Rune Spells

gran_orco

Mongoose
Could a standard initiate integrate runes that are not listed in his cult description and learn runic spells that are not in the cult spell list?
I think he could not.
 
Integrated Runes have nothing really to do with cult affinities. If a character integrates one, then fine, he can learn the spells

Some people here, I think, house rule that Acolytes, at least, can cast cult spells using their Lore(Specific Theology) skill for the cult or can learn and cast spells associated with the cult. It's the cult runic association that counts, though.
 
If I was a fire priest and one of my initiates integ a water rune, it would be "Hello have you met your cult spirit of reprisal recently? cause you are about to and he doesnt want a quick chat on the finer points of the colour of a flame." And I wouldn't be too happy if he integ any non-cult rune. Runes have powerful effects and should actually affect the personality of the person slightly IMHO.
 
Im a little bit more lenient then Homerjsinnott. I allow people to integrate runes unless there a reason not to. For example Yelmalio worshippers cannot integrate fire runes as it mention in several places he lost the fire rune. On the other hand Zorak Zoran can use the fire Rune as its mention that he defeated and captured one, I believe Yelmalios but not sure.
 
Yep thats right, the great Zorak Zoran kick sunnyboys butt and now us trolls can use it.

Proudly points to campfire "Troll make fire!"
 
That's one of the problems, although by no means the only one, of rigidly conforming to the runes/spells model of RQM.

For example, Extinguish is an Air spell, but I can't see any reason why it couldn't be also a Water, Earth, Darkness or Fire spell. Water can put fires out, earth can smother them, darkness can choke them and fire can conquer them.

The only common Water spell is Water Breath, so I can't see a problem with that being denied to Fire cultists.

But, for example, the Befuddle spell is tied to the Disorder Rune and in Glorantha, Chalana Arroy has the Befuddle spell and the Harmony Rune, so a cult spell is tied to an opposed cult rune.

To be fair, there are not many such spells and most of the problems are with existing runic connections in Glorantha, so the issue probably won't arise in other settings.

However, I would just scrap the runic association completely or widen it to allow multiple rune-cources for spells.
 
I agree. I allow my players to come up with any new version of spells based on the their runes, or any spell which might be a reasonable modification to the rules. Such as allowing darkness or cold runes to choke fires, or allowing magic and air runes to both create magical blast. It just allows more flexibility for the players so they do not have to be forced into a book-only magic system, like some other game does.
 
There is no rule that specifically states what you ask, so I do allow it.

On the other hand, like others, I do not allow runes that conflict with one the deity has, or an aspect of his religious canon.

Hence, Sun God would not allow Darkness rune.

A fire god would not allow water rune.

For those that wanted to join a cult, they must not have integrated a conflicting rune.
 
The point is that in MRQ integrating a Rune is for life, and this leaves no room for conversions and cult changes. In old versions, one could (and was forced to) cast away all conflicting magic before joining a cult. But with Rune integration it is simply not possible. Once the Darkness Rune is integrated, even though you do not worship any Darkness deity, you cannot be a Sun worshipper.

Another argument against "Integrating runes till death".
 
gran_orco said:
Then, what is the reason of the rune spells in each cult if you can learn almost?

With MRQ, becuase the magnitude that you can learn up to is affected by your cult affiliation, and your ranking in the Cult.

Initiates:
can learn spells up to Magnitude 2, but cult spells up to Magnitude 4.

Acolytes: can learn spells up to Magnitude 4, but cult spells up to Magnitude 8.


Runepriests & Runelords:
can learn spells up to Magnitude 8, but cult spells up any Magnitude.



So if you run into a guy who can cast Bladesharp 12, not only is he a member of a cult with the metal rune association and also a Rune Level character.

The problem, from a Gloranthan standpoint, is that some of the cult spells given to certain gods imply they they have are associated with runes that don't fit that deity, suchas Orlanth having Skybolt, since Skybolt is tied to the Chaos Rune, and Orlanth is one of the big anti-chaos gods.
 
I'm still trying to figure out how to integrate MRQ rune system to a new Glorantha campaign..
I was thinking what if runes would have different potencies?

Least potent versions of the rune, lets call it Potency 1, would be most common but they would only grant the Runecasting skill at a small starting percentage, and limited max skill and magnitude. They would not have other effect, and wouldn't really affect the touched person thus he wouldn't be corrupt in the eyes of his cult and gods.
Runestones with higher potency would effectively mark the person and thus grant advantages. They would also grant higher starting level for Runecasting and allow higher maximum skill and magnitude.
Everyone can integrate Potency 2 runes but it would be against one's belief to integrate enemy runes and thus could anger cult's spirit of reprisal.
Normally only members of a cult with the spesific runic association can integrate more potent runes (Potency 3). Only runepriests/lords of a god that owns the certain rune could integrate the most potent runes (Potency 4).
Of course, runes don't only grant advantages, they also change the person. Thus having a Truth rune makes it hard to tell lies or having a cold rune makes you prefer the cold and feel uncomfortable in hot environment. Integrated runes also make it harder to integrate a new rune if it's opposed to one you've got.

Obviously most potent runes would be very very rare. Meanwhile least potent ones would be common but harder to spot. In my game runes won't be visible ( a rock with an 'R', cool! ) but they eminate the runic power (heat, cold, life) that can be felt by anyone touching the object or for powerful ones, in it's presence. More potent the rune, more easier it is to sense. Proper detect spells can help, as well as being member of a cult with that runic association, or an enemy of it.

There could also be a limit for combined potencies of runes one can integrate (POW), so you would have to think well which runes to integrate.

---

Also the idea of holding the "runes" in your hand sounds a bit stupid to me, as does the idea of scavenging runepouches from dead enemies.

suggestions?
 
Ucee said:
Also the idea of holding the "runes" in your hand sounds a bit stupid to me, as does the idea of scavenging runepouches from dead enemies.

suggestions?

This is a common thought, but I'll try and be first to repeat it. How about tattoos? The rune integrates into the body and appears as a tattoo. On death, the rune reappears as a solid object next to the body. This could mean unneccessary killing of opponents, but then the societical controls of the cults may reduce that particular problem.

elgrin
 
The way I see things, integrating a rune can also mean overcoming it, or conquering it.

Thus no problem for Orlanthi to integrate a chaos rune. It doesn't make them a chaos follower, it means they have conquered or overcome chaos, and Orlanth rewards him with powerfull magic for his feat
 
weasel_fierce said:
The way I see things, integrating a rune can also mean overcoming it, or conquering it.

Thus no problem for Orlanthi to integrate a chaos rune. It doesn't make them a chaos follower, it means they have conquered or overcome chaos, and Orlanth rewards him with powerfull magic for his feat

Besides, they need it to cast their cult spell Skybolt. :roll:
 
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