Subject: RQ Discussions 34 First Distribution: March 21, 1992 More stuff to come, if I have time. ====================================================================== From: mcwalla@algol.cs.umbc.edu (Mark C Wallace) Subject: RQ sorcery spells BTW, MC= material components which may boost chance to cast NOTES: Emotions Include: Anger, Fear, Love, Hatred, Envy, Jealousy,,, Group: Equivalent to the exclusion/inclusion groups described for Enchantment rules. Complex groups (involving one or more conjunctions) are likely to be misdefined under stress; probability is INT x (6 - # of conjunctions). Species include: Munande animals(fixed INT), free int (always rare, always inner circle spells), Spirits (rare), Monsters and magical beings (Very rare). Substances include: Gold, Silver, Copper, Amethyst, Iron, Coal, Tin, Emerald, Fire, Water, Earth, Air, wood, Leather, Stone, Fire, Cotton, Brick, bronze, dead bone, glass, quartz and Darkness. [mcw] any metal, any gem, any element(Lune?), any specific fluid (e.g. alcohol, freshwater, saltwater, etc) Substances Exclude: Living Tissue, Bone, etc. [mcw] blood Sensations include: Pain, Danger, nausea, Senses include: Touch, Taste, Smell, Vision, Hearing. [mcw] Distance vision, near vision, dark vision, color vision, Trollish Darksense, Dwarven Motionsense, Elven Touch, Mer Taste. Touch(heat, pressure, texture), Hearing(amplitude, frequency), Stormsense [ electrical charge]?? --------------------- Add (Sense): Ranged, Active, Temporal Truth, Motion, Gives the target a new type of sense for the duration of the spell. Can also enhance existing senses in special ways, but can't just increase range or clarity. Note that all senses given have some area/range, and only specify direction (not exact location) unless otherwise specified. Add(Darksense): Ranged, Active, Temporal Equivalent to Troll's Darksense. Gives accurate location near target, but only direction and silhouettes past about 20 ft.. MC:Glands from Troll Skulls Add(Eyes Behind) : Ranged, Active, Temporal Target can see in a 360 degree arc. Permits scan checks against surprise. This spell has no physical manifestation. Attack bonuses from behind are halved, since target can see, but not effectively react to the attack. MC: Prisms, Human eyeballs, etc. Add(Heat Sense): Ranged, Active, Temporal Not infravision, but a precise heat sense accurate to within 1/10 degree F. Can distinguish easily between living and non-living things, and even between different species and the thickness of peoples clothes. Note that insulation of any kind will still hamper the sense. MC:Naked Add(Motion Sense): Ranged, Active, Temporal Target knows what is moving near him/her and how fast. Very accurate while things move, but "blind" to anything that stays still. Fast objects come out clearer than slow ones. Gives accurate location. MC:Frog Eyes Animate (Substance): Ranged, Active, Temporal With this spell, a sorceror can animate up to six kilograms (1 SIZ) of the substance specified, per level of intensity. This spell causes the animated thing to move about clumsily (with a chance of the caster's dex X 3 to complete any action successfully), and a movement rate of 1m/melee round. A sorceror could cause a small boulder to roll uphill, a stoll to scoot across the floor, the flames of a campfire to dance and flare, etc. This spell combined with the FORM/SET spell increases the control of the caster. The animated thing has the caster's skill chance of jumping, climbing or using the sorceror's melee weapons. [mcw] Without the FORM/SET multispell, the substance can only move or attack by envelopment if possible. MC: Small quantity of substance; motion amulets Antipathy(group): Ranged, Passive, Temporal Object or place is onerous and unpleasant for the specified group. Members of the group must make a willpower check against the intensity of the spell to remain within range. MC: Anything emblematic of the group; bitters/etc Apprentice Bonding Ritual(Ceremony) Through this ritual the master establishes a special link with each of his apprentices. This bond is neccessary so that the master can instruct the apprentice in the deeper secrets of sorcery. Establishing this bond requires the apprentice to expend 1 point of current POW during a ceremony overseen by the master. When completed, the familiar or master, (with whomever the bond has been established) will always know the approximate distance (measured in points of range) and direction of the apprentice, and can issue a gentle call for the apprentice to return to him. The familiar or master will not be able to read the student's mind (without other magic), use his magic points, or influence his/her actions in any way. This spell is not like mindlink. RUNES: Magic, Stasis, Truth Armouring Enchantment Ritual(Enchanting) This enchantment is used ot increase the armour points of an object or to give armour points to an object. Each point of POW sacrificed in the Enchantment imbues the object with the equivalent of 1D3 point of armour. These armour points become one with the object. If this enchantment is used to create, or increase the armour points of a living creature, each hit location must be magically treated. If the spell is used to increase the armour points of armour, then it will affect the armour points of a specific location only. [mcw] Criticals will bypass this armour, just like any other. The runes of enchantment must be inscribed on the object, and stand a chance of being destroyed equal to the percentage of the object which is harmed by damage penetrating armour. For example, if Terquine's chest is enchanted with 4 points of armour, and has 6 hit points, a 7 point blow has a 50% chance to destroy the enchantment. RUNES: Magic, Death, Stasis MC: Metal, Aversion(Group): Ranged, Passive, Temporal Members of the group must resist the intensity of the spell with STR to approach the center of the spell. RUNES: Disorder, MC: Emblem of group, small bronze spring, etc. Binding Enchantment: Ritual(Enchant) This enchantment binds otherworld creatures to places, or within magic items. One binding enchantment must be performed for each characteristic the bound creature possesses. The enchanter traps the creatures spirit, and physical form, if any, within the substance of the binding object. Those few otherworld creatres with SIZ do not add to the items's weight, nor would elementals add heat, wetness, etc. to it. Capturing a creature in an enchanted item violates its natural instaincts and requires a successful Control/Command/Dominate roll to succeed. Binding enchantments are species specific so an enchantment created to capture one species of creature cannot be used to contain/capture another species. Once a creature is captured in an object, it will remain that way unti the object is destroyed, or the creature is released. The destruction of a particular creature that is bound to an item does not mean that the item is useless, though a new creature of the same species must be bound within the item with a Control/Command/Dominate spell. A creature bound within an itme has no natural senses and cannot perceive the workd about it unless it uses magic. People in physical contact with an enchanted item can mentally communicate with a creature bound inside (assuming no conditions to the contrary) and can automatically command the creature to use its abilities. Some creatures have knowledge or abilities which the wielder can use while it is Bound within an item (i.e. Intellect spirits, magic spirits, and power spirits). However, many creatures are not very effective when so trapped and must be released to be useful (i.e. wraiths, healing spirits, elementals, etc.) Withough the use of a control spell, a creature can be released from an itme to perform one function, then it is free. If a control spell is used before the creature is released, then it can be commanded to perform many actions and return to the Binding item. Control spells automatically work against creatures while they are bound in items. Also a control spell supercedes the innate control held over a creature bound into an item. An enchanter who does not use conditions to restrict the use of his items may find his Bound Creatures stolen from him or turned against him by crafty opponents using the proper control spells. Anyone who can use the item can also cast spells on the creature trapped inside, and he does not need to be in physical contact with the item to affect the creature with spells. He must use magical means of seeing on the mundane plane (Mystic Vision, Soul Sight, Second SIght, etc) to target spells against a bound creature. Elementals and other creatures who are trapped in items cannot regain lost hit points until they manage to return to the otherworld. CAPTURING A CREATURE WITHIN A PLACE: Binding a creature within a place means that the creature's movement is restricted to within a specific volume of space. The POW costs for Enchanting an area to capture a creature are the same for Enchantin and object plus the costs for using the Area of Effect Condition. Creatures bound within a place can use their normal senses to survey the area within and without of the entrapping volume. Cast Back: Ranged, Passive, Temporal This spell affects any offensive spell which has a number of magic points equal to or fewer than the intensity of the Cast Back spell. If affected, the attacking spell will boomerang back at the caster if it fails to overcome the magic points of the person protected by CastBack. The caster must then try to overcome his own current magic points (which may have been lessened by the casting of the spell) in a resistance roll. THus the caster's magic points are used for both the attacking and resisting force. If both the caster and the target are protecte by CastBack, the spell may bounce back and forth several times before affecting either the caster or the target. RUNES: Magic, Motion MC: Mirror, spring, Create(Emotion): Ranged, Active, Temporal Target is overwhelmed by the emotion, and must make a willpower roll against the intensity of the spell to resist acting on the emotion immediately. Refer to Pendragon Passions. RUNES: Truth, Motion MC: Copy Face: Touch, Passive, Temporal A Minor Illusion which transfers the facial features of one recipient to the other, and vice versa. If recipients are unwilling, a single MP vs MP roll must overcome both recipients MP. RUNES: Motion, Disorder MC: Mask token, wand Copy Form: Touch, Active, Instant Transforms a quantity of raw material into a finished good. A small token which has been crafted to resemble the finished product is touched to the raw material ( 6 KG/Intensity) a finished product is created from the raw material. Only one finished product can be created per spell. The quality of the finished product will be identical to that of the token; e.g. if the token is a weapon, the finished product will be useless as a weapon unless the token has been created by a skilled smith. The token may be full sized, in which case the spell duplicates the item, all flaws included. No magical properties are created. This spell is a specialization of the FORM/SET spell. RUNES: Motion, MC: Token: Motion Call(Species): Ranged, Active, Temporal Attracts a member of the mundane species, if within range, to the caster. Movement rate of called individual is equal to the intensity of the spell. Note that calling something to move faster than double its movement rate can kill the creature. Called creature will be freewilled when it arrives, and no cooperation is guaranteed by the spell. The reaction of the called creature is entirely up to the GM. Most creatures will not realize that they have been magically called, and will be neutral; some creatures may have had encounters enroute which will have affected their temperment. All members of the species within range are affected by the spell, and will arrive in order of proximity. No variant of this spell has ever been discovered which will affect creatures with free intelligence (i.e. not fixed). RUNES: Beast, motion MC: substance attractive to species Cloaking: Ranged, Active, Temporal Target becomes difficult to notice. Although the target is in plain sight, people whose MP are lower than the intensity, and are within the range, will ignore the target, unless 1) they come into physical contact with the target, or 2) they attempt a search or scan, or otherwise attempt to determine if anyone is nearby. This spell is not invisibility; it will not hide the recipient from even a casual search. As an example, this spell will not prevent a detect (substance) spell from pointing out the recipient. It will permit the recipient to be unnoticed. RUNES: Illusion, disorder MC: Cloak, clouded lens, Damage Boosting: Ranged, Passive, Temporal This spell can be cast on anything that can be used as a weapon: a swor, fist, chairleg, ale mug, etc. This spell will afect any weapon up to 5 ENC. Each level of intensity will add 1 point to the damage done by that weapon for the duration of the spell. The spell can be intensified to affect extremely large or bulky weapons at the rate of one level of intensity/5ENC. RUNES: Death MC: Sharp Edge, blood, etc. Damage Reduction: Touch, Passive, Temporal Reduces damage to a fraction (5*INTENSITY/100)% of actual damage. Round all fractions up, so that minimum damage is always 1 point. May be stacked with Protective Circle, Spirit Resist, etc. RUNES: Death, MC: Mannikin(consumed), minature suit of armour Damage Resistance: Ranged, Passive, Temporal This spell will protect only the body of the target (not possessions on his or her person). The total damage done through parry armour to a protected creature or object must overcome the intensity of the spell using the resistance table. If the daage overcomes the resistance of the spell then the full force ofthe daage will affect the target. The target's armour will then absorb as much of the damage as it can.. If the damage does not overcome the Damage Resistance spell, then the blow will do no damage to the target, but may knock him down. The Damage Resistance spell will protect the target for its full duration. If it is combined with the divine spell shield, or the primitive spell Protection, the damage is first matched against the resistance, and then if it passes through to the target, is absorbed byt protection or Shield spells and any armour worn by the target. [mcw]Critical hits will bypass Damage Resist. Specials with an impaling weapon must match the intensity of the spell against the full damage of the weapon. Diminish(Characteristic except INT and POW) Ranged, Passive, Temporal Each level of intensity will temporarily decrease the appropriate characteristic of the target by one pont. Only STR, CON, SIZ, DEX and APP may be affected, and no characteristic can be lowered to less than one. A creature must possess a characteristic if that characteristic is to be affected by this spell. Every third point drained by Diminish SIZ is STR, not SIZ. Thus an intensity Five Diminish SIZ would drain 4 points SIZ and one Pont STR. Dominate(species) Ranged, Active till commanded, then Passive, Temporal This spell is used to gain command over a specific species of creature. The creature may be complete or incomplete, intelligent or not. Dominate spell will not work on creatures that are dominantly possessed, or that have been artificially changed (i.e. familiars). To use a dominate spell, the sorceror must pit the intensity of the Dominate spell against the crature's magic points using the resistance table. [mcw; is a MP vs MP roll still made?? if not a POW 3 sorceror can dominate with enough stored power] If the result of the Dominate spell is successful then the creture must obey the commands of the sorceror for the duration of the spell. The controlled creatre is in a special form of telepathic communication with the sorceror. This mental communication has a line of sight range. Dominate spells can also be used in Qustioning creatures so that the magician can find out specific information about hte creature; such as the creature's name (see Other uses and Consequences of Summoning ing the Ritual Chapter) and discovering the strength of specific charcteristics or skills. To command the creature the sorceror must form a mental image of the actions that he wishes the creature to perform. Commanding a creature takes a full melee round before the creature will act. IF the result of the Dominate spell is unsuccessful then the creature is free to act as it will. If the creature is aggressive it will attempt to attack the sorceror who tried to Dominate it. Otherwise the creatre will simple flee. A sorceror may attempt to dominate a creature as long as s/he has magic points to spend, and as long as the creature is within the range of his spell. A sorceror can construct enchanted devices that allow him or her to bind certain creatures for a long period of time. (SEE ENCHANTMENTS) The following DOMINATE spells are common: Chonchon, Shade, Sylph, Gnome, Salamander, Undine, Hellion, Ghost, (mundane animal), (Specific spirit), Wraith. The following are rare or exotic: Human, Dragonewt, Basilisk, Vampire, etc. Diminish(Sense/sensation) Ranged, Passive, Temporal Reduces the sensation of a given effect. e.g. an onion might smell less, a sword would hurt less (but still do the same damage), eyesight might be dimmed, etc. Diminish(Danger) creates a feeling of invulnerability and recklessness, etc. AKA "Diminish Truth" RUNES: Illusion, MC: Enhance(Sense): Ranged, Passive, Temporal Makes the sense 5% more effective/intensity. Effects are limited to 10m unless range is used. RUNES: Truth, MC: Enhance(darksight): Ranged, Passive, Temporal Also known as "Eyes of the Panther" Each point of intensity subtracts 5% from any penalty resulting from insufficient illumination. This spell will not negate pitch blackness (-75%) but will function at up to 75%. The recipient of this spell experiences great pain in the presence of normal illumination. Each point of intensity over that which is required to offset darkness penalties causes 1d6 fatigue/round. Each five points of excess intensity cause 1D6 of damage to general hit points. RUNES: Truth,Light MC: Cat's eye, Enhance(Distance Vision): Ranged, Passive, Temporal Each point of range increases the range of the eyes. Area of vision narrows as range increases; at 20 range, the visual area is no more than a few centimeters across. This spell requires great concentration; any distraction will cause one point of fatigue for each point of range in the spell for each round. This exertion is caused by the difficulty of focusing the eyes over the extended range; the telescopic effect is disorienting. RUNES: Truth, Light MC: Eagle Eye Invest Amulet(Spell): Ritual(Ceremony) Imbues specific material components with magical energy. This amulet can then be used to increase the probability of casting the spell in the future. Material components must be chosen with care, and can add up to 1D6% for each law of magic the component fulfills (see laws of magic). An amulet can be used only once, reguardless of whether the spell it assists is successful or not. Each % bonus requires one hour of ceremony, and one magic point; no amulet may have a bonus larger than the sorceror's ceremony skill. This spell permits the mage to perform ceremonies in advance for specific spells. It is stackable with ceremony. The bonus chance to cast will affect the chance to critical or fumble. This spell will add to the chance to summon or enchant. A version of this spell is used by Shamans to enchant medicine bundles; it requires the expediture of POW. RUNES: Magic, mastery Invest Charm(Spell, Target): Ritual(Ceremony) Imbues specific material components with magical energy. This charm can then be used to increase the probability of overcoming the target's MP with a specific spell. Material components must be apropriate to both the spell and the individual. When the amulet is created, the target will be aware (through dreams, divinations, etc) that s/he is under magical attack. Each Law of Magic fulfilled adds 1 to the mages MP for the purposes of overcoming the targets MP. A Charm can be used only once, for the casting of a single spell. The charm does not help the mage overcome magical or mundane defenses; it only increases the chance to overcome the victims MP. RUNES: Magic, Mastery, Man False(sense): Ranged, Active, Temporal Phantom sense against a single target; sensory impressions are inserted directly into the victim's mind. Can be used for communication/ inefficient telepathy. Like Phantom(Sense) effect is determined first, then cost is calculated. Intensity is copied from the Phantom sense tables. Unlike Phantom Sense, the effect is not created within time, but merely within the victim's knowledge. This spell has sometimes been known as "Diminish Truth". RUNES: Illusion MC: Picture/illustration of scene. False Memory: Touch, Active, Instant Inserts a memory directly into the victim's mind. Cost is calculated on basis of effect desired, as per Phantom Sense or False Sense. Memory is not seamlessly inserted; victim may remember being two places at once, but will be unable to distinguish illusion from reality. Subtlety will prevent the victim from noticing the contradiction. Reguardless of the power of the contradiction, the victim will be unable to distinguish between the actual fact and the inserted memory. This spell has sometimes been known as "Diminish Truth". RUNES: Illusion, Disorder Measure: Ranged, Active, Instant This spell permits the caster to estimate the size, weight, number, volume, or other dimension of an object or group of objects. Each level of intensity adds one standard deviation of accuracy to the estimate. The caster looks at, handles, or otherwise examines the object(s), and knows the measurement in appropriate units. RUNES: Truth, MYSTIC CLOAK:??? touch, passive, temporal This spell conceals spells cast on the sorceror or his possessions. It prevents any such spells from being detected by Mystic Vision, Detect Magic, or any Divine detection magic. It has no effect on the Divination RuneSpell. All spells of equal or less intensity than the mystic cloak spell will be concealed. A mystic vision spell of intensity 10 or greater will reveal the presence of the mystic cloak spell, but no other magic will detect it. RUNES: Illusion, MC: Cloak, small painted lens Oathbond: Touch, Passive, Temporal Formalizes an oath between two or more parties. If the oath is ever broken, all parties to the oath will be aware of the infraction, and the individual responsible. Parties to the oath must donate a number of magic points equal to the range of the spell. If the oath is broken, the participant will be notified if s/he is within range, as indicated by the number of MP donated when the spell was cast. One level of intensity is required for each participant in the oath. As a side effect, all participants understand the terms of the oath identically; there can be no misunderstanding. The mage need not be a party to the oath, but will be aware of any infractions. RUNES: Truth, Light, Stasis, Harmony MC: Small knot, or fragile substance, or ice crystal. (Note that this spell is known only by the Order of Gerlant) (Sense) Projection:[mcw variant] Ranged, Active, Temporal Using this spell the magician can extend the specified sense anywhere within the range of the spell. This spell forms a point from whcih the sense receives. This viewpoint is a small 10cm globe, and can be move 1m/sr. The mage will be able to use normal sense skills, such as search, scan, listen, etc., depending on the sense projected. The viewpoint can be used to target spells which are appropriatelly ranged. magicians using magical vision spells can see the viewpoint and attack it. (any detection spell will detect this viewpoint, if it would detect the casting mage). Magical weapons and spells cast at the sensepoint will affect the caster in random locations from the missile table, as needs be. RUNES: Truth, Motion, MC: Item from target location, Lens Repulse(Species): Ranged, Passive, Temporal Target species must make a willpower roll to approach the caster. RUNES: Beast, Disorder MC: Part of species Sense (Emotion): Ranged, Active, Instant The strongest source of the named emotion is immediately apparent. The object of the emotion is not revealed by the spell; only the fact that individual feels an intense emotion. The source of the named emotion glows briefly. Each level of intensity penetrates 1m of rock, wood, or dirt. If the source of the emotion is concealed by rock, wood, or dirt, the concealing wall will glow briefly on the surface nearest the caster. RUNES: Truth, Steal Face: Touch, Passive, Temporal A minor illusion which transforms the caster's face into a duplicate of the victims. Victim's face dissapears, and only a thin layer of skin, stretched over the skull remains. Eyes, nose, ears, and other features vanish, and are replaced by thin dark slits. Victim is not harmed by the spell, and can continue to breathe, eat, see, etc. RUNES: Illusion, motion MC: masks, mirror Summon Object: Ken McKinney ranged, instant This spell summons an object which has been placed in a homing circle to the spellcaster. The range of the summon object spell must be equal to or greater than the distance between the spellcaster and the homing circle, and the intensity of the spell must be equal to the SIZ of the object to be summoned. The item appears in the hand of the spellcaster, or on the ground at his/her feet, at the spellcasters discretion. This spell should be at least as rare as teleport. In a gloranthan game, it would make a good spell to round out one of the Malkioni schools of magic with. If you feel really mean, you could allow the caster to specify the destination of the object to be anywhere within 10m or so, including in the air. This would allow pc's and npc's to drop anvil's on each other's heads (-: . If you decide that allowing homing circles to function for both this spell and teleport isn't restrictive enough, you can make another ritual enchant spell like homing circle for this spell. If you go this way, it might be interesting to say that for each extra point of POW in the enchantment, another 5 SIZ of stuff can be summoned for free (i.e. w/o allocation of extra intensity). Sympathy(Group): Touch, Passive, Temporal Object or place is pleasant and restful for the specified group. Members of the group must make a willpower check against the intensity of the spell to depart the region or place, or to abandon the object. RUNES: Illusion, Fertility, Harmony, MC: Emblem, Attractive substances -- Mark C. Wallace breah Sullivan: noonaut Copyright 1992 Mark C. Wallace. This version is freely redistributable as long as this copyright message is included. Commercial rights for derivative works are retained by the author. ====================================================================== 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. 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