
Stand Fast................................................................................................................................................... 56
Stun Location.............................................................................................................................................. 56
Sunder......................................................................................................................................................... 56
Take Weapon.............................................................................................................................................. 56
Trip opponent.............................................................................................................................................. 56
253

Withdraw..................................................................................................................................................... 57
Fatigue............................................................................................................................................................ 57
Weapons......................................................................................................................................................... 58
Lances......................................................................................................................................................... 58
Knuckle Dusters:......................................................................................................................................... 58
Harpoon....................................................................................................................................................... 58
Lanterns and torches................................................................................................................................... 58
Using Weapons At Below Minimum STR.................................................................................................... 59
Martial Arts.......................................................................................................................................................... 59
Boxing......................................................................................................................................................... 59
Wrestling..................................................................................................................................................... 60
Bag Fu......................................................................................................................................................... 60
Boar............................................................................................................................................................. 60
Centipede.................................................................................................................................................... 60
Darkdemon.................................................................................................................................................. 60
Dragon......................................................................................................................................................... 60
Falcon.......................................................................................................................................................... 61
Ghoul........................................................................................................................................................... 61
Goat............................................................................................................................................................ 61
Leopard....................................................................................................................................................... 62
Locust.......................................................................................................................................................... 62
Mantis.......................................................................................................................................................... 62
Monkey........................................................................................................................................................ 62
Mountain...................................................................................................................................................... 62
Ox................................................................................................................................................................ 62
Ram............................................................................................................................................................. 62
Rat............................................................................................................................................................... 62
Rhino........................................................................................................................................................... 62
Skeleton Claw............................................................................................................................................ 63
Serpent........................................................................................................................................................ 63
Sun.............................................................................................................................................................. 63
254

Swan........................................................................................................................................................... 63
Tiger............................................................................................................................................................ 63
Tortoise....................................................................................................................................................... 63
Web............................................................................................................................................................. 63
Wolf............................................................................................................................................................. 63
General Magic..................................................................................................................................................... 63
Magic Points Recovery with High POW....................................................................................................... 63
Pow vs Pow resistance contasts..................................................................................................................... 63
For spirit combat.......................................................................................................................................... 64
Pow crystals/ storage matrix........................................................................................................................ 64
Chance to cast............................................................................................................................................ 64
Paying to cast spells.................................................................................................................................... 64
Enchantments................................................................................................................................................. 64
Procedure.................................................................................................................................................... 65
casting the Enchantment. ........................................................................................................................... 65
Restoring Broken Enchantments................................................................................................................. 65
Lifespan....................................................................................................................................................... 65
Enchantment Conditions............................................................................................................................. 65
Magic Sight..................................................................................................................................................... 66
Spirits.......................................................................................................................................................... 66
Otherworld................................................................................................................................................... 66
Gauge.......................................................................................................................................................... 66
Dispelling Magic.............................................................................................................................................. 66
Spell Fumbles.................................................................................................................................................. 67
Table (i)....................................................................................................................................................... 67
Table (ii)...................................................................................................................................................... 67
Table (iii)...................................................................................................................................................... 68
Table (iv)..................................................................................................................................................... 69
Table (v)...................................................................................................................................................... 70
Table (vi)..................................................................................................................................................... 72
Spirit Magic......................................................................................................................................................... 73
255

Summoning Spell Spirits................................................................................................................................. 73


Learning Spirit Magic for Money...................................................................................................................... 75
Common Magic Costs................................................................................................................................. 75
Common Magic Casting Results................................................................................................................. 75
Revised Shaman Rules................................................................................................................................... 75
Finding Spirits.............................................................................................................................................. 75
Spirit Rarity.................................................................................................................................................. 76
Shamanic Skills........................................................................................................................................... 77
Standard Shaman Benefits............................................................................................................................. 77
The Fetch.................................................................................................................................................... 77
Second Sight............................................................................................................................................... 78
Discorporation............................................................................................................................................. 78
Spirit Defense.............................................................................................................................................. 78
The Tasks Of A Shaman................................................................................................................................. 78
Disadvantages of becoming a Shaman....................................................................................................... 78
Shamanic Abilities And Taboos................................................................................................................... 78
Abilities........................................................................................................................................................ 78
Taboos........................................................................................................................................................ 79
Abilities: ...................................................................................................................................................... 79
Cults And Shamans......................................................................................................................................... 80
Shaman Cults & Required Taboos ............................................................................................................. 80
Spirit Cult Rules............................................................................................................................................... 81
Spirit Magic limits........................................................................................................................................ 85
Variant Spells.............................................................................................................................................. 85
Spirit Magic Spells........................................................................................................................................... 85
Assure................................................................................................................................................. 85
Banish Spirit........................................................................................................................................ 85
Climbing.............................................................................................................................................. 85
Cooking............................................................................................................................................... 85
Coordination........................................................................................................................................ 85
Countermagic...................................................................................................................................... 85
256

Darkwall............................................................................................................................................... 85
Demoralize.......................................................................................................................................... 85
Detect magic........................................................................................................................................ 86
Dispel Magic........................................................................................................................................ 86
Disruption............................................................................................................................................ 86
Dullblade............................................................................................................................................. 86
Draw Spirit........................................................................................................................................... 86
Dupe.................................................................................................................................................... 86
Ease Pain............................................................................................................................................ 86
Endurance variable.............................................................................................................................. 86
Eupepsia............................................................................................................................................. 86
Extinguish............................................................................................................................................ 86
Fanaticism........................................................................................................................................... 86
Farsee................................................................................................................................................. 86
Fireblade............................................................................................................................................. 87
Glamour............................................................................................................................................... 87
Glib variable......................................................................................................................................... 87
Glue..................................................................................................................................................... 87
Heal..................................................................................................................................................... 87
Horsemanship..................................................................................................................................... 87
Ignite.................................................................................................................................................... 87
Ignite Flesh.......................................................................................................................................... 87
Ironhand.............................................................................................................................................. 87
Leap.................................................................................................................................................... 87
Lift and Carry....................................................................................................................................... 87
Light..................................................................................................................................................... 88
Lightwall.............................................................................................................................................. 88
Mindspeech......................................................................................................................................... 88
Mobility (Humanoid)............................................................................................................................. 88
Multimissile.......................................................................................................................................... 88
Pella's Blessing variable...................................................................................................................... 88
257

Protection............................................................................................................................................ 88
Repair.................................................................................................................................................. 88
Second Sight....................................................................................................................................... 88
Shimmer.............................................................................................................................................. 88
Sneak variable..................................................................................................................................... 88
Slow variable....................................................................................................................................... 88
Speedart.............................................................................................................................................. 88
Spirit Screen variable ......................................................................................................................... 88
Stroke variable..................................................................................................................................... 89
Strong Blow......................................................................................................................................... 89
Vigor variable....................................................................................................................................... 89
Rune Magic......................................................................................................................................................... 89
Cults.................................................................................................................................................................... 92
Using Divine Intervention................................................................................................................................ 92
The Effects of Divine Intervention................................................................................................................ 92
Initiates............................................................................................................................................................ 93
Rune Priests.................................................................................................................................................... 93
Rune Lords.................................................................................................................................................. 93
Rune Masters.............................................................................................................................................. 93
Hero............................................................................................................................................................ 94
Allied Spirits..................................................................................................................................................... 94
Great Cult Initiation...................................................................................................................................... 94
Breaking Geases......................................................................................................................................... 95
Elementals.......................................................................................................................................................... 95
Gnomes....................................................................................................................................................... 95
Shades........................................................................................................................................................ 96
Salamander................................................................................................................................................. 96
Undine......................................................................................................................................................... 96
Sylph........................................................................................................................................................... 97
Magical Items...................................................................................................................................................... 97
Magical Item Types......................................................................................................................................... 97
258

Enchantments............................................................................................................................................. 97
Dead Magic................................................................................................................................................. 97
Exotic.......................................................................................................................................................... 97
Trinkets........................................................................................................................................................ 97
Magical Item Limit........................................................................................................................................... 97
Attunement...................................................................................................................................................... 98
Metals.............................................................................................................................................................. 98
Sorcery................................................................................................................................................................ 98
Who Cannot Learn Sorcery............................................................................................................................. 98
Learning New Spells....................................................................................................................................... 99
Increasing Spell Skill....................................................................................................................................... 99
Casting and Maintaining Sorcery Spells.......................................................................................................... 99
Commoners................................................................................................................................................... 100
Ceremony...................................................................................................................................................... 100
Spells............................................................................................................................................................ 100
Sorcery Used With Other Magic Types..................................................................................................... 100
Definitions of Spellcasting......................................................................................................................... 101
Resisting/Dispelling Sorcery.......................................................................................................................... 101
Spell Components......................................................................................................................................... 101
Spell Precedence.......................................................................................................................................... 101
Boosting........................................................................................................................................................ 102
Learning Arts ................................................................................................................................................ 102
Memory Requirements.................................................................................................................................. 102
Manipulation ............................................................................................................................................. 102
Spell Duration ........................................................................................................................................... 102
Art Manipulation ....................................................................................................................................... 102
Major Arts ..................................................................................................................................................... 103
Intensity .................................................................................................................................................... 103
Multispell .................................................................................................................................................. 103
Range ....................................................................................................................................................... 103
Minor Arts ..................................................................................................................................................... 103
259

Alacrity ...................................................................................................................................................... 103


Duration .................................................................................................................................................... 103
Ease ......................................................................................................................................................... 104
Force ........................................................................................................................................................ 104
Hold .......................................................................................................................................................... 104
Reinforce .................................................................................................................................................. 104
Speed ....................................................................................................................................................... 105
Secret Arts .................................................................................................................................................... 105
Adroit ........................................................................................................................................................ 105
Ataxia ....................................................................................................................................................... 105
Banish ...................................................................................................................................................... 105
Blood Art ................................................................................................................................................... 105
Boristrum .................................................................................................................................................. 105
Delivery .................................................................................................................................................... 106
[Element] .................................................................................................................................................. 106
Enervation ................................................................................................................................................ 106
Exasperation ............................................................................................................................................ 106
Festival ..................................................................................................................................................... 106
Hymn ........................................................................................................................................................ 106
Illusion ...................................................................................................................................................... 106
Immersion ................................................................................................................................................. 107
Integrant ................................................................................................................................................... 107
Knowledge ................................................................................................................................................ 107
Machine .................................................................................................................................................... 107
Ordinance ................................................................................................................................................. 107
Reversal ................................................................................................................................................... 107
Repeat ...................................................................................................................................................... 108
Sacrifice .................................................................................................................................................... 108
Strain ........................................................................................................................................................ 108
Tap ........................................................................................................................................................... 108
Time ......................................................................................................................................................... 108
260

Tragedy .................................................................................................................................................... 109


Vows ............................................................................................................................................................ 109
The Familiar Vow ..................................................................................................................................... 109
Stat boost ............................................................................................................................................. 109
List of Vows .............................................................................................................................................. 110
Examples of Vow Levels........................................................................................................................... 113
Junior................................................................................................................................................. 113
Minor................................................................................................................................................. 113
Major................................................................................................................................................. 113
Greater.............................................................................................................................................. 113
Breaking and Conflicting Vows ................................................................................................................. 114
Sects............................................................................................................................................................. 114
The Arkati.................................................................................................................................................. 114
Arrolian...................................................................................................................................................... 114
Arinsor....................................................................................................................................................... 115
Boristi College of Magic............................................................................................................................. 115
Brithini College of Magic............................................................................................................................ 115
Carmanian College of Magic..................................................................................................................... 116
Dwarfs....................................................................................................................................................... 116
Dormal....................................................................................................................................................... 116
Galvosti College of Magic.......................................................................................................................... 117
Hrestoli College of Magic........................................................................................................................... 117
Lunars....................................................................................................................................................... 118
Henotheistic Church of Otkorion................................................................................................................ 119
Jraktal........................................................................................................................................................ 119
Kralori School of Magic.............................................................................................................................. 119
Rokari College of Magic............................................................................................................................ 120
Sedalpist College of Magic........................................................................................................................ 121
Stygian College of Magic........................................................................................................................... 121
Vadeli College of Magic............................................................................................................................. 122
Valkarist College of Magic (Eastern Isles)................................................................................................. 123
261

Vivamort.................................................................................................................................................... 124
Vormaini.................................................................................................................................................... 124
Waertagi Sorcery....................................................................................................................................... 125
Otherworld Creatures and Sorcery............................................................................................................ 125
Former Sorcerers...................................................................................................................................... 125
Converting from Old Sorcery......................................................................................................................... 126
Specialties..................................................................................................................................................... 127
Alchemist................................................................................................................................................... 127
Conjuror..................................................................................................................................................... 127
Healer........................................................................................................................................................ 127
Enchanter.................................................................................................................................................. 127
Forest Mage.............................................................................................................................................. 128
Illusionist.................................................................................................................................................... 128
Metamorph................................................................................................................................................ 128
Monitor...................................................................................................................................................... 128
Necromancer............................................................................................................................................. 128
Ships Sorcerer........................................................................................................................................... 129
Warlock..................................................................................................................................................... 129
Lore Mastery............................................................................................................................................. 129
Weather Mage........................................................................................................................................... 129
Common Sorcerous Spells............................................................................................................................ 129
Detailed Descriptions of Sorcerous Spells.................................................................................................... 133
Animate Dead............................................................................................................................................ 133
Animate [substance].................................................................................................................................. 133
Density.............................................................................................................................................. 134
Apprentice Bonding................................................................................................................................... 135
Arkati Blade Ritual..................................................................................................................................... 135
Armouring Enchantment ........................................................................................................................... 136
Armour Gnome ......................................................................................................................................... 136
Assess Characteristic................................................................................................................................ 136
Assess Skill .............................................................................................................................................. 136
262

Attract [harm] ............................................................................................................................................ 137


Attune Magic Flow .................................................................................................................................... 137
Ban ........................................................................................................................................................... 137
Banishment............................................................................................................................................... 137
Banish Undead ......................................................................................................................................... 137
Basic Rites ............................................................................................................................................... 138
Blade of Puissance ................................................................................................................................... 138
Binding Enchantment................................................................................................................................ 138
Blessing of Vithela .................................................................................................................................... 139
Bless Object ............................................................................................................................................. 139
Block Pagan ............................................................................................................................................. 139
Boost Armor ............................................................................................................................................. 139
Boost Range.............................................................................................................................................. 139
Boost [elemental] ...................................................................................................................................... 139
Breath of Thella ........................................................................................................................................ 140
Breath of Vithela........................................................................................................................................ 140
Call [energy] ............................................................................................................................................. 140
Call [species] ............................................................................................................................................ 140
Castback................................................................................................................................................... 141
Cast [Emotion] .......................................................................................................................................... 141
Cast Confusion ......................................................................................................................................... 141
Cast Courage ........................................................................................................................................... 141
Cast Desire ............................................................................................................................................... 141
Cast Malice ............................................................................................................................................... 142
Cast Fear .................................................................................................................................................. 142
Clear Mind ................................................................................................................................................ 142
Counterconception ................................................................................................................................... 142
Create Basilisk.......................................................................................................................................... 143
Create Familiar.......................................................................................................................................... 143
Create Henchman (All characteristics except POW) ................................................................................143
Create Mandala [INT or POW] ................................................................................................................. 143
263

Create Vampire ........................................................................................................................................ 144


Create Ward ............................................................................................................................................. 144
Create [wraith] .......................................................................................................................................... 145
Curse Chaos ............................................................................................................................................ 145
Damage Boost........................................................................................................................................... 145
Damage Resistance.................................................................................................................................. 145
Dampen Damage ..................................................................................................................................... 146
Dance of the Gold Maiden ........................................................................................................................ 146
Dance of the Pink Goddess ...................................................................................................................... 146
Deaden Sound ......................................................................................................................................... 146
Decrepitude .............................................................................................................................................. 146
Diminish [characteristic] ............................................................................................................................ 147
Diminish [skill bonus] ................................................................................................................................ 147
Disguise .................................................................................................................................................... 147
Dominate [species] ................................................................................................................................... 147
Drain ......................................................................................................................................................... 147
Drain [characteristic] ................................................................................................................................. 148
Drain Soul ................................................................................................................................................. 148
Draw Soul ................................................................................................................................................. 148
Dream of Darkness .................................................................................................................................. 148
Dream of Elucidation ................................................................................................................................ 148
Dream of the Island .................................................................................................................................. 148
Dream of Light .......................................................................................................................................... 149
Dream of the Sea ..................................................................................................................................... 149
Dream of the Sky ...................................................................................................................................... 149
Dream of the Storm .................................................................................................................................. 149
Dream of Warmth ..................................................................................................................................... 150
Ecstatic Communion ................................................................................................................................ 150
Enchant Gobbler Shot .............................................................................................................................. 150
Enchant Halo Shot ................................................................................................................................... 150
Enchant [metal] ........................................................................................................................................ 151
264

Enhance [sense] ....................................................................................................................................... 151


Enhance [characteristic] ........................................................................................................................... 151
Enhance [skill bonus] ............................................................................................................................... 151
Enhance Staff ........................................................................................................................................... 152
Enchant [stat] ........................................................................................................................................... 152
Expand ..................................................................................................................................................... 152
Evoke Death ............................................................................................................................................. 152
Evoke [energy] ......................................................................................................................................... 153
Evoke Luck ............................................................................................................................................... 153
Expedite Destiny ...................................................................................................................................... 153
Fade (Rare) .............................................................................................................................................. 154
False Armour ............................................................................................................................................ 154
Fend Blow ................................................................................................................................................ 154
Fly ............................................................................................................................................................ 155
Glow.......................................................................................................................................................... 155
Gem of Reality .......................................................................................................................................... 155
Granite Weapon ....................................................................................................................................... 155
Grant Free Will ......................................................................................................................................... 156
Guard from Chaos ..................................................................................................