Hero Wars Cults Conversion - Skills and Spells
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Hero Wars Cults Conversion - Skills and Spells

This is a conversion of the HeroWars Cults. It takes the cults from the Hero Wars rulebook, Thunder Rebels, Storm Tribe, Imperial Lunar Handbook Vol I, In Wintertop's Shadow, The Legacy of Pavis and Uz.

This is obviously not a full conversion, but takes the new feats and builds them up into a short form of the cult. There is no mythology here, no extended cult description and no great detail. These can all be found in the original supplements. If you want to see these written up properly, go and buy the supplements. They are well worth it.

Nikk Effingham has done something similar and his work directly inspired this one. However, he only included a few of the deities and did not list them alphabetically, preferring to keep them as Subcults of various aspects of Orlanth and Ernalda. I have taken a number of spells and skills from Nikk's website, these are marked (NE).

Because of the nature of this work, it derives a lot from the source materials. In fact, it would not be a conversion otherwise. As such, there is a lot of material that is probably copyright the original authors. I have not included the individual copyrights here, but I can do if requested.

As this is a conversion, it will be incomplete. There are some cults that I have missed, some that I have included but not properly fleshed out, some with undescribed feats, spells or skills. There will also be supplements that come out or supplements that I do not have. I will try and include these as quickly as I buy them, but it is a painstaking process and is often not an enjoyable one. However, if there are any obvious omissions, mistakes or things that I should be doing better, please let me know.

Many thanks to Issaries for continuing to promote Glorantha (even though they aren't using the One True Game), to Tradetalk, Unspoken Word, Ian Thomson, David Hall and Tales of the Reaching Moon for all the Gloranthan support. Thanks also to Stephen Martin who gave me some useful pointers as to what was and was not acceptable from a copyright point of view.

If you have any comments or suggestions, please send me an email at soltakss@yahoo.com as I am always interested in feedback.


Glorantha is the Trademark of Issaries, Inc and is used with their permission
Issaries, Inc. is the Trademark of Issaries, Inc.
Hero Wars is the Trademark of Issaries, Inc.
Hero Wars Roleplaying in Glorantha, Anaxial's Roster, Glorantha Introduction to the Hero Wars, Thunder Rebels, Storm Tribe and Sartar Rising are published by Issaries, Inc.
The Imperial Lunar Handbook I is published by Issaries Inc. and Steve Jackson Games
In Wintertop's Shadow is copyright The Unspoken Word and published by The Unspoken Word
Uz - the Trolls of Glorantha is copyright The Unspoken Word and Issaries Inc. and is published by The Unspoken Word under licence from Issaries Inc.
The Legacy of Pavis is published by Tentacle Press
 



 
 
Key
BASRBarbarian Adventrues:Sarter Rising
HWHeroWars Roleplaying in Glorantha Rulebook
ILH1Imperial Lunar Handbook 1 - The Lunar Empire
LPLegacy of Pavis
ToTRM Tales of the Reaching Moon
TRThunder Rebels
STStorm Tribe - The Cults of Sartar
WSIn Wintertop's Shadow
ILH2Imperial Lunar Handbook 2
BoGBlood Over Gold
MotSMen of the Sea
CotRMChampions of the Reaching Moon
OiDOrlanth is Dead
BABarbarian Adventures
SoKSons of Kargzant
GTGathering Thunder
MoLaDMasters of Luck and Death
TAThieves' Arm
WFWintertop Fair
TiFTarsh in Flamesv
MRMoon Rites

The cults will be described in the following short form:
Description:
Skills:
Spirit Magic:
Common Divine Magic:
Divine Magic:
Subcults:
Associate Cults:

Some cults will be more fully detailed than others, some may just have a description and a single divine spell, being a Hero or Spirit Cult, others will be more detailed with Subcults and Associate Cults.

Due to copyright restrictions, I will be describing each deity with a one-line summary but if you want to know more about the deity and his/her mythos, feel free to purchase the source material and look up the full description. I was going to have a source for each deity giving page references, but the sources have indexes - use them.
 


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Abort Broo Larvae (Spirit Magic, 3 points, ritual ceremony)

This spell requires a ritual preparation of someone who has been impregnated by a broo and wishes to abort the larvae before it becomes viable. The ritual takes an hour to carry out, and must be carried out with the aid of herbs and medicine bundles (normal equipment for a Healer). Once cast the Healer must succeed in a POW versus POW with the broo fetus (normally, the unborn fetus will have 1d6 POW) to force to to abort. A successful First Aid roll must then be made or the victim suffers the normal affects of Broo birth (normally death).

Abrasive Wind (1 point, reusable, temporal, stackable)

This turns a wind into an abrasive one. The wind may be directed against an opponent, by overcoming the opponent's MPs. While the wind is blowing against that person, it will do 1D3 damage per point of Abrasive Wind to all locations per round, this is abrasive damage and will eat away any armour, in the same way as a Whirlvish attack.

Activate Compound (1 point, reusable, instant)

When cast on a mixture of chemical substances, this spell activates the compound giving it the special properties of the compound. This is often used when dealing with explosives - when mixed together they are harmless, after the Activate Compund spell is cast then they become explosive.

Acute Hearing (Reusable, 1 point, temporal, ranged, non-stackable)

This doubles all skills based on the user's listening, this includes skills such as Listen, Track by Sound and Darksense.

Aid Conception (1 point, ritual ceremony, nonstackable, reusable) (NE)

This short ritual is cast calling upon Ernalda's blessings before having sexual intercourse with one's partner. It takes about five minutes, and requires the potential father to participate by uttering the words "Let my fruit by bountiful, let the power of wind blow through my loins to the earth". So casting this spell without the father's knowledge if difficult (but not impossible). For the purpose of the next sexual relation between the two the chance of contraception is tripled.

Aid Contraception (Spirit Magic, 2 points, self only, instant,passive)

Once cast the next sexual relation that the caster has during the next day (at which point the spell expires) the chance of contraception is halved. Unlike normal spells, when cast the caster does not know whether it was successful or not, and always loses two magic points whether or not it was successful or not.

Alert Comrades (Spirit Magic, 2 points, instant)

This allows the user to alert his comrades to a problem by raising a loud noise. The loud noise depends on who is casting the spell, but might be a song, bagpipes or a loud shout. Any comrades nearby who are asleep will awaken unless they roll 96-100. The comrades will know roughly what the problem is by the nature of the alert.

Alloy Metals (Sorcery Magic, instant)

This allows the user to allow two or more metals into a new metal alloy. The user must succeed in his Craft Metal or similar roll as well as his sorcery roll, using the normal sorcery rules, as though the Craft were a sorcery skill. If he succeeds he can allow 1 ENC per Intensity together. So, someone alloying 3 ENC of gold, 2 ENC of tin and 4 ENC of copper would need Alloy Metals 9 and must roll below the lowest of Craft Metal, Alloy Metals and Intensity.

Alter Ritual (2 points, reusable, temporal, non-stackable)

This allows a HeroQuestor to alter a Ritual. His chance of doing so is his HeroQuesting skill, or his POWx5% if you do not use the HeroQuesting skill in your game.

The GM may allocate a penalty to this skill depending on the Ritual being altered and how far it is being altered.

Success means the ritual was altered, but may have consequences in the future or immediately. A special success means the ritual has not immediate consequences, but may have consequences in the future. A critical success means that altering the ritual has no consequences now or in the future.

Animate Puppet's Face (1 point, reusable, temporal, non-stackable)

This allows the user to animate a puppet's face. The puppet would normally have a painted or carved face and this spell animates the face to appear as though it is talking and moving. A success with Puppetry will help this, a special or critical success will enable the puppeteer to show more emotions and movement.

Appear Friendly (Communication Skill, Base 00%)

This is the skill of appearing friendly when you are not. Success means that you appear to be friendly, a fumble means your ruse has been detected and you appear hostile and will detect on a Detect Enemies spell, a critical means you will not show up on a Detect Thief or Detect Enemies spell. In a contest between Appear Friendly and another skill, such as Sense Enemy or See Truth, the person who scores the best result (normal, special, critical) will prevail, with a tie going to the person trying to appear friendly. The GM must rule on any bonuses that a character may receive to other skills while appearing friendly.

Appease Sinkhole (2 points, reusable, Ritual Ceremony)

This allows the user to sacrifice POW or living creatures to a sinkhole in order to stop the sinkhole from spreading and engulfing those around it. Such sinkholes normally have an Earth Nymph associated with them and this spell technically appeases the Nymph rather than the sinkhole.

Appease Tree (Spirit Magic, 2 points, instant, Ritual Ceremony)

The carpenter must cast this spell in order to appease the tree and allow him to kill it for its wood. This spell ensures that the tree's spirit is reborn and is not lost to the forest. In this way it acts in the same way as Food Song. If the spell fails then the carpenter may find himself not liked or even hated by the denizens of the forest.

Armour of Flintnail (3 points, reusable, temporal, non-stackable)

This doubles the Armour Points of any iron armour the user is wearing for the duration of the spell. It has no effect on armour of any other material or metal. It is compatible with spells such as Protection and Shield.

Arouse Husband (Spirit Magic, 1 point, ranged, instant)

This spell can be only cast on a woman's husband. Magic points must be overcome, but unless they have magic sight or other supernatural abilities will not know they are the target of a spell. If successful the target becomes sexually aroused. It's the Orlanthi version of viagra.

Arrow Armour (1 point, resuable, stackable, temporal)

This makes the user harder to hit with missile weapons. Each Point of Arrow Armour gives the user the equivalent to Shimmer 4 against missile fire. This is compatible with and stackable with spells such as Shimmer and Sunbright. So, Hanzar casts Arrow Armour 4 and gains a Shimmer 16 against missiles, so anyone using missiles ahainst Hanzar subtracts 80 from their chance to hit.

Arrow Catcher (1 point, ranged, temporal, stackable, reusable) (NE)

This spell must be cast on a shield. For the duration of the spell any projectile (that is non-thrown missile weapon) has a chance of simply striking the shield harmlessly. A projectile is affected if a 4, 5 or 6 is rolled on a d6. For every point in the spell, roll an additional d6.

Artful Blade (2 points, ranged, temporal, nonstackable, reusable) (NE)

Once cast, this spell gives knowledge of the great fighting techniques of Hevduran to the target. Such techniques stem from learning, not from training, just as Hevduran teaches. The target, for the duration of the spell, may substitute his attack and parry sword skills with the highest out of their read/write or Lores if they so wish.

Assess Enemy (Knowledge Skill Base 00%)

This allows the user to assess an enemy, to work out what he is going to do, how powerful he is and how he will react. Success negates any surprise that the enemy may get from an unusual tactic.

Assess Lover (1 point, ritual ceremony, nonstackable, reusable) (NE)

This spell is cast to determine whether one person is suitable as a lover for another. The chance of success if POWx5, and works much the same as a divination.

Assess Wealth (Knowledge Skill Base 05%)

This allows the user to assess someone's wealth from observing them, their actions, possessions and so on.

Success allows the user to work out what the person's wealth appears to be, with a fair amount of certainty. A special result nails it on the head but a critical success allows the user to see through any subterfuge and determine a person's real wealth if they are trying to disguise it.

Assist Birth (Spirit Magic, variable, self only, temporal, passive) (NE)

Once cast for every point in the spell the caster's skill in craft/midwifery is increased by 5%. This can no more than double the character's skill.

Assure Fertility (1 point, reusable, Ritual Ceremony)

This spell is used to assure the fertility of a single mating attempt. The Ana Gor Priestess must sacrifice a sentient creature, normally a human, as part of the ritual. She invokes Ana Gor and asks her to accept the sacrifice of life in exchange for the fertility of the mating, she then slits the throat of the sacrifice and bleeds him into a bowl. When the bowl is full, she paints the man and woman who are to be mated in the warm blod and sprinkles more blood on them as they mate. If the ritual is successful, the mating will result in a pregnancy and a healthy birth. Normally, the Priestess and the man and woman who mated will participate in a ceremonial feast afterwards when they devour certain body parts of the sacrificial victim. The Priestess eats the liver and brain, the man eats the heart and genitals is the victim is male, the woman eats the kidneys and breats and genitals if the victim is female. The feats is part of the ceremony and if not completed the spell will be unsuccessful. SUch a sacrificed victim cannot be resurrected afterwards.

Attract Good Catch (1 point, reusable, instant, non-stackable)

This draws enough fish to the nets to fill the boat's deck. It ensures the fishermen can go home happy.

Attune to Hidden Field (1 point, reusable, temporal, non-stackable)

If the user knows the location of a Hidden Field and is within the Hidden Field, this spell will attune her to the Hidden Field, bringing the Green Age closer. For the duration of the spell, the user wil heal at twice the normal rate, will gain fatugue points and magic points at twice the normal rate and will feel a sense of harmony and ease. The spell lasts until the user leaves the Hidden Field.

Augment (Ceremony) (1 point, ritual ceremony, non-stackable,one-use)

This doubles the user's ceremony skill when performing the ceremony used in the spell. There are different spells for different ceremonies.

Augment Stone Weapon (1 point, reusable, temporal, non-stackable)

This must be cast on a stone weapon. It doubles the user's attack and parry chance with the weapon for the duration of the spell and is compatible with damage causing spells such as Bladesharp, Bludgeon and True Mace.

Avoid Dragon Breath (2 points, ranged, temporal, nonstackable,reusable)

For the duration of this spell, the target can avoid dragon fire. At the cost of a normal action, they can elect to attempt to Dodge the fire breath of dragonewts using dragon magic or dragons themselves. A successful Dodge will avoid all damage from the attack.

Avoid Dragon's Best Attack (Agility Base 00%)

This skill gives the character one additional dodge action against a draconic foe. This can either be used when the character has run out of dodges, or has failed a dodge and wishes to use this skill to try again. In all other respects it works exactly like dodge.


Avoid Enemies (Agility Skill, Base 00%)

This is the skill of avoiding enemies who are in the area. Success in the skill means the user can avoid general enemies nearby. A special success means the user can avoid the enemies even when they are very close. A critical success means the user can virtually avoid enemies who are standing next to him. A fumble means the user is found by the enemies.

Avoid Fight (Spirit Magic, 2 points, temporal)

For the bduration of the spell, the person affected becomes difficult to provoke into a fight. Any skill used to resist provocation is doubled. The user is also incapable of starting a fight himself.

Avoid Harm (2 points, self only, temporal, nonstackable, reusable)

Once cast the caster will be bequeathed with a remarkable ability to avoid harm in the middle of a battle. All parry skills and the dodge skill are doubled, and any missile weapons are at half chance to strike the caster. This spell lasts until the duration passes or the caster attempts to take any offensive actions, including casting attack spells.

Avoid Lightning (1 point, reusable, temporal, non-stackable)

For the duration of the spell, the user can dodge lightning attacks as if they were missile weapons. This dodge takes a combat action, but once the combat action has been specified, the user can dodge as many lightning bolts as he needs to in the round. Each lightning bolt requires a separate dodge roll to avoid.

Avoid Storms (1 point, self only, temporal, stackable, reusable) (NE)

This spell allows a Vanganthi to avoid the dangers of a storm whilst flying, such as debris, lightning, torrential rain, thunder claps and high winds. The Vanganthi will simply fly around unhindered. Each point will allow the caster to ignore two levels of storm whilst flying, so an Avoid Storm 1 will avoid the dangers of a breeze, whilst an Avoid Storm 4 will render him immune to a Hurricane. Refer to RuneQuest in the Ships and Sailing chapter for the levels of a storm.

Avoid Trap (1 point, reusable , temporal, stackable)

Each person affected by theis spell can avoid the effects of a single trap. The spell must be cast to avoid the trap and must be cast when the trap is encountered. It can be stacked for multiple people affected. Once the trap is passed, the spell ends.

Awaken (Object) (2 points, one-use, ceremony)

When cast on the specified object, this awakens the spirit that lies within the object. If the object is alive and of fixed INT then it will gain 3D6 INT, if the object is alive and intelligent, this has not effect, if the object is inanimate the spirit awakend must be rolled randomly - 01-95 INT 3D6 POW 3D6 96-00 Roll on the Spirit Contact Table. Some cults restrict this spell to those objects that the user has made himself. There are different spells for different objects, for example Awaken Wood, Awaken Pottery, Awaken Vexilla or Awaken Horse.

Awakening Shout (1 point, reusable, non-stackable, instant)

The user of this spell makes a shout as he casts it. Anyone within earshot who is asleep has a 95% chance of awakening as a result of this shout.


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Ball Lightning (3 points, ranged, temporal, stackable, one-use) (NE)

This spell must be stacked with a number of points of Lightning. It calls down a ball of lightning, which can be moved around by the caster via an act of concentration (during which they may do nothing else). It can attack anyone in range as a missile weapon, with a chance of hitting equal to the characters Ball Lightning Attack skill (begins at base 5% plus magic modifier). Anyone hit by the lightning suffers 1d6 points of damage for every point of lightning used in the ball, metal armour does not protect. Every time it strikes someone, the ball discharges one point of Lightning, so a Ball Lightning stacked with 4 points of Lightning will do 4d6 damage the first time, 3d6 damage the second time etc... until eventually dissipating after four blows.

Banish Fleas and Ticks (Spirit Magic, 1 point, touch, instant) (NE)

The target of this spell will have all fleas and ticks removed once cast. It does not prevent them from later contracting more fleas and ticks.

Batter Foe (2 points, reusable, temporal, non-stackable)

This doubles the user's head butt attack chance, increases head butt damage to 1D10 and also doubles any knockback caused to foes headbutted by the user while the spell is in operation.

Battle Hymn (1 point, reusable, temporal, stackable)

This is the equvalent to Humakti Morale, and gives +5% Attack per point of spell, but instead of rallying around a standard or standard bearer, the spell relies on the singer continuing singing.If the singer stops singing then the spell will end. The spell takes an hour to cast, in which time the singer sings the Battle Hymn to fire up the troops. If the singer succeeds in Sing the spell works successfully. If the singer makes a special Sing, the spell gives +10% per point, a critical gives + 15% per point, a fumble takes 5% per point from the attack skills.

Be Impartial (1 point, reusable, temporal, ritual ceremony)

This causes the user to be completely impartial when judging a case of law, or indeed anything else. For the duration of the spell, the user will not be swayed by his personal opinions or ties to one or other of the defendants. In game terms, no bonuses for clan/tribal/personal ties will be applied to the chance of success of any of the participants. So, Grandar the Garrulous uses his Lawspeaking (Sartar) to argue a case in his home clan against a foreigner. The foreigner has Lawspeaking (Sartar) 80% but Grandar has home advantage and the GM gives him a 20% bonus. However, the local Lawspeaker casts Be Impartial and Grandar loses his 20% bonus, so he matches his Lawspeaking (Sartar) 70% against the Foreigner's Lawspeaking (Sartar) 60%, he rolls 14, a special, and the foreigner rolls 13, a normal success, and Grandar is victorious.

Be Understood (1 point, self only, temporal, nonstackable, reusable) (NE)

This requires a short five minute pray to Issaries before it is cast. The caster must select a specific person with whom they wish to be able to communicate with, and once the spell is cast the caster will be able to speak their language at an effective skill of their POW+ their communication bonus (minimum 10%). This lasts only as long as the duration of the spell. If the target knows multiple languages it gives proficiency in their native tongue. This spell only works for languages that Issaries himself knew, so if Issaries never learnt the language then the spell cannot allow the caster to talk it, nor can it be used to speak certain ancient languages like Godspeech or Old Mantongue, which are not the province of mortals to talk.

Bear's Strength (2 points ranged, temporal, nonstackable, reusable)

This spell doubles the character's STR with no limit on the maximum for the duration of the spell.

Bears Hide (Spirit Magic, variable, self only, temporal, passive) (NE)

To cast this spell, the Odaylan must be wearing a bear skin made from a bear he himself slew. It lasts either until the duration expires, or the skin is removed from the Odaylan. For every point in the spell the caster has two points of armour. This spell is not cumulative with Protection.

Beat Metal Tirelessly (1 point, reusable, temporal)

For the duration of this spell, the user does not tire when working metal or using a hammer. As soon as he stops working for more than a full turn, the spell ends. This can be used when the user is in combat with a warhammer in which case the user will not lose fatigue when fighting with a hammer.

Beautify Self (1 point, reusable, temporal, self-only)

This spell doubles the caster's APP for the purposes of seeming attractive. It lasts until dawn the next day.

Beautify Other (1 point, reusable, temporal, touch)

This spell doubles the target's APP for the purposes of seeming attractive. It cannot be cast on the caster. It lasts until dawn the next day.

Become (Creature) (3 points, reusable, temporal, non-stackable)

This allows the user to change shape and form to become the creature specified. The user's characteristics may change, depending on the form taken, so someone using Become Lion may grow yet someone using Become Parrot may shrink. The user will be aware of his true self but may not use some of his own skills, instead using the skills of the form taken. At the GM's discretion, the user may be able to cast spells in the animal form. There are different forms of this spell, such as Become Lion, Become Gating, Become Wolf, Become Hawk, each normally available from a different deity.

Become One With Horse (1 point, reusable, temporal, non-stackable)

This spell allows the user to be in mind-to-mind contact with his horse. It allows communication between user and horse and allows the rider to give orders to the horse more easily. If the horse is intelligent, this acts as a Mindlink and allows both to use the other's spells.

Become Whirlvish (3 points, reusable, temporal, non-stackable)

The user performs an ecstatic dance, at the end of which he transforms bodily into a whirlvish. He retains enough intellect to know friend from foe and carry out tasks, but loses most skills, which are replaced by whirlvish skills. The worshipper may voluntarily transform back to human form only after he has slain a victim. If his whirlvish body is disrupted physically, he also returns to his human form.

Befriend Forest (1 point, ritual ceremony, stackable, one-use)

Once cast the caster becomes recognised as one of the Aldryami, and can even join the cult of Aldrya. It also gives a base elfsense of 5% that cannot be increased by experience, research or training. It can be increased by 5% by additional castings of the spell (or magically enhanced using Hear Forest Song (q.v.).

Befriend Horse (Spirit Magic, 2 points, instant)

This must overcome the Magic Points of the target to work. If the target is a horse, the user has a +20% bonus when trying to befriend the horse.

Bind Breath in (Bodypart) (2 points, one-use, stackable, Ritual Enchant)

This ritual is used to allow the caster of the spell to bind the victim's breath into a particular body part which is then eaten by the caster of the spell. This allows the user to take a power, ability or magic from the victim and transfer it to the user of the spell. The user must sacrifice 1 POW per ability gained in order to transfer the ability from the victim. The ability gained will be usable by the caster of the spell in the same way as it was by the victim, if the ability is a Divine Spell then it can be reprayed at a temple to Morig Gor rather than the original temple. In this way, the user can gain magics or abilities not known to Morig Gor. Each ability gained is associated with a certain body part and the appropriate Bind Breath in (Bodypart) must be used to bind the ability. So Moriggora captures a Priest of Gargarth and decides to bind his breath. She wants to take his Berserker spell (Heart), Wind Walking spell (Legs), Become Tornado ability (Heart) and Unstoppable Rage ability (Heart), so she needs Bind Breath in Heart and Bind Breath in Legs. She casts these spells and performs the ritual, binding his breath into his legs and heart. She sacrifices 4 POW to transfer the abilities and succeeds in the Enchant skill. She slays the Priest and cooks his heart and legs in a ritual manner, then eats them in the correct order and method. She transfers all the Priests Berserker and Wind Walking spells as well as his Become Tornado and Unstoppable Rage abilities.

Bite Rodents in Half (1 point, reusable, non-stackable, temporal)

This doubles the damage done by the user's bite when attacking a rodent.

Bite Spirit (1 point, one-use, temporal, non-stackable)

For the duration of the spell, the user does double damage when engaged in spirit combat with a spirit.
Blend Ingredients (1 point, reusable, instant, non-stackable)

When cast on an alchemical potion, the ingredients of the potion will blend together, even if they are incompatible. This is often used to create potions that cannot normally be created. Such a potion will not explode in flames when being made or will not react to make a foul-tasting poison, for instance.

Blend Into (Background) (1 point, reusable, temporal, non-stackable)

This allows the user to blend into the specified background as if he had 100% Camouflage, or as if his Camouflage was doubled, whichever is the higher. This effect even works when the user of the spell is moving. Anyone trying to see the user must roll a Scan/Spot Hidden or similar skill and get a better level of success than the Blended person. For instance, Arnan Arrow-wife uses Blend Into Vegetation and moves through the grasses on the Plains of Prax. Her camouflage skill is 56%, so she moves with a Camouflage of 112%. Karan Keeneye is a lookout and scans the grass nearby, he has a Scan of 85% and rolls a 15 - a special, but Arnan rolls a 10 - a special and remains hidden. If Karan had rolled a special and Arnan had rolled a normal, then Karan would have seen Arnan. There are diferent spells for diferent backgrounds, available from diferent cults, for instance Blend Into Vegetatation, Blend Into Rock, Blend Into Stonework and Blend Into Water. Genrally, if the user moves out of the background into another, then the spell has no effect, but a Blend Into Rocks may have some effect on Stonework and vice versa, depending on the GM's interpretation.

Bless Birth (1 point, reusable, temporal)

This ensures that the baby will be born healthy and without defects. It also prevents chaos features and such like.

Bless Bull (1 point, ranged, instant, nonstackable, reusable)

Any bull affected by this spell will be blessed to be as virile and fertile as possible, to produce good quality offspring and resist disease with double CON for the next season.

Bless Calf (1 point, ranged, instant, nonstackable, reusable)

Any calf affected by this spell will be blessed to be as healthy as possible, to grow quickly and resist disease with double CON for the next season.

Bless Cow (1 point, ranged, instant, nonstackable, reusable) (NE)

Any cow affected by this spell will be blessed to be as fertile as possible, to produce good quality milk, and resist disease with double CON for the next season.

Bless Eggs (Spirit Magic, 1 point, ranged, instant)

This spell affects up to the caster's POW in eggs. Unless the eggs are already rotten, they will be maintained fresh for an additional day.

Bless Garden (1 point, area of effect special, instant, stackable,reusable)

For each point in the spell it affects an area of 100 square metres. Any garden plants, grass etc... in that area will grow bountifully over the next year and not be adversly affected by frost.

Bless Grove (1 point, ritual enchant, stackable, one-use)

This can only be cast on a grove and affects any area of upto 300 square metres with the consent of whatever major nature spirit that lives there (such as dryads). Should anyone ever enter the blessed area the nature spirit will immediately be alerted, and know both the number of people, their race and their general orientation (chaos, darkness, Aldryami etc...). For every point in the spell any hostile creatures that the nature spirit does not wish to grant entrance to must match their POW against a value equal to 5/point of spell on the resistance chart. If they do not suceed, they cannot enter. The only way to end this spell is to kill the nature spirit. Obviously this spell doesn't prevent enemies setting fire to areas around the grove...


Bless Herd (1 point, ritual ceremony, stackable, one-use)

This is cast alongside the Bless Cow spell. Using this ritual allows the spell to affect more cows at once. The number of additional cows affected is equal to the square of one plus the number of points of Bless Herd. So a Bless Herd one would affect (1+1)*(1+1)=4 cows whilst a Bless herd 6 affects (6+1)*(6+1)=49 cows at once.

Bless New Kiln (1 point, ritual enchant, nonstackable, reusable) (NE)

This spell must be cast at the completion of a new kiln. For every POW sacrificed the kiln will add 1% to the chance of special when using any craft skill that utilises the kiln.


Blinding Flash (1 point, reusable, temporal)

The caster must overcome the target in a POW vs POW roll. This spell produces a blinding flash that blinds the target for 1D6 melee rounds. This even works if the target's eyes were closed when the spell was cast.

Blinding Pain (Sorcery Magic, ritual ceremony)

This is cast when the magician is punishing a miscreant, normally with an iron lash. The miscreant experiences intense pain equal to the Intensity of the spell. The GM must determine what effects this pain has.

Blizzard (1 point, ranged, temporal, stackable, reusable)

This spell can only be cast if it is already snowing. This can be either snow that has fallen without the use of magic, or snow called using the Snow spell - it all comes from Valind anyhow. It centers a strong blast of the snow on one particular target (no chance to resist, although if they seek shelter the snow can no longer affect them). For every point in the spell the character's visibility is reduced by 10% affecting any skill based upon sight.

Block Attack (1 point, reusable, non-stackable, temporal)

This spell must be cast on a weapon. The user has double Parry chance with that weapon for the duration of the spell.

Block Moon With Clouds (3 points, reusable, non-stackable, temporal)

This blocks the Moon's powers. For the duration of the spell, the Moon's effects are blocked depending on the Cloud Cover. For every 25% Cloud Cover above 25% the Moon acts as if it is of one phase closer to the New Moon to everyone within 10m of the caster. For instance, the Moon is full and there is 40% Cloud Cover, and Marlin Moonhater casts Block Moon With Clouds and reduces the Phase of the Moon by 2 phases to Crescent Moon, thus only allowing 2 point divine spells to be cast by Lunars within the area.

Block Ritual (1 point, reusable, instant, stackable)

This is used to block the effects of a ritual. The points in the spell must be equal to or greater than the points used in the Ritual to be blocked. If Block Ritual is cast and has enough points to affect a ritual, the affected ritual is blocked, does not succeed but the caster of the ritual spell loses the Divine Magic spell or any MPs or POW used in the ritual. The caster must be in a position to physically block the ritual, he cannot do this from afar.

So, Carnax the Careless tries to stop his opponent Mandan the Merry from being Resurrected. He uses Block Ritual 3 and casts it as he runs into the group of healers surrounding Mandan and the High healer loses her Resurrection spell as if she had just cast it and mandan is not brought back to life.

Block Magic Scout (1 point, reusable, stackable, temporal)

Each point of Block Spell Scout acts as Detection Blank 10 but only works against magical spying spells or magical scouts. Where the scout is a spirit, each point stops up to POW 10 spirits from detecting the target.

So, Hanhax casts Block Magic Scout 3 and sneaks into an enemy camp. He has the equivalent of Detection Blank 30 and cannot be seen by spirits of POW 30 or below.


Block Spell (1 point, reusable, stackable, temporal)

Each point of Block Spell acts as Countermagic 4 against sorcery magic or countermagic 2 against other forms of magic. It is incompatible with Shield and similar spells but is compatible with Countermagic which will increase the total Countermagic effect. Like Shield, Block Spell is not knocked down if overcome but remains in effect.

Block Sun (1 point, ranged, temporal, stackable, reusable)

This spell causes the cloud cover to move so as to cover the sun. For every point in this spell a radius of 100m is affected. For every point in this spell the cloud cover for purposes of spells that require the sun to work (i.e. sunspear and the powerful Dara Happan war magics) is increased by 4%. It is not possible to more than triple cloud coverage of the sun in this manner.

Blood Beer (1 point, ritual enchant, reusable)

This ritual is used to make the fearsome blood beer brews of the Babeester Gor cult. This brew is made by pouring some of the enchanters own blood into the mix, along with much alcohol. The ritual requires no POW, but does require a number of magic points, and can receive up to the casters POW in magic points. It will have an alcoholic POT equal to the magic points expended.

Once drunk, the beer will enhance the drinkers connection to their goddess. For the duration of fifteen minutes, the caster's chance to cast cult magic, both runic and spirit, is increased by the number of magic pointsx5. So, for instance a Priestess wants to head into war dressed in full iron plate with iron chainmail, but her chance to cast magic is reduced considerably. To enhance her chance, she drinks blood beer with 18 magic points invested in it. Whilst this will increase her chance to cast magic by 90% she will have to resist the POT 18 alcohol, a feat in itself!

Blow Away Shadows (1 point, ranged, temporal, stackable, reusable) (NE)

This spell can blow away shadows in the area. It is only effective in areas with shadows (it does not blow away total darkness, only shadows, so it only works in areas already illuminated by some light source). For every point in the spell an area of radius 10m is affected. Within that area all non-magically created shadows disappear, so Shades and areas of shadow created by the Create Shadow spell remain. To blow away shadows created by the Create Shadow or Shadow Elementals, the caster must match POW vs POW against the Shadows or their caster to blow them away. It renders spells like Dark Walk useless.

Blow Down Foe (Spirit Magic, variable, ranged, instant)

This spell causes a great gust of wind to erupt from the caster, targetted at one foe who must resist the STR of the wind or be blown down, prone. For every full 5 points of STR, the character is blown back 1 metre. For every point in the spell, the wind blast has 4 points of STR. It is effective only against living entities, undead beasts and animated dead, not inanimate objects.

Blunt (Weapon) (1 point, reusable, non-stackable, temporal)

When the user casts Dullblade on the named weapon type while under the influence of this spell, the Dullblade is doubled. So, Marlin Moonhater casts Blunt Scimitar, then casts Dullblade 4 on a scimitar, the spell is doubled to Dullblade 8. There are different versions of this spell, taught by diferent cults, so we have Blunt Scimitar, Blunt Sword, Blunt Spear and Blunt Axe.

Boast (Communication Skill, Base 00%)

This is the skill of blowing one's own trumpet, of persuading others how great one is. A success in the skill will impress the listeners, a special success will make them friendly to the boaster, a critical success will make them think of the boaster as a friend, a failure has no efect and a fumble makes the boaster look foolish. IN a boasting contest, the boaster with the best level of success will be victorious. Sometimes a god boast will defuse a situation or enhance a Bully or Taunt roll.

Brand of Lust (Sorcery Magic, ritual enchant)

This is a punishment given to a lustful miscreant who has been convicted of lustful actions, such as rape, bestiality or sodomy. The Brand of Lust is apllied with a heated iron brand and is on a visible part of the miscreant's body, normally on the face, chest or hands. The miscreant loses 1 POW as part of the ritual and the enchantment is made. Any Malkioni seeing the brand will know of his lustful ways and will avoid him. Spells such as Blinding Pain or Lance of Agony have double the effect agianst someone wearing a Brand of Lust.

Break Lunar Line (1 point, reusable, temporal, non-stackable)

Any blow made by someone under the influence of Break Lunar Line does double knockback to Lunar hoplites. This is useful because many of the hoplite magics and training depend on the position of the hoplites. So, Madran Mad-Storm casts Break Lunar Line and charges a hoplite wall, he does double knockbak damage and knocks one of the hoplites over, making a hole in the shieldwall and negating the defensive magic on his companions.

Break Through Rock (1 point, reusable, temporal, non-stackable)

This must be cast on a rock-cutting tool or weapon, it doubles the damage done to rock for the duration of the spell.

Break (Weapon) (1 point, reusable, non-stackable, temporal)

This must be cast on a single weapon. For the duration of the spell, when this weapon strikes a weapon of the given type then any damage in excess of the weapon's AP will do damage to the weapon as well as passing through to the character. Critical hits double the damage done to the weapon. So, Halgan Hate-Moon casts Break Shield on his bastard sword and has a go at a lunar hoplite, when he is parried, he does 20 points of damage which means that the shield takes 8 points of damage (20 - 12) and the blow does 8 points of damage to the hoplite. Next round, he does 13 points of damage and the shield takes 9 points of damage (13 - 4) and shatters the shield.

Bright Spear (1 point, reusable, stackable, temporal)

This spell must be cast on a spear and increases the user's skill with the spear and the damage the spear does. Each point of spell adds +20% attack and parry and +1D4 damage to the spear. It also makes the spear shine brightly for the duration of the spell.

Bring Clouds Down to Earth (1 point, reusable, temporal, stackable)

Each point of this spell brings 1% of the cloud cover instantly to ground level. This normally means the ground is covered in mist, allowing people to hide or flee. Any perception rolls are reduced by the original cloud cover. When the spell expires, the clouds will begin to rise to their normal level, but this will take some time, depending on the temperature and wind conditions.

Bully (Knowledge Skill, Base 00%)

This is the skill of being able to bully someone without redress. Success in the skill allows the bullier to humiliate the target, a special success allows the target no chance to fight back and a critical success means they will not fight back in the future.

Burn Darkness Spirit (1 point, reusable, temporal, non-stackable)

This must be cast on a flame, either a normal flame or a magical flame including Fireblade. For the duration of the spell, this will cause damage to darkness spirits, the daamge done is the damage of the fire only. If the darkness spirits are normally affected by fire-based weapons, such as shades, the damage done is doubled. If the spirit is not normally affected by fire or normal damage or if the Spirit has no HPs, damage comes from the spirit's Magic Points. So, Dermot Dermarsson casts Burn Darkness Spirit on his Firebladed spear and does 3D6 MP damage to the troll ghost attacking him, he then attacks a Shade doing 3D6x2 damage.

Burn the Unrighteous (Sorcery Magic, ritual ceremony)

This is cast when the magician is punishing the unrighteous. The GM must determine how unrighteous the miscreant has been, a simple rule of thumb is to determine how far away his character traits are from the ideal for the church and divide by 10. The miscreant then is burned in holy Hellfire and takes damage equal to the Intensity of Burn the Unrighteous multiplied by the amountof unrighteousness. If the miscreant survives then his sins are forgiven him. So, Ankar the Angry is being punished by a magician with Burn the Unrighteous 4. The GM determines that he is unrighteous by a factor of 5 and he takes 20 points of damage. This is almost enough to kill him, but not quite and he survives, his sins forgiven.

Burrow (Spirit Magic, variable, self only, temporal, passive) (NE)

This spell allows the caster to burrow into soft earth, much as a badger would. Each point allows him to shift eight cubic metres an hour. The caster can only burrow into normal, soft ground.


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Calculate Food (Perception SKill, Base 00%)

This allows the user to calculate how much fod is required to feed a number of men for a certain period and how best to ration the food. A special or critical success allows him to eke out the fod better, making it last longer. This is used in army logistics.

Call Alynxes (1 point, special range, instant, stackable, reusable) (NE)

This spell calls any alynx within 100m to the caster's side. Alynxes are generally friendly to Kero Fin worshippers and will aid them if they are in trouble. For every additional point of the spell stacked the area affected is increased by 100m. Awakened alynxes can resist this spell with their magic points versus the casters if they so wish.

Call Children (Rune Magic, 1 point, ranged, instant, stackable,reusable)

When cast certain children within range will be forced, if they fail a POW versus POW, to return to the caster. It affects any direct descendant of the caster, or the caster's siblings. It is ineffective against anyone who has reached the age of adulthood. Each additional point extends the range by 100m. This is both used to force itinerant children to return, as well as sometimes help find lost children.

Call Cleansing Rain (3 points, reusable, instant, non-stackable,)
Ritual Ceremony)
This spell is used to call a cleansing rain to wash away impurities. The rain will wash away blood, disease, chaos or filfth from the cleansed area. This spell is often used to cleanse blighted land.

Call Dust Storm (1 point, ranged, temporal, stackable, reusable)

This spell summons up a billowing dust storm, just like those that blow across the Wastelands. Obviously this spell can only be used in reasonably dusty areas, and the GM should feel free to limit the maximum effect of the spell given the environment, although generally in Prax and the Wastelands there is no limit. Sometimes it is cast in Devil's Swamp, causing an outpour of bog material that is equally effective as sand. For each point in the spell, visibility is reduced by 1d6% with associated penalties given in the main RuneQuest rules. The maximum reduction possible in visiblity from this spell alone is equal to the STR of the wind.

Call Fertile Rain (1 point, reusable, non-stackable, Ritual Ceremony)

This spell is used to call a fertile rain to help fertilise the land. It is often used after a drought or when a piece of land is arid and not productive. The effects of the spell must be determined by the GM but the spell normally makes the land fertile again or a little more fertile than it was before.

Call Flooding Rain (2 points, reusable, instant, Ritual Ceremony)

This spell is used to call a flooding rain to flood the land. All the rain stored in the clouds will fall in a period between 15 minutes and 1 hour. The GM must determine the effects of such a flood.

Call Hounds (1 point, special range, instant, stackable, reusable) (NE)

This spell calls any dog within 100m to the caster's side. Dogs are generally friendly to the caller and will aid them if they are in trouble. For every additional point of the spell stacked the area affected is increased by 100m. Awakened dogs can resist this spell with their magic points versus the casters if they so wish.

Call Soothing Rain (1 point, reusable, non-stackable, Ritual Ceremony)

This spell is used to call a soothing rain to help soothe the land. It is often used after a drought or when a piece of land is damaged and hurt. The effects of the spell must be determined by the GM but the spell normally makes the land fertile again or a little more fertile than it was before.

Call Thunder (1 point, reusable, instant, non-stackable)

This causes a clap of thunder to sound. If there is a storm, this works without a roll, otherwise the player must roll beneath the current Cloud Cover for the thunder to sound.

Calm Anger (Spirit Magic, 2 points, instant)

This spell doubles the chance of success for the recipient to calm an angry person down. The player may chose which skill to use, but the GM may want to apply bonuses or penalties depending on how relevant the skill is.

Calm Animal (Spirit Magic, 2 points, instant, ranged)

When cast on an animal that is panicked, demoralised or otherwise excited or frightened, this calms the animal down to a normal state. It must overcome POW in order to work.

Calm Ardour (Spirit Magic, 2 points, instant)

This spell immediately calms the gret passion that someone can feel for another. If the target is not willing the caster must overcome Magic Points. This is not a permanent effect, for the ardour may come back, but it may calm things down enough to talk sense to the young man or woman.

Calm Cattle (1 point, ranged, temporal, stackable, reusable) (NE)

This spell effects all cattle within 5m of the caster per point of spell. Any cattle thus affected will become calmed unless magically affected by emotion affecting spells. The caster must overcome the magic points of all cows nearby.

To work, the caster must roll d100 and compare the results on the resistance table. All cows whose magic points would have been overcome are affected. For instance, a priest with 12 magic points rolled 52, all potential targets with 11 magic points or less are affected.

Calm Horse (Spirit Magic, 2 points, instant, ranged)

When cast on a horse that is panicked, demoralised or otherwise excited or frightened, this calms the horse down to a normal state. It must overcome POW in order to work.

Calm Pack Animals (Spirit Magic, 2 points, instant)

This spell doubles the chance of success for the recipient to calm an angry or frightened pack animal down. The player may chose which skill to use, but the GM may want to apply bonuses or penalties depending on how relevant the skill is.

Calm Predator (Spirit Magic, 3 points, ranged, temporal, active) (NE)

This spell can be cast on any aggressive predator. Once cast the caster must overcome the targets magic points in a resistance contest. If successful, the predator becomes less aggressive but not exactly friendly. It will, however, leave quite quickly given gentle persuasion.

Carry Burden (1 point, self only, temporal, nonstackable, reusable) (NE)

Once cast the caster becomes imbued with the ability to carry extreme weights without tiring from the strain for the duration of the spell. For the duration, the caster can carry any object that they can physically fit in their arms that weighs less than the caster's STRx10 in ENC and will suffer no discomfort or fatigue from it, nor slow them down whilst moving. This does not make them stronger than they actually are, they couldn't pick up an enomrous boulder as if it was a feather, it's just that it doesn't overly strain the caster.

Carry Companion (2 points, touch, instant, stackable, reusable)

This spell is stacked with Guided Teleportation and allows the caster to carry one additional companion with him through means of the spell. The additional companion must be being held by the caster when the spell is cast and must be willing (or unconscious). Carry Companion can be stacked with itself, to allow more Companions to be teleported, but the caster must be able to touch them all.

Carry Patient to Safety (Spirit Magic, variable, self only, temporal,passive)

Once cast, the caster's STR is effectively increased by 5 points per point in the spell for the purposes of carrying patients (so it does not increase skills relating to STR or damage bonus). A "patient" is defined as anyone who is injured and whom the medic intends to heal (so you can't pick up an enemy and run off with him to do him in later). This can be used alongside Strength.

Cat Whistle (Spirit Magic, 1 point, ranged, instant)

This small charm simply calls all cats within range. They are not compelled to come, but will instantly recognise the whistle of the caster. Cats friendly to the caster are likely to take this as a sign that they should return to the hearth.

Cat's Leap (1 point, reusable, non-stackable, instant)

This allows the user to leap his STR in metres horizontally or his STR in feet vertically. Such a leap normally is unexpected by foes and gives the user +10% to attacks made as a result of the leap due to the surprise element.

Catch any Water Creature (1 point, reusable, temporal, non-stackable)

This spell doubles all fishing skills when used to catch water creatures for the duration of the spell. It is compatible with other fishing-increasing skills.

Cause Avalanches (1 Point, Stackable, Instant, Reusable)

Cause Avalanches causes an area of snow 10m long and 1m deep to become loose and slip. It can be used to make the footing treacherous and make people fall down if they fail a DEXx3% roll or it may be used to create an Avalanche if stacked and if cast on snow at the edge of a Glacier or on a slope. In this case, each 1m depth of snow will cause 1D6 damage per round of the Avalanche moving to anything caught in it and will hold the trapped person with a STR of 5. People trapped will suffocate if they cannot dig themselves out or are not rescued. Each point of spell increases the STR of the Avalanche and also the damage taken.
So, a 4 point Avalanche will do 4D6 damage and will trap people with a STR of 20.

Cause Landslide (1 point, ranged, instant, stackable, reusable) (NE)

This spell creates a landslide from a mountainous slope. The size of the landslide depends on the points of the spell: 1pt=10m3, 2pts=30m3, 3pts=60m3, 4pts=100m3, and so on. Each landslide runs for 1 meters per m3 with a move of 1 per 10m3. It does inflicts 2d6 plus 1d6 damage per point of spell to anyone caught in the landslide spread across 1d3 random hit locations.

Charge of the Ram (2 points, reusable, non-stackable, temporal)

This allows the recipient to run at 3 times normal movement speed when running towards battle. While under the effects of this spell, the user does not tire through running, but he cannot retreat or run away from the battle.

Cheerful Song (Spirit Magic, 2 points, self only, temporal)

For the duration of the song the caster can sing a cheerful, merry tune. They gain +20% Sing for the duration of the spell as long as they keep to cheerful songs.

Cheer Up (Group) (Spirit Magic, 2 points, self only, temporal)

For the duration of the spell, the user will be able to cheer people of the appropriate group up on a successful Communication skill roll. Such rolls will have a +20% bonus while this spell is operational.

There are different versions of this spell, for instance Cheer Up Community, Cheer Up Family, Cheer Up Self and so on.

Cite Precedent (1 point, reusable, instant, non-stackable)

When arguing a case of Law, this allows the user to recall precedents for this case if such precedents exist. If the user does not know of the precedents, this will grant the knowledge of the precedents. It is up to the GM as to how citing precedents affect the success of a case, after all being right in Law does not always mean that the case will go the correct way.

Clan Harmony (1 point, self, temporal, stackable, reusable)

This spell affects any Orlanthi within 3 meters of the caster and keeps them from getting excited or violent. It counteracts emotion affecting spells like Demoralise or Fanaticism that are weaker than the Clan Harmony spell. Clan Harmony can be boosted with magic points to overcome more powerful emotion-affecting spells and to blast through countermagic and other defensive spells. Each point of the spell increases the area of effect by 3 meters.

To work, the caster must roll d100 and compare the results on the resistance table. All targets whose magic points would have been overcome are affected. For instance, a priest with 12 magic points rolled 52, all potential targets with 11 magic points or less are affected.

Cleanse Ill Health (1 point, Reusable, Ritual Ceremony)

This must be cast on someone who is suffering froma disease. The person is cleansed with rainwater and then stands under the pouring rain. His chances of throwing off or resisting a disease are doubled. This is compatible with other ways of increasing disease resistance, such as Treat Disease or Cure Disease potions.

Clear the Air (Spirit Magic, 1 point, range 10m, instant)

Once cast any light smoke, or foul odours, within the range of the spell will vanish, either completley or blown out the nearest exit (as appropriate).

Clear Voice (1 point, reusable, temporal)

For the duration of the spell, the user's Sing skill is doubled. If the user fumbles the Sing skill then the spell ends. If the user criticals the skill then the song is sung perfectly, with no flaws or errors.

Clear Voice Shout (Spirit Magic, 1 point, self only, temporal,passive)

For the duration of this spell the caster has a preternaturally powerful voice that can be heard over most over voices. It is not loud enough to be deafening or cause any harm, but only makes the casters voice sound really loud. Very odd when a quietly spoken merchant casts it to sell his goods.

Climb Anywhere (2 points, reusable, temporal, non-stackable)

This spell doubles the climb skills of the user. If the user has mountaineering skills other than climb, then these spells are doubled as well. Also, the user will not fall off following a fumbled climb.

Climb Moonbeam (1 point, reusable, temporal, non-stackable)

This spell allows the user to climb on a moonbeam, a shaft of moonlight. The spell does not create a moonbeam, but it does mean that the climber can climb it with a simple Climb roll. Some users of this spell carry mirrors to reflect moonbeams or have crystals that can create moonbeams on demand.

Close Hole (1 point, ranged, instant, stackable, reusable)

This spell can close any non-natural hole in the earth. For every point in the spell any area of 27 cubic metres is affected (3m x 3m x 3m) (Nikk has 100 cu metres). Unless the entire hole is affected, the spell fails. If successful, the entire hole fills back up with earth over a period of 10 MR. Anyone inside may or may not have time to get out.

Collapse Building (1 point, ranged, instant, stackable, reusable) (NE)

This spell must be stacked with the Create Fissure spell. There must be at least as many points of Create Fissure used as there are Collapse Building. For every point in this spell the fissure will inflict an additional 2d6 damage to whatever structure the fissure affects.

Colour Glaze (Knowledge Skill, Base 00%)

This is an alchemical skill that allows the user to prepare the correct materials and prepare a glaze for the required colour. Each glaze has its own recipe and properties, so the potter must learn the different glazes. Families of potters will have their own glazes which they jealously guard as these are their trade secrets.

Combat Attack (1 point spell, reusable, instant, non-stackable)

This allows the user to make a magical attack in addition to any other combat actions. This magical attack takes no SR actions, nor does Combat Attack. So, Silvana Silver-Scimitar casts Combat Attack in combat with Sartarite rebels. She uses Combat Attack to cast Madness on one of her foes, in addition to attacking and parrying, she backs up the spell with 10 MPs and the spell goes off at her DEX SR of 2 and allows her an attack and parry on normal SRs.

Combat Healing (Reusable, 3 points, non-stackable, temporal)

For the duration of the spell, the user may cast Healing magics on others in addition to any other acts. These Healing spells do not take a combat action and can be combined with other actions and spell casting. All healing spells become ranged, so the user does not need to touch the injured person in order to use healing magic.

Command Earth Gods (3 points, reusable, temporal)

This allows the priestess to command any worshipper of an Earth God within 100m of the caster. The caster must overcome the POW of anyone she wishes to command each time she issues the command. This spell is only used in ceremonies and in times of conflict when a temple or community is threatened.

Command Ernalda Priestess (2 points, reusable, temporal, non-stackable)

For the duration of the spell, any initiate or higher of Ernalda or her daughters within the area of the spell must overcome the caster's MPs in order to cast any Divine Magic, unless the caster of Command Ernalda Priestess gives her permission.

Command Herd Leader (1 point, reusable, temporal, non-stackable)

This allows the user to command the leader of the herd, to control its movements and what it does. Generaly, the herd will follow the leader, so this spell gives control over the whole herd.

Command Meeting (2 points, reusable, temporal, non-stackable)

For the duration of a meeting, the recipient of this spell has his/her Communication skills doubled when dealing with the meeting. Also, anyone wanting to interrupt must overcome POW in order to do so.

Command Storm Gods (3 points, reusable, temporal)

This allows the priest to command any worshipper of a Storm God within 100m of the caster. The caster must overcome the POW of anyone he wishes to command each time he issues the command. This spell is only used in ceremonies and in times of conflict when a temple or community is threatened.

Command Thunderstorm (2 points, reusable, non-stackable, temporal)

This allows the user to command a thunderstorm. The user must be within the thunderstorm's area and must remain within the area for the spell to work. For the duration of the spell, the user may command the spirit of the thunderstorm to control the effects of the thunderstorm. This allows the user to control how the thunderstorm moves, whether it has lightning or not, whether it rains or not and so on. It does not give exact control, so the user may not command the thunderstorm to rain on this house and not that house or to strike a person with a lightning bolt, for instance. It is normally used to lessen the destructive efects of a thunderstorm, making the rain lighter, stopping lightning bolts and saving farms. The thunderstorm's spirit has an effective POW of 3D6 - 6D6 for the purposes of overcoming, although most thunderstorms will not resist.

Command (Type) Daimon (2 points, reuasble, temporal, non-stackable)

When cast on a daimon of the type indicated, this spell allows the user to command the daimon. Unlike a normal Command spell, the user may give more complex commands as these daimons are normally intelligent.

Command Vizier (3 points, reusable, temporal)

This allows the priest to prevent any vizier within 100m of the caster from casting Magic without the user's permission. A vizier must overcome the POW of the user to cast Magic without permission. This spell is only used in ceremonies and in times of conflict when a temple or community is threatened.

Commanding Radiance (2 points, reusable, temporal, non-stackable)

For the duration of the spell, the user is covered with a brilliant radiant light that does not illuminate but is visible. The user's Communication skills are doubled for the duration of the spell and any command he makes to an initiate of Joraz or of Pavis will be obeyed without question if the user succeeds in a POW vs POW roll.

Commune With the Lady (1 point, self only, temporal, nonstackable,reusable)

The caster can commune with the spirits and daimones of the Lady of the Wild. In effect it allows him to see nature spirits and local spirits dedicated to the Lady of the Wild, and to talk to them. If required, his effective Speak Spiritspeech is the higher out of his skill in Speak Spiritspeech or Speak Own Language.

Communicate With Strangers (Reusable, 1 point, non-stackable,temporal)

This spell allows the user to comunicate efectively with strangers for the duration of the spell. It allows communication to be without major misunderstandings due to cultural differences. If the two parties do not share a common language then it gives an understanding equal to the lowest INT of both parties. So, if Radnan the Reeve (INT 15) casts Communicate With Strangers to talk with Poltas of Pent (INT 13), then they can communicate at 13%, even though they do not share a common language, it also eases the tension when Radnan does not ofer Poltas some food before negotiations begin, as Poltas understands that he does not understand proper Pentian manners.

Communicate With Twin (Reusable, 1 point, non-stackable,temporal)

This spell allows the user to comunicate with his/her twin, no matter what the distance or magical barriers between them. Communication is via a form of Mindspeech, with each twin hearing the other twin's voice in their head.

Conceal Family (3 points, self only, temporal, nonstackable,) (NE)
one-use)
A powerful spell used in times of dire need by Ernalda's most devoted followers. Once cast any person within 10m of the caster who is either a child, a parent, a grandchild (or great grandchild etc...), a spouse or a sibling is affected by the Conceal spell (see Gods of Glorantha).

Conquer [Element] (3 points, ranged, temporal, non-stackable,one-use)

This spell empowers the target when fighting against entities tied to a certain rune. Daylanus teaches Conquer Darkness, Conquer Water, Conquer Earth and Conquer Fire. For the duration of the spell all blows against an entity tied to that rune are powered i.e. increased by one level of effect, say from a special to a critical, or from a fail to a normal hit. This is not cumulative with other powered sources (such as a powered weapon).

Contain Fire in (Place) (1 point, instant, non-stackable)

When cast on a fire, this spell ensures that the fire does not spread outside the container that the fire is contained in. This area is marked by small wards that form part of the spell. The spell lasts as long as these wards are in place or as long as the fire burns. If the fire goes out the spell ends without a problem. If the wards are removed then the fire can spread outside the area, but it is not forced to.

Control Fire (5 points, self only, temporal, nonstackable, one-use) (NE)

For the duration of the spell the character has Heroic Castings of Ignite, Extinguish and Command Fire Spirit.

Convince (Person) (1 point, Reusable, non-stackable, temporal)

This doubles the user's Communication skills when trying to convince the person of something. There are diferent spells for different situations, for instance Convince Buyer, Convince Seller and Convince Locals. So, a merchant using Convince Buyer will have his Bargain skill doubled for the duration of the spell and a prostitute using Convince Man would have her Seduce skill doubled for the duration of the spell.

Coordinate Forces (1 point, reusable, duration special, stackable)

This spell is normally cast on subordinate officers in a battle and lasts until the battle is over or until the caster is dead, whichever comes first. For the duration of the spell, the caster will be in a kind of Mindspeech with those affected by the spell, so that all those affected by the spell can communicate with all the others affected by the spell. Once cast, the range is unlimited, so the people affected by the spell can move around the battlefield without the spell failing. This is not Mindlink and no spells cast on one member afect other members, notr can those affected cast spells from the minds of the others.

Copy Text (1 point, reusable, temporal - 1 hour, non-stackable)

The recipient of this spell can copy a text perfectly, without making any errors. The spell must be extended when copying long manuscripts.

Count Army (Perception Skill, Base 00%)

The user can use this skill to estimate the size of an army. A normal success gives a rough idea of the army size, within 25% of the actual size, a special success gives within 10% and a critical success within 5%. A fumble gives a wildly inaccurate count.

Courage (1 point, reusable, temporal, non-stackable)

For the duration of the spell, the user is immune to fear causing spells or effects. He caanot be affected by Demoralise, Fear, Panic, Fear Spirits, Shades or any similar effect. For those who use Personality Traits, this doubles the user's Courage or Brave.

Cover Tracks (1 point area affect special, instant, stackable,) (NE)
reusable) (As Hide Animal Tracks)
This spell causes all of the tracks of one person that have been made in the last hour to be obscured and more difficult to follow. For each point in this spell, anyone attempting to track this person have their chance reduced by 25%.

Crack Metal (1 point, ranged, instant, nonstackable, reusable) (NE)

This spell must be cast at a non-living, non-magical metal object, including pieces of armour or a weapon. The targeted object immediately breaks into pieces as it is literally frozen to pieces. A Repair spell can repair the broken object.

Create Healing Rainwater (1 point, reusable, instant, stackable)

Each point of this spell allows the user to enchant 1 litre of rainwater into a healing potion which will heal 1D6 hit points per point of spell. The rainwater must have fallen within the last week and must be held in a vessel. The potion may be drunk or poured over a wound.

Create Hidden Field (3 points, one-use, ritual ceremony)

This creates a Hidden Field from a piece of land in Prax and the Wastes that was not blasted by Chaos or Oakfed during the Darkness. The user must know that such a piece of land is present and must know that the land is not already a Hidden Field. If he succeeds in his Ceremony roll, the land is made into a Hidden Field. This means that it will be magrginally more fertile than it was before and can support more wildlife or grazing. Such Hidden Fields can be the difference between life and death in a bad year.

Enter Getenak's Garden
Become Other Self

Create Magical Servant (3 points, one-use, non-stackable, Ritual Enchant)

This allows the user to create a magical servant. He must first create a statue, machine or carving of the servant, incorporating in it the limbs, weapons or whatever he wants the servant to have. He then casts Create Magical Servant and the servant will become aware if he succeeds in his Ritual Enchant skill. The servant so created will have INT 3D6, POW 3D6. Each point of POW stacked with the spell enhances the servant's characteristics and skills. 1 POW gives a base 3D6 characteristic, increases a characteristic by 1D6, gives a base skill of 25% or increases a skill by 25%. So Garan the Grinder makes a stone statue and casts Create Magical Servant backed up with 8 POW. He succeeds in his Ritual Enchant skill and the Servant comes to life. Garan gives it STR 5D6 (3 POW), DEX 3D6 (1 POW), SIZ 3D6 (1 POW) and 25% in Hammer Attack, Spot Traps and Speak Mostali (3 POW).

Create Ring (1 point, one-use, Ritual Enchant)

This is used to create a ceremonial Ring. Such a Ring may be used for many different reasons, common reasons include A Clan Council, Household, Queen's Ring, Defenders' Ring or even Lightbringers' Ring. The Priestess must sacrifice 1 POW for each person in the Ring and each person in the Ring must sacrifice 1 POW. Once formed, the Ring is binding and each Ring has its own magical properties.

Create Tornado (2 points, reusable, instant, non-stackable)

This creates a tornado from an existing storm. The strength of the tornado is equivalent to the Wind Strength of the storm. The tornado created will not be under the control of the creator, who must use another spell to control it.

Crest Waves (2 points, reusable, temporal, non-stackable)

This must be cast on a boat, raft or individual. It ensures that the boat will always stay on the tops of the waves for the duration of the spell. This means that the boat will not be swamped by waves, but it may still be smashed against solid objects, beached or undergo similar misfortune. In game terms, the boat will not lose seaworthiness points for the duration of the spell.

Cripple Troll (2 points, ranged, instant, nonstackable, reusable) (NE)

This spell can only be cast on Uz. If the caster overcomes the target's magic points they are overcome wih agony and incapacitated for the caster's POW in melee rounds. They must attempt an heroic action if they wish to do anything.

Crumble Bones (Spirit Magic, 2 points, instant, ranged)

When cast on a skeleton this will destroy a random location if the user overcomes the skeleton's MPs.

Crushing Grip (1 point, reusable, instant, non-stackable)

This doubles the target's Grapple skill and also doubles the target's STR for the purposes of Grapple damage and holding moves.

Crushing Noise (Spirit Magic, 3 points, ranged, instant)

This spell can only be cast in a thunderstorm. Once cast a deafening clap occurs, which has a chance of deafening a single chosen foe. The target must make a CONx3 or be deafened. At the start of every subsequent melee round roll 1d6, if the result is a 1 then the target's hearing returns.

Cure Gorp Burn (1 point, reusable, non-stackable, instant)

Like Cure Chaos Wound and Cure Iron Burn, this provides all MPs to heal acid daamge caused by Gorps. It also regenerates the acid damage without scarring.

Cure Minor Burn (Spirit Magic, 1 point, touch, instant)

This spell can be cast on any minor burn that inflicted damage of upto three points of damage. If successful it heals it totally with no scarring. This spell can only be used on one burn at a time, so a 2 point burn on one location and a one point burn on another location would require two castings.

Curved (Missile) Flight (1 point, reusable, temporal, non-stackable)

This must be cast on the specified missile, it allows the missile to be go around corners or obstacles. The user does not recieve any penalties when throwing at targets hidden in cover or behind objects.

Cut Deep (1 point, reusable, instant, non-stackable)

For a single blow, the damage done after penetrating armour is doubled. So, Pektok Sowrd Drake casts Cut Deep on his Bastard Sword, swipes and does 14 damage which penetrates his opponent's 8 point armour, doing 6 points of damage, doubled up to 12. This spell is compatible with Truesword, Bladesharp and gifts such as doubling damage.

Cut First (1 point, reusable, stackable, temporal)

For each point of Cut First, the user subtracts 1 SR from her weapon attack, with a minimaum SR of 1.

Cut (Material) (1 point, ranged, temporal, nonstackable, reusable) (NE)

This spell imbues a sword with the ability to cut through a certain material. Once cast the weapon has enhanced abilities against damaging objects (but not penetrating armour, or cutting through flesh) although a Cut Stone would increase effectiveness against Jolanti and Cut Ice would increase effectiveness against Hollri. Whilst in effect all damage in excess of half the object's APs are applied as damage to it's APs.

Cutting Wind Blast (Spirit Magic, 1 point, ranged, instant)

This causes a wind blast to cut into any one particular target. The chance of the wind blast hitting successfully is equal to the Wind STRx3, and if successful causes 1d8 damage to a random missile location.


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De-nature Alcohol (Sorcery Magic, instant)

Each point of Intensity reduces the potency of a gallon of alcoholic beverage by 1.



Dancing Horse (1 point, resuable, instant, non-stackable)

When cast on a horse, this doubles the horse's DEX and the horse's Agility skills.

Dazzle With Moonbeam (1 point, resuable, instant, non-stackable)

This fires a moonbeam at the target. If the caster overcomes his POW/MPs, the target is dazzled by the light. Any vision-based skills, including combat skills, are halved for the duration of the spell.

Deadly Spear Throw (1 point, resuable, instant, non-stackable)

This must be cast on a javelin or thrown spear. The spear does double damage for a single throw. So, Reddara Redhair casts Deadly Spear Throw and throws her javelin at a troll, scoring a normal hit and rolling 11 points of damage, doubled up to 22, and incapacitates the troll.

Death Paint Ritual (Spirit Magic, 4 points, ritual ceremony) (NE)

This small ceremony is used to cover oneself with Death Paint. Death Paint is a holy substance made by the Babeester Gor cult (costing about 20 pennies per application). It can only be applied in a temple, or in an area sanctified to one of the Dark Earth gods (Babeester Gor, Maran Gor, Kanak Gor etc...). All in all this ceremony takes some twenty minutes to complete. Once applied it gives 5 points of magical armour to the caster, not cumulative with Protection. The armour lasts as long as the Death Paint does, which can easily be up to seven pr eight hours. If the GM requires a hard and fast rule on how long the paint lasts, then have the character make a POWx10 roll at the end of one hour, then a POWx9 the next and so on until they fail.

Decapitate Foe (3 points, ranged, temporal, nonstackable, reusable) (NE)

This spell may only be cast upon a sword. For the duration of the spell, the sword will only ever hit the head of an opponent. If they do not have a head, or if the head cannot be reached, then roll randomly. However, in any other circumstance it will only ever hit the head. The sword cannot be used for other aimed blow shots, or disarm chances etc... Also, the sword will strike the wielders head if such a roll is called for on the fumble table.

Decapitate Zombie (3 points, ranged, temporal, nonstackable,reusable)

This spell may only be cast upon a sword. For the duration of the spell, the sword will only ever hit the head of an opponent as long as the opponent is a zombie. If the opponent is not a zombie, or if the head cannot be reached, then roll randomly. However, in any other circumstance it will only ever hit the head. The sword cannot be used for other aimed blow shots, or disarm chances etc. against zombies.

Defeat (Person) (3 points, reusable, non-stackable, temporal)

For the duration of the spell, the user's chances of defeating an opponent based on the specific element or force indicated by the spell are doubled. This affects weapon skills and characteristic contests amongst other things. For the purpose of this spell, an opponent is one tied to the relevant Rune or a person named in the spell.

Theer are many versions of this spell, such as Defeat Dara Happans, Defeat Darkness, Defeat Winter and so on.

Defend Knowledge (2 points, ranged, temporal, nonstackable, reusable) (NE)

This spell may only be cast when the Sword Sage is attempting to defend sources of knowledge. Such sources include books, parchments, scrolls, any individual who has 90%+ in a Lore skill and Temples dedicated to Lhankor Mhy. It only works against foes who are actively seeking to take or destroy such sources of knowledge. For the duration of the spell, the casters attack and parry skill is doubled. This spell ends if the source the Sage is defending is destroyed.

Deflect Blame (Communication Skill, Base 00%)

This is the skill of deflecting the blame for a crime onto somebody else. A success means the blame is transferred onto another, a critical means the user will not show up on magic as the culprit and a fumble means the user is obviously to blame.

Destor's Sight (1 point, self only, temporal, nonstackable, reusable) (NE)

This is cast in any situation where the caster is in a situation where their escape looks to be almost impossible (trapped in an impregnable room, imprisoned in Aldryami brambles etc...). If there is any possible escape route, no matter how dangerous, the caster will be made aware of it. If there are multiple escape routes, only one will be made known to the caster.

Detect Ambush (Spirit Magic, 2 points, instant)

This shows the user if an ambush is nearby and within range. It does not show the type of ambush, but does make those participating in the ambush glow to the user.

Detect Rodents (Spirit Magic, 2 points, instant)

As with other Detect spells, this allows the user to detect the presence of rodents within the area of the spell.

Determine Kinship (1 point, reusable, non-stackable, instant)

The user may use this spell to determine the kinship relationship between two people, two groups of people or a person and group of people. The caster must be aware of the clan or tribe that the people belong to. The spell allows the user to state the exact legal kinship involved. This only works for rgoups belonging to Orlanth's people, so it will give no information about two groups of trolls, for instance.

Diminish Injury (Spirit Magic, 2 points, instant)

This spell reduces damage on a wound by 1D3 hit points.

Direct Alynx (Knowledge Skill, Base 0%)

The user of this skill may direct trained alynxes using voice and hand gestures, usually to herd sheep or to go hunting. Success means the alynx follows orders, a special or critical success means that the orders are followed exactly and precisely. For those who have seen the TV show "One Man and His Dog" will know what this is like, just replace the Border Collies with Big Cats.

Disarm Foe (2 points, ranged, temporal, nonstackable, reusable)

Must be cast on a specific weapon. When this weapon connects with any other weapon, such as through parrying, any immediate disarm attempt can be made as per the usual rules (except no roll to hit will be necessary). This costs no actions.

Discern Secret (1 point, reusable, temporal, non-stackable)

This doubles the user's skills when trying to winkle out a secret from someone. It may double communication skills, to persuade the person to give up the secret, perception skills, to spot the secret or other skills.

Disclose Visions (2 points, ritual ceremony, nonstackable, reusable) (NE)

This spell can only be cast in an area sanctified to Kev. Once cast any willing participants in the ritual (upto the caster's POW) will be able to see whatever visions the caster can see. This includes Divinations, Soul Sight and the effects of the Perceive Other Worlds spell. In the case of Divinations everyone has a chance to interpret the vision correctly, or incorrectly, or gain extra knowledge via it's interpretation.

Discover Ancestry (1 point, ranged, instant, nonstackable, reusable) (NE)

This spell is used to discern the ancestry of a particular target. The caster must overcome the targets magic points with their own. If successful (or if the target simply allows the spell to take affect) the caster knows the direct lineage of the target, how far removed they are from the gods and whether royal blood flows in their veins.

Dismiss (Otherworld Creature) (Reusable, 1 point, instant, non-stackable)

This spell allows the caster to dismiss the named type of otherworld creature. The user must overcome in a MP vs MP struggle, with victory meaning the otherorld entity is sent back to the plane from which it came. There are diferent versions of this spell, some more generic than others, for example Dismiss Elemental, Dismiss Gnome, Dismiss Salamander, Dismiss Sylph, Dismiss Shade, Dismiss Undine, Dismiss Lune, Dismiss Ghost, Dismiss Angel or Dismiss Chaos Demon. As I don't make a distinction between the Hero Wars Elementals, Elemental Daimons and Elemental Spirits, I would class Shades, Dadami, Xenthi and Dehori as Shades, Undines, Sramaki, Manthi and Veredthi as Undines and so on.

Disobey Unelected Leaders (1 point, reusable, non-stackable,instant)

This allows the user to legally disobey unelected leaders. The user will not detect as being dishonourable, an enemy or otherwise show up as being tainted in any way as a result of his disobedience. It also allows the user to resist a magical command given by an unelected leader.

Disrupt Enemy Line (3 points, ranged, instant, non-stackable,reusable)

This spell is cast on the field of battle at an enemy line, effective mainly against Lunars and Dara Happans who use such regimented tactics. Once cast match the characters POW against the Battle skill/5 of the commanding officer of the line. If successful, then the line is disrupted, opening up and not working in unison, allowing warriors to break through. Without a mass combat system, I cannot give a better description.

Distract Attention (2 points, reusable, instant, non-stackable)

This spell causes the target's attention to be distracted, usually by attrecting attention to another place. The caster must roll to overcome Magic Points and all those nearby who are overcome will be distracted. This then allows the user, or another person, to perform whatever deed he wants without being spotted. For instance, Art the Artful (POW 15) casts Distract Attention and rolls 25, so he overcomes everyone nearby with MP 20, he throws a coin into a nearby corridor and the gate guards all look towards the noise, allowing Art to slip parts them.

Distract with Words (1 point, ranged, instant, nonstackable,reusable)

This spell allows a Sword Sage to distract his opponent during combat by boggling their mind with puzzles, quips and general trivia. It only works if the Sage can communicate with the being, who must not have fixed INT. It must overcome magic points, and then the Sage must match his INT vs. his foe's. If successful, the foe loses his next action.

Dive from Above (2 points, instant, non-stackable)

This must be cast on someone flying fairly high. It allows the person to go into a dive in order to reach something beneath him. The thing to be reached will be surprised by the dive and will not be expecting it, so the flyer can act with the element of surprise and also with height advantage. The spell also means the flyer is not disadvantaged by the dive, so he can attack normally, he can also come out of the dive and fly away without a problem.

Divert Flood (1 point,. reusable, stackable, instant)

When cast on an area of land about to be flooded, this spell allows a 10m stretch of water per point of spell to be diverted elsewhere. There must be a place for the water to go and the water must be able to flow to the place, otherwise the spell will have no effect.

Divert Spell (1 point, reusable, temporal, stackable)

Similar to the Reflection spell, this protects a person from magic. Each point protects against spells that fail to overcome the MPs of the user and protects against 1 point of Divine Magic or 2 points of Spirit Magic or Sorcery. The SR after a spell is cast at the user, the spell is diverted towards the person of the caster of Divert Spell's choice. So, Yarran Longbeard is in combat with some Orlanthi barbarians and casts Divert Spell 4 on himself, one of the barbarians casts Lightning 4 at him and fails to overcome his MPs, so Yarran directs the Lightning 4 at another of the barbarians, slaying him. As with Reflection, the Diverted spell uses its original caster's MPs to determine what happens to it after being diverted. If the spell is too powerful for the Divert Spell then it is not diverted.

Divert Stream (1 point, one-use, permanent, stackable)

Each point of the spell allows the user to divert a stream of length 10m by 1m to the left or the right. The stream stays diverted even after the spell ends. This may cause the caster to become an enemy of the nymph of the stream.

Dodge All Attacks (2 points, self only, temporal, nonstackable,reusable)

For the duration of the spell the caster gets a Dodge roll to avoid any and all attacks at no cost of action. So even if they are attacked several times in one round, they get a chance to avoid all attacks and do not have to sacrifice a dodge, parry or attack. The caster cannot also use a dodge action to dodge - in other words they get a free dodge, and cannot use their action to also dodge an attack to try and get two attempts. They may, however, use a parry in addition to the free dodge they get.

Dodge Chaos Attack (Agility skill, Base 00%)

This skill gives the character an additional action a round against chaotic enemies. This action is a dodge, based upon their Dodge Chaos Attack skill. It is, in all other respects, just like Dodge. This is a medium difficulty skill.

Dodge Hazard (2 points, self only, duration 1 day, nonstackable,) (NE)
reusable)
This is cast before heading into hazardous territory. For the day after it is cast, the caster will receive a bonus to his ability to avoid dangerous, physical hazards, such as traps, falling objects etc... When the caster tries to dodge such obstacles, he may make a re- roll afterwards if he so wishes. He must take the re-roll no matter what. This is of no use in combat.

Dodge Missiles (Agility Skill, Base 00%)

This skill allows the user to dodge missiles, even projectile missiles that cannot normally be dodged. This works exactly the same as the Dodge skill but always applies full chance against missiles.

Dodge Thrown Weapon (Spirit Magic, variable, ranged, temporal,passive)

For every point in this spell the target's chance of dodging thrown weapons is increased by 10%. This can more than double the target's dodge chance.

Dominate Partner (Sorcery Magic, ranged, active, temporal)

A Black Horse Steed may use this to dominate its rider if it is the Senior Partner, a Rider may use this to dominate the Steed if he is the Senior Partner. In either case it acts as a dominate spell.

Don't Hurt Me (1 point, reusable, ranged, non-stackable, instant)

When cast on an opponent, this spell stops the opponent from hurting the caster for the duration of the spell. The target may resist, although he does not know that a spell has been cast on him whether or not the spell succeeds.

Doorway to Haravan Vor (3 points, ritual ceremony, reusable) (NE)

This is a HeroQuest spell that opens a doorway to the Path of the Dead on the HeroPlane. It need not be cast in an Issaries temple, but if it is not then the chance of success is reduced by half and if the caster fails another roll must be made, if it succeeds then nothing happens, but if that also fails the caster makes a doorway that opens to some hellish region, such as the Black Lakes of the Voorgagi, or the Spine Plains.

Dragon Leap (1 point, self only, instant, nonstackable, reusable) (NE)

Once cast the caster gains an additional, free extra action which is to be able to leap up to their POW in metres in any direction onto the back of a dragon. This requires a successful Jump roll by the caster, with a penalty equal to twice the dragon's POW. If successful they land atop the dragon, on it's back. From thereon in, of course, it is up to them as to how they wish to stay on...

Draw and Loose and Draw (1 point, reusable, temporal, non-stackable)

For the duration of the spell, the user takes 2SR between firing missiles from a bow rather than 3SR. This allows the user to fire more arrows per round than would normally be the case.

Drive Storm (1 point, reusable, stackable, temporal)

For the duration of the spell, the user can drive a storm onward at a speed of 3 miles an hour per point of spell in addition to the speed the storm would normally move. For instance, Soltak Stormspear summons a storm and drives it towards his foes, the GM rules that with the wind strength the storm would naturally move towards the enemy at 10 miler per hour, so Soltak casts Drive Storm 4, increasing the speed of the storm by 12 mph, increasing it to 22mph. As the spell lasts for 15 minutes, the stprm travels for 5 1/4 miles and swamps the chaos foe.

Drown Chaos Foe (Reusable, 1 point, non-stackable, temporal)

This is similar to the Drown spell, but only affects Chaotic creatures. If the spell overcomes POW then it does 2D8 drowning damage per round against chaos foes.

Drum Fear (3 points, reusable, temporal, non-stackable)

The caster of this spell must be drumming on a sacred drum, the spell lasts until the last echoes of the last drumbeat stop. When the user casts the spell, she makes a roll to overcome Magic Points. For the duration of the spell, all the foes within earshot who were overcome are demoralised. The user must make a Play Drums roll every 15 minutes to be able to continue playing the drums. This spell is stackable with Drum Rage.

Drum Rage (3 points, reusable, temporal, non-stackable)

The caster of this spell must be drumming on a sacred drum, the spell lasts until the last echoes of the last drumbeat stop. When the user casts the spell, she makes a roll to overcome Magic Points. For the duration of the spell, all the friends within earshot who were overcome are fataticiesed, in other words are afetced by the Fanaticism spell. The user must make a Play Drums roll every 15 minutes to be able to continue playing the drums. This spell is stackable with Drum Rage.


Drum Strength (2 points ranged, temporal, nonstackable, reusable)

This spell doubles the character's STR with no limit on the maximum for the duration of the spell.

Dry Ink (Spirit Magic, 1 point, ranged, instant)

This is cast on a piece of newly penned parchment.When cast the ink dries instantly, not allowing any smudging or smearing. Once dried, the ink has no further magical properties. This spell will affect once piece of paper.

Dry Wet Field (Reusable, 1 point, stackable, instant)

This spell covers the same area as a Bless Crops spell and works under the same conditions. It dries out fields that have been waterlogged. It will not dry out flooded fields that are still under water, but it will dry the earth of fields that were floded and are still wet. The spell also dries the crops in those fields. It can be used to save crops damaged by rain at harvest time.


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Earsplitting Scream (Spirit Magic, 2 points, ranged, instant) (NE)

The caster elicits a screech targetted at one person within range. The caster must overcome their magic points with their own, and if successful the target takes 1d4 damage to their head and must roll under CONx3 or be deafened for 2d6 melee rounds. Obviously targets who are deaf are immune.

Earth Avenger (1 point, self only, temporal, stackable, reusable) (NE)

This spell fills the caster with the power of vengeance, to hunt down and smite one's foes on the field of battle, in the midst of their fortress, of even if they're going to the toilet - once this spell is cast the Axe Maiden simply won't care. Death is all they have on their mind. For every point in this spell the caster can raise their Hate passion towards defilers by one point. Defilers are any who happened to have defiled the Earth in someway, either by defiling a holy place, a worshipper of an earth goddess or actually defiled the earth (say by turning it into Ghostdirt). For more information on passions click here.

Earth Blood (3 points, one-use, Ritual Ceremony)

This spell allows the Priestess to sacrifice blood to the earth in order to restire fertility. The amount of blood required depends on the area of land to be fertilised and also on the extent of the infertility. For each HP sacrificed, a 3m square area of land is affected. For severe curses on the land, it may need 2HP to restore the fertility to a 3m area of land. The Priestess sacrifices the people one by one and drains their blood into a large cauldron, then the cauldron is drawn over the land by a team of oxen and the Priestess scatters the blood over the land as she goes, all the time calling on the gods of Earth to help make the land whole again. The sacrifices must be killed in order for their blod to be potent, nobody can be partially drained. Afterwards, the bodies are ritually cooked and are either scattered over the earth in small chunks or are ritually eaten by the Priestesses and their Acolytes. In any case, they cannot be resurrected after being sacrificed in this manner. Such a Sacrifice is only undertaken in dire circumstances when the whole community is affected.

Earth Feeling (Perception Skill, Base 00%)

This skill allows the user to read the earth beneath his feet. The user must be in physical skin-contact with the earth, normally laying on the earth. Successful use of the skill allows the user to know whether the earth is injured or healthy. A special success may allow the user to hear people moving on the earth nearby or to determine what the earth needs. This is a wishy-washy skill as I am not sure what it really needs.

Earth Rituals (2 points, ritual ceremony, stackable, reusable) (NE)

This can be cast alongside any other ritual ceremony spell from Ernalda or any of her associated earth goddesses. It adds 25% chance to the spell succeeding for every Earth Rituals spell stacked.

Ease Access to the HeroPlane (2 Points, reusable, temporal, non-stackable)

This spell makes it easier for people to cross over to and from the HeroPlane for the duration of the spell. Anyone within 10 metres of the caster has his chance of entering or leaving the HeroPlane doubled for the duration of the spell and any Magic Points or POW cost to enter or leave the heroPlane is halved.

So, Carnax the Careless casts Ease Access to the HeroPlane at Red Moon Maw, a Lunar Holy Spot. People normally have a POWx3% chance of entering the HeroPlane here and it costs them 2 POW to do so. Under the influence of her spell, they have a POWx6% chance of entering the HeroPlane and it only costs them 1 POW.

Ease Birth Pangs (1 point, reusable, temporal, non-stackable)

This eases the birth pains of an expectant mother. For the duration of the spell, the mother will not feel any pain due to the birth of her baby.

Ease Animal Birth (Spirit Magic, 1 point, touch, temporal, passive)

This spell eases the pain of an animal's birth, making it less agitated. Because this spell is temporal it must be recast every five minutes.

Ease Birth Pangs (1 point, reusable, temporal, non-stackable)

This eases the birth pains of an expectant mother. For the duration of the spell, the mother will not feel any pain due to the birth of her baby.

Ease Labour Pains (1 point, touch, temporal, nonstackable, reusable) (NE)

Once cast this spell will ease the pains of a woman in labour, reducing it to nothing other than minor discomfort. Only serious birth difficulties cause anything more than minor pain, and even then it is limited. Obviously this spell is often used in conjunction with Extension.

Ease Madness (1 point, reusable, instant, non-stackable)
ToTRM)
Allows the caster to temporary alleviate the effects of madness in one individual. The target will remain calm and lucid, apparently free from insanity until an external stimuli such as an attack, abrupt orders or similar disturbance occurs.

Empathic Healing (2 points, reusable, instant, non-stackable)

This heals another person by transferring all damage, poison and disease to the caster. This may well kill the caster.

Encourage Trust (1 point, reusable, temporal, stackable)

Each point of Encourage Trust improves the reaction table result by one level. So, if two hostile groups meet and roll 85, they would take an active dislike to each other, but if Encourage Trust 2 was in action, the result would be altered to Encountered party is willing to let the party proceed unhindered, talk and trade are possible. Encourage Trust 4 means that all reactions will be extremely favourable.

Endure (Hardship) (Special skill Base CON%)

Endure (Hardship) (Special skill Base CON%) (Based on Nikk's Endure Cold)
This skill cannot be increased by training, but can be increased by research and experience. It helps the worshipper endure extremes of the particular hardship. When afected by the hardship or struck by spells causing the hardship, the character can roll under their Endure (Hardship) skill and, if successful, suffer only half the damage or ill-effects. There are diferent forms of this skill, for instance Endure (Cold), Endure (Heat), Endure (Hunger), Endure (Thirst), Endure (Torture), Endure (Pain).

Endure Wound (1 point, reusable, temporal, non-stackable)

This spell allows the user to ignore the effects of a wound for the duration of the spell. So, the user is automatically Heroic for the duration of the spell, he ignores functional incapacitation due to the wound, he can use a wounded limb and can stand if an abdomen or chest is reduced to 0 HPs and is not rendered unconcious if a head is reduced to 0 HPs. The spell only affects a single location/wound and multiple spells must be cast to ignore more than one wound. This spell is often cast when a wound cannot be healed.

Enhance Appearance of Goods (Knowledge Skill, Base 0%)

This skill can be used to make goods appear more attractive to buy. Each level of success adds 10% to the value of the goods, so a success + 10%, special + 20%, critical + 30%. A fumble halves the value of the goods.

Enhance Twin at a Distance (Reusable, 1 point, non-stackable,temporal)

This spell allows the user to treat his/her twin as if they were touching, no matter what the distance or magical barriers between them. For the duration of the spell, they can cast spells on each other even though they may be miles apart or on different planes.

Enhance Thunderbolt (1 point, target special, instant, stackable,reusable)

This spell is stacked with the spell Thunderbolt. Once stacked, when rolling damage for the Thunderbolt re-roll any 1 that is rolled. Additional points stacked with the spell increase its effectiveness, two points means re-roll all 1's and 2's, three points means re-roll all 1's, 2's and 3's etc...

Enter Home (1 point, reusable, temporal, non-stackable)

This doubles the skills required to break into a home for the duration of the spell. Such skills may include Climb, Jump, Sneak, Pick Locks, Fast Talk or whatever.

Entertain Audience (1 point, self only, temporal, nonstackable,reusable)

For the duration of the spell any skill used to entertain people is doubled.

Entice Buyer (1 point, temporal - 1 day, nonstackable, reusable)

For the duration of the spell anyone looking at the object covered by the spell will come into the shop and think of buying it. This also doubles the seller's chance of selling the item.

Equal Exchange (1 point, self only, temporal, nonstackable,reusable)

For the duration of the spell any skill used by the user to trade is doubled if the trade is intended to be honest, but halved if the user intends a dishonest trade.

Evade Earth Daimone (2 points, reusable, temporal, non-stackable)

This makes the user undetectable by earth spirits, elementals and lesser divine beings (daimons). The earth being will not be able to see, hear, feel or sense the prescence of the user of this spell. It does not affect the user's tracks, so an earth daimon may be able to track the user but will not be able to see him. Any attacks on the user by earth beings while under the influence of this spell are at -75%, using the standard invisibility rules. This does not affect normal earth initiates or rune levels, so a group of Babeester Gori will be able to see the user of this spell, but their accompanying Copper Axewomen will not.

Evade Identification (1 point, reusable, temporal, non-stackable)

For the duration of the spell, the user's features are changed in a very subtle way, so that he will not be identified by someone seking to identify him. The person trying to identify him must succeed in a special roll in order to identify him. The GM must determine what skill to use, but INTx3 is normally a good one. If the user is using a skill to help evade identification such as Appear Friendly then the roll is powered under this spell.

Evade Pursuit (Spirit Magic, variable, self only, temporal, passive) (NE)

For the duration of the spell the casters Move is increased by 3 per point of spell when trying to escape pursuing enemies (and only when pursuing enemies). It is not stacked with Mobility, but the caster can have both in effect so that they gain the benefit from Mobility in general and when pursued gain the best out of Mobility or Evade Pursuit.

Even Louder (Spirit Magic, 2 points, temporal)

This makes the object it is cast on twice as loud, so that it can be heard from twice as far away.

Evoke emotion) (1 point, self only, temporal, nonstackable,reusable) (NE)

Evoke (emotion) (1 point, self only, temporal, nonstackable,reusable)
For the duration of the spell, if the caster scores a special or higher on a skill roll to entertain people (such as sing, or dance etc...) the audience is struck by a feeling of strong emotion concerning whatever emotion is specified by the spell. There is no resistance. This can be used both to make grand performances, and alter peop