New Spells

Blackyinkin

Mongoose
Hi,

In the course of converting Griffin Mountain from Moon Design Publication from RQ2 to MRQ I have needed to convert several cults and create some new spells, so I thought I would share the new spells with you. The first two are based on old spells, Lightwall is according to the cult of Yelmalion in Cults of Glorantha an essential spell in order to become a Runelord and Lantern is an old friend to RQers. Translate seemed like a logical spell to have, I have given it to the Etyries, Lunar Trader cult in my game.

NEW RUNE SPELLS

Lantern
Area 1, Instant, Duration 10, Magnitude 1.
Runes: Light

The spell must be cast upon a flat surface (such as a ceiling or front of a shield). It illuminates a 10-Metre radius for 180 degrees giving off a glow like a normal torch. Each additional Magnitude increases the spells duration by 10 minutes.

Lightwall
Area (see below), Casting Time 2, Duration 5, Magnitude 2
Runes:Light

By casting the spell the character creates a shimmering wall of blinding white light, 10m by 3m and 15cm thick. It illuminates everything with a 15 metre radius. The caster can see through the light, but anyone stood on the opposite side of the wall has their view of the caster obscured and must make a Very Difficult Perception Test in order to strike them with suitable weapon or magic.

If the caster possesses a movement rune, he may move the lightwall one metre per Combat Action. If this option is chose the spell gains the concentration trait.

Translate
Casting Time 2, Duration 5, Magnitude 1, Ranged.
Runes: Communication

The targets words seem to become tangible in the air and then gently pop into nothingness.

The caster and the target of the spell can immediately understand each other as if they were speaking the same language. The caster and target may use their highest language skill to communicate. Each Magnitude allows an additional target to be added to the communicating group.

The following are new Divine Spells, they were created for the Etyries cult, but could be used for other trading gods.

Equal Exchange
Duration 15, Magnitude 1, Self
For each magnitude of the spell the caster gains +10% to Influence or Oratory used in the process of negotiating a trade deal, brokering an exchange or acquiring information, so long as the exchange is fair or equal.

Path Watch
Duration Special, Magnitude 2, Self
This spell is cast when travelling upon a dangerous road. It must be cast upon a road or path. The spell alerts the user to the direction and number, although not type of all enemies and traps within 100m of the caster. The spell lasts as long as the road lasts or until the caster falls asleep.

Ward Market Place
Duration Special, Magnitude 1, Area
This spell is cast upon an established shop, stall, or trade site. Each magnitude covers an area of 5m by 5m. For the duration that trading takes place in the market and the caster remains awake the Ward remains in place. The caster immediately knows of anyone seeking to harm or steal from the caster within the area of the spell.

This one is an attempt to convert another older Divine Magic, but I am not sure about it.

Concealment
Duration 15, Magnitude 1
The recipient of this spell becomes difficult to perceive, blending in with their background and becoming virtually silent. For each magnitude the recipient adds +15% to their Stealth. Anyone trying to attack the caster must make a Very Hard Perception (-60%) vs Stealth Test each round they wish to fight.

These last two spells were for more sinister chaotic cults, namely Cacodemon.

False Form
Duration 8 Weeks, Magnitude 3
This spell gives the cast the semblance of a normal human to all senses, including non-senses such as Earthsense. The spell also conceals the cult mark. It is used by Ogres to pass themselves as humans. The spell is not compatible with Extension.

Chaos Gift
Duration (Cyclical), Magnitude 2, Self
For the Duration of the Spell the priest gains a random Chaos Feature from the table on page 200 of the Runequest Deluxe rulebook. Once this spell has been used, a person is always detected as chaos tainted by appropriate magic, abilities or spirits.


Cheers Simon

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This was very useful. I will use them.

By the way, in the book "cults of glorantha - volume 1" on page 68 it is stated that there is a cult spell called ... "Lantern" ... i havent found it in any source yet, but now you show up an give us ... "Lantern".

What is this?

/Calle
 
Lantern was a cult special Battle/Spirit magic spell granted by the Yelmalio cult to their cult members and certain members of associate cults.

It was probably dropped/edited from the Yemalio entry in Cults of Glorantha.

Basicaly, it something glow for a period of time depending on the strength of the spell, so a Lantern 3 lasted longer than a Lantern 1.

So, pretty much what Simon has written up.

However, Lantern is the Yelmalian cult spell and Lightwall is the RQ-Gamers' old friend, which is the other way around.
 
Hi,

Actually on page Cults of Glorantha 68 it states...

Light Priest
Requirements:Standard plus the candidate must know Farsee and Lightwall and possess the language skill at 75% or more.

So I was right in both cases :-)

I also notice that Farsee is missing from the rules...

Farsee
Casting Time 1, Duration 10, Magnitude 1, Progressive, Touch.
Runes: Light

The spell give the user greatly enhanced vision allowing them to see with eagle like sight over great distances. The effects are similar to using a 10x telescope. The effects can be switched on and off. Increasing the spells magnitude doubles it duration per point used.

I know this is somewhat weaker than the old RQ2 version but I thought it fitted in better with the new mechanics.
Simon
 
Neat stuff, thanks for doing it. I would tweak the rune spells to be a bit more MRQish. For example:

Lantern
Area (Special), Casting Time 1, Duration 10, Magnitude 1, Progressive, Ranged.
Runes: Light

Cast upon a flat surface such as a ceiling or front of a shield, this spell causes the object to emit light in a 10-Metre radius for 180 degrees. As with the Light spell, the area is considered to be illuminated, and. only the specified area is illuminated – everything outside the area of effect is not. Each additional Magnitude increases the spell’s duration by 10 minutes. This spell creates raw light, not a flame.

This way, Lantern uses identical wording to Light.

Lightwall
Area 5, Casting Time 2, Duration 5, Magnitude 4, Ranged.
Runes: Light

By casting the spell the character creates a shimmering wall which emits a blinding white light from one side and is transparent from the other side. The light side illuminates everything within 10 metres of it as if it were a Light spell. Anyone stood on the light side of the wall who tries to see through it suffers a -75% situational modifier to any skill tests that require them to see through the wall (such as trying to fire an arrow at a target on the other side of the wall). Creatures that use non-visual senses such as Earthsense won’t be affected this way.

If the caster possesses a movement rune, he may move the lightwall one metre per Combat Action. If this option is chose the spell gains the concentration trait.

This wording makes it function identically to MRQ Darkwall. IN RQ2 and 3, Lightwall and Darkwall always worked the same way. Also, from a gamist perspective, it's better to have conditions that add or subtract modifiers to a skill check rather than require a skill check before making a skill check.


Translate
needs the progressive trait.
with Farsee, I would actually go back to RQ3. Each Magnitude halves the apparent distance and ignores up to a -10% penalty to any visual perception tests due to distance.
 
Hi

Thanks Deleriad, both tweaks work well for me. As you may have guessed I am running a campaign with Yelmalian player characters.

Simon
 
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