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Savaging the world of Glorantha

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Page 1: Savage Worlds Glorantha
Page 2: Savage Worlds Glorantha

Modifications

Derived Attribute: Power PointsAs in the Savage Worlds Rulesbook, Power Points fuel spells and various arcane reactions. In Savage Glorantha, though, every living creature has inherent Power Points equal to its Spirit x 2. While the maxi-mum number of Power Points can be reduced, it can never be increased beyond the Spirit x 2 limit.

A character can temporarily spend his Power Points on Battle Magic spells, but he may never spend all of his points ¬¬he must always have at least one point remaining or his hold upon the physical world will be severed and his spirit will cross over into the spirit plane. Temporarily expended Power Points return at the rate of one per hour. For example, while fighting trolls in the Big Rubble, Rurik casts Bladesharp 4 and Protection 4, for a total of eight Power Points spent. His Power Points temporarily fall to eight; however, the spent points will be fully recovered in eight hours.

A character may permanently sacrifice Power Points to purchase Rune Magics, attune runic weapons and armor, gain divine intervention, and make other significant arcane sacrifices. As described previously, though, a character may never willingly sacrifice his last Power Point or he will pass into the spirit world. Each Power Point permanently sacrificed reduces the character’s maximum Power Points by a like amount. For example, after his adventure in the Big Rubble, Rurik decides it would be wise to sacrifice to Yelmalio for a Shield spell; his player “permanently” reduces Rurik’s Power Points to 14 in order to gain Shield 2. .

Once a character has lost Power Points permanently, he can gain new ones and thereby rebuild his Power

Point total. At the end of any adventure in which the character overcame the Spirit of an enemy with an offensive spell or through spirit combat, he may spend a Benny to “permanently” increase his Power Points. Only one Benny may be spent in this manner per ad-venture, and the character must actually have a Benny available to gain the increase. His maximum Power Points are always equal to his Spirit x2!

No Arcane Edges?That’s right; no Edges are required to cast ANY form of magic in Savage Runequest. Glorantha is a highly magical world in which the common man will likely know a spell or two; it is a place where rituals and magic are apart of peoples’ daily lives.

Spirit CombatSpirits, including ghosts, have only two traits: Smarts and Spirit. The values of these traits can vary widely, depending upon the type of entity encountered. A minor animal spirit, for example, might have Smarts d4 (A) and Power d6; however, a demigod might have Smarts d12+2 and Spirit d12+8! A table for random spirit contacts can be found below.

Savage Glorantha

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Spirit Contact Tabled100 Roll Smarts Spirit (PP)

01-10 d4 (A) d4 (8)11-20 d4 d4 (8)21-35 d4 d6 (12)36-75 d6 d8 (16)76-90 d8 d10 (20)91-95 d8 d12 (24)

96 d10 d12+1 (26)97 d12 d12+2 (28)98 d12+1 d12+3 (30)99 d12+2 d12+4 (32)100 Unlimited Deity

Spirits can perceive other spirits and sources of Power Points at a range of Spirit x 10. Within a range of Spirit x 1, they can determine roughly how many Power Points the being possesses (within four or five points either way) and can sense Mindlink and Runic (but not cult) affiliations. They can also attempt Spirit Speech at that range. Once in actual contact, spir-its can sense religious affiliations; the exact Smarts, Spirit, and Current Power Points of a creature; and its intent. Contact is also the range at which Spirit Com-bat begins.

To engage a spirit in combat, a character must locate one with a Detect Spirit spell or arrange for a priest or shaman to find one for him. If not automatically attacked by the spirit, the character may issue a chal-lenge; a declared challenge will do, since the spirit can read the Power Points (aura) of the character well enough to sense the invitation. Combat then begins, automatically breaking Mind Link and temporarily disconnecting the combatants from any other bound or allied spirits. Each round of Spirit Combat consists of opposed Power Point rolls (round down to the closest die type; current power points of 11 is a d10 for the roll) between the combatants.

The winner of a round can do one of several things: 1 A spirit could choose to disengage if combat-ing a physical creature. 2 The winner can temporarily drain one Power Point from the loser if he achieved a simple success, and one additional Power Point for each raise. 3 A winner with superiority in Power Points may attempt to capture the opponent. This happens im-

mediately and requires a second opposed Spirit roll. If the combatant attempting the capture wins this second contest, one of two things will occur—a victorious spirit will possess the victim or a “physical” challeng-er will be able to bind the captured spirit, if he knows the Control Spirit spell and has an appropriate binding object. If the opposed roll to capture fails, the Spirit Combat will continue next combat round.

Binding SpiritsTo bind a spirit, a character must defeat one in Spirit Combat, know the Spirit Binding spell, and have an appropriate animal or spirit binding crystal at the ready. A bound spirit is in permanent telepathic link with the binder up to a range of five miles, and this contact can only be broken by spirit combat. If a binder dies, all of his bound spirits are automatically set free. A binder can use the Smarts of a bound spirit to store spells and Power Points to fuel Battle Magics. Furthermore, a spirit bound into an animal can act as a familiar! A character may never have more bound spirits than ½ his Spirit die type.

Edges

Initiate (specific Deity) Prerequisites: These vary by religion, but initiate status usually requires proof of dedication through regular attendance at services as a lay member for a year or longer and the successful completion of a test. This exam is abstracted by the requirement that the candidate possess various skills and abilities at certain levels of competence.

Benefits: Reduced spell training costs, if any; Cult Battle Magics up to 4 levels available; Initiate Divine Intervention; the opportunity to obtain rune magics; ransom equal to Spirit x 100L; possible room and board while visiting the temple; contacts and support through fellow members.

Obligations: Must tithe 10% of all income to the cult; must dedicate 10% of time to working for the cult; other strictures, treated as a Vow (Major), as indicated by the specific cult. See the cult descriptions for spe-cific details.

Rune Lord (Select a Specific Deity) Prerequisites: Heroic; Spirit d10+; Faith d12+; d12+

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in four other skills related to the cult; proof of dedi-cation (usually requires Initiate status for a year or more); and successful completion of a test—succeed in skill rolls for Faith and five selected cult skills. Rune Lords generally focus heavily upon martial skills, unless the cult in question demands pacifism, because they are their religions’ military leaders and heroes.

Benefits: Rune Lord Divine Intervention; the ability to attune iron armor and weapons; ability to gain an allied spirit; free battle magic training as time and resources permit; cult battle magics up to 6 levels available; the ability to obtain reusable specialty rune magics; board and succor; ransom equal to Spirit x 1000L; +2 Charisma when dealing with those who respect the cult; contacts and support through fellow members.

Obligations: A Rune Lord is accountable to his cult and must come at its call, but he has a fair measure of independence under normal circumstances. He has a duty to uphold his cult’s tenets and protect its worshippers; he must tithe 90% of all income to his cult; and he must adhere to other strictures, treated as a Vow (Major), depending upon specific cult. See the cult descriptions for specific details.

Priest (Select a Specific Deity)Prerequisites: Heroic; Spirit d12+; Faith d10+; Lit-eracy in Native Tongue; Persuasion d10+; d10+ in one or two more knowledge skills related to the cult; proof of dedication (usually requires Initiate status for a year or more); and successful completion of a test, abstracted —succeed in skill rolls for Faith, Persua-sion, and two selected cult knowledge skills. Rune Priests generally focus upon the administrative tasks of running the temple, carrying out religious services, and converting the uninitiated. They usually leave the heavy fighting and the direction of troops to their Rune Lords. Benefits: Access to all cult Rune Magics; reusable Rune Magics; the ability to attune iron armor and weapons; ability to gain an allied spirit; free battle magic training as time and resources permit; cult bat-tle magics up to level 8 available; board and succor; ransom equal to Spirit x 1000L; +3 Charisma when dealing with those who respect the cult; contacts and support through fellow members.

Allied SpiritPrerequisites: Rune Lord or Rune Priest A potential Allied Spirit (Smarts d6 and Spirit d10) will be summoned for a Priest or Lord upon his re-quest (and the purchase of this Edge). He will have to engage the entity in combat and overcome its Spirit with his own in an opposed roll. He need not reduce the entity’s Power Points to zero, just overcome its Spirit one time. Should the Runemaster fail to do this and be reduced to zero Power Points himself, the entity will disengage and reject his offer. Should this happen, the Edge is not lost, but another attempt to summon an Allied Spirit will not take place until the cult’s next high holy day. A character may never have more than one Allied Spirit.

The benefits of an Allied Spirit are many, and in general it is treated as a specialty Sidekick controlled by the Runemaster character. The ally is in perpetual Mindlink with the Runemaster; they can see through each other’s eyes, use each other’s spell knowledge and Power Points, etc. out to a range of five miles. The Allied Spirit can learn Battle Magic spells and sacrifice for its own Rune Magic spells. It can gain experience like any other character and benefit from additional Edges and attribute increases. Should the ally’s Spirit increase to a d12, it will automatically gain the benefit of reusable Rune Magics just like a Priest, without the other benefits and responsibilities. If bound into an animal sacred to the cult, the ally will have all of the natural abilities of that creature. If bound into an object, it will require the Runemaster to move it from place to place. Should the binding ob-

Obligations: A Rune Priest is ac-countable to his cult and it forms the focus of his life; depending upon the nature of the god he worships, a priest will dedicate most of his time to temple ac-tivities. He has a duty to uphold his cult’s tenets and protect its worshippers. He must tithe 90% of all income to his cult, and he must adhere to all of its other strictures, treated as a Vow (Ma-jor). See the cult descriptions for specific details.

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ject or animal be destroyed or killed, the Allied Spirit will lose its ability to perceive the physical world, but it can still be used like a bound spirit for its Power Points. The ally can be placed in a new binding object or creature after a week¬long ritual of cleansing and atonement.

Associate ShamanPrerequisites: Novice; Spirit d8; Healing d6; Knowl-edge: Plants and Animals d6; parents must be Sha-mans or the applicant must succeed at a Spirit roll and the applicable prerequisite skills.

Benefits: Reduced spell training costs; spirit mag-ics up to 6 levels available; ransom equal to Spirit x 100L; room and board with the Shaman who is training you; contacts and support through fellow members. 1 free spell point of spirit magic per year and automatic 1-point increase in POW at the end of every three years (not to exceed maximum).

Obligations: An assistant will live with, work for, and aid his shaman in every way. In return he will be taught the way of the shaman. An assistant’s time is not his own; most shamans have only two to four as-sistants and have no room for sluggards, backsliders, or disloyal followers. An assistant must spend 90% of his time with his shaman.

ShamanPrerequisites: To become a shaman, the assistant must awaken his Fetch; Heroic, Spirit d10; Healing d10; Summon Spirit d6; Spiritspeech d8.

Benefits: Board and succor by the tribe; ransom equal to Spirit x 1000L; +2 Charisma when dealing with those who respect Shamans; contacts and support from the tribe.

The Fetch: When magically attacked, the shaman uses both his own and his fetch’s Power Points to resist spells and spirits. (However when attacking, a shaman uses only his personal Power Points, not the fetch’s. Furthermore, a discorporate shaman does not use his fetch’s Power Points for defense.

The Power of the fetch allows it to maintain per-manent contact with spirits on the spirit plane - the shaman’s familiars, allies, and friends who aid his magical tasks. The number of spirits is unimportant.

The quantity of their total Power Points however, can-not be greater than the Power Points of the fetch. A fetch with a Power of 18 might capture one 18-point spirit, or it might for example take one 4-point, two 2-point, one 5-point, one 3-point, and two 1-point spirits. The fetch must maintain enough Power Points to keep these captured spirits, at a ratio of 1 Power Point to 1 point of captured spirit’s Power Points. If the Power Points are used by the shaman, the spirits will depart, always beginning with the largest ones first, and weakest ones last. A fetch reduced to zero Power Points does not die or disappear.

Mind Expansion: A shaman gains use his Fetch’s INT and Power Points, through permanent Mindspeech.

Discorporation: Sometimes a portion of the shaman’s spirit leaves his body and wanders deep into the spirit plane. During that time the shaman’s fetch is left to guard the sleeping body. The fetch cannot manifest if the shaman is not discorporate. when manifested on the mundane plane, the fetch will usually appear as an animal significant to the shaman. The resulting transparent form cannot be Dispelled, Dismissed, or Neutralized.

To discorporate, a shaman must expend a minimum of 5 Power Points during a ceremony ritual that requires one hour to complete. He must succeed at a Spirit test to discorporate. If he is successful, the shaman causes a portion of his spirit to temporarily leave his body and enter the spirit plane for one hour. Every addition-al Power Point spent during the ceremony increases the time that the shaman can remain discorporate by an hour. This is not so much a spell as magical ability - the discorporation process cannot be Dispelled.

When the shaman discorporates, his fetch forms on the mundane plane and protects the body awaiting the recoalescence of the spirit. The fetch can cast any spell available to the corporate shaman, but it cannot move or activate the shaman’s body. It is in Mind-speech with the portion of the shaman’s spirit on the spirit plane, as well. When discorporate, the shaman cannot use the fetch’s magic points to defend or at-tack, though he can use the fetch’s Power Points to fuel spells.

If the discorporate shaman wishes to interact with creatures on the mundane plane, as shamans often do

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if they wish to engage in spirit combat, then they must use the Visibility spirit spell.

Second Power Points: The shaman may donate any of his Power Points that he wishes, to his Fetch, increas-ing its Power. This is the only way a fetch can gain Power. This second set of Power Points regenerates independently of the Shaman.

Second Sight: With this ability a shaman can see the auras of living things, as if using the Second Sight spell. No expenditure of Power Points is required, only concentration.

Captured SpiritsSpirits are automatically captured when a shaman battles it in spirit combat; reduces its magic points to zero; has a fetch with sufficient Power Points to main-tain control of the spirit; and orders his fetch to do so.Control type spells are not required. They always re-

main captured without protest until discharged, unless the Power Points of the fetch are reduced sufficiently to allow a captured spirit to flee. A captured spirit will perform one deed appropriate to the spirit after which it must be free. This is the only way that a shaman can use most of these spirits. Thus a spell spirit will teach or cast its spell, but it iwll not attack someone to pos-sess him.

FetchTo become a shaman, the assistant must awaken his fetch. He must go to a holy place and enter into a mystical quest, fasting and praying to the Great Spirit to awaken the powers within him. He remains on his quest for 1d6+1 days. At its conclusion the Horned Man, the First Shaman, will appear: he will tell the as-sistant that it is time to go, and will escort him along the path to shamanhood. Along the path the quester performs a special ceremony which always includes three stages.

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The Sacrifice: A number of points of the shaman’s Power Pool are permanently sacrificed to the future fetch. There is no minimum that must be sacrificed, but a fetch with only 1 or 2 Power Points is easily de-stroyed if it ever must combat attacking spirits. If the assistant safely completes his journey then this will be the beginning Power Points of the fetch. The fetch’s spirit will equal 1/2 of it’s Power Points rounded down. If the assistant fails or dies, then these points are lost for good.

Awakening the Fetch: A successful Summon Spirit skill roll must be made. If the roll is successful, then the fetch is awakened into conciousness. It’s Power Points is the amount sacrificed to it. The process also awakens a Smarts of d6. As explained below, the fetch will add it’s Power Points to the shaman’s as additional defense against the Bad Man attack. If the roll is a failure, the sacrificed Power Points are lost and no fetch awakens.

The Fight with the Bad Man: Spirit combat with the Bad Man occurs at the journey’s end. This spirit has 35 Power Points and a Spirit of d12+5, and will spirit combat any quester with a fetch for 2d6 rounds. Questers without a fetch will be fought until the Bad Man is destroyed, or until the living person is pos-sessed. The Bad Man will not attack the Horned Man, nor will the Horned Man defend the new shaman.

Hindrances

The Curse of Iron (Major)Uz and Aldryami have been cursed to suffer greater harm from iron weapons. Whenever members of these two races are injured by an iron weapon, the severity of the wound is increased by one degree—a Shaken result will become a Wound, a Wound will become two Wounds, etc.

Divine Intervention The gods of Glorantha often involve themselves in the daily affairs of men. The direct intervention of a god may be sought by any devout worshipper, as indicated by Initiate status or higher within the cult. When aid is sought, it is important to remember that the god in question will be limited by its nature. For example, Orlanth, god of movement and the winds,

cannot make a volcano erupt or turn water into steam. He could, however, grant a character the gift of flight, cause a tornado to suddenly strike, or put out a fire by taking all the air out of an area. Under no circum-stances can a god intervene or interfere inside the temple of another deity! Initiate Divine InterventionWhen an Initiate asks for divine intervention, roll a d100 against the character’s Power Points (maximum, not current) or less. If the roll is equal to or less than that number, the supplicant’s request is granted and his Power Points (maximum, not current) are “per-manently” reduced by the amount rolled. Should the roll exactly equal the character’s Power Points (again, maximum and not current), his request will be grant-ed, but he will pass on into the spirit world, called to the serve at the side of his god.

Rune Lord Divine Intervention A player whose Rune Lord is requesting divine in-tervention must first sacrifice any remaining Bennies and then roll a d10; if this number is equal to or less than the character’s Power Points (maximum, not cur-rent), the request will be granted and the Power Points (maximum, not current) will be permanently reduced by the amount rolled. Should the roll be exactly equal to the character’s Power Points (maximum, not cur-rent), the Rune Lord’s request will be granted, but he will pass into the spirit world to the serve at the side of his god.

Priest Divine InterventionIn a pinch, a Rune Priest can attempt a request for Divine Intervention just as an Initiate does; however, most Rune Priests will instead sacrifice for the Divine Intervention Rune Magic.

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Gloranthan Battle Magic The BasicsAll sentient beings have the ability to learn basic magic, hereafter referred to as Battle Magic, and few individuals reach adulthood without knowing at least one spell. Divine spell casters learn spells from their priests. Animist/Spirit spell casters learn spells from their shamans. Most Battle Magic spells can be pur-chased by finding a friendly priest who can teach the desired magic and then paying him the customary fee in Lunars, or for Spiritist/Animist communities Battle Magics may be learned from a Clan Shaman. It takes a full week of uninterrupted time in communication with a priest through Spellteaching to learn a single Battle Magic spell. There is nothing secret about the common battle magic spells, but cult specialty spells are reserved strictly for devout worshippers of initiate status or higher. CreditA cult will often extend credit, once, to any member of good character. The diviners of the cult will judge the Spirit of the applicant and grant credit equal to his Spirit die times 200L. This credit must be repaid with-in a year if the character is to avoid excommunication or other retribution. Fixed and Variable SpellsFixed spells can only produce an effect of a specific intensity; Disruption, for example, always causes d6 damage if it overcomes the target. Variable spells, on the other hand, can be learned in increasingly more potent magnitudes or levels of effect. Each level of intensity cast costs one Power Point; therefore, cast-ing Bladesharp 4 would require four Power Points. Moreover, a character can always choose to cast a spell at a lower level than the maximum known. For example, if a character knows Bladesharp 4, he can always choose to cast Bladesharp 3, 2, or 1 instead.

Each level or magnitude of a spell is learned as a separate spell, requiring a week in uninterrupted Spellteaching and a separate cost in Lunars. For ex-ample, Rurik learned Healing I for 500L from a local Chalana Arroy priestess some months back. After a near¬death experience in Gimpy’s, the Yelmalian de-cides to purchase two more levels of Healing. Healing II will cost Rurik 1000L and an uninterrupted week in

Mindlink with the priestess, and Healing III will set him back a whopping 1500L and yet another week’s time in Mindlink. Rurik scrapes together 2500L and returns to see the priestess.

Focused and Unfocused SpellsMany spells require a focus, usually a carved rune of some sort, to be cast effectively. Using a focus to cast a spell involves looking at that focus, pointing at the target, and reciting the incantation required to acti-vate the magic. Spells cast using a focus only require a single action to complete, and their casting may be combined with other actions during a single combat round (normal multiple action rules and penalties apply). Spells requiring a focus can be cast without that focus, but they require two full combat rounds to cast, to the exclusion of all other activity, except for free movement. The knowledge required to create a focus for any spell is always imparted when that spell is learned. Note: Spells affecting the caster’s body do not require a focus. Given time and reasonable tools, a character may create a focus for any spell he has learned. Note: Because magic is common in the myriad lands of Glorantha, it is seldom wise for ad-venturers to tattoo foci upon their bodies,unless they wishes to risk having captors cut those symbols from their flesh.

Limit to Learning SpellsA character may learn a total number of levels of spells equal to his Smarts x2. For example, a charac-ter with a d6 Smarts will be able to keep up to twelve levels of different spells in mind at any given time and will be able to use and reuse those spellswithin the limits of his Power Point pool. Spells which are not variable count as one level of spell. For example, a character with a smarts of d6 can know 12 levels of spells, such as: Befuddle (1), Bladesharp (5), Coordination (1), Countermagic (4), and Darkwall (1). Note: A character may “know” any number of Rune Spells.

Offensive SpellsAny spell that directly affects another creature and is not desired by the target is referred to as an offensivespell. Such spells usually provide the victim with an opportunity to resist. When casting an offensive spell, the mage must succeed in an opposed Power Points roll (use Current Power Points, rounded down to the

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nearest die type) against the target if the spell is to be successful.

Backing a SpellAny Battle magic spell can be “backed” with addi-tional Power Points to help it punch through Counter-magic or Shield or to prevent it from being dispelled. For example, Rurik casts a Demoralize at a troll priest protected by Countermagic 4. He decides to back the spell with five extra Power Points to make certain it penetrates, so he spends a total of six Power Points.

Spellcasting Rolls?For a Gloranthan, casting a spell is as simple and cer-tain as closing a door, putting on a shoe, or drawing asword. Therefore, when a Battlemagic spell is cast, no die roll is necessary, unless the spell is “attacking” atarget. In that case, a successful opposed Spirit roll will be required for the spell to take effect.

Battle Magic ListArmoring Enchantment (see Enchantments)

BefuddleRank: Novice Range: 40 Type: Focused and Fixed Power Points: 1Duration: 10 Cost: 1500LThis spell confuses an opponent who succumbs to it, causing him to wonder such things as, “Is that a friend? Which ones are my enemies? Why is every-

one fighting?” A Befuddled enemy will not attack, cast an offensive spell, sound the alarm, etc. If at-tacked, he will defend at full value and will no longer suffer the effects of the spell in following rounds.

Binding (Species) Enchantment (see Enchantments)

BladesharpRank: Novice Range: 40Type: Focused and Variable Power Points: 1+Duration: 10 Cost: 500+ LThis spell can be cast on any thrusting, stabbing, or hacking melee weapon, providing it with a bonus of +1 to Damage for each level of the spell cast. Blade-sharp 4, for example, would provide a weapon with a +4 bonus to Damage rolls with the weapon enchant-ed! The blade of a weapon enchanted with Bladesharp shines supernaturally. BludgeonRank: Novice Range: 40Type: Focused and Variable Power Points: 1+Duration: 10 Cost: 500+ LThis spell is identical in effect to Bladesharp, but it works on smashing weapons, rather than edged. A weapon enchanted with Bludgeon with take on a black, glossy sheen. Control SpeciesRank: Novice Range: 40Type: Focused and Fixed Power Points: 1 Duration: 10 Cost: 1500 LEach casting of this spell subjects the indicated spe-cies to the caster’s will. Shamans usually learn to Control spirits. Control spells for other species are generally available to them. Thus, there is Control Disease Spirit, Control Ghost, Control Wraith, and so forth. Additional otherworld creatures controlled by variations of this spell include: healing spirits, hel-lions, intellect spirits, magic spirits, power spirits, spell spirits, and the various elementals, nymphs, choncons, and passion spirits.

To use a Control spell the shaman must first reduce the Power Points of his target to zero in spirit combat. The next melee round the shaman must cast his Con-trol spell, attempting to overcome the creature’s zero Power Points with his own Power Points. If success-ful the creature must obey all commands issued by the shaman. These commands must be given, acted upon

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and completed, before the end of the spell’s duration. Thus spirit magicians use their Control spells primar-ily to capture otherworld creatures into enchanted devices.

The controlled creature is in a special form of tele-pathic communication with the shaman. This mental communication is limited to line-of-sight. The sha-man must use a Control spell to learn specific infor-mation about the creature, such as the creature’s name or the values of specific characteristics or skills.

To instruct a Controlled creature the shaman must form a mental image of the actions that he wishes the creature to perform. Commanding a creature takes a full round before the creature will act.

CoordinationRank: Novice Range: 40Type: Focused or Unfocused and FixedPower Points: 2 Duration: 10Cost: 1500 LThis spell increases the target’s Agility by two die types. Even an Agility score of a d12 can be affected in this manner, with each step over the d12 adding +1 to the trait. Coordination is unfocused when used on the caster or focused when used on someone else. CountermagicRank: Novice Range: 40Type: Focused or Unfocused and VariablePower Points: 1+ Duration: 10Cost: 500+ LCountermagic is a defensive spell that attempts to stop incoming magics targeted against the protected individual; it may be used to shield the caster, an-other person, or any object within range. It absolutely will not interfere with previously enchanted objects or individuals—think of it as a force field placed around the recipient. Spirits and elementals cannot be dispelled with Countermagic, and it operates at half value against Rune Magic. It works as follows:

a) If the oncoming spell is two or more Power points weaker than the Countermagic, then the attacking spell is eliminated and the Countermagic remains ac-tive. b) If the oncoming spell is within one Power point either way of the Countermagic, they eliminate each other.

c) If the attacking spell is two or more Power points stronger than the Countermagic, it eliminates the Countermagic and takes full effect on the target, as-suming the “attacking caster wins an opposed Spirit contest.

Anytime a caster’s spell has been defeated by Coun-termagic, he will sense the protective magic’s pres-ence. Countermagic is unfocused when used on the caster and focused when used on someone else. This spell can never be combined with Protection, Shim-mer, or Spirit Shield. DarkwallRank: Novice Range: 40Type: Focused and Fixed Power Points: 2Duration: 10 Cost: 1500LThis spell creates a ten yard wide by three yard high by six inch thick wall of darkness. This wall can be moved by the caster at a rate of three squares per round as long as he does this to the exclusion of all else, except free movement. Torches yield no light within the wall and creatures that see in all but total darkness cannot see through it—it is opaque to both sides. However, Uz and Mostali darksense are unhin-dered. Attacks into, out of, or through a Darkwall will suffer the standard darkness penalty of ¬6. DemoralizeRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: 10 Cost 1500LThe target of this spell will be struck with an over-whelming sense of inadequacy, a loss of faith, and a greatly diminished sense of purpose. He can still defend himself at full value, but he may not cast of-fensive spells and all of his Trait rolls will suffer a ¬2 penalty. If affected by Demoralize prior to the start of combat, the Demoralized target will generally avoid engagement and may run or surrender if faced with an obviously superior foe. A Fanaticism spell will cancel the effects of a Demoralize and vice versa. Demoral-ize requires an opposed Spirit roll. Detect DetectionRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 300LThis spell may be cast upon any person or object within range, and it tells the caster whether or not that

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subject is being detected by magic of any kind. Detect Detection is unfocused when used on the caster or focused when used on another. Detect EnemiesRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 300LThis spell gives the direction and distance from the caster of any being intending to harm a specific individual upon whom the caster concentrates. If the caster does not specify someone else as the person whose enemies are being detected, the spell will de-tect the enemies of the caster. This spell is stopped by three or more yards of solid stone or metal.

Detect GemsRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 1000LThis spell gives the number and position relative to the caster of all gems within range. Like Detect Magic, it will cause all detected items to glow while the spell is in effect. The position given provides both direction and distance from the caster. This spell is stopped by three or more yards of solid stone or metal. Detect GoldRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 300LThis spell gives the quantity, distance, and direction relative to the caster of all gold within range. Like Detect Magic, it will cause all detected items to glow while the spell is in effect. This spell is stopped by three or more yards of solid stone or metal. Detect LifeRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 300LThis spell gives the direction and distance from the caster of any living creatures that are human¬sized or larger. The spell will classify the life¬forms de-tected into two categories: those that are from ¬1 to +1 in size and those that are +2 or larger. This spell is stopped by three or more yards of solid stone or metal. A raise on the Spellcasting roll will double the range of detection. Detect MagicRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 200LThis spell gives the quantity, distance, and direction relative to the caster of all enchantments and magi-cally potent objects within range. It will cause all detected items to glow while the spell is in effect. This spell is stopped by three or more yards of solid stone or metal. Detect SilverRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 300L

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This spell gives the quantity, distance, and direction relative to the caster of all silver within range. Like Detect Magic, it will cause all detected items to glow while the spell is in effect. This spell is stopped by three or more yards of solid stone or metal. Detect SpiritRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 300LThis spell gives the direction and distance from the caster of any disembodied entity within range of the spell. Detect Spirit also indicates if the beings detect-ed are of lesser, greater, or equal Spirit in relation to the caster. This spell is stopped by three or more yards of solid stone or metal. Detect TrapsRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 300LThis spell gives the direction and distance from the caster of any intent to trap. Thus, it would detect an ambush, magical trap, disguised pit, etc. It will not detect a naturally occurring pit or poison because there is no intent behind such things. This spell will make a three yard area around the trap glow, but it does not give the exact location or nature of any trap. This spell is stopped by three or more yards of solid stone or metal. Detect UndeadRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 300LThis spell gives the direction and distance from the caster of any unliving creature—zombies, vampires, animated skeletons, mummies, etc.—within range. The spell does not indicate the types of undead detect-ed but it will classify them into one of two categories: those that are ¬1 to +1 in size and those that are +2 or larger. This spell is stopped by three or more yards of solid stone or metal. Detection BlankRank: Novice Range: 40Type: Focused or Unfocused and Variable Power Points: 1 Duration: Instant Cost 500+ LA specialized version of Countermagic designed to

block detection spells, it may screen either the caster or another person from detection. It stops only de-tection spells, but unlike Countermagic, a success-ful detection blank will not let the person doing the detection know that there was anything present to be detected. Once breeched by a detection spell, a De-tection Blank automatically ends. Detection Blank is unfocused when used on the caster or focused when used on someone else. Dispel MagicRank: Novice Range: 40Type: Focused and Variable Power Points: 1+Duration: Instant Cost 500+ LThis spell allows a hero to negate any enchantment with a duration and the same or fewer Power Points than the Dispel Magic. When attempting to dispel Rune Magic, each point of a Rune Spell counts as two Power points! For example, in order to dispel a Shield 2, a Dispel Magic 4 will have to be cast. DisruptionRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 500LThis spell speeds up the random molecular motion

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in the target’s body, causing d6 damage, ignoring all worn armor and Protection spells. This spell may be targeted against specific body locations! DullbladeRank: Novice Range: 40Type: Focused and Fixed Power Points: 1+Duration: 10 Cost 500+ LThis spell, effectively the opposite of Bladesharp, can be cast on any thrusting, stabbing, or hacking weapon. Each level cast reduces Fighting rolls and Damage with the weapon by ¬1. A weapon enchanted with Dullblade will take on a sickly green sheen. EnduranceRank: Novice Range: 40Type: Focused and Fixed Power Points: 1+Duration: 10 Cost 1000LThis spell adds to the stamina of the target. Each point cast will remove one level of Fatigue. The Endurance spell has no effect on creatures that do not have or use fatigue.

ExtinguishRank: Novice Range: 40Type: Focused and Fixed Power Points: 2Duration: 10 Cost 1000LA favorite of trolls, Extinguish will put out one par-ticular fire up to the size of a large bonfire, or it will put out all small fires within a large burst template. Either way, the fires stay out and must be relit. Note that when the fires are Extinguished, the wood is cold and relighting must proceed as with a new fire. FanatacismRank: Novice Range: 40Type: Focused or Unfocused and Variable Power Points: 1+ Duration: 10 Cost 300LThis spell throws the recipient(s) into a single-minded killing mode that is similar to the Berserk edge: all of his Fighting and Strength rolls are increased by +2, Toughness increases by +2, and Parry is reduced by ¬2. In this state he cannot use skills requiring deep concentration, such as Shooting and Taunt, but he can do things like Fight. This spell will normally coun-teract a Demoralize spell. Additional levels of Fanati-cism beyond the first will permit the caster to affect additional targets simultaneously.

FarseeRank: Novice Range: TouchType: Focused or Unfocused and Fixed Power Points: 1 Duration: Instant Cost 500LThis spell gives the recipient vision similar to a x10 telescope, and this enhanced vision can be switched on and off by the user at will for the duration of the spell. FirearrowRank: Novice Range: 40Type: Focused and Fixed Power Points: 4Duration: 1 Cost 2000LThis spell creates an arrow or quarrel of fire which causes 3d6 damage if it hits. It is cast upon an or-dinary missile which is consumed by the fire. The Firearrow lasts for one full combat round after the one in which it was been cast—at which time the mis-sile is consumed. This spell cannot be combined with Multimissile or Speedart. FirebladeRank: Novice Range: 40Type: Focused and Fixed Power Points: 4Duration: 10 Cost 2000LCast upon the blade of an edged weapon, Fireblade causes the weapon to flame, inflicting 3d6 damage on a successful strike (regardless of the wielder’s Strength) if it hits. This spell requires unusual levels of concentration to maintain; therefore, if the caster takes damage or is shaken during the spell’s duration, it will end immediately. This spell is incompatible with other weapon affecting spells, such as Blade-sharp and Dullblade. GlamourRank: Novice Range: 40Type: Focused or Unfocused and Fixed Power Points: 2 Duration: 10 Cost 2000LThis spell temporarily increases the target’s Charisma by +2. The short duration of this spell prohibits its use in long¬term situations, such as convincing the guilds to extend more credit; however, it might be very useful in determining whether or not one will be ransomed or killed.

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GlueRank: Novice Range: 40Type: Focused and Variable Power Points: 1+Duration: 10 Cost 500LThis spell creates a 10 cm x 10 cm patch of glue with a Strength equal to the caster’s Spirit die type. This patch can be distributed in any shape the caster wish-es. Each additional level of Glue cast can increase the size of the patch or increase the strength by one die type. Glue only works on inorganic materials—hair, hooves, nails, etc. cannot be affected. HarmonizeRank: Novice Range: 40Type: Focused and Fixed Power Points: 2Duration: 10 Cost 1500LThis spell causes the victim to attempt to do exactly what the caster does, but it works only on humanoids of the same basic shape as the caster. Only one target may be Harmonized at a time; Harmonizing a second target releases the first. HealingRank: Novice Range: TouchType: Focused or Unfocused and Variable Power Points: 1+ Duration: 1 Cost 500LThis spell is used to repair damage to any creature

of the same race as the caster, as long as the spell is applied within an hour of receipt of the wound(s) in question. Each level of Healing cast will repair one wound taken by the recipient. If used on a wounded but still living extra, a successful Healing spell will cure his injury and return him to the action in a Shak-en state. A Wild Card sent to the Knockout Blow table can be immediately stabilized and prevented from dy-ing of his wounds if any level of Healing is cast upon him; furthermore, he may immediately return to the action in a shaken state. Healing has no effect whatso-ever on poison and disease; however, it can repair the effects of permanent injuries suffered on the Injury Table if the Healing cast is equal to the number of wounds caused by the Knockout Blow. For example, Jomo is struck in the head by a Lunar peltast’s sling stone and takes an unbelievable five wounds! After consulting the wound tables, it is determined that Jomo is mortally wounded and may die. Furthermore, if he does live, he will have to permanently reduce his Vigor by one die type. Fortunately for Jomo, Rurik is standing nearby and quickly applies a Healing 5 spell. Jomo is fully restored and his permanent injury is repaired! He may return to the combat in a Shaken state next round. Creatures of species other than the caster’s cost 2 points of Healing per Wound repaired.

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IgniteRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost 500LWith this spell a character can set fire to any normally flammable substance. It will have the effect of a stan-dard butane lighter; thus, it could be used to set fire to a pile of hay, a torch, a thatched roof, etc. The skins ofhumans or monsters cannot be set on fire; to set fire to such a creature’s hair, the caster would have to over-come its Spirit.

InvisibilityRank: Novice Range: 40Type: Focused or Unfocused and Fixed Power Points: 3 Duration: 10 Cost 2500L This spell makes a character invisible by attracting onlookers’ attention to a spot other than where he is.Attacks against an invisible target suffer a ¬6 penalty. This spell requires unusual focus and concentration;therefore, it will end immediately if the caster attacks, casts another spell, or suffers a Wound or a Shakenresult. It is common practice to use this spell for spy-ing and reconnaissance.

IronhandRank: Novice Range: 40Type: Focused and Variable Power Points: 1+Duration: 10 Cost 500+ L This spell is identical in effects to Bladesharp, but it affects all of the target’s natural weapons—fists, feet,head (head¬butt), claws, fangs, horns, etc. Natural weapons enchanted with Ironhand will glow with crimson light.

LightRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: 10 Cost 500L This spell must be cast upon something: a piece of wood, a stone, the tip of a finger, etc. The spell will thenlight up an area equal to that illuminated by a torch, usually a 40’ radius around the illuminated object.

LightwallRank: Novice Range: 40Type: Focused and Fixed Power Points: 4Duration: 10 Cost 4000L

This spell creates a ten yard wide by three yard high by six inch thick wall of light. This wall can be moved by the caster at a rate of three squares per round as long as he does this to the exclusion of all else, except free movement. It can be seen through from the side of the caster while the glare on the other side prevents vision from penetrating it. Interestingly, the darksense abilities of both Mostali and Uz, while not entirely vision¬based, are still prohibited from penetrating a Lightwall. A raise on the Spellcasting roll increases the duration to 15 combat rounds.

Magic Point Matrix Enchantment (see Enchant-ments)

MindspeechRank: Novice Range: 80Type: Focused and Fixed Power Points: 1+Duration: 10 Cost 1500L This spell permits the caster to communicate with one other sentient being through a form of verbal telepa-thy. Each additional level of Mindspeech cast permits the caster to communicate with an additional indi-vidual. It is important to note that Mindspeech does not create an open link between all parties targeted by the spell—there is only two¬way communication between the caster and each individual affected. MobilityRank: Novice Range: 40Type: Focused or Unfocused and Fixed Power Points: 1 Duration: 10 Cost 1500L This spell doubles the target’s Pace value. Mobility is often employed by huntsmen, elite cavalry units, police, and intelligent beasts of prey, such as baboons. MultimissileRank: Novice Range: 40Type: Focused and Variable Power Points: 1+Duration: 10 Cost 500+ L Each level of this spell, cast upon any missile before it is released, creates one identical missile that will be fired simultaneously with its original. Every mis-sile fired requires a separate roll to hit; however, a Multimissile attack is treated like Autofire—only one Wild Die is rolled per volley. This spell is incompat-ible with Speedart and Firearrow. This spell remains active for its duration or until the original missile is fired, whichever comes first.

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ProtectionRank: Novice Range: 40Type: Focused and Variable Power Points: 1+Duration: 10 Cost 500+ L Each level of this spell provides the target with +1 to its armor value. Protection is incompatible with Countermagic, Shimmer, and Spirit Shield. RepairRank: Novice Range: TouchType: Focused and Fixed Power Points: 2Duration: Permanent Cost 1500L This spell can be used to repair almost any dam-aged object of reasonable size. A broken or damaged weapon can be restored to its original shape, a shield can be fixed, or a piece of armor can be mended. All pieces of the object must be available if the Repair is to be successful. It is important to note that when a broken magical object is repaired, the magic within it is not restored. For example, breaking an object con-taining a bound spirit releases that spirit; Repairing the object does not bring the spirit back. Second SightRank: Novice Range: 40Type: Focused and Fixed Power Points: 3Duration: 10 Cost: 2000LThis spell allows a person to view the Power Points of living beings adn to guage its relative strength. This spell does not allowthe user to view the spirit plane. Shamans naturally have this ability adn do not need to expend magic points to use it.

The aura of all creatures within the spell’s range will glow only to the caster. If there are a large number of creatures within range it will be difficult for the caster to determine the Power Points of each. Undead things do not glow this way, for they have no Power Points. The Power Points of enchanted items are also vis-ible to users of this spell, though the Power Points in spells are not.

The gamemaster should tell the player whether the Power Points of the viewed creatures are much less than the Power Points of the user, within 5 points of it, or much greater than the user’s Power Points (for a shaman, include the fetch’s Power Points). An adven-turer can use the Second Sight spell to target spells and blows against enemies in the dark, as long as they possess Power Points. He will not be able to parry any

blows received from that enemy.

Any heavy opaque surface - a thick woolen blanket, a wooden wall, etc. - will block Second Sight.

ShimmerRank: Novice Range: 40Type: Focused or Unfocused and Variable Power Points: 1 Duration: 10 Cost 500+ L Each level of this spell reduces all Fighting and Shooting rolls against the protected character by ¬1. This also acts as Armor against area effect weapons. Shimmer is incompatible with Countermagic, Protec-tion, and Spirit Shield. SilenceRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: 10 Cost 500L This spell suppresses noise created by the movements of a target character, monster, or object. Thus, it will suppress the clank of a character’s plate armor while he tries to hide from an approaching enemy. However, it will not prevent an enemy from casting a spell, shut up a loquacious friend, or prevent an individual from shouting for help. SlowRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: 10 Cost: 1500 L This spell halves the target’s Pace value and prevents it from running. Slow is often employed by huntsmen, police, and intelligent beasts of prey, such as baboons.

SpeedartRank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: 10 Cost 500L This spell effects a single missile (arrow, bolt, sling stone, etc.), granting it a +3 Damage bonus. The spell remains active for its duration or until the enchanted missile is fired, whichever comes first. Spell Matrix Enchantment (see Enchantments)

Spirit BindingRank: Novice Range: 40Type: Focused and Fixed Power Points: 1

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Duration: 10 Cost 1500L This spell may be cast by an individual only after he has beaten a spirit in spirit combat, and it permits the binding of the defeated entity into a familiar (a spe-cial, cult-bred animal) or appropriate “holding” ob-ject, such as a Power Storage Crystal. Upon the death of the binder, all of his bound spirits will be released. Note: An individual may never bind more spirits than his ½ his Spirit die type. Spirit ScreenRank: Novice Range: 40Type: Focused and Variable Power Points: 1+Duration: 10 Cost 500+ L This spell must be cast upon an individual prior to his entering spirit combat, and each level cast causes a hostile spirit to receive a ¬1 penalty to its Spirit rolls to attack the protected character. This penalty is only assessed against the attack, never the defense. For example, Burly Bob has Spirit Screen 3 cast upon him before entering spirit combat with a temple guard-ian. The guardian has a d12 Power and Bob has a d10. During the first round of combat, Bob rolls a 7

for his opposed Power roll and the spirit receives a respectable 9. Normally, the spirit would have beaten Bob this round; however, the Spirit Screen protecting our hero reduces the guardian’s offensive value to 6; therefore, the spirit does not overcome Bob this time. Furthermore, Bob’s roll of “7” does not overcome the spirit because the Spirit Screen penalty only applies to the entity’s offensive capabilities—the creature still defends against Bob with its full value of 9. Spirit Screen is incompatible with Countermagic, Protec-tion, and Shimmer. StrengthRank: Novice Range: 40Type: Focused or Unfocused and Variable Power Points: 1+ Duration: 10 Cost 500+ L This spell increases the target’s Strength by one die type; even a Strength score of a d12 can be affected in this manner, with each step over the d12 adding +1 to the trait. Strength is unfocused when used on the caster or focused when used on someone else.Strengthening Enchantment (see Enchantments)

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Summon Species (see Summoning) Spirit Magicians normally summon only spirit crea-tures.

VigorRank: Novice Range: 40Type: Focused or Unfocused and Variable Power Points: 1+ Duration: 10 Cost 500+ L This spell increases the target’s Vigor by one die type; naturally, this also increases the target’s Toughness. Even a Vigor score of a d12 can be affected in this manner, with each step over the d12 adding +1 to the trait. Vigor is unfocused when used on the caster or focused when used on someone else.

VisibilityRank: Novice Range: 40Type: Focused or Unfocused and Variable Power Points: 2 Duration: 10 Cost: 1500LThis special spell transfers an otherworld creature from the spirit plane to the mundane plane, giving it a translucent form. The appearance of the form will be the shape which the invisible being had while alive, if any. The spell can be cast only on creatures on the spirit plane. A creature with this spell on it may cast spells or otherwise interact with the mundane plane, adn is subject to spells. Normal weapons will not affect such creatures whether or not they have magic cast upon them. Some otherworld creatures possess this as a natural ability which does not cost Power Points.

This spell is not subject to the normal Dispel, Neutral-ize, or Dismiss rules. To send a Visible otherworld creature back to the spirit plane requires that the ma-gician Dispel, Neutralize, or Dismiss the number of Power Points equal to the current Power Points of the otherworld creature.

Divine (Rune) Magic

The BasicsDivine (or Rune) Magic is available only to faithful members of the various cults; specifically, worship-pers of initiate status or higher. Generally speaking, initiates will only be granted access to the “common” rune spells, while each cult’s specialty spells will be reserved for its priests and lords. Each sacrificed Pow-er point permits a character to purchase one point of Rune Magic; some spells require significant sacrifices to obtain. While no other Edges (besides Initiate, Rune Lord, or Rune Priest) are required to sacrifice for Rune Magic, there is a huge drawback to invoking Rune Spells if the casting character is not a priest.

Casting Rune SpellsNo Power Points are expended when casting a Rune Spell because the necessary energy is provided by the character’s god; besides, permanent Power Points have already been sacrificed! Furthermore, no die roll is necessary and no physical focus is required because the character need only cry out to his god for aid. Regaining Rune SpellsA point of Rune Magic is “gone” once used and can-not be used again, except under the following circum-stances: a) Only Rune Priests can regain “Reusable” Rune Spells by spending a full day for each point of Rune Magic to be regained. This cleansing and atonement must take place at a temple to the character’s god. b) Non¬Reusable Rune Magics are gone forever once cast. c) Initiates and Rune Lords who cast Rune Spells cannot regain them at all; once cast, those points are gone. They can sacrifice more permanent Power Points, though, to acquire more points of Rune Magic. Stackable Rune SpellsSome Rune Spells can have their effects increased in potency by combining multiple points of the same spell. For example, a character who has sacrificed for four points of Shield could cast Shield I on four different occasions, or he could combine points in

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any manner up to the limits of his sacrifice: Shield IV, Shield III, or Shield II. When sacrificing for any stackable Rune Spell, each Power Point dedicated will purchase a single casting of that spell.

The Strength of Rune Magic It is important to note that a single point of Rune Magic is generally counted as two Power Points of Battle Magic when comparisons must be made. Backing a Rune SpellRune Spells, like Battle Magic spells, can be “backed” with additional Power Points to help them penetrate magical defenses. Remember, though, that each point of a Rune Magic is worth two Power Points of Battle Magic.

Common Divine Spells: Armoring Enchant-ment, Binding Enchantment, Dismiss Magic, Divi-nation, Excommunication, Extension, Find Enemy, Find (Substance), Heal Wound, Magic Point Matrix Enchantment, Mindlink, Sanctify, Soul Sight, Spell

Matrix Enchantment, Spellteaching, Spirit Block, Strengthening Enchantment, Summon (Species), Warding, Worship (Deity)

Divine Magic ListAbsorbtion (1 point/stackable)Status: Initiate Range: TouchDuration: 15 Minutes Cost: 0Type: Reusable This spell absorbs the Power Points of any enemy’s incoming Battle Magic or Divine spells and makes them available to the person who cast the Absorb-tion—the absorbed points are stored in the Spirit Plane, held for the caster’s use by his god. It only works on Battle spells with twice as many of fewer Power Points than points in the Absorbtion spell, or other Divine Spells on a 1 for 1 basis. For example, Absorbtion II would absorb any battle magic spell of up to four Power points, or Divine Spell of up to two

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power points. Absorbtion is incompatible with Reflec-tion, Shield, or Spirit Block. Should the Absorbtion be dispelled or its duration end, all remaining absorbed Power Points will dissipate. Armoring Enchantment (see Enchantments)

Berserk (2 points)Status: Initiate Range: 80Duration: 15 Minutes Cost: 0Type: Reusable Sends the recipient into a murderous fury. Personal safety and all but the strongest loyalties are forgotten in the rage to destroy, but the stamina and the com-bat skills of the spell’s target are greatly enhanced. A berserker is preserved from incapacitation, shock, unconciousness, or exhaustion. All poisons do only minimal damage to a Berserker. A Berserker will still die if indicated on the Wounds chart. A Berserker doubles his fighting roll, rolling his Fighting die type twice. He will also only Fully Attack. A Berserker cannot cast magic, dodge or any way defend himself. Adventurers may not attempt to shake-off its effects before the normal duration of 15 minutes expires unless extenuating circumstances, as judged by the gamemaster, allow the Berserker to snap out of the battle rage before that. If ruled possible this requires a Smarts roll at -2. When the spell expires the Berserker will be exhausted. His current fatigue points will be -2. If Berserk is cast upon a target under the effects of Fanatacism, this spell takes precedence, they do not combine.

Binding (Species) Enchantment (see Enchantments)

Bless Crops (1 point)Status: Initiate Range: 80Duration: 15 Minutes Cost: 0Type: ReusableIn the Spring this spell is cast upon an area of ground equivelant to that which a farmer can plow in a day. It will guarantee a minimum return of an average year’s harvest the following fall.

Breathe Air/Water (2 points)Status: Initiate Range: 80Duration: 15 Minutes Cost: 0Type: ReusableCastable on air-breathers or water-breathers, for the duration it allows the target to breathe as if it was in

its own element while in the other.

Cloud Call (1 point/stackable)Status: Initiate Range: IndeterminateDuration: 15 Minutes Cost: 0Type: ReusableThis spell brings or makes enough clouds to cover the area of the sky that can be seen from the ground by the caster. Such a gathering of clouds may rain. Each point of spell increases the cloud density by one percentile, as described in the World chapter of the Players Book. Also refer to that chapter for the effects of increased cloud cover.

Cloud Clear (1 point/stackable)Status: Initiate Range: IndeterminateDuration: 15 Minutes Cost: 0Type: ReusableFor the spell’s duration, each point of this spell re-duces the cloud density by one percentile. The area of sky that can be seen from the ground by the caster is affected.

Command (Species) (2 point)Status: Initiate Range: 80Duration: 15 Minutes Cost: 0Type: ReusableWhile it endures, this spell allows the caster to take over the actions and will of an unintelligent creature. The caster must see (or be able to distinctly sense) the beast to cast the spell, and it’s Power Points must be overcome by the caster’s Power Points. If successful then the creature will be in a special form of line-of-sight, telepathic communication with the caster. The caster must form a mental image of the actions that he wishes the creature to perform. Commanding a creature requires concentration of the caster for a full melee round.

Concealment (1 point)Status: Initiate Range: IndeterminateDuration: 15 Minutes Cost: 0Type: ReusableThis spell is a combination of two Battle Magic spells, Invisibility and Silence, and it has the added bonus of making the Invisibility “passive,” meaning that the character may attack or be attacked and not lose all the benefits of the spell in later rounds. If a character protected by this spell should attack with melee, missile, or magic, he immediately becomes

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visible for the remainder of the combat round. At the very end of the round, he will become Invisible again, unless engaged in melee!

Create Chost (1 point) One-UseStatus: Initiate Range: TouchDuration: 15 Minutes Cost: 0Type: One-UseThe Create Ghost spell must be performed over the body of a recently slain victim. The ritual tears the soul of the person from teh way that the sould natu-rally follows after death, and causes it to appear at the location of its old body and attack the casting priest in spirit combat. If the spirit’s Power Points are brought to zero, it is turned into a ghost bound at that place. Discorporation (1 point/stackable)Status: Initiate Range: TouchDuration: 15 Minutes Cost: 1+ (stackable)Type: ReusableThe caster temporarily detaches his spirit from his body and intentionally reunites them at will at a later time, or after 15 minutes, whichever comes first. The discorporate spirit may travel out to a range of 5 km its physical vessel, and the body remains co-matose until the spirit’s return. While in spirit form, the character may cast spells and instantly teleport to any location within the range that the character can maintain the separation; however, a critical failure on any Spellcasting roll will return the character imme-diately to his body. A discorporate character is treated in all respects like a disembodied spirit, but he can be forcibly returned to his body should an enemy cast a sufficiently powerful Dispel Magic upon him or his physical form. Should the character’s body be slain while he is discorporate, he will remain in the spirit world, showing no more interest in the material world than any other newly dead character would. Each ad-ditional point stacked increases the range that can be traveled by an additional 5 km.

Dismiss Magic (1 point/stackable)Status: Initiate Range: 80Duration: Instant Cost: 0Type: ReusableCast at a target, this spell eliminates magic from it. Each point of Dismiss Magic cancels two points of Battle Magic or Sorcery, or one point of Divine Magic. Only the Intensity component of sorcerous spells needs to be overcome. When cast against a gen-

eral target, without specifying any particular effect or target, Dismiss Magic will always destroy defensive spells, beginnign with the most powerful spell it can affect. However, it may be successfully cast against a specific spell if the caster can magically discern or can otherwise guess the specific spell. Divination (1 point)Status: Initiate Range: 80Duration: Permanent Cost: 0Type: ReusableThis spell allows the caster to ask a single question of his god. The answer will be a vision or a short sen-tence of up to seven words. The gods, bound by Time in the same manner as the rest of Glorantha, cannot see into the future. The ritual takes an hour to com-plete and must be performed in a recognized place considered sacred to that immortal (temple, shrine, etc.). The character must make a Faith roll to cor-rectly interpret the answer provided (the GM should always roll for this spell); otherwise, the interpretation of the message is inaccurate and the GM must provide erroneous information. Divine Intervention (1 point/stackable)Status: Priest Range: UnlimitedDuration: Permanent Cost: 0Type: ReuseableThis is the Rune Priest’s approach to Divine Interven-tion, a Rune Spell that provides a cumulative 10% chance per point stacked of invoking his god’s aid. The aid provided should be in keeping with the nature of the deity, and the benefits are limited. For example, a single character might be returned to life, or a party of adventurers might be teleported out of harm’s way. Furthermore, Divine Intervention cannot be used to harm another—no “Smite my enemies, oh Lord” type requests will be answered. While Divine Intervention cannot tell the future or alter the past, it can be pretty darned helpful. If the character’s Divine Interven-tion die roll fails, the points of the spell are not lost; instead, the deity simply refuses to do as requested. Excommunication (1 point/stackable)Status: Priest Range: TouchDuration: Permanent Cost: 0Type: ReusableThis spell can sever the mystical link that an initiate establishes with a god, causing the target of the Ex-communication to immediately and irrevocably lose

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all divine magic from the caster’s religion. Excommu-nication must be cast by a priest, and require an hour to complete.

Extension (1 point/stackable) Status: Initiate Range: TouchDuration: Instantaneous Cost: 1+ StackableType: ReusableThis spell must be cast along with whatever spell it is extending, but there is no multi¬action penalty for doing this. This spell doubles the duration of any spell it is cast upon. It doubles again for each stacked level. Any casting of Extension on a spell will elimi-nate the need for concentration, if this was already a requirement (Invisibility, Fireblade). Note: Any spell intended as the target of Extension must have a dura-tion—instantaneous spells gain no benefit!

Fear (1 point)Status: Initiate Range: 80Duration: Instant Cost: 0Type: ReusableThis spell brings or makes enough clouds to cover

Find Enemy (1 point)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1Type: ReusableThis spell alerts the caster to danger. The caster psychically knows of anyone within the spell’s range who intends to harm him, whether or not the lurker can be seen. The caster may also designate another person to receive the spell’s protection. In this case both the caster and the target psychically know who are the target’s enemies. Interposing a meter of any solid substance between the caster and an enemy po-tentially seen blocks the effects of this spell.

Find (Substance) (1 point)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1Type: ReusableThis spell informs the caster of the presence of the substance sought - the slight, identifying glow can be seen oly by the caster. This spell can detect hidden objects made of the substance unless they are beyond one meter of stone, soil, or metal. The caster will be aware of the presence of the object for the duration of the spell.

Float (1 point/stackable)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableEach point of this spell lifts 100 kg to just below the surface of the water. Heavier objects will not float, though they will sink more slowly than they would if the spell had not been cast. Lighter objects will be raised to be about halfway out of the water, bobbing about.

Heal Body (3 points)Status: Initiate Range: 80Duration: 15 Minutes Cost: 3Type: ReusableThis spell cures the total damage done to a body, regardless of hit location. The player of the affected character simply erases all damage tkaen. Heal Body will not, however, regrow or heal a maimed or sev-ered limb.

Heal Wound (1 point/stackable)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThis spell repairs damage done to a living creature. It will work equally well on any living thing, whether complete or incomplete, as long as it takes Wounds. This includes such things as people, animals, plants, intelligent weapons, or certain otherworld creatures. This spell converts Power Points into healed Wounds. The caster must simultaneously cast a number of Power Points equal to the points to be healed.

Illusions: Once an illusion has been magically cre-ated it becomes a part of reality, however temporary. Illusions cannot be disbelieved. An illusion with sub-stance can do damage and can be damaged.

The six spells below can be combined in any manner desired by the caster to create simple or complex illu-sions as desired, remembering that all uses of illusion are subject to the guidance of the gamemaster.

Illusion spells other than these certainly exist in the myriad universes of fantasy - usually they are merely complex combinations of the following spells.

If an illusion is cast upon an already-moving object, the illusion will move with the object. A sound illu-

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sion cast upon a noisy target will mask contradicting noises, and the same is true with contradicting tastes, smells, sights, etc. The following table suggest stan-dards for sense-related illusions.

Intensity Odor Taste Sound1 rose water whisper2 smoke banana conversation3 perfume lemon shout4 ammonia whiskey gunshot

Along with the spell Extension, Illusion spells are the only exceptions to the rule that only one divine magic spell can be cast during a melee round.

Illusory Motion (1 point/stackable)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableWithin range, this active spell animates illusions and moves them as desired by the caster. Each additional point of the spell allows the illusion to be moved at an increasing pace of 3”. The caster has to make Dexter-ity rolls to manipulate the illusion.

Illusory Odor (1 point/stackable)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThis spell reproduces a single scent from the caster’s memory. Since odor perception is the same for all species, this spell can fool other creatures. Three points or more of this spell forces the player of an adventurer encountering the odor to make a Vigor roll against the odor. Failure indicates the adventurer is overcome by nausea until the roll succeeds during some later melee round.

Illusory Sight (1 point/stackable)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThis spell creates a visual illusion which registers upon light sensitive organs. Each point of the spell will cover a one and a half foot radius. One casting of the spell can completely cover a small child; if one point were used to create the illusion that an adult was covered in armor plate, only a portion of the adult would appear to be covered by armor.

Illusory Sound (1 point/stackable)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThe sound created with this spell must be specified as to nature, duration, and intent at casting. The game-master should rely upon the player’s stated intent instead of the specified noises. If the character wishes to change the sound, he must cast another use of the spell.

Illusory Substance (1 point/stackable)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThis spell adds 6 kg to the solid matter of an Illusion per point. For purposes of combat each point of this spell adds 1 Toughness. An illusion with Substance can do damage. One point of this spell can cause 1d4 damage, two points 1d6 damage, three points 1d8 and so on. For an illusion with Substance to do damage the target must either strike himself with the illusion (such as walking into an illusory fire), or Motion must be combined with the Substance to give the caster fine control.

Illusory Taste (1 point/stackable)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThis illusion creates a single taste covering about 6 kg of material. The taste created must be familiar to the caster, though the target will eact to the taste as its experience dictates. If the target of the illusion cannot taste things, then this spell will have no effect.

Lightning (1 point/stackable)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableA blast of crackling energy projects from either the hand or some device of the caster (a spear, wand, sword, etc.) toward the target. Each point of Light-ning used will cause 1d6 points of damage if the caster overcomes its Power Points with his own. No armor protects against this damage, but spells which defend against physical attack will be effective. The Lightning discharge is very bright and will set afire dry, flammable materials.

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Madness (1 point)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1Type: ReusableIf the caster of this spell overcomes the Power Points of the target with his own, then the target suffers the effects given on the table below. The severity of the result depends on the spells success and whether or not the caster scores any raises. Once the spell has been cast its effects cannot be dispelled.

Madness Effect TableSuccess Level Effect on Target2 raises Lose a die type of Smarts perma-

nently, and roll again for precise result which lasts 30 minus Power Points days.

1 raise Paranoia. Victim attacks nearest person as if Fanatic (see spirit spell Fanatacism) for 30 minus Power Points minutes.

Success Catatonia. Victim collapses for 30 minus Power Points minutes and cannot be awakened.

Failure No effect on normal Smarts crea-tures; animal level Smarts creatures are confused for 30 minus Power Points minutes.

Snake Eyes Victim is unaffected.

Magic Point Matrix Enchantment (see Enchant-ments)

Mindblast (2 points)Status: Initiate Range: 80Duration: 15 Minutes Cost: 2Type: ReusableThis spell destroys the Smarts of the target if the cast-er overcomes the target’s Power Points. This effect lasts that number of days equal to half of the caster’s Power Points (round up) and cannot be dispelled. If the caster achieves a raise while overcoming the target’s Power Points then he also does 1d6+2 points of damage to the target’s head (plus bonus damage for hitting the head).

MindlinkStatus: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThis spell allows up to four participants to communi-cate telepathically and use each other’s magical abili-ties, such as knowledge of spells and Power Points—even without being specifically granted permission to do so. The following parameters more clearly define this spell: 1) A character must allow himself to be included in the link and may leave at any time.2) Morale affecting spells targeted against one linked member may affect all linked members.3) Once a Mind Link has been established, there is no limit to the range of communications.

MultispellStatus: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThis spell allows the user to combine two or more (1 extra for each stacked point of Multispell) Battle Magic spells and cast them at the same time, without the normal multi¬action prohibitions or penalties. Each Battle Magic spell’s resolution is handled sepa-rately, with the exception of casting multiple Disrup-tion spells—two could be cast together, for example, to cause a lump sum of 2d6 damage. Variable spells cannot be combined for greater effect through Multi-spell; for example, Protection 2 could not combined with Protection 2 to gain the benefits of Protection 4. This rune spell does not reduce the Power Points re-quired to cast any of the Battle Magic spells involved. ReflectionStatus: Initiate Range: TouchDuration: 15 Minutes Cost: 1+ StackableType: ReusableThis powerful Rune Magic reflects spells back upon the enemy caster whenever he fails the opposed Spirit roll against the person protected by Reflection. The reflected spell then attacks the caster with his own Spirit die! For example, if a broo casts Disruption at Rurik, who has Reflection I up, but the loathsome creature fails to beat Rurik in the opposed Spirit roll. The Disruption is now reflected back upon the broo who must make an opposed roll of his own Spirit vs. that of the caster—himself! Reflection will not work against any spell of greater points than the Reflection;

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however, remember that each point of a Rune Spell is worth two points of Battle Magic. This spell will last for 15 minutes or until dispelled. Reflection is incom-patible with Absorbtion, Shield, or Spirit Block. Regrow Limb (2 points)Status: Initiate Range: TouchDuration: 15 Minutes Cost: 2Type: ReusableThis spell regrows a severed or mangled limb. The gamemaster should roll d100 whenever a limb is lost. The result shows how much needs to be regrown - at the rate of 10% per game-week if the spell is applied within 10 minutes of damage, lengthening to 10% per game-month thereafter. This spell does not heal dam-age, so that the regrown arm must naturally heal or be otherwise magically aided.

Restore Health (to characteristic) (1 point/stackable)Status: Initiate Range: TouchDuration: 15 Minutes Cost: 1+ StackableType: One UseThis spell restores characteristics that have been lost to disease or to the effects of the sorcery spell, Tap-ping. This spell does not cure any disease that may be

present. Each point of Restore Health restores one die type of the specified characteristic. Use of this spell can restore characteristics up to their original value. There is a specific Restore Health spell for each type of characteristic.

Resurrect (3 points)Status: Initiate Range: 80Duration: 15 Minutes Cost: 3Type: One-useThis ritual spell allows an adventurer to be restored to life. First the body must be healed to normal, re-moving all Wound damage. If the body is dead from disease, the disease must be eliminated or the Resur-rect will be futile. This spell summons the deceased spirit to approach its former body. The caster of the spell can then start spirit combat with the deceased. If the initiate or priest succeeds in causing the deceased to lose magic points, then he can force the spirit back into the body and to return to full life. If the caster fails, the soul is lost to death. Each day after the first that the dead adventurer stays dead permanently reduces his current Strength, Vigor, and Dexterity by one die type. When any characteristic is reduced to zero or less, then that charcter is irrevocably lost. Thus a death from loss of a characteristic is not resur-rectable.

Sanctify (1 point/stackable)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThis spell blesses the volume of a 10-meter-radius sphere. Cast on level ground, one hemisphere will roughly be in the air, and the other within the earth. The boundary of the volume slightly shimmers in bright light. Anyone within any portion of the sphere is considered to be completely within it. The Sancti-fied sphere is not detectable by trolls’ dark sense, touch, or heat detection. If Non-Initiates, spells, or spirits cross the boundary, the caster immediately will be alerted to their presence. Ceremonies are perform-able within a Sanctified area that normally can be cast only in a temple. Additional points of Sanctify increase the area of protection by half. Thus a 2-point spell protects a 15-meter radius area, a 3-point spell protects a 22.5-meter radius, and so on.

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ShieldStatus: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableEach point of Shield stacked serves as a cumulative Protection 2 and Countermagic 2, and these effects can be combined with regular Countermagic and Protection spells! To get past a Shield spell, a Battle Magic spell must have one more Power Point behind it than twice the number of points of Shield in effect. Naturally, a Rune Spell would only need one Power Point greater than the number of Shield points. Unlike Countermagic, Shield does not drop when breached; it will remain in effect for 15 minutes or until dis-pelled, whichever comes first. If Shield is combined with Countermagic and a spell which would normally knock down a Countermagic spell of their combined strength is cast against the protected target, the Coun-termagic will drop, but the Shield will remain—both will not drop against a single spell. For example, Rurik has Countermagic 2 and Shield 2 up and is at-tacked by a Disruption spell backed with five Power Points (six points total). This is equal to the total Countermagic protecting him, so Rurik’s Counterma-gic spell drops, but his Shield spell remains in effect. Shield is incompatible with Absorbtion, Reflection, and Spirit Block. Soul Sight (1 point)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThis spell allows the recipient to see both the Power Points aura of the living and to magically know the actual current Power Points of other things and crea-tures, including the amount devoted to curently in-ef-fect spells (such as defensive spells). The recipient can also tell if a person viewed through this spell is an initiate; and if so, whether the initiate is active or not. This spell will not reveal if a person is a priest.

Spell Matrix Enchantment (see Enchantments)

Spell TeachingStatus: Priest Range: 80Duration: 15 Minutes Cost: 1Type: ReusableThis spell permits a Rune Priest to impart knowledge of a Battle Magic spell to any. The teacher and student are bound together in a specialized form of Mindlink, which permits the impression of the Battle Magic

spell into the recipient’s mind. This requires an un-interrupted week of training and ritual during which no other activity is permitted. Variable spells may be taught level by level—each requiring a separate week of training—or in a single session if the recipient has the money to do so. Spirit BlockStatus: Initiate Range: 80Duration: 15 Minutes Cost: 1+ StackableType: ReusableThis spell must be cast upon an individual prior to his entering spirit combat, and each level cast causes a hostile spirit to receive a ¬2 penalty to its Spirit rolls to attack the protected character. This penalty is only assessed against the attack, never the defense. For example, Burly Bob has Spirit Block 3 cast upon him before entering spirit combat with a temple guard-ian. The guardian has a d12 Spirit and Bob has a d8. During the first round of combat, Bob rolls a 7 for his opposed Spirit roll and the spirit receives a respect-able 11. Normally, the spirit would have beaten Bob this round; however, the Spirit Block protecting our hero reduces the guardian’s roll to 5; therefore, the spirit does not overcome Bob this time. Furthermore, Bob’s roll of “7” does not overcome the spirit because the Spirit Block penalty only applies to the entity’s offensive capabilities—the creature still defends against Bob with its full value of 11. Spirit Block is incompatible with Absorbtion, Reflection, and Shield; however, it may be combined with the Battle Magic spell Spirit Shield! Strengthening Enchantment (see Enchantments)

Summon (Species) (2 points)Status: Initiate Range: 80Duration: 15 Minutes Cost: 2Type: ReusableSee Summoning

Sunspear (3 points)Status: Initiate Range: 80Duration: 15 Minutes Cost: 3Type: ReusableThis spell works only in direct sunlight. When cast, a shaft of sunfire blasts one caster-designated target. The target must be visible to the caster. Without need-ing to overcome Power Points, a 1 meter diameter cylinder of damage descends upon the target. Every

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living thing within the circle receives 4d6 points of damage. The target’s thinnest armor only will protect against this damage; spells are ineffective.

Sureshot (1 point)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1Type: ReusableThis spell is cast upon a missile weapon. Unless the adventurer’s player rolls a both, the adventurer’s missile automatically hits - regardless of move-ment, range (as long as it is within maximum missile range for the weapon), concealment, etc. This spell is compatible with Speedart or Firearrow. It can be combined with Multimissile, but only the real missile is affected.

Thunderbolt (3 points/Stackable)Status: Initiate Range: 80Duration: Instant Cost: 3Type: ReusableThis spell draws a bolt of divine energy from the stormclouds and directs it at a specified target, with-out needing to overcome the target’s Power Points. The sky must have a cloud cover of at least 51%. Each additional level of this spell adds another tar-get that can be affected. This spell does 3d6 point of damage. Neither armor nor spells that protect against physical damage are effective against this spell., though countermagic will work.

True (Weapon) (1 point)Status: Initiate Range: 80Duration: 15 Minutes Cost: 1Type: ReusableCast on a specified melee weapon, this spell doubles the normal damage done by the weapon. If a weapon does STR+2 damage, and the adventurer has 1d8 for Strength, then he will roll 2d8+4 for damage with this spell in effect.

VisionStatus: Initiate Range: 80Duration: 15 Minutes Cost: 2Type: ReusableThis spell provides a viewpoint which may be up to 240 yards away from the recipient of this spell. Look-ing from that viewpoint is much like looking through the characters own eyes, but it gives a 180 degree view. Once cast, the viewpoint may be moved up to

three yards each combat round and turned up to 180 degrees. While using Vision, the character cannot si-multaneously look through his own eyes, but he may switch back and forth at the cost of an action. WardingStatus: Initiate Range: 80Duration: Permanent Cost: 1+ StackableType: ReusableThis spell requires four wands as props. They must be exactly six inches in length and may be made of light wood. This spell protects an area of 81 square yards or less from spells cast into it from outside, attacking spirits, or attempts to enter it by enemy characters/creatures. The spell also protects the air space above the area up to a height of three yards, effectively creating a cube of protection. This protective magic provides all the benefits of Countermagic 1, Spirit Shield 1, Disruption, and a Detect Enemies spell—the latter determines whether those entering are hostile and triggers the defenses. Each additional point of the spell stacked can be used to increase the potency of its Battle Magics, as though Multispell had been cast (mega¬Disruption!), or increase the area protected. The Warding will last and continue to function, even after being penetrated, until the wands are removed; any attempt to remove the wands by anyone other than the caster will trigger the defenses. Naturally, a Warding might be dispelled with Dispel Magic.

Worship Deity (1 point)Status: Initiate Range: 80Duration: 1 ceremony Cost: 1Type: ReusableThis ceremony spell allows a priest to lead a formal worship service to the deity specified. If this service is held on Sanctified ground or temple on a holy day of the god, then it will allow the priests to regain a point of lost Power. If held on the High Holdy Day, it will allow all priests and initiates to regain a lost Power Point.

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EnchantmentsEnchantments are used to store the knowledge of spells in physical items, magically defend places against intruders, gain control over other creatures, and for many other purposes. As a permanent change in the world, an Enchantment cannot be Dispelled, Dismissed, or Neutralized, though the runes of the Enchantment can be broken and the effect of the En-chantment thus cancelled.

Enchantments represent a permanent change to the environment of Glorantha, and require the expendi-ture of part of the casters Power Points (similar to the basic effect of acquiring Divine Spells). Each system of magic in Glorantha has it’s own basic spells for creating Enchantments. Spirit/Animist casters have a battle magic, Divine casters have a Rune Magic and Sorcerer’s have a Sorcery. Regardless of how the en-chantment is cast, each one requires an investment of Power to create. The Animist and Sorcerer have spells to cast, and have to add the Power investment when they cast the Enchantment, whereas the Divine caster sacrifices Power for each Enchantment to have it as a one-use Divine Spell.

Enchantments may be created with a number of conditions. Each requires an additional expenditure of Power during the Enchantment process.

Area of Affect Conditions: The Enchantment affects an area rather than a specific object; the size of the area is determined by the number of Power expended. An area Enchantment using only one Power Point will affect one hex. Each extra Power Point will increase the radius by one. Anyone eligible can use the magic point storage capacity of spell matrices Enchanted into an area. The magical strength of an area-affect at-tack is equal to the spellcasting roll of the Enchanter.

Attack Conditions: An attack condition added to a spell causes it to be cast when a target defined by additional Target Conditions violates the space or touches the item. Each Attack Condition costs one extra Power Point to add.

Link Spell Conditions: This Enchantment links together specified spells to create unusual effects. Expending 1 Power Point allows the Enchanter to tie

together any or all spells that are Enchanted in the de-vice. This essentially creates one very complex spell. To cast any one of the spells that are linked together requires casting the others as well.

Link Magic Point Conditions: This Enchantment links the magic point storage capability in a device to a spell or spells (if the spells are linked as well) so that when the spells are cast the Power Points used automatically come from that storage. Of course, magic points must exist in storage for the spells to draw from it. This costs one extra Power Point during Enchantment.

Target Conditions: These conditions are used to de-fine exactly who will not be affected by the Enchant-ments in an item. If target conditions are not speci-fied then the item will work against anyone. If target conditions are included as part of the Enchantment then the spells in the item will not be triggered by any target who fulfills the conditions. If the spells are cast by someone using the item, they will automatically fail against protected targets.

User Conditions: Normally, anyone can use an item. User conditions make it possible for the enchanter to restrict the use of the item. A Power Point spent allows the creator to bar one specific person or group of people from using the item. Any number of people can be included in the group as long as the group is clearly identified. It could be so large as to exclude everyone but the enchanter. Once this condition has been added to an item, the specified people can never use the item. If no one but the enchanter can use the item, then it will become useless when he dies. Only people who can use an item can add o the Enchant-ments or conditions in that item. It is possible to tie a condition to only part of the Enchantments on an item, for example while anyone could use the magic point storage capability of a ritual sword, only a storm priest could use the Bladesharp spell matrix.

Armoring EnchantmentRank: Novice Range: touch Type: Focused Power Points: 1 permanent Duration: 10 Cost: 1500 LThis enchantment is used to increase the Armor of an object or to give Armor to an object. Each time this power is bought it may be used ONCE to imbue

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the object with the equivalent of one point of armor. These armor points become one with the object. If this enchantment is used to create or increase the armor points of a living creature, it only affects one hit location (head, torso, left or right arm, left or right leg). If used on armor it affects a single piece.

Binding (Species) EnchantmentRank: Novice Range: touch Type: Focused Power Points: 1+ permanent Duration: 10 Cost: 1500 LThis enchantment costs 1 point of Power per attribute that the creature to be bound has. This enchantment creates a magical binding to hold an otherworldly creature inside an appropriate item or place. You need a separate spell to Control/Command/Dominate the creature to succeed in forcing it into a binding. A creature bound within an item has no natural senses and cannot perceive the world about it unless it uses magic. People in physical contact with an enchanted item can mentally communicate with a creature bound inside (if there are no conditions to the contrary) and can automatically command the creature to use its abilities. Some creatures have knowledge or abilities which the wielder can use while it is Bound within an item (i.e. intellect spirits, magic spirits, and power spirits). However, many creatures are not very ef-fective when so trapped and must be released to be useful (ie. Wraiths, healing spirits, elementals, etc.). Without the use of a control spell, a creature can be released from an item to perform one function, then it is free. If a control spell is used before the creature is released, then it can be commanded to perform many actions, and return to the Binding item. Control spells automatically work against creatures while they are bound in items. Also a control spell supersedes the innate control held over a creature bound into an item. An enchanter who does not use conditions to restrict the use of his items may find his Bound creatures stolen from him or turned against him by crafty op-ponents using the proper control spells. Anyone who can use the item can also cast spells on the creature trapped inside, and he does not need to be in physical contact with the item to affect the creature with spells. He must use magical means of seeing on the mundane plane (Mystic Vision, Soul Sight or Second Sight) to target spells against a Bound creature. Elementals and other creatures who are trapped in items cannot regain lost hit points until they manage to return to the otherworld.

Magic Point Matrix EnchantmentRank: Novice Range: touch Type: Focused Power Points: 1 permanent Duration: 10 Cost: 1500 LThis enchantment can be used to store one power point. These stored power points can be used to power or boost spells by anyone who can use the item. Power points stored in Enchanted items do not regen-erate on their own, but the user of the item can refill the power point storage capacity by expending his own magic points. It will take one round to store one power point in an Enchanted item. An Enchanted item cannot hold more power points than it has capacity to store them.

Spell Matrix EnchantmentRank: Novice Range: touch Type: Focused Power Points: 1 permanent Duration: 10 Cost: 1500 LUsing a spell matrix, an enchanter can store the knowledge of a spell in an item. Anyone who can use the item will gain the knowledge of the spell when-ever he is in physical contact with the item, though he will forget the spell as soon as he loses that con-tact. Even though practicioners of the different magic systems use the same procedure to enchant the knowl-edge of a spell into an item, the results for each differ. Spirit magicians and sorcerers do not lose the knowl-edge of spells for which they create matrices. Divine priests do lose the knowledge of the spell. Each time this Enchantment is cast, it allows 1 level of magic to be stored in the Enchantment; to store a Bladesharp 4 would require this spell be cast 4 times on the storage object.

Spirit/Battle Magic Matrix: The user of such an enchanted item has a chance of casting that spell equal to his Spellcasting roll. The person also needs to spend 1 power point per point of the spell.

Divine Spell Matrix: a divine spell that is Enchanted into an item will be cast unless the user botches his Spellcasting roll. If the casting fails, the user can try again the next melee round. Once used, the user must take the item back to the proper temple and perform a worship service before the spell can be used again. In essence, the Enchanted divine spell works like priest-ly magic. Only priests/rune lords can Enchant divine spells into items. One-use spells cannot be Enchanted.

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When the Enchantment is completed the priest/rune lord will lose the use of the re-useable Divine spell himself and has to seek out a temple to replenish it.

Sorcery Spell Matrix: a person who uses an item containing a sorcery spell must develop his own Sor-cery casting skill. He starts with an unskilled 1d4-2 chance to use each spell in an item. He increases his skill at casting such spells only through experience. If he later truly learns the spell (so that he remembers the spell when not touching the magic item), he will retain his developed skill.

Strengthening EnchantmentRank: Novice Range: touch Type: Focused Power Points: 1 permanent Duration: 10 Cost: 1500 LThis Enchantment makes the creature it is used on much hardier. Strengthening cannot be used on weap-ons, objects, or creatures that do not suffer Wounds. This spell increases the maximum number of wounds a target can sustain by one. These extra “Wounds” are taken first by damage, and do NOT accrue Wound Penalties.

SummoningSummon (species) spells are used to call otherworld creatures to the caster. Otherworld creatures do not usually live on the mundane plane, and a magician must use the Summoning spell to draw them to him. Then he may be able to magically control the creature using Dominate, Control, or Command spells.Even though followers of the three approaches to magic may learn the Summon (Species) spell in dif-ferent ways, it works identically for each.

Props for Summoning RitualsIn addition to quiet surroundings and the fog of in-cense invariably accompanying summoing, the sum-moner must constantly keep in his mind the image of the creature to be summoned. Usually he will use a picture of the creature or will wear, hold, or stare at portions of a similar creature’s body. Braziers full of roaring flames could be used for a fire elemental or wolf fur and teeth for a wolf demon.

Summoning Otherworld CreaturesA summoner can only Summon a creature not nor-mally residing on the mundane plane. Ghosts, all spir-its, wraiths, demons, hellions, and elementals usually must be summoned before the magician can attempt to use the control spells.

A summoner must succeed on a Spirit roll to summon an otherworld creature. He must also use a number of Power Points for the Summoning. If the number of Power Points used is less than the Power Points possessed by the specific creature that is being Sum-moned, then the Summoning automatically fails.

The full amount of Power Points is spent, regard-less of success. The summons requires one hour per Power Point spent in attempting the summons.

Results of the SummonsSuccess: Typically, a random specimen magically ap-pears at the spot where the Summons was performed, one melee round after the Summons was completed. The creature will be Shaken after it arrives, and will be unable to act until it comes un-Shaken. Once that happens, the creature can act. Summoned otherworld creatures automatically are hostile to the summoner and everyone in the area of the summoning. Depend-

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ing on the relative strengths of the Summoned entity and the summoner, the gamemaster may choose to cause the being to attack the summoner, to flee and remain on the mundane plane, or to return to the oth-erworld.

About 10% of the time, a successful summoner invokes an exemplary, huge, and/or more powerful version fo the Summoned entity than he expected. Just as there are powerful lords and kings on Earth, so are there equivelantly more powerful lords and kings for otherworld creatures. Such beings can choose to pass to the mundane plane when a foolish summoner shows them the way by trying to summon one of their subjects. The statictics given for discorporate creatures and elementals cover about 30% of the creature’s population. There are spirits with Power Points of 35, 50, and 100, though not many. There are also colossal elementals and some very nasty wraiths and demons.

Failure: No creature appears. The Power Points spent on the summons are lost, as if the summons was suc-cessful.

If the success roll is botched, then the gamemaster rolls percentile dice on teh Summons Encounter Table to determine what actually appears. Creatures appear-ing as the result of a botched summons always will be malign and will remain and attack the summoner for as long as they desire. If the creature begins to lose the battle, it will either flee or return to the other-world. Some summoned creatures have no effective attacks (healing spirits, intellect spirits, etc.)

Other Uses and Consequences of the SpellAn adventurer can learn the True name of any Sum-moned creature by succeeding with a Control / Com-mand / Dominate (Species) spell and asking that question. The answer usually will be pulled up from the being’s unconciousness. This method also can reveal specific information about the creature’s char-acteristics or skills. Each specific question requires an additional use of a control-type spell.

Sometimes a magician will desire to Summon a crea-ture that he has Summoned before, perhaps a creature powerful enough to do the job, but not dangerously overpowering - an achievement only possible if the adventurer knows the creature’s True name. (A True

name is the magical, unique name which every be-ing has individually, one ordinarily not conciously known.) The Summoning of a known creature is per-formed identically to any Summoning, except that a named request is made. This is also safer than random summonings, for no unexpected monstrosities will appear.

An adventurer can lose control of a creature in several ways. The creature can be destroyed through the loss of characteristics or Wounds. Any time that a control-type spell fails, then the Summoned creature is free. An adventurer can steal control of a Summoned entity by dispelling the control spell and casting his own, or by casting a control spell on a creature which is bound into an item that the adventurer can use (see conditions for Enchantment).

Normal Summoning TargetsThe following species are normally summoned with the Summon (Species) spell. Any such spells can be learned by any adventurer, as long as the the game-master indicates that it is available. Usually Sum-mons spells are learned only for entities that they can control, using the control spell.

Chonchon, Cult Entity, Cult Spirit, Disease Spirit, Elemental, Ghost, Healing Spirit, Hellion, Intellect Spirit, Nymph, Passion Spirit, Power Spirit, Spell Spirit, Wraith.

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Gloranthan BestiaryBaboonsThis is a standard Runequest baboon. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6 Skills: Fighting d6, Guts d6; Tracking d6; Notice d6; Stealth d6 Pace: 7”; Parry: 5(4); Toughness: 6(5) Gear: Spear (Str+2, Reach, +1 P) Spells: Speedart(1); Ironhand(1); Protection(1). Special Abilities • Claws/Teeth: +2 Damage • Fast: Pace 7 Player Characters: Strength d6; Claws/Bite +2; Pace 7; All Thumbs; Outsider

Basilisk (Page 7 of FTKB)

Bearwalker (Page 57 of FTKB)

Bison (Page 125 SW) Add +1 Size and +1 Strength

Bolo Lizards (Velociraptor, Page 57 of FTKB) Drop all skills to a d6 and Bite/Rake to Str+2.

Broos This is a standard Runequest broo—a filthy bastard, to be certain. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6, Guts d6; Tracking d6; Notice d4; Stealth d4 Pace: 7”; Parry: 5(4); Toughness: 7(6) Gear: Spear (Str+2, Reach, +1 P), Leather Armor (1 AP) • 50% Chance of Carrying a Disease • Butt: +2 Damage • 25% Chance of Random Chaotic Feature Player Characters: Not on your life!

Centaurs (Page 12 SB) Spells: Healing 2, Mobility, and Binding

Cliff Toad (Page 57 SB)

Cockatrice (Page 13 SB)

Demi-Birds ...

Dream Dragon (Page 20-22 SB)

Dragon SnailThis is a standard, abhorent Gloranthan dragon snail. Attributes: Agility d4, Smarts d4(A), Spirit d12+1, Strength d12+2, Vigor d6 Skills: Fighting d6 Pace: 2”; Parry: 5; Toughness: 12(9) Attacks: Bite (Str+2) Special Abilities • Size +4 • Shell: +3 Armor on Body • Bite: Str +2 Damage (Two attacks at no MAP if two¬headed) • 100% Chance of a Random Chaotic Fea-ture

Dragonewt, Crested Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, Vigor d6 Skills: Fighting d4; Shooting d4; Stealth d4; Spell-casting d4 Pace: 5”; Parry: 5(4); Toughness: 5(4); PP: 10 Gear: Short Sword (Str+2); Sling (4/8/16; Str+1); Small Shield (+1 P) Spells: Healing 2, Disruption, Mobility, Shimmer 1, Speedart Special Abilities• Size -1

Dragonewt, BeakedAttributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10 Skills: Fighting d6; Shooting d6; Stealth d6; Riding d10 Pace: 5”; Parry: 5(4); Toughness: 9(8); PP: 10

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Gear: Klanth (Str+3); Bow (12/24/48; 2d6); Medium Shield (+1 P) Spells: Healing 2, Disruption, Mobility, Shimmer 1*, Speedart, Bladesharp 1*, Repair*, Binding, Fireblade Special Abilities • Size: +1 • Scaly Skin: +1 AP • Beast Bond • Demi-Bird Partner

Dragonewt, Tailed Priest (WC)Attributes: Agility d8, Smarts d6, Spirit d12, Strength d8, Vigor d10 Skills: Fighting d8; Shooting d8; Stealth d6; Spell-casting d6 Pace: 5”; Parry: 5(4); Toughness: 9(8); PP: 10 Gear: Pole Axe (Str+4, Reach 1); Bow (12/24/48; 2d6) Spells: Healing 2, Disruption, Mobility, Shimmer 1*, Speedart, Bladesharp 1*, Repair*, Binding, Fireblade; Rune Spells (x1d10) Special Abilities • Scaly Skin: +1 AP • Dragonewt Rune Master • Beast Bond • Demi-Bird Partner

Dragonewt, Full Priest (WC) Attributes: Agility d8, Smarts d6, Spirit d12+1, Strength d12+2, Vigor d10 Skills: Fighting d12; Shooting d12; Stealth d12; Notice d12 Pace: 5”; Parry: 5(4); Toughness: 13(9); PP: 26 Gear: Klanth (Str +3); Pole Axe (Str+4, Reach 1); Bow (12/24/48; 2d6); Scale Armor (+2 AP) Spells: Healing 6, Disruption, Mobility, Shimmer 4*, Speedart, Bladesharp 4*, Repair*, Binding, Fireblade; Rune Spell (x 20)Special Abilities • Improved Sweep • Heavy Scaly Skin: +2 AP • Size +2 • Dragonewt Rune Master • Demi-Bird Partner

Dryads (Page 23 of SB) Eliminate Charm and add Healing 4, Vigor, Strength, Harmonize, Detect Life

Ducks Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d8 Skills: Fighting d4; Shooting d4; Stealth d6; Swim-ming d12 Pace: 4”; Parry: 5(4); Toughness: 5(4); PP: 12 Gear: Short Sword (Str+2); Sling (4/8/16; Str+1); Small Shield (+1 P); Leather Armor (+1 AP) Spells: Healing 2, Disruption, Speedart Special Abilities • Size -2 • Outsider • SlowPlayer Characters: Begin with Agility d6, Vigor d6, Outsider, Very Small: Size -2, Slow: Pace: 4, Swim-ming d12.

DwarvesThis is the typical, mindless Mostali automaton. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6; Shooting d6; Notice d6; Knowl-edge: Mining d6; Repair d6; Climbing d4; Guts d6; Pace: 5”; Parry: 6(5); Toughness: 8(6); PP: 12 Gear: Warhammer (Str+2); Crossbow (15/30/60, 2d6); Small Shield (+1 P); Chain Armor (+2 AP) Spells: Detect Magic*, Detect Gems, Detect Silver, Detect Gold, Bludgeon 1, Disruption, Healing 1 Special Abilities • Size -1 • Pace 5 Player Characters: Begin with Strength d6, Vigor d6, Knowledge: Mining d6, Small, Pace 5, Dark Sense, Outsider

ElvesThis is the typical, tree¬hugging vegetable; the deciduous variety are dormant throughout Dark and Storm Seasons. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6; Shooting d6; Notice d6; Stealth d6; Survival d6; Climbing d6; Swimming d6; Guts d6 Pace: 7”; Parry: 6(5); Toughness: 4(4); PP: 12 Gear: Shortsword (Str+2); Elf Bow (15/30/60, 2d6, Stores 2d6 Power Points); Small Shield (+1 P) Spells: Healing 2, SpeedartSpecial Abilities: • Size -1

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• Fast: Pace 7 • Iron Tolerance: Iron weapons cause great harm to elves—any result of Shaken becomes a Wound and any Wounds caused are increased by +1! Player Characters: Begin with Agility d6, Smarts d6, Survival d6, Stealth d6, Small, Pace 7, Outsider, Iron Intolerance

Gargoyles (Page 23 of FTKB)

Ghost (Page 128 of SW) Ghouls (Page 24 of FTKB) Giants (Pages 24-26 of FTKB)

Gorps (Black Blob, Page 9 of SB) Griffins (Page 30 FTKB) Add +1 Strength and Size; Smarts is d8 (Hu-man); Knows any five spells.

High Llamas (War Horse, Page 128 of SW)

Horses (Page 128 SW)

Impalas (Antelope, Page 5 of SB)

Jack O’Bears ...

Manticores ...

Minotaurs (Page 129 of SW)

Morokanths ...

Newtlings Small, amphibious, and cute as buttons—just make sure they get plenty of water to store in their tails. It is said that Newtlings are distant relatives of Dragone-wts, but only they know for certain. Attributes:Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6; Shooting d6; Notice d6; Stealth d6; Tracking d6; Swimming d12; Guts d4 Pace: 6”; Parry: 6(5); Toughness: 5(5); PP: 12 Gear: Trident (Str+2; P +1; Reach 1); Sling (15/30/60, 2d6) Spells: May have one or two spells at GM discretion Special Abilities • Size -1 • Aquatic: Swim Pace of 12; Must spend 8 hours in the water for every 40 hours out.Player Characters: Begin with Agility d6, Swim-ming d12, Small, Outsider, Aquatic

Ogres ... Pixies (Page 49 of SB) Add Befuddle and Disruption

Rhinos (Page 50 of SB) Rock Lizards (Tuatara, Page 44 of SB) Rubble Runners (Giant Rats, Page 49 of SB) Runners ...

Sables ...

Scorpion Men (Page 49 of FTKB)

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Shadow Cats ...

Skeletons (Page 130 of SW)

Sky Bulls ...

Snakes, Weapon (Page 50 of FTKB)

Tiger Sons (Page 60 of SB)

Trolls, Cave This is a godawful, chaos¬tainted, freak¬show of an Uz. Stay away or he’ll eat you!Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+1, Vigor d8Skills: Fighting d6; Survival d4; Intimidate d4; Guts d4Pace: 6”; Parry: 4(6); Toughness: 9(8); PP: 8Gear: Huge Club (Str+3, AP 2 vs. Rigid Armor, Parry ¬2, 2H) Special Abilities • Size +2 • 1 Point Skin • Claw/Bite: Str +2 • Dark Sense • Chaotic Regeneration: Make a Vigor roll each combat round to recover a wound! This roll does take penalties based upon the creature’s wounds. • Iron Intolerance: Iron weapons cause great harm to trolls—any result of Shaken becomes a Wound and any Wounds caused are increased by +1! • Major Phobia: Sunlight!

Trolls, DarkThis is the typical, Runequest dark troll. He is a true son of Kyger Litor and a role model to trollkin every-where. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d6Skills: Fighting d6; Shooting d6; Notice d6; Survival d6; Intimidate d6; Guts d6

Pace: 6”; Parry: 6(5); Toughness: 7(6); PP: 12Gear: Heavy Mace (Str+2, AP 1 vs. Rigid Armor); Sling (4/8/16, Str+1); Medium Shields (+1P);Leather Armor (+1 AP)Spells: Healing 2, Extinguish, Bludgeon 2Special Abilities • Size +1 • Dark Sense • Iron Intolerance: Iron weapons cause great harm to trolls—any result of Shaken becomes a Wound and any Wounds caused are increased by +1!Player Characters: Begin with Size: +1, Strength d6, Darksense, Outsider, Iron Intolerance

Trolls, GreatThis is a typical, godawful, Runequest great troll. He is a card¬carrying member of the brute squad, and hurting people makes him smile. Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d10 Skills: Fighting d6; Notice d4; Survival d4; Intimi-date d6; Guts d6 Pace: 6”; Parry: 5(3); Toughness: 11(9); PP: 12 Gear: Maul (Str+3, AP 2 vs. Rigid Armor, Parry ¬2, 2H); Sling (4/8/16, Str+1); Chain Hauberk Armor (+2 AP) Spells: Fanaticism ISpecial Abilities • Size +2 • Dark Sense • Iron Intolerance: Iron weapons cause great harm to trolls—any result of Shaken becomes a Wound and any Wounds caused are increased by +1! Player Characters: Begin with Size: +2, Strength d8, Vigor d6, Darksense, Outsider, Iron Intolerance, Dumb (Costs two leveling opportunities to raise Smarts), Clueless

TrollkinStunted, degenerate, and worthy of your utmost contempt. Never turn your back on one, though— re-member Rurik? Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6 Skills: Fighting d6; Survival d4; Intimidate d4; Guts d4 Pace: 5”; Parry: 6(5); Toughness: 4 Gear: Light Club (Str+1); Spear (Str+2, Reach 1, Parry +1, 2H); Sling (4/8/16, Str+1); Small Shield

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(+1P)Special Abilities • Size -1 • Dark Sense • Iron Intolerance: Iron weapons cause great harm to trolls—any result of Shaken becomes a Wound and any Wounds caused are increased by +1! • Major Phobia: Sunlight!

Tusk Brothers (Werehog, Page 60 of SB)

Tusk Riders ...

Tuskers ...

Unicorns (Page 58 of SB)

Vampires (Pages 132-133 of SW)

Walktapi ...

Wind Children (Avions, Page 11 of SW) Reduce Size ¬1 and Strength ¬1; Add Healing 2, Disruption, Speedart

Wolf Brothers (Page 133 of SW)

Wyrms ...

Wyverns (Pages 58-59 of FTKB) Add flying movement with Pace 10 and Accel-leration 4.

Zombies (Page 133 of SW)

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Gloranthan Currency1 Wheel = 20 Lunars = 200 Clacks Starting CashPeasant (Poverty) – 100 Lunars Townsman (Average) – 200 Lunars Barbarian – 100 Lunars (Receives Extra Gear) Noble (Noble) – 600 Lunars Yearly Stipend Filthy Rich Noble (Noble and Filthy Rich) – 1000 Lunars Yearly Stipend

Starting GearAll beginning characters can be expected to begin with the following gear, free of additional charge:

Clothing: Tunic, Breeches or Kilt, Sandals or Boots, Undergarments (Loincloth), Warm Cloak or Coat, Headgear, Hat or Cap.

Equipment: Knife, Fire Making Gear

In addition, a character may (GM discretion) begin with the following belongings, again free of addi-tional charge: Peasant: Snares, Water Skin, Basic Camping GearTownsman: Flasks, Torches, Lamps, Assorted Tools

Barbarian: Snares, Rope, Torches, Riding Gear (If Mounted), Basic Camping Gear, Week’s Rations, Mount (If Mounted Barbarian), Basic Weapons, Leather Armor

Noble: One Weapon, Ringmail Hauberk, Open Helm, 2H or Missile Weapon

Filthy Rich Noble: Several Weapons, Chainmail Hauberk, Full Helm, 2H or Missile Weapon, Riding Horse and Gear

The Costs of LivingAdventurer’s Pack - 25LBackpack - 1LBagpipes - 10 to 25LBarding - 5x Human CostBugle (Instrument) - 5LCart, Four Wheels - 85L

Cart, Two Wheels - 35LCask (5 Liters), Ale - 5CCask, Wine - 2LClimbing Gear - 20LClothing, Adventurer (Monthly) - 10LClothing, Peasant (Yearly) - 2LClothing, Noble (Monthly) - 20LClothing, Townsman (Yearly) - 5LCooking/Eating Gear - 2LFire Starter Kit (Bow and Block) - 1LFishing Gear - 4CFlask - 1LHammer - 2CHarp - 10 to 50LHorse, Cart - 50LHorse, Riding - 100LHorse, War - 500LHot Bath - 2CKeg (15 Liters), Ale - 15CKeg, Wine - 6LLamp - 5LLamp Oil (One Load) - 5CLur Horn (Instrument) - 25LLyre (Instrument) - 20 to 200LMallet - 5CMeal, Cheap - 2CMeal, Banquet - 1LMeal, Good - 5CMug, Ale - 1/2 CMug, Wine - 2CPapyrus/Vellum (Sheet) - 5CProvisions, Trail (Week) - 5LReed Pipes (Instrument) - 1-5 LRope, 15 Yards - 5LRoom, Dormitory - 5CRoom, Shared - 1L (Each)Room, Private - 2LSack, Large - 5CSack, Small - 2CSaddle and Tack - 20 to 200LStabling and Feed, Horse (Daily) - 6CTent, Large - 40LTent, Medium - 25LTent, Small - 10LTorches - FreeTrail Fodder (Weekly) -2 LWaterskin - 1LWeekly Cost of Living, Adventurer - 5LWeekly Cost of Living, Noble - 10LWriting Tools - 10L

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ArmorArea Protected Type Material AP Weight Cost NotesLegs Varies Leather 1 5 15L

Greaves Cuirboilli 2 6 40LPants Chain 3 8 120L

Greaves Plate 4 15 120LArms Vambraces Leather 1 3 10L

Vambraces Cuirboilli 2 4 30LSleeves Chain 3 5 75L

Vambraces Plate 4 10 100LTorso Vest Leather 1 7 20L

Cuirass Cuirboilli 2 10 80LByrnie Ring Mail 2 10 80LByrnie Chain Mail 3 12 200LCuirass Plate 4 25 400L

Torso and Arms Jacket Leather 1 10 30LHauberk Chain Mail 3 13 275L

Head Hood Leather 1 1 3LCap Cuirboilli 2 2 5L Hard cap with metal rivets

Open Metal 3 4 15L Protects 50% of the time - RomanFull Metal 4 8 50L Corinthian

ShieldsArea Protected Type Parry Bonus Weight Cost Notes

Where Interposed Small +1 8 15LMedium +1 12 30L +2 armor vs. ranged from front and left

Large +2 20 50L +2 armor vs. ranged from front and left

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Melee WeaponsWeapon Damage Weight Cost Min Str Bonuses and NotesAxe Str+2 2 25L D6Baton Str+1 1 10L -Battle Axe Str+3 10 40L D8Broadsword Str+3 8 50L D6Dagger Str+1 1 20L -Great Axe Str+4 15 50L D10 AP1; Parry -1; 2HGreat Hammer Str+4 20 75L D10 AP2 vs All; Parry -1; 2HGreat Sword Str+4 12 150L D10 Parry -1; 2HHeavy Mace Str+3 10 40L D8 AP1 vs Rigid Armor (Plate)Lance Str+4 10 30L D8 AP1, Reach 2Mace Str+2 5 15L D6Maul Str+3 20 40L D10 AP2 vs Rigid (Plate)Military Flail Str+3 15 75L D6 2H; Parry -1; Ignores Shield Parry BonusPike Str+3 25 30L D8 Reach 2; 2HPole Axe Str+3 15 75L D8 Reach 1, 2HQuarter Staff Str+1 8 10L - Parry +1; Reach 1; 2HRapier Str+1 3 100L - Parry +1Scimitar Str+3 8 50L D6Short Sword Str+2 4 25L -Spear, 1H Str+2 8 20L D8 Reach 1Spear, 2H Str+3 8 20L D6 Parry +1; Reach 1War Flail Str+2 6 40L D6 Ignores Shield Parry BonusWar Hammer Str+2 8 50L D8 AP 1 vs Rigid (Plate)

Missile WeaponsWeapon Damage Weight Cost Str Req RoF Range Bonuses and NotesArbalest 2d8 20 150L d8 1 15/30/60 AP2; 2 Actions to ReloadBow 2d6 3 50L d6 1 12/24/48Composite Bow 2d6 5 150L d8 1 15/30/60Crossbow 2d6 10 100L d6 1 15/30/60 AP2; 1 Action to ReloadDart Str+1 2 15L - 1 3/6/12Elf Bow 2d6 3 - d6 1 15/30/60 Stores 2d6 Power PointsJavelin Str+2 5 20L d6 1 4/8/16Long Bow 2d6 5 150L d8 1 15/30/60Sling Str+1 1 5L - 1 4/8/16Throwing Axe Str+2 1 35L d6 1 3/6/12Throwing Dagger Str+1 1 50L - 1 3/6/12

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Cults of GloranthaOrlanthStorm God, Chieftain, Warrior

Orlanth is the Storm God, god of adventurers, and the god of the barbarian kings. He made the world what it is with his strength, and his virtues keep it that way. He claims, by right of his deeds, overlordship of the universe. He is the god of warriors, farmers, and rulers, all three. The dominant Genertelan barbarian culture is named Orlanthi after him. Orlanth’s temples come in all sizes. His shrines teach Cloud Call.

Initiate MembershipRequirements: standard. Skills - Fighting.

Spirit Magic: Bladesharp, Demoralize, Detect En-emies, Disruption, Heal, Mindspeech, Mobility, Strength.

Note: initiates can sacrifice for all Orlanthi divine magic on the usual one-use basis.

Rune Lords (Wind Lords)Requirements: Wind Lords are the temporal lead-ers of the Orlanthi. A candidate must have d10 in any four skills chose from among the following: Climb-ing, Stealth, Persuasion, Riding, Notice, Knowledge: Stormspeech, or Fighting. They can learn the fol-lowing Orlanth divine magic reusably. Other Orlanth divine magic is available to Wind Lords on a one-use basis.

Common Divine Magic: Worship Orlanth

Special Divine Magic: Bless Woad, Command Sylph, Flight, Shield, Wind Words.

Priests (Storm Voices)Requirements: standard. Storm Voices are the spiri-tual leaders of the Orlanthi.

Note: the spells of Flight, Shield, and Wind Words are available to storm Voices on a one-use basis.

Common Divine Magic: all

Special Divine Magic: Bless Thunderstone, Cloud Call, Cloud Clear, Command Sylph, Decrease Wind, Increase Wind, Thunderbolt, Wind Warp.

Associated CultsChalana Arroy: provides Restore Health (Vigor) to both Wind Lords and Storm Voices.

Ernalda: provides Restore Health (Strength) to Storm Voices only.

Eurmal: provides Charisma to both Wind Lords and Storm Voices.

Issaries: provides Lock to both Wind Lords and Storm Voices.

Lhankor Mhy: provides Analyze Magic to both Wind Lords and Storm Voices.

Mastakos: provides Teleportation reusably to Wind Lords and on a one-use basis to Storm Voices. Pro-vides Guided Teleportation reusably to Storm Voices and on a one-use basis to Wind Lords.

Storm Bull: provides Face Chaos reusably to Wind Lords and on a one-use basis to Storm Voices.

Valind: provides Snow reusably to Wind Lords and on a one-use basis to Storm Voices.

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Special Orlanth Divine SpellsBless Thunderstone 1 point/stackable Status: Initiate Range: touchDuration: 15 Minutes Cost: 1Type: ReusableThis spell may only be earned by a full Storm Voice. It may only be cast on the High Holy Day of Orlanth upon a properly prepared flintstone, and thus canonly be cast once a year. The thunderstone must be activated before its magic operates. This is done by spending one Power Point while touching it, whereupon the stone begins to spark and crackle. The stone may be thrown, slung, held in one’s hand, or stuck against a target. Once the stone has damaged a target, or one melee round after activation in any case, it shatters and becomes use-less. For each point of Bless Thunderstone stacked in the casting, the stone does 1d6 damage and de-stroys 1d6 Power Points of a struck target. Armor pro-tects normally against the damage done by the stone. The Power Point drain can be stopped by protective spells - each 1d6 drain acts a 1 point of divine magic for purposes of blocking. If a 5-point thunderstone struck a target with Countermagic 8 or Shield 4, he would lose only 1d6 Power Points. Each time a thunderstone is Blessed, the caster loses 1 point of Power. Once a stone is enchanted, additional castings of Bless Thunderstone have no ef-fect.

The TricksterJeSter and SCapeGoat

Trickster goes by many names and many shapes. He is a liar, a shapeshifter, a joker, a murderer, an in-nocent victim, a ravenous glutton, usually insatiably selfish but occasionally touchingly generous. He is a paradox and a mystery, too shallow to be real. Tricksters are ill-mannered, gluttonous, and selfish in every way. They are vagabonds, drunkards, madmen, outcasts, and thieves.

Each Trickster cult is seperate from all others, each with its own divine spell. His temples are usually only shrines. Paradoxically, these many shrines work in unofficial harmony, for a worshipper can get rune spells from any shrine. However, the wide distance between shrines permits only well-travelled tricksters to carry a wide array of spells. Spirit spells taught vary greatly from shrine to shrine.

Initiate MembershipRequirements: the initiate must be willing to be-come an outlaw, plus pass any other test desired by the local trickster priest, who is always eccentric and sometimes cruel. He may make the candidate search through a huge steaming dungheap for one tiny pearl, or steal a stick from a wyvern’s nest.

Note: tricksters are, by definition, outside the law. The law does not punish their crimes, but there are no legal sanctions against those harming tricksters in any way, either. All tricksters are also acolytes, with access to reusable divine magic. A local trickster takes care of the shrine’s upkeep. In turn he gains the title of priest and a free yearly point of Power Point return, if he leads worship ceremonies.

Special Divine Magic: each shrine is different.

Special Trickster Spirit Spell:Hotfoot (Imp aspect)Rank: Novice Range: 40Type: Focused and Fixed Power Points: 1Duration: Instant Cost: 1500 L Note: shrines to the Imp provide a Spellteaching divine spell which teaches only the spirit magic of Hotfoot to its users.

If the target’s Power Points are overcome, he receives a burning pain in one foot (chosen by the caster), and he cannot stand on that foot for the rest of the melee round. If the target suceeds in an Agility roll, he can hop around on his other foot until the heat dies down. Otherwise he falls down.

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Trickster AspectsEach aspect of the Trickster has at least one type of shrine dedicated to him. Often, no specific name is given to a particular shrine, or a shrine is known sim-ply as something like Trickster Laughing or Trick-ster’s Toenails. Such generic shrines variously provide Reflec-tion and, individually, all the divine Illusion spells of Runequest, though a worshiper may have to travel a great distance to obtain them all. Many shrines teach combined, but limited, versions of the various Illusion spells to create a specific illusion. Some are: Create Wine (1 pt), Gold into Hay (1 pt), Create Feast (4 pts), Change a Cow’s Color (1 pt), and Make Fine Clothes (2 pts).

Special Trickster Divine Spells:Become (Other Shape) (Shapechanger) 3 points Status: Initiate Range: selfDuration: 15 Minutes Cost: 3Type: ReusableThis spell comes in many forms. It turns the user’s shape into that specified by the spell. The user retains all his old characteristics and skills, except his size may change. He cannot be larger than normal, but he can be smaller. He gains all of the abilities (or lack of same) of the new shape. Each shrine has only one type of shape the trickster can turn into. The shapes vary tremendously. The spell often turns the user inot an animal, but some spells turn him into a type of tree, a rock, or even (in Naskorian, a city of Ralios) a dirty shirt or (in Pent) a pile of dung.

Charisma (Seducer) 1 pointStatus: Initiate Range: 80Duration: 15 Minutes Cost: 1Type: ReusableThis spell increases the targets appearance one step above what it normally is, and adds +2 to Charisma for the duration. The target remains recognizable.

Conceal (Thief) 3 pointStatus: Initiate Range: 80Duration: 15 Minutes Cost: 3Type: ReusableThis spell makes the user invisible by attracting the enemies’ attention to a spot other than where the char-acter is. He remains unnoticed unless he wishes to

draw attention to himself, or he is detected by magic. If he makes a noise, an enemy could try to strike him by ear, subtracting -4 from chances of success. If the character protected by the spell attacks with missile, weapon, or magic, he becomes visible in the round he strikes, and remains visible until the end of that round unless engaged in melee. In any round the character disengages from melee, he disappears again at the end of the round of disengagement.

Crack (Destroyer) 2 pointsStatus: Initiate Range: 80Duration: Instant Cost: 2Type: ReusableThis spell must be cast at a non-living, non-magical object, including a piece of armor or a weapon. The targeted object immediately breaks into pieces. A Repair spell can fix the broken object.

Group Laughter (Jester) 1 point/stackableStatus: Initiate Range: 10 meter radiusDuration: 15 Minutes Cost: 1Type: ReusableThis spell ensures that everyone within the radius sees the point of every joke told, and is even capable of enjoying practical jokes played on themselves. Even old jokes that everyone knows seem funny when told to those affected by this spell. Additional points of this spell increase the radius of effect by 10 meters. This spell’s effects cannot be resisted. The caster can boost it with Power Points to help penetrate Countermagic or similar defensive spells.

Hide Fire (Firebringer) 2 pointsStatus: Initiate Range: 80Duration: 15 Minutes Cost: 2Type: ReusableThis spell is cast upon a container of any type or size, including a man’s hand, a burlap sack, or a pail. It permits the container to hold an appropriately-sized fire without burning or putting the fire out. Thus, a man could pick a candle flame off it’s wick and hold in his palm for the duration of the fire. He could also close his fist and hide the flame - when he opens his fist, the fire is still there.

Lie (Rogue) 2 pointsStatus: Initiate Range: selfDuration: Instant Cost: 2Type: Reusable

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This spell is indetectably cast at the same time that the trickster tells a lie. Anyone hearing the lie auto-matically believes it to be true, no matter how outra-geous. They continue to believe it until they have incontrovertible evidence of its falsehood, or for at least one melee round in any case. For instance, if a trickster used this spell to tell his friends that the Sun wasn’t going to rise tomorrow, it would elicit a great deal of panic until next morning or until a Yelm priest performed Divination and asked his deity what had ahppened. Those who hear the lie second-hand are not forced to believe it, and can talk the original hearers out of their misled faith.

Panic (Fright) 2 pointsStatus: Initiate Range: 80Duration: 15 Minutes Cost: 2Type: ReusableIf the user overcomes the target’s Power Points with his own, the target is seized with an overpowering terror. He cannot cast any spells or attack in melee, though he can parry or dodge normally. Usually, he runs away.

Remove (Body Part) (Dismembered) 2 pointsStatus: Initiate Range: selfDuration: 15 Minutes Cost: 2Type: ReusableThis spell allows the user to pull off the specified limb or organ without damage or pain. The detached limb can be moved by the user, and he receives normal sensory input from it. If he had Remove Hand, he could take off his hand and send it crawling away. Even if the user cannot see his limb, he can still control it and feel what it feels, though he may not be able to tell where or how far away it is. If the seperated limb is damaged, all normal rules ensue as if it were not detached - the owner can become incapacitated, take Wounds, or even be poisoned. The user cannot grow a new equivelant part with a Regrow Limb or Regenerate spell, until the old part is destroyed. The user can return the detached part if he brings it back within the spell’s duration. If the spell ends before it is restored, it must remain seperated until he casts the spell again.

Hallucinate (Truant) 1 point/stackableStatus: Initiate Range: self

Duration: 15 Minutes Cost: 1Type: ReusableEach point of this spell acts as 12 points worth of any divine Illusion or combination of Illusions including Motion, Odor, Sight, Sound, Substance, or Taste. The hallucination is perceived only by the spell’s user (and those in mindlink with him) and is completely unde-tectable to anyone else. A Second Sight spell shows that the magic affects only the caster.

Strike (Murderer) 1 pointStatus: Initiate Range: touchDuration: 15 Minutes Cost: 1Type: ReusableThis spell is cast upon a weapon. The next blow by that weapon ignores all armor.

Swallow (Glutton) 1 point/stackableStatus: Initiate Range: selfDuration: Instant Cost: 1Type: ReusableEach point of this spell allows the caster to swallow up to 6 kilograms of any substance. Thus, a 4 point spell would let the user swallow an average dog whole. The caster remains unharmed even if he swal-lows actively dangerous substances such as fire, acid, or poison. Any living being swallowd by the caster dies.

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