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This is a revision of the RuneQuest divine magic system. In these
rules, the knowledge of divine spells is separate from the power used
to cast the spell. As such, it represents a half-way house between the
traditional Rune magic system and the Runepower variant.
Acquiring Spells
Divine magic in Glorantha consists of re-enacting the myths of one's god,
and using those myths to alter the material world in a manner the caster
wishes. Using this model, when an initiate or priest learns a new divine
spell, they are taught in detail the relevant myth and how to apply it
to the material world. This also results in the person learning the spell
gaining 1d8 points in the <Cult> Lore skill. However, he loses no Power,
and may not have the magical strength to impose the myth on the mundane
world. Each spell has a set of Runes associated with it: those are the
Runes that are needed to power the spell.
Optional rule
A character may wish to re-enact a myth they have not been explicitly taught
as a spell. If so, the player should describe the myth that is being re-enacted
(or at least give a convincing account of a previously unmentioned myth),
and roll d100. If the result is a special or critical success for both
<Cult> Lore and Ceremony skills, the myth is re-enacted successfully.
This should probably not take less than one minute per point of spell.
The character must have sufficient runes to power the spell.
Acquiring Runes
Normally people have normal, unaspected, Power. This is used to cast and
resist spells, and to damage or influence spirits in spirit combat. However,
it is not potent enough for divine spells. To provide the magical power
for divine magic, the magician must convert their Power to aspected or
runic Power. During a Worship ceremony, any Initiate or Priest may convert
one or more points of their unaspected Power to an aspect (Rune) of their
god. Any Rune owned by the god can be obtained by the supplicant. For example,
an Humakti Swordsister can gain Death or Truth aspected Power.
When a person is initiated into a cult, part of that ceremony is to
aspect some of their Power to a Rune of that cult (this is the "costs a
point of POW" requirement from standard RQ). It is considered a sign of
great piety to convert more than one point at that time.
Having and Keeping Runes
Acting in a manner which goes against the core values of the cult may result
in the temporary or permanent loss of runes. For instance, Humakti that
poison their swords may find they lose a point or two of Death; Chalana
Arroy healers that refuse to heal people may lose some Fertility. Also,
possessing lots of a particular rune will bend a person's behaviour towards
that rune. Possessors of many Truth runes will find it difficult to lie;
possessors of many Storm runes will be mercurial.
Subcults
Subcults often represent deeper mysteries of a deity and often provide
access to new runes and spells. When he joins the subcult, he must sacrifice
to gain the additional rune as part of his initiation into that subcult.
This is in addition to any other requirements of the subcult.
Associated Deities
Associated deities provide additional powers to a cult. Priests of an associated
deity will teach the specified spell(s), and cultists are able to gain
the associate's runes as aspects.
Multiple Cults
If a single character is a member of many cults, they must still convert
one point of Power when they join another cult, even if they already have
runes for the new deity. However, runes possessed by a character are not
specific to a god: a Truth rune gained in a Lhankor Mhy worship can be
used to power an Humakti Morale spell. That rune could then be regained
in a Yelmalion temple.
Casting Spells
To cast a divine spell, the person must know both the myth to re-enact,
and have sufficient runes to power the spell. When the spell is cast, the
requisite number of points of aspected Power are used to provide the power
for the spell. For example, an Humakti Swordsister with runes    
can cast either one Sever Spirit (   )
or two Oaths (  ).
If the spell is one-use, the runes used are gone permanently (note that
only priests are normally allowed to learn such spells). If the spell is
reusable, the runes used to power it can be regained.
Regaining Runes
Runes are regained during Worship ceremonies, providing the officiating
priest succeeds in their Ceremony skill. All Runes owned by the deity are
regained at this time. Initiates regain runes if they attend the High Holy
Day ceremony, Acolytes regain runes at the seasonal Holy Days, Priests
at the weekly rituals. Runes obtained from associated deities are regained
on the associate's holy days (if the associate is not worshipped separately,
the main cult will provide Worship ceremonies on the relevant
days).
Optional Rule
If the deity worshipped is the current owner of the rune, that rune is
regained as if the cultist is one level higher; Priests regain one point
of that rune each day they serve the cult on holy ground, in addition to
other regains.
Optional Rule
Attending the relevant Holy Day ceremonies will only gain the worshipper
one rune of the appropriate type. Succeeding a Ceremony roll will get them
all back. Each additional level of success will regain the worshipper runes
as if the Holy day was one level more important. Fumbles will ensure no
runes are regained. Worshipper's level of success is limited to priest's
level of success. (Initiates will regain all runes on weekly holy day with
critical ceremony, on seasonal holy day with special ceremony).
Common Spells
All common spells are either one point spells or rituals. The runes given
below are the most effacious runes to use. If a cult has a particular divine
spell, but does not have access to the rune specified, other runes may
be substituted at a ratio of 2:1. For example, a Storm Khan (runes   )
wishes to cast Spirit Block ( ).
He does not have a Spirit rune, and so decides to use two Death runes to
power the spell. Opposed Power Runes cannot be used (e.g.,
cannot be used to cast Heal Wound ( )).
| Armouring Enchantment |
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| Binding Enchantment |
or
<Species> |
| Dismiss Magic |
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| Divination |
or
<Deity> |
| Excommunication |
<Deity> |
| Extension |
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| Find Enemy |
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| Find <Substance> |
or
<Element> or <Form> |
| Heal Wounds |
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| Magic Point Matrix Enchantment |
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| Mindlink |
or  |
| Sanctify |
<Deity> |
| Soul Sight |
or  |
| Spell Matrix Enchantment |
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| Spellteaching |
<Deity> |
| Spirit Block |
or  |
| Strengthening Enchantment |
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| Summon |
<Species> * 2 |
| Warding |
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| Worship <Deity> |
<Deity> |
Special Spells
For each cult, the deity's runes are listed, with those provided by associates
in brackets following. Subcult spells and runes are in square
brackets.
Waha
( )
| Command Gnome |
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| Command Spirit of Law |
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| Fix Intelligence |
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| Release Intelligence |
  |
| Shield |
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| Call Founder |
      |
| (Cremate Dead) |
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| (Impede Chaos) |
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| (Speak to Herd Beasts) |
  |
Eiritha
( )
{ }
| Bless Animals |
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| Speak to Herd Beasts |
  |
| (Accelerate Growth) |
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| (Command Gnome) |
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| (Heal Body) |
   |
| (Shield) |
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| {Pathway} |
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| {Peace} |
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| {Seal Spirit} |
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{These spells are available only at the Paps}
Storm Bull
( )
| Rage of the Bull (Berserk) |
  |
| Command Sylph |
  |
| Face Chaos |
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| Impede Chaos |
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| Hide of the Bull (Shield) |
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| (Cloud Call) |
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| (Command Spirit of Law) |
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| (Cure Chaos Wound) |
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| (Earthpower) |
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| (Fear) |
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| (Increase Wind) |
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| (Speak to Herd Beasts) |
  |
Daka Fal 
| Axis Mundi |
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| Free Ghost |
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| Gift Power |
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| Gift Spell |
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| Incarnate Ancestor |
  |
| Spirit Guardian |
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| Spirit Melding |
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| Summon Ancestor |
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Foundchild
( )
| Draw Beast |
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| Sureshot |
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| (Shield) |
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| (Speak to Herd Beasts) |
  |
Orlanth
[ ]
( )
| Bless Thunderstone |
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| Bless Woad |
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| Cloud Call |
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| Cloud Clear |
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| Command Sylph |
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| Decrease Wind |
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| Flight |
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| Increase Wind |
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| Shield |
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| Thunderbolt |
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| Wind Warp |
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| Wind Words |
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| [Lightning] |
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| [Dark Walk] |
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| [Mist Cloud] |
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| [Great Parry] |
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| (Analyse Magic) |
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| (Charisma) |
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| (Face Chaos) |
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| (Guided Teleportation) |
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| (Identify Scent) |
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| (Lock) |
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| (Rain) |
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| (Restore CON) |
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| (Restore STR) |
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| (Teleportation) |
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Issaries
( )
| Create Market |
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| Create Great Market |
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| Lock |
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| Passage |
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| Path Watch |
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| Spell Trading |
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| (Analyze Magic) |
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| (Clever Tongue) |
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| (Flight) |
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| (Regrow Limb) |
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Lhankor Mhy
( )
| Analyze Magic |
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| Clairvoyance |
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| Knowledge |
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| Mind-Read |
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| Reconstruction |
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| Translate |
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| Truespeak |
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| (Clever Tongue) |
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| (Create Neutral Ground) |
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| (Restore INT) |
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| (Wind Words) |
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Chalana Arroy
( )
| Comfort Song |
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| Command Healing Spirit |
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| Cure Chaos Wound |
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| Heal Body |
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| Regrow Limb |
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| Resurrect |
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| Restore Health <Any> |
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| Heal Constitution |
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| (Accelerate Growth) |
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| (Analyze Magic) |
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| (Create Neutral Ground) |
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| (Shield) |
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Yelmalio
( )
| Catseye |
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| Indomitability |
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| Sunbright |
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| Shield |
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| (Bless Crops) |
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| (Heal Body) |
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| (Speak to Birds) |
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| (Sunspear) |
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Humakt 
| Death Song (Berserk) |
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| Detect Truth |
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| Morale |
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| Oath |
  |
| Sever Spirit |
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| Shield |
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| Truesword |
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| Turn Undead |
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Seven Mothers
( )
| Reflection |
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| Resurrection |
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| Shield |
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| (Chaos Gift) |
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| (Command Lune) |
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| (Concealment) |
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| (Eloquence) |
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| (Madness) |
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| (Mindblast) |
  |
| (Regrow Limb) |
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| (Resist Pain) |
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| (Slay Horse) |
  |
| (Truesword) |
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The Seven Mothers are Jakaleel, Teelo
Norri, Deezola, "She Who Waits",
Yanafal
Tarnils, Irrippi Ontor, and Danfive
Xaron.
Etyries 
| Create Market |
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| Eloquence |
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| Exchange Spells |
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| Pathwatch |
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| Reflection |
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Jakaleel 
| Command Lune |
  |
Teelo Norri 
| Admonish |
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Deezola
( )
| Comfort Song |
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| Heal Body |
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| Heal wounds |
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| Regrow Limb |
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| Restore Health |
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| (Resurrection) |
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Yanafal Tarnils 
| Death Song (Berserk) |
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| Detect Truth |
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| Morale |
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| Oath |
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| Sever Spirit |
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| Shield |
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| Truesword |
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Irrippi Ontor 
| Analyze Magic |
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| Clairvoyance |
  |
| Mind-Read |
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| Mindblast |
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| Reconstruction |
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| Translate |
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| Truespeak |
  |
Danfixe Xaron 
| Resist Pain |
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"She Who Waits" 
Red Goddess 
| Chaos Gift |
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Yara Aranis 
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