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Deus Vult Campaign House Rules and Clarifications


-In the Runequest 2 Handbook, the following statement is on pg. 129 “Whenever a spell is cast, there is always a sight and sound that nearby creatures can detect, be it a flash of light, a crack of thunder or a shimmering in the air.” This does not apply in this campaign. Magic is very subtle and does not take overt visual or auditory effects beyond what the spell itself calls for.

-On pg. 131, the description for Damage Enhancement reads “Thus a sorcerer with Damage Boosting 43% could cast the spell on a War Sword, which normally does 1D8 damage. If successful, the sword would then automatically inflict 8 points of damage every hit until the spell ended.” In this campaign, once the damage is inflicted, the spell is expended and must be cast again for further effects.

-On pg. 131, the description for Damage Resistance does not explicitly state it, but like Damage Enhancement is only valid for one damage effect, regardless of duration of the spell. Once the target is struck, the Damage resistance effect is expended. If the damage is higher that the resistance spell and is bypassed, the Damage Resistance effect is not expended.

-On pg. 134, Phantom sense states “Each specific Phantom spell produces an illusion which affects a
different sense or perception.” . Depending on the Grimoire, Phantom Sense may incorporate ALL or most senses, but may only produce illusions of certain types.

-On pg. 135, Project Sense states that “The receptor has a Movement of 1 metre per 10% of the caster’s Sorcery (Grimoire) skill. Concentration is only required to move the receptor – when stationary, the spell is treated as Autonomous instead.” In this game, this spell is ALWAYS based on concentration. If the spell is cast on a particular individual, the spell will always follow the individual for as long as he concentrates. The only way for a spell to be cast through Project sense is by a Combine effect in the beginning of the casting. The spell cannot affect the target or location viewed / sensed without a Magical Link (Deus Vult Handbook pg. 128). The only exception to this is the Telepathy spell and even then the target must be willing.

-On pg. 136. “Self” is a possible subject for the Shapechange spell. In addition, although the categories may be broad “Canines, Fish, Birds, etc.” They may also be narrowed to specific animal types detailed by the particular Grimoire (Wolf, Shark, Crow).
-On pg. 137, Tap is not a permanent spell in this game, but any stat may be reduced to 0. If CON or SIZ is reduced to 0, the target is dead, which as we all know is more or less permanent. Tap lasts for the Duration of the spell. Once the duration has ended, the points are restored and the extra Magic Points are gone unless they have been already used in which case there are no additional effects. The amount of points gained through Tap in this game is 1 per 30% of the Grimoire skill.
-On pg. 137, The Teleport spell may be used on any location the caster has a Magical Link with (Deus Vult Handbook pg. 128).
-On pg. 128 of the Deus Vult book, Blast is a spell that may not only be from lightning, but other elements such as Ice or Fire.

Spirit Magic

Not much needs to be changed from the rules other than the nature of spirits. In the Runequest 2 rulebook, the spirits are assumed to be part of a Native American or other primitive culture. In this campaign, spirits have not really changed statistically but certain ones, such as bison, are not available. In keeping with the theme of the game, more malevolent practitioners such as diabolists are inclined to bind demons.

Character Creation

Variant Option: Characteristic values optional rule (pg. 8) used with random rolls. Players may use assigned points or random rolls assigned to scores.

House Rules: Aging penalties begin at 30 rather than 40. People did not live long as in traditional fantasy settings.
Clarification: The Community section may be used randomly as appropriate in the Core book or chosen.
Optional Rule: Limits to Persistence and Resilience is used (pg. 40)


Optional Rule: Combat Manouevres is used.(pg. 90)

House Rule: Combatants that change combat ranges may use their shield skill instead of Evade.

House Rule: Any time a thrown spear, thrown javelin or bow weapon is used and the victim sustains a Serious wound, the weapon automatically scores an additional impale result. Ranged weapons do not choose impale, but cause one in the event of a Serious wound. In melee combat, any attack using the impale maneuver cannot actually impale unless one of the 2 damage rolls result in a serious wound. Any attempt to remove an impaling weapon results in 1 point of damage to the victim.

Clarification: Although in most games it is assumed, I will reiterate it here: Any damage taken to an area that has already received a serious wound, even if it is caused by removal of an impaling weapon, results as if the victim has initially taken a serious wound. Example: Taking 1 point of damage to an area with -1 HP results in losing 1D3 combat actions and whatever resilience rolls are required.

Clarification: In any circumstance, if an individual receives catastrophic damage that would realistically slay that individual outright, no reference to hit points, damage or rolls are necessary. Fall off a 1000 ft cliff or get stabbed through the eye socket, and you are pretty much screwed.

New CM: The CMs from the Vikings supplement; Cast Back, Shield Bash, Shield Twist are available.

New CM and items: Often times, warriors do not wear full suits of armour to protect them. It’s quite common to see open-faced helms and vambraces that do not cover the upper arms. To reflect this, half-coverage armor only costs half the price, half the weight and half the penalty, while giving the user the full AR of protection. Sounds too good to be true? It is. A new CM is also introduced called Bypass Half-Armor that may be used just like Bypass Armor, only on a regular CM.

House Rule / New CM: Choose location is a rather powerful and overused CM. To reflect this, I believe it should be more generalized. Using this CM gives the players the option to roll 1d10, 1d10+5 or 1d10+10 for their area rolls to strike Low, Medium or High, respectively. Pinpoint Location would enable the attacker to strike directly on an area on a critical only.

New CM: Rapid Reload (ranged only) Automatically loads or readies the next ranged weapon without expending a CA. ranged attacks that must use multiple CAs reload cannot use this CM.

New Defensive CM: Companion Strike: When both you and your ally are using shields and flanking one another, choosing this CM gives your ally an attack at the cost of 1 of his CAs on the your foe.

New Combat Action: Phalanx. This requires a combatant with a shield and an ally with an L ranged or greater weapon standing behind him. An enemy is unable to attack the 2 handed weapon wielder and may only attack the warrior in front with the shield. The rear attacker may strike the enemy, however. This is only effective if there are equal or more shield-men than enemies. This can be used in conjunction with shield wall.

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