Does Runequest completely lack area effect (AoE) spells?

EdgeOfDreams

Mongoose
I've been reading the Runequest II book, trying to decide if I want to run this system for some friends. A lot of us come from a background of Dungeons and Dragons (and other systems), where one of the best uses of magic comes in the form of Area of Effect (AoE) spells that can easily hit multiple enemies depending on how close together they are.

For example, spells like Fireball (hits all enemies in a spherical area), Lightning Bolt (hits all enemies in a long line), and Wall of Stone (creates a long wall that can be used to separate the opposing force or enable the party to retreat) form a core part of our mages' tactical considerations in combat in those games.

Does Runequest have anything like those spells? As far as I can see, Runequest tends to favor buff spells (Enhance X, Bladesharp, etc.) and single-target spells that can be augmented to multiple targets (Wrack, Tap, etc.). What about spells that affect the terrain of the battlefield instead of targeting the participants? Do they exist?
 
There are some.

Shake Earth and Heat Earth affect everyone inside an area, as does Warding. I can't think of many more as RuneQuest normally has individual magic.

The Targets manipulation allows a sorcerer to affect multiple targets.

Most area effects are natural effects of creatures. So, dragons breathe in an area, salamanders and shades affect everyone inside the elemental's body and so on.

But, if you want area effect spells then make some up. RuneQuest and Legend are good that way.
 
soltakss said:
There are some.

Shake Earth and Heat Earth affect everyone inside an area, as does Warding. I can't think of many more as RuneQuest normally has individual magic.

The Targets manipulation allows a sorcerer to affect multiple targets.

Most area effects are natural effects of creatures. So, dragons breathe in an area, salamanders and shades affect everyone inside the elemental's body and so on.

But, if you want area effect spells then make some up. RuneQuest and Legend are good that way.

Thanks for the info. I hadn't looked closely at the elementals yet, those gave me some interesting ideas.

Where are Shake Earth and Heat Earth? I can't find them in the core rulebook.
 
The wall spell from spell com also affects an area.

You can easily make more spells that affects areas, fireballs and stuff like that can easily be made to do it, or restrictions can be placed on wrack so it can only target things that are relatively close.

However, I suggest going with the runequest solution. Spells that alter the terrain for a longer period of time are really overpowered in D&D, and one of the reasons that the system suffers from a "Magic is better" type of feeling.

Sorcery might be good, but offensively it can have some problems, since you need to manipulate both targets and range, to get a decent chance of not just wasting your spell on one lucky resistance roll, costing you at least 2CA and 3MP per casting of an offensive spell, possibly more if you need to bypass some magical protection.
This does make debuff a less favorable route to choose for a sorcerer in Legend, so I guess you could say that it does have a tendency to favor buff spells.
 
Mixster said:
Yeah, once you get your head around this perceived 'lack' though, the magic in Legend can be awesome. We've only just started delving into the core magic systems (we were playing Elric which is quite a bit different). The divine spell, amplify is excellent when coupled with offensive common magic spells, it is a wicked combination for 'evoker' style mages. You may not affect a heap of targets, but the ones you do are pretty much screwed...
 
EdgeOfDreams said:
Mixster said:
The wall spell from spell com also affects an area.
Thanks for the suggestions. What is "spell com"? Is it another book? All I have right now is the core Runequest II book.

SpellCom is a book for the Wraith Recon setting. Wraith Recon was originally a D&D setting, so it may be worthwhile for you to look it. SpellCom is Spellcaster Command, the military organization that the Wraith teams are a part of. Wraith teams are special ops teams. Setting is medieval-ish fantasy. The SpellCom book has detailed information on that organization, but much of the book is devoted to the magic. Plenty of new spells (Airburst is an area effect spell), magic items which D&D players will recognize, enchantment rules, and concert casting (multiple spellcasters combining their powers). Sorcery grimoires have common spells as "cantrips" in addition to the sorcery spells in them.

Dan True, who is a frequent poster on this forum, has adapted the Eberron setting to RQ2/Legend. He has made a PDF of his work available online.

Shake Earth is from the Cults of Glorantha book. I don't know where the Heat Earth spell was described.
 
EdgeOfDreams said:
Where are Shake Earth and Heat Earth? I can't find them in the core rulebook.

Titus said:
Shake Earth is from the Cults of Glorantha book. I don't know where the Heat Earth spell was described.


Sorry, Shake Earth is indeed in Cults of Glorantha, so is RQ3 rather than Legend.

Earthwarm (Not Heat earth) was around in RQ2 (the first RQ2) but is also described in Cults of Glorantha.

Although not described in Legend, they are RQ spells that would work for Legend.

Sorry for any confusion.
 
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