Rune Magic
Nearly everyone uses rune magic but hardly anyone is runetouched. They get access to their spells via charms (see Cults of Glorantha II). In my game charms give all the benefits of being runetouched except that the owner does not have access to the Runic Powers (see table on page 65 of Runequest). Each cult can get access to (or create) rune charms for all its cult spells. It is easy to get access to rune charms for those runes that the cult is associated with. For others you may have to go further afield and thus the cost increases. Someone in your community will be able to tatoo you a charm for the rune of your choice, it just may cost you or take longer.
Most of the time rune charms are tatoos. This stops trade in charms and also binds the enchanting of charms to the new owner’s conduct in society. Built into the process of enchanting charms is the (free) user condition that only the tatooed person may use the charm, thus preventing any grisly practices.
Owners of true runes may create charms of those runes if they also have the enchanting skill. The enchanting skill is reduced to the level of the runecasting ability (if it is greater) when enchanting charms.
Examples,
1. An Orlanth Adventurous intitiate wants to learn Mobility from his cult (which teaches it as one of its cult spells). Mobility is tied to the Motion rune. Because Motion is one of the cult’s runes the cult gets one of its priests to enchant a Motion rune charm.
2. An Orlanth Adventurous initiate wants to learn Bladesharp from his cult (which teaches it as one of its cult spells). Bladesharp is tied to the Metal rune which is not one of the cult’s runes. However, Metal is one of the runes associated with the god Gustbran who has a priest nearby. The Orlanth cult asks the Gustbran priest to tatoo the initiate with a metal rune.
3. An Orlanth Adventurous initiate wants to learn Cover of Night from his cult (which teaches it as one of its cult spells). Cover of Night is tied to the Shadow rune - a rune which is neither associated with the cult nor with any other cult associated with Orlanth Adventurous. All is not lost since one of the Orlanth Priests owns a shadow true rune and being an expert with both it and enchanting agrees to enchant the intiate a Shadow charm.
When running your campaign be careful not to treat charms like any other commodity. It takes commitment and personal power to create and generally is only done during community ceremonies such as initiations or festivals. Cults can’t spend all their time locked in a charm creating productivity cycle. For this reason I would insist that the enchanter provide the POW to create the charm (except perhaps at initiation), thus forcing the enchanter to give it careful thought before enchanting.
Glorantha the Second Age mentions that the use of runes replaces an older, more difficult, means of utilising Rune Magic. What that book hints at is the use of spells without runes or charms, though difficult and time consuming, is possible and in fact takes place. By learning each spell individually (and thus having an individual skill for each spell) the caster will find himself investing far more effort for the same results as a caster who uses runes or charms. Organisations that use this method on a regular basis will lose out to those cults that don’t. However sometimes this method is the only way to gain access to a spell, and so the practice still exists. Hero bands use this method to pass on their magical functions.
Example,
An Orlanth Adventurous initiate wants to learn Skybolt from his cult (which teaches it as one of its cult spells). Skybolt is tied to the Chaos rune - a rune which is neither associated with the cult nor with any other cult associated with Orlanth Adventurous. “chaos spells taught by Orlanth. Surely that is not right?”, says the initiate. “It’s quite a complicated matter...It’s an ecumenical matter...Oh just shut up. ”, says Loz, I mean, the priest. All is not lost since the cult teaches it as an individual spell without consorting with chaos runes or charms.
Nearly everyone uses rune magic but hardly anyone is runetouched. They get access to their spells via charms (see Cults of Glorantha II). In my game charms give all the benefits of being runetouched except that the owner does not have access to the Runic Powers (see table on page 65 of Runequest). Each cult can get access to (or create) rune charms for all its cult spells. It is easy to get access to rune charms for those runes that the cult is associated with. For others you may have to go further afield and thus the cost increases. Someone in your community will be able to tatoo you a charm for the rune of your choice, it just may cost you or take longer.
Most of the time rune charms are tatoos. This stops trade in charms and also binds the enchanting of charms to the new owner’s conduct in society. Built into the process of enchanting charms is the (free) user condition that only the tatooed person may use the charm, thus preventing any grisly practices.
Owners of true runes may create charms of those runes if they also have the enchanting skill. The enchanting skill is reduced to the level of the runecasting ability (if it is greater) when enchanting charms.
Examples,
1. An Orlanth Adventurous intitiate wants to learn Mobility from his cult (which teaches it as one of its cult spells). Mobility is tied to the Motion rune. Because Motion is one of the cult’s runes the cult gets one of its priests to enchant a Motion rune charm.
2. An Orlanth Adventurous initiate wants to learn Bladesharp from his cult (which teaches it as one of its cult spells). Bladesharp is tied to the Metal rune which is not one of the cult’s runes. However, Metal is one of the runes associated with the god Gustbran who has a priest nearby. The Orlanth cult asks the Gustbran priest to tatoo the initiate with a metal rune.
3. An Orlanth Adventurous initiate wants to learn Cover of Night from his cult (which teaches it as one of its cult spells). Cover of Night is tied to the Shadow rune - a rune which is neither associated with the cult nor with any other cult associated with Orlanth Adventurous. All is not lost since one of the Orlanth Priests owns a shadow true rune and being an expert with both it and enchanting agrees to enchant the intiate a Shadow charm.
When running your campaign be careful not to treat charms like any other commodity. It takes commitment and personal power to create and generally is only done during community ceremonies such as initiations or festivals. Cults can’t spend all their time locked in a charm creating productivity cycle. For this reason I would insist that the enchanter provide the POW to create the charm (except perhaps at initiation), thus forcing the enchanter to give it careful thought before enchanting.
Glorantha the Second Age mentions that the use of runes replaces an older, more difficult, means of utilising Rune Magic. What that book hints at is the use of spells without runes or charms, though difficult and time consuming, is possible and in fact takes place. By learning each spell individually (and thus having an individual skill for each spell) the caster will find himself investing far more effort for the same results as a caster who uses runes or charms. Organisations that use this method on a regular basis will lose out to those cults that don’t. However sometimes this method is the only way to gain access to a spell, and so the practice still exists. Hero bands use this method to pass on their magical functions.
Example,
An Orlanth Adventurous initiate wants to learn Skybolt from his cult (which teaches it as one of its cult spells). Skybolt is tied to the Chaos rune - a rune which is neither associated with the cult nor with any other cult associated with Orlanth Adventurous. “chaos spells taught by Orlanth. Surely that is not right?”, says the initiate. “It’s quite a complicated matter...It’s an ecumenical matter...Oh just shut up. ”, says Loz, I mean, the priest. All is not lost since the cult teaches it as an individual spell without consorting with chaos runes or charms.