Cults of G.. - Index of - Free
Cults of G.. - Index of - Free
Cults of G.. - Index of - Free
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
DIVINE SPELLS<br />
This chapter <strong>of</strong> <strong>Cults</strong> <strong>of</strong> Glorantha: Volume I<br />
expands the magic available to RuneQuest<br />
characters dramatically, adding the additional<br />
spells discussed in the various cults, practices, orders<br />
and schools. Presented here are scores <strong>of</strong> new spells to<br />
delight and bedevil characters.<br />
New Skills<br />
Language (Auld Wyrmish) (INT)<br />
Anyone who is not initiated into a draconic cult cannot<br />
learn this language beyond 25%. To speak it properly, it is<br />
believed that a non-draconic speaker must have his tongue<br />
and brain magically split. If this is true, it is something<br />
performed in secret within the cult. Those who learn it to<br />
higher levels find that their thoughts and actions become<br />
more draconic and less human in nature until at 100%<br />
their behaviour becomes difficult to distinguish from that<br />
<strong>of</strong> a dragonewt.<br />
Language (Tradetalk) (INT)<br />
This is the Issaries cult language. It has spread all over<br />
the world and is now popular even among people who<br />
do not worship Issaries. It is <strong>of</strong> divine origin and thus is<br />
quite easy to learn.<br />
Sense Chaos (INT + POW)<br />
Only worshippers <strong>of</strong> Storm Bull (see <strong>Cults</strong> <strong>of</strong> Glorantha:<br />
Volume II) and Urox may gain this skill and they can only<br />
increase it through practice, never research or training. It<br />
allows the user to sense the presence <strong>of</strong> Chaos nearby;<br />
including animate or inanimate forms such as chaostainted<br />
materials or immaterial beings like spirits. The<br />
skill does not single out the source, as would a Detect<br />
spell. Instead, the user gains a vague sense <strong>of</strong> unease and<br />
the knowledge that Chaos is close at hand. The intensity<br />
<strong>of</strong> the feeling gives a rough estimate <strong>of</strong> the amount <strong>of</strong><br />
Chaos present. The skill is effective within a radius equal<br />
to the user’s POW x 3 metres.<br />
New Divine Magic<br />
Divine Magic is eldritch power granted not by a random<br />
rune the character has integrated, but rather by the direct<br />
action <strong>of</strong> the character’s god. Unlike Rune Magic, Divine<br />
Magic is not available to everyone. It cannot be gained<br />
by simply stumbling upon a rune out in the wilderness.<br />
Rather, Divine Magic is carefully meted out to the<br />
members <strong>of</strong> a cult. Generally, only worshippers ranked as<br />
initiates and above will have access to Divine Magic and<br />
even then, only to those Divine Magic spells appropriate<br />
to the cult.<br />
The details <strong>of</strong> Divine Magic, its acquisition and use are<br />
found in the RuneQuest Companion.<br />
Divine Spell Traits and<br />
Descriptions<br />
Every Divine Magic spell is defined by a series <strong>of</strong> traits<br />
that tells you what kind <strong>of</strong> spell it is and how it is used<br />
in the game. A description then follows describing the<br />
spell’s precise effects. The traits used by spells are<br />
detailed below.<br />
Area (x): The spell effects all targets within a radius<br />
specified in metres.<br />
Concentration (x): The spell’s effects will remain<br />
in place so long as the character concentrates on it.<br />
Concentrating on a spell is functionally identical to<br />
casting the spell, requiring the spellcaster to continue to<br />
gesture with both arms, chant and ignore distractions.<br />
The caster does not regain dedicated POW until he ceases<br />
concentrating on the spell.<br />
Cult: The type <strong>of</strong> cult that <strong>of</strong>fers this spell to its<br />
worshippers. If the cult is listed as ‘All’ the spell is a<br />
utility spell available in all cults.<br />
Duration (x): The spell’s effects will stay in place for<br />
the number <strong>of</strong> minutes indicated.<br />
Instant: The spell’s effects take place instantly. The<br />
spell itself then disappears.<br />
Magnitude (x): The strength and power <strong>of</strong> the spell.<br />
Permanent: The spell’s effects remain in place until<br />
they are dispelled or dismissed.<br />
Progressive: This indicates that the spell can be learned<br />
and cast at greater levels <strong>of</strong> Magnitude than the minimum<br />
(see page 68 <strong>of</strong> RuneQuest).<br />
Ranged: Ranged spells may be cast upon targets or<br />
areas up to a maximum distance <strong>of</strong> the character’s POW<br />
x 5 in metres.<br />
Resist (Dodge/Persistence/Resilience): The spell’s<br />
effects do not take effect automatically. The target<br />
73<br />
Divine Spells