Magic
The world of Glorantha is full of magic: blessings from the gods, curses of dark spirits, fertility rituals, oracles, and more. This section presents rules and systems for this.
Blessings and Visions
Characters may pray or meditate before a big event, such as a battle or important religious festival, in order to gain blessings and visions from the gods, ancestors, or spirits.
Blessings are positive modifiers that are assigned to a character, to be used any time during the game session:
- Each blessing is worth +20%.
- A player decides when a blessing is used on their character. They need to use their blessings before making the ability roll that benefits from it (but see Visions, below).
- Blessings may be used individually (for a single +20% modifier) or in bulk (for higher bonuses).
Visions provide a character with glimpses of what lies ahead. A player may use a vision to:
- Re-roll an ability roll. The new outcome must be accepted, but multiple visions may be used to re-roll more than once.
- Use blessings after a roll has been made, retroactively changing its outcome.
Note
Using a vision to retroactively spend blessings in this way may boost an ability above 100% after an opposed roll was made. When this happens, the rules from “Abilities Over 100%” may apply.
Blessings and Visions last until the beginning of the next day (but see Extending Blessings and Visions, below). The exact expiration time is the next dawn.
One way to obtain blessings and visions is ritual preparation, described below.
Ritual Preparation
Adventurers may prepare for an upcoming ordeal by meditating, worshiping their deities, calling upon benevolent spirits, and offering sacrifices. The player must specify what kind of blessing their adventurer seeks by designating a specific ability (skill, Passion, etc.). Then they pray to a deity or spirit that has the power to help in this area. The player must also choose a certain amount of time (from one hour to several days or weeks) to spend in this ritual preparation.
At the end of the ritual preparation’s duration, the player makes a roll under their adventurer’s Worship (deity or spirit) skill, and another roll under the Meditate skill.
If the Worship (deity or spirit) roll succeeds, the adventurer gains a number of blessings. If the Meditate roll succeeds, they gain a number of visions. These blessings and visions are only applicable to the designated ability.
| Ritual Preparation Time | Blessings | Visions |
|---|---|---|
| 1 hour | 1 (+20%) | 1 |
| 4 hours | 2 (+40%) | 1 |
| 1 day | 3 (+60%) | 1 |
| 2 days | 4 (+80%) | 2 |
| 4 days | 5 (+100%) | 2 |
| 1 week | 6 (+120%) | 3 |
| 2 weeks | 7 (+140%) | 3 |
| 4 weeks | 8 (+160%) | 4 |
| 1 season | 9 (+180%) | 4 |
| 2 seasons | 10 (+200%) | 5 |
The Worship (deity or spirit) and Meditate rolls gain +20% per 1 C of offerings and sacrifices each.
No adventuring or downtime activities (see Downtime) can happen during the time spent in ritual preparation. However, ritual preparation may be interrupted and resumed again later. The blessings and visions are only obtained when the originally announced duration is reached. If the interruption is longer than one season, the whole preparation is lost and must be started over.
It is possible to chain multiple ritual preparations together, but it must be declared at the start. The various blessings and visions become available when the last ritual preparation is over.
Extending Blessings and Visions
Blessings and visions only last for one day, but can be carried over to the next day with some more praying and meditating. This ritual requires one hour, and must happen at dawn.
The player must make a Worship (deity or spirit) roll and a Meditate roll. The same Worship (deity or spirit) skill that was used to obtain the blessings must be used here. If there is a mix of blessings from multiple deities, only make one roll and the player may choose which skill to use. As per normal ritual preparation rules, each 1 C worth of offerings gives +20% to the Worship (deity or spirit) or Meditate roll.
On a Worship (deity or spirit) success, the blessings last until the next day. On a Meditate success, the visions are also still valid until the next day.
Curses
A character may pray for an enemy to be cursed by the gods, the ancestors, or some appropriate spirits. Both player and gamemaster characters have access to this. The severity of the curse depends on the time spent praying for it, the amount of sacrifices offered, and the POW of the victim.
The player must name a victim, and specify what ability (skill, Passion, etc.) will be hindered by the curse. The victim’s name must be known, such as “that thieving merchant Alkaios”, or “the King of Sinope”. A precise condition may be given instead, such as “whoever robbed my warehouse last night” or “the first enemy soldier I’ll encounter at the battle tomorrow”, but in this case the Worship roll is at –40%.
The player then chooses a certain amount of time for their character to pray for the curse. At the end of this time, a Worship (deity or spirit) roll must be made. If the roll is successful, a certain amount of curses are granted:
| Worship Time | Curses |
|---|---|
| 1 hour | 1 (–20%) |
| 4 hours | 2 (–40%) |
| 1 day | 3 (–60%) |
| 2 days | 4 (–80%) |
| 4 days | 5 (–100%) |
| 1 week | 6 (–120%) |
| 2 weeks | 7 (–140%) |
| 4 weeks | 8 (–160%) |
| 1 season | 9 (–180%) |
| 2 seasons | 10 (–200%) |
The Worship (deity or spirit) roll gains +20% per 1 C of offerings and sacrifices.
The same limitations as Blessings and Visions (see above) apply here for the duration of the cursing prayer.
Each curse is a negative modifier to be used any time during the game session. However, the first time a curse is used against a victim, the curser must win an opposed POW roll against their victim. If the roll fails, the curse is wasted. If the roll succeeds, they may use curses as follows:
- Each curse is worth –20%.
- The player or gamemaster need to use a curse before their victim makes an ability roll.
- Curses may be used individually (for a single –20% modifier) or in bulk (for higher penalties).
Some of the obtained curses may be used on the initial POW roll, to help it succeed. This of course comes at the cost of having less curses left to actually apply to the victim’s rolls.
Curses may be kept for up to a week, after which the curse is wasted.
Common Magic Rules
This section presents common rules and information for all types of magic.
Casting Magic Spells
Casting magic is always done by rolling a D100 under a specific magic casting ability. For example, spirit magic is cast with a POW roll, and Rune magic is cast with a Rune affinity roll.
Power Level
The power level of a magic spell is its base power level, plus any additional MP spent to increase its effects. For instance, a spell that received addtional MP to broaden its area or effect has a higher power level than default.
Power levels are used for determining if countermagic or dismissing is effective. The base power level of Rune magic is always doubled when compared to other types of magic.
Countermagic
Where magical and spirit armor use magic to protect a character from HP and MP harm, countermagic is a barrier that protects a character from having spells cast upon them. Countermagic effectively negates incoming spells, up to a certain point, represented by the countermagic’s power level.
Magic cast at a character with any active countermagic is only effective if the incoming spell’s power level exceeds the power level of the countermagic. Lesser spells simply bounce off. The character isn’t aware of this, and would only know that spells were cast at them via other means, such as seeing someone gesticulate in their direction.
Countermagic affects spells before the character needs to resist them (see Resisting Magic Spells, following).
Dismissing Magic
Most forms of magic have access to ways of dismissing a spell’s effects. This affects any magic, i.e. different forms of magic can dismiss each other’s spells.
When dismissing a magic spell, the power level invested in the dismissing must exceed the power level of the spell to be dismissed. Spellcasters may boost the dismissing with extra MP in order to make this happen. Others boost an important spell to make it more resistant to dismissing. See Boosting Magic Spells, below.
The caster must name the exact spell to dismiss. Alternatively, they may more generally dismiss magic on a character or item without naming any particular spell. In this case, it will automatically try to dismiss the ongoing spell with the highest effective power level.
A sentient or living target may resist magic dismissing with their POW as usual (see Resisting Magic Spells, following).
If the dismissing is successful, the target spell ends immediately.
Boosting Magic Spells
Extra MP may be spent to “boost” most forms magic:
- POW Boost: each MP spent this way grants a cumulative +5% bonus to one POW roll used for casting or resisting magic.
- Rune Boost: each MP spent this way grants a cumulative +5% bonus to one Rune roll used for casting magic.
- Spell Boost: each MP spent this way increases the effective power level of a spell by 1 point. This does not provide any improved effects for the spell, but it does help pierce through a target’s countermagic, or make the spell harder to dismiss.
Boosting MP must come from the same “source”. For instance, a character may not cast spell, but boost it using a bound spirit’s MP. However, there exist special spells that allow this.
Resisting Magic Spells
If a spell is aimed at a target, that target may resist the spell with an opposing POW roll. Compare the caster’s roll (POW or Rune depending on the magic) to the target’s POW roll using the opposed roll mechanics:
- Spellcaster’s Victory: the spell affects the target. The target may not notice having had a magic spell cast on them, if the spell’s effects are covert or subtle.
- Target’s Victory: the spell bounces off the target and has no effect. The target is also alerted that someone tried to cast magic on them, even though they may not necessarily know who, or what.
A collaborative target may opt out of resisting magic being cast on them, such as when an ally heals them. However, an unconscious character will always resist magic instinctively.
The caster needs to first suceeed and pay for the casting of the spell before the target decides to resist it.
Magical and Spirit Armor
Magical armor is like physical armor but created out of magic. It protects against damage to Hit Points, such as that dealt by melee and ranged attacks.
Spirit armor similarly protects against damge to Magic Points, such as that dealt by Spirit Combat.
Spirit Magic
The world of Glorantha is inhabited by many spirits, and those spirits can be awoken, bound, or befriended in order to improve mundane tasks and objects.
Obtaining Spirit Magic
To obtain spirit magic, a character must coerce or ally with a spirit. The spirit is the one that provides the magic.
Types of Spirits
Spirits are broadly placed in one of the following categories:
Inert Spirits: these spirits only do a single thing. Many cannot or won’t communicate, and those who do only do so with a couple of concepts or words. They are often seen by the general population as tools or fuel to be used, like the wood of trees and the fruits of plants. Inert spirits only have a POW characteristic, equal to the power level of the spell they know.
Natural Spirits: these spirits often have more than one ability or power and have a mind of their own, albeit limited, similar to a wild animal. Just like animals, these spirits are sometimes kept at bay, or tamed for a purpose. Natural spirits usually only have POW and CHA characteristics.
Sentient Spirits: these spirits exhibit intelligence on a scale comparable to, or sometimes exceeding that of the human intelligence. These includes ghosts and ancestor spirits, but also powerful genius loci and even minor deities. These spirits are generally dealt with as equals, or as superior beings to be worshiped or propitiated. Sentient spirits have at least POW, CHA, and INT characteristics.
Inert and natural spirits are generally kept as bound spirits, tied to a magically enchanted item. Sentient spirits are usually worshipped or negotiated with in order to join a character as a companion spirit. Both types are detailed below.
Bound Spirits
An inert or natural spirit can be placed inside an object, usually an armband, ring, belt, spear shaft, sword hilt, or shield, but also household items, farming equipment, or religious temple regalia. Magic from inert bound spirits is often called “personal magic”.
In most parts of Glorantha, thieves commonly look for items with a magical-looking symbol carved on them, and prisoners are usually stripped of any such objects upon capture.
Most cultures might frown upon, or even consider cruel or illegal, binding a sentient spirit, for this effectively keeps them prisoner. Sorcerers from Western Genertela are a notable exception to these moral codes.
The default process for binding a spirit is:
- Cast the Spirit Binding spell on the desired object, marking it with a magical symbol such as a rune.
- Find a spirit with the desired ability or spells, or summon it with the Summon Spirit (type) spell.
- Beat the spirit down to 0 MP in Spirit Combat (see Encounters) or use the Command Spirit (type) spell to place it in the spirit binding.
This process is usually done by a specialist, such as a priest or a shaman. The vast majority of characters will simply buy an already-prepared object, and rent the services of such a specialist to place the appropriate spirit in it, if not already there. See the Wealth and Equipment chapter for the price of enchanted items and magical services. The list of Spirit Magic spells in this chapter is for a single inert spirit that provides the given spell.
Bound spirits may be released from their binding and given a free command, as per the Command Spirit spell. Casting Command Spirit explicitly is required to make the bound spirit then return in the binding. If not, the spirit is free to leave into the Spirit World after the mandatory two minutes spent obeying the original command, although the gamemaster may allow a spirit to stay around longer depending on its nature and relation to its owner.
Once a binding is empty, another spirit may be placed into it. This lets a character change the spell contained in a given object.
Companion Spirits
Companion spirits are sentient entities that possess an animal or inhabit a special object. It may be common to have an ancestor spirit as a house companion, or a tribal hero ancestor as a companion to the current ruler.
The default process for obtaining a companion spirit is:
- Find a spirit with the desired abilities or spells, or summon it with the Summon Spirit (type) spell. This must be a spirit with POW, CHA, and INT characteristics.
- Negotiate with the spirit until it agrees to become a companion spirit. This agreement may be limited in time, renewable, or until death.
- If the spirit is to inhabit an animal, help it beat that animal in Spirit Combat, reducing its MP to zero in order to take over using full possession (see the Damage and Injury chapter for more information on possession).
- If the spirit is to inhabit an object, prepare that object for spirit binding using the Spirit Binding spell, and let the spirit enter it of its own accord (instead of using a Command Spirit spell as with bound spirits).
See also the Spirit Link spell, for creating a semi-permanent communication channel between a character and a companion spirit.
Using Spirit Magic
Casting Spirit Magic
If a character is in a non-threatening situation, with a bit of time ahead of them, unopposed spirit magic automatically succeeds within a few seconds. During combat, time-sensitive contexts, or when casting magic at a non-cooperating target, a roll must be made.
Casting a spirit magic spell requires a successfull POW roll, and the expenditure of MP equal to the spell’s power level.
For bound inert spirits, the character’s POW and MP is used, as they focus on the binding’s magical symbol and channel magic through the spirit. The object must be worn or touched while casting.
For bound natural spirits, either the spirit’s or the character’s POW and MP may be used. In one case, the character proceeds as with an inert spirit. In the other case, they focus on communicating with the bound spirit, ordering it to cast its magic. The object must be worn or touched while casting. It’s not possible to combine one’s POW with another’s MP.
Companion spirits cast their own magic, with their own POW and MP. If a Spirit Link spell was used, both character and companion spirit may use each other’s MP, but they use their own POW.
During an encounter, the cast must use a Cast Magic action. See the Encounters chapter for more information.
The result of the POW roll determines if the spell is cast:
- Critical Success: the spell takes effect, and no MP is spent!
- Success: the spell takes effect, and the character’s or spirit’s MP is decreased by the power level of the spell.
- Failure: the spell fails to be cast. No MP is spent.
- Fumble: the spell fails to be cast, but MP is still spent!
Resisting Spirit Magic
Spirit magic is resisted as per the rules on Resisting Magic Spells (see previously). In this case, the opposed roll is between the caster’s and target’s POW.
Variable Spirit Magic
Some spells have scalable effects and exist in more or less powerful forms. For instance, a spirit may provide Enhance Weapon 2 or Enhance Weapon 5. Those spirits may also cast these types of spell at a lower level if needed.
The power level of variable spells is the level at which they are cast.
Limit to Spirit Magic
A character may only carry and deal with a limited number of spirits at the same time:
The total POW of inert bound spirits must not exceed the character’s CHA. Since inert spirits’ POW is equal to their spell’s power level, this is equivalent to limiting the total power level of personal magic to the character’s CHA.
The total number of natural bound spirits and companion spirits must not, in total, exceed the character’s CHA divided by 3, rounded down.
Spell Descriptions
This section gives a sample list of spells that spirits provide. The gamemaster and players should feel free expand this list with many more spells: the Spirit World is full of weird and interesting spirits with many different powers!
Spirit magic spells have the following characteristics:
Name: the name of the spell. In practice, it is almost always known under a different, more evocative or appropriate name, which varies between cultures and locations.
Alternative Names: a list of possible “in setting” names for the spell.
Casting Time: spirit magic takes a few seconds to cast, or one Cast Magic action during encounters (see Encounters). Some spells are a “ritual”, which means it takes one hour of dancing, singing, praying, meditating, or other ritualistic practice to cast.
Duration: instant spells take effect upon casting and end immediately (although their effects linger naturally). Temporal spells last 2 minutes by default unless noted otherwise. Permanent spells create a magical effect that never expire unless destroyed.
Range: spirit magic is ranged by default, and may be cast on a target up to 50 meters away unless noted otherwise. A clear line of sight is required to work. The gamemaster may impose a penalty for obstructed views, or simply decide that casting is not possible. Some spells require touch instead.
Power Level: this defines how much MP must be spent for casting the spell. The default power level of a spirit magic spell is 1, unless noted otherwise. Some spells have a “variable” power level, which means they cost a number of MP equal to the level at which they’re cast (see Variable Spirit Magic, above).
Active/Passive: an active spell requires ongoing concentration to keep it going. During that time, the caster’s attention must be at least partially spent on maitaining the spell. During encounters, the Concentrate action must be taken every round (see Encounters). Passive spells, on the other hand, do not require active concentration. Spirit magic spells are passive by default unless noted otherwise.
Cost: a sample cost, in Coins (see Introduction), for renting the services of a magical specialist to bind an inert spirit of that spell into an existing item. The existing item itself isn’t included in the cost (see the Wealth and Equipment chapter for that). For spells of variable power level, the listed cost is only for level 1, also called the “base cost”. The cost for any other level is the cost of the previous level plus (Power Level × Base Cost). Example: the cost of a level 4 variable spell with a base cost of 100 C is 2400 C.
Note
List of Spirit Magic Spells
| Spell Name | Power Level | Cost |
|---|---|---|
| Blur | 2 | |
| Command Spirit (type) | 1 | |
| Confuse | 2 | |
| Coordination | 1 | |
| Countermagic | Var. | |
| Darkness | Var. | |
| Detect (type) | 1 | |
| Dismiss Magic | 1 | |
| Enhance Skill (skill) | 2 | |
| Enhance Melee Weapon (type) | Var. | |
| Extinguish | Var. | |
| Glue | Var. | |
| Harden | Var. | |
| Heal | Var. | |
| Ignite | Var. | |
| Impair Melee Weapon (type) | Var. | |
| Impede (skill) | 2 | |
| Light | 1 | |
| Magic Blast | Var. | |
| Protection | Var. | |
| Repair | Var. | |
| Silence | 1 | |
| Slow Fall | 2 | |
| Speed | Var. | |
| Spirit Binding | 3 | |
| Spirit Link | 3 | |
| Spirit Shield | Var. | |
| Stamina | Var. | |
| Strength | Var. | |
| Summon Animal (type) | 2 | |
| Summon Spirit (type) | 2 |
Note
Any spell mentioned in a cult and not found here is either identical to its RuneQuest version, or not explicitly converted yet.
Blur
Power Level 2, Temporal, Touch
When cast on a character or animal, anybody looking at them sees a blurred image. This provides +20% to the Stealth skill, and a –20% penalty to any attack on them.
Command Spirit (type)
Temporal, Ranged
Alternative Names: Impose Will, Voice of the Shaman
Give a command to a spirit of a given type. The spirit must be present and known to the caster, and may resist the spell with its POW as usual.
The spirit will try its best to complete the order within the 2 minutes of the spell. After that time, the spirit is free to continue following the caster’s instructions, or go about its own business. The gamemaster has final word on this, and should base the decision according to the caster, and the spirit’s type and nature.
Confuse
Power Level 2, Temporal, Ranged
Alternate Names: Mental Maze of Marduk, Veil of the Mind, Fight
Freeze, Befuddle
This spell causes a target to become confused about the current situation: who is friend and who is foe, what is going on and how did they get there, etc. The target may resist with their POW as usual. For the duration of the spell, the target may only take non-offensive actions, or hide and flee. All INT rolls and INT-based skills are at –20%.
Every round the victim may take an action to dispel the doubts. Since the spell uses the victim’s own reasoning against themselves, this requires failing an INT roll. If so, the spell is dismissed immediately.
Only intelligent entities (those with an INT characteristic) may be targeted by this spell.
Coordination
Temporal, Touch
The target of this spell gets increased hand-eye coordination and motor skills. For the duration of the spell, they get +5 to their combat initiative, and +20% to all DEX rolls and DEX-based skills.
Countermagic
Temporal, Touch
The target of this spell benefits from magical protection against spells of equal or lesser power level than that of the Countermagic. See information on Countermagic, previously in this chapter.
Darkness
Variable Power Level, Temporal, Ranged
An area of darkness is created within range of the caster. The area is, for the purposes of the game, roughly a 5×5×5 meters cube, although in practice it usually looks like a black sphere surrounded by a confusing convergence of dark tendrils.
The area of darkness is expanded by 5 meters in every direction with each higher power level. For example, Darkness 4 is a 20×20×20 meters cube.
The caster may take a Concentrate action to move the area of darkness by up to POW meters.
Detect (type)
Active, Temporal, Ranged
This spell presence of a given type of thing visible to the caster with a magical glow. Only the caster sees this glow, and only the closest instance of the thing is glowing. The cast may move around while the spell is active to spot other instances of the thing.
The spell does not detect things behind or under more than one meter of metal, earth, stone, or other solid material.
The type of detection may be:
- Substance: for detecting veins of a particular mineral close to the surface or inside a mining tunnel.
- Species: for helping spot the nearest animal of a given type while hunting.
- Spirits: for detecting the presence of a given type of spirit.
Spirits cannot detect intentions, affiliations, beliefs, thoughts, or other intangible things. You can’t detect “enemies” or “assassins”.
Dismiss Magic
Instant, Ranged
This spell dismisses an ongoing spell. It always costs 1 MP, but must be boosted with enough MP to exceed the power level of the target spell. See Dismissing Magic Spells, previously in this chapter.
Enhance Skill (skill)
Power Level 2, Temporal, Touch
When active, this spell provides a temporary bonus of +20% for a single roll in a given skill. Since the spell is temporal, it must be cast within 2 minutes of the skill being used, otherwise the bonus is lost.
Skills that are based on INT / INT or INT / 00 cannot be enhanced with this spell. However, a sentient spirit may help with their own knowledge using the helping rules.
Enhance Melee Weapon (type)
Variable Power Level, Temporal, Touch
This spell enhances the effectiveness of a melee weapon by making it temporarily lighter, better balanced, sharper, and so on. For each power level, anybody wielding that weapon gets +5% to their weapon skill, and the weapon deals +1 magical damage.
A different spell must be learned for each of the following melee weapon types: slashing, piercing, crushing.
Extinguish
Variable Power Level, Instant, Ranged
The Extinguish spell puts out a fire in less than a few of seconds, regardless of the fire’s size. At power level 1, it can put out a fire of about 1×1×1 meters, such as a large camp fire. Each power level doubles this size, so that Extinguish 6 can put out an entire 30×30 meters inferno.
Glue
Variable Power Level, Temporal, Touch
A patch of mostly-invisible, very sticky ectoplasm is created by the caster’s touch. The size of the patch is roughly 10×10 centimeters, and takes an Awareness roll to spot. When something is glued to it, it takes an opposed roll against STR 10 to unstick it.
For every extra power level, the caster may:
- Double the size of the patch.
- Double the STR of the glue.
Harden
Variable Power Level, Temporal, Touch
While this spell is active on a given object, that object’s HP is increased by +1 for every power level.
Heal
Variable Power Level, Instant, Touch
Alternate Names: Healing Touch, Hands of the Medicine-Man, Blessing
of the White Goddess
This spell heals a number of HP equal to its power level from one injury.
Someone knowing this spell as power level 6 may use it to mend severed or maimed limbs (see Damage and Injury).
Ignite
Variable Power Level, Instant, Ranged
The Ignite spell sets any flammable material on fire, starting with a flame about 10×10 centimeters in size, and dealing 1D3 damage per round. Every round, if needed, roll to see if the fire spreads (see the Damage and Injury chapter).
For every extra power level, the caster may:
- Double the size of the initial flame.
- Increase the intensity of the initial flame to 1D6, or +1D6 after that.
Impair Melee Weapon
Variable Power Level, Temporal, Ranged
This spell temporarily renders a melee weapon harder to use by making heavier, unbalanced, dull, and so on. If the weapon is currently held by someone, that character may resist the spell. For each power level, anybody wielding that weapon gets -5% to their weapon skill, and the weapon deals -1 damage.
A different spell must be learned for each of the following melee weapon types: slashing, piercing, crushing.
Impede (skill)
Power Level 2, Temporal, Ranged
When active, this spell provides a temporary penalty of –20% for a single roll in a given skill. Since the spell is temporal, it must be cast within 2 minutes of the skill being used, otherwise the bonus is lost.
Unlike the Enhance (skill) spell, this skill works on all skills, even those based on INT.
Light
Temporal, Ranged
When cast on an object or a person’s body, this spell makes the designated point on that object or person glows with a magical light. This light is comparable to a well lit torch and illuminates an area of roughly 10 meters in radius.
Magic Blast
Variable Power Level, Instant, Ranged
Specify a target and deal 1D4 magical damage per power level. This damage ignores both physical and magical armor. When hit locations are used, the damage applies to a random hit location, although the caster may aim, using the usual aim penalties to the POW roll.
Protection
Variable Power Level, Temporal, Touch
Every power level of this spell grants +1 magical armor to the target, which protects from damage to Hit Points.
Repair
Variable Power Level, Instant, Touch
For each power level in this spell, an object regains +1D6 HP. Regardless of the power level, the object’s maximum HP decreases by –1 with each casting. Objects with no HP characteristic get repaired according to what the gamemaster considers is common sense. All objects repaired through this spell are left with visible fractures and flaws.
Silence
Temporal, Touch
When cast on a character or animal, any sound they emit or directly cause is muted. This grants +20% to the Stealth skill. This spell is often cast in combination with Blur.
Sounds caused indirectly are not muted. For example, the clinking of carried weapons is muted, but knocking over a jar will make the usual crashing sound when it hits the floor.
Slow Fall
Power Level 2, Temporal, Ranged
For the duration of this spell, a character does not take any fall damage. Jumping from a bridge or a cliff results in a fall much slower than usual, with a gentle stop before touching ground. The spell may be cast on someone that is already falling.
Speed
Variable Power Level, Temporal, Touch
The target of the spell gets +5 to combat and spirit initiative, and +5 to MOV, for each power level invested.
Spirit Binding
Power Level 3, Ritual Casting, Permanent, Touch
This ritual creates the magical storage necessary to host a spirit inside an object or animal. This storage is initially empty, but a spirit may be made to occupy it either by way of the Command Spirit spell, negotiating with a spirit, or beating it into subservience in Spirit Combat. See the Bound Spirits and Companion Spirits sections for more information.
The caster must sacrifice at least one point of POW to create the binding. This allows storing spirits with only one characteristic (generally POW). To host spirits with two or more characteristics, an equivalent number of POW points must be sacrificed. Not all POW points need come from the caster after the first one. Other characters may participate in the ritual and sacrifice their POW.
Example: to host an elemental spirit with POW, CHA, STR, and SIZ characteristics, 4 points of POW must be sacrificed.
Spirit Link
Power Level 3, Ritual Casting, Permanent, Touch
This ritual creates or breaks a mind-link between a spirit and a corporeal entity. The most common use is for companion spirits (see the Companion Spirit section earlier in this chapter).
Once established, and until, the spirit link is broken, the participants in a spirit link experience the following:
- Both parties may communicate telepathically, although this requires knowing each other’s language. This channel of communication is only nominally faster than speech.
- Both parties may cast each other’s magic, and/or use each other’s Magic Points.
The Spirit Link is broken when any of the parties die, even if later resurrected.
Spirit Shield
Variable Power Level, Temporal, Touch
The recipient of this spell gains 1 point of spirit armor for each power level, which protects from damage to Magic Points.
Stamina
Variable Power Level, Temporal, Touch
For each level of this spell, the target gains +1 CON and +1 Hit Points.
When the spell ends, the target’s current HP does not change unless it is greater than their natural maximum HP, in which case all excess HP is lost.
Strength
Variable Power Level, Temporal, Touch
For each level of this spell, the target gets +1 STR and +1 damage bonus. Simply add the modifier and do not otherwise recalculate the damage bonus with the new STR rating.
Summon Animal (type)
Power Level 2, Instant, Ranged Alternate Names: Beast Call, Bear Taunt, Whistle of the Night Birds
If an animal of the given type is within range of this spell, they feel compelled to move in the caster’s direction. This does not impair their reasoning or instincts however: they may still spot the caster and run away immediately.
Summon Spirit (type)
Power Level 2, Instant, Ranged Alternate Names: Summon Ancestor, Call Forth Fire-Serpent
This spell summons a given type of spirit, within range of the caster. The spirit may resist the summoning with their POW as usual.
Once summoned, the spirit acts according to its nature, or its will if it is sentient. The caster needs to cast the Command Spirit (type) spell in the same turn in order to order the spirit around.
Rune Magic
This magic system allows characters to wield blessings from the gods. Obtaining Rune Magic, or replenishing once cast, requires worship and sacrifice, generally during the appropriate deity’s holy day celebrations.
Rune Magic is more expensive and constraining than Spirit Magic, but it is also noticeably more powerful.
Obtaining Rune Magic
Rune magic is obtained by worshipping a deity at one of their sacred sites, such as a shrine or a temple, for a full week. No adventuring or other downtime activity may be undertaken during that time (see Downtime for more information).
During this time, a priest or other cult mentor takes the character into ritual re-enactments of one of the deity’s myths. This myth is carefully chosen to exhibit the deity using the sort of power that the character wants to acquire. The re-enactments become increasingly magical, until the character enters the God Time and experiences the myth first-hand, wearing a mask of their god or goddess. This is effectively a guided heroquest, for which the character is precisely coached, in order to obtain a precise gift. See the Heroquests chapter for obtaining other gifts from the gods.
At the end of the week, the character must sacrifice one or more points of POW. They gain one or more of the deity’s Rune spells in exchange. Each point of POW pays for one power level of a spell. For example, sacrificing 2 points of POW allows gaining a level 2 spell, or two level 1 spells. It is possible to upgrade a spell to a higher power level by later sacrificing the difference in POW.
Depending on their cult membership (see the Cults chapter), this may be a one-use spell or reusable spell.
One-Use Rune Magic: Most spells obtained by initiates may only be cast once, at the power level originally acquired. The character must sacrifice POW again to obtain a new instance of the spell.
Reusable Rune Magic: Spells obtained by favored initiates and Runemasters may be cast once at the maximum acquired power level, or any lesser power level. If the latter, the spell may be cast again using the remaining unspent power levels, or further split into lesser castings. The character must replenish spent power levels by praying to their gods again (see Replenishing Rune Magic, following).
Casting Rune Magic
If a character is in a non-threatening situation, with a bit of time ahead of them, unopposed Rune magic automatically succeeds within a few seconds. During combat, time-sensitive situations, or when casting magic at a non-cooperating target, a roll must be made.
Rune spells are cast by rolling a D100 under the character’s appropriate Rune affinity. The Rune affinity for a spell is specified in that spell’s description. It is always one of the deity’s Runes. Some spells are shared by multiple deities, and therefore have multiple Runes. Use only the Rune(s) that correspond to the deity the caster obtained the spell from.
- Critical Success: the spell is cast, but no use is marked! That is, a one-use spell is not lost, and a reusable spell does not spend any power levels.
- Success:: the spell is cast successfully.
- Failure: the spell doesn’t fire, but no use is marked. The character may try again next round or after a few seconds.
- Fumble: the spell doesn’t fire but is spent nonetheless! That is, a one-use spell is wasted and lost, and a reusable spell loses power levels without it having been cast!
A character may cast a Rune spell at a lesser power than what they have. They still need to mark usage of the spell. For one-use spells, the spell is spent, with the unused power levels wasted. For reusable spells, only mark the spent power levels.
Replenishing Rune Magic
Reusable Rune magic may be replenished when spent or partially spent. This is done by worshipping and sacrificing to the deity that provided the magic in the first place.
The player must make a Cult Rituals (deity) roll. The character must spend at least one hour in prayer and meditation. If successful, the character replenishes a certain amount of power level across any of that deity’s spells (player’s choice).
- Critical Success: +2D6 power levels
- Success: +1D6 power levels
- Failure: +1 power level
- Fumble: none
The roll, along with the gains, are modified according to circumstances of these prayers. First, the time of the ritual:
| Day of Worship | Cult Rituals Modifier | Replenishing Bonus |
|---|---|---|
| Minor Holy-Day (one hour) | +20% | +1 |
| Seasonal Holy-Day (half a day) | +40% | +1D6 |
| High Holy-Day (full day) | +60% | +2D6 |
The replenishing bonus applies to all outcomes of the roll. Failing the Cult Rituals roll on a seasonal holy-day still grants 1D6+1 power levels.
The location of the ritual is also important, and is cumulative with the advantages of the day of worship:
| Worship Location | Cult Rituals Modifier | Replenishing Bonus |
|---|---|---|
| Sanctified Place | –20% | –1 |
| Shrine | none | none |
| Minor Temple | +20% | +1 |
| Major Temple | +40% | +1D6 |
| Great Temple | +60% | +2D6 |
Finally, sacrifices help with the Cult Rituals roll. For every 1 L worth of offerings, gain +20% to the roll.
One-use Rune magic cannot be replenished. It must be obtained anew every time with a sacrifice of POW (see Obtaining Rune Magic, previously).
Resisting Rune Magic
Rune magic is resisted as per the rules on Resisting Magic Spells (see previously). In this case, the opposed roll is between the caster’s Rune affinity and the target’s POW.
Rune Magic Compared to Other Magic
The base power level of a Rune spell is doubled when compared to other forms of magic like spirit magic. Any additional MP spent on the Rune spell are not doubled.
Example: trying to use the spirit magic spell Dismiss Magic on a Shield 2 Rune spell requires beating an effective power level of 4, since Rune magic’s power is doubled when compared to spirit magic. So the cast must boost Dismiss Magic up to power level 5 to be effective.
Limit to Rune Magic
There is no limit to the number of Rune spells known by a character.
Extending Rune Magic
Some Rune spells are “extensible”, meaning that a character may learn how their god sometimes uses this power over a longer period of time than usual. When doing so, some of the power levels are spent on extending the duration of the spell:
| Power Levels | Extended Duration |
|---|---|
| 1 | 1 hour |
| 2 | 1 day |
| 3 | 1 week |
| 4 | 3 weeks |
| 5 | 1 season (8 weeks) |
Example: If Eunike has 4 points in Summon Air Elemental, she can use them all to bring a large elemental (3 points) to her side for an hour (1 point), or a medium elemental (2 points) for one day (2 points), or a small elemental (1 point) for a week (3 points).
Note
Converting Rune Spells from RuneQuest
The gamemaster and player should use the Rune magic from the official RuneQuest products and convert them to the Torang Engine as follows:
There is no common magic that is acquired for “free” upon initiation. All spells must be learned and sacrificed for.
“Meta” spells such as Extension, Multispell, and so on do not exist in Torang Engine. This sort of custom manipulation of the gods’ magic sounds like sorcery! A character must sacrifice for it (i.e. spend POW to get more power levels in a spell in order to cast it with extended duration) or heroquest for it (i.e. heroquest for a combination spell).
Changes to Strike Ranks should be boiled down to Initiative modifiers of +5 or –5.
“Simulationist” spells should be converted into more “narrative” versions. For instance, spells that create a strong wind, or a zone of cold, should have direct mechanical effects such as rolls against STR or CON for acting. Examples of such spells will be provided in updates to the Torang Engine.
Spell Descriptions
This section gives a sample list of spells that some deities provide. The gamemaster and players should expand that list with new spells inspired by any new myths they invent about Glorantha’s gods and goddesses.
Rune spells have the following characteristics:
Name: the name of the spell. In practice, it is almost always known under a different, more evocative or appropriate name, which varies between cultures and locations.
Alternative Names: a list of possible “in setting” names for the spell.
Casting Time: Rune magic takes only a few seconds to cast, or one Cast Magic action during encounters (see Encounters). Some spells are a “ritual”, which means that it takes one hour of praying, sacrificing, dancing, or other ritualistic practice to cast.
Duration: instant spells take effect upon casting and end immediately (although their effects linger naturally). Temporal spells last 15 minutes by default unless noted otherwise. Permanent spells create magical effects that never expire unless destroyed.
Extensible: extensible spells last 15 minutes as per the default duration of temporal spells, but some of their power levels may be used to extend this duration. See Extending Rune Magic, previously.
Range: Rune magic is ranged by default, and may be cast on a target up to 100 meters way unless noted otherwise. A clear line of sight is required to work. The gamemaster may impose a penalty for obstructed views, or simply decide that casting is not possible. Some spells require touch instead. Spells marked as “self” may only be cast on oneself.
Power Level: this is the default power level of the spell. The caster must spend at least this many points from the pool or power they obtained from the gods through POW sacrifice (see Obtaining Rune Magic, previously). By default, Rune magic is power level 1.
Cost: a sample cost, in Lunars (see Glorantha) for a priest to accepting teaching someone the rituals to get this spell. Some priests may give teaching services as payment for services rendered to them or their temple.
All Rune magic is passive and does not require active concentration from the caster.
Note
Any spell mentioned in a cult and not found here is either identical to its RuneQuest version, or not explicitly converted yet.
Berserk
Beast Rune
Power Level 2, Temporal (Special), Extensible, Touch
The target of the spell becomes a bloodthirsty warrior who fight recklessly and ruthlessly anybody in their vicinity. For the duration of the spell, this person gains the following bonuses and penalties:
- Melee attacks, along with STR and CON rolls, are at +60%.
- Parrying, blocking, or dodging is not possible.
- POW resistance rolls against magic are at +20%.
- Receiving an enemy’s surrender is meaningless. All enemies must be killed.
- Anybody with a drawn weapon in sight is considered an enemy to be killed.
- Unarmed people in sight are considered enemies unless an INT roll is succeeded. A passion roll (see Passions) may also be appropriate.
- When the spell ends, the target loses –1D6 DP.
The spell stops when the usual duration has elapsed (15 minutes), when no enemies are in sight for more than a minute, or when the caster chooses to stop the spell. If the caster is the target of the spell, they cannot stop the spell themselves.
Bless Fields
Earth Rune
Special Duration, Touch
This spell improves the chances of a good harvest on an area roughly equal to 50 aruras (see Wealth and Equipment). For each MP spent while casting this spell, the farmers benefit from +20% to their yearly harvest roll for that part of their lands. If only part of the land has been bless, roll separately with each sub-area.
Convince
Harmony Rune
Temporal, Self
Negotiators use this spell to make their arguments more convincing. Each power level grants +1D6 to social damage towards a target DP (see the Encounters chapter). This bonus to social damage does not work against other characters, only towards goals.
Create Cult Item
Any Rune
Ritual, Permanent, Touch
When cast on an object, this spell creates a divine enchantment that allows the object to store a Rune spell. At least one point of POW must be sacrificed during this ritual. The points of POW define the maximum power level of the spell that may be imbued into the object.
Once an object has become a cult item, any initiate or priest may cast divine magic into it. Casting works as usual, but the target is the object. If the object doesn’t have enough available storage to receive this new spell, previously stored spells are removed, starting from the least powerful one. If the object’s maximum power level is too low, the ritual simply fails.
When storing a new spell inside a cult item, if the divine affinity roll results in a fumble, all the spells inside the object, including the one being cast, are immediately cast and redirected to the caster!
Create Gifts
Moon Rune
Ritual, Special Duration, Touch
This special spell from the Lunar cult of the Seven Mothers creates magically imbued gifts that help during negotiations and persuasions. The caster performs a ritual over a certain number of items, and each one of these items grants their carrier a bonus to one Persuasion skill roll when that item is used as a gift for the other party. The recipient of this bonus does not have to be the caster, but must the person who hands out the gift.
At power level 1, the spells grants +20% to one item. Each extra power level either adds another +20%, or double the number of items imbued with the magic. For instance, casting Create Gifts at power level 4 could give +20% to 16 items, or +80% to one item, or various other combinations in between.
Dismiss Magic
Any Rune
Instant, Ranged
This spell dismisses an ongoing spell. The power level of the spell, as cast by the deity, may be boosted as usual with MP. See Dismissing Magic Spells, previously in this chapter.
Divination
Any Rune
Ritual
After an hour of meditation, prayer, and sacrifices, the caster enters a trance that put them in communication with their deity. Roll the Cult Rituals (cult) skill, gaining +20% for each 1 C worth of offerings.
On a success or critical success, ask one or two questions, respectively, that the deity must answer. The deity can only answer questions about what they know, and what they know is limited by their position in the universe. In some settings, gods are semi-omniscient, within their sphere of influence. In other settings, gods only know what all their worshippers know.
On a failure, the deity may answer one question, but does so in a cryptic way that is up to the gamemaster to decide. On a fumble, the deity smites the caster for their impertinence.
Heal Body
Life Rune
Power Level 3, Instant, Touch
This spell heals all the wounds a character has suffered. However, is does not by default reattach severed limbs (but see below), and it never regrows destroyed or maimed limbs. Those wounds are healed, but the limb is still missing.
Each extra power level spent on this spell re-attaches one severed limb. Thus, spending 5 power levels on a Heal Body spell removes all wounds and reattaches two severed limbs.
For healing destroyed or maimed limbs, see the Regrow Limbs spell.
Heal Wound
Life or Death Rune
Instant, Touch
A certain number of Magic Points must be spent immediately after this spell is cast. The spell must target a specific wound on a character. The wound gets healed by the number of spent MP. Reattaching a severed limb requires at least 6 points spent in one casting on that wound. Destroyed and maimed limbs require the use of the Regrow Limb spell or other dedicated magic.
When this spell is acquired from a deity with the Life Rune, the healing is perfect and clean. However, when acquired from a deity with only the Death Rune, the spell effectly helps close and cauterize the wound, but leaves nasty scars behind.
Liminal Ceremony
Any Rune
Power Level 2, Ritual
This ritual opens the way for participants to enter a heroquest. This spell is generally used by priests during important worship ceremonies, and while teaching a cult member new Rune magic.
See the Heroquests chapter for more information.
Raise Wind
Air Rune
Temporal, Ranged
A powerful wind rises at the location designated by the spell’s caster. The wind is a miniature storm that rotates clockwise when looking at the scene from the top down (such as a battlemat or a VTT), emulating the shape of the Air Rune. The radius of this storm is 3 meters, and the wind’s STR is 10. The caster may be the center of it, instead of some other location within range.
For each additional power level spent, the caster may choose one of the following effects:
- The wind’s STR is increased by +4.
- The storm’s radius is doubled.
On the caster’s turn, including when the spell is cast, roll the wind’s STR. Then make an opposed roll against it using the STR or SIZ of each of the characters caught within it (whichever is better). If a character gets a defeat, they suffer –20% to all physical actions this turn, and are pushed in the direction of the wind’s clockwise spiral by the wind’s STR divided by 10 in meters. Any character who enters the storm afterwards must make a fresh STR opposed roll before acting.
For instance, a power level 4 Raise Wind spell may be 12 meters wide (6 meters radius), with STR 18.
Sanctify Place
Ritual, Special Duration, Touch
This ritual consecrates a place so that it is suitable for conducting worship of the caster’s associated deities. When no temple or existing holy place is available, this is a prerequisite for regaining spent Rune magic (see Regaining Rune Magic, previously).
The place is sanctified for a week, after which it becomes mundane again.
A point of POW may be sacrificed during the ritual to make consecration permanent, such as when founding a new temple.
Summon Cult Spirit (type)
Power Level 2, Temporal, Extensible, Ranged
The caster calls on their deity to send them a servitor spirit. Each version of this spell is able to summon a specific type of spirit, if the deity has more than one. For example, there may be messenger spirits, elemental spirits, warrior spirits, and more.
The spell behaves like the Summon Spirit (type) sprit magic spell, combined with the Command Spirit spirit magic spell. That is: this spell both summons the spirit and allows the cast to give it a command. In addition to that, since both the spirit and caster are worshippers or servitors of the same deity, the summoned spirit has a much higher chance to naturally act in the interest of the caster.