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Larad

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Saved by Bruce Mason
on August 12, 2009 at 5:02:36 pm
 

ReQuest::Glorantha 2nd Age Campaign::Player Characters


Larad - Humakt initiate

 

Your cult will teach its skills to you at 1/2 price. FYI, cult skills are:

Athletics, Craft (Weaponsmith), Dagger, Dodge, First Aid, Invoke (Humakt),  Pact (Humakt), Perception, Riding, 1H/2H Sword, Rapier, Runecasting (Death, Truth), Shield.

 

You have a Pact with Humakt of at least 1 POW.

 

Rune Magic

Rune Magic costs:

Magnitude Cost (Silvers) Time to Learn
1 100 1 day
2 200 2 days
3 400 3 days
4 800 4 days

Your cult will teach its rune magic to you at half-price to a maximum Magnitude of 4. Cult rune magic and rune it is cast through.

  • Death: Bladesharp, Hand Of Death, Undead Bane.
  • Truth: Detect Enemy, Endurance, Oath of Ordeal.

If you want to find rune magic you can cast through other runes you will have to pay full price. Check the rune magic page for a list of all rune spells.

 

Divine Magic

Quick reminder: Divine Magic is magic provided directly by your God. You have to havee dedicated enough POW to your pact in order to store it. E.g. a 3 Mag Divine spell requires 3 dedicated POW. Once it is cast it is you have to regain it through prayer at a temple and making a successful Pact test.  You cast Divine Magic using your Invoke (Humakt) skill.

 

Divine Magic costs

Magnitude

Temple Needed

Cost (Silvers)

1

Site

50

2

Site

100

3

Shrine

200

4

Shrine

400

 

As an initiate you have access to the following Humakt divine spells to a maximum Magnitude of 2.

All Common divine spells, Detect Truth, Shield, True(Sword). Plus: Turn Undead.

 

 

Humakt special spell list

Detect Truth

Duration 15, Magnitude 1, Ranged

This spell allows the caster to tell whether anyone within a five-metre radius of the spell’s target area is lying. If lies are spoken, the speaker emits a dark, smoky glow visible only to Swords and initiates of Humakt. This only detects lies that are known to be lies by those who tell them. It does not detect unspoken lies (e.g. nodding, writing down a lie and so on.)

 

Shield

This spell protects the recipient from physical and magical attacks.  Each point of Magnitude gives the recipient one armour point on all hit locations and provides a +10% bonus to any tests the recipient may make to resist malign magical effects.  A Magnitude 4 Shield spell provides the caster with +4 AP to each hit location and a +40% bonus against malign spells, for instance.  These effects are cumulative with other spells, as well as any physical armour the caster is wearing.  Shield is incompatible with Absorption, Reflection and Spirit Block.

 

True (Sword)

Magnitude 2, Touch

Cast on the specified type of close combat weapon, this spell doubles that weapon’s normal damage dice.  Other modifiers, such as Damage Modifier, are not affected.  The wielder of the weapon should roll the weapon’s damage twice and total the result. When a character criticals this does not double again, rather the weapon damage dice are rolled three times. (If a weapon normally does d8+1 damage then a critical with a Tue Weapon does 3D8+3 damage.)

 

Turn Undead

Instant, Ranged

This spell affects one undead creature per point of Magnitude. Undead creatures include skeletons, zombies, ghosts, mummies and vampires. The caster makes an opposed roll of Invoke (Deity) against the target’s Resilience. If the caster fails the roll then the spell fails.

Caster wins with:

  • Critical Success: Undead destroyed, released or otherwise annihilated
  • Normal Success: Undead flees if possible, otherwise it is destroyed, released or annihilated.
  • Caster loses but scores partial success: Undead will avoid attacking caster if at all possible.

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