Magic

Using magic generally requires a creature to have INT, CHA, and Magic Points (usually by having POW).

Magic Points

Magic points (MP) are used to work most kinds of magic. Generally, any creature with POW—and some without—has MP. When expended, MP recover up to the creature's POW in 24 hours. The Meditate skill can speed this up (skill roll every hour; +1 MP on a Success, +1D3 on a Special, +1D3+1 on a Critical, lose 1D3 on a Fumble). Creatures with no POW usually cannot regenerate MP and instead get them through other means, often stealing them.

At 0 MP, characters fall unconscious until they recover at least 1 MP.

Characters with POW who find some way to drain or transfer MP to themselves can hold up to twice their POW; any excess MP are lost. MP past the character's POW "bleed out" at a rate of 1 MP per hour, unless stated otherwise.

Some objects, like magical crystals, can store MP. "Living" crystals regenerate their own MPs just like creatures do, but "dead" crystals can only store MP transferred into them.

Casting Magic

Spellcasting requires some sort of test, depending on the type of magic. If the spell is resisted (see Spells below), the casting roll is opposed by the resistance roll.

While casting a spell, characters cannot move or do anything else.

Interruption: If the caster takes damage during casting, or dodges or parries an attack, they must make an INT×3% test or lose the spell (but not MP or rune points). Casting may be begun anew 5 SR later.

Improved Casting

Spellcasting tests can be improved by meditation, ritual, and augmenting.

Table: Meditation Bonus
Duration Bonus
1 MR +5%
2 MR +10%
5 MR (1 minute) +15%
5 minutes +20%
15 minutes +25%
Table: Ritual Preparation
Duration Bonus
30 minutes +30%
1 hour +35%
5 hours +40%
10 hours +45%
1 day +50%
2 days +55%
1 week +60%
2 weeks +65%
4 weeks +70%
1 season +75%
1 year +80%
2 years +85%
5 years +90%
10 years +95%
20 years +100%

Meditation: A period of meditation and a successful Meditate test grants a bonus to the next casting test (or to one attempt to use a Rune or a Devotion passion, e.g. for an augment). Any interruption during the meditation requires an extra Meditate test to avoid being interrupted and having to start over. Any damage interrupts the meditation unless a Special or Critical Meditate test is made.

Ritual: Prolonged ritual can improve spellcasting, using a Rune or Devotion passion, or using a Magic skill. There are many kinds of rituals, but all function identically. The test is made at the end of the ritual period. Rituals lasting 1 day or longer allow pauses for eating and sleeping, but little else can be done; any time taken for breaks is deducted from the time already spent. Rituals cannot be combined with Meditation.

Augmentation: Spellcasting can be augmented with a Rune (except for rune magic) or a skill (e.g. Dance, Sing, Speak for an appropriate magical language, etc.). This takes 1 or 2 full Melee Rounds; at 1 MR, the augmenting skill is halved. If any damage is suffered during this time, a INT×3% test is required to maintain concentration. The bonus applies to the next casting roll, and the casting must be begun immediately after the augmentation.

Spells

All spells share certain common characteristics.

Certain characteristics are common among spells, and are identified in the descriptions of spells they apply to.

Battle Magic

Battle magic (or common magic or folk magic) is the innate magic of the Middle World. Anyone can access it by learning the right tricks.

Learning Battle Magic

Battle magic is generally learned from cults, temples, priests, shamans, liturgists, and wizards. Variable spells must be learned one point at a time (i.e. before learning Heal 3, Heal 1 and Heal 2 must be learned). If a spell is learned at a higher Intensity, it replaces the old version. A spell can always be cast at a lower Intensity than it is known at.

The teacher must know the spell at the desired Intensity. Generally, cults are able to provide their listed battle magic up to Intensity 4 (or 6 in the case of great temples; higher Intensities are rare). Cults will usually teach their magic to members of associated or friendly cults.

Teachers generally expect a donation of 50 L per point of Intensity, although Invested members of the cult get a discount.

Learning a new spell takes one week regardless of its Intensity. This usually represents a couple of hours of study each day, which cannot be condensed (it simply takes time to absorb the magical patterns).

Learning Limits: A creature can know total points of battle magic equal to its CHA. A spell can be forgotten, or the Intensity a Variable spell is known at can be reduced. The spell can be re-learned by the usual rules.

Unlearning: Battle magic spells can be unlearned entirely or to a lower Intensity (e.g. reducing Heal 4 to Heal 3). Usually this is done while learning some other battle magic spell.

Focus

Battle magic spells require a focus, a physical token linked to the spell when it is learned. This item is not itself magical. Without the focus, the caster cannot cast the spell. (This is why tattoos are popular focuses.) A new focus is not required when the spell is learned at a higher intensity. If the focus is lost, it takes a full day for the owner to create a new one.

Casting Battle Magic

The casting test for battle magic is a POW×5% roll. Casting costs 1 MP per point of Intensity, plus any MP used to boost it. The caster must be able to speak unobstructed (at least at a whisper), and have at least one hand free to gesture.

Range: The default range for battle magic spells is 50 meter, unless otherwise specified.

Strike Rank: Battle magic spells are cast at DEX SR + Intensity + boosting MP.

Rune Magic

Rune magic (or divine magic) is the magic of the gods, usable by those who sacrifice to and emulate them.

Rune spells draw their power from the myths of the deities, which exist on the God Plane (also called the Gods World).

The rules for Cults are important to rune magic, and many concepts referred to here are explained there.

Rune Points

Rune magic depends on rune points rather than MP. A worshipper (initiate or higher) can sacrifice POW to their deity to gain rune points: 1 rune point for 1 point of POW. This reduces the worshipper's current POW characteristic (which can be increased normally). POW cannot be reduced to 0 through sacrifice. Rune points are cult-specific: a character initiated to multiple cults has multiple rune point pools. POW can be sacrificed at seasonal Holy Days and at Sacred Time, 1 POW at each instance. Rune points are gained immediately. A character can have maximum rune points equal to their CHA (in total, between all rune pools); if CHA decreases permanently, rune points in excess are lost permanently (and must be re-sacrificed for if CHA increases). Rune points are expended, temporarily or permanently, by casting rune spells.

Each point of POW sacrificed adds a special rune spell to the worshipper's repertoire.

The 1 POW sacrificed at initiation counts towards the rune pool and learning special rune magic.

Rune spells taught by specific sub-cults or aspects can only be learned when sacrificing POW at temples or shrines dedicated to them.

Allied Cults: Initiates may learn rune spells from allied cults. This requires attending a holy day of that cult and sacrificing 1 POW. This does not grant rune points.

Sub-Cults: Sub-cults have separate rune point pools.

Leaving Cults: When a character leaves a cult, they retain any unspent rune points but cannot regain them. Once the rune points are used up, they lose access to that cult's rune magic.

Common and Special Rune Magic

Common rune spells (marked with the Magic rune) are available to all cult members, and do not need to be learned. Not all cults offer all common rune spells. Special rune magic must be learned to be used: each time a worshipper sacrifices 1 POW to the cult, they learn one special rune spell. Each special rune spell is associated with a specific rune.

Certain aspects and hero cults offer their own special spells, only accessible to those who join them and worship at their shrines or temples. POW sacrificed to aspects and hero cults still adds to the main cult's rune point pool.

Magic Rune Common Rune Magic: Command Cult Daimon, Dismiss Magic, Divination, Excommunicate, Extension, Find Enemy, Heal Wound, Mindlink, Multispell, Sanctify, Soul Sight, Spirit Block, Summon Cult Daimon, Vision, Warding.

Casting Rune Magic

Rune magic is cast with a Rune affinity test, using the cult's runes. Common rune spells use the highest Rune affinity the caster shares with the cult. Special rune spells are associated with one or more Runes, and the caster uses one of those - usually the one with the highest rating. If the caster does not have an appropriate Rune affinity, they cannot cast the spell.

Rune spells can be boosted with MP as normal. Some also require MP to be spent on their effect; these points also help to overcome Countermagic, etc.

Casting rune spells does not require free hands or the ability to speak. If the caster is able to think clearly, they can cast rune spells.

Intensity: When matched against other kinds of magic, rune spells are considered to have double Intensity. (E.g. a 3-point rune spell is equivalent to a 6-point battle magic spell.)

One-Use: Some rune spells are one-use, and casting them permanently expends rune points, reducing the caster's rune pool.

Range: The default range for rune spells is 160 meters.

Stackable: Certain rune spells are Stackable, and their effect can be increased by by expending additional rune points.

Strike Rank: Rune spells are cast at DEX SR. This is not affected by MP spent on the spell. A character who casts a rune spell cannot cast any other magic in that MR, but can take other actions normally. Certain spells, like Extension, are an exception, and are cast simultaneously with the spell they are combined with.

Replenishing Rune Points

Expended rune points are replenished through worship, up to the size of the rune point pool. This requires a sacred place, a holy time, a Worship test, and the sacrifice of 2 MP.

Bonuses: The Worship test can benefit from bonuses from sacrifices, the holy day, and the size of the sacred place.

Table: Animal Sacrifices and Libations
Offering Example Bonus
Small Rabbit, bird, 1 liter wine or beer +5%
Medium Sheep, pig, 40 liters wine or beer +10%
Large Cow, horse, 500 liters wine or beer +20%
Table: Object Sacrifices
Offering Example Bonus
Small 15 L +5%
Medium 50 L +10%
Large 300 L +20%
Table: Holy Day
Holy Day Bonus
Weekly or associated
Seasonal +10%
High +20%
Sacred Time +30%
Table: Sacred Place
Place Bonus
Shrine
Minor Temple +10%
Major Temple +20%
Great Temple +30%

Divine Intervention

Followers (initiates and higher) of divine cults can petition their god or gods for special aid, called Divine Intervention. The cost can be great, however,

If the petitioner is reduced to 0 POW, their soul is taken to join the deity in the afterlife; normal resurrection is impossible, and even HeroQuests may not be able to bring them back.

Rune Masters of cults are often granted a special, easier form of Divine Intervention, rolling 1D10 and losing rune points before POW.

The GM adjudicates the results of successful Divine Intervention, based on the situation and the nature of the deity. Generally, the deity can help the character and a small number of others out of a dangerous situation.

Sorcery

Sorcery (or wizardry) is the magic of the Law rune. Sorcerers perceive the world through natural laws, which they can understand and manipulate.

Sorcery spells draw their power from the Sorcery Plane (also called the Essence Plane or the Saints' Plane), where "nodes" exist that connect concepts and forces to enable magical effects.

Sorcerous spells are usually recorded in writing, in grimoires and codices, but can also be passed down orally.

Sorcerous magic is associated with cults called churches or saintly orders; church sorcerers are usually called wizards, and sorcerer often implies illegitimacy or heresy.

Learning Sorcery

Sorcery spells are learned as Magic skills (base rating 00%), not increasable through experience. Entire grimoires may be learned as a single Magic skill - the rating is applied to all spells contained in that grimoire. A character can know a total number of spells and grimoires equal to their INT.

Individual spells require a talisman.

Sorcery spells can be learned directly from a teacher, but learning a grimoire requires access to the grimoire itself. A grimoire can be used to learn individual spells. Spells recorded in scrolls can also be learned from those.

Known spells and grimoires can be forgotten, but will have to be re-learned from scratch.

Grimoires

A grimoire (sometimes formulary) is a written magical record that serves as a focus (similar to a talisman) for all spells contained within it. With access to the grimoire, a sorcerer who has learned it can cast any spells contained within it at the grimoire skill rating.

Copying Grimoires: Copying a grimoire requires access to the grimoire, and an investment of magical power to link it to the correct node on the Sorcery Plane. For each spell in the grimoire, a Read/Write test is required, 1 week per attempt per spell. a Fumble means a mistake goes unnoticed (unless the work is inspected by someone who has mastered the grimoire), and the grimoire cannot be used to learn or cast that spell successfully. Once copied, 1 POW must be sacrificed by the copyist to link the grimoire to its sorcery node and power it. Grimoires do not have to be copied in their entirety - abridged versions can exist. (Adding new spells requires creating a new grimoire.)

Losing a Grimoire: Without the grimoire, a sorcerer can only cast those spells they have learned as separate skills. A new copy cannot be made without access to the grimoire. A merciful GM might allow a grimoire to be recreated from memory at double the time, and requiring a Grimoire skill test for each spell that is not known individually (on a Failure, the spell cannot be transcribed from memory).

Creating a Grimoire: Creating a grimoire requires the sorcerer to project onto the Sorcery Plane and create a new Sorcery Node (costs 1 POW) and link each spell to the node (costs 1 POW per spell, requiring a test against the spell or grimoire skill), taking 1 week per attempt per spell. Linked spells can be from a known grimoire or known individually. Writing the new grimoire requires 1 week per spell and the usual Read/Write and spell skill tests. Once finished, the creator knows the new grimoire at a skill rating equal to the lowest skill out of all the spells included in it.

Scrolls

A magical scroll contains a single spell. Creating one takes one week, requiring a Read/Write test and a test against the spell or grimoire skill. Then the scroll must be linked to the appropriate spell node, costing 1 POW.

Talismans

When an individual sorcery spell is learned, a talisman is created to serve as a focus for the spell. This takes one day (subsumed by learning the spell for the first time) and costing 2 MP. A sorcerer can always create a new talisman for a spell they know. Talismans only work for the creator.

Talismans can also be created for spells known through a grimoire.

Sorcery Augments

If a caster knows a spell through a grimoire as well as individually, they can use one skill to augment the other, in addition to another augment (usually, only one augment is allowed). This augment also affects the total manipulation allowed. It is up to the GM whether other augments also increase manipulation; it is advised that meditation, ritual bonuses, and Rune augments do, but other augments do not.

The Law rune is always appropriate for augmenting sorcery.

Casting Sorcery Spells

Table: Sorcery Manipulation
Points Intensity Range Duration Combine Targets
0 N/A 10 m 15 min 1 spell 1 target
1 1 20 m 30 min 2 spells 2 targets
2 2 40 m 45 min 3 spells 3 targets
3 3 80 m 90 min 4 spells 4 targets
4 4 160 m 3 hours 5 spells 5 targets
5 5 320 m 6 hours 6 spells 6 targets
6 6 640 m 12 hours 7 spells 7 targets
7 7 1.3 km 1 day 8 spells 8 targets
8 8 2.5 km 2 days 9 spells 9 targets
9 9 5 km 4 days 10 spells 10 targets
10 10 10 km 1 week 11 spells 11 targets
11 11 20 km 2 weeks 12 spells 12 targets
12 12 40 km 4 weeks 13 spells 13 targets
13 13 80 km 1 season 14 spells 14 targets
14 14 160 km 2 seasons 15 spells 15 targets
15 15 320 km 1 year 16 spells 16 targets
16 16 640 km 2 years 17 spells 17 targets
+1 +1 ×2 ×2 +1 spell +1 targets

Sorcery is cast using the skill for the spell or grimoire. The caster must be able to gesture and speak freely, and must hold or touch the talisman or grimoire with one hand.

Sorcery spells are unusual because all their important properties are variable. These are subject to Manipulation by the caster. When a sorcery spell is cast, the caster assigns MP to spend in each category. The total MP of manipulation permitted is equal to (casting skill)/10 (5% rounds up). The maximum MP in any one category is equal to the caster's INT.

The categories of manipulation are Intensity, Range, Duration, Combine, and Targets. Each point of manipulation costs 1 MP; all sorcery spells require 1 point of Intensity at a minimum. Sorcery spells can also be boosted, an this is not considered manipulation.

Strike Rank: Sorcery spells are cast at DEX SR + (2×[total manipulation]) + boosting MP. This can roll over onto the next MR or even further.

Spirit Magic

Spirit magic (or animism or shamanism) is magic that deals with spirits. The Spirit World overlaps the Mundane World, corresponding to it in parts, but also lying beyond, between, and behind it. Spirits are everywhere: rocks, trees, and streams have their own spirits, but so do man-made things. There are spirits of healing, of disease, of animals and of people. Shamans summon and treat with these spirits to gain their aid and powers.

Spirit magic involves no spells. Instead, it involves contacting spirits to interact with them. The practitioner summons spirits into the Middle World, where they may be bound into charms and fetishes, or projects their own spirit out of their body into the Spirit World.

Shamanic Skills

Several skills are used by shamanic practitioners. Spirit Combat is known and used by everyone. Spirit Face and Spirit Travel are exclusive to animists. Spirit Dance is a shamanic secret.

Augments

The Spirit Rune is always appropriate for augmenting tests dealing with spirits and the Spirit World. Different traditions use various other skills, such as Dance, Play Instrument, and Sing, as part of their ceremonies. Some shamans even dance, drum, or sing constantly.

Spirits

Spirits are incorporeal entities that belong to the Spirit World. They are usually invisible, but can be perceived by shamanic Second Sight, by anyone who has entered the Spirit World, or when a Visibility spell or similar magic or ability is used. All spirits have MPs, and most have POW (spirits without POW are generally Chaotic, unable to exist for long without feeding on beings that have POW); most also CHA (if they are able to act), and many have INT (if they are conscious). Very few spirits have other characteristics, as they possess no physical bodies.

All spirits have a Spirit Combat ability rating, usually equal to POW×5%.

Spirits are usually discorporate, having no body. Discorporate spirits are invisible (except to Second Sight) and intangible, able to pass through most matter. Spirits can manifest, becoming perceptible in the Mundane World (though not always visible). Manifesting requires one Melee Round. The battle magic spell Visibility can force a spirit to manifest.

Some spirits know spells, and cast them as if they had DEX SR 0.

Most spirits have a Movement Rate equal to their CHA in meters, but this can vary by type of spirit.

Practically all spirits are linked to one or more runes; usually one or two, and rarely more. Spirits are usually, but not always, more friendly towards entities who share their runes, and less friendly towards those who have opposed runes.

Spirit Combat

Spirit combat is fought between discorporate spirits, or a discorporate spirit and a corporeal entity. Some magics can force spirit combat between corporeal entities.

Spirit combat is resolved as a Simple Opposed Test made each round. If a combatant is attacked in spirit combat by multiple opponents, they make separate tests with each.

Disengaging: To disengage from spirit combat, a combatant may use Spirit Dance (one roll each round, at any point before resolving spirit combat), or may declare the intention to disengage before the combat is resolved; if they win (not tie), they disengage instead of dealing damage. Once spirit combat is disengaged, the spirit de-manifests, and must manifest again in order to attack again (requiring 1 MR again).

Sleeping Victims: A sleeping creature cannot make Spirit Combat rolls; the attacking spirit simply makes Spirit Combat tests and deals damage when it succeeds. An INT×5% roll is allowed each melee round to try to wake up.

Physical Attacks: Manifesting spirits may be attacked with magic, such as Befuddle, Disrupt, or more specialized spells. Enchanted metal weapons do not work, and usually weapons affected by weapon-enhancing magic (such as Bladesharp, Fireblade, or True Sword) do not work. Some spirits, such as wraiths, can be harmed by such weapons, usually taking damage only from the magic (i.e. equal to the points of Bladesharp, ignoring damage modifier, etc.). Damage is usually dealt directly to MP. The GM must use judgement in determining if a specific spell can harm a spirit.

Table: Spirit Combat Damage
POW+CHA Damage
12 or less 1D3
13-24 1D6
25-32 1D6+1
33-40 1D6+3
41-56 2D6+3
Each +16 Additional +1D6+1
Table: Spirit Combat Fumbles
D100 Result
01–15 Confuses realities. Combatant loses all actions next round.
16–30 Loses touch with reality. Combatant loses all actions next two rounds.
31–45 Confuses the self. Combatant deals spirit combat damage to self.
46–60 Hallucinates. Discorporate combatant attacks random target, corporeal combatant loses actions for 1D3 melee rounds.
61–75 Unfocused. Combatant loses 1D6 MP.
76–79 Distressed. Combatant halves Spirit Combat skill for 2 melee rounds.
80–89 Spiritual backlash. Combatant suffers 1D3 damage to random hit location.
90 Magical backlash. Random magic item held by combatant is damaged beyond repair.
91–95 Sensory backlash. Roll 1D6: 1: Legs go numb, falls; 2: Arms go numb, drops objects; 3–4: Loses control of bladder; 5: Loses control of bowels; 6: Falls unconscious.
96–98 Non-shaman: Spirit and body separated. Combatant discorporates, must make Spirit Travel roll or be rescued by another to return to body. Shaman: Re-roll twice.
99–100 Loss of confidence. Combatant surrenders, may be possessed, bound, etc.

Possession

A corporeal creature reduced to 0 MPs in spirit combat can be possessed by the attacking spirit (but not by a discorporate shaman, unless they have a special ability that permits this).

Dominant Possession

The possessor takes control of the creature's body, using its own INT, POW, and CHA, but the STR, CON, SIZ, and DEX of the body. It uses its own skills. Second Sight will show that the possessed creature's aura is that of the possessor, which may be identified by a Spirit Face test. A Spirit Face test can also detect the actual spirit or soul of the possessed creature, hidden by the possessor's. Ghosts, demons, and undead spirits use dominant possession, but it is also occasionally permitted, as when channelling an ancestor.

Covert Possession

The possessor hides in the creature's body, exerting no control over it, but often having an influence over them. The nature of the influence varies based on the entity: disease spirits make their victims incurably sick, passion spirits inflict a powerful emotion (which can affect behavior), and so on.

Exorcism

There are many ways to exorcise a spirit, but the most common is spirit combat: a shaman engages the possessing spirit (once detected) in spirit combat, and if the spirit is defeated (reduced to 0 hit points), or successfully disengages, it is driven out of the body of the possessed creature.

Interacting with Spirits

A great part of spirit magic is dealing with spirits, persuading or threatening them into service. While spirits can be bound into charms by defeating them in spirit combat, it is less risky–and therefore usually preferrable–to to deal with spirits peacefully when possible.

The initial attitude of a spirit is very important:

Tradition and practice spirits are special cases: each practice (spirit cult) is associated with certain spirits that serve it, and these spirits are always willing to serve practitioners. Spirits of practices in the same tradition are not as eager to help, but are still more pliable than any strange spirits. As shamans are considered members of all practices in their tradition, they also treat all spirits of the tradition as practice spirits.

Interacting with spirits should be role-played between the player and GM, but the following tables can be used as guidelines and fall-backs, with the animist making a Spirit Face test to try to cajole or persuade a spirit into helping them. Generally, strange spirits will always demand some price for their help, whether a sacrifice of POW or some task; tradition and practice spirits are usually satisfied with small, ceremonial tasks and promises. The more powerful the spirit, the greater their demands. These are in addition to the taboos required by spirits placed in fetishes.

As a rule, practice spirits agree to help automatically, because the practitioner knows how to ask them, and is party to the compacts established by their practice and Great Spirit or ancestors.

Table: Spirit Interaction
Spirit Attitude
Hostile Neutral Friendly Tradition
Spirit Face Test Fumble Attacks. Offended; attacks. Offended; leaves. Leaves.
Failure Attacks. Leaves. Leaves. Sacrifice 1 POW, charm only.
Success Sacrifice 1 POW or attacks. Sacrifice 1 POW, charm only. Sacrifice 1 POW, charm only. No sacrifice, fetish or charm.
Special Leaves. Sacrifice 1 POW, fetish or charm. Sacrifice 1 POW, fetish or charm. No sacrifice, fetish or charm.
Critical Sacrifice 1 POW, charm only. No sacrifice, fetish or charm. No sacrifice, fetish or charm. No sacrifice, fetish or charm.

The above is just a basic guideline and starting point. The GM is encouraged to come up with tasks and other demands to replace POW sacrifices to bargain with spirits. All help from non-tradition spirits should come at some cost.

Charms & Fetishes

The most common kind of spirit magic are charms and fetishes: spirits are bound into physical objects that animists carry and use to call upon the spirits and their powers.

Both charms and fetishes are usually small objects—sticks, jewelry of bone and feathers and wood, knotted strings, etc.—that are ritually prepared to contain a bound spirit. A spirit is summoned and either defeated or negotiated with, and inhabits the object to provide its magic to the owner.

Activation: Activating a charm or fetish requires an entire MR. The animist must be able to speak (at least at a whisper) and to gesture freely with the charm or fetish (with at least one hand).

Interruption: If the animist takes damage during activation, or dodges or paries an attack, they must make an INT×3% test or be interrupted (no MP are lost and the spirit is not freed) and begin anew next MR.

Passive Effects: Charms and fetishes may also provide passive effects, granting some benefit or ability while the owner carries them.

Charms

A charm costs 1 MP to create. Any defeated spirit can be bound into a charm. The spirit performs one of its functions, then returns to the Spirit World. Activating a charm costs 1 MP and requires a Spirit Face test (which can be augmented by meditation or ritual):

Fetishes

A fetish costs POW to create. A fetish is made to house one specific spirit, crafted according to its nature and wishes. Defeated spirits cannot be bound into fetishes; the spirit must agree to be bound into a fetish. The cost of creating the fetish is 1 POW per 10 points of POW (or part thereof; e.g. 2 POW for a spirit with POW 13). Once the fetish is created, it does not matter if the spirit's POW changes for some reason.

Activating a fetish has no cost, and may be done as often as desired; the spirit will perform one of its functions and return to its fetish once it has finished.

If a fetish spirit is reduced to 0 MP, it will return to the Spirit World as normal, and must be summoned back, but will then usually voluntarily return to the fetish.

A fetish comes with a taboo imposed by the spirit; the animist must follow the taboo, and if they break it (intentionally or not), the spirit will escape the next time the fetish is used, usually fleeing into the Spirit World—some spirits might attack the animist instead. The spirit can be summoned back, but a new fetish must be crafted, or the old one re-empowered with another sacrifice of POW (again equal to 1 POW per 10 points of POW that the spirit has)—the cost of breaking the taboo.

Limitations

Both charms and fetishes must be suitable for the spirit that is to inhabit them: this means they must be prepared for the specific kind of spirit. Part of each practice and tradition is the knowledge of what kind of charms and fetishes their spirits require.

Spirits are limited by their nature, and will only act in accordance with it: a healing spirit will not attack an enemy warrior in spirit combat, and a disease spirit will not carry messages. The GM should warn a player if they are asking something a spirit is not capable of, but if the PC insists, the spirit will simply leave. Spirit descriptions list the kind of tasks spirits will perform, but the GM can permit other services that seem reasonably close to these.

Generally, the tasks and services spirits perform must be of a limited scope and duration. A spirit might conceivably carry a message across the whole of Glorantha, which might take time, but this is still a single, discrete task; a spirit could be asked to guard a camp overnight, but not to guard a doorway indefinitely. Again, the GM must use their judgement.

Attunement

Fetishes only work for the person they were created for and who the spirit agreed to help. They cannot be traded, although a spirit-talker or shaman can help create them (summoning the spirit, etc.). Charms work for anyone who attunes themselves to them; this requires a Spirit Face test to identify the spirit and attune to it:

Maximum Charms & Fetishes: An animist can have a number of fetishes and attuned charms equal to their CHA at one time. If CHA is permanently lost, charms are unattuned (GM's discretion, but usually the most powerful or the newest first).

Shamans

Shamans are Master-level members of animistic traditions: most traditions have shamanic practices that teach members how to interact with spirits to the greatest degree.

Becoming a Shaman

To become a shaman, a practitioner must awaken their fetch. The requirements and details vary between practices, but the results do not: a shaman awakens their fetch and gains shamanic abilities.

Generally, the shaman candidate goes to a remote or sacred place and enters the Spirit World. He follows the path of the shamanic practice, usually led by its tutelary spirit. The shaman must awaken their fetch. Afterwards, the new shaman and their fetch must survive an encounter with a spiritual enemy—usually identified as the archetype of the Bad Man.

Awakening the Fetch

The shaman candidate sacrifices any desired amount of POW, which will become part of the fetch's starting POW. They must make a Spirit Face test (which may be augmented by the Spirit rune or appropriate skills, and by ritual duration) to awaken the fetch, and the degree of success determines the fetch's characteristics.

Table: Awaken Fetch
Spirit Face Test Result
Critical INT 3D6+6, POW +3D6, CHA 3D6+6.
Special INT 2D6+6, POW +2D6, CHA 3D6+3.
Success INT 3D6, POW +1D6, CHA 3D6.
Failure INT 2D6, CHA 2D6.
Fumble INT 1D6, CHA 1D6.
Bad Man

POW 35, CHA 5, MP 35, Spirit Damage 1D6+3, Spirit Combat 100%.

The Bad Man will engage the candidate for a minimum of 1D6 rounds, and a maximum of 6. After 1D6 rounds have passed, the shaman may disengage; before that, they cannot escape. For each round that the shaman wins, they gain one free shamanic ability; for each round that the Bad Man wins, the shaman must take a shamanic taboo. MP are lost as usual; if the shaman and fetch are both reduced to 0 MP, the shaman's spirit is destroyed and lost. Defeating the Bad Man here would be an amazing achievement.

A new shaman gains at least one shamanic ability. As all cult Masters, shamans gain +1 CHA, and always use their maximum POW to resist spells. They retain the spirit-talker's +20% bonus to POW Gain Rolls.

Fetch

The fetch is an extension of the shaman's spirit. Usually, it is a kind of shadow-self, but sometimes manifests as an external being—usually a supernatural animal of some sort. The fetch has POW and CHA, a Movement Rate equal to its CHA, and uses the shaman's skills. The fetch cannot actively use Runes, but if necessary, can be treated as having the shaman's Rune ratings.

The fetch can act independently, directed by the shaman's will, usually casting spells or engaging in spirit combat. The fetch can act even while the shaman is incapacitated or unconscious. Most fetches are bound to the shaman's body, and can only act within sight of it. The shaman can perceive both the physical world and discorporate spirits, and can warn the shaman of danger. Unable to gesture or speak (or, indeed, to interact with physical objects), the fetch cannot use charms or fetishes.

If the fetch is not engaged in spirit combat, it can intercept a spirit attacking the shaman, if the shaman wishes. The fetch cannot initiate spirit combat with corporeal or embodied opponents, unless the shaman has the appropriate shamanic ability.

If the fetch is destroyed (e.g. by being reduced to 0 POW), the shaman dies; if resurrected, the shaman loses all shamanic abilities, and can never awaken another fetch. If reduced to 0 MP, the fetch becomes dormant until it recovers at least 1 MP.

Sharing Spells & MP: The shaman can use the fetch's CHA to learn battle magic spells, and the shaman and fetch can use spells known by the other. Each can also draw on the other's MP to cast spells, but not to e.g. absorb spirit combat damage.

Increasing Fetch's POW: Any time the shaman's POW increases, they can direct part of the increase to the fetch instead. The fetch's POW does not increase independently. The fetch's POW has no maximum.

Holding Spirits: The fetch can "hold" spirits defeated in spirit combat by the shaman or the fetch. These spirits are kept discorporate, but can be called upon by the fetch or the shaman to perform tasks; they are not freed afterwards. The fetch can hold spirits with a total POW equal to the fetch's POW. If the fetch's POW is reduced, the strongest spirit is freed.

Possession Protection: The shaman's body cannot be possessed by any spirit unless the fetch is defeated. For this reason, the fetch practically always remains behind to protect the body when the shaman enters the Spirit World or discorporates.

Shamanic Abilities

Shamanic abilities are special powers known by shamans. Each shaman starts with 1 point in one shamanic ability, usually determined by the shamanic practice (generally this is Second Sight); shamans who defeated the Bad Man in one or more rounds gain 1 additional point of shamanic ability for each round won. The GM should require a shaman to take at least 1 point in each of the practice's shamanic abilities before learning more exotic ones.

Additional Shamanic Abilities: Learning additional shamanic abilities requires sacrificing an increasing amount of characteristic points to a spirit worshipped by their practice or spirit society: 1 point for the first ability, 2 points for the second, 3 points for the third, etc. The cost can be reset to 1 by taking a shamanic taboo. A characteristic cannot be reduced below the racial minimum. All points must come from the shaman, not the fetch. Sacrificing points requires worship ceremony.

Animal Fetch

The shaman's fetch can assume the physical, tangible form of a specific kind of animal (usually determined by the shaman's practice). When this ability is acquired, the fetch's physical characteristics (STR, CON, SIZ, and DEX) should be determined (the GM should roll them or use average characteristics); the characteristics receive a bonus equal to the points of this the shaman has (the shaman can choose whether SIZ receives none, part, or all of this bonus). The spirit animal is vulnerable to weapons normally, has all the standard skills of an animal of that type (unless the shaman knows them at a higher rating), and can still cast spells. The fetch can dematerialize at will. Materializing or dematerializing takes an entire MR, and a dematerializing fetch cannot dodge attacks. If the fetch is damaged when it dematerializes, it must spend MPs at a one-to-one rate to heal all its injuries before it can materialize again. If the fetch is killed, it dematerializes, and the fetch or shaman must spend POW at a one-to-one rate to heal it back to at least 1 HP; if they do not have enough POW, the fetch is destroyed with the usual consequences.

Conceal Fetch

For each point of this ability, the shaman's fetch is undetectable with one of Second Sight, Soul Sight, or Symbolic Sight.

Cure Disease

The shaman can lay hands upon a diseased creature and spend up to 6 MP per point of this ability. If the target is possessed by a disease spirit, make an opposed test between the spent MPs and the spirit's POW: if the spirit loses, it is extracted from the victim in physical form (usually a small stone, an unidentifiable organ, or a piece of fluff). The spirit is bound to this item, but if it is released, the object disappears; this object is usually disposed of by the shaman. If the target was not possessed, they receive a bonus to their CON equal to the MPs spent to their next disease resistance test. This takes several minutes.

Discorporate

The shaman can discorporate, leaving their body. This requires a minimum of 1 MR, but can be augmented by ceremony. The shaman makes a Spirit Travel roll, and on any success discorporates. The discorporate shaman has a movement rate equal to their CHA in meters, and can travel, perceive the Mundane World, and initiate spirit combat with creatures or spirits. The fetch is left to guard the body.

Expanded Spirit

The shaman's maximum POW is increased by +1 per point in this ability.

Expanded Will

Each point of this ability increases the fetch's CHA by +1.

Hide Spirit

The shaman's spirit is harder to detect, unless engaged in spirit combat. Each point of this ability negates 1 point of detecting magic (Detect Enemies, Second Sight, etc.; rune spells count double), or hides the shaman from a spirit with 10 POW; e.g. if a shaman has 2 points of this ability, they can hide from spirits with up to 20 POW. Activating this ability costs 1 MP per point of ability for each MR.

Lay on Hands

The shaman can lay hands upon an injured creature and expend MPs to heal injuries (both hit location and general hit points) at a one-to-one ratio. This takes 1 SR per MP expended.

Magic Attack

Each point of this ability increases the shaman's effective POW by +1 for the purposes of casting battle magic spells.

Magic Defense

Each point of this ability increases the shaman's effective POW by +1 for the purposes of resisting spells and magical attacks.

Manifest Fetch

The shaman's fetch is able to manifest, becoming perceptible, and can initiate spirit combat with corporeal creatures. As usual, manifesting takes all MR.

Possession

The shaman must have the Discorporate ability. The discorporate shaman can possess a physical creature after reducing them to 0 MP in spirit combat. This possession lasts until the shaman is exorcised or chooses to leave. If the possessed creature is killed, the shaman is ejected, and the shaman's body suffers 1D6 points of general HP damage. At 1 point, the shaman can possess a creature of a specific type (human, troll, wolf, etc.); at 2 points, the shaman can possess any creature with a given hit location table (humanoid, quadruped, etc.); for each additional point, another kind of hit location table may be posssessed.

Power Within

The shaman can concentrate for 1 MR, taking no other action, to gather their inner power. At the end of the round, the shaman loses up to 1 general HP per point of this ability, and gains one of the following bonuses:

Roving Fetch

The shaman's discorporate fetch can travel and act outside the shaman's line of sight. The fetch's Movement Rate is equal to its POW. The maximum distance in the Middle World depends on the number of points of this ability and the shaman's POW. If the distance between shaman and fetch exceeds the limit, the fetch must return to the shaman as quickly as it can; it can do nothing else until it has returned. If intercepted in spirit combat, it must try to disengage and escape.

Table: Roving Fetch Range
Points Distance
1 POW×10m
2 POW×100m
3 POW×1km
4 POW×10km
5 POW×100km
6 Unlimited
Second Sight

At will, the shaman (and the shaman's fetch) can see the auras of creatures and spirits with POW, as the battle magic spell, out to a range of 50 meters. The shaman can see whether a creature is weaker (POW more than 5 points lower), about the same strength (within 5 points), or stronger (more than 5 points greater) than the combined POW of shaman and fetch. Magical crystals and enchantments with POW are also detected. This sight allows targeting creatures that cannot otherwise be seen. A thick opaque surface, like a wooden wall, will block Second Sight. Additional points of Second Sight allow the shaman to choose one of the following improvements:

Self-Resurrection

If the shaman dies, they may return themselves to life. The dead shaman can heal damage at a one-to-one ratio by spending POW (their own or their fetch's); the shaman must heal any lethal damage (general hit points to 1 HP, no no mangled vitals, etc.), but damage inflicted after the mortal wound does not count. This takes an amount of time based on points in Self-Resurrection. The shaman's corpse being interred, cremated, etc., does not hinder this process.

Table: Self Resurrection
Points Time
1 One season/td>
2 One week
3 One day
4 One hour
5 One minute
6 One MR
7 Shaman's DEX SR
8 One SR
Sensory Link
Spell Barrage

For each point of this ability, the shaman can simultaneously cast another battle magic spell. The spells do not have to finish at the same time, but no other actions can be taken until all spells have been completed. The MP cost for each spell must be paid, and a separate spellcasting test is made for each.

Spell Extension

For each point of this ability, the shaman can cast and maintain one battle magic spell with a duration indefinitely. The spell can be dismissed at will.

Spirit Armor

The shaman gains 1 point of spirit armor for each point of this ability.

Spirit Attack

The shaman deals +1 point of spirit combat damage for each point of this ability.

Spirit Reserve

The shaman and fetch can use each other's MP to absorb damage from spirit combat, or any other loss of MP.

(Type) Fetch

This ability must be taken when the fetch is awakened. The fetch is a spirit of a given type, determined by the shaman's practice (e.g. ancestor spirit, healing spirit, etc.). It has all the abilities of a spirit of that type, and is able to manifest to perform tasks (only). If the spirit type grants a passive ability, the shaman always benefits from it. The fetch's Intensity is equal to the level of this ability.

Shamanic Taboos

Shamanic taboos may be obtained when becoming a shaman, or accepted from majestic spirits in order to reset the cost of new shamanic abilities to 1 point. If the shaman breaks one of these taboos (but not fetish taboos), the shaman's fetch abandons them, and all spirits of their practice, tradition, and spirit societies refuse to help or serve them. The shaman must cleanse themselves: the GM determine how, but usually the shaman must complete a quest, or sacrifice 1 POW or more to their majestic spirit.

These taboos are usually determined by the shaman's practice, tradition, or spirit societies. They can range from ongoing behaviors to difficult and lengthy tasks. Below are some suggestions for generic taboos.

Table: Example Shamanic Taboos
Taboo
Never eat the meat of a specific animal.
Never eat meat.
Never let an animal sacred to the practice suffer needlessly.
Never bathe.
Never seek shelter from the weather.
Sleep outdoors on a specific day of the week.
Celibacy during a specific week.
Celibacy during a specific season.
Celibacy during Sacred Time.
Total celibacy.
Always play drums while spellcasting or using spirit magic.
Always play rattles wihle spellcasting or using spirit magic.
Always dance wihle spellcasting or using spirit magic.
Always sing wihle spellcasting or using spirit magic.
Never wear leather armor.
Never wear metal armor.
Never wear armor.
Never wear anything on the head.
Never wear clothes.
Never wield one of axes, bows, maces, shields, spears, or swords.
Always attack a type of traditional enemy.
Make a pilgrimage to a sacred site on a specific holy day.
Make a pilgrimage to a sacred site during Sacred Time.
Make a pilgrimage to a sacred site once per year.
Make a pilgrimage to a sacred site once per season.
Maintain a shrine, keeping it in good repair and making regular offerings.

Spirit World

The Spirit World is an Otherworld that overlaps and underlies the Middle World, coexisting with it. The natural world is represented in the Spirit World, although often allegorically or metaphorically: unimportant things are indistinct and vague, while important and powerful things shine forth, distinct and lively. The spirits of nature—trees, rivers, hills, plains, and so on—found in the Middle World exist in the Spirit World, but many other spirits reside there besides, including ghosts, ancestors, and the like. While the Middle World maps onto the Spirit World, the Spirit World also extends beyond and between it: the homes of Majestic Spirits, where the spirits of dead animists gather, can be difficult to reach, existing "in between" other places.

Animists and shamans gain their power from interacting with spirits found in the Spirit World. They learn where to find friendly and helpful spirits, and which areas to avoid because of their hostile and dangerous spirits.

Opening the Spirit World

Animists can use the Spirit Travel skill to cause the Spirit World and the Middle World to overlap inside an area called a shamanic circle—sometimes called the Axis Mundi. This generally requires being in a sacred place or other location of spirit power.

Table: Ceremony Length
Length Bonus
15 minutes -50%
30 minutes -20%
1 hour
2 hours +10%
4 hours +20%
8 hours +30%
12 hours +40%
24 hours +50%
Table: Sacrifice
Sacrifice Bonus
Fumble -50%
Failure -20%
Incense, plants
Animal (SIZ <10) +10%
Animal (SIZ 11–18) +20%
Animal (SIZ 19–30) +30%
Animal (SIZ 31+) +40%
Complete being +50%

Travel in the Spirit World

Distance in the Spirit World is metaphorical, and for game purposes is measured in "steps"; as a general guideline, reaching friendly locations takes 1–3 steps, reaching hostile locations takes 4–6 steps, travel between Genertelan and Pamaltelan locations takes 8 steps, and reaching the Underworld takes 12. Track the distance from the entry point as well as to the destination.

Advancing a step (in either direction) requires a Spirit Travel test.

For each attempted step (Spirit Travel test), there is a chance of a spirit encounter.

Travel as a group is possible; one traveller makes the test. A Fumbled test does not cause the group to be split up: everyone gets lost together.

Summoning Spirits

Once the Spirit World is opened, it is possible for practitioners to summon spirits into it.

Each attempt requires a Spirit Travel test, takes 15 minutes, and costs 1 MP per 10 points of POW (or part thereof) that the desired spirit has. (For spirits with a variable amount of dice in POW, the summoner chooses the number of dice.)

Once summoned, the spirit can be engaged with negotiation or spirit combat.

The GM should apply a penalty to the summoning test based on how appropriate the location is: summoning a tree spirit in the forest is at +0%, summoning an ancestor spirit in a neighboring land is at -50%, and summoning a fire spirit on the ocean is at -100%.

Within an opened axis mundi, animists can worship their majestic and great spirits, ancestors, and guardian spirits, sacrificing POW. Shamans can sacrifice characteristics to gain shamanic abilities, requiring a Worship test (one attempt per ceremony).

Enchanting

Enchantments are permanent magical effects created by rituals and investment of POW into a physical form. They are not tied to any one type of magic, although they are generally incompatible with Mysticism (which seeks to transcend the physical, rather than to bind magic into it). No specific spells are required, only the Enchant skill.

Many spells also produce enchantments—permanent magical effects—but they follow their own rules, and do not require the Enchant skill. The enchantments described here—Armoring, Binding Matrix, Magic Point Matrix, Spell Matrix, and Strengthening—are the only ones performed with the Enchant skill, although the GM can develop new ones. There are many specific items created with specific procedures, their secrets often closely guarded by cults or societies, such as Humakti Lottery Swords, or Praxian Firesticks.

Using Enchantments

Enchanted matrices (binding, magic point, and spell matrices) are subject to the limit on magical items, including magic crystals and shamanic charms and fetishes: a character may only be attuned to a number of such items equal to their CHA.

A character who is not attuned to such an item cannot use it: they cannot access spells or magic points or magical beings stored in them, or otherwise activate or benefit from them.

Armoring and strengthening enchantments do not require attunement; they simply reinforce the enchanted item.

Attunement

Attuning a matrix, crystal, or other activated magic item requires 8 hours of concentration while holding the item (only one attempt per day, precluding other protracted magical activity like enchanting) that ends with a POW test. On a Failure, further attempts may be made on following days; on a Fumble, the character is not able to attune the item, and may never try again.

A magical item is only attuned to one person at a time. Attunement lasts until someone else attunes the item. Previous attunement does not affect new attempts.

An enchanter who creates a magical item is automatically attuned to it, until and unless someone else attunes the item. However, the enchanter will not need to roll to re-attune an item they enchanted. If an enchanter creates an enchantment for someone else, who pays the POW cost for it, that person is attuned to it instead.

Enchantable Objects

In order to be enchanted, an item must be marked with magical patterns and runes. This is easiest done by carving, but could also be done by weaving or sewing them into cloth, and can even be done by tattooing a living being's body. Enchanting very large objects—such as city walls—must be done in parts, subject to the GM's discretion.

Creating an Enchantment

Creating an enchantment requires the enchanter to work on the object, carving patterns and runes on it, etc. (This means only physical beings, not e.g. spirits, can create enchantments.) The enchanter need not actually craft the object, although this is often the case. The enchanting ritual takes 1 hour per point of POW invested into it, plus any extra time spent to improve the chance of success (see below). At the end of the process, the enchanter makes an Enchant skill test:

The invested POW is lost, recovered only through the usual rules for improving POW.

Enchanting for Others: An enchanter can create an enchantment for someone else, who pays the POW cost instead. There must be an agreement on the strength and cost of the enchantment: if either party tries to alter it, the enchantment fails with no other consequence than wasted time.

Augmenting Enchanting

Augmenting Enchanting: Enchanting can be augmented with runes (the Magic rune, the Spirit rune for bindings, the Stasis rune for armoring and strengthening, or a rune related to the spell to be placed in a matrix, etc.), with an appropriate Craft skill, or by spending extra time on the ritual (which can be combined with other augments). If extra time is spent, the enchanter can take breaks to rest and eat, but otherwise, any time taken away will be deducted from time already spent (setting back progress).

Table: Enchanting Augmenting Time
Time Bonus
30 min +0%
1 hour +5%
2 hours +10%
5 hours +15%
10 hours +20%
1 day +25%
2 days +30%
1 week +35%
2 weeks +40%
4 weeks +45%
1 season +50%
2 seasons +55%
1 year +60%
2 years +65%
5 years +70%
10 years +75%
20 years +80%

Improving or Altering an Enchantment

The original enchanter may later improve an enchantment they have created. This is treated as any enchanting attempt, except that the cost in POW is equal to the difference between the old enchantment and the new enchantment; thus, improving a 4-POW enchantment into a 6-POW enchantments would cost 2 points of POW.

Improving a rune spell matrix will "update" the rune rating "attached" to it, replacing the rating with the enchanter's current rating in the same rune.

If the re-enchanting attempt is a Fumble, the original enchantment is ruined and loses all effect.

Breaking an Enchantment

To break an enchantment, the enchanted object must be broken: a sword snapped in two, a shield cloven asunder, etc. Enchantments on living beings are a little different: if a limb bearing an enchantment is severed, the enchanment is broken (and must either be re-done if the limb is Regrown or Regenerated, or repaired if the limb is re-attached.

Repairing Broken Enchantments: A broken enchantment can be repaired if the object can be repaired: once that is done, someone who would be able to use the enchantment must make a successful Enchant test and sacrifice 1 POW into it. This character is now considered the enchanter, and could alter or improve the enchantment (see above).

Enchantment Types

Armoring Enchantment

For each 1 POW invested, an enchanted piece of armor gains +1 AP. (E.g. a pair of greaves is considered a single piece of armor, and each point of POW improves the AP it provides for both legs.) If tattooed or carved upon a creature (living or not), the enchantment affects one hit location.

A hit location can only receive armoring enchantments up to its maximum HP in AP. If the hit location's HP are permanently reduced, existing armoring enchantments are not affected. Temporary increases to HP (such as from a Vigor spell) do not increase this allowance.

Critical hits will bypass armoring enchantments just like armor.

Binding Matrix

Binding enchantments can serve as a locus to hold a being that can become disembodied; generally, this means Otherworldly beings (daimones, essences, and spirits). Entirely physical creatures, like animals, etc., cannot be bound.

A being must either agree to be bound, or be defeated in spirit combat, to be bound. Once bound, the being exists "inside" the binding. If it is capable of forming a body, it can form one near the binding. The bound being must obey the attuned user of the binding, using its abilities and spells for them. If a new user attempts to attune the binding, the being can try to oppose them, either forming a body to fight, or attacking in spirit combat, as appropriate; once it is defeated, the attunement can proceed.

A binding is created for a specific type of being, such as an umbrol, a disease spirit, a hellion, a nymph, etc. It can contain no other kind of being. (The GM must make the final judgement on the level of specificity required.) The cost of the binding enchantment is 1 POW for each characteristic the type of being possesses (e.g. 3 points for a spirit that has INT, POW, and CHA).

Magic Point Matrix

For each 1 POW invested, the matrix is capable of holding 4 Magic Points. It does not generate MPs, merely stores them. Anyone touching the matrix (i.e. not spirits) can bleed them into it, but only the attuned user can access them. These MPs can be spent normally to e.g. cast or boost spells, but cannot be used to absorb spirit combat damage or similar MP losses.

Spell Matrix

This enchantment allows the enchanter to place a spell they know into an object. By default, anyone attuned to and possessing the object can cast the spell, although the specifics differ.

A battle magic matrix costs 1 POW per point of intensity in the spell. A variable spell is enchanted at a specified intensity. The caster must provide the magic points as normal (although the object might also have a magic point matrix), and uses their own POW to cast the spell.

A rune spell matrix costs 1 POW per point of intensity in the spell (without stacking). The enchanter must also permanently sacrifice enough rune points into the matrix to cast the spell at least once; the caster can choose to stack rune points as normal, etc. (If the spell is one-use, spent rune points are lost permanently.) The enchanter's rating at a Rune they would use to cast the spell "attaches" to the matrix, and is used by anyone casting the spell. If the caster has an appropriate rune at a higher rating, they may use that instead; if using their own rune rating, they may also use their own rune points (allowing use of the matrix after it has been depleted). Rune points are recovered at holy day worship ceremonies for a cult that has the item's rune. Someone must pray over the object and make the usual Worship test. On a success/failure, 1D6/0 rune points are recovered at minor holy days, 2D6/1D6 at seasonal holy days, and all/2D6 at the high holy day or Sacred Time ceremonies.

A sorcery spell matrix costs 1 POW. In order to cast the spell, the user must have the skill for it (which they can self-teach with the matrix). Manipulation and magic points are provided by the caster as normal—essentially, the matrix is simply a way to "offload" a spell from the enchanter's INT.

Strengthening Enchantment

For each 1 POW invested, an enchanted weapon or shield gains +2 HP. If tattooed or carved upon a creature (living or not), each point of POW grants +1 to either their general HP or the HP of one hit location (up to the enchanter).

A creature can receive points of strengthening enchantment equal to their SIZ.