[Runequest4] RuneQuest magic notes
Lev Lafayette
lev_lafayette at yahoo.com.au
Mon Sep 19 05:30:09 UTC 2005
These are some pre-playtest notes I've received
directly from Steve Perrin.... I reckon we should test
these...
08. Magic
Magic in RuneQuest can be a dangerous, even explosive
discipline. There are many different forms of magic
available to adventurers and most learn at least a few
simple spells and incantations. From the refined
powers of Sorcery and Spirit Magic to the awesome
might of Dragon Magic and the ability to call upon the
Divine, spellcasters have a range of magicks to
harness. Few are completely safe and many
spellcasters in the past have been consumed by the
very power they had hoped to unleash.
This chapter describes the use of Rune Magic, the most
common found in Glorantha. Other types of magic are
covered in the RuneQuest Companion and other books.
Blood of the Gods One Source of Runes
Somewhere, the gods are at war or have gone through a
period of wars. This has very little effect on the
world of men. The gods still answer the appeals of
their worshippers in their traditional fashion. Yet
the blood of these same gods and/or their followers
falls or fell to the earth. This divinely charged
blood takes the shape of a natural object, such as a
rock, leaf, chunk of bark, sea shell, and so forth,
affiliated with the portfolio of the god or gods
minion. The only thing marking it different from
other rocks and debris is the Rune inscribed in the
object.
Runes fell everywhere, in small numbers and on random
occasions. You could walk down the same road every
day for thirty years and yet find a rock inscribed
with a Rune the next time you made the trip. These
Runes are valuable, have inherent power, and are worth
a great deal to those who can use them.
Other Sources of Runes
The above description covers a lot of situations and
worlds, but there are other potential sources for
Runes or similar sources of magic. These can include
sacred objects, such as the artefacts or bones of
saints, or particular gems and metals might have
innate magical power. The principles of this form of
magic can be adapted to those circumstances as well.
Finding Runes
By and large, it is up to the Games Master to place
Runes within his scenarios and quests, allowing him to
match the rate of his players progress with the
threats he know they will soon be facing. In this
way, Runes can be found in the possession of enemies,
buried within treasure hoards or scattered around lost
ruins. However, the description above of a common man
accidentally finding a Rune in a familiar place could
also hold.
The table on pXX allows a Games master to generate
common Runes randomly, if he should ever have a need.
First Rune Assumption
For many campaign worlds, the GM may wish to assume
that every adventuring age resident already has one
Rune, attained as part of a maturity ritual that might
be as arduous as a vision quest (for barbarians) or as
socially significant as a bar (or bat) mitzvah or
confirmation for townsmen and nobles. Or both. Some
GMs might want to make the attaining of this Rune the
first adventure of one or more characters who are sent
on a vision quest to learn what their path shall be.
What Rune should this First Rune be? For many human
cultures, the Man Rune (see pg XXX) is the obvious
First Rune, but a sea-going culture might consider the
Water Rune, or Air Rune, more appropriate. Elves might
consider Plant the obvious Rune, but a case could be
made for Light in at least some cases. Dwarves would
normally go for Earth or Metal, but Stasis is also
appropriate. Farmers of any race might want their
childrens first Rune to be Fertility. What Runes are
available for the First Rune, if any, is ultimately up
to the Game Master.
In some campaigns, the First Rune may only come with
the innate power (if any) associated with the Rune. In
other campaigns, the Basic Spell (see the Rune
Descriptions) may also be taught. Any other spells,
and using the Rune with other Runes, has to be learnt
as part of the adventuring career.
Becoming Rune Touched
Finding a Rune is just the first step in mastering
Rune Magic. A Rune by itself has power inherent
within its structure but this has to be integrated
with the magical potential of its holder before any
magic can be focussed through it. This is done by
assuming the Rune.
This involves meditation or a simple ritual, depending
on the holders culture, lasting an hour. At the end
of this hour, the holder makes a POW test. If this is
failed, then the Rune will be discordant to the
holders own magical abilities and he may never assume
it, though he may try again with another Rune of the
same type later.
If successful, the holder has assumed the Rune. He
permanently loses 1 POW but gains the title Rune
Touched and can now use this Rune for spellcasting.
So long as the Rune Touched remains alive, the Rune he
holds can not be assumed by anyone else unless he
gives it up willingly, see Relinquishing a Rune. The
actual Rune disappears from the object it was found
on. The object remains, but is entirely unremarkable.
Note that the Assumption of a Rune is not a casual
occurrence. The new Rune-Touched has started down a
Way. He is following the path of the Rune. By giving
up a point of POW he is linking the Rune to his very
being. From that time onward the Rune will guide his
life path.
Most Runes grant special bonuses or abilities to those
who have assumed them, as detailed in their
descriptions. These are gained as soon as the Rune
has been assumed. Some Runes have effects that are not
as obvious to those who are not Rune-Touched, but they
are still very obvious to the person who Assumed the
Rune.
Any number of Runes can be assumed by a character so
long as he has as much POW remaining as the number of
assumed Runes; a character can assume more than one
Rune of the same type. All individual Runes assumed
count toward the limit.
A Rune Touched can assume other Runes but once he has
been touched by one Rune, there are some prohibitions.
One who Assumes a Rune is not just taking on a source
of power. He is also taking on a way of life. Before
taking on a Rune, he must ask himself whether he is a
person who will follow the Path of Truth, or Fire, or
the Beast, or Plant, or whatever Rune is put before
him.
Some cultures make the Rune Assumption part of their
process for becoming an adult. The candidate is
presented with a series of Runes and the one he
Assumes marks him for the rest of his life.
No one can Assume more than one Elemental Rune at a
time. A person Touched by Fire cannot Assume Earth as
long as he is touched by Fire, and so forth.
Certain Principle Runes are Antithetical to one
another. If Rune Touched by Truth, one cannot be
Touched by Illusion. If Touched by Fertility, one
cannot be Touched by Death. If Touched by Mobility,
one cannot be Touched by Stasis. The Antithetical or
Opposed Runes are indicated in their descriptions.
There is no prohibition as to what Action and Shape
Runes can be Assumed. Some, such as Man and Beast,
cannot be used for spell magic at the same time but
they can both be assumed by the same Rune Touched.
The Rune Touched can only hold as many Runes as he has
points of POW. Note that he loses a point of POW with
each Rune taken in. If one who aspires to be
Rune-Touched has 10 Runes before him and a starting
POW of 12, he would only be able to assume six Runes
before he would hit his limit (and only have a POW of
6).
The act of Assuming a Rune allows a character a chance
to increase his POW, using the usual Characteristic
Training rules. But batch-assuming a bunch of Runes
would mean he gains back only one Pow after losing
several points for several Runes. Attempts to regain
POW can only be made once a day.
Relinquishing a Rune
If a character wants to assume a Rune and is at his
limit, he can Relinquish a Rune. This is a very
hazardous procedure. The ritual of divesting a Rune
essentially means he is tearing a part of himself out.
The Touched inscribes the Rune on an appropriate
surface, and as part of the ritual loses 1d6 POW
points. This means that he cannot Assume another Rune
right away, and may lose the use of other Runes if he
is at his limit already. If this is the case, the
first Runes lost will be other Runes of the same kind,
then those associated with that Rune in spells known
by the caster. These Runes are not literally lost. As
the character regains POW, he regains the use of the
Runes. But until the POW is regained, he cannot use
them in any form.
A character can also Relinquish a Rune for other
reasons. For instance, a captive character might offer
one or more of his Runes as a ransom. In that case, he
does the inscription ritual and still loses the 1d6
points of POW, with all the above penalties on other
Runes. This is usually done in exchange for a promise
to ransom and not kill the captive. If that oath is
broken, the inscribed Rune is just a mark on a
surface. It cannot be Assumed.
In cultures where the Ransom can take place,
safeguards, including wardens specifically invested
with the authority to supervise and arbitrate ransom
agreements, help make sure that these agreements are
kept.
There is a contact between the Rune Relinquisher and
the Rune that continues for about a week. If the
Relinquisher dies or someone attempts to Assume the
Relinquished Rune within that time, there is a chance
the Rune will just crumble away. This chance starts at
70% on the day the Rune is relinquished, and
diminishes in 10% increments each day until there is
no chance left. If the Rune does not crumble, it is
available for Assumption by anyone.
A Rune-Touched approaching his deathbed will often
want to pass a Rune along to an heir. He can do this
as long as he can withstand the hits to his POW. If
his POW is depleted, he slips into a death coma
without completing the last Relinquishment. The
Relinquished Rune still has the same chance of
crumbling.
The Runes of a Rune Touched who dies without
Relinquishing his Runes just disappear. They may
reappear elsewhere, either connected to the Rune
Touched or in an entirely random location, depending
on the world in which the event happens. A dead body
cannot be plundered for Runes (unless of course he
happens to be carrying some un-Assumed Runes).
However, some very magical creatures may have Runes
that will manifest and can be Assumed if they are
slain. This is just part of the magic that sustains
them. A normal Rune-Touched does not manifest his
Runes if he is killed.
Using Rune Magic
The Rune Touched can now begin to harness the power to
use his Rune. A Fire Rune Touched can start fires, a
Water Rune Touched can create water (actually
condensing it out of the air), a Motion Rune Touched
can run faster, and so forth. In doing so, the
character is attempting to manipulate the fundamental
forces of nature and to do this rarely involves no
cost.
By calling upon the essence of one or more Runes, the
character is drawing magical power into himself and
forcing it to do his bidding. Simple enchantments
such as lighting candle or camp fire are relatively
easy and do not involve much magical difficulty.
Using the same Fire Rune to immolate an enemy horde or
cause a building to turn into an inferno requires that
the character focuses more magic within his body,
moulding it to his will before he can unleash it. The
slightest mistake or break in concentration may cause
the spell to emerge unformed and run amok. This
wild magic can have dire consequences for the
spellcaster and anyone nearby.
Casting Spells
Every Rune has its own Runecasting skill attached to
it. A recipient of the Fire Rune, for example, uses
the Runecasting Fire skill. The Runecasting skill
is treated as an advanced skill in all regards and may
be improved with practice. Learning a spell from
someone who already knows it or something similar
enough allows the caster to use the spell at his
INTx5. A RuneCaster who uses a similar Rune or one
with similar effects can be the teacher of the Skill.
Someone learning a spell is not let out of his
teachers sight until he knows the spell at that
ability. Of course, there may be special
circumstances that allow a student out before that,
such as the death of his teacher, but thats a matter
for the GMs campaign circumstances. If the
Rune-Touched has seen the Rune used in an unfamiliar
way, or has thought up a new way of using the Rune,
they can attempt to use it in the unfamiliar way with
a normal INT test (INT x3) for its base score.
The basic use of each Rune is covered later in this
chapter, with the effects varying for each.
Spell Casting
Casting a spell requires a single Combat Action and
the expenditure of at least one Magic Point. There
are three ways the spell can be determined to be
successful. They all involve succeeding with the
appropriate RuneCasting test.
For most Combat Spells, variations of Disruption cast
at a distance at a target, the Rune Casting skill is
also the attack skill. These spells move with the
speed of an arrow. They can be dodged and they can be
parried with a shield.
Many spells cause an opposed Characteristic Test,
pitting a characteristic test on the part of the
caster against one on the part of the target. For
instance, a Demoralization spell pits the CHA of the
caster against the CHA of the target. There is no to
hit roll involved, simply the opposed rolls. Of
course, the spell must be cast successfully.
And for many spells the effect of the Runes spell is
applied immediately. Weapon enhancing magic, healing
magic, and the like all succeed as long as the
RuneCasting skill roll is successful.
Casting with Runes requires that the spellcaster has
the ability to make mantic gestures related to the
rune and speak the incantation necessary. If the
spellcaster has lost the use of an arm, he must keep
the remaining hand free for casting spells. If he has
no use of either arm or cannot speak the incantations
required, he cannot use Rune Magic. The gestures are
not so intricate that a completely free hand is
needed. A spell can be cast while waving a sword or
holding a shield. But some use of the hand is
necessary. Rune-Touched Powers, such as the ability
to see in darkness, do not need anything but the
conscious will of the user.
This is all that is required to access the basic spell
power of the Rune and may always be achieved safely.
However, Rune Touched may attempt to modify the spells
they cast, either by manipulating the power of their
Rune or combining the effects of several Runes
together to create truly awesome spells.
Regaining Magic Points
Magic Points are recovered at the rate of 1 point per
hour. This is not affected adversely by the kind of
activity the caster is engaged in or how fatigued he
is.
A spellcaster can triple this rate, getting 3 points
per hour, by going into a trance and making a
successful CON test. While in this trance the
spellcaster will not be able to interact with the
world or defend himself from attack.
Characters with a POW of 6 or less halve this rate of
Magic Point recovery while characters with a POW of 15
or more double it.
Modifying Spells
The first step in becoming a skilled user of Rune
Magic is learning how to modify the basic spell
granted by each Rune. With practice and a high
Runecasting skill, the character can increase the raw
power of the spell, extend its range, make it last
longer or have it affect more targets. With the right
amount of effort, even a basic Rune can become a
powerful tool to a character.
The table below shows how the spell can be modified by
changing its Potency, Duration, Targets or Range. The
spellcaster can modify any or all of these effects.
Each increase in effect adds to the spells
Difficulty, just as normal skill can be more or less
difficult due to the circumstances of its use. See pg
XX..
Spell Difficulty
Potency
Duration
Targets
Range
+20
1d3
Instant
N/A
N/A
+10
1D4
1 round
N/A
Self
0
1D6*
6 rounds
SIZ 1-5 or Hit Location**
Touch
-10
1D8
1 minute
1 m radius or SIZ 6-10
20 ms
-20
1D10
5 minutes
2 m radius or SIZ 11-20
50 ms
-30
1D12
10 minutes
4 m radius or 2 targets
100 ms
-40
2D8
½ hour
8 m radius or 4 targets
200 ms
-50
1D20
1 hour
16 m radius or 8 targets
500 ms
-60
3D8
6 hours
32 m radius or 12 targets
1,000 ms
-70
3D10
½ day
64 m radius or 20 targets
2,000 ms
-80
3D12
1 day
128 m radius or 30 targets
5,000 ms
-90
4D10
5 days
256 m radius or 50 targets
Line of sight
-100
4D12
10 days
512 m radius or 100 targets
Indirect
* All Characteristic Test Spells start at 0
Difficulty.
** Spells that affect a particular area of the body,
such as Befuddle to the head or Binding to the legs,
automatically hit that location.
As with any skill, it is possible to gain bonus points
to the Skill if the Spell is particularly easy. It is
possible using the absolute minimums on this table to
have a Difficulty Bonus to your spell score of +50.
Any spell cast with a Difficulty bonus still costs 1
Magic Point if successful, but has no chance of
fizzling.
For instance, if Warrick the Fire Mage wants to start
a small fire, he can use 1d3 damage in an instant
spell and his RuneCasting skill with the attempt will
be +40 over his normal RuneCasting Skill with Fire.
Spells with a normal or positive Spell Difficulty
Modifier only require a successful Runecasting check.
The only penalty to failure is the spell does not
work. There is no loss of Magic Points.
If a spell is modified by a negative Magical
Difficulty Score, the spellcaster has a penalty to his
Runecasting check, just as with any other Skill. Each
Modifier: Potency, Duration, Targets, and Range counts
separately as a penalty.
For each -10 points of Magical Difficulty, one of the
following prices must also be paid.
Increase his casting time by one increment of Duration
for every 10 Magical Difficulty points this
symbolizes his gathering and concentrating the energy
of the spell and using the ambient magic of the world
to reinforce it. Or
Pay 1 Magic Point for every ten points of the Magical
Difficulty Score. Or
Do a combination of both
The additional Magic Points must be expended,
regardless of whether the Runecasting check is
successful or not. These Magic Points are deducted in
the first Combat Action of casting if the spell will
take more than one Combat Action to cast.
For example, if Warrick the Fire Mage wants to cast a
fireball to fill up a chamber, he can increase the
Magical Difficulty Score of his spell by -40 to
inflict 2d8 points of damage, +10 to keep the effect
going for a round, -30 to increase the radius to 4
metres and +0 for 5 metre range, for a total Magical
Difficulty Score of -60. This is -60% to his
Runecasting test. He can spend 7 Magic Points
(including the original point for using the spell at
all) or 6 hours casting the spell or do a combination
to, for instance, take 10 minutes and spend 3 Magic
Points to cast the spell He will suffer a -60 penalty
to his Runecasting test in any case.
Potency: The actual effects of Potency depend on the
Rune being used to cast the spell. It is usually
either a rolled effect, such as damage, or a skill
addition or subtraction, which is usually done as 10
per potency level used. The rolled effect of Potency
is also used in place of a Characteristic and used in
the same way for some Opposed Characteristic Tests.
Simply multiply the rolled Potency times 3 and compare
against the opposing Characteristic times 3 as if they
were opposing skills. In cases where the magic is to
be added to a Characteristic roll; just use the skill
adds system of +10 per level of potency.
Duration: The duration listed in the table above is
the duration of ongoing enchantments. It can also be
used as the time delayed before the spell is activated
and these two types of duration may be combined. For
example, a spell can be set to go off one minute after
casting for a -10 Magical Difficulty Score and then to
last for one minute for another -10 Magical Difficulty
Score.
Targets: This is the maximum radius of effect of the
spell or the maximum number of targets it may effect,
as chosen by the spellcaster. If a radius of effect
is chosen, the caster may shape it into a sphere or
vertical cylinder. The radius given is a maximum. If
using a Targets Value of 30, for instance, the radius
can be between 4.1 and 8m. If using individual
targets, the specific targets can be specified by the
caster, even if the targets are mixed in with friends
of the caster in melee. Damage spells against whole
targets do damage to the Chest hit Location unless the
caster specifies a different location.
Range: This is the maximum distance from the caster
the centre of effect of a spell may take effect. The
Indirect range refers to spells done through magical
vision spells. They can reach beyond the next wall or
to a secret seraglio half the world away, as long as
the caster is seeing it through magical means.
Multiple Runes
If a spellcaster has assumed more than one Rune of the
same type, he will find modifying spells a lot easier.
For every additional Rune of the same type that has
been assumed and is being used to cast a spell, 10
points of the spells Magical Difficulty Score can be
ignored. Similarly, if the caster is casting a spell
that depends on two different runes, 10 points of the
spells Magical Difficulty Score can be ignored for
each additional Rune.
Casting Failure
So long as the spellcaster is just using the base
spell granted to him by a Rune, the failure of a
Runecasting check will cause no more penalty than a
wasted Combat Action. However, once negative Magical
Difficulty is gathered to modify a spell, failure can
carry far more dire consequences as the magic becomes
wild and literally spins out of control.
If a Runecasting check is failed while attempting to
cast a modified spell, the caster loses all the Magic
Points involved (and any time he spent on the spell)
and is Stunned. If the roll is fumbled (or misses the
amount needed by 50 points or more if we dont have
fumbles) add a roll of D100 to the Magical Difficulty
Score of the spell and consult the spell failure
table. The effects are applied immediately.
As you will soon find out, by attempting to harness
the greatest of magicks, a spellcaster takes ever
greater risks.
1D100 + Magical Difficulty Score
Effect
01-80
Spell fizzles and fails, caster is stunned for one
round
81-95
Spell fails and caster loses double the Magic Points
cost as magical power is drained from him, caster is
stunned for one round
96-115
Spell fails and caster stunned for 1D6 rounds
116-120
Spell fails and caster disrupted from his Rune
connections. Cannot cast any more spells for 1D6 hours
121-140
Spell fails and caster suffers 1D6 Hit Points from all
locations, ignoring armour
141-175
Spell goes off destructively, centred on caster and
causing damage equal to its Potency
176-200
Spell goes off destructively as above and caster loses
all remaining Magic Points
201-225
Spell goes off destructively as above and caster loses
1D6 POW permanently
226-275
Spell fails and caster is turned into a creature such
as a mouse, cat or weasel
276-350
Spell fails and caster gains one permanent Chaotic
Feature
351-400
Spell fails and caster loses all Magic Points. Every
creature within 10 m of the caster, including the
caster, takes 1D6 points of damage per Magic Point
lost in excess of those meant for the spell as the
magical energy detonates
401+
Spell fails and a dimensional rift opens, sucking the
caster into other realms
Critical Casting
If the caster rolls a Critical Success in attempting
to cast his spell, he gets an immediate increase of
+50 to his Magic Energy Score without cost of Magic
Points or Time. These points may be placed anywhere in
the spell that would make it more useful for the
caster.
Combining Runes
So far, we have looked at casting spells from single
Runes and then modifying them to the casters own
wishes. However, the greatest spellcasters are those
who not only modify their spells while casting but
also combine other Runes into the same spell to access
some very special effects.
Runes find their true power when combined with other
Runes. For example, a spell combining the Runes of
Fire and Motion will allows the caster to throw fire
to any range without using Range Modification. The
combination of Mastery and Man allows the caster to
force a target to do his bidding.
Many Runes described in this chapter have spells
detailed for them that are only possible for a
character to cast if he has assumed all other Runes in
their list. These are cast in the same way as for the
basic spells for Runes and may be modified as normal.
Remember that every Rune used in a spell reduces the
Magical Difficulty Score by 10 points.
However, using two Runes entrails the mixture of two
different Casting Skills. For simplicitys sake, roll
the lesser Skill to make the casting roll for the
combined spell.
If Warrick wants to use Fire and Stasis to create a
Wall of Fire, he checks his Fire Casting Skill of 120
and his Stasis Casting Skill of 108 and determines
that he has a 108% base chance of creating the Wall.
The Runes
Runes are classified into four categories: Action,
Shape, Principle, and Elemental. The Common Runes are
described here and will enable players to cast many
different types of spell. However, Rare and Ancient
Runes contain much greater inherent magic and can
grant the heroes who manage to find them access to
awesome powers. These are described in other
RuneQuest books.
Every Rune here has the following description.
Assumed Power: The bonus or ability granted to a
character who has successfully assumed it, if any. If
the ability can be modified as a spell is modified,
the usual modification rules apply. Modified abilities
cost magic points. General abilities, such as the
Shadow-Touched ability to see in darkness, do not cost
magic points. General abilities also do not demand
gestures or special incantations. Abilities
manipulated like spells do need gestures and
incantations.
Additional Runes: The bonuses or abilities granted by
assuming more than one Rune of this type. These
additional benefits often take the form of spells and
can be modified in the same way.
Basic Spell: The spell or spells that may be used by
a character who has assumed the Rune. To use these
spells he must get training in using the Rune. This is
an Advanced Skill. However, someone with a similar
Rune can do the training. For instance, a Darkness
Rune-Touched can teach a Shadow Rune-Touched.
Advanced Spells: These are further Spells that a
character can do with the Rune with further Training
or Research. Every 10 points over 100% indicates that
the Rune Caster has learned enough about the Rune to
cast one more spell.
Combined Spells: The spells that may be cast with
this Rune when the other Runes listed in this section
are also assumed. It generally takes knowing each Rune
beyond the basic 100% to combine Runes.
Action Runes
These runes have the attributes of the building blocks
of the universe. They are also known as the control
runes, and their function is to modify and control
magic. Only the gods with the greatest power have
these Runes, and they are rare because of this, for
the gods of great power seldom bleed.
Communication
Assumed Power
Grants a +10% bonus to Communication and currently
held Language and Lore skills.
Additional Runes
Assuming two Communication Runes allows a character to
hear anyone who is trying to speak to him, even if
they are too far away for normal speech.
Assuming three Communication Runes allows a character
to speak to anyone he can see as if he was standing
next to them, talking normally into their ear. He can
also hear any response.
Basic Spell
Know Language: Allows the recipient of the spell to
understand all languages being spoken in his earshot.
Advanced Spells
Increasing the Skill %ile of this spell has the
following effects.
Spell Ability
Effects
10
Allows the recipient to understand all languages
spoken by his species
20
Allows the recipient to understand all sentient
languages
30
Allows the recipient to understand non-sentient
languages
40
Allows the recipient to understand the underlying
motives of anyone he talks to
50
Allows the recipient to understand the surface
thoughts of anyone he talks to
Combined Spells
Mastery Rune: Allows the recipient to also speak the
languages he understands.
Harmony Rune: Allows the recipient to allow those he
is in contact with understand the language.
Elemental Rune: Allows the recipient to understand
magical creatures attuned to that element.
Magic Rune: Allows the recipient to speak magic spells
in normal tongues, masking their uniqueness.
Truth Rune: Allows the recipient to know when a
speaker is lying (or telling the truth), in any
language.
Infinity
Infinity is the Rune of Time and Age. The master of
Infinity has a certain amount of control over both
conditions.
Assumed Power
This Rune grants the ability to ignore the Magical
Difficulty Score caused by Duration when modifying
spells up to his ability with Infinity Casting. Thus,
the recipient with an 80% in Infinity Casting can use
up to -80 difficulty with Duration without actually
having the difficulty. At -90 Duration, the cost would
as if for -10 Duration, and so forth. The recipient
also ages one year for every 10 that passes.
Additional Runes
Assuming two Infinity Runes grants a +1D6 bonus to
POW. This is a one-time ability, no Magic Point Cost.
If for some reason the recipient loses the 2nd Rune,
subtract 1d6 POW in addition to the normal 1d6 POW
loss for Relinquishing a Rune.
Assuming three Infinity Runes grants the ability to
teleport to any place in sight that he has been to
before as a Combat Action. This is a modifiable spell
and costs Magic Points for Targets and Range.
Basic Spell
See the Day: The recipient of the spell can examine
the events up to one day old that have taken place in
a one metre radius he is standing in.
Advanced Spells
Further Modifications can increase the time observed
by the potency rolled in days, the volume observed,
and the distance from the viewer. The Duration, which
has no modification cost, describes how long the
recipient can maintain the spell. The further in the
past the viewer looks, the hazier the picture because
the activities of everything that has happened since
overlay the scene being viewed. The GM decides how
much actual information can be retrieved.
Slow Age: The caster can retard the aging of a target
in a 10 to 1 ratio, just as he can for himself when he
has 3 Infinity Runes. The retarded aging only lasts
until the Duration of the spell is over, then normal
aging continues.
Combined Spells
Combined with Communication, the recipient has a
greater chance of understanding what is divined by
this method, though the message is still likely to be
vague.
Combined with Mastery: the recipient can attempt to
project the divination into the future. However, the
picture is always blurred and cannot be relied on.
Combined with Stasis, the recipient can become
effectively immortal.
Combined with Luck, the recipient has a greater chance
of getting the information needed by the viewing.
Combined with an element and/or shape, the recipient
gets a clearer view of anything relating to that
element.
Magic
Magic is the wild essence of magic. It is not terribly
powerful in itself, but added to other Runes it
becomes very powerful.
Assumed Power
Grants a +10% bonus to all Runecasting checks and
magic avoidance tests for all Runes.
Additional Runes
Assuming two Magic Runes grants the ability to
determine the nature and capabilities of a magic item
with an Evaluate test, given a hour of study. No Magic
Point Cost.
Assuming three Magic Runes will halve the Magical
Difficulty score of any modified spell.
Basic Spell
Detect Magic: This acts as a new Perception Skill,
allowing the recipient to Detect all magic, magic
items, and magic-using creatures within 25 metres with
a successful Perception test.
Advanced Spells
This is a modifiable spell. Range determines the
centre point of the Radius, the 1st 50 Magical
Difficulty points for Targets is free.
Combined Spells
With Mastery, the recipient can make a test as another
spell is being readied to change the nature of the
spell.
With Infinity, the recipient can detect magic use in a
radius in its past.
With Communication, can speak spells without seeming
to be speaking magic.
With Mobility, can cast modified spells at half the
cost in Duration
With Stasis, can double the Duration Modification of
any spell.
Mastery
Mastery is the identity of control. It symbolizes the
domination of magical forces by discipline and
direction.
Assumed Power
Grants a +10% bonus to any Characteristic test.
Additional Runes
Every Mastery Rune Assumed adds a further 10% bonus to
Characteristic tests.
The second Mastery Rune adds 1d6 to the recipients
CHA.
The third Mastery Rune adds 10% to any RuneSmithing
tests.
Mastery of Will: A Mastery-Touched who has assumed
three Mastery Runes can also match CHA versus CHA
against anyone who is Touched by a Rune he is Touched
by to command them. This can also be done against a
target who has assumed no Rune.
Basic Spell
Enhance <Skill Name>: Add 10% to any Skill for the use
of the skill. Thus, if in a fight, he can add 10% to
his close combat sword skill (which includes Parry)
until the fight is over. If the Skill is not being
used for 12 combat rounds, the spell wears off.
Duration can extend this time normally. Each skill
takes a different spell.
Advanced Spells
The other skills enhanced by the spell
Combined Spells
With Harmony, he can provide the basic spell to
another.
Master <Shape>: With a Shape Rune like Beast or Man he
can attempt to control the actions of the appropriate
target with Cha vs. CHA opposed tests.
Master <Element>: Mastery plus an element leaves the
recipient immune to the effects of that element.
Manipulate <Element>: Mastery, Motion and an element
lets the recipient move an element, with potency dice
determining what SIZ of the element can be moved.
Create Elemental of <Element>: Mastery, Man, and an
element allows the recipient create an Elemental of
the element.
Shape Runes
The Shape Runes describe the basic shapes that all
creatures of the world can be found in. Originally,
there were two Shape Runes, Beast and Plant. There are
those who say that originally there was only Plant.
One could assume that there are actually many other
Shape Runes such as Insect, Spider, Bird, Fish,
Manticore, but in the general way of things these can
be subsumed into the one called Beast. Other worlds
might well find other Shapes are more important than
those shown here.
Beast
A Beast-touched assumes beastlike attributes. When he
uses his basic spell, his muzzle grows to accommodate
scent gatherers, or his nails turn to claws, or his
body hair becomes fur. For the most part the
Beast-Touched mimics mammals, though some have gone to
birds or dinosaurs for templates.
Assumed Power
The Beast Rune Touched automatically has a heightened
Perception test of +20. He can also add 10 to his
movement distance without spending Magic Points.
Additional Runes
If the Beast Touched has three or more Beast Runes, he
can assume the Beast attributes by just spending the
Magic Points once to activate them. The Duration
becomes just what he chooses to use, with no Magic
Point cost for it. He must also spend the magic points
to deactivate the attributes.
Basic Spell
Claw or Fang or Horn: The recipient of the Rune of the
Beast may use a natural ability of beasts. The usual
first use is to grow natural weapons. Each Rune allows
one aspect of the Beast to be used at one time. The
damage done by the natural weapon is the Potency of
the spell, but cannot exceed 2D6.
Advanced Spells
Assuming more than one Beast Rune allows the recipient
to have more than one aspect of the Beast.
Increased Potency allows for more damage from the
claws, armour from the hide, movement from the legs,
and so forth.
A Beast Rune recipient with +40 in his skills can
duplicate the non-running motive ability of a beast,
whether wings or fins, or balancing tail.
Combined Spells
Master Beast: Mastery with Beast allows the recipient
to attempt to use a CHA vs. CHA test to control
beasts.
Talk to Beast: Communication with Beast allows the
recipient to understand and communicate with beasts.
This duplicates the third level of Communication
Spells.
<Element><Natural Weapon>: Beast with an Element
allows the user to combine Beast natural weapons with
Elemental additions to weapons.
Beast and any other Shape Rune can do nothing with
each other. While one person can have both Runes, he
cannot use both at the same time.
Quick <movement>: Beast with Motion doubles any speed
the recipient gets with the Beast Rune.
<Beast> Form: Beast with Illusion allows the recipient
to become the Beast in form as well as abilities. In
this case Illusion causes a true change.
Dragon
Dragons are sometimes called the First Animal, or the
First Man. It is thought that all breathing creatures
have some aspect of the Dragon within them. Where
other Shape Rune users must pick from their Runes
which power to use, this is never a question with one
who is Dragon-Runed. The Dragon always has dominance.
Dragon Runes are rarely found.
Assumed Power
The Dragon-Touched automatically detect all other life
forms within 50 paces with a Perception test. The
recipient has to have some way of sensing the life
form. Something sealed in a box or room would not
show up.
Additional Runes
The Dragon-Touched with three Dragon Runes assumed can
manifest his Dragon Aspects by spending the Magic
Points for the Runes when he changes into the aspects,
and again when he comes back to his normal form. A
Rune-touched who Assumes all the Dragon Runes becomes
a Dragon. Changing back and forth into his original
form is what takes Magic Points.
Basic Spell
Dragon <aspect>: The user of the Rune can take on
aspects of a Dragon, depending on the number of Dragon
Runes Assumed.
Advanced Spells
The main aspects of the Dragon are Armor, Claws, Wings
(for flight), Breath, Language, Fear (a CHA vs CHA
text similar to the Moon Runes Demoralize).
Combined Spells
Speak with Dragons: Used with Communication, the user
can speak with Dragons.
Master Dragon: Used with Mastery, he can command a
Dragon if he succeeds in a CHA vs. CHA test.
Dragonewt
This Rune is almost never seen anywhere but Glorantha.
The Dragonewts are descendents of dragons, or tied to
them in some way, in Glorantha. While adding a Rune of
the Dragonewt to ones repertoire can be helpful, most
adventurers try to avoid taking more than one.
Assumed Power
The user automatically gains the ability to
reincarnate as a Dragonewt. This ability only happens
if he dies. He also gains infrared preceptors under
his eyes that give him basic infrared information.
This is not a substitute for seeing, but helpful
distinguishing living from rock in darkness.
Additional Runes
Each Dragonewt Rune gives the recipient a power of the
Dragonewts, expressed as a body-altering spell. See
Basic Spell.
The Dragonewt-Touched with four Dragonewt Runes
becomes a Dragonewt of the Warrior Stage. He will
retain his normal attributes, plus those of the
Dragonewt, but will have a yearning to go to the
nearest Dragonewt City, where he will be adopted into
a Nest.
Basic Spell
Dragonewt <Aspect>: These include (1) +1d6+3 addition
to DEX, (2) the ability to climb sheer rock with a +20
to their Athletics Skill for Climbing, and (3) a thick
set of scales over their bodies that give them 4
points of armour over the torso and head and 2 points
of armour over the limbs without any penalty to their
movement or skill use.
Advanced Spells
Combined Spells
Master Dragonewt: Used with Mastery it allows him to
command Dragonewts with a CHA vs CHA test.
Dragonewt Way: Harmony allows him to understand
Dragonewt culture and avoid dangerous mistakes.
Speak Dragonewt: Communication allows him to
understand the Dragonewt language. If he is
reincarnated as a Dragonewt, he automatically uses the
Dragonewt language, and forgets his own.
Man
The Man Rune represents the shape and spirit of man,
including all other sentient races. Its powers and
spells reflect the true attributes of man,
Intelligence and manual dexterity.
Assumed Power
The Man Rune-Touched gains +10 to all Skills that call
for INT or tool use. This includes combat with
weapons.
Additional Runes
The Man-Touched who has assumed three Man Runes may
add his INT to any Skill Score when rolling.
Basic Spell
Invigorate: The recipient can add the points of his
chosen potency test (rolled as if damage) to any
Attribute such as Health, Vigour. Magic Points, or
Damage Bonus figuring total. For instance, The Damage
Bonus is figured from the total of STR and SIZ. The
Man Rune user can add his Potency to that total before
computing his Damage Bonus. The total can be spread
among attributes. The Magic Points will be temporary
and will not return as Magic Points normally do, even
if the spell has a long Duration. However, if at the
end of the spell the caster has fewer Magic Points
than his normal maximum, the extra Magic Points do not
go away. However, the normal total Magic Points is not
exceeded as the character regains Magic Points.
Advanced Spells
Maximize <Characteristic>: The recipient can increase
(through Potency) a physical Characteristic up to no
more that his species maximum +10. The Physical
Characteristics include STR, CON, DEX, and SIZ. The
recipient must succeed in a CON Characteristic test
after the spell has worn off or lose 1 point in the
Characteristic affected permanently.
Combined Spells
<Target effect> Man: In combination with other Runes,
the Man Rune is often used for targeting.
Create <Elemental>: The Man Rune can be combined with
Elemental Runes to form Elementals. Use the Potency
roll for Characteristics. These Elementals can act on
their own under orders.
Plant
The Plant Rune identifies all growing things. It is
said to be the first Shape Rune.
Assumed Power
The Plant-Touched can identify the basic nature of any
plant (poisonous, nutritious, sturdy, weak, etc.) with
a successful Perception test.
Additional Runes
The Plant-Touched who has assumed three Plant Runes
can walk through the most tangled brush as if walking
on a path. If more Plant Runes are Assumed the user
can bring others with him. See the Targets Modifiers
for guidelines.
Basic Spell
Grow Plant: The recipient can grow a plant to its full
possible SIZ. The Duration used is subtracted from the
normal growing time of the plant.
Advanced Spells
Tangle: Plants in an area specified by the spell will
wrap themselves around whatever animal is closest in
an attempt to bind and tie them. Potency of the spell
determines the strength of the binding, subject to the
dictates of common sense. For instance, the weeds in
a lawn will probably not hold a normal man for long.
Thorn: The recipient can grow damaging (Potency)
thorns on a wooden object to use it as a weapon.
Again, the real capabilities of the wooden object are
a limit to the potency.
Conceal in Green: The plants in an area will grow and
move to conceal the target of the spell from sight and
release scents to confuse a scent tracker.
Combined Spells
Protect Plant from <element>: With Elemental Runes,
such as Fire, the user can make plants and plant
products immune to the ill effects of the Element. In
most cases this creates an armour specific against the
effect of the element.
Tree Warrior: With Mastery and Harmony, the recipient
can make a plant move and flex beyond its normal
ability, creating traps and bindings for his targets.
Potency of the Spell describes the SIZ and STR of the
plant for this purpose.
Talk to Plant: With Communication, the recipient can
get very simple communications from plants, which
mostly can communicate information such as when
something heavy-footed passed by, when they were sat
upon, when their sun was suddenly blocked, where they
have a decomposing body providing mulch, all done
mostly as a set of impressions.
Spirit
Spirit is the rune of the Other World, the World of
spirits of the dead and immaterial spirits of various
potencies.
Assumed Power
Sense Spirit Skill: The Spirit Rune-Touched can always
sense the presence of spirits, using the number of
Spirit Runes x10 as an add to his normal Perception
test. This is a normal skill that can improve.
Additional Runes
Spirit Body: The Spirit Touched who has assume three
Spirit Runes can essentially become a spirit, leaving
his body behind for the duration chosen and paid for
as a spell and moving his normal movement speed as a
spirit. Further Runes or increases of 10 in Skill
allow for greater speed at a rate of 10 paces per
Rune. In this form he can attack and defend as a
Spirit.
Basic Spell
Speak to Spirits: The Spirit Rune user can speak to
spirits. One level of potency allows speech to spirits
of those the user knew who have died recently, or
local nature spirits who wish to talk.
Advanced Spells
Speak to Ancestors: Two levels of potency allow for
communion with ancestors.
Speak to Hero: Three levels of potency allows for
discussion with anyone he can get a significant amount
of information about.
Spirit <Weapon>: The Spirit Rune User can use potency
to add to a weapon that will be able to strike a
Spirit, doing the potency as damage to its POW.
Spirit Shield: The Spirit Rune user can also use
potency to create a Shield against spirit attack,
adding the potency to his POW in defence.
Combined Spells
Master Spirit: Combined with Mastery the user can
control spirits and use them in combat.
Speak to Elemental: Combined with an element the user
can speak to any spirit-oriented creature identified
with the element.
Undead
The Undead Rune represents the evil of the Restless
Dead and those who refuse to die.
Assumed Power
Sense Undead: The minimum effect of the Undead Rune is
the Touched can sense the presence of Undead with a
Perception test. This is a normal skill that can
increase normally.
Life Unliving: The other main effect of the Undead
Rune is not obvious until the user is killed. At that
time, automatically expending the appropriate Magic
Points, he gets his Duration levels in continued
life. He becomes one of the Restless Dead. Magic
Points are also spent on Potency to increase his
Damage Bonus and Health.
Additional Runes
Each Rune Assumed allows the Undead recipient to take
on a quality of the Undead as a spell. These include
(1) no need to breathe, (2) Increased Hit Points, and
(3) Increased Damage Bonus.
The Undead-Touched who assumes four Undead Runes
becomes Undead unless he makes a special
Characteristic Test of POW x2. This test is
unnecessary for anyone who wants to become Undead. If
the test is successful, it must be made again at POW
x1 if he assumes a fifth Undead Rune. Assuming a
sixth Undead Rune is an automatic turn to being
Undead.
Basic Spell
Breath of Death: (or Health of the Grave or Unliving
Strength) the basic Undead spell is the ability to
take on one of the attributes of the Undead, as shown
above.
Advanced Spells
Using the other Undead ability spells.
Paralytic Fear: The Undead can freeze an opponent in
place with fear in a Contest of CHA vs. CON.
Tomb Rot: The Undead can infect the target with a
disease that steals its Potency in randomly determined
Characteristics at a rate of 1 Potency point an hour.
The Disease must win a Contested roll of rolled
potency of the Undead vs CON of the target.
Life Theft: The Undead can Tap the POW of the victim
and add the points to one of the Undeads
Characteristics, which might differ depending on the
type of Undead. This is done with a Contested rolled
Potency vs. POW roll.
Combined Spells
Eternal Unlife: The use of a Stasis Rune can increase
the period of this life, and the infinity Rune will
make it eternal.
Raise Undead: With Harmony the Undead user can create
other short-lived undead (or longer-lived with the use
of other runes as shown above).
Master of Undeath: With Mastery he can command any
Undead with a Contested POW vs. CHA test.
Principle Runes
The Principle Runes define the underlying principles
of the universe. The universe is divided into several
dichotomies: Life and Death, Fate and Luck, Law and
Chaos, and so forth. Each has power and each cannot be
accessed when the opposite is present. Thus, while
someone might Assume the Runes of Luck and Law, he
cannot assume those of Fate and Luck, for those are
opposites.
All Users of Principle Runes with at least a +30 Skill
can Disrupt the spells of their opposites. Compare
potency with opposed rolls and if successful, the
disrupted spell is gone.
Chaos
Chaos is the embodiment of the primal chaos. There is
no form, there are no rules. The Rune has similar
properties. Its opposition Rune is Law.
Assumed Power
Each Chaos Rune assumed immediately bestows a Chaotic
Feature on its user. There is a chance of a test of
his POW x3 that each Feature will be permanent and the
character will become an Ogre unless he already is
one.
Additional Runes
A Chaos-touched who assumes three Chaos Runes becomes
an Ogre, gaining the superior STR and anthropophagic
habits.
Basic Spell
Touch of Chaos: The basic magic of the Chaos Rune is
to gain Chaotic Features. The recipient must succeed
in a POW test or the Feature becomes permanent. Every
time the spell is used, roll for a Chaotic feature on
the Chaotic Feature table.
Advanced Spells
Curse of Chaos: The recipient can use this spell to
implant a Chaotic Feature on a target. The caster must
succeed in a rolled Potency vs POW Contest. If the
target fumbles his POW Characteristic Roll, the
Feature will be permanent.
Combined Spells
Chaos Rises: Combined with Mastery, it allows the user
to bestow a Chaotic Feature on another person touched
by the user, like Curse of Chaos, and then control the
actions of that target.
Those Touched by the Chaos Rune automatically add 10
per Rune to their CHA roll in tests against the power
of Law Rune types to detect them.
Death
Death is the principle of the natural end. Natural
ends include concepts such as having ones head cut
off. The symbol of most Death cults is a sword, the
weapon of Death. This has nothing to do with those who
are dead (see Spirit) and those who are Undead (see
Undead). This is the Rune of the Ending. Its
opposition Rune is Fertility.
Assumed Power
The Death-Touched automatically reduces the
seriousness of any Wound he takes by 1 step. It still
looks very bad, but he continues.
Additional Runes
Additional Runes reduce the seriousness of Wounds even
further. The physical effects of the Wound will still
apply. The leg will no longer work, the body may die
in 1D6 rounds. But the Death-Touched cannot be knocked
Out or Stunned by Wounds.
Basic Spell
Death Touch: This Rune allows the user to touch a
target and attempt to kill him. He does a Major Wound
to the target unless the target makes a CON Test.
Advanced Spells
Blade Death: This power can also be applied to a
weapon, adding the effect of the Death Spell to the
weapon damage.
Aura of Death: The user can instead put an aura about
him that attacks anyone who attacks him with the same
power.
Ban Undead: This same effect can be used in a Potency
vs. CHA test to drive away an Undead. If affected, the
Undead cannot approach within a 10m radius of the
caster for the Duration of the spell.
Combined Spells
The Death: Combined with Motion, this becomes a ranged
attack without using a Ranged modification.
Silent Death: Combined with Illusion, the victim may
not know he is being attacked.
<Element> Death: Combined with an Element the user can
put out fires, dry up water, blight air, dissipate
darkness, or make an Earth artefact crumble, using the
potency to determine the SIZ of the matter affected.
Final Death: Combined with Mastery, the Death-Touched
can undo the effects of the Undead spell with a
potency vs. potency test.
Disorder
Disorder is often confused with Chaos, but the two are
quite different. Disorder is necessary randomness.
Chaos is disruptive deconstruction. One dedicated to
Disorder is a Trickster. One dedicated to Chaos is an
Ogre. The Opposition Rune to Disorder is Harmony.
Assumed Power
The Disorder-Touched automatically performs a CHA x5
vs. Skill of spell caster test against any Runic power
put against him and dissipates the attack if he wins.
Additional Runes
The Disorder-Touched who assumes three Disorder Runes
can cause friends to fall out and enemies to attack
each other with a successful CHA x5 test against the
target INT. This frequently takes the form of the
Disorder-Touched (frequently known as Tricksters)
taunting the target with the most correct insults to
enrage him against another.
Basic Spell
Dispel Magic: The user of the Rune of Disorder can
disrupt the use of another Runes power. The points in
the Disorder potency roll must equal or exceed those
of the other user and, if the opposed spell affects
the mind or body of its target, opposed characteristic
tests of POW between Disorder-touched and spell caster
must be made.
Advanced Spells
Spell Blade Breaker: This spell is put on a parrying
weapon or item. If the item succeeds in a parry, the
potency of the spell is put against the potency of any
magic on the sword. If the Disorder potency is
higher, the spell is destroyed.
Spell Shaver: This spell is put on a weapon. When
the weapon hits an enchanted protective device, like a
shield or armour, match the potency of the Disorder
spell against the protective spell. If Disorder wins,
the spell is broken.
Shield of Variance: This is a protective Spell. The
user adds its Potency to his Parry and Dodge scores
when attempting to avoid getting hit. The visual
effect is that the protected person moves in
unexpected fashions, causing the attacker to misjudge
where he will be when the blow lands. The user, on
the other hand, sees nothing wrong with his motions
and uses his weapons and defences normally.
Combined Spells
Get the Gang: With Communication, the Trickster can
use a CHA vs. INT test to persuade others to join in
whatever jape the Trickster is perpetrating.
Start a Troupe: With Mastery, the Trickster can use
the same method to command assistance.
I Wasnt Here: With Illusion (a favoured combination)
the Trickster can mask the effects of his japes.
Fate
Fate is the Rune of inevitability. Its Rune of
Opposition is Luck.
Assumed Power
The user of the Fate Rune can see a possible future of
a person or object at any time by succeeding in a
Perception test while looking at the person or object.
This is a Skill, Fate Seeing, that will improve with
use.
Additional Runes
Speed the Fate: The Fate-Touched who has Assumed three
Fate Runes can speed the Fate of objects, breaking
them if he makes his Fate Seeing Skill roll. This is a
modifiable Spell.
Basic Spell
Your Fate: The user must make a POWx1 test, plus 10
for each Fate Rune Assumed, to get a relatively true
vision of a likely future.
Advanced Spells
Fated Blade: Fate can also be added to a weapon,
allowing the user to add up to 5 points of damage for
the purpose of having the weapon do full possible
damage (including damage bonus). Thus, if an attack
has a possible maximum of 11 points and the attacker
rolls a 4 for damage, he can add 5 to get a roll of 9.
If he rolls 9, on the other hand, he can only add two
points to get 11.
Fate Averted: Alternately, the Fate touched can add 1
per Potency level to change the effect of any Wound
received during the duration of the spell.
Combined Spells
Fated <other Rune> Combined with another Rune, the
Fate Rune adds its effect dice to the success of any
test.
Fertility
Fertility is the symbol of life, and has become the
symbol of healing and medicine. It is much used by
Healers and apothecaries. Fertilitys Rune of
Opposition is Death.
Assumed Power
The Fertility-Touched regain all expended Attributes
(Health, Hit Points, Magic Points, Vigour, etc.) at
twice their normal rate.
Additional Runes
Return to Life: The Fertility Touched who has Assumed
three Fertility Runes can cast a spell to bring
someone back from death if (1) the target makes a CON
x5 roll, (2) the target has been healed of any
mutilating wounds, and (3) The duration of the spell
is greater than the time the person has been dead. In
some cases, there may be a fourth condition the dead
want to return. A CHA vs POW test may be necessary to
bring a recalcitrant dead back to life.
Basic Spell
Healing Touch: The user of a Fertility rune can heal
its potency dice roll in Hit Location Points. This can
only be used on one Hit Location at a time and any
excess does not apply to other Hit Locations.
Advanced Spells
Grow Plant: He can also use his Potency to grow or
increase the SIZ of a plant, including a tree, to the
effect test.
Treat Disease: The Healer can heal the effects of a
Disease on a targets Health or Vigour or
Characteristic. Note that this does not cure the
disease. It just treats the effects.
Treat Poison: The Healer can heal the effects of a
poison on a targets Health or Vigour or
Characteristic. Note that this does not neutralize the
poison. It just treats the effects.
Combined Spells
Heal Disease: Combined with Harmony, Fertility can be
used to Cure a Disease with a Potency vs Potency test.
Neutralize Poison from <Shape or Poison>: Combined
with the appropriate Shape or Element, Fertility can
be used to Neutralize a Poison with a Potency vs.
Potency Test. The possible Shapes and Elements are
Plant, Beast, and Metal.
Reattach Limb: Combined with Stasis, Fertility can be
used reattach a limb. Rolled Potency must equal the
total damage taken by the limb.
Regrow Limb: Combined with Motion, Fertility can be
used to regrow a limb. Rolled Potency must equal the
Hit Points of the Limb. Once cast, the limb will
regrow at a rate of 1 point a day.
Harmony
Harmony is the opposite of Disorder. Where the
dedicated Disorder-Touched would be called a
Trickster, the Harmony-Touched is a counsellor or
entertainer, dedicated to bringing all together.
Assumed Power
The Harmony-Touched has perfect pitch. All performance
Skills have 10 added to them.
Additional Runes
The Harmony-Touched who assumes three Harmony Runes
can make anyone or group of people she can beat with a
CHA vs. CHA test mirror her movements and/or attempt
to sing what she sings. All performance skills
automatically have 10 added to them for each Rune.
Basic Spell
Calm the Crowd: This Rune allows the user to be in
tune with everyone around her, so that all tests to
keep things friendly get the 10x potency level
addition to the Skill Score.
Advanced spells
Control the Flow: In Combat, the Harmony-Touched can
control the flow of a combat, getting 10 added to
her melee skill with every potency level or
subtracting 10 from her opponent.
This can also be used for something like an extended
bargaining period or athletic competition.
Dance with Me: This is the combat version of the Three
Rune effect. The user who makes a successful Potency
test vs. the POW of his opponents can make them mirror
his movements, even though they are in the middle of a
fight. This is used to dance opponents off cliffs and
the like. The caster must make a successful Singing
or Playing roll as well as casting the spell. He does
not have to make a Dancing roll.
Combined Spells
Harmonize <Rune>: With almost all other Runes, the use
of Harmony allows for more control over the process
and cooperation in use.
Oath Swearing: Law and Harmony and Truth combine to
create the spell of Oath Swearing. The caster creates
an object that the people taking an oath swear upon.
If parties to the agreement wish to break the
agreement, they must notify the Law Speaker, who will
break the object and notify any parties not previously
informed that the agreement is broken. If parties to
an Oath break the agreement without notification, they
take an attack on the arm they swore the oath with.
The element that attacks depends on the elemental
affiliation of the Lawspeaker. The attack will be at
the potency of the Oath spell, and continue steadily,
once a combat round, for the Duration of the spell. No
range or targets factors are needed.
Illusion
It is said that the world is an illusion. Illusionists
using this Rune are attempting to create their own
world. Illusions Rune of Opposition is Truth.
Assumed Power
This Rune allows the user to change his features as
others see them. Subtract 10 from any perception tests
and combat Truth Rune perceptions with a Contested
Test. He may also add 10 to any deception test such as
Stealth or Disguise. Any spell involving Volume will
not cost Magic Points for the volume, though the usual
considerations for failure due to Magical Difficulty
Points used apply. .
Additional Runes
A user with more than one Illusion Rune can add more
senses to the illusion. Only with the 4th Rune can
touch be added to the illusion.
Basic Spell
Take the Face: 1 level of potency allows the Runesmith
to change his appearance to someone of similar SIZ and
shape. A Disguise skill roll is needed to actually
look like a specific other person.
Advanced spells
Must be Giants: Two levels allow the user to change
the appearance to a humanoid shape of up to 12 SIZ
points difference from the users.
Look at that: Three levels allow the user to take on a
non-humanoid appearance of up to 20 SIZ points
difference. In all cases this is the appearance and
sound of another shape, but is not a real change in
shape.
Fadeaway Blade: It is a common trick of the
Illusion-Touched to change the appearance of their
weapons, getting an add of 10 per potency level to
their weapon attack and parry skills for each potency
applied.
Im Not Here: Similarly, the Illusion-Touched can add
10 per potency to their Dodge or Parry Skills by
similarly appearing to not be where they seem to be.
Combined Spells
Dancing Lights: Illusion and Motion allows for
planting distant illusions that can move.
There <The Element> is: Illusion and an element allows
for illusions of the element at a distance
Deadly Dust: Illusion and Death allows the recipient
to create illusions that can harm an enemy. The
illusion can do ½ the potency of the illusion in
damage.
Invisibility: Illusion and Mastery allows the
recipient to become invisible.
Law
The Rune of Law is the Rune of natural science. This
is somewhat more mutable in the world of Runes than it
is in the Real World. The Rune of Law is also the Rune
of rules. Chaos is the Rune of Opposition to Law. The
Law-Touched is a Law Speaker. . Many cultures give the
Low Justice or even the High Justice to Law Speakers.
Assumed Power
He knows the laws that obtain to any situation with a
basic INT Characteristic test. This is a skill that
can be increased normally. A Law Rune-Touched has a
chance of detecting anyone Touched by the Chaos Rune
with a Perception test with a 10 addition for every
Law Rune (and -10 for every Chaos Rune on the target,
as said before)
Additional Runes
Virtuous Blade: A Law-Touched who assumes three Law
Runes can make their weapons (not damage bonus, not
any damage bonus from other magic) due full possible
damage on striking. The weapon will also do its full
damage to disembodied spirits and ghosts and Chaotic
creatures who have some sort of immunity to weapons.
This is a spell effect, needing only 1 level of
potency and Duration.
Basic Spell
Rule of Law: The user of the Rune of Law can negate
the power of the Chaos Rune, including temporarily
negating the effect of a Chaotic Feature. Use a POW
vs. CHA test to determine the result. This can only
be applied to one Chaos Feature at a time.
Advanced spells
Laws Shield: The Rune can also be used in a spell
whose Potency roll bolsters the users POW or CHA to
prevent takeovers by malignant spirits.
Virtuous Blade: See above.
Combined Spells
Oath Swearing: Law and Harmony and Truth combine to
create the spell of Oath Swearing. The caster creates
an object that the people taking an oath swear upon.
If parties to the agreement wish to break the
agreement, they must notify the Law Speaker, who will
break the object and notify any parties not previously
informed that the agreement is broken. If parties to
an Oath break the agreement without notification, they
take an attack on the arm they swore the oath with.
The element that attacks depends on the elemental
affiliation of the Lawspeaker. The attack will be at
the potency of the Oath spell, and continue steadily,
once a combat round, for the Duration of the spell. No
range or targets factors are needed.
Luck
This is the Rune of Chance. It is favoured by risk
takers and gamblers. Its Rune of Opposition is Fate.
Assumed Power
The user of the Luck Rune automatically adds 10 to any
normal skill Score he attempts. This is added to
Characteristic Tests performed instead of Skills as
well. Unlike the Man Rune, this is added only when the
roll is needed, not permanently to the Skill roll.
Additional Runes
The Luck-Touched who assumes three Luck Runes can use
his Dodge skill against all multiple opponents at full
effect. This also applies to situations where the
Luck-Touched is trying to do several Skills at the
same time.
Basic Spell
Combat Luck: By expending magic points, the user can
also change the probability of someone elses skill
affecting the user, such as the swing of a sword.
Advanced spells
Shared Luck: The user can add the potency level x 10
of the spell to someone elses use of a particular
skill, specified on casting.
Combined Spells
Luck always helps a spell based on another Rune.
Motion
This is the Rune of Mobility and movement. The Rune of
Opposition to Motion is Stasis.
Assumed Power
Being Touched by the Rune adds 5 to the characters
Dodge Skill. Any spell involving Range will not cost
Magic Points for the range, though the usual
considerations for failure due to steps apply.
Additional Runes
Each additional Rune adds another 5 to the Dodge
Skill. The Motion-Touched who assumes three Motion
Runes may make two attempts at any DEX-based skill,
using the best result.
Basic Spell
By spending Magic Points, the Motion-Touched can add
the potency of the test to his DEX for the purpose of
Strike Rank. This has no effect on other DEX-based
Skills.
Advanced spells
The Motion-Touched can also add 10 per Potency level
to his Movement and/or that of a target.
Combined Spells
Combined with other Runes, levels of Potency can be
substituted for Duration steps taken in casting a high
powered spell. If another spell confers a movement
power, potency of Motion can multiply the movement
distance by the rolled potency.
Stasis
This is the Rune of durability and immovability. Its
Rune of Opposition is Motion.
Assumed Power
The user of this Rune cannot be easily moved. The
character adds 10 to any characteristic test or
subtracts from the skill of anyone attempting to move
him. Also, the character adds 10 to any skill needed
to keep on a path, stay upright on a bridge, stand
under slippery conditions, etc. Any spell involving
Duration will not cost Magic Points for the Duration,
though the usual considerations for failure due to
steps and time used apply.
Additional Runes
The Stasis-Touched who has assumed three Stasis Runes
may make two attempts at any STR-based Skill, using
the best roll.
Basic Spell
The Basic Stasis Spell can be used offensively by
adding it to a weapon. When the weapon hits, the
potency is subtracted from the points of Armour a
weapon is hitting.
Advanced spells
It can also be used defensively to increase the points
of armour.
It can be used to slow down a target by 5 metres per
potency level, eventually freezing him in place.
It can be used to paralyse a Hit Location with an
Opposition Test of the Potency versus the CON of the
target. The Hit Location is random unless a Precise
Attack is used.
It can also be used to subtract rolled Potency from an
opponents Strike Rank in a combat.
Combined Spells
Stasis mixed with other runes increases the time of
the other runes effects. The duration of the other
Runes effect is multiplied by the potency of the
Stasis Rune.
Stasis with various Elemental Runes can create a wall
of that element. The length of the wall is equal to
twice the normal radius of the Targets modification.
The depth of the wall is normally about a pace and the
height is about twice man height.
Truth
Truth is simply the exact depiction and detection of
the precise facts. Its Rune of Opposition is Illusion.
One heavily associated with the Truth Rune is
considered a Truth Speaker and is favoured as a
witness to crimes and other events.
Assumed Power
The Truth-Touched can know at least one rune of anyone
he gets within toss range of. This is a Contested roll
of the Truth-Toucheds Perception Skill against the
Rune Skill of the target. This is an automatic sense,
without magic point cost. Any spell involving potency
will not cost Magic Points for the potency, though the
usual considerations for failure due to steps used
apply. The Truth-Touched cannot tell a lie, though
they can avoid telling the truth through subterfuge.
Additional Runes
The Truth-Touched who has assumed three Truth Runes
may make two attempts at any INT-based skill test,
using the best of the two.
Basic Spell
The user of the Truth Rune can use his potency to add
to any perception or other skill that will reveal the
true situation.
Advanced spells
He can automatically detect illusions, but must make a
contested Perception Skill check against the Illusion
skill of the illusionist to see through the illusion.
The potency of this spell must be equal to or greater
than that of the illusion.
He can also tell when a beast may be a transformed
man, and vice versa.
The Truthcaster can also add the potency of a spell to
the damage of a weapon, though the weapon cannot do
more than twice its normal damage. Normal damage bonus
and magical bonus from other spells do not count.
The Truthcaster can also do this addition to
protective gear and the defence of any other object.
Combined Spells
With Mastery, he can command the truth from a target
with a Skill vs Cha test.
With Motion, the recipient can project his vision to
any place he can see, able to see the events in that
place as if he was standing there watching.
With Infinity, the recipient can see what is happening
in any place he knows of if he can make an INT test.
He need not have ever been in the place as long as
there is someone to describe it to him. The GM may
make adjustments in difficulty depending on the
quality of the description or impinging other events.
With Harmony, he automatically knows when he is being
lied to.
With an element, an effect from the element will be
rolled with two extra dice, with the best dice being
used.
Law and Harmony and Truth and an element combine to
create the spell of Oath Swearing. The caster creates
an object that the people taking an oath swear upon.
If parties to the agreement wish to break the
agreement, they must notify the Law Speaker, who will
break the object and notify any parties not previously
informed that the agreement is broken. If parties to
an Oath break the agreement without notification, they
take an attack on the arm they swore the oath with.
The element that attacks depends on the elemental
affiliation of the Lawspeaker. The attack will be at
the potency of the Oath spell, and continue steadily,
once a combat round, for the Duration of the spell. No
range is needed. Targets must include all parties to
the Oath.
Elemental Runes
Elemental Runes describe the basic building blocks of
the universe. A character who has assumed one
Elemental Runes cannot use the Runes of any of the
other elements.
The basic spell of an Elemental Rune-Touched is to
project 1d6 of effect at touch range against something
the size of a Hit Location in an instant effect. The
exact effect is dealt with in the descriptions.
Elemental Block: All elemental runes have the
possibility of blocking the effects of another element
(or the same element, for that matter). The special
effects are different (water putting out fire, fire
steaming water away, etc.) for each effect, but the
result is that neither element is present after the
successful attempt. A block can be done against just
part of an effect (such as keeping fire the size of a
Castle from affecting a volume the size of a cell) but
the duration and potency of the Block must be
comparable to that of the original spell.
Elementals: These are magical creations (or perhaps
embodiments of spirits of the element, it depends on
the world they appear in).
Air
This is the Rune of the Storm and often the Rune of
the Adventurer, who travels where the wind takes him.
Assumed Power
The Air-Touched can predict weather with a simple POW
test, no magic points necessary. Air touched are at a
-10 to all Skills for each Air Rune when underground.
Additional Runes
An Air-Touched who has Assumed three Air Runes or is
+40 in his Skill can fly through the air at his normal
movement rate. He can use Range to extend the movement
rate.
Basic Spell
The user of the Rune of Air may add his potency to
either the accuracy (adding 10 per potency level) or
the damage (picked before making an attack) of any
weapon he uses, close combat or ranged.
Advanced spells
The Air-Touched can command the air to form a shield
of wind about him or many that will act as armour and
subtract from the force of blows and damaging magical
effects coming in.
Combined Spells
Air and Motion allows the recipient to add 10 to his
movement for every level of potency.
Cold
This is the personification of the Cold of the North.
It is a subsidiary Rune to both Dark and Air and has
similar effects in either case.
Assumed Power
The Cold-Touched is never adversely affected by cold
environments. This includes being able to walk on top
of snow and move normally over frozen surfaces.
However, they are not happy in warm environments,
taking -10 to their CON test for every exertion under
the Sun unless the overall temperature is below 20 C.
Additional Runes
A Cold-Touched who has Assumed three Cold Runes can
pass over snow and frozen surfaces at 5 paces more
than their normal regular movement rate. Every Rune
assumed after this adds 5 pages to this distance. They
seem to be skiing or skating, but do not need the
implements.
Basic Spell
The User of the Cold Rune may add his effect dice to
the damage of any close melee attack, including
barehanded.
Advanced spells
Alternately, the user of the Cold Rune can subtract
his potency from the damage effects of Cold or
Darkness.
Combined Spells
Combined with Stasis, the recipient can erect a wall
of Cold that will not impede but will damage anyone
who steps through it.
In combination with the Stasis Rune, Cold can create
entrapments and barriers of Ice with the armour and
hit points of the rolled effect. This can be added to
every combat round.
Darkness
Darkness is one of the Five Great Elements. Cold and
Shadow are subsidiary elements to Darkness, though one
who is touched by any of them cannot Assume the
others, just like any other elemental Rune.
Assumed Power
The user of the Darkness Rune can, at all times, see
in the Dark. No light is necessary, the recipient
actually uses a form of echo-location. This costs no
Magic.
Additional Runes
A Dark-Touched who has Assumed three Darkness Runes
can teleport his normal movement rate from one area of
darkness to another. Further Runes increase the
distance by 5 paces each.
Basic Spell
The Darkness Rune user can also cause damage like that
of the Cold Rune user and subtract from the effects of
Darkness and Cold in a similar manner.
Advanced spells
The Darkness-Touched can set up Darkness fields that
only Dark-Touched and Shadow-touched can see through.
He can also wrap himself in a Dark Cloak that confuses
the senses and adds 10 points to his Dodge ability for
every level of potency.
Combined Spells
Darkness with Stasis can create a wall (see Stasis for
dimensions) of absolute darkness that no vision can
see through. It will do damage as a Cold Wall if
anyone tries to step through it.
Earth
This is the element of the Earth itself. It
personifies solidity.
Assumed Power
The Earth-Touched can make a normal Perception Test to
detect others walking on the Earth at normal
perception ranges. The Earth-Touched can also predict
earthquakes and land slides.
Additional Runes
An Earth-Touched who has assumed three Earth Runes can
tunnel through the earth as long as it is not solid
rock or metal at his normal movement ability. Further
Runes allow for adding 5 paces to the movement. The
tunnel is as stable as any unsupported tunnel in the
type of soil would be. The Tunnelling Earth-touched
can also intentionally collapse the tunnel behind, but
Earth-Touch does not provide the ability to breathe
dirt.
Basic Spell
The user of the Earth Rune can add his effect roll to
his STR or SIZ or split between the two. This has no
effect on the Skills dependent on SIZ and STR unless
the effect is somehow made permanent.
Advanced spells
Alternately, he can create armour of the amount of the
potency roll. The potency roll for armour must be
rolled every combat round, even if duration was used
to make it last longer The Earth keeps shifting. If
the armour points are overwhelmed by an attack, the
armour breaks and must be reformed at the cost of more
magic points.
Combined Spells
Combined with a Stasis Rune, the tunnel created by the
use of multiple Runes becomes supported.
Used with the Stasis Rune Earth Armour must be
surpassed by twice its effect before breaking, as well
as the usual time extension effect of the Stasis Rune.
Combined with Disorder, the recipient can cause the
Earth to shake with a STR equal to the rolled Potency.
Earth-Dwarf (Metal)
This is a subsidiary Rune to the Earth Rune that was
originally found by dwarves. To this day it mostly
appears in underground areas. This Rune represents all
metals.
Assumed Power
The Metal Rune-Touched can make a normal Perception
Test to discover faults and flaws in metal objects.
This is not meant to provide weak spots in opponents
armour and weapons; it is for creating metal objects
on a non-combat basis.
Additional Runes
A Metal-Touched who has assumed three Metal Runes can
move and fight without Fatigue loss.
Basic Spell
The Metal Rune-touched can add its potency to the
damage of any metal weapon, or add its potency to any
metal armour worn by the user. In both cases the
effect is obvious because of the exotic shapes it
forms in the weapon or armour. Unlike Earth Rune
armour, it is not broken if surpassed. It just closes
and continues on.
Advanced spells
The Metal-Touched can shatter metal with a spell whose
potency is greater than the AP of the metal object.
Combined Spells
Using Harmony and Metal, The Metal-Touched can use a
sheet of metal or metal wires to bring out a sound
that can shatter the hearing of anyone in the area
of effect, rolling Potency against Con for a Stun
effect.
Fire
Fire is the primary element of combustion. It
represents both the Sun in the sky and the simple
campfire.
Assumed Power
The Fire-touched is not affected by extremely hot
weather, though he is at -10 to skills when working in
cold weather. Any fire or heat based attack that
penetrates his armor is cut in half in effect.
Example: A Fire-Touched foe using a Fired Blade
strikes Our Hero. Our Hero is also Fire Touched. The
blade does 10 points of damage. Our Hero has 5 points
of armor where the Fired Blade struck. Normally, that
would let 5 points of damage through. But the
Fire-Touched status of Our Hero cuts that damage in
half, he only takes 2 points of damage and is only
scratched.
Additional Runes
A Fire-Touched who has Assumed three Fire Runes can
move his normal movement as a teleport from one fire
to another. Each additional Rune increases the
distance by 5 paces.
Basic Spell
The Fire user can touch a foe, doing his potency in
damage. This is commonly used to ignite fires.
Advanced spells
The Fire-touched can add the potency damage to the
effect of a weapon, or create a fiery sheathe around
the user that will damage any attacker who gets within
touch range of the user. Only one of these effects can
happen at one time, though someone with more than one
Fire Rune could use two effects at once.
Combined Spells
Combined with Stasis, the Fire rune can create a
momentary wall of fire. The wall cannot be sustained
unless it is used on a flammable surface, and then the
usual fire rules obtain.
Heat
This is a subsidiary element to the primal element of
Fire.
Assumed Power
The Heat-touched is not affected by extremely hot
weather, though he is at -10 to skills when working in
cold weather.
Additional Runes
A Heat-Touched who has assumed three Heat Runes can
levitate himself on a column of hot air and move at
half his normal movement rate.
Basic Spell
The Heat Rune is very much like the Fire Rune, but
without the fiery effects. When used in a touch attack
its effect goes directly to the Fatigue of the target.
It does not produce a wound.
Advanced spells
If added to a weapon, it does damage normally, as
other elemental attacks do.
Heat can heat objects in a controlled manner, allowing
for beneficial treatment, such as Heating metal to
help form it.
Combined Spells
Heat combined with Stasis can create a long-lasting
object, like a heating plate, that can keep other
things, and people, warm. This cannot be done to the
extent of a damaging attack because the object will be
damaged. A heated object would do no more than 1d3
damage.
Light
Light is another subsidiary element to Fire.
Assumed Power
The Light-touched is not blinded by extremely bright
light, though he is at -10 to skills when working in
darkness. He can see in any condition in which any
light is visible, though with the above penalty.
Additional Runes
A Light-Touched who has assumed three Light Runes can
teleport his normal movement distance to another place
that is well-lit.
Basic Spell
Light is like the Fire Rune, from which it derives,
but the potency usually decreases the targets normal
perception tests. It also detracts from the targets
ranged combat tests and anything else that calls for
the targets vision to be acute. The effect lasts
until the target can make a Perception test with the
potency penalty.
Advanced spells
Light can also be used to dispel Darkness (compare
tested effects).
Combined Spells
Light combined with Stasis can create a wall that has
the effect of the Potency subtraction on anyone who
looks into it from the intended direction. Those on
the other side can see perfectly.
Moon
The Moon Rune is the Rune of emotion.
Assumed Power
The Moon-Touched can automatically sense the emotions
of others with a normal Perception Test. The Moon Rune
user is in control of his own emotions and can induce
emotions in those he touches.
Additional Runes
A Moon-Touched who has Assumed three Moon Runes can
teleport himself his normal movement distance from one
moonlit place to another place lit by moonlight.
Basic Spell
The rolled potency is added to the characteristic in
any INT vs POW or CHA tests to induce an emotional
state on the target. This can take several combat
rounds of work to induce the emotion, using Influence
skills.
Advanced spells
The potency of a Moon Spell can be added to the INT of
the user and matched against the CHA of the targets to
induce a headlong panic.
The potency of a Moon Spell can be added to the INT of
the user and matched against the INT of the targets to
induce fanatic loyalty and courage.
Combined Spells
With Communication, the user can read the emotions of
others.
With Mastery the chance of controlling others through
emotion is higher.
With Harmony, the user can use Communication Skill at
+10 to sway the emotions of an audience to one the
Moon-user truly feels at the time.
With an Element or Shape, the user can induce fear or
liking of the element or Shape that will last until
the target has reason to rethink the position.
Shadow
This is a subsidiary to Darkness
Assumed Power
A Shadow-Touched can see normally in any situation
that has any light at all in it. He cannot see in
absolute darkness.
Additional Runes
A Shadow-Touched who has assumed three Shadow Runes
can add 5 paces to his movement distance in Shadow.
Each extra Rune adds another 5 paces
Basic Spell
The Shadow Rune user can hide in shadows, adding his
potency to the normal Stealth Test.
Advanced spells
He can also apply the potency of his power to a
weapon, including a ranged weapon, subtracting the
points of potency from the armour points of the
target.
The ShadowCaster can also draw shadows about him,
adding the potency of the spell to his Dodge ability.
This does not work against Darkness and Shadow Touched
opponents.
Combined Spells
Combined with Illusions the Shadowcaster can create
very believable illusions.
Combined with Stasis, the caster can create a wall of
Shadow that gives everyone protected by it an add to
his Dodge ability.
Water
This is the Rune symbolizing all the life-giving
waters of the world.
Assumed Power
The user of the Water Rune can automatically breathe
water without spending magic points. He can also move
through water at his normal movement speed.
Additional Runes
A Water-Touched who has assumed three Water Runes can
add 5 paces to his normal swimming speed for every
Rune Assumed after the first two.
Basic Spell
The Water Rune-Touched can create a quantity of water
equal to his potency in SIZ and use it to hit someone
in normal touching range.
Advanced spells
The Water Rune user can also remove water from a
volume. A water breathing user of the Water Rune can
breathe in air (or other atmospheres) for a number of
minutes equal to his Duration.
A Water-Touched can allow other targets to breathe
water with the appropriate expenditure of Targets and
Duration.
Combined Spells
Combined with the Death Rune, a Water Rune user can
drown a target by filling his body with water. In this
case he uses the hit point location of the Chest. A
Rune user of any other Elemental Rune can fight this
effect with his own effect dice.
Combined with Motion the Water-Touched can increase
his movement in water.
Combined with Stasis the Water-Touched can solidify
water as if it was ice (without the cold) and form it
into weapons, or form a surface on water others can
walk upon without the slipperiness of Ice.
Combined with Truth, the recipient can gaze into water
and see images from any place within Range he has been
before.
Ancient Runes
Some Runes are not found, or at least not used, for
centuries. Fossilized Runes have been found. Some of
these objects are obviously Runes, but no one knows
what the Runes symbolize.
Many of these Ancient Runes accumulate power as they
lie dormant. This has several effects.
As they increase in power, the difficulty of Assuming
them is increased. The test becomes a ½ POW, or even ¼
POW test.
Rune-Touched who Assume these Ancient Runes gain
increased raw power. A 1d6 effect for a regular Rune
might be a 1D10 effect for an ancient Rune.
Ancient Runes sometimes give their recipients power
over those who have Assumed lesser versions, allowing
the Ancient Rune recipient to use the others magic
points and lay geases upon the subordinates to command
actions from them.
Some Common Spells
The following are some spells that readers of previous
editions of RuneQuest will recognize that demonstrate
how the lower levels of the modified spells can be
translated into several Runes.
Befuddle
This spell makes Victim forget who his friends and
enemies are. Takes a CHA vs. INT test, extra potency
adds to the Characteristic CHA roll. Set Potency for 0
(+0), Duration for 1 minute (-10), Target is Head Hit
Location (+0), and Range is 20 paces (-10). This is a
Magic Point cost of 3 points and a Difficulty of -20.
This is an Advanced spell from the Chaos, Disorder,
Fate, Illusion, and Truth Runes.
Demoralize
This spell causes a CHA vs. CHA test. Increased
Potency can add to the Characteristic Roll of the
Attacker. If the test is successful, the spell lowers
all offensive skills by 1/2, including casting an
offensive spell or using the offensive element of a
defensive manoeuvre like a riposte. Set Potency for
basic level (+0), Duration for 1 minute (-10), Target
for Head Hit Location (+0), and Range for 20m (-10).
Cost is 3 Magic Points and -20 to the Casting roll.
This is mostly an emotion spell and comes from the
Moon Element, though it could come from Mastery or
Illusion as well.
Disruption
This spell does 1D4 damage (+10) to a Hit Location
(+0) at 20 paces (-10) Instantly (+20). The Difficulty
is +10, which adds 10 to the RuneCasting chance. The
Magic Point Cost is 1. This can be performed through
a number of different Runes. The only difference is
the special effect. Fire burns the target, Air hits
the target with high-impact wind, Water blows up some
of the water in the targets cells, Darkness freezes,
Earth abrades. Non-Elemental Runes can also support
this spell with different special effects. The effect
can bypass armour by adding 1 level of Potency for
every 2 points of armour to be bypassed. The spell
bypasses 2 pts of armour if cast at normal skill
chance and magic point cost. Make the skill -10 and
add a Magic Point to bypass 4 points of armour. This
can also be used for bypassing magical Protection.
Fanaticism
This is the opposite of Demoralize, and essentially
has the reverse effect for the same costs and
probability. The recipient attacks at +1/2 skill and
defends at ½ Skill. It also has the same origins.
Glue
This fastens two objects together. They can be as
similar as the broken halves of a torn strap or as
different as a metal knife inside a leather scabbard.
Potency of the spell determines the STR of the glue
effect. A simple use of the spell to keep weapons from
being drawn in a quarrel could have a STR (potency) of
1D12 (-30), Duration 6 rounds (+0), 1 small Target
(+0), Range 5 paces (-10). Cost of the spell is 5
Magic Points with a -40 Difficulty. For simpler uses,
such as holding something together so it can be worked
on, Duration may go up but Potency can be reduced to
1d6 (+0) and the Range to Touch (+0). Runes usable
with this spell include Plant, Metal, Earth, Mastery,
Fate, Truth, and Illusion (at half Potency).
Healing
This is wound repair. It removes hit points of damage
from a wound. It cannot be used to add hit points
beyond those lost from damage. The basic Healing spell
uses Potency 1D10 (-20), Duration Instant (+20), for
Target 1 Hit Location (+0), and Range Touch (+0). The
cost is 1 Magic Point and normal Spell Difficulty. The
Potency can be lowered to 1D6 (+0) to add 20
percentiles to the chance of success. This is
basically a Fertility Rune spell, but it can also be
done as an Advanced spell by Truth, Fate, Luck, a
Shape Rune, and Mastery.
Ignite
This is the basic Fire Spell. The barest minimum
potency is sufficient to set a fire on dry kindling,
more potency might be needed for wet wood or human
flesh. This is also a basic Heat spell, but it is an
Advanced spell for Light. Similar spells can create
enough Water to fill a carafe, bring new Air into an
airless area, blot out a small area with Darkness or
freeze a small object with Cold.
Invigorate
This spell adds the rolled potency to the Health and
(Fatigue/Vigour/Whatever) of the target. Commonly the
potency is 1d8 (-10) for ½ hour (-30) for 1 target
(-10) at Self Range (+10). The spell costs 5 magic
points and is of -40 Difficulty. This is a common
spell for the Runes of Man, the other Shapes
depending on caster and recipient, Fertility, Mastery,
and others.
Multimissile (Arrowstorm)
This spell adds a second missile doing 1D6 damage
(+0), lasting 1 combat round (+10), that will strike
one random Hit Location, (+0), at a range of 50 paces
(-20). It attacks the same target as the
arrow/bolt/bullet it is matched to. This is a cost of
2 Magic Points and a casting chance of -10. By
expanding the number of Targets, it can be shot at as
many opponents as the targets chosen. Its chance of
hitting is 10% less than that of the original arrow.
If more than one extra missile is being used, the
probability of hitting decreases by 10% for each
missile. Roll once for the result for all the arrows.
If the created arrows strike falls within the
Critical Range, it makes a critical as well. Attempts
to parry with a shield or Dodge are matched against
all the strikes and some of the shots may be avoided.
For instance, if the Arrowstorm user rolls 47 and has
two extra missiles, they strike on 47 (the original),
37 (the first copy) and 27 (second copy). But the
target attempting a Parry or Dodge rolls 28. That
means she gets hit by the original and first copy, but
avoids being struck by the second copy.
Extra Potency can be used to either increase the
number of missiles (one missile per extra Potency
level) or increase the damage of the copy missiles.
For instance, Betty Ballista can spend 5 Magic Points
and -40 casting chance to kick the damage up to 1D10
(+2 POT) and 1 more missile (1 POT).
Runes usable for this include Plant, Death, Motion,
Shadow, Illusion, and most of the Elemental Runes
including Moon and Light.
Protection
This spell adds 1 level of potency to add 1d4 to the
armour protecting the target (+10), the Target is 1
full man-sized (-10), the Duration is 6 rounds (+0),
and the Range is either Self (+10) or Touch (+0). This
is a Bonus of +10 to the casting for doing it to
oneself and normal chance to do it to a close friend.
Increasing the protection or the duration kicks up the
magic points and Modifier Difficulty unless the user
has more than one Rune to apply to the spell. This
spell comes from most of the Elemental Runes except
those that supply Shimmer (see below), plus such Runes
as Truth, Stasis, Fate, Fertility, some Shapes, and
others.
Repair
Repair is essentially a Healing Spell (q.v.) for
non-living items. The potency can be used to fix
weapons, repair walls, restore cut leather thongs, or
whatever needs repairing. Runes inspiring this spell
include Plant, Metal, Earth, and other spells.
Shimmer
This spell adds the potency in skill %iles (+10 per
level of potency) to the targets Dodge and Parry
scores. The usual effect is to make the precise
outlines of the target hard to determine and perhaps
displace the image slightly. Common use is +20 to
Defensive Skills (+0), 6 rounds (+0), 1 Target (-10),
Self (+10). Higher potency or multiple targets can be
had for more Magic Points and Spell Difficulty. This
spell comes from such diverse sources as Illusion,
Death, Light, Darkness, Shadow, some Shapes, Disorder,
Motion, and others.
Weapon Enhance (Bladesharp, Bludgeon, Ironhand,
Speedart, and, in reverse, Dullblade)
This spell adds 1 level of potency to provide +10 to
the chance of hitting and 1 level of potency to add
1D3 to the damage (+0). The Duration is 6 rounds
(+0), the Target is SIZ 1-5 (+0) and the Range to the
weapon is usually touch (+0). Magic Point cost is 1,
Rune Casting chance is normal. Again, this is commonly
an elemental spell, but Runes such as Mastery, Man,
Motion, Harmony, and others could be used to create
it. Adding more potency to the weapon of course adds
to the Magic Points and Modifier difficulty unless the
user has more than one Rune and can match Rune number
to levels of Potency.
Runesmithing
Runesmithing is the art of creating magical items,
using the inherent power of Runes to charge inanimate
objects with their potential.
Runesmithing is an advanced skill that must be taught
to a character it may never be gained spontaneously.
Once this skill has been gained, the character gains
the title RuneSmith. This is a basic Skill of INT +
DEX.
Most RuneSmiths will start by creating Spell Stones
and Rune Staves. Compared to many other types of
magic, Runesmithing is a relatively safe pursuit in
that the Smith rarely has to cast magic in the field.
However, creating the objects is essentially the same
as casting the spells, so all the hazards of spell
casting do attend the creation of a Spell Stone or
Rune Staff.
Spell Stones
The Runesmith can carve Spell Stones. The possessor of
a Rune Stone can use it to manifest the power of the
Rune once. This can be anyone who holds the Rune
Stone. The spell is actually cast when the spell is
created, so there is no skill roll necessary. The user
simple says the name of the rune and its target and
the spell (which can be any spell associated with the
Rune) works.
The Spell Stone can actually be anything. It could
be a scrap of paper, or a tattoo on the skin of the
recipient. The Runesmith spends a magic point when he
makes the Stone. When the Stone is used, the object
carrying the Rune immediately decays and crumbles. If
used as a tattoo, a couple layers of skin slough off
around the tattoo, taking the tattoo with it.
A Runesmith can create Spell Stones with a total
potency equal to his POW. Duration, Volume and Range
of the spell in the stone have no effect on the number
of stones to be created. Creating a further Spell
Stone without using enough of them to free up the
potency causes the oldest Rune Stone created to
crumble.
The RuneSmith can also use Spell Stones he has carved
as a Magic Point battery, extracting the magic points
put into the Stone to boost his own magic. Using up
the Magic Points of the Stone destroys the object. The
object cannot be refilled. No one but the carving Rune
Smith can use the Stone for this purpose. A RuneSmith
can create a Stone for this purpose for someone else,
but the other person must be the one to put the Magic
Points into the Stone. These Magic Points are the
actual points of the user, so he must recover his
Magic Points after charging the stone before he has
a full set of personal Magic Points.
Rune Staves
Like the Spell Stone, the Rune Staff could be almost
anything. Besides actual staves, popular objects
include swords, shields, other weapons, jewellery,
crystal globes, and so forth. In this way magical
items are created.
Like Assuming a Rune, and unlike carving Spell Stones,
the runes carved on the staff are essentially anchored
Runes. The Runesmith cannot use the Runes for any
other purpose. The time spent carving the Runes is
generally about 5 minutes per Magic Point in the Rune
combination. The effects of the spell can be modified
just as a spoken spell can be modified, but this can
only be done while the staff is being carved. The
spell will always have the same parameters. Because
the RuneSmith is investing his Runes in the final
product, a failed carving does not lose the Rune or
the Magic Points of the spell, and the Magic Risk
table does not come into play. Unless the character is
working under time constraints, a Rune Staff can be
considered to be carved successfully if the player
states his intention to do it.
The Rune Staff, once carved, is independent. The
RuneSmith no longer has control of those Runes. (????)
The RuneSmith cannot carve any Rune Staff spell that
he cannot cast without at least a chance of success.
Using the Staff Rune in magic costs the user the same
amount of magic points as went into a rune
combination. The Staff remains and can be used again.
Unlike Spell Stones, Rune Staves cannot be living
things, such as the family pet or the users skin.
The number of Rune Combinations that can be carved on
a Rune Staff depends on its size. Some objects, like a
piece of jewellery or a hand-size object, can take
only one combination. A carved quarterstaff (generally
about two paces long) may have as many as 20.
Anyone can use a staff (???). If the user has no Rune
Ability, his Skill with each combination starts as a
POW test. This can increase just like any other Skill.
Moreover, the runes are sufficiently standardized that
he can use a different carving of the same combination
elsewhere. The Magic Point cost always is taken from
the user.
Permanent Spells
Spells may have a permanent effect if Runes are used
to anchor them. These must be runes Assumed by the
Runecaster. Inscriptions of the Runes must be placed
within the radius of the spell, or next to the
immediate centre of effect. Often they are hidden to
keep the spell from being disrupted. These are also
used for creating permanent magic items. The Runes
used for this purpose cannot be used for anything
else. If the RuneCaster was enjoying the benefit of
having 3 of one Rune (see later Rune descriptions),
and uses one for this purpose, then he only has the
benefits of two Runes.
One Rune must be used for every 10 points of Magical
Difficulty Score in the spell. One Rune is the minimum
cost in any case, even for a very low intensity spell.
If the Runes anchoring a spell are destroyed, the
spell is over. This must be a conscious attempt to
erase or deface the Rune. A Rune accidentally damaged
will retain its power until completely obliterated or
destroyed. Various dampening and blocking effects
described later also work on a temporary basis, but
the spell returns unless the Runes are destroyed.
If the person who created the anchored spell is alive,
he knows the spell is broken because use of his Runes
returns to him. If he is dead, the Rune dissipates to
go to wherever dissipated Runes go in the campaign
world.
Acquiring Runes
Buying and Selling Runes
Naturally, the Runes that appear are a very valuable
commodity and are anxiously sought by many. In cities
and towns, neighbourhood urchins keep an eye out for
strange objects that they can sell to the local
authorities or a major Rune Smith in the area.
Governments both good and bad keep an eye out for them
and hoard them when they can. Unused Runes have formed
the centrepieces for exotic jewellery and regalia,
demonstrating the power of someone who doesnt have to
use a Rune to be powerful. Such items are frequently
the quest object of many thieves and merchants.
Religions of gods identified with the Runes pay a
premium to gain the Rune for use by their worshippers.
The Runes that fall in civilized areas generally
disappear almost immediately for all the reasons given
above. In the wilderness, the effluvia of the gods
battles frequently falls where no one can see it.
Creatures with a major magical influence or an
orientation toward the Rune can often sense them and
collect them into hoards. Such hoards are often the
object of quests by adventurers. These quests are
often made more difficult because even a fairly dumb
beast may sit and stare at a Rune for a few hours and
find it has Assumed it. A beast that has assumed a
Rune generally becomes very acquisitive of Runes. This
is not because they want more power; it just seems to
be a side effect of Assuming the Rune. People who
Assume Runes have very similar feelings, but they have
the intelligence to rationalize them.
The Rune Quest
Adventurers are always seeking Runes. Finding and
assuming the most potent Runes is a mark of honour and
power in the world. Some Assume a rune and adhere to
that rune for all their days. Others essentially jump
from Rune to Rune, filling up their quota and then
forcing old Runes out for new, always attempting to
find the perfect combination.
And some find the very special Runes, the runes that
bring them a bit closer to godhood, the runes that
make them Runemasters and honoured before all men.
Probability of Finding a Rune
For the most part, GMs should make Runes as common or
rare as fits their particular campaign. The following
table is a presentation of relative commonality of
Runes. Absolute numbers in any area are the province
of the GM.
Rune
Likelihood (roll D100)
Communication
01-03
Illusion
04-05
Infinity
06
Magic
07-09
Mastery
10-11
Beast
12-16
Dragon
17
Dragonewt
18
Man
19-22
Plant
23-24
Spirit
25-26
Undead
27-28
Chaos
29-31
Death
32-35
Disorder
36-40
Fate
41-42
Fertility
43-46
Harmony
47-48
Law
49-51
Luck
52-53
Motion
54-58
Stasis
59-63
Truth
64-65
Air
66-68
Cold
69-71
Darkness
72-74
Earth
75-77
Earth Metal
78-80
Fire
81-83
Heat
84-86
Light
87-89
Moon
90-92
Shadow
93-95
Water
96-98
Ancient, roll again*
99
Ancient, something else#
00
* Roll again on the table, ignoring any further rolls
of 99. Rune will be more powerful in some way.
#The Rune is no longer commonly found, could be
something exotic like Lightning, or Calm, or Mind.
10. CULTS
General Idea of Cults
It is known that the Runes of RuneQuest come from the
gods. Some are content to touch their gods through the
Runes, but others want more. They collect the Runes of
their gods and pray to those gods and, often, get the
attention of those gods. Religions built around those
gods spring up and many become ubiquitous, while other
seek to fill a niche left empty by their
contemporaries.
In some campaign worlds, Runes are generally
available. In a place like Glorantha, the godwars are
over, and the Runes are mostly wrapped up in something
or other. To a large extent, these are the cults.
The following are generic write-ups for six gods of
interest to the players either as a place to put ones
allegiance or as a group to watch out for. One
supplies some of the aspects of a pantheon. One
demonstrates how a god can change with time or even
present two entirely different faces to their
worshippers.
Each of the write-ups is presented under a generic
title, but also a similar god from Glorantha. The
correlation is not necessarily one-for-one, but they
are similar enough that an initiate of the cult
presented here could easily become an initiate of the
cults Glorantha equivalent.
Elements of Each Write-Up
Runes:
These are the primary runes of the god being
worshipped. Other Runes might be tied to that god by
bindings of pantheon or excessive history, but these
are the ones that provide major decorative motifs for
their centers of worship.
Background:
This is the story of the god, how he relates to the
world and why he is worshipped.
Who Worships and Where:
This is a description of the type of worship received
by the god and who worships him and in what cultural
context one could expect the god to be worshipped.
Description of worship:
If there is something exotic about the worship of this
god, this is described here.
Appearance of Worship areas:
This describes what the areas used for worship look
like. If there are differences depending on the
cultural context, the differences are described.
Benefits of membership:
This is a quick description of why one would worship
this particular god.
General goodies: What are the social and cultural
benefits of being a member of this cult.
Skills Taught: What special cult skills are taught by
this cult.
Runes Provided: What runes can a favored worshipper
expect to find here to Assume.
Rune Magic: Some of the spells taught to leading
members of the cult that combine the Runic Powers of
the cults Runes.
Degrees of Participation
Worshippers of the cults can participate in the
workings of the cult in several levels of
participation.
Worshippers are people who observe the holy days and
come to services. For the major gods, most people who
live around a temple will be a worshipper. Worshippers
may get some support in return and be able to get
education in some skills. A worshipper may worship at
the shrines of several different gods.
Initiates are those who have been given knowledge of
some of the inner mysteries of the Cult. An initiate
has sworn devotion to the religion, though he might
also be an initiate of a related cult. The initiate is
given Runes, given training, and is expected to
respond when the cult calls for help. Many initiates
become Rune Smiths, specializing in the particular
Runes of their cult. An Initiate is generally also in
training to become a Rune Priest or Rune Lord. Or
both. The initiate receives training in the Prayer
Skill, which allows him to access the special magics
of the Cult. Each Cult has its own Prayer Skill, which
is a Social Skill. Some cults use dance and song,
others use respectful posture and murmuring, and some
shout their prayers to the skies. Each Cults Prayer
skill must be learned separately. If an initiate is
demoted from a Cult, he forgets the Prayer Skill.
The Priest or Rune Priest leads worship in the Cult
and is given great gifts of the god. They are
generally expected to be proficient in Lore of the
temple and in skills the temple trains in. They train
others in those skills. Some larger religions have
levels of authority and circles of knowledge for their
priests, with a controlling bureaucracy. Others just
have Priests who interact with one another as best
they can in a semi-democratic manner. And others have
one leader and more or less bureaucracy that carry out
the leaders demands. A Rune Priest is generally first
a Rune Smith.
Qualifications for Rune Priest generally include Rune
Casting above 90% with all the base Runes of the cult.
Various skills important to the cult such as Rune
Smith are also at 90%, including Prayer. The cult
generally has a requirement for amount of POW
sacrificed for Runes within the Cult. Upon acceptance
as Rune Priests, the Priest can begin to build his
Presence. This is a magical construct that allows him
to dedicate POW and Runes toward using the unique cult
magic. The Construct is generally tied to a religious
symbol, though not exactly the same as the symbol.
Presence for a Priest acts as a source of Runes to
defuse the Difficulty of a spell (see Magic Chapter).
The presence only works for spells available to the
Runes of the god and, if appropriate, the pantheon the
god belongs to. So if Skarp the Skald (Naming Rune the
Harmony Rune) becomes a Rune Priest of Storm, he can
throw lightning bolts using his Storm Presence, but is
on his own with Harmonic spells unless Storm
includes a minstrel in his pantheon.
Many religions also sponsor Rune Lords, who are
paragons of the beliefs and strictures of the
religion. A Rune Lord is probably over 100% with
several Cult Skills and has some of the powers of the
Cults Runes at his command. Some cults supply allied
spirits for their Rune Lords (each Cult generally has
a different title for their particular Rune Lords).
Rune Lords are often Rune Smiths first. A Rune Lord
may well be a Rune Priest as well.
One does not need to be a member of a Cult to be a
Rune Smith.
Allied Spirits
A Rune Lord is often given an allied spirit of the
Cult as a companion. The allied spirit is generally
embodied in an animal sacred to the cult (such as a
horse for Storm) or in a cult object (such as a sword
for Storm). Lord and Ally see out of each others
eyes and use each others magic. The allied spirit is
as intelligent as a man and can operate independently.
If the Lord is killed, the Allied Spirit may depart
the body it occupies, or it may go rogue. Some Cults
keep Allied Spirits embodied in weapons or other cult
objects around to be passed along to the dead Lords
successor. If the spirit is killed, the Lord may get
another (or the same in a new body) as long as the
spirit was slain in service to the goals and needs of
the cult. Getting ones allied spirit slain in an
ignoble cause can be enough to get a Lord
excommunicated from his cult.
Cults and the Runes
There are more ways to acquire Runes than find one in
a treasure. The Cults have a direct link to their gods
which are established in worship. Worshipped gods
reward their worshippers with Runes. Unlike the Runes
described in Chapter 8, these Runes have no physical
existence. The Priests pray to the god in an
appropriate ceremony and the god bestows the Rune upon
the recipient. The recipient provides the usual point
of POW.
This Cult-provided Rune is, of course, one of the
Runes associated with the god. The recipient is
further established on his path to the Way of the god.
However, this Rune is still very much part of the god
it came from. If the worshipper (at least an initiate
and usually a Priest or Lord) betrays the cult or its
principles, the god may take the Rune back. If a Rune
is repossessed, the former recipient is affected just
as if he has Relinquished a Rune.
It is possible to receive a Rune in this manner in a
non-temple environment. There are holy places to
various gods about the world in which the appropriate
worshipper can stand and be judged directly by the
god. If the worshipper is found worthy, the Rune is
bestowed. If the worshipper is found unworthy, Runes
may be repossessed. An event like this might be the
culmination of a quest, either intended or
serendipitous.
If the god had provided several Runes to the
worshipper, he may take one or all of them back, or
perhaps just enough to provide a lesson. If all the
Runes are taken at once, do not roll 1d6 for each Rune
to determine the POW loss. Just roll 1d6 and add the
number of excess runes to the result. Thus, if a
worshipper is stripped of six Runes, he will lose
between 6 and 11 points of POW.
The god or cult cannot take a Rune that was not
bestowed by the cult. The possessor of a cult Rune
cannot bestow that Rune on anyone else, even with a
Relinquishment. Any attempt to do so strikes the
possessor with the usual Relinquishment penalties, but
the Rune is just gone. The sole exception might be to
specifically help the cult in a mission, if another
Rune Touched of the Cult needs more Runic firepower.
The Cults
The Hunter (Waha the Butcher becomes Waha the
Assassin)
Runes:
The barbarian worshippers of the Hunter know him by
his Runes of Death, Beast, and Man. These symbolize
the death they bring to the Beasts, their allegiance
to the Beasts, and the idealized Man that supplies
their abilities and magic.
The civilized worshippers of the Hunter bring Death to
Man. They have little contact with Beast, but live in
Shadow.
Background:
The Hunter is a nomad god found throughout the
barbarian lands. In the Time of Darkness, when Light
was slain and Darkness roiled up from the Underworld,
folk of all kinds had to find a way to survive. The
Hunter is the god who taught man how to hunt, and to
honor his fallen quarry. He also taught the quarry how
to be hunted, and what his necessary place was in the
way of things. The Hunter supplies the prayers that
allow the soul of the hunted to find its resting place
without malice toward the hunter.
As civilization encroached on the lands of the
barbarian nomads, the Hunter found himself
marginalized and the god of disdained hunters. But in
the machinations and treachery of civilized life, the
Hunter found a new hunting ground. The skills of the
hunter could be adapted, the spells of the hunter
could be finessed.
The ancient worship of The Butcher is intact in the
barbarian lands, but in the cities The Hunter has put
aside some Runes and taken on others. His hunters hunt
the most dangerous game, and their skills are used for
the death of their quarries. Yet they still beg the
forgiveness of their victims, and say the prayers they
hope will keep vengeful ghosts from stalking them.
Where Worshipped and by Who
The Hunter is a part of many pantheons, but as a deity
onto itself it is worshipped in barbarian lands that
depend on hunting and gathering and herding rather
than farming. In hunting and herding cultures everyone
is a Worshipper of the Hunter.
In some farming communities he is the secret society
god of the young hunters who maintain the hunting
culture in the face of encroaching agriculture. In
farming barbarian communities and civilized towns and
cities, the lowest level of participation is the
initiate. Before a Hunter in such circumstances is an
initiate, he will be unaware of the cult, though
members of the cult may be subtly educating him in the
ways of the Cult.
In civilized lands he is the god of Assassination and
Assassins. The Hunters initiates in cities and towns
tend to form secret lodges just as their hunting
brothers do in farming communities. But they practice
their ancient lore to kill those they are hired to
kill.
Appearance of Worship areas
In the barbarian lands among hunters and herders, the
Hunter is worshipped at every kill. Before a Hunt, or
a Thinning of the Herd, a ceremony is held to
consecrate the weapons that shall be used to slay the
quarry and permission is asked of the Beast in advance
to allow the hunters to bring food home for their
families. In most cases the worship area is temporary,
as befits hunters and herders. Various relics are
presented during the ceremony, and then packed away
after.
In the cities and towns, the Hunters use small homes
and basements of larger buildings. Like their
barbarian brothers they gather for a ceremony before
embarking on a Hunt and certain weapons are blessed
with the spells that will let them bite their foes.
The major difference is that the Hunters no longer
ceremonially ask permission of their quarry to hunt
them. However, whenever possible, when the quarry is
helpless and cannot avoid death, the Hunter will often
ask the quarrys permission to kill him. The tradition
is so engrained in the culture that the quarry often
gives the permission. Some, of course, add if you
can to the end of it.
Benefits of membership
General goodies: The barbarian worshipper is involved
in the interior life of the culture and gets the
blessings of the priests for their Hunts and
butcheries.
The Initiate is given training in the cults skills
and is surrounded by a circle of associates who will
watch his back and assist him in his duties.
Skills Taught: Barbarians are taught the Peaceful
Cut, a particular blow that adds +20 damage to a knife
blow to the throat for slaughtering an animal. The
Hunters of the city have the same skill with a knife,
which can only be used on an unaware or helpless
victim. If a potential victim is aware it is coming
and can defend himself, the Cut has the same effect,
but is -50%iles to use.
Runes Provided: Worshippers can expect to be sold (or
given for a contribution) Rune Stones (see ppXX) of
Death and Beast and Man.
Initiates can expect to be given Rune Staves with
several pre-set Rune Spells, and perhaps some actual
Runes to Assume, if any are available.
Rune Magic: The Peaceful Cut referenced before is
actually a skill. There is no magic involved.
Storm (Orlanth)
Runes:
Air, Mobility, Mastery
Background
Storm was a young god in the Time Before. He grew
jealous of the Sun and attempted to block him out with
his storm clouds, but the Light poked through the
clouds and eventually the Storm exhausted himself and
withdrew, leaving the Light to brighten the field.
Then Storms brother found Death and with it he killed
Spirit. Storm took Death from his brother and took it
to show the other Gods. The Lord of the Light
disdained the discovery, saying that spirit was a poor
thing, and surely such a small thing was of no
consequence. Storm proved otherwise, and sent Light
to the Underworld. There, Light drove the Darkness
loving denizens of the Underworld out by his radiance.
Even Storm could see that he had blundered. The world
was topsy turvy, and Chaos followed the Dark hordes up
to the surface to teach them how to ravage and
destroy. While others learned the lesson of Death and
battle the invaders, Storm gathered a band of
adventurous gods and men to go and rescue the Light.
After many adventures they did so, and almost escaped
entirely with their target when they were confronted
by a great force that wanted to keep the situation as
it was.
So Storm and Light and the Dark met and discussed.
When all was done, the Great Compromise had been
established, and Time began. Darkness and Light would
each rule their part of the Day. Then they all turned
on Chaos and the Air gods destroyed Chaos, for the
moment. The rivalry of Storm and Light continues to
this day, but they rarely take the drastic measures of
the Time Before.
Storm is the premier Sky God of many cultures.
Conceived by barbarians, the Storm is worshipped by
farmers who want his rains and propitiated by farmers
who fear his floods. He is the hero who gains wisdom
for his people and the ill-tempered monarch who can
blast an indiscreet follower on a whim. Always
questing for a restful bed, he breeds heroes on the
women of his people. The other gods of his pantheon
are his children or his wives, and some may be his
sisters. Over a long path of power he has made
alliances and stolen plunder and many of the spells of
other gods, even enemy gods, are his to command.
Where worshipped
Barbarian worshippers praise him from hilltops and
mountain crags, as close to the Sky he rules as
possible. More civilized venues still tend to be
raised above the common streets of village or town or
city, sometimes occupying the ridgeline of
neighborhood hills. The Storm temple inside a city on
a floodplain will still be raised up at least a
man-height onto an earthen platform whereon rests the
temple.
Description of worship
As befits a king of the gods, his priests are
generally garbed in rich fittings appropriate to their
station as the voice of the deity. Whenever possible,
worship is in a site that is open to the sky, even
during rainstorms. The priests encourage the presence
of clouds and, whenever possible, invoke lightning and
mists to impress the populace.
Appearance of Worship areas
The Storm Temple is an open building, with towers that
reach to the sky. In areas with baking sun or constant
precipitation, the worship area can be covered when it
is not in use. Because it can become a fortress in
defense, sometimes being the only high ground in the
area, certain areas will be built up and heavily
fortified.
Who worships the god
Storm has a tempestuous history and his worship calls
to warriors. He is also the natural patron of kings
and commanders, who often claim him in their ancestry.
And whoever the King worships, the people worship in
some fashion or other.
Moreover, Storm is the leader of a pantheon. Such
stalwarts as the war god, the fertility goddess, the
goddess of agriculture and/or the herds, and perhaps a
counselor god and a trickster god are part of the
pantheon and may loan some of their skills to the
master god.
Benefits of membership
General goodies: The worshipper of Storm is
generally a citizen of the main body of the local
people, and gains all the benefits being a member of
society provides. Storm often blesses crops with rain
and herds with fecundity. His associate gods protect
the people in time of war, counsel them in times of
need, and amuse them in times of tension.
Skills Taught
The temple of the storm teaches weapon proficiency in
the cultures main weapons, and generally teaches the
children of the leaders of the society. Because of
the Storms status, followers are often taught
political skills. They are also generally students of
the Lore of the society.
Runes Provided
When a citizen of the culture reaches adulthood
(usually around 12 or 13) they are given a ritual to
establish their Rune. For humans, this is commonly
the Man rune. For many worshippers, this is the only
Rune they will ever experience.
Initiates of any of the Pantheons gods can obtain
Runes appropriate for their patron or patroness here
and learn the deeper secrets of the cult and its
history. They are taught the skill of Rune Smith if
they do not have it already. An initiate will learn
the three main Cult Runes, starting with Air, going to
Motion, and then finally Mastery. At some point they
may also learn one of the Runes of one of the other
gods of the Pantheon, such as Death or Truth or
Fertility or Disorder. Often the initiate, because of
his activity or by grant of the god, may gain a second
Rune of Air or Motion. An initiate learns Mastery when
it is time for him to become a Priest or Lord.
Rune Magic
When the Initiate is ready to become a Priest or Lord
(or both), he has Air and Motion and Mastery. He is
taught to Fly and given a cloak which will catch the
air and lift him in flight.
A Rune Priest is also taught the Storm spell, which
also encompasses all the Runes and can be used to
change the weather and allow the caster to call down
Lightning from the clouds.
Spirit (Daka Fal)
Runes
Man (or another Shape), Spirit, Death
Background
Spirit is a shamanic cult that deals with spirits. In
the great time of Troubles, one man, the Grandfather,
learned the similarities between life and death and
how to speak with and ally those who had died,
persuading the ancestors to aid the heirs.
Where worshipped
In barbarian lands, the Shamans of Spirit are Spirit
Talkers, the intermediaries between those still alive
and those who have gone before. They speak to the
spirits on behalf of their descendants and negotiate
with the spirits of the land who have no other
connection with humanity and no particular need to
keep people safe.
In more civilized climes, the Spirit Shaman still has
a place, negotiating with the generations of dead who
may occupy a street of houses and building an
ever-changing consensus between the living and the
dead that sets out the limits and rules of who must be
propitiated, who must be celebrated, and who must be
brought back to take their place again.
Description of worship.
Worship of Spirit is worship of the spirits
themselves. The god Spirit is an intermediary and
adviser, but he has no real power over the other
spirits. He is not a Death god or god of the
Underworld. His purview is those spirits who have no
place to go or who cannot bear to leave the place in
which they breathed.
A service is generally a séance, wherein the Shaman
speaks to the spirits and is spoken to, often
providing his body as a channel for spirits to talk to
their loved ones. Even in cultures where the Spirit
Talker is the only tie to the supernatural, there are
rarely large meetings. The shaman speaks to a family,
or conceivably a small brotherhood. Very rarely does
he speak to a tribe at a time.
Appearance of Worship areas
Certain areas are sacred to the spirits and sometimes
modest accommodations are built there for the shaman
and the worshippers. As said before, most services
are held intimately, with just a couple of family
members. They take place in the domicile of the
family or the Shamans tent or abode. Some services
are held in places sacred to the ancestors of the
tribe.
Who worships the god
Spirit is worshipped in some way by anyone who has a
regard for their ancestors, and/or the natural spirits
that inhabit the local forest, or hillside, or river.
Except in some very primitive cultures, Spirit is not
the leader god. Spirit is rarely associated with any
god in a pantheon. Those who follow the Spirit are
generally those who feel they have been chosen to do
so.
Benefits of membership
General goodies
Worship of the spirit ensures (as best it can) that
one is in good grace with ones ancestors and the
local nature spirits. Initiates are trained to become
Shamans. Shamans also protect their flocks against
the depredations of malignant spirits such as spirits
of disease.
A Spirit Shaman generally has a Fetch, which is a
spirit he created from his own POW and to whom he
gives POW points. The fetch, among other things, acts
as a magic point reserve for the Shaman. The process
of creating a fetch and what exactly the Shaman can do
with a Fetch is described in another volume.
Spirit rarely has Rune Lords in its service.
Skills Taught
The Shamans of Spirit train their flocks in the
techniques of spirit combat, as well as what rituals
and offerings can propitiate a particular spirit. The
Shamans teach the Human Lore of the tribe,
particularly in the way it affects the attitudes and
actions of the spirits.
Runes Provided
The Shaman can summon Rune Spirits to instruct their
followers in their runes so that they can Assume them.
They teach their Spirit Touched followers how to
speak to spirits, and how to use their Rune to fight
them.
Rune Magic
The Shaman can teach how to combine Stasis and Spirit
to ward the spirits away, and how to combine Spirit
and Shape to become a spirit of a beast to check the
predations of a beast spirit.
There are other spells useful for combat with spirits
and to counteract many of the powers of a spirit, but
these are beyond the purviews of this book.
Lovers (Uleria/Ulerian)
Runes
Harmony, Fertility, Moon
Background
In the Time Before, the Lovers were simple godlings
who played in The Field and loved who they would.
When Light was ripped from the sky and Darkness and
Chaos reigned, they hid amongst the humans and other
races, trading their love for the protection of
warriors and beings of power. They were often
separated, and as often brought back together with the
aid of those they inspired. As they hid they found
the means wherever they could to nurture plants and
find food for their protectors. And wherever they
went they used their godly powers to heal and aid
their benefactors.
Their greatest feat was to gather the remnants of the
Light wherever they could find it, and place that
light in the sky, providing the Moon to supply its wan
light to help in the fight against the Dark forces.
Its advent was cheered by those who had lived by the
Light and they fought more fiercely now that they
could see their foes.
When the Light returned, he drowned out the Moon, but,
by the terms of the Great Compromise that released him
to his Sky, he had to leave the Sky every Night, and
many cheered when the Moon again appeared to provide
what light she can.
The Lovers are always portrayed together, and the many
stories of their separation and reunion are a
cornerpiece of their worship, but they are not
necessarily lovers of one another. In many cultures
they may be brother and sister, or goddess and son.
Each may be married to another god or even marry one
mortal after another, staying with them until they
die, or raising them to godhood and immortality.
These are the gods of marriage and lust, fertility and
true friendship.
They are also the gods of healing and health. And
because of their experience in the Time of Dark, they
are also the gods of seeking. Given their affiliation
with the Moon, this has often made them the favored
deities of thieves.
Where worshipped
The Lovers are worshipped as fertility gods and
goddesses in more primitive cultures, and as the
embodiments of love and lust in more civilized realms.
They are rarely worshipped in hunter and herder
cultures, being more tied to the fertility of the
land.
But they are known everywhere as healers and as
patrons of those who seek what has been lost.
Description of worship.
Worship of the Lovers can range from simple fertility
rituals, which can get fairly orgiastic at planting
times, to elaborate marriage and celebratory festivals
in larger cities. The civilized festivals feature
parades, gatherings in heavily-incensed courtyards,
and extended dancing and singing and drinking until
all inhibitions are tossed away.
There are more staid versions of the cults that use
symbology to attain the same effects.
Appearance of Worship areas
Worship areas are festooned with plants and drenched
in incense. The more established centers have soft
couches and magicians constantly playing soothing or
erotic music. The civilized temples are frequently
inhabited by beautiful women and handsome men whose
sole purpose is to help the worshippers with their
worship, in exchange for offerings, of course.
At the same time, these temples are also places of
healing and renewal, and while the initiates are not
known as the greatest of warriors, they act as
clearing houses for those who need hardy adventurers
to seek out what has been lost. And some also act as
go-betweens for those who want to arrange for
something to be found.
Who worships the god
As the patrons of love and marriage and assignations,
the Lovers are acknowledged everywhere they are known
and their particular temple holidays are
well-attended. The principle class of worshipper
tends to be high class and middle class. Peasants
show up for the actual fertility festivals but have
little time for general celebrations of orgiastic
progression. Those who have lost something or someone
in a non-final manner, and those who may wish to
acquire something are also common worshippers.
Benefits of membership
General goodies
Worshippers may attend the festivals and get the
protection of the god for their crops and personal
fertility. They can also find healing and soothing in
the temples, and frequently make arrangements for
adventurous help if it is needed.
Initiates are the beautiful women and handsome men who
inhabit the temples, performing their cult skills for
the benefit of all. Initiates are also trained in
weapons and magic in case the temple needs protection
or they are levied as part of a Pantheon levy. And
even the Lovers have quests that need a ready sword
and tactical mind.
Priests lead the worship and train the initiates.
They generally have a place in the counsels of the
mighty. They bless fields and sanctify houses and
bring babies into the world. They act as healers to
the wounded and sick.
The Lovers Rune Lords are the ultimate
personification of the Lovers. Their allied spirits
are frequently in the bodies of lovebirds and they act
as counselors to the worshippers. They can fight,
though their weapon skills are generally concentrated
on one weapon. Their favorite weapon is the bow. A
Rune Lords armor is ornate and festooned with
fertility imagery.
Skills Taught
Skills taught to worshippers of all ranks include
farming and plant skills, archery, and love skills of
Manipulation and Social natures.
Runes Provided
The Initiates of the Lovers are taught the Runes of
Harmony, Fertility, and Moon. When an Initiate has
gained three Runes of Harmony, they begin to be
considered for Priest and/or Lord status.
Rune Magic
Priests of the Lovers specialize in mass emotion
spells. They are more inclined to pacify a horde than
destroy it. Much of their magic uses dance and song
as a component in its casting. Prayer is generally
done with song to an instrument.
Restless Dead (Vivamort)
Rune:
Undead, Darkness, Chaos
Story/Background
In the Days of Chaos, when Death sought Life and
Darkness reigned, a Reaper of the Death God was Slain
in his turn. Rather than go quietly with the Reaper
who collected him, he fought, using his magics to
maintain his life until he could suck the life from
his collector. Thus was the principle of stealing
life to preserve life found. Because the former
Reaper committed his dread deed in Darkness, he was
surprised to find that his stolen life was burning
away from him when the Sun returned to the sky. He
found shelter amongst Chaos djinn who raised darkness
all about him.
Thus began the cult of those who are alive in death,
who struggle to maintain their life by destroying the
lives of others. They are the Restless Dead, the
Vampires, and others who haunt the living and mock
lifes existence with their own.
Where worshipped
Vivamort is worshipped not only amongst the dead who
will not rest, but among those who live and cling to
life, not wanting to move on to their eternal reward,
or punishment.
Description of worship.
The walking dead gather in a secret place or, in a few
isolated communities, in the central plaza of their
homes in the dead of a moonless night. They skulk
through shadows, even in communities where they rule
or live apart from the living. They wait for the
Entrance of their Blood King.
Eventually the Blood King arrives, often flanked by
his living acolytes. In their midst they hold the
living who will give up their lives so the Dead may
live. As one might expect, they are usually in
chains, though sometimes an actual devotee of the cult
sacrifices himself often so that his village will
not be ravaged.
The worship service is simple. The hordes fall upon
the victims, rip them open, and desanguinate them.
Among the worshippers in that orgy of blood taking,
some will be able to strip POW from their victims and
gain the ability to continue their life outside the
grave.
Appearance of Worship areas
Where worship takes place is a dark and bloody ground.
The blood of many victims stains the ground or
cobblestones, for the Lords of Blood do not hide their
worship unless they have to. Some cult offshoots in
dangerous territory hold their festivals in
slaughterhouse yards.
Who worships the god
Strangest amongst the worshippers are the living.
They are drawn to the promise of immortality and are
willing to eventually give up their breath to continue
to exist in the physical world. Some join the cult in
hopes of manipulating the undead to support their
agendas, but they soon find they have no influence
while they breathe. They must join the ranks of the
unbreathing to control them.
Other worshippers include all of the Restless Dead,
particularly the vampires. Even some ghosts and
malevolent spirits join in the worship of He Who Does
Not Die.
Benefits of membership
General goodies
The promise of the Cult is Life Eternal. In some
areas this also involves being part of the ruling
class, but in most areas members of the Cult are
hunted and feared. For those who are already Cheating
Death, the cult provides a safe haven and a place to
meet others and learn the ropes.
Skills Taught
The Cult provides training in using the Runes of the
Cult to meld with shadows and bring up the features
that make the Vampire feared throughout the world.
Those with Chaos Runes from the cult have a great more
control over what Features they manifest and also have
several special features other Chaotic Creatures do
not share. Chaos Features obtained outside the cult
follow the usual rules for such items.
Initiates of the Cult may or may not be Undead. All
are taught skills of stealth and deception. The
Undead are taught to use fang and talon as natural
weapons, as monsters do.
Runes Provided
The Cult specializes in providing the Undead Rune for
Initiates and Priests (Vampires) and Lords (Master
Vampires).
When an initiate is ready to become a full Vampire, he
gains the Darkness rune and must master another Undead
Rune. Failure to Assume the Undead rune generally
means the candidate is proven unfit and disposed of.
Priests of the Vampire god are Vampires. No living
beings are permitted to hold this station. If
assuming an Undead Rune does not turn him into a
Vampire, he is provided with another Rune to Assume.
Eventually he must become a Vampire.
A Master Vampire is almost always a Vampire first.
His mission then is to find and convert others to the
Cult. When he has brought enough to Living Death, he
becomes a Master Vampire.
Rune Magic
The Rune Magic of the Cult is mostly concerned with
assuming the Chaotic Features of the Cult and
manipulating the Darkness that shielded the original
Vampire. Darkness is mainly used for Shadowing and
Muffling.
The Light (Daystar)
Runes
Light, Truth, Communication
Background
In the Time Before, the Light was an arrogant godling
who shined his presence down upon the Earth and basked
in the worship of those basked in his light. He knew
his superiority to storm and dark, and slept with all
the nymphs and dryads. He sneered at this thing
called Death, and was most surprised when it took him
out of the sky, plunging the world into darkness.
Light was hidden away in the Underworld for a timeless
moment in which men and other died and bleak gods of
Darkness and deadly gods of Chaos held sway. In this
time he thought upon his fate, and thought upon what
he had seen without comprehending in World Above. He
spoke to his gaolers, who told him stories of the
Darkness, and he learned certain wisdom while
imprisoned. He learned that he did not know anywhere
near as much as he thought he knew.
When his rescuers arrived, led by the Storm god who
slew him in the first place, Light was reluctant to
leave his meditations and reveries. He was dragged
from his cell and carried toward the surface. At the
very last minute the rescuers were confronted with an
overwhelming mass of Darkness deities. Rather than
fight, Light astounded all with his knowledge of those
who lived in the light as well as those who existed in
Darkness. With his rescuers and his captors he forged
a Great Compromise that formed Time itself, and broke
the day into the Time of Light and the Time of the
Dark.
Now Light is as much more a god of knowledge than he
is a god of power like his brother Fire. In some
places he is worshipped for that fact alone, though in
others he is still considered King of the Sky for his
life-giving light. As he walks about the world
gaining further knowledge, he slips from monarch to
mendicant effortlessly, always maintaining his search
for all the secrets. In times and places where Storm
seems to reign supreme, Light is said to walk among
the people, seeking knowledge.
Where worshipped
In one form or another, Light is worshipped throughout
the world. Even in those lands ruled by the creatures
of Darkness, such as the Troll lands, he is an evil
god to be propitiated and feared. In most lands,
Light is the god who brings the harvest and shines
with the light of knowledge. In some climes he is the
ruler of a pantheon, in others he is just the humble
light bearer and counselor. He is, however, usually
associated with the ruling pantheon in some manner,
assuming there is one.
Description of worship.
Worship usually takes place on the name day of the
god. There are frequent sunrise services with calls
for the sun to shine down upon his people. Priests
and Priestesses tend to wear gold and white and there
is much veneration of sun objects, which are generally
some form of circle with spokes issuing from it.
These are worn as holy symbols, festoon banners and
leaded glass windows, and are used in mosaic
descriptions of the gods deeds.
Appearance of Worship areas
A sun temple or a sun shrine are similar in having a
roof that either opens to the sun, or lets the suns
rays through by means of leaded glass windows. The
making of these windows is a commonly pursued art form
amongst the sun temples, and pilgrims go from temple
to temple to gaze at the glorious windows. Some
windows can also be seen through.
The place of worship is generally guarded by stalwart
guards in bronze armor polished to a golden sheen.
Temples are often schools and libraries, where exotic
subjects are taught. The Sun Temple is a center for
arts and crafts and often sponsors a theatre for
dramatic and musical entertainments. The best
libraries in the land are generally in a Sun Temple.
Who worships the god
Worshippers may be many, if the Light is the primary
god, or the influential, if the Light is the counselor
god. Because of the influence of Light on crops,
farmers make pilgrimages to prominent Light temples in
the early spring to gain blessings on their fields.
Benefits of membership
The Temples of the Light provide knowledge and
entertainment to all who enter them.
General goodies
Temples of the Light are libraries and foundations of
art. At these temples can be found teachers of all
the Lores, and scribes to transcribe and read your
letters.
Worshippers can expect their crops to be blessed and
their enterprises to be encouraged.
Skills Taught
The Temples of Light provide teaching in languages and
Lores, even the advanced ones. They also provide
training in singing and all the performance arts, as
well as writing and painting.
Initiates receive training in the spear and short
sword and large shield, and also in the leadership
arts. Initiates are discouraged from learning Stealth
and skulking skills.
Runes Provided
Initiates are provided with Rune Staves and Spell
Stones with spells of Light and Truth and
Communication upon them. Some very deserving ones are
given the Runes themselves and trained in their use.
When the initiate has assumed six of the Runes of the
Cult (beyond what he may have as a naming Rune or
picked up elsewhere), he may study to become a Light
Lord, the Rune Lord equivalent. Eventually he will be
paired with a raptor bird as his Allied Spirit and
become a Rune Lord, and a leader of the Legions of
Light.
Most initiates become Light Lords before they become
Priests of the Light. Some Light Lords are actually
Light Sages, whose expertise is in education and
study. These usually have ravens or owls as their
Allied Spirits.
Priests of the Light are generally Sages or Lords who
have retired from their active life to a life of study
and educating others.
Rune Magic
The Rune Magic of the Light rarely has the destructive
force of its brothers of Fire and Heat. The Light
specializes in spells of seeking out the truth and
revealing that which has been hidden and concealed.
They fight the darkness of ignorance by shining the
light of knowledge upon it.
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