RuneQuest/D100/Glorantha - Q: Book of Doom A: Obviously, at...
Transcript of RuneQuest/D100/Glorantha - Q: Book of Doom A: Obviously, at...
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I was never a fan of sticking strictly to the spells from the RuneQuest rulebook and have designed my own spells over the years. YGMV and all that. Rather than keeping them buried on my website, I thought I should make them available to everyone through the Jonstown Compendium, but updated for the RuneQuest: Roleplaying in Glorantha (RQ:G) rules.
Here are some questions people might ask about this supplement. Q: What does the Book of Doom contain? A: Well, we have 55 new skills, 89 new spirit magic spells, 22 new sorcery spells, 494 new Rune spells, 5 new sets of rules, 15 Alchemical concoctions, 11 ways of delivering concoctions, 4 magic items and 7 varieties of plants. Q: Can I use these extra rules, skills, and spells in other Jonstown Compendium Supplements? A: Of course. There are several ways to do this:
• You can use these spells, skills and items for NPCs, with the following note in the Credits Page: “Some material is from the Jonstown Compendium Book of Doom, by Simon E. Phipp”.
• You can include the descriptions of up to 20 skills/spells, with the following wording in the Credits Page: “Some material is originally from the Jonstown Compendium Book of Doom, by Simon E. Phipp, reproduced with permission”.
• If you want to include more than 20 spells or skills, or any of the new rules, then please contact me. We don’t really want people creating books of spells using these spells or skills.
Q: Now that the Red Book of Magic is out, why would I buy the Book of Doom? A: There are two big differences between the Red Book of Magic and the Book of Doom. First off, the Red Book of Magic is official RuneQuest material and the Book of Doom is not. Second, and more importantly, this supplement is full of new spells, skills, and items, while The Red Book of Magic is an update of existing RuneQuest spells.
Q: My Games Master does not allow unofficial material, why should I buy the Book of Doom? A: Obviously, at any Gaming Table, the Games Master’s word is law and if the Games Master does not allow non-canon spells or skills then you might have a problem. However, it is worth showing your Games Master the Book of Doom and explaining how cool it is, to try and change the Games Master’s mind. Or change to a Gaming Group that uses the Book of Doom. Telling them that “Simon says it’s okay to use these spells” is flattering, but I am not sure how effective it would be in practice. Q: Why do many of the spells and skills have strange names? A: Many names are taken from various writeups of deities in Hero Wars and HeroQuest supplements. These have given a strong flavor to the deities described, so I have tried to retain the names. Where possible, I have tried to generalize spells, so Speak to Wolf becomes Speak to (Beast), to reduce the number of spells described and allow for more spells to be available. Q: Where can I find spells mentioned, such as Lightning? A: Where a spell is mentioned in the RQ:G or Glorantha Bestiary, I have generally not included a page reference. Spells referred to in other supplements generally have a reference. Q: How do some of these spells work? For example, how does Break Enemy Line or Don’t Hurt Me actually work? A: To be honest, I don’t care. I have played enough Hero Wars and HeroQuest not to bother with these details. A healer who casts Don’t Hurt Me might find the target just doesn’t want to hurt her, or tries and their weapons bounce off a forcefield, or whatever. A berserker who uses Break Enemy Line might smash through like a bulldozer, slip through a gap or find that one of the soldiers trips. Part of a Games Master’s job is to narrate these things as they happen or just handwave them away and say they just happen. Q: What cults grant these spells? Who can use these spells? A: Although many of these are from Hero Wars or HeroQuest writeups, this does not mean they are available to every member of the original cults. Instead, I see these as skills and spells that can be gained through joining sub cults, Hero cults or through HeroQuesting. Q: What about Game Balance? Are these spells and skills balanced? A: Not really. In general, the Rune Magic here is more powerful than Spirit Magic and the spells are of comparable power with similar spells in the RuneQuest rules. Although these spells are not official, they have been play-tested for years and are suitable for use in your Glorantha.
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Q: Why do you have extra rules about seemingly random areas in a supplement of mostly spells? A: Some of the spells described affect the areas covered by the extra rules. For example, I have spells that assist with alchemy, help with ships and buildings, or enable crafters to add special effects to items. They would not have made much sense without some explanation, so rather than explaining them in the text of the spells, I have placed them in their own sections. The rules for Trading and Income came about when I realized that a merchant’s caravan or a ship should use Manage Household, as they were effectively households. Q: How do I know which spells are compatible with the spells in the Book of Doom? A: The rule of thumb that I use is like is incompatible with like. There are far too many spells here to detail compatibility and then more spells in the RQ:G rulebook and the Red Book of Magic. However, here are some guidelines:
• Skills: Spirit magic spells that increase a skill are not compatible with spirit magic spells that increase the same skill; spirit magic spells that increase skills might be compatible with spirit magic spells that increate all the skills in a category; spirit magic and rune magic are usually compatible; Rune magic that increases a skill is generally incompatible with similar spells.
• Characteristics: Spirit magic/sorcery spells that increase characteristics are usually mutually incompatible; Rune spells that double characteristics are incompatible with spirit magic/sorcery spells that increase characteristics.
• Weapon/Person: Rune magic that increases the chance to hit of a particular weapon, cast on the weapon, is often compatible with Rune magic that is cast on the person and increases the skill.
• Penetrating Damage: Spells that double penetrating damage are generally compatible with each other and stack. Spells that double damage bonus or weapon damage are often compatible. As with all things, the Games Master’s view is paramount and should be followed. But, having a spell that doubles damage, on a special roll with Truesword, doubled against trolls, cast on an iron broadsword can be very satisfying when all these are compatible.
A game such as RuneQuest is very modular and can easily absorb specialist rules covering specific areas. The following rules are unofficial and may be covered by official rules from Chaosium in the future. Games Masters should decide which rules they like and which they do not, mixing and matching to best suit their game.
What is Alchemy? In RuneQuest terms, Alchemy is the skill to transform substances and to make alchemical products, concoctions and such like. The following section supplements the RQ:G Alchemy skill on p175.
An alchemist is someone who practices alchemy. Alchemists include wise women, tribal shamans, healers, thieves, assassins, sages, Mostali, sorcerers and adventurers. All these people brew magical concoctions of some kind, although their ingredients, methods and final products will differ considerably. An Aranea Shaman will produce Spider Venom Antidote in a different way than a Lhankor Mhy Alchemist in a laboratory. One thing that alchemists have in common is an almost fanatical secrecy—they will never reveal their secrets to those outside their group.
Author’s Comment Alchemy in the real world, as the forerunner of modern chemistry, was involved in the transformation of physical substances by mundane or arcane means. These rules for Gloranthan Alchemy focus on physical changes. It does not address the spiritual ideas of Alchemy, those of transforming the Soul by a series of rebirths —that is the province of philosophers and mystics.
RuneQuest Classic had the Alchemist Guild as the cornerstone of Gloranthan Alchemy and implied it was a global institution controlling every function of alchemy. However, I prefer that each large town or city in well-developed areas would have its own Alchemist Guild, nestled amongst the other established guilds. Each Alchemist Guild operating independently, but with similar rules. These guilds would be made up of the local sages, healers and wise women, maybe even sorcerers, thieves and assassins. In dwarven areas, there may be one or two Mostali in the guild, but this is rare, except in places like Pavis. Thieves and assassins have a need for secrecy, so usually only have a token presence in the guild. Except for areas where developed and primitive/barbarian areas meet, such as in Pavis, shamans would not be present in a guild. Each urban area has its own Alchemist Guild, which would have membership drawn from locals. Visiting alchemists would have to join the local guild, normally by providing letters of reference, proof of skills and a substantial fee, but once an alchemist has joined the guild, the new member is treated as any other member.
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Often, a visiting alchemist can share a formula to obtain access to the local guild, but only if the formula is not one already known. Some guilds grant visitors access to their formulas and some do not, treating them as Associate Guild Members. This varies from guild to guild. The Alchemist Guild regulates the practice of alchemy in its own area. It does this by operating a closed shop and price-fixing cartel—the only people allowed to practice alchemy are guild members and the costs of their services is tightly regulated and usually expensive. Alchemical concoctions can only be bought from registered guild members and anyone trying to undercut them will suffer consequences for which there is seldom an antidote. Seekers after alchemical wisdom in rural, barbarian or primitive areas must actively search for local practitioners, as these areas will not have a guild. Such rare practitioners will generally sell what concoctions they possess, but are notoriously secretive and possessive of their skills. It is extremely difficult to learn craft secrets from them.
All alchemical skills have a base chance of 00%, are increased only through training or research, never by experience, and are, with the exception of Taste Analysis, Knowledge skills. Since these skills have a base chance of 00%, they must be taught in order to be known—nobody can teach themselves Alchemy from scratch.
Knowledge Base 00% This is the generic alchemical skill used for any and all magical and mundane brews. Alchemists learn to mix bases, active ingredients, and binding agents to make different types of concoctions with this skill. Each type of concoction is covered by one skill, but each skill may be used to make more than one kind of concoction. For instance, the Brew Venom Antidote skill may be used to prepare Spider Venom Antidotes, Scorpion Venom Antidotes and Snake Venom Antidotes. There are countless versions of this basic alchemist skill. A few of the more well-known are Brew Acid, Brew Alkali, Brew Glue, Brew Perfume, Brew Poison, Brew Venom Antidote, Brew Healing Potion and Brew Beer.
Knowledge Base 00% Also known as Lore (Poison), this relates to the knowledge of all types of poisons and their antidotes. It allows the user to identify a poison, to choose the correct poison or antidote for a given job, or to identify the original source of a poison (such as plant-based, mineral-based and so on). It is an exceedingly rare lore, only taught by assassins and similar dastardly folk. Even shamans of Aranea or Bagog will have no Poison Lore, as they are concerned only with their own poisons and antidotes, not with the general study.
Perception Base 00% This skill is used to identify alchemical concoctions and other substances by means of tasting or smelling a minute, harmless amount of the sample. Taste Analysis cannot be increased through experience, it must be taught or researched. A user of Taste Analysis may only identify substances previously encountered, and can only hazard an educated guess at what a unknown substance is. If an adventurer succeeds in the skill and has not sampled the substance before, the Games Master should say that it is probably a particular substance, but you are not sure. Generally, the higher the skill, the more substances the adventurer has been exposed to and can identify. Certainly, a master of Taste Analysis should be able to identify all common alchemical substances. The user can only identify the potency of the substance within a certain range, giving an idea of the strength of the concoction. A normal success gives ranges of very strong, strong, normal, weak, and very weak. A special success gives potency in the ranges of 1-5, 6-10, 11-15, 16-20 and so on. A critical success gives the exact potency of the sample. A fumble with the skill means the user is affected by the concoction—he swallowed the Hydra Venom or the Impotency pill instead of just a taste.
The following is a rough and ready guide to the mechanics of the alchemy skills. It covers all the alchemical skills and so does not discuss rules which are specific to only a few skills. Those will be included in a later section.
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Quantity and Cost Factor Chart
Form Doses in 1 ENC
Cost Factor
Blade Pastes 8 3 Contact Pastes 10 3 Draughts 8 1 Dust Packets 50 3 Gaseous Concoctions 5 3 Mundane Concoctions Varies 1 Pills 320 2 Salves/Ointments 10 2 Soluble Powders 50 2 Sprays 5 3 Wafers/Biscuits 25 1
Cost per Potency Cost (L) per POT Concoction Training Base Cost Price Acid Professional 6 10 16 Alkali Professional 6 10 16 Spell Potion Rare 10 15 25 Disease Potion Professional 6 1 7 Cure Disease Professional 6 5 12 Fertility Professional 6 5 12 Healing Professional 6 2 8 Immortality Rare 10 Varies Varies Pain-Killing Professional 6 2 8 Pick-Me-Up Professional 6 2 8 Poison Professional 6 4 10 Antidote Professional 6 5 11 Pow-Restoring Professional 6 2 8 Pow-Blasting Professional 6 2 8 Sleeping Professional 6 10 16 Mundane Common 2 Varies Varies
These are the different types of alchemical creations. Some are taken from previous versions of RuneQuest and some are new. Each description contains the properties and use of the concoction and ingredients. Please refer to the Cost per Potency chart and the Quantity and Cost Factor chart for the costs of these concoctions. Obviously, there are other concoctions which can be made, and Players and Games Masters should try to think of more interesting creations during game play.
Author’s Comment Personally, I am wary of allowing player characters to brew these concoctions, after all, bottles of POT 20+ corrosive liquids make devastating weapons when thrown or slung. In my opinion, acids and alkalis are best left to NPCs and monsters.
Acids and alkalis are brewed using the Brew (Acid) and Brew (Alkali) skills. A well-equipped laboratory is normally essential for the production of effective acids and alkalis—don't expect shamans to throw flasks of acid. Acids destroy flesh and metal on contact, doing their POT in damage. Weapons struck by acid will take damage direct to their armor points—APs do not protect against acid damage. Armor and weapons damaged by acid can only be repaired using Craft Armoring or Craft Weapon skills, weapons or armor destroyed by acid cannot be repaired. Flesh damaged by acid can be healed like normal damage unless the location is totally destroyed in which case the location must be regrown. Any acid damage is likely to produce scarring—attempt a Luck Roll to see if scarring occurs, with facial scarring possibly causing a loss of CHA. Alkalis act in a similar way to acids except they do not attack metal. It is up to the Games Master to decide whether metal armor actually protects against alkali attacks. Leather or linen will be eaten away, as will armor straps unless a Luck Roll is made. Alkalis have the same effect on flesh as do acids. Since such corrosive liquids are so deadly, it is a good idea to allow players a Luck Roll to enable them to cut away any armor hit by acids before they eat through to the skin. Acids and alkalis counter each other’s effects. If an alkali or acid is applied to a struck location in the same round that the opposing agent struck, the POT of the stronger is reduced by the POT of the weaker, leaving the residue to eat away as normal. So, an adventurer hit in the leg by POT 16 acid may pour POT 10 alkali onto his leg to end up being burned by the remaining acid at a POT of 6. Of course, this involves some preparation and a little risk—is the broo spitting acid or alkali at me? Although acids and alkalis are normally liquid, they do occur in powder, solid and even gaseous forms, although few players would appreciate their adventurers being enveloped in POT 20 acid clouds. Acids and alkalis are usually made from mineral sources, although it is possible to obtain active ingredients from gorps, spitting chaos creatures or even hydras. There is, in fact, a well-known recipe for acid brewing that begins "First, catch a Hydra ...".
Author’s Comment For any chemists out there, yes, I know that this bears no relation to how acids and alkalis actually work in real life.
Acids and alkalis are fairly expensive, being difficult to produce, and requiring a high level of alchemical skill.
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It must seem a little strange to have a single set of rules for buildings and ships, but they share some common attributes, both being large, manufactured objects.
Structures, for example walls or buildings, and ships have the following characteristics:
• Size: Represents the overall size of the structure or ship
• Quality Type: Hard or Soft, this represents the durability of a structure’s Quality
• Quality: The equivalent of its armor, damage must penetrate this to cause damage to the structure
• Structure Points: The equivalent to a structure’s hit points, damage to this affects how intact the structure is, and bringing it to zero means the structure is breached or the ship begins to break up
Ships have the following additional characteristics:
• Hull Type: The general shape of the ship, Warship (W), Merchant ship (M) or Barge (B)
• Seaworthiness: Effectively, how watertight the ship is or, more importantly, how much water it can take on without sinking. This can be reduced by damage, during storms and other bad weather, or by poor maintenance
• Speed: The ship’s speed, measured in knots Ships have measurements for Length, Beam, Draft, Freeboard, Capacity and Crew, but these are not covered here. Ships in Glorantha tend to be made of wood, but there are exotic ships made of strange materials. Most are planked, held together by ropes, rawhide and wooden pegs, although some use bronze pegs. Many ships use both sail and oars, rowing when becalmed and sailing when the wind it right. Glorantha has few ocean-going ships, with ships preferring to hug the coasts, as the memory of the Closing is far too recent.
Author’s Comment Why are these generic ships? Why don’t they include the ships previously described in Gloranthan supplements? The Waertagi Fastship, Kralorelan War Barge, Haragalan Tall Ship, Elf Gallegas, Kareeshtu Warsail, Dwarf Floating Castle and Maslo Catamaran all appeared in Avalon Hill’s Heroes magazine, but I would be uncomfortable replicating them here, for copyright reasons.
Ty
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Str
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(L)
Rowboat, Small M 1 1D2+1 S 4 6 5
Rowboat, Large M 1 1D3+1 S 5 7 20
Canoe, Small W 1 1D2+1 S 4 6 5
Canoe, Large W 1 1D3+1 S 5 7 10
Canoe, War W 2 1D4+1 S 6 8 25
Raft, Small B 1 1D6+6 S 6 6 2
Fishing Boat, Small M 1 1D3+1 S 5 6 50
Fishing Boat, Medium M 2 1D3+1 S 7 8 100
Fishing Boat, Large M 3 1D4+1 S 9 10 200
Trader, Small M 1 2D3 S 7 9 100
Trader, Medium M 2 2D4 S 9 11 125
Trader, Large M 3 2D6 S 11 13 300
Large Cog M 3 1D6+4 S 15 15 500
Knorr M 2 1D4+4 S 18 18 200
Galley, War W 3 1D6+2 S 9 12 350
Galley, Bireme W 2 1D6+4 S 11 15 750
Galley, Trireme W 4 1D6+6 S 13 18 1,500
Galley, Polytreme W 12 1D6+8 S 15 25 2,000
Longship, Small W 2 1D3+3 S 8 10 100
Longship, Medium W 2 1D4+3 S 10 12 120
Longship, Large W 3 1D6+3 S 12 14 150
• Quality Type: Every time the quality is exceeded for a soft quality structure, it is reduced by 1 point. Hard quality structures only have quality reduced following a critical hit.
• Quality: Every time Quality is exceeded, it is reduced by 1 point. Once lost, quality cannot normally be regained. However, some builders and sailors have magic that restores quality.
• Structure Points: Any damage to a ship or structure that exceeds its quality does damage to the structure points, on a one for one basis. Damage from within the ship or structure, by fire or by sabotage, ignores the quality and damages the ship directly.
• Seaworthiness: Every week a ship spends in water without being drawn up on shore, causes a 1-point loss to Seaworthiness. Grounding the ship and pulling it ashore allows sailor to perform maintenance to stop this weekly loss. Damage to the structure of a ship also reduces its seaworthiness.
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Glorantha is full of magical weapons, armor, equipment and items, but RuneQuest does not have rules for their creation. These rules are in addition to those given in the Craft (All) description in RQ:G, p185. The following rules cover the crafting of extraordinary items and highlights spells which Crafters can use to make exceptional and unique items. When a Crafter makes something, he or she rolls their Craft roll and a successful roll means the item was made successfully and is functional. However, what happens when the crafter rolls a special or critical Craft roll? In these rules, a special or critical allows the Crafter to add quality to the item created. The added quality of an item is reflected in several ways:
• Durable: The item has +1 Hit Point
• Ease: The item is easy to use and gives a Bonus of +5% to the skill used
• Effective: Weapons do +1 damage, other items just work better
• Fine: The item is worth 25% more than standard
• Light: The item is 0.5 ENC lighter than normal, with a minimum of 0.5 ENC
• Quick: A weapon’s strike rank is reduced by 1, to a minimum of 1
The qualities of an item can stack, so a smith who forges a sword and rolls a critical Craft (Weaponmaking) can choose Effective 2, creating a sword that does 1D8+3 damage, rather than 1D8+1. Crafters can take their time fashioning an item. This dedication allows the Crafter to add a single quality on a normal success, in which case a special roll has 2 qualities and a critical roll has 3 qualities. Some Games Masters might want the crafter to roll randomly to see what Qualities are given to the item.
Unlike in the modern world, crafting secrets are jealously guarded by families of crafters, with trade secrets passed down the generations. Some types of people are especially skilled at certain crafts. The Third Eye Blue people are skilled smiths and know the secrets of working iron. The Mostali of Pavis are skilled masons and stoneworkers. Other Mostali are skilled at various other crafts. Aldryami are especially skilled at working with plants and can make living sculptures or functional plants. Trolls can work lead like no others.
Daring Adventurers can try to learn these secrets, perhaps as apprentices or by buying knowledge, but this is often difficult. Adventurers could HeroQuest to steal craft secrets from a particular family, as such things are not unknown.
These are techniques as much as skills. They are Knowledge skills with a Base of 00% and can be learned to perform a specific task, or to augment a Crafter’s skill.
This is an alchemical skill that allows the user to prepare the correct materials and mix a glaze for the required color and look. Each glaze has its own recipe and properties, so the potter must learn the different glazes. Families of potters will have their own glazes which they jealously guard, as these are their trade secrets.
This skill is used to create a particular object, so there are skills of Make Flask, Make Flare, Make Grenade, Make Violin, Make Bagpipes, Make Table and so on. This skill is useful for making particularly intricate objects. It covers the manufacture of the object, the mix of substances within it and the method of using the object. Some people may want to use the Craft skills instead, but I prefer the idea that knowing how to make a table does not allow you to make a boat, whereas Craft (Wood) or Craft (Carpentry) allows this. Obviously, having a relevant Craft skill allows you to augment the Make (Object) skill.
This skill allows potters to prepare and fire a pot in order to create a pattern on the pot. This is not as easy as it might sound, hence the need for a special skill. Some Games Masters might prefer to include this in the Craft (Pottery) skill.
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1 Point Touch, Instant, One-Use R This spell must be cast when an object is forged or made. If the smith succeeds in Craft (Weaponmaking), Craft (Smithing) or a similar skill, then the object has an extra 1D3 APs, if the Craft was a special skill it has 2D3 extra APs, if a critical 3D3 APs. A fumble or failure means the object has shattered.
1 Point Touch, Stackable, One-Use U Each point of this spell adds 1 Structure Point to a section of wall. The wall can be of any length, but it must be continuous without any dividers, towers or changes in materials.
1 Point Touch, Instant, Stackable, Reusable R This spell allows the user to make a hole large enough to crawl through and 3m deep per point of spell. This allows the user to escape collapsed tunnels and similar situations. It has no effect on natural obstacles, but does work on obstacles that have been introduced, such as collapsed or blocked tunnels, barricades and such things.
1 Point Reusable, Ritual R This spell must be cast when a craftsman begins any work involving stones from the Faceless Statue. It allows the craftsman to work the stones and retain the stones' special properties. Performing any work on the stones without this spell causes them to lose their magical properties.
Author’s Comment Where can I find pieces of the Faceless Statue? Why, in Pavis and the Big Rubble, of course. Some of the pieces are well-known, for example the statues that guard the Pavis Temple or the pipes that carry sewage. Other pieces can be found in the Main Quarry, but Mostali are unhappy when adventurers try to steal from them. Yet more pieces have been broken off and have been lost, so can be found in the ruins. An enterprising Games Master could look at Gray’s Anatomy and work out what various pieces of the Faceless Statue do.
1 Point Instant V
This allows the user to allow two or more metals into a new metal alloy. The user must succeed in Craft Metal or similar roll as well as the sorcery roll, using the normal sorcery rules, as though the Craft were a sorcery skill. If the roll succeeds the user can alloy 1 ENC per intensity together. So, someone alloying 3 ENC of gold, 2 ENC of tin and 4 ENC of copper would need Alloy Metals 9 and must roll below the lowest of Craft Metal and Alloy Metals.
Secrets of HeroQuesting is available through the Jonstown Compendium. However, here we present a new skill, as well as several spells useful to HeroQuestors that were not included in Secrets of HeroQuesting.
Author’s Comment “What is Secrets of HeroQuesting?” I hear you cry. A Jonstown Compendium supplement covering the basics of HeroQuesting, with rules on how to HeroQuest, the types of HeroQuest and general advice and comments on HeroQuesting. The spells here are in addition to that, as these go into more detailed specifics. You can find a link to the Secrets of HeroQuesting supplement, as well as other fine Jonstown Compendium supplements, in the Epilogue section.
Magic Base 00 This skill is what HeroQuestors use to start, manipulate, stay on, or leave HeroQuests. When HeroQuestors have to roll to enter or leave the HeroPlane, they can use their HeroQuesting skill instead. If they want to change a Station on a HeroQuest or to do new things on the HeroQuest, then this is the skill to use. Success in this skill means the attempt succeeded but may have consequences now or in the future. A special success means the attempt will have no consequences now but may have in the future. A critical success means the attempt has no consequences now or in the future. A failure means the attempted action does not occur and a fumble means the attempted action has unintended consequences.
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The Primal Earth deities of Glorantha are, generally, associated with blood sacrifice, and under certain dire conditions, their followers need to appease the Earth with blood and souls. While used rarely after the Dawn, some of the following rituals and spells were used more frequently during the Greater Darkness. Ritual Sacrifice works by matching the POW of an effect to be overcome (plague, curse, disaster) with the total POW sacrificed. Put simply, the Priestess should sacrifice enough beings that the combined POW of the sacrifice exceeds the POW of the effect being countered. The Priestess ritually kills the sacrifices one by one, draining their blood into a large cauldron. The cauldron is then drawn over the land by a team of oxen, with the Priestess scattering the sacred blood over the land, calling on the goddesses of the Earth to help make the land whole again. The sacrifices must be killed in order for their blood to be potent, nobody can be partially drained, for the blood is a medium by which the souls of the sacrificed strengthen the Earth. Afterwards, the bodies are disposed of according to ritual and tradition. In most cases this involves cremation, followed by scattering the ashes over the earth. Nobody sacrificed in this manner can be resurrected. Their essence is used to heal the land and community and as such is gone forever for the greater good. However, Belintar, the Pharaoh, came back after such a sacrifice, so Heroes and HeroQuestors might find a way to return. Normally, animal sacrifices are sufficient to appease the Earth deities, but occasionally sentient beings are sacrificed. Such a costly sacrifice is only undertaken in dire circumstances, when the whole community is on the edge of extinction. The total POW of the creatures sacrificed must exceed the POW of the effect in order for the effect to be negated. Some spells can reduce the number of creatures sacrificed by sacrificing particular people, so Sacrifice Apostate multiples the POW of sacrificed Apostates by 5 for the purpose of working out whether the Sacrifice has worked. Sacrifice Sacred Ruler allows only the ruler to be sacrificed to lift the effect. If the ritual succeeds, and the POW sacrificed is enough, then the effect is negated. However, if the POW sacrificed is too little, then the effect may be reduced or the Sacrifice might not have any effect, depending on what the sacrifice is for. If the caster fails to perform the ritual correctly, the effect is unaffected, however a Fumble means the effect is made stronger by adding the sacrificed POW to the POW of the curse.
Sacrifices can be used for many reasons, for example to lift a curse, prevent a rebellion, stop a plague or simply to propitiate deities. In all these cases, the effect has a POW. This POW might be abstract, representing a hypothetical strength of the effect, or it might be an actual POW. Plague Spirits, for example, have a POW that must be surpassed to be stopped. The Monster Man cult has a way to create a Rebellion, with cultists feeding it with POW, so making a sacrifice to stop that rebellion needs to surpass the Rebellion’s POW to succeed. Willing sacrifices count as double POW if they truly have the desire to sacrifice themselves for the greater good. However, they must be truly willing (no magical coercion allowed). This counts as much for earth cultists sacrificing their blood to feed the land as for chaos cultists sacrificing themselves to create a plague spirit.
2 Points Reusable, Ritual e This allows the user to sacrifice POW or living creatures to a sinkhole in order to stop the sinkhole from spreading and engulfing those around it. Such sinkholes normally have an Earth Nymph associated with them and this spell technically appeases the Nymph rather than the sinkhole. This is often cast annually, although particularly aggressive sinkholes might need more frequent sacrifices.
1 Point Reusable, Ritual X This spell is used to guarantee the fertility of a single mating attempt. The Priestess must sacrifice a sentient creature of the same race as the target couple. Invoking the Primal Earth and offering a life for a life, she then performs the sacrifice. This is Old Magic. If the ritual is successful, the mating will result in a pregnancy and a healthy birth. The Priestess and the target couple participate in a ceremonial feast afterwards, where they eat ritually prepared portions of the sacrificial remains. The feast is part of the ceremony and if not completed the spell will be unsuccessful.
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2 Points Ritual, One-Use E This ritual must be combined with a spell requiring a living sacrifice. As part of this spell, the community's sacred king or queen is sacrificed and their blood used instead of the sacrifice of others. No other sacrifice is needed for the spells cast with Sacrifice Sacred Ruler. For instance, Arrana Surehand casts Stop Plague and Sacrifice Sacred Ruler to stop a virulent plague of mouth rot in her Bolo Lizard community. She sacrifices her Sacred Queen Leeto Brighteyes and washes the plague away with the young queen’s blood. Even though the Plague has POW 250, Arrana does not need to sacrifice any other living beings, as the sacred queen will suffice and the Plague is banished. Kings and queens sacrificed in this way cannot be resurrected or brought back to life. The likes of brave Queen Leeto will not be seen again. It is possible for a HeroQuest to bring back a sacrifice, but this would be extremely dangerous and akin to the Lightbringers' Quest. The Pharaoh has been known to return from such a sacrifice, but nobody knows how he does it.
2 Points Ritual, One-Use e This spell allows the caster to stop a plague in a community by sacrificing living, sentient creatures. The number of living creatures required to stop the plague depends on its severity, but the total POW of the living creatures must exceed the POW of the plague spirit. Some Games Masters may wish to only allow sentient sacrifices to stop a plague. Bear in mind that plague spirits are major spirits of Mallia and normally have POW in the hundreds. If the caster fails the Ceremony roll then the sacrifices are in vain and the Plague continues. If the roll is fumbled, then the sacrificed victims are sent to the plague spirits as an offering, thus making the plague spirit more powerful—add half the sacrificed POW to the Plague Spirit's POW. If the caster succeeds but the sacrificed POW is not enough, then the plague spirit is not banished but is reduced in strength. For this reason, Priestesses often sacrifice more beings than would be needed, just in case.
The RQ:G rules covers Sacred Time and Adventurer Income on p420, but these only cover farming and steads. However, these are not the only sources of income for adventurers. The rules presented here expand this method to include merchants and their shops and caravans, ships and crafter workshops. It could also cover inns, taverns and bawdy houses with a few tweaks. These rules include the owners of those fine establishments and the people they employ, as such employment depends on the success of the establishments.
Author’s Comment What do we mean by adventurer and adventuring? It is confusing to think about adventurer income that is separate from riches gained through adventuring. In RuneQuest, everyone is called an adventurer, so I can see how this can be confusing. In this section, adventurers are often employed by merchants, crafters and sailors, perhaps as guards, healers, traders or magicians. Whatever the reason, their income is determined by the organization or establishment that employs them. So, a guard on a merchant caravan has an income that is determined by the success of that caravan. It is possible, of course, for adventurers to have further adventures that are not part of their regular employment, so a caravan guard might go off to explore a ruined oasis settlement while the caravan is camped nearby. Any treasure gained through that particular adventure is in addition to the income described here.
In the same way as a harvest affects income for farmers and those in the normal farming clan economy, bounty affects income for merchants and sailors. Bounty is determined in much the same way that harvest is (RQ:G, p420-421).
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The current year’s omens influence trading, as a cursed year reduces opportunities for trade while a blessed year is a chance for growth.
D100 Omen Modifier 01-10 Cursed -25 to Bounty roll 11-30 Ill-favored -10 to Bounty roll 31-70 Normal No modifier 71-90 Good +10 to Bounty roll 91-100 Blessed +25 to Bounty roll
Changes in the environment, the level of raids, invasions and other factors also affect merchants in caravans and ships, as these disrupt trade, make the highways unsafe and destabilize ports and markets.
Level Modifier to Bounty Roll Raiding, Light -10 Raiding, Moderate -20 Raiding, Severe -40 Drought, Light -10 Drought, Moderate -20 Drought, Severe -30 Flood, Light -10 Flood, Moderate -15 Flood, Severe -20 Storms, Light -10 Storms, Moderate -15 Storms, Severe -20 Disease, Light -10 Disease, Moderate -20 Disease, Severe -30 Major invasion -40 Cattle Raiding (By You) +10 Rustling (By You) +10 Raids on Caravan An additional -10 Attacks on Caravan An additional -20
The previous year’s performance also affects the bounty that a merchant or sailor can expect this year, for nobody wants to buy from an unsuccessful Merchant.
Level Modifier Abysmal -10 to Bounty roll Bad or Good No modifiers Excellent +10 to Bounty roll Superlative +15 to Bounty roll
An appropriate HeroQuest can add a modifier to the bounty results based on the results of the HeroQuest, good or bad, as determined by the Games Master. These quests can be from Argan Argar, Issaries, Etyries, Lokarnos, the God of Silver Feet, or other trade gods, though not always. Other HeroQuests can lead to a positive bounty as well. Some adventurers may have special abilities that can apply here. So, a merchant with a special ability of Favored by Issaries might get a +10 to Bounty, but one with a Spirit of Greed might receive -10 Bounty due to that curse. Adventurers who take risks may well affect the bounty gained. So, a merchant who decides to travel through the Long Dry might shave a few days off the journey and gains +10 Bounty, but if the beasts sicken and die because of the shortcut the result might be -10 Bounty. Travelling long distances might be such a risk, as it could result in a better or worse bounty depending on what actually happened.
Level Modifier Applicable Curse -10 to Bounty roll Failed HeroQuest -10 to Bounty roll Failed Risk -10 to Bounty roll Successful Risk +10 to Bounty roll Successful HeroQuest +10 to Bounty roll Applicable Special Ability +10 to Bounty roll
As in the RuneQuest rules, roll 1D100, apply the previous modifiers and check the result.
D100 Bounty Income Roll Modifier 01-10 Abysmal -60 11-40 Bad -30 41-60 Good No modifier 61-95 Excellent +30 96-100 Superlative +75
This works in the same way as in RQ:G p422. The adventurer attempts an Occupational Income roll, with penalties from the Bounty Results table or from being away for extended periods. This is the adventurer’s core income, with anything gained through other adventuring being treated separately.
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Now, we come to Adventurer Income.
• Tarrak: He has Craft Potter 120%, combined with the +75 modifier, gives him an Occupational Skill of 195%. He rolls 08, a critical, so doubles his base income of 80L to 160L. He pays his 10% tithe of 16L, leaving him with 144L. He wishes to maintain his Noble standard of living, so has a shortfall of 56L, but fortunately he has his workshops.
• Workshops: Tarrak has Manage Household 80%, but this is boosted by the modifier of +75 to 155%. He has 4 other workshops and rolls 80, 25, 20 and 96, a normal success, two specials and a failure. Each workshop provides 60L, split between Tarrak and his tenants, so the workshops earn 80L, 120L, 120L and 40L. Tarrak gets half of each shop’s earnings (40L, 60L, 60L and 20L), for a total of 180L. His tithes come to 18L, leaving him with 162L of income from his tenant workshops. This is added to his 144L from earlier, giving him 306L. Subtracting his Noble standard of living of 200L leaves him 106L to add to his personal wealth. His tenant potters fare less well, of course, paying tithes of 4L, 6L, 6L and 2L, only supporting a Poor Standard of Living (15L), leaving them with additions to their Personal Wealth of 21L, 39L, 39L and 3L, so they are building up small nest eggs that might allow them to have a Free Standard of Living next year.
Na
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Occ
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ati
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Sk
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Mo
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Sk
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D10
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Res
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Inco
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Tit
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Tarrak Craft Potter 120%
195%
08 C 160 +180 16 +18
200 106
W/S 1 Manage Household 80%
155% 80 N 80 (40) 8 (4) 15 21
W/S 2 Manage Household 80%
155% 25 S 120 (60) 12 (6) 15 39
W/S 3 Manage Household 80%
155% 20 S 120 (60) 12 (6) 15 39
W/S 4 Manage Household 80%
155% 96 Fa 40 (20) 4 (2) 15 3
The difference between Peskala and Tarrak is that Peskala has supported her brothers, reducing her personal wealth to give them a better standard of living. Tarrak has enough wealth to support his tenants, but does nothing for them, as “being poor builds character.”
RuneQuest Glorantha details some of the Runes of Glorantha, but these are by no means all the Runes. Many deities have their own particular runes, but we will not show these. The following tables show the Runes commonly used in Glorantha. Please note that not all these Runes are used in the Book of Doom.
As an optional rule, if your Adventurer has 80% in a non-elemental Rune, that Rune increases its associated Characteristic by 1. The highest Elemental Rune and any non-Elemental Runes at 80+ allow you to add +10 to the associated skill. If the Rune has more than one skill, simply choose which skill to increase.
As in the RQ:G Rules p 227, Adventurers can use Runic Inspiration to augment skills. Any associated skill, skill category or weapon can be augmented by the Rune.
An Adventurer with 90% in a Rune can attempt to gain Runic Mastery of the Rune.
The Adventurer should spend a season meditating on the Rune, using it and trying to gain insight into its secrets and inner workings. At the end of the Season the adventurer should attempt to roll the Rune skill with the following results:
• Fumble: No insight is gained and the adventurer can never gain Runic Mastery of that Rune
• Failure: No insight is gained
• Success: No insight is gained, but the adventurer gains a +20 to the Rune for the next attempt at gaining Runic Mastery
• Special: No insight is gained, but the Adventurer gains a +40 to the Rune for the next attempt at gaining Runic Mastery
• Critical: Congratulations! The adventurer has gained Runic Mastery of that Rune
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There are several effects of gaining Runic Mastery of a Rune. All apply as long as the adventurer maintains the Rune at 90%. If the Rune slips below 90%, the Runic Mastery cannot be used but it is not lost and will be regained once the Rune increases to 90% or more. An adventurer with Runic Mastery of the Rune gains the following abilities:
• Deeper Insight: The adventurer can use the Rune to gain insight and knowledge about the Rune and its effects, the actual game effects determined by the Games Master.
• Rune Pool: The adventurer can put POW into a Rune Pool for the Rune. This Rune Pool can be used to cast Runespells with that Rune affinity, regardless of the cult granting the spell.
• Runic Manipulation: The adventurer can manipulate and wield the Rune in ways not normally possible. For Elemental Runes, the adventurer can manipulate POW in SIZ points of the element, perhaps creating a wall of earth, opening a whirlpool, or creating a pool of darkness. The exact game effects are, again, down to the Games Master and players to work out.
• Runic Counter: The adventurer can use a Rune to counter another Rune, to douse a Fire Elemental with Water, uplift Man versus a Bestial transformation, or use Truth to banish an Illusion.
These detail the descriptions from the RQ:G rules, p45-50 and p381-383, but also include Runes from previous versions of RuneQuest.
Rune 2Darkness ZWater eEarth fFire/Sky AAir/Storm QMoon Characteristic Bonus SIZ DEX CON INT STR POW Personality Hungry, secretive,
large, cold, cruel, patient
Mercurial, changeable, quick
Practical, prudent, worldly, sturdy, sensual
Pure, intellectual, chaste, idealistic, perceptive
Violent, proud, passionate, strong, unpredictable
Mystical, magical
Sense Listen Taste Search Scan Smell Balance Skill Category Stealth Agility Communication Perception Manipulation Magic Weapons Club. Mace, rock Net, trident, whip Axe Spear, bow Sword Kopis, sickle,
scimitar Organs Stomach, fat Heart, blood Genitals, bone Brain, sinew Lungs, muscle Inner eye, pineal
gland Color Black Blue Green Yellow Orange Red Substance Lead, Onyx Quicksilver Copper, Earth Gold Tin, Flint Silver, Moonrock Phyla Insect Fish Reptile Bird Mammal None
Rune VMovement/Change UStasis HHarmony JDisorder YTruth Characteristic Bonus DEX SIZ CHA STR INT Personality Changeable, energetic,
rebellious, ambitious, impulsive, reckless
Resolute, unchanging, determined, dogged, doctrinaire, obstinate
Helpful, careful, compromising, generous, compassionate, peaceful
Individualistic, impulsive, contrary, greedy, thoughtless, egocentric
Objective, impersonal, dispassionate
Skill Dodge, Dance Touch Dance, Charm Intimidate, Bully Lore Skill Category Agility Manipulation Communication Combat Knowledge Weapons Dagger Shield None Club Pen Organs Legs Feet Heart Liver Brain Color White Brown Light Blue Grey Grey Substance Quicksilver Stone Jade Quartz Lapis lazuli Phyla Hare, swift Tortoise Dove Fox Snake, owl Rune XFertility TDeath !Luck *Fate IIllusion
Characteristic Bonus CON STR POW POW POW Personality Generous, giving, sensual,
pleasure Relentless, ruthless, ascetic
Carefree, risk-taking, random
Stoic, accepting, mystical
Dishonest, deceitful, unworldly
Skill First Aid Melee Weapon Game Meditate Sleight Skill Category Magic Combat Magic Magic Magic Weapons Spade All Thrown Knucklebones Net Web Organs Genitals Hands, Liver Hand, Fingers Heart Eyes Color Green Black, Red Turquoise White, Grey Crystals Substance Carnelian, Jasper Iron Turquoise Web, Silver Agate, Opal Phyla Rabbit Bat Cat Spider Coyote, raven
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Prologue 3
Q&A 3
Extra Rules 4 Alchemy 4
What is an Alchemist? ........................... 4
The Alchemist Guild ............................... 4
Alchemical Skills .................................... 5
Brew (Concoction) 5
Poison Lore 5
Taste Analysis 5
Use of Alchemical Skills ......................... 5
General Method 6
Potency of Concoctions 6
Processing Times 7
Forms of Concoctions ............................ 7
Blade Pastes 7
Contact Pastes 7
Draughts 7
Dust Packets 7
Gaseous Concoctions 7
Mundane Concoctions 7
Pills 7
Salves and Ointments 8
Soluble Powders 8
Sprays 8
Wafers and Biscuits 8
Ingredients ............................................ 8
Formulae ............................................... 9
The Alchemist Profession .................... 10
Sample Alchemist ................................ 10
Magic in Alchemy ................................ 11
Activate Compound 11
Blend Ingredients 11
Identify Substance 12
Resist Explosion 12
Stabilize (Property) 12
Prices ................................................... 12
Alchemical Concoctions ...................... 13
Acids and Alkalis 13
Spell Potions 14
Disease Potions 14
Cure Disease Potions 14
Fertility Concoctions 15
Healing Concoctions 15
Immortality Concoctions 16
Pain Killing Concoctions 16
Pick-Me-Up 16
Poisons 16
Poison Antidotes 16
Power Restoring Concoctions 17
Power Blasting Concoctions 17
Sleeping Concoctions 17
Mundane Concoctions 18
Alchemical Plants & Their Uses ........... 18
Arroin’s Joy 19
Easy Climb Tree 20
Fire Burst Tree 20
Fire Pods 21
Firewood Tree 22
Sunfire Plant 22
Suncups and Sun Trumpets 22
Buildings and Ships 23
Characteristics ..................................... 23
Damage ............................................... 23
Damage Amounts 24
Repairing a Ship/Structure .................. 24
Magic for Buildings & Ships ................. 25
Attract Good Catch 25
Crest Waves 25
Hasten Boat 25
Hide Ship From Others' Eyes 25
Know Course 26
Pivot Ship 26
Resilient (Category) 26
Row Together 26
Sail Into Wind 26
Sail on Land 26
Sail through Ice 26
Seal Leaks 26
Storm Sailing 26
Crafting 27
Crafting Specialties .............................. 27
Crafting (Knowledge) Skills .................. 27
Color Glaze 27
Make (Object) 27
Pattern Firing 27
Crafting Magic ..................................... 28
All Master 28
Beat Metal Tirelessly 28
Handle Hot Metal 28
Imbue Item With Quality 28
Imbue Item With Magic 28
Move Rocks 28
Precision Hammer 28
Purify Metal (Metal) 29
Season Wood 29
See Into (Metal) 29
Shape (Substance) 29
Sharpen Weapon 29
Shift Stonework 29
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Shore Up Tunnel 29
Strengthen Object 30
Strong Wall 30
Unblock Way 30
Work Stone of the Faceless Statue
30
Alloy Metals 30
HeroQuesting 30
HeroQuesting Skills .............................. 30
HeroQuesting 30
HeroQuest Magic ................................. 31
Alter Ritual 31
Ease Access to the Hero Plane 31
Find Dragon Weakness 31
Find the Way 31
Heroform (Deity) 32
Horse Path 32
Hinder Access to the HeroPlane 32
Hold Portal 32
Identify Otherworld Region 32
Influence HeroQuest 32
Overcome Magical Barrier 32
Perceive Other Worlds 33
Swim Back From Death 33
Unstoppable Hunt 33
Understand Ritual 33
Underworld Guide 33
Walk Hero Plane (Type) 33
Ritual Sacrifice 34
Sacrificial Magic ................................... 34
Appease Sinkhole 34
Assure Fertility 34
Earth Blood 35
Propitiate Earth 35
Lift Curse From Community 35
Return Curse to Sender 35
Sacrifice Apostate 35
Sacrifice Sacred Ruler 36
Stop Plague 36
Trading and Income 36
Bounty ................................................. 36
Omens 37
Environmental Factors, Raids, and
Invasions 37
Previous Bounty 37
HeroQuests 37
Determine Bounty Results 37
Adventurer Income ............................. 37
Additional Occupation Income
Penalties 38
Determine Adventurer Income 38
Pay Cult Tithes 38
Paying for standard of Living 38
Manage Household 38
Examples ............................................. 39
Garlanna 39
Peskala Blue Scale 40
Tarrak 40
Runes 41 Additional Rules 41
Character Generation .......................... 41
Runic Inspiration ................................. 41
Runic Mastery ..................................... 41
Gaining Runic Mastery 41
Effects of Runic Mastery 42
Rune Tables 42
Elemental Runes .................................. 42
Power Runes ....................................... 42
Form Runes ......................................... 43
Condition Runes .................................. 43
Sub-Runes ........................................... 43
Book of Doom 44 Skills..................................................... 44
Ritual Magic 45
Description .......................................... 45
Spirit Magic ......................................... 45
Appease (Being) 45
Ball of Tails 45
Unfading Letters 45
Runemagic .......................................... 45
Augment (Ceremony) 45
Awaken Hidden Field 46
Awaken (Object) 46
Befriend Forest 46
Bestow Kingship 46
Bind Breath in (Body part) 46
Bless Grove 47
Bless Ruler 47
Blood Beer 47
Blood Paint 47
Call Rain (Type) 47
Cleanse Ill Health 47
Create Magical Servant 47
Create Ring 48
Curse Ruler 48
Exorcise (Type) Spirit 48
Grounding Ritual 48
Happy Home 48
Heal All Chaos 48
Heal Womb 49
Into Middle Air 49
Invoke Wyter 49
Locate Lost Soul 49
Open Moot 49
Perfect Mate Augury 49
Pranjala's Sickbed 49
Protect Message 50
Raise Courage 50
Rekindle Hearth Fire 50
Retain Youth 50
Safety Alarm 50
Secure Shop 50
Sever Relationship 50
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Sleep Back To Life 50
Stop Eruption 51
Summon People (Type) 51
Summon Milk Spirit 51
Other 51
Description .......................................... 51
Skills ..................................................... 51
Endure (Hardship) 51
Feel (Element) 51
Learn Local Gossip 51
Please (Person) 52
Sense (Type) 52
Spirit Magic .......................................... 52
(Action) While (Deed) 52
Alert (Group) 52
Boost Skill (Skill) 52
Boost Category (Category) 52
Even Louder 52
Know Direction of (Place) 53
See Through Eyes (Type) 53
Runemagic ........................................... 53
Acute Hearing 53
Animate Moustache 53
Blend Into (Background) 53
Block Spell 53
Characteristic Bane (Characteristic)
53
Characteristic Boost
(Characteristic) 54
Climb (Effect) 54
Dazzle With (Effect) 54
Defeat Foe (Type) 54
Enhance Skill (Skill) 54
Enhance Category (Category) 54
Enhance Spell (Spell) 55
Go Without (Substance) 55
Grip of Iron 55
Ignore (Substance) 55
Master (Skill) 55
Resist (Person) 55
See In (Light) 55
Silence Opponent 56
Tireless (Effect) 56
Yourself 56
Sorcery ................................................ 56
Apprentice Bonding 56
Create Familiar 56
Elemental Deities 56
Darkness 56
Description .......................................... 56
Runemagic ........................................... 57
Drum Fear 57
Drum Rage 57
Water 57
Description .......................................... 57
Spirit Magic ......................................... 57
Scent Underwater 57
Strengthen Net 57
Runemagic ........................................... 57
Create Healing Rainwater 57
Create Spring 57
Deep Dive 57
Drown Chaos Foe 57
Flood 58
Influence Tides 58
Predict Tides 58
Prevent Drying 58
Stop Rain 58
Swim Upriver 58
Swim Up Waterfall 58
Turn Earth Into Mud 58
Wash Away (Effect) 58
Earth 59
Description .......................................... 59
Skills .................................................... 59
Calculate Food 59
Find Sustenance (Sustenance) 59
Know Needs 59
Spirit Magic ......................................... 59
Knock Down Foe 59
Remove Dust 59
Solidify Dust 59
Runemagic .......................................... 59
Attune Hidden Field 59
Bless Garden 59
Call Children 60
Close Hole 60
Determine Kinship 60
Force Flyer to Ground 60
Head of Household 60
Heaviness 60
Kill Affliction (Type) 60
Match Height 60
Moisten Earth 60
Mother Knows Best 61
One More Bite 61
Open Hidden Field 61
Open Pit 61
Ponderous Step 61
Raise Earth 61
Slimestone 61
Fire 62
Description .......................................... 62
Runemagic .......................................... 62
Contain Fire 62
Fire Breath 62
Fire Hug 62
Firewall 62
Heat Liquid 62
Keep Fire Burning 63
Melt (Water-based Substance) 63
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Stay Warm 63
Steady Spear 63
Unquenchable Light 63
Air 63
Description .......................................... 63
Skills ..................................................... 63
Vanganthi Fighting Style 63
Spirit Magic .......................................... 63
act Upwind 63
Clear the Air 64
Crushing Noise 64
Cutting Wind Blast 64
Scouring Wind Blast 64
Thunderclap 64
Vanganth's Strength 64
Runemagic ........................................... 64
Abrasive Wind 64
Avoid Lightning 64
Block Moon With Clouds 64
Block Sun 65
Bring Clouds Down to Earth 65
Call Dust Storm 65
Command Storm 65
Courage 65
Create Tornado 65
Divert Flood 65
Divert Stream 66
Drive Storm 66
Eye of the Storm 66
Fighting Storm 66
Fly Against the Wind 66
Fly on Bag of Winds 66
Flying Leap 66
Howl Like the Wind 66
Killer Rain Gale 66
Leap With Wind 67
Lightning Touch 67
Obscure Daylight 67
Overcome Storm 67
See Chaos Taint 67
See Through (Weather) 67
Snatch Breath 67
Start Thunderstorm 67
Storm Darkness 67
Storm Voice 68
Summon Wind From Bag 68
Swallow Fear 68
Thunderous Charge 68
Trap Wind In Bag 68
Travel as Wind 68
Undying Storm 68
Moon 68
Description .......................................... 68
Spirit Magic ......................................... 69
Make Dizzy 69
Moon Eye 69
Runemagic ........................................... 69
Block Ritual 69
Blunt (Weapon) 69
Combat Attack 69
Command Horse Scarer 69
Divert Spell 70
Panic Horse 70
Resist Emotion (Effect) 70
Self-Resurrection 70
Temple Jump 70
Realms 71
Adventuring 71
Description .......................................... 71
Skills..................................................... 71
Sense Ambush 71
Trick Riding 71
Spirit Magic ......................................... 71
Leap Through Window 71
Quick Knot 71
Ride Quietly 71
Sleep Anywhere 71
Slippery Skin 72
Sober Up 72
Stop Bleeding 72
Tooth Shattering Armor 72
Warm Blanket 72
Runemagic .......................................... 72
Avoid Dragon Breath 72
Avoid Trap 72
Awakening Shout 72
Disobey (type) Leaders 72
Evade (Rune) Daimon 73
Force a Way 73
Hold Plunder 73
Light Sleep 73
Reach Home 73
Spoil Aim 73
Agriculture 73
Description .......................................... 73
Skills .................................................... 73
Direct (Beast) 73
Tame (Beast) 74
Spirit Magic ......................................... 74
Calm Beast (Beast) 74
Clear Voice Shout 74
Preserve 74
Whistle (Beast) 74
Runemagic .......................................... 74
Affect Herd 74
Calm (Beast) 74
Command Herd Leader 74
Gather Flock 75
Increase Wool 75
Increase Yield 75
Plough Hard Earth 75
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Shield Land (Effect) 75
Sure Plough 75
Beast 75
Description .......................................... 75
Runemagic ........................................... 75
Batter Foe 75
Bite Rodents in Half 75
Bite Spirit 75
Charge of the Ram 76
Conjure (Beast/Object) 76
Dancing Beast (Type) 76
Fearless Mount 76
Firm Seat 76
Great Snarl 76
Grow Claws (Transform Limbs) 76
Lion's Bite (Transform head) 76
Outsmart (Animal) 76
Paralyzing Bite (Transform Head)
76
Protect Animal From Disease 76
Rend Spirit (Type) 77
Roar of Command 77
Silencing Bellow 77
Soar 77
Speak To (Beast) 77
Tireless Mount 77
Vengeance of the Pack 77
Wolf Friend 77
Chaos 78
Description .......................................... 78
Runemagic ........................................... 78
Baleful Eye 78
Breathe Ash 78
Call Man 78
Gift of Fire 78
Gorp Part 78
No Harm 78
Plant Warp 78
Project Acid 78
Shelter 79
Spawn (Monster) 79
Summon Gorp 79
Terrifying Appearance 79
Wither Plant 79
Sorcery ................................................ 79
Blood Power 79
Create Ghoul 79
Create Henchman 80
Create Skeleton 80
Create Vampire 80
Create Zombie 80
Ecstatic Communion 80
Steal Rune Magic 81
Cold 81
Description .......................................... 81
Skills..................................................... 81
Ski 81
Snowshoes 81
Spirit Magic ......................................... 81
Icicle 81
Snow Blindness 81
Throw Ice 81
Runemagic ........................................... 81
Blizzard 81
Freeze Earth 81
Cause Avalanche 82
Freeze Sea Creature 82
Hail 82
Increase Snow 82
Snow Fort 82
Snow Shelter 82
Entertaining 82
Description .......................................... 82
Spirit Magic ......................................... 83
Cheer Up (Group) 83
Make (Person) Laugh 83
Make Music Without Instrument83
Sing In Another Language 83
Runemagic .......................................... 83
Animate Puppet Face 83
Bestow Art 83
Clear Voice 83
Compose Poem 83
Gather Round 83
Song of Laughter 83
Song of Sleep 84
Song of Sorrow 84
Sound Horn 84
Uplifting Anthem 84
Web of Words 84
Wind Carries Song 84
Wounding Tongue 84
Fertility 84
Description .......................................... 84
Runemagic .......................................... 84
Aid Conception 84
Bowl of Plenty 85
Conceive 85
Healing 85
Description .......................................... 85
Skills .................................................... 85
Treat Mental Illness 85
Spirit Magic ......................................... 85
Banish Infestation (Type) 85
Carry Burden 85
Cure Minor Burn 85
Diminish Injury 85
Ease Birth 85
Poison Guard 86
Prevent Infection 86
Staunch Blood 86
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Suck Poison 86
Wash Away Blood 86
Runemagic ........................................... 86
Cleansing Bath 86
Cure Love 86
Cure Wound (Type) 86
Don't Hurt Me 87
Ease Birth Pangs 87
Empathic Healing 87
Fumigate 87
Heal at a Distance 87
Heal Anyone 87
Heal Herd 87
Heal Unborn 87
Healing Blow 87
Healing Radiance 88
Neutralize Venom 88
Numb Mouth 88
Poison Shield 88
Poison Purge 88
Prevent Death 88
Refreshing Rest 88
Shield Non-Combatant 89
Stop Berserk Rage 89
Hunting 89
Description .......................................... 89
Skills ..................................................... 89
Imitate (Sounds) 89
Spot the Weakest 89
Spirit Magic .......................................... 89
Beast Tracks 89
Irresistible Lure (Type) 89
Mask Scent 89
Soul Dart 90
Spirit Arrow 90
Runemagic ........................................... 90
Call (Beast) 90
Catch any Water Creature 90
Commune With (Deity) 90
Follow in Footsteps 90
Hide Animal Tracks 90
Hide from Spirits 90
Predict Prey's Movements 90
See Invisible Tracks 90
Resemble (Animal) 91
Sure Track 91
Track Over (Terrain) 91
Walk Among Prey 91
Illusion 91
Description .......................................... 91
Skills..................................................... 91
Mimic 91
Runemagic ........................................... 91
Another Me 91
Imposter 91
Switch With Me 91
Knowledge 92
Description .......................................... 92
Skills..................................................... 92
Illustrate Text 92
Interrogate 92
Know (Subject) 92
Talk Whilst Fighting 92
Spirit Magic ......................................... 92
Dry Ink 92
Runemagic ........................................... 92
Be Impartial 92
Read Text 93
Bestow Wisdom 93
Cite Precedent 93
Copy Text 93
Distract with Words 93
Identify Runic Powers 93
Ignore Distraction 93
Invoke Law 93
Iron Will 93
Memorize Message 94
Memorize Text 94
Peerless Understanding 94
Protect Document 94
Read at Speed 94
Read Magical Text 94
Restore Memory 94
See Bodiless Spirits 94
See Hidden Being 94
See True Value 94
Will of Iron 95
Love 95
Description .......................................... 95
Skills .................................................... 95
Make Love (Type) 95
Spirit Magic ......................................... 95
Aid Contraception 95
Arouse (Person) 95
Beautify (Target) 95
Motion ................................................ 95
Description .......................................... 95
Skills .................................................... 95
Dodge Missiles 95
Three Arrow Trick 96
Spirit Magic ......................................... 96
Fly Fast 96
Remain Standing 96
Reverse Direction in Midair 96
Runemagic .......................................... 96
Carry Companion 96
Curved (Missile) Flight 96
Dive from Above 96
Fleet Foot 96
Land on Both Feet 97
Leap 97
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Leap Away From Blow 97
Leap Over (Type) 97
Lightning Fast Strike 97
Move Easily In Nature 97
Move Through (Substance) 97
Move Lightly 97
Never Get Stuck 97
Quickfire 97
Quick (Weapon) 98
Return (Weapon) 98
Ride (Weapon) 98
Run Over (Terrain) 98
Run Up (Object) 98
Stampede 98
Walk on (Type) 98
Walk Rope 99
Peace 99
Description .......................................... 99
Skills ..................................................... 99
Spirit Magic .......................................... 99
Avoid Fight 99
Befriend (Type) 99
Calm Emotion (Emotion) 99
Kiss and Make Up 99
Prevent Anger 99
Runemagic ........................................... 99
Find Compromise 99
(Group) Harmony 100
Help Others Overcome (Problem)
100
Instill Pride 100
Stop Argument 100
Stop Chaos Panic 100
Stop Conflict 100
Plant 101
Description ........................................ 101
Spirit Magic ........................................ 101
Hear Forest Song 101
Improve Seeds (Type) 101
Runemagic ......................................... 101
Bless Plants 101
Flower 101
Sprout Seeds 101
Support Plant Against Wind 101
Toughen Skin 101
Ruling 101
Description ........................................ 101
Skills................................................... 102
Impress (People) 102
Shame (Person) 102
Runemagic ......................................... 102
Command Deity (Deity) 102
Command Meeting 102
Illuminate Speaker 102
Lead (Group) 102
Inspire Loyalty 102
Overawe Crowd 102
Protect Tula 102
Radiate Authority 103
Rally (People) 103
Remind of Duty 103
Sense Dishonor 103
Stop (Deity) Magic 103
Sun 103
Description ........................................ 103
Spirit Magic ....................................... 103
Look Into Brightness 103
Runemagic ......................................... 103
Blinding Flash 103
Bright Spear 104
Burn Darkness Spirit 104
Chaste Bed 104
Clear Sight 104
Commanding Radiance 104
Dancing Lights 104
Dry Wet Field 104
Eagle Eye 104
Falling Star Javelin 104
See From Above 104
Shrug off Storm Magic 105
Silence Thunder 105
Spear the Dark 105
Sun Beam 105
Suppress Peasant 105
Thief 105
Description ........................................ 105
Skills .................................................. 105
Appear Friendly 105
Assess Wealth 105
Deflect Blame 105
Flee 106
Identify Richest Pickings 106
Invite Me In 106
Lose Pursuer 106
Talk With Hands 106
Spirit Magic ....................................... 106
Copy Face 106
Copy Voice 106
Run Through Narrow Places 106
Squeeze 106
Runemagic ........................................ 107
Block Magic Scout 107
Climb Anywhere 107
Distract Attention 107
Enter Home 107
Evade Identification 107
Hide Self 107
Invisible Hand 107
Invisible Trap 107
Leave No Trace 107
Silent In (Effect) 107
- 134 -
Stand Unseen 108
Strike Without Warning 108
Unseen in (Light) 108
Walk Without Footprints 108
Trader 108
Description ........................................ 108
Skills ................................................... 108
Enhance Appearance of Goods 108
Recognize Magical Object 108
Spot Thief 108
Spirit Magic ........................................ 109
Reassure Stranger 109
Runemagic ......................................... 109
Communicate With Strangers 109
Discern Secret 109
Encourage Trust 109
Entice Buyer 109
Equal Exchange 109
Guarantee Profit 109
Find Right Path 110
Find Way in (Area) 110
Find Escape Route 110
Find Hidden Paths 110
Identify (Type) Path 110
Sense Theft 110
Stop Thief 110
Trickster 111
Description ........................................ 111
Skills ................................................... 111
Bamboozle 111
Spirit Magic ........................................ 111
Seem Innocent 111
Runemagic ......................................... 111
Avoid Glance 111
Avoid Harm 111
Feel (Emotion) 111
Feel No Guilt 111
Fiery Breath 111
Fiery Fart 112
Twins 112
Description ........................................ 112
Spirit Magic ....................................... 112
Mirror Twin 112
Runemagic ......................................... 112
Enhance Twin 112
Sense Twin's Location 112
Twin Mind 112
Two As One 112
Underworld 113
Description ........................................ 113
Runemagic ......................................... 113
Funeral Dirge 113
Shout Away the Dead 113
Strike Spirit 113
Terrify Ghost 113
Track Soul 113
Sorcery .............................................. 113
Blinding Pain 113
Brand of Lust 113
Burn the Unrighteous 114
De-nature Alcohol 114
Dominate Partner 114
Iron Fang 114
Iron Hide 114
Iron Hoof 114
Lance of Agony 114
Mark of Sin 114
Shrive the Guilty 114
War 115
Description ........................................ 115
Skills................................................... 115
Assess Enemy 115
Avoid Enemies 115
Boast 115
Bully 115
Count Army 115
Dodge (Type) 115
Read Enemy 115
Taunt 116
Spirit Magic ....................................... 116
Crumble Bones 116
Dodge Missile 116
Fight to the Death 116
Fight Whilst Dying 116
Long (Missile) 116
Send Battlefield Command 116
Stand Loyal 116
Runemagic ........................................ 117
Armor Mount 117
Armor of Flintnail 117
Arrow Armor 117
Augment Stone Weapon 117
Battle Hymn 117
Become One With (Mount) 117
Block Attack 117
Block Missiles 117
Break Line (Type) 118
Break Through (Substance) 118
Coordinate Forces 118
Break (Weapon) 118
Conquer (Rune) 118
Cripple (Being) 119
Crushing Grip 119
Cut Deep 119
Cut First 119
Deadly (Missile) Throw 119
Disarm Foe 119
Disrupt Enemy Line 119
Endure Wound 120
Eternal Watch 120
Ferocity 120
- 135 -
Fight Against (Person) 120
Great Blow 120
Humakt the (Weapon) 120
Hurl Boulder 121
Hurt (Enemy) 121
Keep Fighting 121
Kill Man 121
Last Gasp Recovery 121
March In Step 121
Mile (Weapon) Throw 121
Night Watchman 121
Orderly Retreat 122
Pierce Dragon Hide 122
Rapid Charge 122
Restore Morale 122
See Through Enemy's Ruses 122
Several Strike As One 122
Shattering Blow 122
Shout of Pain 122
Slay (Creature) 122
Smash Many at Once 123
Stand Against Many 123
Stay at Your Post 123
Survive Until Dawn 123
Unbreakable Formation 123
Unbreakable (Weapon) 123
Vengeful Dirge 123
Vigilance 123
Voice of Command 124
(Weapon) Help 124
Epilogue 125 Jonstown Compendium 125
What is the Jonstown Compendium? 125
What can I find in the Jonstown
Compendium? ................................... 125
Where can I find the Jonstown
Compendium? ................................... 125
Jonstown Compendium Supplements
.......................................................... 125
Full Contents 127
- 136 -
The Book of Doom is a major new magical resource for RuneQuest: Roleplaying in
Glorantha. Included within are 55 new Skills, 89 new Spirit Magic spells, 22 new Sorcery spells
(including twin magic!), and 494 new Rune spells.
The Book of Doom also includes extended rules for Alchemy, Buildings and Ships, Crafting,
HeroQuesting, Ritual sacrifice, and Trading & Income.
Use the spells and skills to enrich and enliven your RuneQuest game, broaden your HeroQuesting,
and add more depth to your non-combat adventures.