This covers Magic, Spell teaching, Creature
changes, and some misc..
Rune Quest 4: D) Magic
Page 10:
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).
Page 11:
SPELL EFFECTS, addition:
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:
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:
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.
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.
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.
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.
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).
Page 16:
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:
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:
- 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:
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:
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:
- 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:
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:
- 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:
[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
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).
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.
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.
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.
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 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
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.
(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.
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.
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.
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)
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.
(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:
- 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:
- 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:
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."
- 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.