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Cults of G.. - Index of - Free

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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

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