This covers Magic, Spell teaching, Creature changes, and some misc..

Rune Quest 4: D) Magic


Page 10:

SPELL EFFECTS, add:

VISIBLE EFFECTS OF MAGIC

At the moment a spell is successfully cast, a visible disturbance occurs. The nature of the disturbance varies with the strength and Runic source of the spell. Once the spell is cast, the fact that a spell is active is evident only if the spell's effect is required. A spell such as Light or Fireblade will always have visible effects beyond that of the initial casting - a light or flame of a certain color. Most other temporal spells will have a visible effect when first cast and every time their magic comes into play (generally a flash of colored light, or a spark, or something of the sort). Temporal attack spells, such as Demoralize or Befuddle, have a visible effect when first cast and when they first hit their target, but not afterwards. Instant, Detect and characteristic enhancing spells have a visible effect only when first cast.

Although the physical actions and consequences of casting a spell are fairly obvious (speaking and gesturing with one hand), a successful Sleight skill roll will make the action of casting a spell less obvious, but can do little to conceal the visible effects of the spell. The visible effects of spells of up to 4 points (divine spells up to 2 points) require a Scan roll to be noticed outside of combat or a Scan/2 roll to be noticed in combat. The visible effects of spells of up to 8 points (divine spells up to 4 points) are noticed outside of combat 95% of the time or in combat with a Scan roll. The visible effects of spells of over 8 points (divine spells over 4 points) are always noticed outside of combat and noticed in combat 95% of the time. The magic points used to back spells count towards the above amounts (half the magic points used to back divine spells).

  • Visible effects of spirit or divine magic:
  • Air deities - White or blue colors, electrical sparks, turbulence, wind, haze, mist, a disturbance in the air.
  • Chaos deities - Black or red colors, darkness, glows, corruption, slime, a disturbance.
  • Darkness deities - Black colors, shadows, darkness, cold, a disturbance in the air, subsonics.
  • Earth deities - Earth, stone, mineral or green colors, gleams and glints, a disturbance in the ground.
  • Fire deities - Yellow, orange or red colors, flames, heat.
  • Light/Sky deities - Yellow or white colors, light, flashes, gleams.
  • Lunar deities - Red colors, glows, sparkles (some will also share the special effects of a related cult, such as Yanafal Tarnils and Humakt, Etyries and Issaries, etc.)
  • Plant deities - Green and brown colors.
  • Vormain deities - As per the color of the deity's magic.
  • Water deities - Blue or blue green colors, moisture, fog, a disturbance in the water.
  • Annilla - Blue colors or a disturbance in the air.
  • Donandar - Multiple colors, often pastels, shimmering.
  • Chalana Arroy, Issaries - White colors, light.
  • Gor sisters - Blood red, earth, stone and mineral colors, gleams and glints, fissures, cracks, or other disturbances in the ground.
  • Humakt - Gray and dark colors.
  • Hunter - A disturbance in the air.
  • Lhankhor Mhy - White and gray colors, gleams.
  • Thief gods - Dark colors, shadow, a disturbance in the air.
  • Trickster - Varies wildly from spell to spell.
  • Uleria - Red and white colors.
  • Waha - Earth colors, a disturbance in the air.
  • Visible effects of sorcery:
  • The visible effects of sorcery spells vary greatly, but often share a certain consistency from Henotheist school to Henotheist school. [This section will be expanded to include more detail.]
  • 01-15 Black
  • 16-30 Blue
  • 31-33 Blue-Green
  • 34-43 Brown
  • 44-50 Green
  • 51-56 Gray
  • 57-58 Indigo
  • 59-65 Red
  • 66-70 Orange
  • 71-80 White
  • 81-88 Yellow
  • 89-90 Violet
  • 91-95 A disturbance in the air
  • 96-00 Other (or roll again)
  • Page 11:

    SPELL EFFECTS, addition:

    PROTECTIVE SPELLS

    Spells that provide physical protection, such as Protection or Shield, will be ignored by a critical hit that ignores armor. These spells attempt to ward damage, but are not always successful, therefore they can be penetrated by more damage then they can handle or by a strike that bypasses them (a critical hit).

    Page 12:

    SPIRIT MAGIC, add:

    Spell Spirits: Shamans call spell spirits, the source of spirit magic, the most common form of magic on Glorantha. They are native creatures of the spirit world, part of the natural flora and fauna of the spirit world, and are the natural prey and resources of many of the spirit world's other inhabitants. The exact origins of spell spirits are not known, but it is thought that they are the byproduct of the expenditures of great divine power. Each spell spirit is a vessel for a particular spirit magic spell. The size of the spirit tends to correspond to the power of the spell. The appearance of spell spirits varies according to the spell and the source of the power that created it.

    Page 15:

    BENEFITS OF BECOMING A SHAMAN, add or modify:

    The primary benefit of becoming a shaman is the awakening of the fetch. The fetch is that portion of the shaman's soul reflected into the Spirit Plane to guard the shaman from spirit attack. The fetch is attached to the shaman's body just a firmly as the soul is, but with the use of Discorporation, the fetch can be freed to search the Spirit Plane while the shaman monitors it's progress and continues the Discorporation ritual. When the ritual stops, the fetch is immediately drawn back to the body. A fetch is part of the shaman, but gets its own actions in melee. Its Spirit Combat, Spirit Sense, and Spirit Lore skills are the same as the shaman's.

    Because the fetch and the shaman are one, they can see through each other's eyes. This gives the shaman a permanent Second Sight and lets the fetch see events in the Physical World. If the fetch were to throw Visibility it would leave the Spirit Plane and would appear around the shaman as a ghost. It would be able to fight visible spirits that attack the shaman, but it cannot attack other creatures in Spirit Combat unless the shaman Discorporates it. Normally it can only cast spells onto itself and the shaman, but when Visible it could target spirit spells onto nearby opponents. To exorcise possessing spirits, the shaman sends his Discorporate fetch to defeat the spirit and drive it from the body.

    Shamans may learn one or more of the following special abilities listed below although they are usually actually used by the fetch. Many shamans only learn Intercept throughout their careers. Others find spirits or shamans who can teach them another one. Learning one of these abilities takes a week's time for both teacher and student. Intercept and Appease are commonly available, and take a week (50 hours) to learn. The others are rarer, and take a month (200 hours) to learn.

    APPEASE

    A shaman can only appease a disembodied spirit. (A discorporate shaman is not a disembodied spirit under this rule, but the spirit of a dead shaman is.) Some spirits will not accept appeasement, most hostile spirit needs a large sacrifice to be appeased, and a shaman can make a neutral spirit friendly by a successful appeasement. A shaman can try to Appease spirits when the fetch is discorporate. The shaman sacrifices some MP or releases a bound spirit, and makes a Spirit Combat roll. The shaman loses the bound spirit or MP. He or she can use personal MP, the fetch's MP, or a POW spirit's MP. A typical appeasement would be 20 MP or a useful spirit.

    On a simple Spirit Combat success, the shaman has a chance to succeed. If the spirit to be Appeased makes a successful Spirit Combat roll also, it gains the MP or can bind or Control the released spirit. The spirit needs the right Control spell if that is the option it picks. The chance of actual Appeasement depends on many factors: the size of the sacrifice (+), the strength of the shaman and the fetch (+), the strength of the hostile spirit (-), and the depth of hatred or dislike (-). As a rule of thumb, match the shaman's magic points against those of the spirit in a resistance roll, and add 1% to the chance of success for every magic point successfully fed to the spirit.

    If the shaman and spirit both succeed, the spirit gets one-fifth of the MP sacrificed to it. If the shaman criticals the Spirit Combat roll, the spirit will automatically gain one-fifth the MP or bind or Control the released spirit, if it tries. If the shaman fumbles, he or she angers the spirit instead of Appeasing it. If the shaman sacrifices a point of POW at the same time, however, the spirit gets all the MP sacrificed to it. The point of POW sets up a link with the spirit, and any donation of MP will succeed without a roll. The spirit will always get all of the MP sacrificed to it by a shaman with a link.

    BANISH

    An attempt to Banish takes both of a shaman's combat actions in a round. The shaman must sense the spirit before he or she can Banish it. The spirit must be within his or her POW in meters. The shaman needs to make a Spirit Combat roll. On a success, he or she can Banish the spirit on a successful MP v. MP roll. Use only the shaman's personal MP, not the fetch's. A Banished spirit must leave the area and not return. If it was Visible, it becomes non-visible for that time. On a special, the spirit flees through the Frontier Region of the spirit plane into the Outer Region. On a critical, it cannot return to the Frontier Region or the mundane plane on its own. The spirit will be the shaman's enemy, even if the Banishment fails. If it does fail, the spirit will usually Attack. A spirit can Defend against a Banishment.

    Some things will help or hurt a Banishment. If the spirit is in its native medium (plant spirit in forest, darkness spirit in darkness), add 5 to its MP for purposes of resisting Banishment. If the shaman is in a place of strength (tribal holy place, axis mundi), add 5 to his MP for purposes of Banishing. Commotion bothers spirits using Visibility or Second Sight, adding 5 to the shaman's MP.

    INTERCEPT

    A fetch can intercept an attacking spirit. This does not use one of the fetch's actions unless the spirit has already attacked the shaman in a previous round. If the fetch intercepts the attacking spirit, it enters spirit combat with it. This prevents the spirit from reaching the shaman. A fetch can intercept any number of spirits in one round. It can even intercept if it is already in spirit combat. Intercepted spirits cannot attack the shaman until the fetch's MP fall to zero. A fetch cannot intercept spirits that attack the shaman while the fetch is discorporate.

    SHAMANIC MAGIC

    Shamans have access to many rare and unusual forms of spirit magic. This is one of the distinguishing features of shaman, as an experienced shaman is very likely to know at least one rare or unique spirit magic spell that players may not have previously encountered, or even heard of, and is one of the reasons shamans are often figures of mystery. These rare and unusual spells can range from spells that are useless; to spells that resemble the special spirit magic spells of a specific cult, such as Jump or River Eyes; to spells that are variations of more common spirit magic spells, such as a Frostblade or Detect Life spell; to unique spells that do not correspond to any known spirit magic spells. As a rule of thumb, a typical tribal shaman will come across one such useful rare or unique spell every 5-10 years. As a result, they will rarely part with such spells.

    An example of one of the unique rare spells known to shamans is called Spirit Sword. The spell spirits that know it are rare, so shamans almost never let their followers learn it. The most likely way a non-shaman would have it is in a spell spirit binding matrix (with a user restriction, of course).

  • Spirit Sword: Variable, Touch, Temporal, Passive
  • Common names: Spirit Sword, Spirit Mace, Spirit Spear,
  • This spell enhances one's ability to defeat spirits one is fighting. Each point of the spell adds 5 percentiles to the target's Spirit Combat skill with an Attack or All-out Attack option. Every four points also adds 1 to the damage the target does with a successful Attack. (That is, 1 to 3 points add none, 4 to 7 points add one, etc.) The damage bonus for Spirit Sword is not doubled on a special or critical success in spirit combat.
  • Page 16:

    LEARNING AND USING SPELLS, replace most of with:

    Both shamans and priests may teach spirit magic. However, priests that are not shamans have access to only cult spell spirits. They explain that their Spellteaching rituals summon a cult spirit from which knowledge of the spell is gained. With the divine magic Spellteaching ritual, the cultist normally engages the cult spirit, which is typically Commanded not to resist, in spirit combat. Once the spirit is reduced to 0 magic points, the spirit appears to be absorbed by the cultist, and he or she gains the use of the desired spirit magic spell, after which the spirit is released to return to the magic source. The exact means by which the cult spirit is absorbed vary from cult to cult. Darkness cultists consume the spirit, Air cultists inhale the spirit, Fire/Sky cultists absorb heat, fire or light, Water cultists drink or breathe the sprit in, Moon cultists have a glow seep into them, Humakti feel the spirit cut its way into them, Harmony or Fertility cultists feel the spirit flow into them, Earth cultists absorb it, etc.

    To obtain the use of the spirit magic spell from a shaman, one must defeat a spell spirit that the shaman has summoned or brought over from the spirit world in spirit combat. Because the shaman has recently defeated the spirit, it's magic points are low and it is easy to defeat. The spirit will resist, though the shaman may be willing to cast spells that will aid the spell seeker, generally at an additional cost. If the spell spirit is defeated, by reducing it to 0 magic points, the spirit vanishes by one of the means described above, and the victor gains the use of the spell. If the spell spirit wins, the seeker is possessed by it, and as it is incapable of operating a body, the possessed individual effectively becomes comatose until the spirit is exorcised. The shaman will generally exorcise the spirit, but again, at an additional cost.

    In either case, if the spirit is not less than 3 MP's weaker than the student, and it succeeds in at least one attack, then the student is eligible for a POW check. It is possible to arrange with the priest or shaman for the spirit to be above the minimum magic point level so that the check can be sought although this may require extra time for a shaman to set up.

    Page 17:

    SPIRIT MAGIC, replace most of with:

    To use spirit magic, one calls upon the power of the spell. In a melee situation, this requires spending DEX SR + magic points in spell in SR. For the spell to be successfully cast requires a roll equal to or less than POW x 5 + Magic Bonus. If the roll succeeds, the spell is cast successfully and the caster loses the magic points spent to cast the spell. A failed roll results in the spell not being cast and the caster expending 1 magic point. A fumbled roll results in the spell not being cast and the caster losing all the magic points that would normally have been spent to cast the spell.

    Range of Spirit Magic: The range of a Ranged spirit magic spell is POWx5 in meters.

    Page 18:

    SPIRIT MAGIC SPELLS, various additions and corrections:

    Armoring Enchantment
    Common names: Armoring Enchantment, Enchant Armor
    Befuddle
    Common names: Befuddle, Bemuse, Confuse, Stun.
    Replace spell description with:
    This spell confuses an opponent that succumbs to it. It will cause him or her to wonder such things as: Why am I here? Is that a friend? What is happening? Who are they? Which ones are my enemies? Why is everybody fighting? When this spell successfully overcomes the power of its victim, make an INT roll for the victim. If the roll is above INTx5, the target of the spell will stand still for the duration of the spell, trying to figure out what is happening. If attacked, they can abort to a dodge or parry (at -20%), and beginning next round will no longer act as confused (the guy that attacked me is my enemy, and once he is dead his obvious allies are my enemies). Thus, with some clever management, a Befuddled opponent might actually end up attacking his own party for as long as the spell remains in effect.
    If the INT roll is equal to or below INTx5, the target realizes that he or she cannot fully comprehend the situation, but will react defensively if the situation in any away appears dangerous, taking any appropriate defensive action (they can dodge, parry, flee, put their back to a wall, cast defensive spells or heal themselves, etc.). If attacked their confusion will be resolved as above, and they will attack and defend normally in the next melee round.
    If the INT roll is equal to or below INTx1, in addition to reacting to a dangerous situation, the target realized they have been Befuddled, and can attempt to dispel the Befuddle should they know an appropriate spell. If attacked, they can choose to attack back, should they think this is truly a foe, but since they realize that they are Befuddled, it is more difficult to trick them into attacking their friends or allies (they can choose to remain entirely on the defensive, or should they attack, will often be more careful not to kill opponents in case they made the wrong decision).
    Binding Enchantment
    Common names: Binding Enchantment, Spirit Trapping Enchantment, Spirit Trap
    Bladesharp
    Common names: Bladesharp, Keenedge, Plowsharp, Sharpen, Swordsharp
    Bludgeon
    Common names: Bludgeon, Hammeright, Pound, Smite
    Control (Species)
    Common names: Control, Bind Spirit, Command, Spirit Binding
    Coordination
    Common names: Coordination, Dexterity, Nimblefinger
    Correction: Each point of Coordination increases the target's DEX by 2.
    Countermagic
    Common names: Countermagic, Spellward, Spell Shield
    Darkwall
    Common names: Darkwall, Darkness, Shade, Shadow
    Demoralize
    Common names: Demoralize, Fear, Panic, Rout
    Detect
    Common names: Detect, Find, Sense
    Dispel Magic
    Common names: Dispel Magic, Dispel, Lower Magic
    Dullblade
    Common names: Dullblade, Padding
    Disruption
    Common names: Disruption, Eurmal's Kiss, Harm, Kill Rats, Shatter, Slay Pest, Wound
    Endurance
    Common names: Endurance, Restore Wind, Second Wind, Stamina
    Replace spell description with: Every point of this spell restores five points of Short term Fatigue and .5 points of Long term Fatigue. This will never raise Fatigue above the original characteristic. Fatigue loss due to Encumberance can be restored for the next two minutes and will be available for use in combat.
    Extinguish
    Common names: Extinguish, Douse, Smother
    Fanaticism
    Common names: Fanaticism, Enrage
    Farsee
    Common names: Farsee, Eagle's Eye, Hawkeye, Farview, Longsee, Longview
    Firearrow
    Common names: Firearrow, Flamearrow
    Fireblade
    Common names: Fireblade, Flameblade, Firesword, Weapon of Flame
    Glamour
    Common names: Glamour, Bedazzle, Charm, Uleria's Blessing
    Glue
    Common names: Glue, Fasten, Hold
    Heal
    Common names: Heal, Cure Wounds, Healing, Treat Wounds
    Ignite
    Common names: Ignite, Firestarter, Spark
    Ironhand
    Common names: Ironhand, Ironfist, Toothsharp, Godsday Punch
    Light
    Common names: Light, Glow
    Lightwall
    Common names: Lightwall, Dazzle, Wall of Light
    Magic Point Matrix Enchantment
    Common names: Power Storage Enchantment, Storing Enchantment, Mana Battery
    Mindspeech
    Common names: Mindspeech, Mindwords, Telepathy, Whisper
    Mobility
    Common names: Mobility, Fleetfoot, Speed
    Replace spell description with:
    Each point of the spell adds 1 meter to the target's maximum movement in both the Move Phase and the Post Melee Move phase. A character with a base move of 3 m and a Mobility 5 spell taking a single action and double move will move at (3 x 2) +5 or 11 meters in the Move and Post Melee Move phases. Mobility costs one Short term Fatigue for every three points (round up).
    Multimissile
    Common names: Multimissile, Arrow Swarm, Twoshot, Threeshot, etc., Volley
    Protection
    Common names: Protection, Armor, Furstiff, Protect, Ward Damage
    Correction: Delete the last sentence.
    Repair
    Common names: Repair, Fix, Restore
    Addition: If a successful Craft (Item) skill roll is made when casting Repair, the item will not show a visible scar and will not permanently lose any hit points or armor points. Depending on the item in question, this may take some preparation time before the casting of the spell.
    Second Sight
    Common names: Second Sight, Magic Sight, Magic Vision, Sight, Spirit Eye
    Shimmer
    Common names: Shimmer, Blur, Cloud, Evasion
    Silence
    Common names: Silence, Hush, Sneak
    Correction: Each point adds 15 percentiles to Sneak.
    Slow
    Common names: Slow, Hinder, Hobble, Immobilize
    Speedart
    Common names: Speedart, Arrowboost
    Correction: Duration is Temporal.
    Spell Matrix Enchantment
    Common names: Spell Enchantment, Spell Spirit Trap Enchantment
    Spirit Screen
    Common names: Spirit Screen, Ghost Shield, Spirit Shield
    Replace spell description with:
    This spell protects someone from attack by spirits. Each point of the spell adds 10 percentiles to the character's Spirit Combat skill for a Defend or an All-out Defense option. The Spirit Screen works as a separate Defense option if the character does not choose a Defend option. In that case, however, the character rolls only for the Spirit Screen. Do not add it to his or her Spirit Combat skill. A character with Spirit Screen 2 up that was not defending against an attacking spirit would have a 20% skill for a free Defense action.
    Strength
    Common names: Strength, Lift Cart, Swell Thews
    Summon (Species)
    Common names: Summon, Call, Invoke
    Vigor
    Common names: Vigor, Health
    Visibility
    Common names: Visibility, Manifest
    Correction: Visibility is a Ranged spell.

    Page 23:

    USES OF DIVINE MAGIC IN SOCIETY

    Divine magic is considerably more powerful than spirit magic, and has a correspondingly greater effect on societies in which it is common. Fertility spells are often used to enhance the growth of crops; truth spells may be used at trials and oath swearings or to interrogate prisoners; markets, shops and important buildings are often warded; specific questions can be answered through divination; and even the dead can be brought back to life. Although divine magic is rarely used without a good reason, when important, it can be put to use with great effect.

    Page 27:

    LEARNING AND USING SPELLS, various additions and changes:

    A divine magic spell has a 95% chance of being successfully cast. On a roll of 96-99, the spell was not successfully invoked, and the caster can try again. On a roll of 00, the spell was miscast, and the spell was actually invoked, but did not affect its intended target.

    Page 29:

    TEMPLE SIZES, replace with:

    Glorantha is a magic rich world with many actively worshipped deities. Most sites of active worship are sanctified, either by a Sanctify spell or by being a holy site of that particular religion. In all cases, if the area is not sanctified, i.e., the site is not one particularly holy to the religion, and no Sanctify spell has been cast, it requires the sacrifice of five times the amount of magic points.
    Site (0-20 initiates, typically 0)
    A site is a simple place of worship where members of a religion gather to worship on holy days. A site has no magical effect in itself, a worshipper cannot learn or regain spells here, nor does it have any defenses. Such a place will usually not support a full time priest, nor will it detect as magical by itself.
    Shrine (15-60 initiates, typically 30)
    Shrines are the most common form of holy site. Every village or clan hearth will have one or more shrines. The shrines may be dedicated to an obscure local spirit or a great diety. The priest of a shrine may often be indistinguishable from the rest of the locals. At a shrine only the Divine spell of Worship Diety and a single divine spell special to the religion are available to learn or renew. Maintaining an active shrine typically requires the sacrifice of 30 magic points on the holy day of the religion. Eurmal shrines are an exception, since they can be maintained by a single Accolyte.
    Minor Temple (50-200 initiates, typically 100)
    A temple size commonly found in towns. There will be several priests, perhaps not well paid, a few servants, and perhaps an errand boy. Only the divine spells of Worship Deity, Spellteaching, and divine magics special to the religion are available for renewal, learning or defense. Spirit magic spells special to the religion may be learned as well. Maintaining an active minor temple generally requires the sacrifice of 100 magic points on the holy day of the religion.
    Major Temple (150-600 initiates, typically 300)
    A temple size commonly found in cities. There will be a number of priests, resident initiates, and a number of servants. Here all common divine magics and divine magics special to the religion are available for renewal, learning or defense. Spirit magic spells special to the religion may be learned as well. Maintaining an active major temple generally requires the sacrifice of 400 magic points on the religion's holy day.
    Great Temple (500+ initiates, typically 1000)
    A temple size commonly found in large cities. Depending on the religion, there will be dozens to hundreds of priests in a great temple, many initiates occupying various specialized posts, and a dither of servants rushing in and out of the gates. Spells available for renewal, learning or defense at a great temple include all common divine magics, divine magics special to the religion, spirit magic spells special to the religion, and all spells granted by any associate cult or religion. Maintaining an active major temple generally requires the sacrifice of 1000 magic points on the religion's holy day.
    Typical worshippers sacrifice a single magic point on the cult holy day. Note that a small number of particularly devoted or fanatical worshippers can maintain a higher level temple by sacrificing an unusually large amount of magic points, particularly if the area is a sanctified one. However, this will not allow the maintenance of a temple with less than the minimum listed number of initiates (i.e., 15 initiate is the minimum for an active shrine, 50 initiates for a lesser temple, 150 initiates for a major temple, and 500 initiates for a greater temple, even with an unusually high sacrifice of magic points on the worshipper's part).
    Lay members also worship, but as they have not established the close link to the god that initiates have, the contributions of five lay members will generally do as much as the contributions of a single initiate. Note that disembodied spirits can and do worship, thus letting some ancestor worship cults have hundreds or thousands of worshippers at what would be a shrine in the absence of these ghosts.

    Page 29:

    TEMPLE DEFENSES, replace second paragraph with:

    As a side effect of worship, every 50 initiates worshipping at a temple will typically provide 1 point of Power that is allotted for the defense of the temple. This amount depends more on the sacrifice of permanent power to the god for initiation and divine magic than the sacrifice of magic points during worship ceremonies. Commonly used spells are Sanctify, Warding, Find Enemy and any attack or summoning spells common to the religion. The spells will regenerate at the rate of 1 point a day if instant or temporal spells are triggered, or if they are dispelled. A standard distribution is 50% to the inner sanctum, 25% to the outer sanctum or priests' quarters, and 25% to the outer defenses.

    Page 31:

    SPELL DESCRIPTIONS, various additions and corrections:

    Absorption, p. 31
    Aldrya, Asrelia, Dendara, Kyger Litor, Gorgorma, Subere
    Correction: Delete the last sentence.
    Berserk, p. 31
    Babeester Gor, Gorgorma, Humakt (one use), Storm Bull, Yanafal Tarnils (one use), Zorak Zoran
    Replace fifth paragraph with:
    For the duration of the spell, the Berserker will not suffer any ill effects of fatigue loss, acting as if at normal levels of fatigue, regardless of the fatigue level they were at when the spell was cast. When the spell expires or is dispelled, the Berserker will suffer all the effects of short term fatigue loss incurred during the spells duration. As a character under the influence of a Berserk spell will not pause to rest, this will typically result in the character dropping into exhaustion, from which he or she can recover normally.
    Bless Crops, p. 32
    Dendara, Ernalda, Grain Goddesses
    Cloud Call, p.32
    Heler, Orlanth, Valind
    Add: Cloud Call can be modified by climate (including microclimate) and season. At the gamemaster's option, 1 to 5 percentiles can be added to the effect of each point of Cloud Call depending on favorable climate (i.e., Wintertop, Stormwalk Mountains, Fethlon) and/or season (Storm Season, Sea Season).
    Command (Species), p. 33
    Various
    Correction: Command (Species) is a 1 point spell, and is capable of affecting intelligent creatures.
    Create Ghost, p. 33
    Gorgorma, Humakt (one use)
    Excommunication, p. 33
    Add: This can only be successfully cast on an initiate or higher level member of a cult by the priest that initiated him into the cult or a priest of the same cult with the authority to exocommunicate (the exact details of which priests have this status vary from religion to religion).
    Extension, p. 34
    Replace the last sentence of the first paragraph:
    This spell, the Illusion spells, and the Path of Imminent Mastery spells are the only exceptions to the rule that only one Divine spell can be cast per spell action.
    Fear, p. 33
    Gorgorma, Magasta, Storm Bull, Wachaza, Zorak Zoran
    Replace results of the Fear Spell Table with:
    Critical Victim dies of fear.
    Special Victim collapses for 15 minutes, and must make a CONx5 roll or die as above.
    Success Victim is Demoralized for 15 minutes, as per the spirit magic spell.
    Failure No effect on normal INT creatures, restricted INT creatures are Demoralized for 15 minutes, as per the spirit magic spell.
    Fumble Victim is unaffected.
    Float, p.34
    Dormal, Magasta, River Gods
    Heal Body, p.34
    Aldrya, Babeester Gor, Dendara, Chalana Arroy, Ernalda, Gorgorma, Pamalt, Triolinia, Yelm, Yelmalio
    Illusions, p. 34
    Donandar, Trickster
    Replace the last paragraph with:
    Along with the spell Extension, Illusion spells and the Path of Imminent Mastery spells are the only exceptions to the rule that only one Divine spell can be cast during a spell action.
    Lightning, p. 35
    Lightning Boy, Mastakos, Orlanth
    Madness, p. 35
    Red Goddess, Seven Mothers
    Replace results of the Madness Spell Table with:
    Critical Catatonia. Victim collapses for 30 minus POW days (minimum 1 day) and loses 1d4 INT permanently. This effect can not be dispelled.
    Special Paranoia. Victim attacks nearest person as if Fanatic (see the spirit magic spell Fanaticism) for 15 minutes. If the first target falls, the victim moves on to the next closet target. If no targets are left, the victim becomes catatonic for the remainder of the spell effect, and cannot be awakened.
    Success Victim is Befuddled for 15 minutes, as per the spirit magic spell.
    Failure No effect on normal INT creatures, restricted INT creatures are confused for 15 minutes, as if failing an INT roll after being hit by a Befuddle spell that could actually affect a restricted INT creature. Fumble Victim is unaffected.
    Mindblast, p. 35
    Red Goddess, Seven Mothers, Trickster
    Reflection, p. 35
    Aldrya, Etyries, Red Goddess, Seven Mothers
    Regrow Limb. p.36
    Aldrya, Chalana Arroy, Dendara, Ernalda, Flamal, Grain Goddess, Issaries, Lodril, Red Goddess, Seven Mothers, Xiola Umbar
    Restore Health, p.36
    Chalana Arroy, Xiola Umbar, Various
    Resurrect, p. 36
    Ritual Spell (Cermony), Nonstackable, Reusable
    Aldrya (one use), Ancestor Worship (one use), Chalana Arroy, Seven Mothers, Xiola Umbar (one use), Yelm (one use)
    Add to p. 36:
    Sever Spirit
    3 points Ranged, Instant, Nonstackable, Reusable
    Humakt, Yanafal Tarnils (one use), Zorak Zoran (one use).
    This spell cuts the bond between the body and spirit of the target. The user must make a successful MP vs. MP roll. If succesful, the target dies. If unsuccessful, the target takes 1d6 damage to his or her general hit points, with effects similar to poison damage.
    Shield, p. 36
    Aldrya, Babeester Gor, Gorgorma, Humakt, Lodril, Maran Gor, Orlanth, Pole Star, Storm Bull, Wachaza, Waha, Xiola Umbar, Yanafal Tarnils, Yelm, Yelmalio, Zorak Zoran
    Correction: Delete the first sentence of the last paragraph of the spell description.
    Soul Sight, p. 36
    Correction: Soul Sight is actually a 1 point spell.
    Spirit Block, p. 37
    Replace spell description with: Each point adds 50 percentiles to the character's Spirit Combat skill for a Defend or an All-out Defense option. The Spirit Block works as a separate Defense option if the character does not choose a Defend option. In that case, however, the character rolls only for the Spirit Block. Do not add it to his or her Spirit Combat skill. In addition, each point of Spirit Block acts as one point of 'spiritual armor', which absorb one point of magic point drain from spirit combat, just as physical armor absorbs damage. Critical spirit attack successes ignore this armor. A character with Spirit Block 2 up that was not defending against an attacking spirit would have a 100% skill for a free Defense action, and would subtract 2 magic points of damage from any non-critical spirit combat attacks.
    Sunspear, p.37
    Yelm, Yelmalio
    Thunderbolt, p. 37
    Lightning Boy, Orlanth
    True (Weapon) p. 37:
    Humakt, Seven Mothers, Yanafal Tarnils
    Addition: The spell is compatible with Bladesharp or Bludgeon, as appropriate for the weapon, but if a Fireblade is cast on it, it will do the Fireblade damage or the Truesword damage, whichever is greater.

    Page 38:

    SORCERY, various changes in mechanics:

    [This section is not yet complete, but we thought we'd include it to get people's comments on the proposed changes in basic mechanics. This system abolishes Free INT, and using a system that is entirely skill based instead, with no limits to the number of spells or sorcery skills a sorcerer can learn other than time.]
    Querry. Why abolish Free INT? That concept made familiars extremely important and made all sorts of interesting changes in character actions. The reason for the change ought to be discussed. Steve
    Abolishing the Free INT restrictions will probably make it easier for sorcerers to cast large spells, and reduce the need for Familiars and INT Spirit binds. It also might improve the use of sorcery during combat at the expense of making it even stronger out of combat than it already is. While these might be nice goals from a player's viewpoint, I don't agree with the change either. I like the Free INT rules! If you are going to change something, then reduce the stat losses from making a familiar. Bob Stancliff

    SORCERY MECHANICS

    Preparing to cast a Low Magic spell requires 3 SR. Preparing to cast a High Magic spell requires 6 SR. Casting time is normally preparation SR + DEX SR + total magic points used in SR. A sorcery spell can be readied, then held ready to cast as long as the caster moves no faster than his or her basic movement rate per melee round and his or her concentration is not broken. A ready spell is cast in half the normal cast time in SR. The effects of sorcery spells are not additive. If two similar spells are cast on the same target, only the higher powered spell will have an effect. For example, casting a Damage Boost intensity:2 and a Damage Boost int:3 (in either order) will leave you with a Damage Boost int:3 (not int:5).

    SPELL MANIPULATION

    The sorcery skills of Intensity, Range, Duration and Multispell allow a sorcerer to manipulate a sorcery spell, adding additional power, duration or range to the spell, or casting multiple spells at a reduced cost.

    LIMITS TO SPELL MANIPULATION

    The effective level of manipulation (Intensity, Duration, etc.) that can be added to a spell is the lowest used manipulation or spell skill%/5, whichever is lower. Round up in all cases. For example, a sorceror that knows Intensity 55%, Range 94% and the Neutralize Magic spell at 74% may add 11 levels of manipulation to the Neutralize Magic spell.without penalty. Every additional point of manipulation is a -5% to casting chances.

    MAXIMUM SPELL MANIPULATION

    This change was unnecessary, so I deleted it. Free INT limits spell manipulation.

    SPELL COST

    A spell typically costs 1 Magic Point plus 1 Magic Point for every level of manipulation applied to it. For example, if the sorceror above casts a Neutralize Magic spell with 6 extra levels of Intensity and 7 extra levels of Range, the total Magic Points spent would be: 1 (base cost) + 7 (for 7 range levels) + 6 (for 6 levels of extra Intensity) = 14 Magic Points. The Multispell manipulation can reduce the total MP cost in certain cases.

    BASIC SORCERY SKILLS

    The following sorcery skills are traditionally tought to most peasants, commoners and townsmen. They are also taught to acothylists and apprentices.

    Intensity: As per RQIII, except that: A missed Intensity roll costs 1 magic point and fails to add any intensity to the spell. A fumbled Intensity roll fails to add intensity to the spell and costs the full number of magic points that would normally have been expended on the additional intensity. Intensity is a Medium difficulty Magic skill.

    Ceremony: As per RQIII, except that: Ceremony bonuses have no effect on the maximum level of any manipulation, they simply increase the chance of a successful cast. Ceremony is a Medium difficulty Magic skill.

    LOW MAGIC

    Low Magic is the simplest form of sorcery to learn. These spells are studied by peasants, commoners, townsmen, acothylists and apprentices alike. They are also the safest sorcery spells that can be cast. If one misses a casting roll with a Low Magic spell, the spell is not cast. If the roll is fumbled, one magic point is lost, with no other ill effects. A critical success costs no magic points

    TIME TO LEARN LOW MAGIC

    After 50 hours of study, a skill level equal to the student's Magic Bonus + 1d6 is acquired. Further study is as per an Easy Magic skill.

    LOW MAGIC SPELLS

    (This section will consist of list of commonly available low magic, which will include spells such as Enhance <Statistic>, healing spells, Bless <Tool> spells (is this a re-division of Damage Boost?), detection spells, repair spells, light, ignite, and extinguish spells.

    ADVANCED SORCERY SKILLS

    These skills are generally only taught to sorcerers of the apprentice rank or higher. Enchant and Summon are on occasion taught to acothylists.

    Sorcery Lore: The basic knowledge skill of sorcery. Sorcery Lore allows a sorcerer to understand and identify sorcerous spells and enchantments. If the sorceror is unfamiliar with the spell or enchantment in question, he or she can only identify the basic properties of the spell or enchantment. Identifying spells or enchantments generally requires Mystic Vision or some other means of seeing magic to be useful, although if trying to recognize a spell being cast, rolling under half the sorcerer's Sorcery Lore allows the sorceror to recognize the spell being cast by seeing and hearing the caster's gestures and intonations alone.

    ADVANCED MANIPULATIONS

    Duration: As per RQIII, except that: A missed Duration roll costs one magic point and fails to add any duration to the spell. A fumbled Duration roll fails to add duration to the spell and costs the full number of magic points that would normally have been expended on the additional duration. Duration is a Hard Magic skill.

    Range: As per RQIII, except that: The caster must have direct line of sight to affect a target, and spells with Touch range cannot be extended. A missed Range roll costs 1 magic point and fails to add any range to the spell. A fumbled Range roll fails to add range to the spell and costs the full number of magic points that would normally have been expended on the additional range. Range is a Hard Magic skill.

    Multispell: This manipulation allows for casting multiple spells at a reduced cost in magic points. Each spell may be directed at a different target provided that all targets are within range and sight of the caster. It can also be used to cast spells on each other, i.e., casting Resist Magic on a spell to make it difficult to detect with Detect Magic or Mystic Vision. Ritual magic cannot be Multispelled.

    Each level of Multispell permits one additional spell to be cast. First the sorcerer determines the amount of Intensity, Range, and Duration he will use, within his normal limits, and all spells are affected identically. However, Touch spells gain no range this way, and Instant spells gain no duration, even when combined with ranged or temporal spells. The cost of the spells in magic points is equal to the total points of manipulation, counting the Multispell. The time need to cast the spells is equal to the total points of manipulation used, multiplied by the number of spells being cast. This is the major exception to the usual rule for time and cost of spellcasting. Multispell is a Hard Magic skill. Note: you save many MP's, and only pay for one spell preparation.

    Enchant: As per Enchant

    Summon: As per Summon.

    HIGH MAGIC

    Spell Criticals A critical success with a High Magic spell will typically have twice the normal effect of the spell. Spell Fumbles The more powerful High Magic sorcery spells can be fumbled, possibly with disastrous consequences.

    SORCERY FUMBLE TABLE (Not quite done yet)

    HIGH MAGIC

    These are the true spells of sorcery. They are typically taught to sorcerers of apprentice rank or higher, knights and the nobility. Apprentices pay for their training in services rendered, knights may have their spells paid for by their lord, or may have to pay for them on their own. Other sorcerers must pay for their training. Each High Magic spell is learned and acquired as a Magic skill of varying difficulty, typically Medium or Hard, although some are of Very Hard difficulty.

    HIGH MAGIC SPELLS

    (This section will contain spells similar to most of the RQIII sorcery spells, with some additions and some spells redefined. Certain spells are specific to certain schools of sorcery (Vadeli, Brithini, Hrestoli, etc.), and certain schools of sorcery forbid the learning of certain spells (typically Tap), and do not teach others (i.e., Immortality). Independent sorcerers do not have access to school specific spells, but they can study any other sorcery spells they can access).

    Page 54:

    ENCHANTING, various corrections:

    Armoring Enchantment, p. 57
    Correction: Each point of POW adds 1d3+1 armor points, not 1d6.
    Binding Enchantment, p. 57
    Addition: Each point of POW allows one to create an item that has the potential to bind a creature with 20 points of a single characteristic. To create a POW spirit binding enchantment that can trap a POW spirit of POW 21 to 40 would require a 2 POW enchantment.
    Magic Point Matrix Enchantment, p. 57
    Correction: Each point of POW stores 1d6+1 magic points, not 1.
    Spell Matrix Enchantment, p. 57
    Clarification: A spirit magic enchantment is needed to create a spirit spell matrix. The divine enchantment is needed to create a divine spell matrix. Sorcery is needed to create a sorcery matrix.
    Strengthening Enchantment, p.58
    Correction: Each point of POW adds 1d3+2 hit points to a specific hit location, or 1d3+1 hit points to general hit points. (Not 1d6).

    RQIV GAMEMASTER BOOK

    Page 24:

    STANDARDS OF LIVING TABLE, replace sections with:

    1 L/day, 7 L/week, 56 L/season, 294 L/year
    Status: Untrained labor, menials, prisoners, slaves, drafted commmon soldiers, beggars, reclusese, etc. and their children.
    2 L/day, 14 L/week, 112 L/season, 588 L/year
    Status: Trained workers, peasants, poor crafter, soldier, servant, poor tradesmen, etc.
    4 L/day, 28 L/week, 224 L/season, 1176 L/year
    Status: Average workers, landed peasants, crafter, trained mercenaries, peddlars, sergeants, servants to those of moderate wealth, captains of large boats, acolytes, assistant shamans, assistant sorcerer, etc.
    8 L/day, 56 L/week, 448 L/season, 2352 L/year
    Status: Expert workers, lieutenants, captains of small ships, average mercenaries, professionals, servants that command other servants or have independent responsibilities, minor priests, minor shamans, minor sorcerers, etc.
    16 L/day, 112 L/week, 896 L/season, 4704 L/year
    Status: Master workers, master crafters, merchants, traders, expert mercenaries, knights, thanes, poor nobles, priests, shamans, sorcerers.
    32 L/day, 224 L/week, 1792 L/season, 9408 L/year
    Status: Elite mercenaries, minor nobility, master merchants, minor nobility, secretaries and factotums to nobility, well off priests, powerful shaman, well off sorcerers.
    64 L/day, 448 L/week, 3584 L/season, 18,816 L/year
    Status: Counts, earls, nobility, important priests, shamans with direct connections to rulers and other powerful personalities, locally important sorcerers.
    250 L/day, 1750 L/week, 14,000 L/season, 73,500 L/year
    Status: Dukes, high priests, magi, great shamans
    1000 L/day, 7000 L/week, 56,000 L/season, 294,000 L/year
    Status: Archdukes, princes, archpriests
    4000 L/day, 28,000 L/week, 224,000 L/season, 1,176,000 L/year
    Status: King, queen, pontiff
    16,000 L/day, 112,000 L/week, 896,000 L/season, 4,704,500 L/year
    Status: Emperor, pharaoh, king of kings

    Page 26:

    PRICES, replace most of with the following:

    Some base prices.
    The base price of an item is generally the price one can normally buy something at in an area where it is commonly available. Nominal Value for Raw (unenchanted) Metals
    Iron 700/ENC
    Gold 600/ENC
    Silver 50/ENC
    Quicksilver 40/ENC
    Aluminum 40/ENC
    Tin 15/ENC
    Bronze 7/ENC
    Copper 5/ENC
    Lead 1/ENC

    In Glorantha Quicksilver and Aluminum are different forms of the same metal. When Tin and Copper are mixed in a 1:4 ratio, bronze is produced, but bronze can also be mined directly out of the ground.

    Enchanting metals require the expenditure of 1 point of permanent POW per 10 ENC of metal. This will typically add a minimum of 150L per ENC to the value of the metal. The metal must already be worked or else the smithing will destroy the enchantment.

    Worked metal is typically worth 1 to 10 times its raw ENC value, depending on the level of skill and length of time required to work it into its final form. Minted coins are typically worth twice their raw ENC value. Iron armor and weapons will typically be worth at least 20 times the value of an equivalent bronze item. A piece of crafted iron will generally not be worth less than 1000L/ENC of Iron. Note: with a Bronze weapon, the smithing is the major part of the cost, but with an Iron weapon, the metal is the major part (and the smithing is a little more expensive also).

    Rates of Exchange:
    5 bolgs = 1 Clack (C)
    10 clacks = 1 Lunar (L) (also known as a Guilder)
    20 Lunars = 1 Wheel (W)
    Common prices:
    Tools Awl 1L
    Wood Axe 15L
    Hatchet 10L
    Hammer 1L
    Hoe 3L
    Scythe 10L
    Shovel 20L
    1 hour candle 2C
    1 hour torch 5C
    Lantern 15L
    1 liter lantern oil 2L
    Traveler's Pack 30L
    Back Pack 3L
    3 meter pole 2L
    10 meters rope 5L
    Weapons
    Ball and Chain 125L
    Battleaxe 50L
    Bastard Sword 125L
    Bow, Composite 150L
    Bow, Self 75L
    Broadsword 60L
    Club 2L
    Crossbow, Arbalest 500L
    Crossbow, Heavy 200L
    Crossbow, Light 100L
    Dagger 15L
    Flail, Military 120L
    Flail, 3 chain 120L
    Gladius 40L
    Great Hammer 100L
    Great Sword 250L
    Halberd 150L
    Hand Axe 25L
    Javelin 30L
    Knife 5L
    Lance 75L
    Mace, Heavy 40L
    Mace, Light 25L
    Main Gauche 75L
    Pike 50L Pilum 75L
    Poleaxe 125L
    Rapier 75L
    Rhompia 75L
    Quarterstaff 2L
    Scimitar 60L
    Sickle 30L
    Sling 5L Sling, Staff 10L
    Spear, Short 15L
    Spear, Long 20L
    Throwing Axe 40L
    Throwing Knife 40L
    Prices above are for bronze or wood weapons.
    Shields
    Buckler 50L
    Heater 25L
    Hoplite 75L
    Kite 60L
    Target 75L
    Round 60L
    Armor
    Soft Leather (1) 40L
    Hard Leather (2) 60L
    Cuirbouilli (3) 120L
    Bezainted (4) 200L
    Ringmail (4) 300L
    Scale (5) 450L
    Brigandine (5) 550L
    Lamellar (6) 700L
    Light Chainmail (6) 800L
    Heavy Chainmail (7) 1600L
    Light Platemail (7) 1800L
    Heavy Platemail (8) 3600L
    Field Plate (9) 8000L
    Prices are for a full suit, SIZ 10-15. If SIZ is below 10, subtract 10% from price, if SIZ is 16 to 18, add 10% to price, if SIZ is 19 to 21, add 25% to price.
    Greaves are 35% the cost of a full suit,
    Vambraces are 20% the cost of a full suit,
    Hauberks are 35% the cost of a full suit,
    Helms are 10% the cost of a full suit.

    Barding for a horse or similarly sized riding animal typically cost 5x the equivalent armor cost.

    Saddles:
    Light saddle 50L
    Nomad's saddle 250L
    Knight's saddle 500L
    Animals:
    Bull 800L
    Cow 200L
    Mule 250L
    Horse, Riding 300L
    Horse, Cavalry 1500L
    Horse, War (untrained) 5000L
    Horse, War (trained) 10000L
    Slaves:
    Average male
    Average female
    Average child
    Skilled adult
    Educated adult
    Cost of food and drink
    Poor 2C/day
    Common 5C/day
    Average 1L/day
    Superior 2L/day
    Excellent 4L/day
    Noble 8L/day
    Cost of Lodging
    Poor 5C/day
    Common 1L/day
    Average 2L/day
    Superior 6L/day
    Excellent 12L/day
    Noble 24L/day
    Cost of labor:
    Cost of unskilled labor 1L/day
    Cost of trained labor 2L/day
    Cost of skilled labor 4L/day
    Cost of expert labor 8L/day
    Cost of a master craftsman 16L/day

    If the work is dangerous or irregular, double the above amounts (i.e. for mercenaries or part time help). Cavalry or mounted messagers recieve twice the above amounts. Leaders recieve twice the above amounts.

    Weregeld:
    Weregeld is typically worth 7 x annual income.
    Ransoms range from 1x to 7x annual income.
    Yearly income       Weregeld
    
    294L (poor)           2,058L
    
    588L (struggling)     4,116L
    
    1,176L (average)      8,232L 
    
    2,352L (expert)      16,464L
    
    4,704L (master)      32,928L
    
    9,408L (minor noble) 65,856L 
    
    etc. 
    Cost of 1 point of permanent POW:
    1000L if no real skill is required (i.e. sacrificing for Divine Magic)
    1500L if skill is required (i.e. a typical enchantment)
    2000L if a great deal of skill is required (i.e. a complex enchantment).
    Note, this is roughly equivalent to 1/10 the weregeld of an average man.
    Cost of spirit magic casting:
    1L/1 point
    2L/2 points
    4L/3 points
    8L/4 points
    16L/5 points
    32L/6 points
    64L/7 points
    128L/8 points etc.
    These spell prices are half the listed amount if for a cult spirit magic spell cast for an initiate of the cult.
    One quarter the listed amount if cast by a shaman for a member of his or her tribe.
    If cast by a shaman for a complete stranger, double the listed amount.
    If the shaman must discorporate to hunt for the spell first, quadruple the listed amount (i.e., at list price for a member of the tribe).
    Cost of divine magic casting:
    100L per point of spell for a reusable spell.
    2000L per point of spell for a one-use spell.
    These prices are half the listed amount if cast for an initiate of the cult.
    Cost of sorcery casting:
    Base spell cost 1L
    Per point of total manipulation:
    1L/1 point
    4L/2 points
    9L/3 points
    16L/4 points
    25L/5 points
    36L/6 points
    49L/7 points
    64L/8 points
    81L/9 points
    100L/10 points
    121L/11 points
    144L/12 points
    169L/13 points
    196L/14 points
    225L/15 points
    256L/16 points
    289L/17 points
    324L/18 points
    686L/19 points
    800L/20 points etc.
    The above prices are for High Magic.
    Halve the prices for Low Magic.
    These prices would be for casting spells for a compete stranger.
    Enchantments:
    Enchantments will typically cost 1500L to 2000L/point of permanent POW expended, depending on the complexity of the enchantment.
    Cost of summoning:
    Typically twice the square of the magic points expended in the summoning, or in other words twice the amount on the sorcery table above.
    It costs twice the above amount if the spirit summoned is moderately dangerous (magic, passion or disease spirit),
    Four times the above amount if the spirit summoned is exceptionally dangerous (ghost, wraith, elemental).
    Magic items:
    Matrices are typically worth 1500L/point.
    Magic point storage crystals or matrices are typically worth 400L/point.
    Powered crystals are typically worth 1000L-2000L/point.
    Fixed truestone is typically worth 2000L+1000L/point.

    Page 36:

    NORMAL DAILY SAILING PROCEDURE,

    Change the first paragraph of the page to read: "...tegrity of the ship protected the cargo and crew despite the captain's incompetence and the ship suffers no loss. If the seaworthiness resistance roll falls reduce seaworthiness by one point."

    RQIV CREATURES BOOK

    Page 10:
    BRONTOSAUR,
    correction: The tail lash should do 4D6 damage, not 7D6 damage.
    Page 13:
    CHONCHON,
    corrections: Notes: After a successful Bite, it hangs on and Attacks in spirit combat every round. Each successful spirit combat Attack does 1D6 MP damage, regardless of the Chonchon's MP. It absorbs the MP its victim loses. The target can Defend against this Attack, but cannot Attack the chonchon in spirit combat.
    Skills: add Spirit Combat 80 + 13.
    Page 17:
    ELEMENTALS,
    add to introduction: Elementals are considered embodied spirits for the purposese of spirit combat. Their Spirit Combat skill is usually 25% plus magic bonus.
    Page 21:
    GHOST,
    correction and additions: Ghosts have no STR but do have INT of 2D6+6.
    Magic: A ghost may possess any type of magic, at the gamemaster's option. A shaman's ghost will have rejoined with it's fetch and their INT and POW will be combined. Ghosts may have unusual abilities or powers, ranging from Second Sight at will, the ability to demoralize opponents by its presence as might a ghoul,to special abilties in spirit combat.
    Skills: A ghost's Spirit Combat skill can be anywhere from base up to many hundreds of percentiles, depending on its age and activity level. Insane ghosts often make All-out Attacks. A ghost may retain a number of skills from its former life, particularly knowledge or language skills.
    Page 34:
    SKELETON,
    correction: The first point of POW used in the ritual will animate a skeleton of up to SIZ 20, giving it the STR and DEX it had in its former life. Every additional 20 points of SIZ require another point of POW.
    Page 35:
    SPIRIT,
    additions: A spirit's Spirit Combat skill is at least 25% plus bonus. An intelligent spirit's skill can be higher, with no limit to how high it can go. Spirits, after all, live on the spirit plane full time and engage in Spirit Combat often.
    Unintelligent spirits lack Spirit Sense. Intelligent spirits usually have it at a level close to their level of Spirit Combat.
    An intelligent spirit's Spirit Lore is likewise.
    Intelligent spirits may also have other skills as well, typically knowledge or language skills.
    Unintelligent spirits do not have Spirit Lore skill.
    A Disease or Passion Spirit Attacks like any other kind of spirit.
    A Spell Spirit's Spirit Combat skill is typically 25% plus 5% per point of the spell it knows.
    Spirits in the Outer and Inner Regions of the spirit plane tend to have higher skills than those in the Frontier Region. Spirits may have unusual abilities or powers, ranging from Second Sight or Visibility at will or unique magical powers to special abilties in spirit combat.
    Page 39:
    VAMPIRE,
    addition: A vampire's Spirit Combat skill stays the same as in life, unless raised by experience. Its touch, however, drains MP on a simple MP v. MP roll, and the target cannot Defend against it.
    Page 41:
    WRAITH,
    additions: A Wraith always makes a single All-out Attack, and always Attacks on SR 1 at a DEX of 20. Skills: Its Spirit Combat skill is whatever it was in life, plus gains from experience. A typical Wraith has a skill of 60. If the Wraith's Attack succeeds, it does 1D6 HP damage to a random missile/spell location of the target. A Wraith attacking a helpless target (sleeping, unconcious, or incapacitated) drains points from the target's INT, STR, or CON, instead of doing damage. It gets the same effect when it succeeds in a critical attack on a target that is not helpless.
    Page 43:
    WYVERNS,
    correction: The wyvern's sting injects poison with a POT equal to the creature's CON.