Runes and Runecasting - Basic Questions

cj.23

Mongoose
I think I may be missing something. If I have Rune Magic 54, and integrate the Dragon rune, can I only learn spells associated with the Dragon rune? So no beast, metal, magic or truth associated spells? If I find and integrate a Truth rune later, does it mean I start a new Runecasting skill, say Runecasting (Truth) 28%? So I end up with many different Runecasting skills to allow me to cast different spells?

I think I must have this wrong, but I reread the magic chapter last night and for some reason read it that way? Any help?

Also does an integrated rune actually merge with the host, or just remain as a physical object as well? The latter seems implied...

cj x
 
Be careful. Imagine you live in an alpine area and every morning your roof is covered with freshly laid houserules that hang precariously over the edge. All around you are tall mountains, laden with tonnes of houserules, discussions and arguments, which loom menacingly over your tranquil little chalet. You may have just stood under them and poked at them with a broom handle whilst yodelling at the top of your voice...

If you get the picture...

I would humbly suggest that you go with whatever option for rune magic suits your imagination. How do you envisage the rules working best? What feels cool and creates the best atmosphere in your game and/or world?

If you want the avalanche, type "rune magic" into a keyword search and jump back several feet or suffer the fate discussed above...

you have been warned...
 
OK!!!! :) Thank you, that was very well written, and has warned me this might be a er, a slightly contentious, issue! I shall load up a legion of St. Bernard's with brandy, warn the fenland mountain rescue squad of wisbech and set off in to a keyword search. :)


However, house rules apart, what was the original intent of the rules as written? Or is that simply not clear? :(
 
OK I read it again and I think you use the same Runecasting skill for each integrated rune? I am still far from sure. This strikes me as a major issue, please can anybody help? I am hoping to run a demo game tonight and need to understand the rules.

Also you get one spell with each Rune you have integrated. I can only find one Dragon spell, and no Dragonewt ones? Are there more elsewhere (in other books???)?

cj x
 
There is a different runecasting skill for each rune. Thus you could learn Runecasting(Death) or Runecasting (Truth) and so on. Each is a separate skill that must be learned separately.

In theory you could learn a Runecasting skill without integrating a specific rune but the skill is, basically, useless unless you integrate the appropriate rune.

In order to cast the rune magic associated with a particular rune, you have to integrate that rune. Essentially the rune is the enabler for magic.

It is the case that most runes are only the source of 1-3 spells and some do not have any commonly available spells. Some runes are, therefore, more useful than others.

For the purposes of a demo game you don't really need to houserule anything. Runecasting works perfectly ok in the short-term. In terms of a demo game, if you are going through standard character generation, try to get someone with a Fertility rune so they can cast Healing. Basically, that means a witch. If someone wants to play a wizard, then steer them towards the fire rune if they want to create fiery weapons or cold if they want to freeze people.
 
as stated above, each rune has its own skill, which powers any spells based on it.

Note that some of the books add bunches more spells, so itexpands the options quite a bit :)
The spellbook, and Cults of Glorantha 2 are the best places to start. There's been a few in the magazine too
 
Ah! OK, that helps a lot. I'm actually running a pre-gen Hunting and Waltzing Band out to make converts for the EWF, so not much chance of any healing magic it seems - a big change this from RQ2...

cj x
 
weasel_fierce said:
as stated above, each rune has its own skill, which powers any spells based on it.

Note that some of the books add bunches more spells, so itexpands the options quite a bit :)
The spellbook, and Cults of Glorantha 2 are the best places to start. There's been a few in the magazine too

Thanks Weaselfierce!

Spellbook? Is that Magic of Glorantha? Or am I missing a very useful book?
 
there's an actual "runequest spellbook" that was released pretty recently.
Magic of GLorantha is mostly new magic types specific to glorantha (dragon magic mainly). Its nice but propably not mandatory.
 
cj.23 said:
Ah! OK, that helps a lot. I'm actually running a pre-gen Hunting and Waltzing Band out to make converts for the EWF, so not much chance of any healing magic it seems - a big change this from RQ2...

cj x

They'll be using Dragon Magic or trying not to use it anyway.
 
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