Ceremony
This establishes a special link between the master
and his students. Once completed, the master always knows the approximate
distance and direction of the apprentice, and can issue a mental summons for the
apprentice to return to him (which the apprentice need not obey, at his peril).
He cannot read the apprentice's mind or control his actions in any way. This
effect lasts until the master's death.
When this spell is cast, the apprentice, who must be willing, loses 1 POW.
Ceremony
A funeral ritual common to
most cultures. When performed over a corpse, it ensures that the soul of the
deceased passes on to the afterlife or lack of same, rather than remain as an
evil spirit to haunt the living. More points in the Banishment may increase
perceived benefits, depending on the culture.
Enchant
Lets the caster spend POW to create an enchantment to contain spirits. Only incomplete creatures can be bound, and only if they lack permanent SIZ (like Naiads), or if they normally form their bodies from raw materials (like Elementals). Once created, a binding is specific as to species. Thus, an Undine binding cannot hold a Gnome (even though both are held in 3-pt bindings).
POW cost is 1 per stat the
being possesses (excepting APP). Bind Naiad costs 6 POW; Bind Power Spirit costs
1. The number of Binding points
indicates the maximum POW that can be spent. Some sample costs:
| Entity | POW required |
| Chonchon | 5 |
| Elemental | 3 |
| Ghost | 2 |
| Hellion | 1 |
| Intellect Spirit | 2 |
| Magic Spirit | 2 |
| Nymph | 6 |
| Power Spirit | 1 |
| Wraith | 2 |
To summon an elemental from its binding
enchantment, some amount of the element must be
present. Generally figure about a liter of the element per cubic meter of
the elemental.
Ceremony
A common ritual typically used at weddings, tournaments, coronations, celebrations, and other important occasions. The ritual can take anywhere from a few minutes to a few days, depending on the occasion. At the ritual's completion, everyone participating expends a number of MPs less than or equal to the points in the Blessing. Thus, if a Blessing 2 were cast, everyone could spend up to 2 MPs. The gamemaster adjudges the effect, if any, of the blessing. In general, longer rituals with more participants (and more MP spent), have more tangible results.
Enchant
You must give 1 point of your own stat to the
familiar for each missing stat. When the familiar dies, you get your lost stat
back, exactly one year later.
| Stat | Boost |
| INT | adds 2d6 to familiar's INT |
| POW | provides a POW equal to your own, which can only be increased by an experience roll of 01-05 |
| SIZ | if familiar already has SIZ, makes it permanent. If not, provides a SIZ of 1 |
| STR | as per SIZ |
| CON | as per SIZ |
| DEX | gives a DEX of 2d6 |
Familiars have mental contact with their masters, and he can use any spells they know (and vice versa). In addition, familiars automatically know all the sorcery skills and arts of their master. They do not have their own Presence, but share the master's.
An owner can choose to free his familiar from mental control and fellowship. It still retains any Stat(s) provided. If it dies, the owner still gets his lost stat back after a year. A freed familiar starts off with sorcery spells and Arts equal to its master's level, and gains its own Presence as if it had the Vows of Vessel and Lore Mastery.
Summon
A ritual used to send curses against one's foes. The mechanics of performing a Curse are similar to the Bless ritual, and the results equally vague.
Enchant
Lets the caster temper one of the magic metals of
Glorantha at the rate of 1 ENC per spell point. An appropriate Craft skill can
be handy at the same time.
It costs 1 POW to cast this spell.
Enchant
Lets the caster increase a characteristic of the
target, except for SIZ, INT, or POW. The total size of the increase, including
previous enchantments, cannot be higher than the points in the spell.
Casting this spell costs 1 POW per point the target
stat is increased.
Example: Rurik has Enchant CON 3 on himself. He cannot get another point until he can find someone who can cast Enchant CON 4 or better. This would only cost the enchanter 1 additional POW, though.
Enchant
Creates
an area which one can target using the Teleport spell, even if it is out of the
user's sight. The circle can accept an amount of SIZ equal to the spell’s
points. Homing Circle can be enchanted multiple times into the same area in
order to increase the SIZ teleported.
It costs 1 POW to cast this spell.
Enchant
Prevents the target from aging. The spell must be cast at least once a year, and needs sufficient points to equal or exceed the caster’s CON, plus 1 for each time the caster has ever cast Immortality. If the yearly casting is missed, the user suffers all the aging effects of the years during which it was in effect. This spell also requires another component, chosen by the GM (water from the Fountain of Youth, virgin blood, etc.). For obvious reasons, this spell is rarely cast upon someone other than the caster himself.
Enchant
Allows an enchanter to create an MP storage device which holds 1 MP per point in the spell.
It costs 1 POW to cast this spell.
Enchant
Allows a magician to "break" enchantments. To do this, he spends 1 POW and matches the points in his Neutralize Enchantment vs. the POW invested in the enchanted item. If the item has MPs, he must overcome these with his own MPs. If both rolls succeed, the enchantment is broken.
It costs 1 POW to cast this spell.
Ceremony
As previously described.
Enchant
Creates a regenerating source of MPs which produces 1d(points) MP per day. It must be linked to a MP matrix or something similar – if this is not done, the MPs simply bleed off into the Spirit Plane when generated.
It costs 1 POW to cast this spell.
Enchant
This lets you emplace a spell in a magic item, so
you don't have to memorize it any more. The points in Spell Matrix limit the
number of points the matrix can contain. Casting this spell costs 1 POW per
point placed into the matrix. The exact effects depend on the kind of spell
being enchanted:
SPIRIT MAGIC -
anyone trying to use the matrix can cast the contained spell with a chance
of success equal to his POWx5. For each “extra” point contained in the
matrix, he can add +10 to his chances of success. Example:
a Disrupt matrix with 3 POW in it would add +20 to the user’s chance of
casting Disrupt. By this means even a creature with a POW of 0 could possibly
cast a spirit spell.
RUNE MAGIC - enchanting a Rune spell into a
matrix means that the caster actually loses his Rune spell permanently. The Rune
spell can be cast once from the matrix, but then must be placed within a temple
for a Holy Day Ceremony before it recharges. A “one-use” spell placed into
the matrix does not recharge, but is used up (and destroys the matrix) when it
is cast.
SORCERY - for each POW placed into the
matrix, a +10 is given to the chance of casting the spell. If someone lacking
sorcery skills attempts to use the enchantment, he receives his Magic Bonus as a
base chance, plus any percentiles included with the enchantment.
There is an alternate way to create a sorcery Spell
Matrix – to do this, spend 1 POW for each Art placed into the spell, which is
manipulated normally. The total manipulation allowed is based on the user’s
Enchant. When such a Spell Matrix is used, the spell is automatically cast,
using all the Arts emplaced, and cannot be further manipulated by the item’s
wielder. (It does cost normal MPs to cast.) If it is an attack spell, it’s
offensive MPs are considered to be those within the spell matrix (normally 0),
so a Power Matrix or spirit would need to be linked to get much of a chance of
success. Temporal spells cast by the wand are automatically maintained until the
wand is used to cast a second spell. The matrix cannot lose its
“concentration.” It does have to pay MP upkeep for Permanent spells, and
anyone using it to cast a Permanent spell must supply the POW. It can Hold a
spell if a trigger Condition is given to let it loose said spell.
Enchant
Increases an attribute, such as Armor, Armor points
(for weapons, for instance), Hit Points, Fatigue (living beings only), etc. The
total size of the increase, including previous enchantments, cannot exceed the
spell’s points. Normally, only a single weapon or hit location is affected.
However, increased HP cast on a living being can be used to increase either per
location or ghp.
It costs 1 POW to cast this spell.
Summons
Lets the caster summon a creature from the
Otherworld. The total points in the Summon must be at least 1 per 1d6 of the
summoned creature's MPs. An add to the creature’s MPs (such as 1d6+6) costs a
+1 per 6 points of the add. Thus a krarshtkid with a POW of 2d6+12 requires a
Summon 4; two for the 2d6, and two for the +12.
If the caster has previously encountered a being of the type he summons, he may choose to summon that particular being - if it still exists and is free to answer the summons, it will come. Otherwise he gets a random member of the species. Sorcerers commonly use Hold to keep a Dominate spell ready for the creature's arrival. Each point in the Summon adds 1 MP to the caster’s nominal MPs for the purpose of overcoming the summoned creature with any spell (such as Dominate). This bonus is lost one hour after the creature has been summoned. The sorcerer does not receive these nominal MPs if the Summon roll fails.
If the Summon roll is fumbled, a link to the
Otherworld appears anyway, and a creature shows up, but not the desired species.
Usually hostile and dangerous entities appear on a bungled Summons.
When summoning an elemental, you need sufficient
element for the creature to take form (i.e., 3 cubic meters, 4 cubic meters,
etc.).
Summon
This
spell allows a Shaman to summon, worship and learn Rune magic from a spirit in
the form of Spirit Cult worship. When he learns this spell, he must sacrifice 1
POW to the spirit in question, to set up a spiritual link, so that his future
summons will work.
Enchant
When the Symbol is engraved upon a surface, the
enchanter must name a particular spell, a “trigger” entity, and a target
entity (which can be the same as the trigger). That spell can thenceforward be
cast into the Symbol as per normal spellcasting rules. When the trigger entity
passes within the spell’s range, the spell is cast, if and only if a legal
target is also available. Touch-range spells must be touched to activate. Once
cast, the symbol is rendered empty until it is recharged by again casting the
named spell into it. It can be charged a number of times equal to the points in
the Symbol spell, at which time it expires, and becomes illegible.
Creating a Symbol costs 1 POW. A Rune spell cast
into a symbol is permanently lost.
Example:
Badthumb the shaman knows Symbol 8, and he decides to create a Symbol on his
front door to protect himself. He spends 1 POW, and enchants a symbol on his
door that casts Spirit Screen 4. He names himself as the target, and names
“evil spirits” as the triggering entity. Now, whenever a hostile ghost,
wraith, chonchon, etc., comes within 50m of his front door, he will
automatically have Spirit Screen cast on him. After the initial charge, he can
recharge the symbol up to 7 more times before it wears out.
Enchant
This enables the enchanter to alter one enchantment
into another. He must know all the enchantments involved, both those in the item
as it stands, and those he wishes to change them into. Either he or an assistant
must succeed in Craft to alter the patterns on it. The caster matches the Warp's
points vs. the total POW in the enchanted item. If the enchantment has its own
MPs, he must overcome those with his own.
Ceremony
Lets the user lead a formal worship service. If successful, all participants in the ritual receive spiritual assurance that the MPs donated to the named god or goddess were acceptable.
Copyright © 1998, Sandy Petersen