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Thursday, 11 November 2010

Struck by lightning

Here are the rest of Robert Dale's Celtic mythos Rune spells, originally published in White Dwarf magazine back in the mid-'80s around the time that Dragon Warriors first came out. I'm sure that RuneQuest has gone through several iterations since then, but it should be fairly easy to intuit how to convert them.

(Oh, and yes, I do know that the Fimbulwinter is Norse, not Celtic - and I'm very sure that Robert knows it too. It's just that the Norse word is so evocative. But can anyone provide us with a Celtic equivalent of "the Dreadful Winter"?)

THE BREATH OF LLYR
Range: 160m
Non-stackable
Duration: 15minutes
Reuseable
Cost: 2 POW
This spell raises a dense mist which reduces visibility to only two metres. The volume of effect may be approximated as a disc 25m across and 5m high. Strange shapes are to be glimpsed through the mist, and these may lure a character from his path, cause him to unleash an arrow or spell in alarm, etc. The mist can either be conjured to appear at a particular spot remaining there until it disperses or is dispelled - or it can be cast upon an individual. In the former case, it provides ideal cover for a retreat. In the latter, the target's POW must be overcome in the usual way. The mist will then centre itself upon him and follow his movements (which are likely to become somewhat random). Note that a fierce gale, such as that provided by a sylph, is ineffective in dispersing the breath of Llyr; dispel magic 4 is required.

BALOR'S EYE
Range: (self)
Non-stackable
Duration: 15 minutes
Reuseable
Cost: 2 POW
The caster of this spell is touched by the spirit of the Fomori lord, Balor. His left eye shines with a baleful blue-white glare. Anyone meleeing the character must make a luck roll each round to avoid meeting the awful gaze of this eye, If the luck roll fails then the victim is subject to a fearshock attack (the spell-caster's POW is matched against the victim's CON).

Balor's eye has some disadvantages to the caster. First, he temporarily loses his sight in the affected eye. Deprived of binocular vision, he subtracts 10% from Attack in melee, 25% from Parry and 10% from Defence (if any). Attack chances with missile weapons are halved. For each victim slain as a result of the fearshock, the caster must sacrifice 2d6 points of battle magic POW to Balor immediately. Each time this spell is used, there is a 1% chance that the caster will acquire a Chaotic (20%) or a Reverse Chaos (80%) feature.

THE KEY OF ANNWN
Range: 160m
Non-stackable
Duration: 15 minutes
Reuseable
Cost: 2 POW

With this spell, the caster can gain control over a creature of the undead. Vampires, however, are immune. If the caster overcomes the POW of the undead being then it becomes his slave for the spell's duration. All orders will be obeyed - even a command for the creature to destroy itself. When the spell wears off (or is dispelled), the being loses all volition and reverts to a state of true death. The key of Annwn cannot be used in conjunction with extension.

THE CAULDRON OF ANNWN
Range: touch
Non-stackable
Duration: permanent
Reuseable
Cost: 3 POW

This spell restores life and spirit to a character who died by wounds or poison. The body must be placed in pure spring water and sprinkled with dried apple blossom. Every five minutes for one hour, the caster expends 1 point of battle magic POW to sustain the ritual. If the spell is interrupted before completion, the ritual is aborted and no second attempt can ever be made to restore that character.

A character resurrected by this spell will arise exhausted and in need of rest, but with all his abilities fully restored. The spell will not, however, recall a character who has been dead for more than seven days. Those in the land of the dead quickly forget their past existence and after a certain time cannot be persuaded to take mortality upon themselves once again.

NUADA'S HAND
Range: 2m
Non-stackable
Duration: 15minutes
Reuseable
Cost: 3 POW
A shining silver hand wielding a magni¬ficent longsword appears in the air beside the caster. It will continue to hover within 2m of him and fight his enemies until the spell expires. The hand Attacks and Parries at 90%, strikes for 1d6+6 and has a Defence of 35%. The hand and sword show no outward sign of damage when struck, but any blows upon them (count hand and blade as one entity) are rolled for as normal, and when a total of 40 hit points have been sustained it vanishes.It will also be banished by a dispel magic 4, of course. Other spells (including bladesharp, invisibility, dullblade, etc) have no effect on it.

FIMBULWINTER
Range: 5m
Non-stackable
Duration: 2 minutes
Reuseable
Cost: 1 POW
This spell can be used in either of two ways: as an instantaneous attack, or as a passive enchantment of 10 rounds’ duration. The attack mode of the spell projects a wave of intense cold towards the victim. The caster matches his POW against the victim's CON on the Resistance Table. If the attack is successful, the victim loses 2d6 from his CON. CON points lost in this way recover at the rate of 1 point per hour. The chance of a successful POW attack is reduced by 10% if the victim is wearing leather armour/padding or warm clothes, and by 5% for metal armour.

In its passive form, the spell encloses the caster in a 2m zone of icy coldness to which he is immune. This can be detected by the appearance of frost on the ground, water vapour on the air as the caster breathes out, and so on. Anyone entering the zone is subject to a POW vs CON attack as detailed above, except that the damage to CON in this case is only 2 points. A character continues to be subject to this 'chillshock' attack every round that he lingers in the zone. The projection value of lagging is negated after 2 melee rounds.

KARACH
Range: touch
Non-stackable
Duration: instantaneous
Reuseable
Cost: 3 POW
A soulless duplicate of a person known to the caster can be created. Before a semblance of life can be breathed into the Karach, a simulacrum of the individual in question must be fashioned using Illusion magic. This will require a frame spell, motion (and harmonize), 1 point of sight for every 3 SIZ and 1 point of substance for every 1 SIZ. Sound may optionally be used, though even then the Karach will only be able to snarl, hiss and produce other meaningless noises. After all this, the karach spell itself is cast onto the illusionary being. A real and permanent twin of the original is then created. This duplicate, the Karach, has the physical characteristics and Manipulation (including Combat), Perception and Stealth skills of the person it resembles. It has no volition, and will simply obey its creator's commands without question. Also, because it has no POW, it cannot use or be affected by magic.

To create a Karach, one must acquire some item often used or worn by the original - a sword, perhaps, or a favourite robe. A character can sacrifice for this spell only once in his life, for reasons divine rather than rational.

5 comments:

  1. Once again a spell with Balor's Eye ! In DW2 (level 8), the magician only suffered the loss of one eye during the spell while in DW5 (level 10) the Dark Elementalist paid it with his life...
    I have always thought there is a connexion between Balor, Baal and the Hindu Demon King Bali.

    Olivier
    http://sambahsa.pbworks.com/

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  2. And hence Beelzebub? You might be right, Olivier - though that would imply a very ancient root to all these myths, surely?

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  3. Beelzebub is "Baal of the flies". There may be a common origin to Indo-European myths, but I haven't found any explanation for Balor. I remember that the chief-priest of Bali, who wanted to defend his master performing a ritual making him overpowerful, changed himself into a bee and lost an eye when he was wounded.
    The word for "to curse" is "balstehm" in Sambahsa, from Old Greek "blasphêmia" that gave us "blame", but with an intermediary form "balstemare", interpreted as "bal" + "stehm" (to support)...

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  4. The Irish for terrible winter is gheimhridh uafásach.

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  5. Thanks, Rudd. I guess Fimbulwinter wins in terms of starkly evocative simplicity. Just saying the word makes me shiver.

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