RuneQuest/D100/Glorantha - Q: Book of Doom A: Obviously, at...

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- 3 - 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.

Transcript of RuneQuest/D100/Glorantha - Q: Book of Doom A: Obviously, at...

Page 1: RuneQuest/D100/Glorantha - Q: Book of Doom A: Obviously, at …soltakss.com/JC/StormSpearia-BookOfDoom-v1-Preview.pdf · 2021. 1. 12. · RuneQuest rulebook and have designed my own

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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.

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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.

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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

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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

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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

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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.