Subject: RQ Discussions 17 First Distribution: June 27, 1991 Ed's note: I have a fair bit of Digest material at the moment (and little time to edit it), so my apologies about any slowness in getting those out. The Discussions are somewhat easier to handle (no table of contents, no index, and most importantly, no editing), and thus Discussion turnaround should be faster. ====================================================================== From: Ken McKinney c/o mad@ccwf.cc.utexas.edu (Michael Derry) Subject: Alternative Sorcery Rules (part II) Spell Descriptions Infinity Spells Infinity / Beast Infinity/Beast spells create creatures connected to the Beast rune.The creation spell does not impart any loyalty on the part of the created; Animals created will need to be controlled with appropriate Mastery/Beast spells.In general, it is easier to create a dead animal than a live one, a small animal than a large one, and much easier to create a non-magical animal than a magical one. Note that some creatures have multiple runic associations, and all must be used in the creation spell. All creatures created with the infinity rune die when the spell expires. When this happens the body magically rots away within minutes. Magically created creatures are sterile. Some creation spells have a duration of Instant; their effects are permanent. Create (10) Law Points : Avg SIZ of animal /5 Duration cost : 2 This spell creates an animal pelt. It will last until the spell's duration expires. Create (50) Infinity,Beast,Spirit Duration cost : 2 This spell creates a creature of the appropriate type.The caster must supply as many law points as the creatures SIZ divided by two. Create Basilisk (100) Infinity,Beast,Death,Spirit Touch,Passive,Temporal Duration cost : 2 Chaos Points: 20 This spell requires a rooster's egg. It creates a basilisk with stats as listed in the RuneQuest creatures book, with a death glance which acts as a 3 point divine spell. Since a Basilisk is a chaotic creature, the Chaos rune must be used to manipulate this spell. When the spell's duration expires, the basilisk dies and rots. Create Man(150) Infinity,Man,Spirit Touch, Passive, Instant Law Points: 40 This spell creates a full grown human being. Stats are rolled randomly. The newly created person has no memories and has skills as per a character with no previous experience. Note that the duration of this spell is instant. Mastery/Beast Control Mundane Beast (50) Mastery,Beast Ranged,passive,temporal Duration Cost : 2 This spell allows the caster to control the actions of a mundane animal. The spell must have as many Law points as the creatures SIZ divided by two, and the spell must overcome the POW of the beast. Control Magical Beast (70) Mastery, Beast Ranged, Passive, Temporal Duration Cost : 3 This spell is the same as Control Mundane Beast, but works on magical beasts. Transform Man to Pig (70) Disorder, Beast, Man Ranged, Passive, Temporal Duration Cost: 2 This spell transforms an adult human being to a large sow, or a child to a piglet. The spell must have as many Law points as the POW of the person effected, and the person's magic points must be overcome. Transformed beings retain their own minds and may still use divine magic, though it may be difficult to regain it as a pig. Spirit magic use will be difficult because of the need for focuses, and sorcery is impossible. Accounterments of the target can be transformed if the appropriate runes for them (usually earth and plant) are use as well. Transform to (70) Disorder, Ranged Passive, Temporal Duration Cost : 2 Transform Man to Pig is a specific instance of this spell. Other variations (say transform troll to tree, which requires the man, darkness, and plant runes) are possible. Any such spell which involves a chaotic creature on either side of the transformation requires the use of the Chaos rune. Chaotic features possessed by a target remain in the new form. Attract (20) Mastery, Beast Ranged,Passive,Temporal Duration Cost : 1 Law Points : 3 This spell will call a beast of the named species to the caster, if one is in range. The animal will move towards the caster for the duration of the spell. When the animal comes within 5 meters of the caster, the spell ends. Befriend (20) Mastery,Beast Ranged,Passive,Temporal Duration Cost : 1 Law Points : 3 This spell will cause a single beast to befriend the caster.The animal will not act against its nature, but will travel with and aid the caster for the Spell's duration. If the animal is mistreated, it will flee or attack, depending on the situation. Eyes of the Cat (50) Disorder,Beast, Caster Only,Passive,Temporal Duration Cost : 2 This spell transforms the eyes of the caster, which become catlike with slitted pupils. The caster can see in any available light, as per the Yelmalio Catseye RuneSpell. The caster is color blind for the duration of the spell. Plague of Locusts (80) Disorder,Beast Ranged,Passive,Temporal Duration Cost : 3 Law Points : 10 / square mile of farmland This horrible spell transforms all of the insects in an area into locusts, which will swarm and destroy nearby crops. The duration of the spell must be at least one hour for the crops in the areas affected to be destroyed. If the duration is increased, the locusts will spread to nearby farms and devour the crops their as well. When the spell's duration expires, the insects revert to their original form. Rain of Beasts (100) Disorder,Wind,Beast Ranged,Passive,Temporal Duration Cost : 3 Law Points : 10 / Square mile affected This spell can only be cast during a rain storm. It causes rain droplets to transform into cats and dogs, some only partially formed, as they hit the ground. The animals flop around, run around, howl, whine, and cause confusion in the area. Anyone trying to fight or travel during the storm must roll DEX times five each round or fall. Anyone trying to dodge must roll DEX times 4 each round to avoid tripping. The animals dissappear when the spell's duration expires. Thanks to David Nalle's Ysgarth system for the idea for this spell. Rain of Gorp (100) Disorder,Wind,Chaos Ranged,Passive,Temporal Duration Cost : 3 Chaos Points : 20 / Square mile affected. This spell can only be cast using the chaos rune, during a storm. It causes some of the rain droplets to transform into small gorps as they fall. Anyone exposed to the rain will be hit by 1-3 miniature gorps per round. A hit does 1 point of acid damage to a random location. The gorps are not very mobile once they hit the ground and can be avoided if the terrain doesn't conceal them. Note that the Chaos rune is also used as a form rune in this spell. Curse Herd (70) Death, Beast Ranged, Instant Law Points : 15 This spell will cause all of the pregnant beasts in a herd to miscarry. Infinity/Fire Notes on Fire Damage: Fire spells do not need to overcome the target's power to be effective unless otherwise specified. Armour protects against fire damage from a given spell for the first round only, after which it it is no longer effective. Since most attack spells are instant, fire protects against them normally. Anyone hit by a fire spell must roll a luck roll or be set on fire in a random location, taking 1d6 damage there per round until it is put out. Ignite Torch or Lantern (10) Infinity,Fire Ranged,Passive,Instant This spell will ignite a torch or other small flammable object. Create Fire (20) Infinity,Fire Ranged,Passive,Instant This spell creates 1 cubic meter of non-magical fire which burns for 1d6 damage per round.. Each Law pont spent manipulating the spell will increase the size by 1 cubic meter; Each 5 points will increase the damage done by the fire by 1d6. This spell cannot be targeted on a living being. The fire will go out in one round if there is no fuel to feed it. Create Magical Fire (60) Infinity,Fire Ranged,Passive,Temporal Duration cost : 2 This spell functions like Create Fire but no fuel is necessary. The fire will last until the spell's duration expires. Immolation (80) Infinity,Fire,(Runes of Target) Ranged,Passive,Temporal Duration cost : special This spell Immolates a living target, whose runes must be incorporated into the spell as form runes. For example, if targetting a human being the runes would be Infinity,Fire, Man. If the spell gets through defensive magic, the spellcaster overcomes the power of the target, and the spell has as many points of Law devoted to intensity as the SIZ of the target, the target will begin to smoulder and burn from the inside out, taking 1d6 damage the first round, 2d6 the 2nd round,3d6 the third round directly to total hit points until the spell expires. The spell will last for 1 round plus one round for each Law point devoted to extending the spells duration.If the spell is dispelled before the duration expires no more damage will be taken. Fire Bolt (60) Mastery,Fire Ranged,Instant This spell causes a bolt of flame to spring from a nearby fire source towards a target. The fire source must be within 3m of the caster, but can be as small as a lit candle, and cannot be enclosed. The bolt does 1d6 damage per 5 Law points to a random missile/spell location. Armour in the affected location protects normally, as do any spells which block damage. Countermagic or similar spells have no effect. The target must make a luck roll or have his clothing catch fire, doing additional damage. Targets which are on fire take 1d6 additional damage each round, until they spend a round doing nothing but putting the fire out. Fire Ball (100) Mastery, Fire Ranged, Instant This spell causes a flaming ball of fire to spring from a fire source towards the targetted area. The ball explodes, doing 1d6 damage to every hit location of all within the radius for every 8 Law points in the spell. Armour protects normally against this damage. Flammable objects in the area will catch on fire and be consumed unless the flames are doused. The spell affects an area with a 3m diameter; each Law point devoted to increasing the diameter does so by an additional meter. Eyes of the Fire (50) Truth,Fire,Movement Ranged,Passive,Temporal This spell lets the caster project his vision out of any fire within the range of the spell. When doing so, he can see normally from the perspective of the fire and can rotate his vision 360 degrees, but cannot hear or use other senses. He can switch randomly from fire to fire once per round, and can choose any fire he knows of to be his vantage point. While the spell is in effect small fires can be seen burning in the caster's pupils, and anyone being spied on who makes a critical scan roll will see red eyes in the middle of the flames. Extinguish (10) Death,Fire Ranged,Instant This spell extinguishes fires.It takes 1 Law point to extinguish a torch,two to extinguish a campfire, and three to put out a bonfire. Larger fires or magical fires are not affected. FlameBane (80) Death,Fire Ranged,Instant Law Points: 10/square kilometer This spell puts out all fire in a large area.For every 10 Law points put into a spell, all fires in a 1 kilometer area will go out. Douse Salamander (60) Death,Fire Ranged,Instant This spell only affects salamanders. It does 1d6 damage per 2 Law points directly to the hit points of the salamander, whose POW does not need to be overcome. FlameBlade (40) Disorder,Fire,Earth Touch,Passive,Temporal Duration Cost : 3 This spell causes the blade of a metal weapon to burn. Each 5 Law points increase the damage done by the weapon by 1d6. If this spell is used on a weapon with a wooden haft, the weapon will char and be useless in 1 round. The wielder of the weapon must wear heavy gauntlets or take 1d3 damage to his arm(s) from the heat each round. The blade is not consumed by the spell. Ward against Fire (100) Mastery,Fire Touch,Passive,Temporal Duration Cost : 3 The target of this spell will be protected from fire. Each round roll 1d6 for each 5 Law points in the spell. This is the number of points of fire damage the spell will absorb that round in every hit location. Small fires within 1 meter of the caster will be put out by the spell. Hide Fire (50) Illusion,Fire Ranged,Passive,Temporal Duration Cost : 2 This spell makes a fire invisible. Each 5 Law points in the spell will make 1 cubic meter of fire invisible. The fire's fuel will still be consumed as normal, and the fire will still give off heat, though it will cast no light. Infinity/Darkness Create Magical Darkness (40) Infinity,Darkness Ranged,Passive,Temporal Duration cost : 2 This spell creates an area of magical darkness which will persist in the presence of a light source. each 5 points of Law will create a 3m by 3m cube of darkness, which will remain fixed in location until the duration of the spell expires. Light sources which enter the darkness can be seen but will illuminate nothing. Normal vision will not function in this darkness, though POW auras of creatures can be discerned with second sight or soul sight. Darksense is not affected. Create Icy Darkness (60) Infinity,Darkness,Ice Ranged,Passive,Temporal Duration cost : 3 This spell creates an area of darkness with the same attributes as that of the Create Magical Darkness spell. In addition, the Darkened area is ice cold. Each person in the darkened area takes 1 point of damage to a random location each round per 1 Law points devoted to that purpose. For example, a spell with 12 Law points could create a 3m by 3m area of darkness which did 7 points of damage per round to a random location of anyone trapped in it, or a 6m by 3m by 3m area of darkness which did 2 points of damage per round to its occupants. Non-metal armour (including natural armour) protects against this damage, which occurs on strike rank 10 of each round after the round in which the spell is cast, but metal armour does not. Affix Darkness (70) Mastery,Darkness,(Runes of Target) Ranged,Passive,Temporal Duration cost : 3 This spell centers an area of darkness around an object or person. If the object/person is moved, the darkness moves with it. The spell must have 1 Law point in it for each 5 siz or 30 Enc of the target. Each point of Law devoted to increasing the radius of the darkness does so by 1 meter. Destroy Shade (60) Death,Darkness Ranged,Instant This spell does damage to Shades and other darkness elementals. The spell does 1d6 damage to the shade for every 2 Law points put into it, and doesn't need to overcome the shade's POW. Infinity/Air Skin of Life (40) Infinity,Air,(Runes of Target) Ranged,Passive,Temporal Duration cost : 3 This spell provides air to a living creature, which must be capable of breathing normally. It will allow the target to breathe in hostile environments (underwater, in smoke, in poison gas clouds, etc. The target breathes through its mouth while holding its mouth shut. The spell must have 1 Law point for every 5 SIZ possessed by the creature. Create Air (10) Infinity,Air Ranged,Passive,Temporal Duration cost : 1 This spell creates air. Each Law point will create enough fresh air to sustain one person for one day. Since the air dissappears after the spell's duration expires, spellcasters commonly increase the duration of this spell. Infinity/Water Create Marine Creature - as per the create beast spells, but with the water rune. Create Water (30) Infinity,Water Ranged,Passive,Temporal Duration cost : 1 This spell creates water. Each Law point will create 4 liters of water. Create Acid (80) Infinity,Water,Earth Touch,Passive,Temporal Duration cost : 2 This spell fills a glass container with acid. It takes 2 Law points per potency level. The spell requires a vial large enough to hold 1 dose of acid created. Create Poison (40) Infinity,Water,Plant Touch,Passive,Temporal Duration cost : 2 This spell fills a glass container with systemic poison. It takes 1 Law point per potency level. The spell requires a glass container large enough for 1 dose of poison. Infinity/Ice Freeze (60) Infinity,Ice, (Runes of Target) Ranged,Instant This spell causes a random hit location to freeze. The spell does 1d6 freezing damage per 5 Law points in the spell. If there are more Law points in the spell than hit points in the affected location, the location is frozen solid and immobilized. Immobilized limbs take 10 minutes to thaw and cannot be healed until they do so. Frozen hit locations do not suffer blood loss. The caster must overcome the POW of the target for the spell to take effect. Summer Snow (80) Infinity,Ice,Air Ranged,Passive,Instant 20 Law points This spell creates clouds which then snow over an area 5 kilometers in diameter. 3 inches of snow will fall, plus 3 more inches for every 5 Law points used after the first 20. The area's temperature is not affected and the snow will melt if it would normally do so. Freeze Pond (80) Infinity,Ice,Water Ranged,Passive,Instant 16 Law points This spell freezes a medium-sized pond solid. Anything big enough to be called a "lake", "marsh", etc. is too large to be affected. The pond will melt normally if the temperature is not cold enough to keep it frozen. Chill Drink (5) Infinity,Ice Touch,Passive,Temporal Duration cost : 1 This spell chills liquid. it takes 1 Law point to chill a flagon, and 5 Law points to chill a cask. Anything larger is too big to be affected. The liquid will be very cold (but not cold enough to freeze) for the duration of the spell. Infinity/Plant Sprout (20) Infinity,Plant Touch,Passive,Temporal Duration cost : 1 2 Law points This spell causes a small bush to sprout up from the earth at the caster's fingertips. The caster has no control over what type of plant he gets; the spell creates plants local to the terrain in which it is used. Grow Tree (60) Infinity,Plant Touch,Passive,Temporal Duration cost : 1 This spell causes a sapling to spring forth from the ground and grow 6" in diameter. The type of tree created depends on the locale. Create Healberry Bush(70) Infinity,Plant Touch,Passive,Temporal Duration Cost : 1 This spell causes a magic bush to sprout and grow to maturity, yielding magic berries. The bush will have 1 berry for each Law point thus spent. When the duration of the spell expires, the bush will die and any unused berries will die. Each berry will heal 1 point of damage to a hit location if smeared on the hurt location, or one point of total hit point damage if ingested. Infinity/Spirit Release Intelligence (80) Infinity,Spirit,Beast Touch,Passive,Instant Law Points : 25 This spell replaces a creature's fixed INT with normal INT. The creature is no longer ruled by (and no longer has access to) instinct. If the creature's fixed INT was 5 or more, it gets a nonfixed INT of 3d6. If the fixed INT was 4 or less, it's new INT will be 2d6. Any offspring the creature bears will have fixed INT. A version of this spell which allowed the creature to breed true would be difficulty 150. and would require 40 Law points. The caster must overcome the POW of the creature if it is unwilling (this will almost always be the case). Fix Intelligence (80) Infinity,Spirit,Beast Touch,Passive,Instant Law Points : 25 This spell fixes the INT of a creature. The creature is now a beast and cannot use any knowledge skills, magic skills,or spells.It gains instinct and can live off of the land. If the creatures INT was 3d6 or better, it gets a fixed INT of 7. If it was less than 3d6, it gets a fixed INT of 4. Transform POW to INT (80) Disorder,Spirit Self,Instant Law Points : 25 This spell transforms the caster's POW into INT. Each casting of this spell reduces the POW of the caster by 3 and increases his INT by 1. Enhance Species Max Pow (100) Disorder,Spirit Self,Instant Law Points : 30 This spell increases the caster's POW species maximum. Each casting of the spell decreases the caster's POW by 3 and increases his species maximum POW by 1. Increasing one's species maximum POW makes it easier to make a POW check and makes it possible for one's POW to climb to the new level. Destroy INT (80) Death,Spirit Touch,Instant Law Points : 20 This spell destroys the INT of the target, whose POW must be overcome by the caster. each casting of this spell destroys 1d6 of the target's INT. Tap POW (80) Disorder,Spirit Touch,Passive,Instant/Temporal Chaos Points : 25 + 5/d6 POW Duration Cost : 1 This spell transforms the target's POW into magic points or fatigue points, which are added to the caster's totals. The POW loss is Instant, but the magic point gain is only Temporal. Magic points are added to the caster's personal magic points and can go as high as twice the caster's POW. Fatigue points can go twice as high as the caster's normal fatigue.This spell can only be cast using the Chaos rune. Tap INT (80) Disorder,Spirit Touch,Passive,Instant/Temporal Chaos Points : 25 + 5/d6 POW Duration Cost : 1 This spell works exactly like Tap POW, except that it affects the target's INT. Telepathy (40) Infinity,Spirit Ranged,Passive,Temporal Duration Cost : 2 This spell creates a mental link between the caster and one or more people, allowing them to hold mental conversations with each other. One person besides the caster can be in the link for each point of Law devoted to the spell for that purpose. If multiple people are in the link, everyone in the link can hear what everyone else says over it. Mind Meld (80) Infinity,Spirit Ranged,Passive,Temporal Duration Cost : 2 This spell creates a mental and spiritual link between the caster and one other person. The effects vary with the number of Law points put into the spell (not including Law points devoted to duration and range). At 10 Law points, both participants in the meld can use each other's personal magic points. At 15 Law points, both participants can use each other's spells. At 20 Law points,both participants can use each other's bound spirits and familiars as if they were in direct contact with them. Other skills do not transfer. All effects are cumulative. Spells which target the mind of a participant in a mind meld affect both participants and bypass any defensive magic the secondary participant possesses, though both targets get to resist with their current magic points. Participants in a mind meld can communicate telepathically and read each other's surface thoughts. Anyone participating in more than one mind meld at once must roll INT times 3 when it ends or go insane for 1d10 weeks, losing 1-3 points of INT permanently. Fear (40) Mastery,Spirit Ranged,Passive,Temporal Duration Cost : 3 This spell causes intense fear in the target. The spell must have 1 Law point for every 3 full points of POW that the target possesses. If the caster overcomes the target's magic points with his own, the victim is affected as per the Shade Fearshock Table. Demoralize (20) Mastery,Spirit Ranged,Passive,Temporal Duration Cost : 3 This spell demoralizes the target. The spell must have 1 Law point for every 5 full points of POW that the target possesses. If the caster overcomes the target's magic points with his own, the victim is Demoralized as per the spirit spell. Stupefy (60) Mastery,Spirit Ranged,Passive,Temporal Duration Cost : 3 This spell causes the target to sit in a dreamlike state until the spell's duration expires. The spell must have 1 Law point for every 2 full points of POW that the target possesses.If the caster overcomes the target's magic points with his own, the victim is Stupefied for the duration of the spell. This spell has no effect on fixed-int creatures. Dominate (80) Mastery,Spirit, Ranged,Active/Passive,Temporal Duration Cost : 3 This spell must be learned separately for each creature type. It allows the caster to completely control the actions of the target. Simple directions (ie. attack all trolls on sight, attack that thing, etc. can be given and will be carried out without the active concentration of the caster but more complex actions must be actively controlled by the caster, who can do nothing else. Dominated creatures talk in a dead tone when speaking and their eyes become glazed over. Dominated creatures have no access to their own knowledge or magic skills, and cannot enter into mindlink/telepathy type spells with other beings. As is always the case with Spirit spells, the caster must overcome the target's magic points with his own for the spell to take effect. Mind Blast (80) Death, Spirit Ranged, Passive,Temporal Duration Cost : 2 This spell drives the target completely insane (i.e. catatonic) for the duration of the spell. The spell must have as many Law points as the target's INT. This spell has no effect on fixed INT creatures Mind Blast (60) Lunar, Death, Spirit Ranged,Passive,Temporal Duration Cost: 2 This spell is identical to the previous Mind Blast spell but requires the Lunar rune as a Form rune. Madness (70) Death,Spirit Ranged,Passive,Temporal Duration Cost : 2 This spell forces the target to role on the Lune Madness table. The spell must have as many Law points as the targets INT divided by two, rounded down. Madness ( 50) Lunar,Death,Spirit Ranged,Passive,Temporal Duration Cost : 2 This spell is identical to the previous Madness spell but requires the Lunar rune as a form rune. Infinity/Earth Infinity/Magic Infinity/Undead Infinity/Movement Infinity/Stasis Previous Experience for Sorcerers This section replaces the previous experience charts for sorcerers, which are not compatible with this system. The GM should exercise control over which form and empowering runes a sorcerer may study, since this learning is dependent on the availability of sorcery texts and the knowledge of his fellow sorcerers. Brithini Zzabur (Arolanit) The Zzaburs are sorcerers and religious functionaries. They are the only Brithini caste which can use sorcery. Many have lived since before time and are among the most powerful sorcerers in Glorantha. Skills: Any Lore (Sorcerer's choice) x6, Read/Write Own Language x3, Ceremony x4, Enchant x3, Summon x3, Law Rune x5, 1 Empowering Rune x4, 2 Form Runes x4, and Spells x10 Magic: 1d4 sorcery spells plus a 1 point increase in POW per year. Apprentice Sorcerer, Civilized Acceptance: Western cultural restrictions take precedence over these acceptance criteria when applicable. 1. Have a magic skills modifier of at least 10 percentiles 2. Know Read Own Language, World Lore, and Law Runeat 25% or more. 3. Cast all Divine magic spells, if any. 4. Roll d100 equal to or lower than the characters POW x 3. 5. Sacrifice 1 point of POW to the applicant's master or familiar. Skills: Throw x1, Orate x2, Speak Other Language x1, Craft a specific substance x1, any 1 Lore x3 or any 1 Ritual skill x3, Read/Write Own Language x3, Devise x2, Law Rune x4, 1 Empowering Rune x3, 1 Form Rune x3, Spells x10 (divide as desired), Dagger attack x1, 1H Weapon Parry or Shield Parry or Dodge x1. Magic: (Sorcery) 3 spells upon acceptance. All apprentices receive 1 sorcery spell per year, chosen w/ regard to the runes they know well. Adept Sorcerer, Civilized Acceptance: An apprentice qualifies to become an Adept if he/she has a minimum 75% ability in the Law Rune 1 Empowering Rune, 1 Form Rune, and 2 Spells. Skills: Fast Talk x2, Orate x2, Speak Other Language x2, Evaluate x1, Any 1 Ritual or Any 1 Lore x3, Read/Write Own Language x2, Devise x2, Law Rune x2, Any 2 Form or Empowering Runes x 4, Spells x10, 1H Weapon attack x1, 1H Weapon Parry or Shield Parry or Dodge x2. Magic: (Sorcery) 1d3 spells and a 1 point increase in POW per year. Becoming a Magus While any sorcerer who dares to can call him/herself Magus, in the West more formal distinctions apply. An Adept who publicly proclaims him/herself a Magus may, for a period of 1 year and 1 day, be challenged freely by any other Sorcerer to Wizard's Duel. (See rules for Wizard's Duel). Any Sorcerer who bests the self-proclaimed Magus at Wizard's Duel may, at his or her discretion, strip the bested Sorcerer of the title of Magus and require a year of service from the beaten Sorcerer. Powerful Magi will often allow a beaten Sorcerer to retain the title of Magus if they feel it is deserved, and in such cases no debt of service is incurred. If the challengee wins the Wizard's Duel, the loser owes no debt of service. Typically a candidate for Magus knows Law and at least 4 other Runes, at 100% or more. Well that's all I've got for now. Ken McKinney (currently using mad@ccwf.cc.utexas.edu, a friend's account) 707 W. 21st St. Austin, TX 78705 (512) 476-8956 ====================================================================== From: Subject: Re: Ruined-Quest? I had a few comments on the 12 point plan that was presented to get RuneQuest moving... >(viii.) There should be magazine support. Chaosium have recently been Greg Stafford has been the one writing a good number of those articles, which makes it official support. If you haven't caught those articles, the magazine in question is White Wolf, and the articles have all been write-ups of various Gods for RQIII. If you're interested in trying to find the back issues, here's a run-down of what's what (White Wolf is currently sitting at issue #25, Feb./March, and is alledgly published bi-monthly). #15 Cult of Mostal #16 Cults of Yelm #18 Cult of Donandar #20 Cult of Lodril #22 Cult of Bagog, the Scorpion Queen >(x.) Avalon Hill should look into other medias. Without looking >before they leap, Avalon Hill could try cross marketing. RuneQuest >has a rich background, enough to carry it into other spheres. If they >are able to maintain quality, Avalon Hill can generate a lot of >additional interest and excitement. Areas to explore might include >RuneQuest novels; RuneQuest computer games; RuneQuest comics; >RuneQuest boardgames (repackage Dragon Pass to make it look like a >RuneQuest supplement, reissue Nomad Gods); RuneQuest artbooks; >RuneQuest miniatures (again). Ral Partha has re-issued the RuneQuest miniatures. They are no longer being put out in the boxes, unfortunately, but rather have been repackaged in blister packs. Most of the packs have two to four miniatures in them. The lowest ones seem to be $4 (usually for 3 miniatures) and the highest ones are around $7 (for the larger miniatures, several in a pack). There are seventeen packs out right now, which is somewhere near what they originally planned to put out, which means, I assume, that they have repackaged all of the boxes (with the possible exception of some of the Viking stuff). They'll probably decide whether to make more or not depending upon sales. If you're interested in ordering the miniatures from Ral Partha, they are numbered 18-001 through 18-017. ====================================================================== From: David Gadbois Subject: Tales of the Reaching Moon Lest anyone ask, and I am sure they will, I just got TotRM number five printed up and should have them mailed out by Friday. I am going to have to send them third class because it cost me $2.40 an issue to print, and I don't want to lose too much money on this. Also, please note that my snail mail address has changed to P.O. Box 49475 Austin, TX 78765 Thanks, --David Gadbois ====================================================================== From: Subject: Re: RQ discussion 16 Off-the-top-of-my-head comments re: alternate sorcery rules: INFINITY is not, in Glorantha, the ability to create something out of nothing. Only chaos has shown any ability to approach that, and it only really pulls something into Glorantha from the chaos void around it. Thus, there should be some other rune to use in summoning (not creating) substances. Only one en in Dragonewt. It's Drago-newt, not dragon-newt, in honor of the Duke Recreational Adventure Gaming Organization, which was what DRAGO used to stand for (though last I heard it stood for nothing in particular). TRADE makes an excellent sorcery rune. Although it shares some characteristics with HARMONY, it is the only rune associated with language. Have fun playtesting! -M ====================================================================== The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. Unless specified in the specific article, all RQ Digest material is freely redistributable on a not-for-profit basis as long as author credit is included. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: bell@cs.unc.edu ...!mcnc!unc!bell Request old articles by volume number and issue number.