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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 |
BASR | Barbarian Adventrues:Sarter Rising
HW | HeroWars Roleplaying in Glorantha Rulebook
ILH1 | Imperial Lunar Handbook 1 - The Lunar Empire
LP | Legacy of Pavis
ToTRM | Tales of the Reaching Moon
TR | Thunder Rebels
ST | Storm Tribe - The Cults of Sartar
WS | In Wintertop's Shadow

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.

# A | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

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.

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.

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 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.

# B | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

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.

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.

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 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.

# C | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

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 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.

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.

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.

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 fod before negotiations begin, as Poltas understands that he does not understand proper Pentian manners.

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 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.

# D | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

De-nature Alcohol (Sorcery Magic, instant)
Each point of Intensity reduces the potency of a gallon of alcoholic beverage by 1.

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 Winter (3 points, reusable, non-stackable, temporal)
For the duration of the spell, the user's chances of defeating a Winter based opponent are doubled. This affects weapon skills and characteristic contests amongst other things. For the purpose of this spell, a Winter opponent is one tied to the Ice or Cold Rune.

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)
Thi 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 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 damage. 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 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.

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 people's attitudes. There is no resistance (if you don't want to be affected, don't watch the show!). There are various forms, such as Evoke Happiness, Evoke Sadness etc...

Exorcise Air Spirit (1 point, one-use, ceremony)
This allows the user to engage in spirit combat with a air spirit that is possessing another person. If the user is victorious in Spirit Combat and reduces the air Spirit to 0 MPs then he can force the spirit from the body and back to where it came. If the spirit is victorious then it can decide whether to possess the caster of the spell instead of its current host.

Exorcise Chaos Spirit (1 point, one-use, ceremony)
This allows the user to engage in spirit combat with a chaos spirit that is possessing another person. If the user is victorious in Spirit Combat and reduces the Chaos Spirit to 0 MPs then he can force the spirit from the body and back to where it came. If the spirit is victorious then it can decide whether to possess the caster of the spell instead of its current host.

Exorcise Disease Spirit (1 point, one-use, ceremony)
This allows the user to engage in spirit combat with a Disease spirit that is possessing another person. If the user is victorious in Spirit Combat and reduces the Disease Spirit to 0 MPs then he can force the spirit from the body and back to where it came and the sufferer will be cured of the disease the spirit was causing. If the spirit is victorious then it can decide whether to possess the caster of the spell instead of its current host, if it does so then it transfers the disease to the caster of the spell, but the original user will still suffer from the disease.

Exorcise Earth Spirit (1 point, one-use, ceremony)
This allows the user to engage in spirit combat with an earth spirit that is possessing another person. If the user is victorious in Spirit Combat and reduces the earth Spirit to 0 MPs then he can force the spirit from the body and back to where it came. If the spirit is victorious then it can decide whether to possess the caster of the spell instead of its current host.

Exorcise Spirit (1 point, one-use, ceremony)
This allows the user to engage in spirit combat with a spirit that is possessing another person. If the user is victorious in Spirit Combat and reduces the spirit to 0 MPs then he can force the spirit from the body and back to where it came. If the spirit is victorious then it can decide whether to possess the caster of the spell instead of its current host.

Exploit Enemy's Weakness (1 point, reusable, instant, non-stackable)
This allows the user to improve the level of success of a tactical roll by one when facing an enemy with tactical weaknesses.

Eye of the Storm (3 points, reusable, temporal)
This creates a magical area with a radius of the caster's POW in metres. The spell's area is an eye of the storm, so no wind blows here. Anyone within the spell's area is unaffected by any storm that is raging nearby, no matter how powerful the storm is. So, those within the area will not be blown away, will not be hit by hailstones, will not be froxen to death. If the storm blows a building down that is outside the spell's effect, the spell will not stop the building falling into the area and hurting people.

# F | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Fall Softly (1 point, reusable, non-stackable, ranged)
This spell allows the user to ignore any falling damage. It will not ignore damage caused by falling on spikes, but will ignore damage caused by falling on stones etc.

Falling Star Javelin (1 point, touch, temporal, nonstackable,reusable)
This spell must be cast on a throwing javelin. It takes effect when it is thrown next at which point the spell expires, likewise it expires when the duration elapses. Once thrown it ignites into star flame, and falls with the power of Rigsdal behind it. The spell increases the damage of the javelin to 3d10. If it impales do not roll 3d10 twice, but roll 3d10 and then roll the normal javelin damage as well. The range of the javelin is also increased to as far as the Rigsdal worshipper can see (which can be quite far given farsee).

False Features

Fearless Mount (Reusable, 1 point, temporal)
When cast on a fixed-INT mount, this spell stops the mount from fleeing in fear or becoming uncontrollable through fear. It has no effect on intelligent creatures, in which case Face Chaos must be used instead.

Feel No Guilt (1 point, reusable, instant, non-stackable)
The user must cast this spell on himself at a point where he is about to do something that he may feel guilty about afterwards. This spell ensures that he does not feel guilty about the act that he performs. It cannot be used to remove the feelings of guilt about something he has already done. So, Cattar sees his brother's wife alone in her house and decides to pay her a visit. He casts Feel No Guilt and enters the house, seducing her with his charms. Afterwards, his brother finds out and brings the matter up in a family council, using Shame Wife and Shame Brother to punish him, but Cattar feels no guilt and therefore no shame over his deeds.

Fight Against (Person) (2 points, reusable, temporal, non-stackable)
This doubles the user's skills when fighting against the type of creature in the spell. This is incompatible with other spells that increase skills. There are different spells for different creatures, such as Fight Against Trolls, Fight Against Rapist and Fight Against Assassin. Where the spell is against a person performing an action, such as Fight Against Rapist, the spell will only work when the person is performing the act, so Fight Against Rapist will only work against a rapist who is trying to rape another.

Fight to the Death (Spirit Magic, 2 points, ranged, temporal,passive)
Whilst under the affect of this spell the Humakti will not fall unconscious until dead.

Fight Whilst Dying (Spirit Magic, variable, ranged, temporal,passive)
This spell fills the target with the power of the Bull! For every point in the spell the characters chance of a Heroic Action is increased by 5%. It cannot more than double the characters chance of a Heroic Action. If the target has Vigour as well, this can make them quite difficult to keep down.

Fight [Element] (1 point, ranged, instant, stackable, reusable) (NE)
This spell is used to dismiss the magic of a particular element. Belveren only teaches Fight Chaos. This spell is effective only against magic connected to that particular element, and is ineffective against any other magic. For every point in the spell it dispels 5 points of element-based magic.

Fighting Storm (2 points, self only, temporal, non-stackable,reusable)
This spell turns the character into an embodiment of Helamakt. For the duration of the spell, the characters combat skills are all increased by wind STRx4. This includes the chance to cast combat related spells.

Find Compromise (1 point, reusable, temporal, non-stackable)
This doubles the user's Communication skills for the duration of the spell when the user is trying to find a compromise between two parties. It makes both sides more likely to listen to the user and to allow him to find a compromise. The player or GM must determine what skills are best usd in each situation.

Find Dragon Weakness (3 points, reusable, Ritual HeroQuest)
This allows the user to perform a HeroQuest where he enters the GodPlane and finds the Dragon from which a particular Dream Dragon comes and to find a wekness in the Dream Dragon. If he survives the Quest then he gains a secret or a weapon which can be used to defeat the Dream Dragon. Sometimes the HeroQuest is more dangerous than facing the Dream Dragon.

Find Edible Food (Perception Skill, Base 00%)
This allows the user to find edible food, enough for a meal. A special success finds enough for 2 meals, a critical for 3 meals. A fumble finds poisoned or otherwise inedible food.

Find Escape Route (2 points, reusable, temporal, non-stackable)
For the duration of this spell, the user will know the best method of escaping from an area. It will take into account the denizens of the area as well as any magical wards, traps or anything else that can cause harm. However, it will not indicate the prescence of these dangers nor will it warn the user of any problems. In the event of there being two equally safe routes, the spell will give a choice, once the user has chosen the spell will only indicate that route. This does not ensure that the escape route is safe, just that it is the safest of all routes available.

Find Hidden Paths (1 point, reusable, temporal, non-stackable)
For the duration of the spell, the user doubles all skills involved in finding hidden paths. These skills may include Track, Scout (Terrain), Mapreading, for instance. If there are no hidden paths, these skills will be of no use. This is normally used when travelling through marshes, wods, hiils and mountains.

Find Nutritious Fodder (Perception Skill, Base 00%)
This allows the user to find nutritious fodder for her horses. A sucess measn she has found enough fodder to feed 1 horse for 1 day, a special success enouigh for 2 days, a critical succes enough for 3 days. The GM may apply bonuses or penalties to this skill depending on the terrain.

Find Path (1 point, self only, duration one day, stackable, reusable) (NE)
This spell allows the caster to detect the paths laid out by Tatouth the Scout during the Godsage. They worm all over the world, everywhere the Discovery Band went. The caster chooses his destination, in order to figure out which Path is the one he is looking for, and casts the spell. If there is a path to the destination (which the GM should decide) then the Scout can lead people there. This spell increases movement rate per day by 30%, and lasts for one day per point in the spell.

Find Potable Water (Perception Skill, Base 00%)
This allows the user to find drinkable water, enough for one person for a day. A special success finds enough for 2 people, a critical for 3 people. A fumble finds poisoned or otherwise undrinkable water..

Find Right Path (2 points, reusable, temporal, non-stackable)
For the duration of this spell, the user will know the right path to take in order to reach the intended destination. In the event of there being two equally right paths, the spell will give a choice, once the user has chosen the spell will only indicate that route. This does not ensure that the path is safe, just that it is the right way to go.

Find the Way (4 points, ritual summon, reusable)
This spell summons one of the ancient Grey Ones, who will come from the Heroplane to the Spirit Plane and become visible. The spirit will then lead the character out of their current location via the safest route, and will act as if affected by a permanent Path Watch, telling them of the dangers and hazards ahead. The Grey One has INT 12+1d6 POW 12+2d6. They will not engage in active combat, and will flee back to the HeroPlane if they lose more than half of their magic points. Any Sage who has a Grey One destroyed or captured during his use of this spell will suffer terrible consequences (inactive status as an initiate, spirits of reprisal etc...) until recompense is made.

Firm Seat (1 point, resuable, temporal, non-stackable)
For the duratiomn of the spell, the user will not be unseated from his horse, no matter what happens. If the horse is slain or falls over, the user will be trapped beneath the horse and may take damage as appropriate.

Flee (Agility Skill, Base 5%)
This is the skill of running, but running extremely fast without stopping, of runing away as quickly as possible. It is a different skill to Running. Success in the skill adds 1 to the user's Movement, a special succes adds 2, a critical success adds 3 and so on. A failure adds nothing and a fumble means the user has fallen over. In the Discworld books, Rincewind is an expert on using the Flee skill.

Flee Safely (2 points, ranged, temporal, nonstackable, reusable) (NE)
This spell acts exactly like the spell Conceal, except it can only be cast in an attempt to flee from pursuers, and is ineffectual should someone come within 10m of the target.

Flower Quickly (1 point, reusable, instant, range 30m)
This causes a single tree or bush or a 3-metre-square area of ground cover or plants to flower no matter what the season. Like the Bear Fruit spell, this can cause the plant to die. The chance of killing the plant is seasonal: Sea Season 10%, Fire Season 15%, Earth Season 20%, Storm Season 50%, Dark Season 70%.

Fly Against the Wind (1 point, reusable, temporal, non-stackable)
For the duration of the spell, the user may fly into the wind without suffering any movement penalties or being blown and buffeted around.

Fly Fast (Spirit Magic, variable, temporal)
Each point of Fly Fast increases the speed of a flyer by 1, in the same way as Mobility. However, this also affects those flying under the influence of magic or spells. If the user is flying using magic, he does not lose extra fatugue, if he is flying himself then he loses extra fatigue as in the Mobility spell. So, Varan Storm Spear casts Flight 2 and Fly Fast 10 to fly at Move 13 rather than the normal Move 3 of Flight.

Fly on Bag of Winds (1 point, reusable, temporal, non-stackable)
This allows the piper to fly on his bagpipes, as long as they have been enchanted as a Bag of Winds. He can fly at Move 3and can carry up to his normal Encumbrance limit.

Follow any Trail (Reusable, 1 point spell, temporal, ranged)
This doubles the User's Track for the duration of the spell. It is compatible with other Track-increasing spells.

Follow in Footsteps (1 point, reusable, temporal, non-stackable)
This spell allows the user to walk in the footsteps of another. This has the efect of making the second person very difficult to track and to hide the numbers using a trail. It also allows one person to walk through a trapped area and another to follow him.

Follow Prey Anywhere (Reusable, 1 point spell, temporal, ranged)
This doubles the User's Track for the duration of the spell. It is compatible with other Track-increasing spells.

Follow Prey Over Water (Reusable, 1 point spell, temporal, ranged)
This allows the user to follow the trail of his quarry across water. It is compatible with other Track-increasing spells.

Force a Way (1 point, reusable, non-stackable, temporal)
For the duration of the spell, the user has double the chance of knockback against a foe and has double STR when pushing through obstacles. This is often used when cavalry is attacking a shield wall to increase the chance of forcing a way through the shield wall.

Force Flyer to Ground (1 point, reusable, stackable, temporal,)
ranged)
This spell must overcome Magic Points to have an effect. Each point of the spell cancels out a point of flying Divine Magic or two points of flying Spirit or Sorcery Magic. If the spell is used against something that naturally flies, such as a Wind Child, Sky Bull or Sylph, each point cancels out 20 STR. If the target has had all flying magic countered or its STR negated, then it will fall to the ground, possibly taking falling damage in the process. For instance, Keena Copperwife casts Force Flyer to Ground 2 on Kartan who is using Fly 2 to carry himself and his ill-gotten gains, since Keena's spell cancels out the Fly 2 Kartan falls to the ground.

Freeze Triolini (1 point, reusable, instant, stackable)
This must overcome MPs in order to afect an opponent. If the target is a triolini, sea elf or sea troll, each point does 2D6 to the general hit points, otherwise each point does 1D6 general hit pooints damage. This spell freezes the target with the icy grip of the frozen seas.

Freezing Breath (Spirit Magic, 3 points, special range, instant) (NE)
Once cast the caster exhales a freezing cold breath around him. It covers an area of one meter in a cone in front of him. Anyone or anything caught in this cone must resist their magic points against the caster's or suffer 1d3 general hit points damage (normal armour does not protect, but countermagic etc... will do). In the case of inanimate objects, the caster resists his magic points against the armour points of the object. Only inanimate objects caught directly in the blast are thus affected, so I would rule out armour, weapons etc... except in exceptional circumstances.

Friendly Greeting (Spirit Magic, 1 point, ranged, instant)
This spell allows the caster to make known their friendly intentions. When cast it must be cast at a specific target, and the caster murmurs a general greeting with a friendly expression on his face and some nice hand gestures. They must succeed in an Orate roll (a fumble results in the caster making a horrible error) for the spell to work, but may try repeatedly if they so wish (as long as they don't fumble). Success conveys the friendly greeting to the target as long as they are sentient and are capable of recognising the existence of the caster (blind, deaf and dumb targets will remain blissfully unaware of the casters existence). It does not matter what language they speak. It does not neccessitate that the target will react in any particular way to the cast, it just demonstrates the good will of the caster. People who cast this spell under pretence, and actual don't wish friendship, will invoke the requisite spirits of reprisal.

Fumigate (1 point, reusable, non-stackable, instant)
This spell fumigates a building. It removes any infestation that is affecting the building.

Funeral Dirge (1 point, reusable, instant, non-stackable)
This spell is cast during a funeral as the pipes are playing the funeral dirge. The ghost of the departed will travel to the afterlife content and ready for battle and will not stay around as a ghost or other spirit.

# G | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Gather Flock (2 points, reusable, instant, non-stackable)
This calls the user's flock to him. All members of the flock will come as quickly as they can, no matter how far away they are. This can be used to call the user's family, in which case it is used as a Ritual Ceremony.

Gather Round (1 point,. reusable, temporal, non-stackable)
For the duration of the spell, the piper's comrades will be drawn to him as a rallying point, as long as they can hear the pipes. They will be able to move towards him and can gather around him. It is often used to asemble a clan to battle or to gather a scattered fighting force in a battle.

Gather Untainted Food (Knowledge Skill Base 5%)
This skill enables the user to gather food that is not tainted by chaos or poison. It does not allow the user to identify the types of chaos or poison in tainted food, but does allow them to identify that food that is untainted. Success in the skill allows the user to gather enough food to feed 1D3 people, a special success gathers food for 2D3 people and a critical success gathers food for 3D3 people. A failure means the food is spoiled, a fumble means that it is actually harmful, either being poisoned or being chaotic. The effects of eating chaotic food will depend on the food and also the person eating the food - a broo will be largely unaffected, for instance.

Glib (Spirit Magic, variable, self only, temporal, passive)
For the duration of the spell the caster enhances their ability to Bargain. They become very convincing, capable of hiding any doubts they have about the prices of goods, or any desires they themselves have to purchase the goods, through a combination of magic and hand movements. For every point in this spell the caster's Bargain skill is increased by 5%. This spell cannot more than double the caster's base skill.

Go To Temple (3 points, reusable, instant, non-stackable)
The user is instantly transported to the nearest Seven Mothers Temple or Temple of one of the Seven Mothers. She will appear inside the Temple, but not in the Inner Sanctum, with the Temple Guardians alerted to her presence. So, Silvana Silver-Scimitar casts Go To Temple when fighting Sartarite rebels. Silvana knows that there is a Seven Mothers Shrine in Boldhome and expects to go there, but she does not know that there is a Jalakeel Shrine hidden away in the nearby hills and she appears there instead, surrounded by the angry guardian spirits.

Go Without Air (1 point, reusable, temporal, non-stackable)
For the duration of the spell, the user needs not breathe and will not suffocate. If the user is not within breathable air when the spell finishes, he will take suffocation damage according to the normal rules, as if suffocation has just started.

Go Without Food (1 point, touch, duration 24 hours, nonstackable,reusable)
For the duration of the spell the target will lose no fatigue, nor be adversly affected, by not eating during that day. Eating in addition to this spell has no positive effect, and would merely be pleasure for the palate.

Go Without Sleep (Reusable, 1 point, non-stackable, temporal)
duration 24 hours)

This allows the user to go without sleep for the duration of the spell. The user will feel tired but will not naturally fall asleep. The user will not suffer any penalties for not sleeping while under the influence of the spell, but once the spell ends the user will suffer any penalties accruing from the lack of sleep. This has no effect on magical sleep.

Good Riding (Spirit Magic, variable, temporal)
This increases the target's ride skill by 5% per point of spell. It actually increases all Ride skills, not just Ride (Horse).

Great Blow (Reusable, 2 points, instant, non-stackable, range touch)
When cast on a weapon, the next blow the weapon makes will do double damage, in other words the damage for the weapon, including damage bonuses, are rolled twice. For example, Hella Huslave casts Great Blow on her Great Sword she has a Damage Bonus of 1D6 and has Bladesharp 4 cast, so she would normally do 2D8 + 1D6 + 4 on a normal hit, but with Smashing Blow her next blow does 4D8 + 2D6 + 4. If she slashed (rolled a special hit) she would roll Slashing damage twice, doing 8D8 + 2D6 + 4. This is compatible with weapons enhancing spells such as True (Weapon) and Slash.

Great Leap (2 points, stackable, one-use, duration 1 day)
This spell allows the priest to take ten followers in a leaping arc to any destination within 40 km (approximately). The followers must be within 20m of the priest and the landing place must be one known to the priest and clear in his mind. The trip will take a full day.

Great Pounce (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.

Great Snarl (3 points, reusable, temporal, non-stackable)
This causes any prey animal within earshot to freeze in terror for the duration of the spell. The user must roll to overcome MPs once and any fixed-INT creature within earshot of the roar who is overcome will freeze for the duration of the spell.

Great 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.

Grounding Ritual (1 point, ritual enchant, stackable, conditionally reusable)
This spell creates an area where nothing can fly above it, or is at least hampered. The caster takes four gold coins and places them to mark the area, which must be no greater than 81 square meters per point of spell. When cast it is stacked with as many points of Heaviness as the caster wishes. Anything that enters the area marked by the grounding ritual is immediately affected by the Heaviness spell and have no resistance. The area of effect extends 50m into the air per point of spell stacked, so increasing the area of effect increases the height that is affected. Any Heaviness spells stacked with Grounding Ritual cannot be reprayed for unless the Grounding Ritual is first reprayed for.

Removing the coins (which need not be visible) ends the spell. If the coins are removed by the caster, then the caster may then repray for the ritual spell. Subsequently, then, any Heaviness spells stacked with Grounding Ritual cannot be repraid for until the coins are properly removed, and are lost if the coins are removed improperly.

Grow Claws (Transform Limbs) (2 points, reusable, non-stackable)
For the duration of the spell, the user will have cat claws that do 1D6 damage. The user can attack with two sets of claws per round. IN conjunction with Paralysing Bite, the user can attack with Claw/Claw/Bite as a cat can.

Guarantee Profit (1 Point, Reusable, Instant)
This spell guarantees that a single transaction results in a profit, even if the profit is 1 Clack.

# H | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Hail (1 point, ranged, temporal, stackable, reusable)
For every point in this spell a radius of 10m will be affected. All rain within that area is in turn converted into hail. The effects of this should be determined by the GM, in places where the rain is torrential the hail will cause physical damage as well as making movement almost impossible. It can be stacked with the Rain spell. Further Orlanth Thunderous magics can be used to change the direction of the wind to cause the hail to fall in a certain direction.

Handle Hot Metal (1 point, reusable, non-stackable, temporal)
The user of this spell can handle hot metal for the duration of the spell without being burned by the metal. This only affects solid metals, not molten ones.

Happy Home (1 point, reusable, temporal, ritual ceremony)
This must be cast in a household as part of the annual blessing of the house. Success in the ritual means that all members of the household resist fear-causing, sadness-causing or distress-causing spells or effects at 1.5xCharacteristic when in the house. A fumble means that such spells or effects are rsisted at 1/2 chance. The spell lasts until next Sacred Time or until the sacred stones are removed from the household hearth. For example, Hagar the Horrible casts Happy Home as part of the Sacred Time rituals and succeeds, later in the year, a Strife Spirit is sent to plague his household and hides beneath Hagar's bed. The Strife Spirit acts by overcoming the POW of householders and putting one against the other. Because the Happy Home spell succeeded, the members of the household resist the Strife Spirit at 1.5xPOW and it is sent packing by the family alynx. If the head of the household removes the sacred stones then he will be visited by the cult spirits of reprisal, so this is not a good counter for fumbling the Happy Home spell.

Hasten Boat (1 point, reusable, stackable, temporal)
Each point of Hasten Boat increases the speed of a boat by 1 knot. This does not make rowers tire more easily. If the boat has no way of moving, for instance it has no wind and no rowers, it will stop, but as soon as it starts moving again it will move faster than normal.

Head of Household (1 point, reusable, temporal, non-stackable)
This spell doubles all Communication skills when used to talk with members of the household.

Heal All Chaos (5 points, one-use, instant, ritual ceremony)
This is used to remove the taint of chaos from a person or object. The person must be willing otherwise the spell will automatically fail. The spell takes 7 days to cast, at the end of which the person to be cured must make a POWx3% roll to be cured of the Chaos taint. Success means the taint is removed, failure means the person is consumed by chaos and dies. When removing the chaos taint from an inanimate object, the caster must roll his POWx3% to remove the taint or destroy the object.

Heal at a Distance (1 point, reusable, temporal, non-stackable)
The user of this spell may heal another person within 10m of the user without actually touching the injured person.

Heal Daimon (1 point, reusable, temporal)
While the spell is in action, the user can heal any daimon or otherworld creature using normal magic. This includes healing those creatures that cannot normally be healed.

Heal Herd (1 point, ranged, instant, stackable, reusable)
This spell must be stacked with some curative magics, such as Heal or Fight Disease. It allows the spell to simultaneously affect more than one animal in a herd at once. The number of animals additionally affected is equal to the square of one plus the pointage of the spell - so one point would heal (1+1)*(1+1)=4 animals, four points would heal (4+1)*(4+1)=25 animals. All animals affected must be of the same species and in the same herd.

Heal Horse (Spirit Magic, 1 point, temporal)
For the duration of the spell, the user may heal horses at normal healing costs, rather than undergoing the double healing cost for healing another species.

Heal Otherworld Entity (Spirit Magic, 1 point, temporal)
For the duration of the spell, the user may heal otherworld entities at normal healing costs, rather than undergoing the double healing cost for healing another species. It also allows the healing of such creatures even if they can't normally be healed.

Heal Plant (Spirit Magic, 1 point, temporal)
For the duration of the spell, the user may heal plants at normal healing costs, rather than undergoing the double healing cost for healing another species.

Heal Relationship (1 point, ranged, instant, nonstackable, reusable) (NE)
This spell works much the same as Ignite Passion (see above) but affects only Loyalty passions.

Heal Self Fully (Reusable, 2 points, non-stackable, intsant,self only)
This spell may only be cast on the caster, it heals all damage and poisons affecting the caster.

Heal Strength (2 points, reusable, instant, range touch, non-stackable)
This will restore STR lost due to disease, magic or some other means. It will restore up to 1/2 of the STR of the character before the STR was lost. So, if a STR 16 character lost 10 points of STR, this spell would restore 8 points. The spell takes 1 game hour per point of STR restored to take effect.

Heal Unborn (Spirit Magic, variable, touch, instant)
Normally Heal cannot be used to heal an unborn child, as contact with the unborn child is required (obviously a grave difficulty by the by). Heal Unborn can be used to heal unborn children by touching their mother (at any point on her body, as per usual skin to skin contact is not necessary) and casting the spell. In all other respects it acts like a normal Heal, affecting the unborn child. If there is more than one child, the points healed is split evenly between them. An unborn child has 1-3 hp's, depending upon what stage of pregnancy the mother is at.

Heal Womb (1 point, ritual ceremony, stackable, reusable)
This is used to heal the womb of women who have suffered some mishap. It can be used at any point on a woman, as long as they are above the age of puberty and not past the age of fertility, no matter how long ago the damage to the womb took place. For every point in the spell there is a 20% chance of the damage being undone. A roll of 96-00 always fails. This spell can only ever be cast once on a particular woman, if Allmother is unable to heal it the first time, she will be unable to heal it later one.

Healing Radiance (2 points, reusable, temporal, non-stackable)
The user will glow brightly for the duration of the spell, illuminating an area of 10m radius. Anyone injured within the area of the spell will regenerate 1 HP per melee round. If someone has been injured in more than one location, the spell will heal the most badly injured location first, then the next and so on until all HPs are restored. This will not regenerate severed limbs, but will restore HPs lost to acid, general HPs, HPs lost through poison etc. It will heal damage caused by Seal Wound, but such healing is at a slower rate of 1 HP/5 rounds.

Healing Sleep (3 points, touch, instant, nonstackable, reusable) (NE)
This spell is only effective on plants, animals and worshippers of Ernalda. The target falls into a deep sleep, appearing dead to all but magical senses. Any damage or illness will be take no effect, no matter how severe. The target will reawaken at some point during the spring completley fully healed (if not slain in the meantime). It has no effect on disease spirits, although the spirit will not be able to effect the target whilst the spell is in effect, and all points lost to disease will have recovered in the spring.

Hear Forest Song (Spirit Magic, variable, self only, temporal,passive)
For every point in the spell the caster gains 5% elfsense, plus their communication bonus. This can increase their elfsense only to a maximum of POWx5%. Should this spell ever be cast by a creature already with elfsense then it works differently - add 5% to their elfsense and it cannot be more than doubled.

Heat Coals (Spirit Magic, Variable, ranged, variable duration) (NE)
This spell must be cast on already burning coals. For every point in the spell the coals will burn for an extra hour without needing attention. This spell cannot more than double the natural lifespan of a set of heated coals.

Heaviness (1 point, ranged, temporal, stackable, reusable)
This spell is used to make people or objects heavier, thus grounding them. For every point in this spell the target gains 6 points of effective SIZ for calculating the effects of Flight, Fly and other related flying spells. For creatures that move without magic, then their flying movement is reduced by 1 point per point of spell - and if they are reduced to zero or less they fall from the sky. If cast at an unwilling target then obviously magic points must be overcome for the spell to take effect.

Herd Animal (Knowledge Skill, Base 10%)
This is the skill of herding animals to go where the user wants. A normal success with Herd Animal means that a group of animals will move at the required speed and direction. A special success means that animals will not break out of the group, a critical success means the user has absolute control over the animals. A failure means the group will separate, a fumble means they will act contrary to his wishes, perhaps even charging the user. This is used by herdsmen and hunters, but for diferent reasons.

Heroform (Deity) (5 points, reusable, temporal, non-stackable)
For the duration of the spell, the user will be possessed by an incarnation of the deity to be heroformed. This means that the deity transforms the user into an avatar of itself. The effects of this should be determined by the GM for each deity in turn. Normally, the avatar has skills increased, has more spells, often has Heroic Casting of cult spells, has enchanced characteristics and special abilities. The Firshala Heroform in Griffin Mountain gives the user these abilities and is a result of Divine Intervention. The Mistress Sazdorf Heroform in RQ2 TrollPak is a ritual and causes a huge nasty Mistress Race Troll to kick some ass. Some minor cults can only support one Heroform at any time, so Firshala cannot be incarnated in more than one person. Others can support multiple Heroforms, in which case they can attack each other. Once the spell ends, the Heroforming Deity should leave the body, but may well stay. In any case, there may be some side-effects - Firshala Heroformers have a chance of remaining female, for instance.

Hibernate (1 point, self only, temporal, nonstackable, reusable) (NE)
This spell allows the caster to enter a deep sleep, a hibernation state from where the effects of poison, disease, hunger, thirst and exposure will all be alleviated to some extent (say, slowed by 1/10th). It lasts only the duration of the spell, so long hibernations require Extension to be stacked with this spell.

Hide Animal Tracks (1 point area affect special, instant, stackable,reusable)
This spell causes all of the tracks of one animal 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 animal have their chance reduced by 25%.

Hide from Spirits (2 points, reusable, temporal, non-stackable)
For the duration of the spell, the user will not be detected by spirits, no matter how close they are. This has a similar effect to Invisibilty for sighted people.

Hide Self (Reusable, 1 point, temporal, non-stackable)
This spell doubles the user's Hide skills and allows the user to use his hide skills when moving slowly (1/4 speed).

Hide Ship From Others' Eyes (3 points, reusable, temporal, non-stackable)
This must be cast on a boat or ship. For the duration of the spell, the ship is invisible to onlookers. If the ship attacks another or takes part in an attack then it becomes visible again, becoming invisible if it breaks of the attack. Onlookers may be able (on a critical Spot Hidden/Scan) to see the wake of the ship if it is moving or to see its imprint in the water if stationary, but they have no chance of seeing this in Darkness.

Hold Plunder (1 point, reusable, temporal, non-stackable)
This allows the user to carry his plunder without dropping it. For the duration of the spell, he does not suffer any Encumbrance penalties due to the load he is carrying and he will not drop any of the load.

Horse Path (5 points, HeroQuest Magic)
This is the Horse Path HeroQuest. It allows the HeroQuestor to travel Yarandos' Path and to steal Goldeneye horses from the Grazers. As a HeroQuest, it is too complex to be described here.

Howl Like the Wind (2 points, reusable, temporal, non-stackable)
The user of this spell may howl like a Ghoul for the duration of the spell. Any opponent hearing this must resist POW vc POW or be demoralised. The effect ends when the howling stops.

Humakt the [weapon] (2 points, self only, temporal, nonstackable,reusable)
This spell names a specific weapon, such as Humakt the Maul or Humakt the Spear. When cast the warrior is capable of wielding the named weapon with equal proficiency as his/her best weapon skill.

Hurl Boulder (1 point, stackable, temoral, reusable)
For each point in this spell, the user may hurl a boulder of ENC equal to the user's STR with a range of his STR in metres horizontally or STR in feet vertically. So, Henry the Hurler has STR 15 and casts Hurl Boulder 3, so he can hurl a boulder of ENC 45, 15m horizontally or 15 feet (5m) vertically.

Hurt (Enemy) (1 point, reusable, non-stackable, temporal)
This must be cast on a person. For the duration of the spell, any damage done by that person, his weapons, his magic or in spirit combat or any other kind of damage-causing effect is increased by 1D6. There are different spells for different enemies, so there are Hurt (Spirit), Hurt (Otherworld Attacker), Hurt (Troll) or Hurt (Husband), for instance. For example, Robert Rubble-Tracker meets a Shade summoned by his trollish enemies, he casts Hurt (Otherworld Attacker) and attacks the shade with his sword, normally he does 1D8 + 1D4 damage, but now he does 1D8 + 1D4 + 1D6.

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Icy Spear (1 point, ritual enchant, stackable, reusable)
For every point in this spell the caster must expend one POW. The caster shapes a spear from ice itself, a task which is successful if they succeed in their ritual/enchant roll (no additional craft roll is necessary). For every point in the spell expended, the spear will inflict an additional 1 point of cold damage. On the downside, the spear melts if brought into warm conditions. For every turn spent in temperatures above freezing, the spear permanently loses (i.e. cannot be restored via Repair spell) one armour point until it melts away to nothing.

Identify Richest Pickings (Perception Skill, Base 00%)
This allows the user to identify the richest pickings in a house, treasure room or some other place. Succes in the skill shows what is best to steal, a special or critical success shows even those things that are disguised as worthless.

Identify Substance (1 point, reusable, non-stackable, temporal)
For the duration of the spell, the user has Taste Analysis and any alchemical skills doubled for the purposes of identifying alchemical compounds or substances.

Ignite Passion (1 point, ranged, instant, nonstackable, reusable) (NE)
This spell must be cast on a target to force them to act upon a particular love or lust towards a particular person. For instance, the caster can cast the spell to force someone to act upon their love for their wife in the midst of an argument to stop. The caster must overcome the target's magic points, and if successful there is a chance of the target acting instantly, and uncontrollably, on that passion. This may manifest itself in a variety of ways - for instance, a man with a secret love for a particular girl may suddenly be driven to an act of passionate declaration of love, whereas in the midst of an argument a husband or wife may suddenly stop and think more clearly. The chance depends upon what system of passions you are using. Under my system roll 1d20, and if the score is under the appropriate Love or Lust passion then the spell takes effect, under a system like PenDragon Pass roll 1d100 under the relevant personality trait.

Ignore Distraction (1 point, reusable, temporal, non-stackable)
For the duration of the spell, the user has intense concentration and will not fail a concentration roll.

Ignore Wounds (1 point, self only, temporal, nonstackable, reusable) (NE)
Once cast the Uroxi can ignore the effects of his wounds. Since this normally has no effect in RuneQuest it is of limited effect, but in certain situations will be of use (for instance, to ignore the effects of torture, or not to cry out in pain when struck).

Illuminate Battlefield (1 point, ranged, temporal, stackable,) (NE)
reusable)
This spell casts a light over a specific area, reducing the penalties due to darkness. The spell affects a radius of 50m. Everything in that area is lit up slightly, and penalties due to darkness are reduced by 15%. Additional points in this spell can either increase the radius of affect by 50m or reduce the penalty due to darkness by an additional 15%.

Illuminate Speaker (1 point, temporal, reusable)
For the duration of the spell, the person who is permitted to speak will be illuminated. This is used at Clan Mots and and Trials where many people are expected to speak at the same time.

Illustrate Text (Knowledge Skill, Base 00%)
This is the skill of illuminating manuscripts, in other words using colour and patterns to beautify a manuscript. The skill is culture dependent, so a manuscript illustrated by a Lhankor Mhy priest will be different to one illustrated by an Irrippi Ontor priest.

Imbue Sword With Magic (1 point, non-stackable, one-use, permanent)
This spell must be cast when a weapon is forged. If the smith succeeds in his Craft (Weaponmaking) then the smith can add one special power to the sword, a special success allows two extra powers, a critical three extra powers. A fumble or failure means the weapon has shattered. Each extra power may cost the smith POW or Divine Magic as appropriate. So, Halban the Smith casts Imbue Sword With Magic on a Bastard Sword and gets a critical roll, he knows he can put three powers into the sowrd, and decides on Sharpen Weapon, Strengthen Weapon and Swift Weapon, a power he has gained on a HeroQuest. He rolls his Craft (Swordmaking) three times and gets a normal, a critical and a special, so the sword does 1D10 + 2 damage, yhas an extra 3D3 HPs and attacks with -2 SR. It is a sword fit for a Hero and he takes it to the local Orlanth Temple as an offering.

Imitate Bird Songs (Communicatoin Skill, Base 00%)
This allows the user to imitate the sounds of birds. A normal success will make a sound that sounds like the bird to be imitated. A special success will convince birds of the same species, a critical success will even fool magical identification.

Imposter (2 points, reusable, temporal, non-stackable)
Imposter allows the user to take the form of another person exactly. The user looks, sounds and acts like the person being impersonated, even to close friends and family. If the user succeeds in an Act and Voice Mimicry roll as well, anyone actively trying to check for an imposter must roll a better Spot Hidden or similar skill in order to detect the impersonation.

Impress (People) (Communication Skill, Base 00%)
This is the skill of impressing others. A succes in the skill means the target audience is impressed with the user, a special or critical skill means that the target audience is particularly or inceedibly impressed. A fumble means the user has done something that brings ridicule on himself. The user may use other skills to give a bonus to his Impress (Person) skill, so a lawyer may use his Lawspeaking as a bost to Impress Jurors, or a prostitute may use Seduce to boost Impress Man, in such cases the GM may decide to add 1/5 of the bosting skill to the Impress skill. There are different Impress skills, such as Impress Jurors, Impress Man, Impress Clan or Impress Women.

Improve Barley Seeds (Spirit Magic, 1 point, touch, instant)
Once cast on a single barley seed, that seed will not fail to grow (if properly cared for, that is) into a perfect specimen of barley.

Increase Milk (1 point, touch, instant, nonstackable, reusable) (NE)
This spell affects one cow. Once cast the cow will, for the next week, produce a full yield of milk.

Increase Wool (1 point, reusable, stackable, instant)
This spell must be cast on the cult holy days and affects a number of sheep equal to the number of points squared, so an Increase Wool 1 affects 1 sheep, but Increase Wool 5 affects 25 sheep. The sheep will produce thicker and richer wool than normal, adding 50% to the value of the wool.

Inspire Loyalty (1 point, resuable, temporal, non-stackable)
For the duration of the spell, the user's Orate, Leadership or similar skills are doubled when talking to his men.

Instill Pride (1 point, reusable, instant, non-stackable)
This must be cast on a person or group of people. The user must try to rally the people by appealing to their sense of Pride. It doubles the user's Orate, Fast Talk, Seduce or whatever communication skill is being used to persuade the person or group. This can be used after another effort has failed.

Interrogate (Communication Skill, Base 00%)
This is the skill of obtaining facts through interrogation and questioning rather than other means, such as torture. A success in the skill means the target will give up some of the answers required, but may be holding something back. A special success means the target gives up most of the answers and a critical success means the target breaks and blubs like a baby. A fumble means the target is too busy laughing at the feather and wet sponge to be able to answer any questions at all. The Interrogate skill may be resisted by several means, such as Endure Interrogation, in which case the person with the best success score is the victor, in the event of a tie the person being interrogated is deemed not to have broken. Even though there are different ways of interrogating, I have lumped them all together for convenience.

Into Middle Air (3 points, ritual ceremony, reusable)
Normally those who fly can only fly so high, even the sorcery magic of the meldeks can only take you as high as the tallest mountain, and the normal rune magic can only take you twice as high. This spell allows a Vanganthi to fly higher than that, as high as the Red Moon itself, the entire realm of Middle Air. Of course, the Vanganthi will have to have numerous points of Avoid Storm and Extension to make this possible, but a small temple has enough magic to achieve this. This spell is also used to begin many Vanganthi HeroQuests.

Invisible Hand (1 point, reusable , temporal, non-stackable)
This doubles the recipient's Pick Pockets, Conceal, Sleight and similar spells for the duration of the spell. It is normally used by thieves.

Invisible Pitfall (1 point, reusable, non-stackable, permanent)
This must be cast on a trap or pitfall, its effect is to make the trap or pitfall invisible, which means that it requires a critical Spot Trap/Search to see the trap. The spell lasts until the trap is set of or disarmed.

Invite Me In (Communication Skill, Base 00%)
This is the skill of persuading someone to invite you in to their house, bedroom, treasure room or wherever. Success means the person will invite you in, a special success means they will invite you in wilingly and a critical success means they will pull you in kicking and screaming. A fumble means they will immediately distrust you and will probably never invite you in. A good skill for thieves, traders and vampires.

Invoke Law (2 points, one-use, instant, non-stackable)
The user of this spell must know the law and must be able to recognise when the law is being broken or not being upheld. Casting Invoke Law will force those listening to recognise that a certain law is valid and holds sway here and forces them to see the legality of the action. The user must make a Lawspeaking roll when casting this spell, a normal success means the people will take note of the Law and will probably act on it, a special success means that the listeners will act on the law, a critical success means that nobody will oppose the law.

Invoke Wyter (1 point, reusable, Ritual ceremony)
This allows the caster to invoke the Wyter or clan spirit. This spirit will protect and preside over the area that the Invoke Wyter spell is cast in. This normally is used at clan moots or trials. The effects of the Wyter being present must be determined by the GM.

Iron Fang (Sorcery Magic, ranged, passive, temporal)
Each point of intensity increases the damage done by a bite by 1. It is not compatible with Ironhand or similar spells, but is compatible with Iron Hoof.

Iron Hide (Sorcery Magic, ranged, passive, temporal)
Each point of intensity increases the APs of the target by 1. This is not compatible with Protection, is compatible with Shield but can be multispelled with Damage Boosting.

Iron Hoof (Sorcery Magic, ranged, passive, temporal)
Each point of intensity increases the damage done by a kick, rear and plunge or trample by 1. It is not compatible with Ironhand or similar spells, but is compatible with Iron Fang.

Iron Will (1 point, reusable, non-stackable, temporal)
This spell doubles the user's chance of resisteing mind-affecting or emotion-affecting spells for the duration of the spell.

Irresistible Fish Lure (Spirit Magic, 3 points, temporal)
This must be cast on a piece of bait on a fishing line. For the duration of the spell, any fish coming near the bait must resist POWvs POW or be irresistibly drawn to the lure and take a bite out of it, thus being caught on the hook.

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# K | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Keep Fighting (Reusable, 2 points, temporal, non-stackable)
This spell alows the recipient to carry on fighting even when wounded or exhausted. He will not become functionally incapacitated or fall unconcious when under the influence of the spell, but he may have his skills reduced through fatugue. His chance to be Heroic is doubled when under the effect of this spell. Unlike Berserker, he is not enraged and does not have to fight, the spell merely allows him to carry on.

Keep Fire Burning (1 point, reusable, temporal, stackable)
When this spell is cast on a fire, the fire will not go out for the duration of the spell. If an attempt is made to extinguish the fire, this spell blocks Extinguish 2 per point of spell, so a Keep Fire Burning 4 spell would require Extinguish 9 to put the fire out, in which case the Extinguish acts as an Extinguish 1. If the fire runs out of fuel, it will die down to an ember, but will restart as soon as more fuel is placed on the fire. The spell has a duration of 1 day.

Keep (Seeds) Dry (1 point, ranged, duration 4 weeks, stackable,) (NE)
reusable)
For each point of spell the caster's weight in the seeds will be kept dry. Unless immersed completely in water the seeds will remain dry. There are different spells for different types of seed, so ther is Keep Barley Dry, Keep Oats Dry, Keep Wheat Dry and Keep Gain Dry.

Keep Seeds) Dry (1 point, ranged, duration 4 weeks, stackable,reusable) (NE)

Keep (Seeds) Dry (1 point, ranged, duration 4 weeks, stackable,reusable)
For each point of spell the caster's weight in the seeds will be kept dry. Unless immersed completely in water the seeds will remain dry. There are different spells for different types of seed, so ther is Keep Barley Dry, Keep Oats Dry, Keep Wheat Dry and Keep Gain Dry.

Kill (Creature) (2 points, reusable, ranged, instant, non-stackable)
This is identical to Sever Spirit, but only works on the specific type of creature. There are different versions of this spell, most granted by diferent deities, so there are Kill (Animal), Kill (Aldryami), Kill (Troll) and Kill (Human).

Kill Man (1 point, reusable, non-stackable)
When cast on a weapon, any damage done by the weapon to a man is doubled after penetrating armour. This affects males of all species, whether or not they are of a man-rune species (no warping the definition here, me-lad).

Kill Weeds (Reusable, 1 point, stackable, instant)
This spell covers the same area as a Bless Crops spell and works under the same conditions. It kills all normal weeds within the spell's area. It does not affect Aldryami within those fields, nor will it affect other crops or magical weeds.

Killer Rain Gale (1 point, resuable, temporal, stackable)
Under the effects of this spell, the rain itself becomes deadly. Each person within 10m of the caster will take 1D3 daamge per point to a random locatoin for the duration of the spell. The user has no control over who is daamged, and friends as well as foes may be hurt. This spell has no effect if it is not raining.

Kiss and Make Up (Spirit Magic, 2 points, instant)
This doubles the caster's chance of resolving an argument. The GM must decide on which skill is best used, Fast Talk is not the best in this case, the skill is then doubled for the single attempt to reconcile the spouse. If the attempt fails, this spell cannot be used again to reconcile for this argument.

Knock Down Foe (Spirit Magic, 1 point, ranged, instant)
This spell creates a very quick, very small earth tremor centred underneath one target. If the target's magic points are overcome they are thrust to the floor prone from it's affects. This spell can only be cast if the target is atop a natural earth feature.

Knock Out Uroxi (1 point, self only, temporal, stackable, reusable) (NE)
For the duration of the spell the character has an enhanced ability to knock out Uroxi. When attempting to knock out an Uroxi the caster no longer needs to make an aimed blow to knock the Uroxi out, their attack will always strike the head (note, this only applies if the attempt is also a knock out attempt). Plus, when damage is rolled the character rerolls any 1 that comes up. For every point in the spell, this increased the reroll level by one, so a Knock Out Uroxi 3 means damage is rerolled on 1, 2 or 3.

Know Course (1 point, reusable, temporal, non-stackable)
This has a duration of a day and allows the user to know the course to his destination, no matter what the conditions. This allows the user to navigate as if all the signs were there, even if there is nothing to navigate by.

Know Direction of Pavis Temple (Spirit Magic, 2 points, instant)
This spell points the user in the direction of Pavis' Temple in the Rubble. No matter where the user is, he will face the Pavis Temple.

Know Needs (Perception Skill, Base 00%)
This allows the user to know the needs of another through questioning, watching and other means. Success means the user knows the needs of the target, a special succes means she knows particular pressing needs and a critical success means she knows exactly what the other person wants. A fumble means she has drawn the wrong conclusion.

Know (Subject) (Knowledge Skill, Base 00%)
This is the skill of knowing a subject or knowing about a certain thing, It is different from (Subject) Lore in that this is knowledge by experience rather than study. Success in this skill allows the user to know whatever facts are relevant at the time. So, someone with Know Desert Plants has a normal success and the GM rules that he knows where to find a Waha Gourd to enable him to survive another day without water. There are different Know skills, in the same way as there are diferent Lore skills. Some GMs may want to use (Subject) Lore instead of Know (Subject).

Know the Unborn (1 point, self only, temporal, nonstackable,) (NE)
reusable)
This spell allows the caster to see an unborn child in the mother's womb. The caster must be within half a metre of the mother, who may not have any intervening substances present between the caster and herself. The caster can identify the sex, health and number of children present within the womb.

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Lance of Agony (Sorcery Magic, ranged, passive, temporal)
This must be cast on a weapon. If the weapon strikes and causes damage then the victim experiences an agonising pain that will make him functionally incapacitated for 1D3 rounds if the user rolls below Intensity x 5%. So, someone struck with Lance of Agony 8 has a 40% chance of being functoinally incapacitated if the weapon damages him.

Land on Both Feet (1 point, stackable, reusable, instant)
This spell reduces daamge done in falling. Each point reduces the damage done by 1D6, so someone falling who would normally take 6D6 damage casts Land on Both Feet 3 and takes 3D6 damage instead.

Land Safely (1 point, reusable, non-stackable, ranged)
This spell allows the user to ignore any falling damage. It will not ignore damage caused by falling on spikes, but will ignore damage caused by falling on stones etc.

Last Gasp Recovery (3 points, instant, one-use, self-only)
If the owner of this spell reaches a point where he is technically dead, either through Hit Point loss, through a spell such as Sever Spirit or by characteristic loss then the spell will automatically fire, even if the character is unconcious. The character is restored to full Hit Points, spells such as Sever Spirit or Fang of Wachaza are countered and the character will recieve 1D6 points to any characteristic brought to 0. The spell is then lost as it is one-use. The character also gains a single combat action to be used immediately.

Lawspeaking (System) (Knowledge Base 00%, Training only, no experience rolls)
This is the skill of speaking the law. It is an oral skill, with laws and customs passed down from Law Speaker to Law Speaker. The level of skill reflects both knowledge and ability to practise the law. Success means the user has shown knowledge of the law and has practised the law correctly. In cases where two Law Speakers are in contest, the person who achieves the higher success level will be victorious, so a special success will defeat a normal success, for instance. In some cases, the GM may want to give a bonus to the Lawspeaking skill for one of the contestors as the law may well seem biased to his argument. Other cultural factors may well come into play, with a Lawspeaker from the local clan gaining an advantage over a foreign Lawspeaker. Each legal system has its own Lawspeaking skill, so their may be Lawspeaking (Heort), Lawspeaking (Vingkot) and Lawspeaking (Sartar), for instance. Sometimes, a person may use one Lawspeaking skill in another legal system at a penalty, normally at half chance. So, Grandar the Garrulous has Lawspeaking (Sartar) 70% and tries to use it to prove a case in Heortland, so he attempts Lawspeaking (Heort) at 35%.

Lead From the Front (2 points, reusable, temporal, non-stackable)
This spell lasts for the duration of the battle. The user must lead his forces from the front. While the spell is in operation, all his troops who can see the user act as if RQ2 Morale was in effect - in other words they act as if they were under the effects of Fanaticism but can parry and dodge as normal without penalties. However, if the user retreats or is killed in battle, all those who saw this are immediately demoralised for the duration of the battle or until another leader uses the Lead From the Front spell.

Lead (Group) (2 points, reusable, temporal, non-stackable)
For the duration of the spell the user's leadership skills are doubled when leading the named group. There are different versions of the spell for diferent groups, each spell granted by different deities, so we can have Lead (Fyrd), Lead (Followers) and Lead (Warriors).

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.

Leap Away From Blow (2 points, reusable, non-stackable, temporal)
This spell remains on the user in a dormant state until it is required. When the spell is activated, it allows the user to leap away from a blow, even if the blow is a critical hit. This means the blow will miss and the user will be unharmed. This can be used in addition to the dodge skill, so a blow can be dodged and if the dodge fails the spell can be activated.

Leap over Water (1 point, reusable, non-stackable, instant)
This spell doubles the length of any leap across water. It can be stacked with other leaping spells or abilities. So, Reddara Redhair casts Leaping Shield and Leap over Water to leap across a river to attack a group of men who are molesting a young woman. She has STR 16 so she can leap 32 metres across the river.

Leap Through Window (Spirit Magic, 1 point, variable)
The user can jump for 3m per point of the spell horizontally and 3 feet per point vertically. The user can leap through windows, doors and other obstacles on a DEXx5% when using this spell. It is useful when escaping angry husbands.

Leap With Wind (2 points, reusable, instant, ranged)
The user may leap into the wind and travel to any point along the wind within 100 metres. This is the equivalent of a Teleport, but the user can only leap where the wind is blowing to.

Leaping Shield (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.

Learn Local Gossip (Communication Skill, Base 00%)
This is the skill of picking up local gossip. Success in the skill means that the user can learn local gossip and rumours, a special success means the user has picked up local gossip or rumours about an individual the user is interested in, a critical success means the user has picked up exactly the gossip he wants to hear. A failure means that no worthwhile gossip is found, a fumble means that misleading or untrue gossip is found, inparticular the user is being deliberately misled. There is probably no truth in the belief that women start this skill at 25%.

Leave No Trace (3 points, reusable, non-stackable, temporal)
When this spell is cast, the recipient will leave no trace for the duration of the spell. He will leave no tracks, leaves no scent and cannot be detected by spells such as Divination or Reconstruction. It is often used by assassins.

Lift Curse From Community (2 points, one-use, Ritual Ceremony)
This spell allows a priestess to lift a curse from a community. Each curse has a POW, whether or not a spirit is associated with the curse, for the curse is given a representation on the GodPlane. The priestess must sacrifice a number of living, sentient creatures in order to lift the curse. The total POW of the creatures sacrificed must exceed the POW of the curse in order for the curse to be lifted. If the Priestess succeeds in her Ceremony roll and the POW sacrificed is enough, the curse is lifted, if the POW sacrificed is too little, then the curse is reduced but not lifted. If the Priestess fails her Ceremony roll the curse is unaffected, if she fumbles her roll the curse is made stronger by adding half the sacrificed POW to the POW of the curse.

Light Sleep (1 point, reusable, temporal, non-stackable)
This spell lasts for a night and the user sleeps lightly for the duration of the spell. He can use all Perception skills at full chance, even while asleep, so this reduces the chance of him being attacked in his sleep. He can awaken whenever he want to while under the influence of this spell.

Lightning Fast Strike (1 point, reusable, temporal, non-stackable)
This must be cast on a weapon. The next time the weapon is used, it will hit on SR 1, regardless of weapon SR, DEX SR or SIZ SR.

Lightning Sword (1 point, reusable, stackable, temporal)
For each point stacked in this spell, a single sword attacks at -1 SR, with a minimum of SR1. So, Kaltak the Clumsy attacks on SR 6 with his Bastard Sword, he casts Lightning Sword 4 and attacks on SR 2 instead.

Lion's Bite (1 point, reusable, temporal)
This is the hsunchen Transform (Head) spell. It transforms the user's head into that of a lion, giving a Bite Attack Base 25%, doing 1D10 + damage bonus.

Locate Lost Soul (2 points, ritual ceremony, reusable)
Can only be cast whilst in the Underworld. If cast properly then the caster can discover the location of a lost spirit. The caster must know what spirit he is looking for, say by name or by history and deed. Souls that are hidden by magical means can be located if the caster can overcome the points of magic hiding the spirit with his POW. This only locates lost spirits though, so it cannot locate spirits that have gone to their assigned afterlives.

Longfaring (Missile) (Spirit Magic, variable, touch, temporal,) (NE)
passive) (Based on Nikk's Longreaching Arrow)
This spell must be cast upon the specified missile weapon, it is ineffective on other missile weapons. For the duration of the spell, or until the misisle is used, each point in the spell increases the range of the weapon by one multiple. So a one point version doubles it, a two point version triples it, a three point spell quadruples the range etc...

Longfaring Missile) (Spirit Magic, variable, touch, temporal,passive) (NE)

Longfaring (Missile) (Spirit Magic, variable, touch, temporal,passive) (Based on Nikk's Longreaching Arrow)
This spell must be cast upon the specified missile weapon, it is ineffective on other missile weapons. For the duration of the spell, or until the misisle is used, each point in the spell increases the range of the weapon by one multiple. So a one point version doubles it, a two point version triples it, a three point spell quadruples the range etc...

Look Into Brightness (Spirit Magic, 3 points, temporal)
This allows the user to look at bright lights without being dazzled, blinded or suffering any ill effects.

Lose Pursuer (Stealth Skill, Base 5%)
This is the skill of losing a pursuer. If a character is being followed then he may attempt a Lose Pursuer roll to see if he has lost the pursuer. If he succeeds then the pursuer must make a special roll of the skill he is using to follow the character, for instance Shadow, Track, Spot Hidden or Scan. The pursuer must make a roll one level better then the character using the Lose Pursuer skill in order to continue following.

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Make Children Laugh (Spirit Magic, 2 point, instant)
This only works if cast by a on children. It makes the children laugh, no matter what their mood. It serves to entertain children..

Make Dizzy (Spirit Magic, 2 points, temporal)
This must overcome POW to work. For the duration of the spell the target will be dizzy and be uncoordinated. Any attempt to move requires a DEXx3 roll each round or the user is functionally incapacitated in that round.

Make Good Lumber (1 point, reusable, instant, stackable)
This must be cast on wod that is not perfect for lumber, perhaps it is warped, perhaps split, perhaps it has holes in. Each point of Make Good Lumber will turn 100kg of poor lumber into good lumber, perhaps by straightening it, filling in holes, repairing splits or whatever. The GM must determine how the lumber can be improved. If this spell is cast on extremely bad lumber then it will only make poor lumber and another casting of the spell is required to make the poor lumber into god lumber.

Make Husband Laugh (Spirit Magic, 2 point, instant)
This only works if cast by a wife on her husband. It makes the husband laugh, no matter what his mood. It serves to relieve tension.

Make Man Impotent (1 point, one-use, instant, permanent, Range touch)
This must overcome POW in order to work. It may only be cast on a male and it makes the male permanently impotent, in other words he is unable to gain an erection. This may not be healed by normal magic, although there may be specific magics that will cure this ailment. Normally to gain a cure the male must perform a HeroQuest.

Make Music Without Instrument (Spirit Magic, 2 points, temporal)
This spells enhances the user's skill of making bodily noises to sound like music, making even very rough sounds sound musical. So, tapping one's teeth sound like percussion instruments, knocking one's head sounds like a drum, humming sounds like a trumpet and so on. The GM must rule as to how this affects the game.

Make (Object) (Knowledge Skill, Base 00%)
This skill is used to create a particular object, so there are skills of Make Flask, Make Flare, Make Grenade, Make Violin, Make Bagpipes, Make Table and so on. Although this is not a skill restricted to Alchemists, it is useful for making particular intricate objects. It covers the manufacture of the object, the mix of substances within it and the method of using the object. Some people may want to use the Craft skills instead, but I prefer the idea that knowing how to make a table does not allow you to make a boat, whereas Craft (Wood) allows this. Obviously, having a relevant Craft skill will increase the chance of making the object as stated below.

Make Person Heavy (1 point, reusable, stackable, ranged, temporal)
Each point of this spell adds the equivalent of 1D6 SIZ to an affected character for the purposes of being moved, flying or floating on water. It can cause the person to fall through floors, break bridges or shatter chairs. It has no effect on damage bonus. If the person's SIZ is increased to 2xSTR then the person will move at half movement rate. The target may resist this spell.

March In Step (1 point, reusable, temporal, stackable)
This is cast on a squad and allows the squad to march in step for a whole day. This has the effect of increasing the distance marched by 25% without extra tiredness. Each extra point affects an extra squad, thus allowing a whole army to march in step and to cover distances quickly.

Mark of Sin (Sorcery Magic, ritual enchant)
This is a punishment given to a sinful miscreant who has been convicted of serious sins. The Mark of Sin 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 sinful ways and will avoid him. Spells such as Blinding Pain or Lance of Agony have double the effect agianst someone wearing a Mark of Sin.

Mask Scent (Spirit Magic, variable, temporal)
Each point of Mask Scent subtracts 10% from an opponent's skill to find the user using the sense of smell, this reduces the chance of Track by Scent, Scent Foe or Scent Food. The spell will even reduce the chance of Track by Scent even after the spell has expired, for the places where the scent was masked.

Melt Frost (1 point, ranged, instant, nonstackable, reusable) (NE)
Once cast any frost within range instantly melts.

Melt Ice (1 point, reusable, instant, stackable)
This covers the same area as a Bless Crops spell, the amount of land a farmer can plough in a day. It melts all ice under the area affected up to a depth of 6 inches per point of spell.

Memorise Message (3 point, reusable, instant)
This enables the recipient to memorise a message for delivery to a person. The message can be of any length and the recipient of the spell forgets the message until he tells it to the named person. If the named person is dead, then he can tell the message to his heir or representative.

Memorise Text (3 point, reusable, instant)
This enables the user to memorise a text. The text can be of any length and the user must be able to read the text. This allows total recall of the text if the user wants to remember the text or to write the text down.

Mile Javelin Throw (Spirit Magic, variable, temporal)
This spell must be cast on a javelin. The range of the javelin is multiplied by the number of points in the spell + 1. So, Rana Redhair casts Mile Javelin Throw 4 on her javelin and finds that it has a range of 100m and a maximum range of 250m rather than 20m and 50m respectively.

Mother Knows Best (1 point, self only, temporal, stackable, reusable)
For every point in this spell the casters skill in Fast Talk is increased by 40% if used against any of her children, her daughter's husbands or her daughter's children. It does not matter whether they are adults or not.

Mountain Wind (1 point, 100m radius around caster, temporal,) (NE)
stackable, reusable)
This spell increases wind STR by 2d8 for the duration of the spell. Each additional point used either adds another 2d8 to the wind STR or increases the area of effect by 100m. This spell has no effect on either temperature or wind direction.

Move Easily In Nature (1 point, reusable, temporal, non-stackable)
The user of this spell may move through nature without being impeded. This means that for the duration of the spell the user can move through vegetation as if it was clear ground. This means that he can use move faster through woods or undergrowth than other people.

Move Lightly (1 point, reusable, non-stackable, temporal)
This allows the user to move without encumbrance. The user's Encumbrance is halved for the duration of the spell. So, someone carrying ENC 20 using Move Lightly would have ENC 10 for the duration of the spell. This is normally used to dodge or jump in armour.

Move Rocks (1 point, reusable, stackable, temporal)
Each point of this spell allows the user to move a rock of ENC=STRx5. The user may move the rock at Move 1.

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Never Get Stuck (1 point, reusable, non-stackable, temporal)
For the duration of the spell, the user will not get stuck in mud, sand, glue or any other substance.

Never Sleep (3 points, self only, special duration, non-stackable,reusable)
This spell is cast at the start of the worshippers watchduty. For the duration of their stay at their post, they lose no fatigue for staying awake and need not rest during that period - however long it might be. They can remain standing for weeks, seasons or even years as long as food and water is brought to them. They cannot repray for spells whilst on watch. As soon as their watch duty ends the cumulative effect of fatigue loss immediately catches up with them, to a maximum of reducing them to -100 fatigue points (so it never results in death). At most they require one full days rest to recover from this, and can then go out again if they so wish.

Night Vision (Spirit Magic, variable, ranged, temporal, passive) (NE)
This spell reduces the penalty of darkness modifiers to sight based skills (and, consequently, combat skills due to darkness). For every point in this spell, the penalty due to darkness and bad light conditions is reduced by 5%.

Stay at Your Post (As Face Chaos, but works against all opponents as long as the user is at his guard post)

Night Watchman (1 point, self only, special duration, stackable,reusable)
This spell must be stacked with the Vigilance spirit magic spell. It extends the duration of the Vigilance spell for as long as the watchman is on duty, and expires as soon as his watch ends.

Nightjumping (1 point, ranged, temporal, nonstackable, reusable) (NE)
Once cast the target may leap around. They may, as an action, leap upto their STR in metres. They must make a successful Jump roll to land, or suffer the consequences of a bad landing. This may be combined with an attack, in which case they gain a +20% to hit, and the hit location roll is 1d10+10, but if they fail the Jump roll they end up on the floor and at the mercy of their foe. This can only be cast at night, and can only be used at during the night.

# O | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Obscure Daylight (2 points, reusable, temporal)
This spell doubles the effective Cloud Cover by making the clouds dark. When used alongside Cloud Call this spell doubles effect of the Cloud Call.

One More Bite (1 point, reusable, non-stackable, instant)
When cast on a meal, this spell allows the meal to be eked out to feed one extra person. It is used in times of shortage to feed the needy.

Open Moot (1 point, reusable, ritual ceremony)
This allows the user to open a clan or tribal moot, a meeting for legal purposes. Success in the ceremony means the moot is legally binding on the participants. A special or critical success means that any Law-related magic will be especially successful when used in the Moot. A fumble means the Moot is flawed and that any legal outcome may be challenged by the participants, the equivalent of a mistrial today.

Open Pit (1 point, reusable, stackable, permanent)
This spell opens a hole in the ground of 1m radius and 1m deep. It can be stacked to increase the depth or the area affected. The hole need not be circular and the caster can visually specify where the hole should form and in what shape. Anyone standing in the place where the hole is to form must make a DEXx5% roll to be able to leap away from the hole.

Open Trench (1 point, reusable, stackable, permanent)
This spell opens a hole in the ground of 1m radius and 1m deep. It can be stacked to increase the depth or the area affected. The hole ned not be circular and the caster can visually specify where the hole should form and in what shape. Anyone standing in the place where the hole is to form must make a DEXx5% roll to be able to leap away from the hole.

Orane's Cooking (Spirit Magic, variable, self only, temporal)
For the duration of the spell the casters craft/cookery skill is increased by 5%. This cannot more than double the casters skill.

Orderly Retreat (1 point,. reusable, temporal, non-stackable)
This spell is cast on a squad of soldiers. Where possible they will try and maintain an orderly retreat, rather than running away in panic. This does not counter the effects of spells such as Fear, Panic or Terror, but it does stop ordinary soldiers from panicking and fleeing.

Orventili's Oath (2 points, ritual ceremony, nonstackable, one-use) (NE)
This spell creates an oath between two willing participants. At the time when the oath is cast the conditions of the oath are set, and each participant expends a number of magic points. The ritual must be held on a Peace Rug. Any action that is taken to uphold the accord by the participant gains a bonus equal to the number of magic points expended (can never more than double their effective skill). And action taken to break the accord suffers a penalty equal to the magic points used to boost the spell. As soon as both participants break the accord the oath ends.

Outsmart Pig (1 point, reusable, temporal, non-stackable)
This doubles the user's skill when trying to outsmart a pig. Normally, this doubles skills such as run, grapple or bind captive.

Overawe Crowd (1 point, reusable, temporal, non-stackable)
This doubles the user's communication skills when talking to a crowd.This works by making the user seem more powerful than he is, thus overawing the crowd.

Overcome Magical Barrier (1 point, reusable, stackable, temporal)
This allows the user to overcome a magical barrier. Each point of Overcome Magical Barrier counters an equivalent magical barrier. For the purposes of calculating equivalence, use 2 points of Sorcery or Spirit Magic = 1 point of Overcome Magical Barrier. This allows the user to pass through the barrier as if it was not there. So, Arthur the Imposter uses Overcome Magical Barrier 4 and passes through a Warding 3 spell as if it was not there, the spell does no damage and does not trigger an alarm.

Overcome Storm (1 point, range special, duration special, stackable,reusable)
Sometimes two warring tribes will gather great magics to summon terrible storms and send them against one another in the hope that one storm will overcome the other, to continue onwards to devastate their foes. To overcome another storm, the caster must be present within the storm and cast the spell. It effects only his storm, and lasts either until the storm ends, or the caster leaves the storm. When two storms collide the storm with more points of Overcome Storm wins out, dissipating the other storm and continuing onwards. Overcome Storm points are cancelled on a one-to-one basis, so a storm with 5 points of Overcome Storm meets a Storm with 3 points of Overcome Storm. Afterwards, it will only now have 2 points of Overcome Storm. Natural storms have no points of Overcome Storm. In the case of a tie, both storms remain, but do not go anywhere.

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Paralyzing Bite (Transform Head) (1 point, reusable, stackable,temporal)
This transforms the user's head into that of an alynx. For the duration of the spell, the user will ooze poison from his fangs. This poison does 1D6 venom damage per point of spell, the venom paralyses the target after 3 rounds.

Pattern Firing (Knowledge Skill, Base 00%)
This is a skill that the potter knows to prepare and fire a pot in order to put a pattern on the pot. This is not as easy as it might sound, hence the need for a special skill. Some GMs might prefer to include this in the Craft (Pottery) skill.

Peace Rug (2 points, ritual ceremony, nonstackable, reusable) (NE)
This spell requires a ritually prepared rug, which can only be made by priestesses of Ernalda. Generally any temple that supports Orventili will have one such rug. Once the ritual is completed anyone who voluntarily comes to the rug will be unable to act offensively unless they can overcome the caster's POW with their own. The ritual ends either as soon as someone manages to break the rugs power and draw a blade (or other offensive action) or the caster leaves the rug. Any who shed blood on the rug risk spirits of reprisal.

Pella's Blessing (Spirit Magic, variable, self only, temporal,active)
For every point in this spell the caster's craft/pottery skill is increased by 5%. It cannot increase the caster's skill by more than double.

Perceive Other Worlds (1 point, self only, temporal, nonstackable,reusable)
This spell allows the caster to see clearly onto both the spirit plane and the hero plane. It allows the caster to see, and target, spirits and to see whether there are HeroQuesters present, or people hidden away in the mythical realm of the surrounding area.

Perfect Mate Augury (1 point, ritual ceremony, nonstackable,reusable)
This spell is much the same as divination, except far more clear and specific. It determines someone's specific mate (again, as with normal divination the chance is only POWx5 and if it fails the caster will get false results) and gives various details about them. It does not include their name.

Pierce Dragon Hide (3 points, ranged, temporal, nonstackable,reusable)
This spell must be cast on a weapon. For the duration, the weapon will ignore the armour of any draconic creature on a special hit or better, not just a critical.

Pipe The Battle (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 piper continuing piping.If the piper stops piping then the spell will end. The spell takes an hour to cast, in which time the piper pipes the battle to fire up the troops. If the piper succeeds in Play Bagpipes the spell works successfully. If the singer makes a special roll, the spell gives +10% per point, a critical gives + 15% per point, a fumble takes 5% per point from the attack skills.

Pivot Ship (1 point, reusable, instant, stackable)
This must be cast on a ship or boat. It will turn the boat through an angle of 90 degrees, even if the boat would normally not be able to be turned. It allows a captain to manouvre through ice or narrow places.

Please (Person) (Communication skill Base 5%)
This skill is used to please the person named. The user must perform some deed to please the person and then roll the skill. Depending on the deed performed, the user may gain a bonus to the Please (Person) skill. Success means the named person is pleased, a special success means the person is very pleased, a critical means the person is ecstatic. A fumble means the person, liked Queen Victoria, is not amused. There are different versions of this skill, because the skills involved in pleasing a wife are not the same as those involved in pleasing a King. Some skills may be used at half chance, so Please Mistress/Please Wife/Please Girlfriend can be used at half chance. Each Please (Person) skill must be learned separately, so a character might have Please Wife, Please Comrades, Please Mistress, Please Clan Chieftain and Please Family.

Please Women (2 points, ritual ceremony, reusable) (NE)
called this Blessing of Niskis)
This is a short five minute ceremony that is cast relatively soon before spending the night with a woman. Afterwards, the woman is totally satisfied with the experience and is left with no unwanted pains or miseries, including unwanted pregnancy. And, yes, this spell is sexist and only works for nights spent with women.

Plough Hard Earth (1 point, reusable, temporal, non-stackable)
This allows the user to plough earth, no matter how hard the earth. For the duration of the spell, the plough will penetrate the earth and leave a ploughed furrow as if the earth was normal. This is often used in times of drought to plough bone-dry earth or when the earth has been magically hardened.

Ponderous Step (1 point, reusable, temporal, non-stackable)
For the duration of the spell, the user moves at half speed but will not fall over or lose her step, no matter what happens. So, Bastan Blood-Earth casts Ponderous Step and slowly moves into battle. Her Move is now 1.5 rather than 3 and she wheezes with every step. However, an enemy hits her with a mace, causing a lnockback effect, but she does not fall over, then her sister casts Shake Earth and everyone except Bastan falls over.

Pranjala's Sickbed (1 point, ritual ceremony, reusable)
This spell can only be cast within an area sanctified to Chalana Arroy or Pranjala. The ritual involves setting up a sick bed which the patient is placed upon, and they are mystically transported partially to the Heroplane to lie upon Pranjala's Sickbed. This ritual lasts one day for every point of the spell. Whilst on the bed, all Recovery Rolls for recovering from the sickness of disease are doubled. During that day, the character cannot leave the sickbed.

Precision Hammer (1 point, reusable, temporal, non-stackable)
This doubles the user's smithing skills, hammer attack and hammer parry for the duration of the spell.

Predict Foe's Movements (1 point, reusable, temporal, non-stackable)
This allows the user to follow prey better by predicting the foe's movements. For the duration of the spell, the user's Track skills are doubled. This is compatible with other Track-increasing spells.

Predict Tides (1 point, reusable, instant, non-stackable)
This allows the user to know how the tides are going to behave for the next week in the current area. This is particularly useful in Glorantha as the tides are generally unpredictable, following Anilla's rise and fall.

Prevent Anger (Spirit Magic, 3 points, temporal)
This spell stops the recipient from becoming angry for the duration of the spell, no matter what the provocation. It even prevents the recipient from becoming Fanatical under the Spirit Magic spell, but does not prevent the person from becoming Berserk. The person will remain unusually calm. This has no effect on a person who is already angry.

Prevent Drying (1 point, reusable, stackable, temporal)
This spell is an area effect in which case it affects an equivalent area to the Bless Crops spell. Extra spells stacked increase the area affected. For the duration of the spell, the fields will not dry out in a drought.

Prevent Dying (One Use, 2 points, non-stackable, temporal)
This stops the recipient dying for the duration of the spell. However, the recipient suffers all other effects of the damage taken, until the damage is healed. This cannot be cast before damage is taken to make the recipient invulnerable to damage. If the recipient recieves new damage which would kill him again then he will die.

Prevent Frost (1 point, reusable, temporal, non-stackable, duration 1 day)
This covers the same area as a Bless Crops spell, the amount of land a farmer can plough in a day. For the duration of the spell, the land will be protected from frost and the plants under the area of the spell will not be killed becuase of a frost on the land.

Prevent Infection (Spirit Magic, variable, ranged, temporal, passive)
For every point of this spell, the character's effective CON is increased by 6 for the purposes of resisting disease contracted from infection. It gives no benefit to resisting disease spirits.

Propitiate Earth (1 point, reusable, ritual ceremony)
This allows the user to make a sacrifice to the earth. This sacrifice will propitate the earth, buying off any problems that the earth was about to bring. The size of the sacrifice depends on what is threatened, but sacrifices of gold or treasure are commonplace as are the sacrifice of living animals and evemn human sacrifice. THe GM must determine what sacrifice is required for each situation and must be consistent in his rulings.

Protect Animal From Disease (1 point, reusable, non-stackable,temporal)
When cast on an animal, this doubles the chance of the animal contracting a disease. If the animal already has a disease, this spell doubles the chance of the animal stopping the disease or recovering from the disease. It has a duration of one season.

Protect Crops from (effect) (1 point, area of effect special,) (NE)
duration 1 week, stackable, reusable)
This spell must have a specific effect, such as birds, or insects, or heat. It affects an square area with sides of 10 metres per point of spell. So a one point spell would affect a 10m x 10m area, a four point spell would affect a 40m x 40m area. It protects any plantlife in that area from normal, mundane manifestations of the specificed effect for a period of one week. So whilst the spell would protect plantlife from insects, it wouldn't protect them if an enormous swarm of locusts came, or if magic was used to summon ants to the destroy the plants, or giant beetles etc... just normal, mundane occurences of the effect.

Protect Crops from effect) (1 point, area of effect special,duration 1 week, stackable, reusable) (NE)

Protect Crops from (effect) (1 point, area of effect special,duration 1 week, stackable, reusable)
This spell must have a specific effect, such as birds, or insects, or heat. It affects an square area with sides of 10 metres per point of spell. So a one point spell would affect a 10m x 10m area, a four point spell would affect a 40m x 40m area. It protects any plantlife in that area from normal, mundane manifestations of the specificed effect for a period of one week. So whilst the spell would protect plantlife from insects, it wouldn't protect them if an enormous swarm of locusts came, or if magic was used to summon ants to the destroy the plants, or giant beetles etc... just normal, mundane occurences of the effect.

Protect Document (1 point, reusable, temporal, non-stackable)
This spell protects a single document from harm. When the spell is cast, a special seal is placed on the document and the spell lasts until the seal is removed. During this time, the document will not age, decay, go mouldy, become illegible or otherwise become ruined. This spell does not protect against deliberate damage, though, so if someone puts the document on a bonfire it will still burn.

Protect Message (2 points, ritual ceremony, one-use)
This powerful spell is only cast when a message of upmost importance is needed to be devlivered. It requires a one hour ritual be cast at the end of which the message is received (either physically, say on paper, or recited to the messenger to learn). Whilst the message remains undelivered, and whilst the messenger devotes himself entirely to trying to have it delivered any roll made in the course of protecting the message or delivering the message is powered i.e. increased in one level of success, say from a special to a critical. However, should the messenger be seen to be not trying to deliver the message the spell will end, and indeed spirits of reprisal may be sent.

Protect Tula (2 points, reusable, non-stackable, temporal)
This spell allows the caster to know when an enemy of the clan enters the Tula or clan area. It also allows him to direct commands to any clansman within the Tula for the duration of the spell. This allows him to direct the defence of the Tula.

Puppet Reality (Spirit Magic, 1 point, self only, temporal, passive) (NE)
This spell affects any puppets placed on the casters hands to make them much more real. It also adds 10% to the casters skills used to entertain using the puppets.

Purge Chaos (One Use, 3 points, non-stackable, Ceremony)
This allows the caster to attempt to remove the Chaos Taint from an individual. The caster matches POW vs POW against the target, who must resist, if successful the Chaos Taint is removed, on a failure the chaos taint remains, on a fumble the Caster is tainted by chaos. This automatically fumbles when used against a creature that is naturally chaotic, such as a broo, walktapus or ogre.

Purify Bronze (1 point, reusable, instant, non-stackable)
When cast on molten bronze, this spell removes the impurities in the bronze, making the slag float to the surface. If cast on already purified bronze and 2 POW is sacrificed, this spell makes the bronze act as Rune Metal for the purpose of causing damage to magical creatures.

Purify Gold (1 point, reusable, instant, non-stackable)
When cast on molten gold, this spell removes the impurities in the gold, making the slag float to the surface.

Push Back Waves (1 point, ranged, temporal, non-stackable, reusable) (NE)
This spell can force back waves, from the simple tide of the ocean to tidal waves, by forcing the wind to blow them down. Once cast match the current wind STR against the STR of the waves, if successful then for the duration of the spell the waves fall calm.

Put Down Weapons (2 points, ranged, temporal, stackable, reusable) (NE)
Once cast everyone within range will find themselves compelled to put their weapons down and stop fighting, or taking offensive actions of any kind. It is effective only against Orlanthi. 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. The spell is ineffective unless everyone in the area of effect is affected. A target may voluntarily submit to the spell if they so wish. Stacking the spell gives the caster an extra effective 5 magic points for overcoming purposes per spell stacked.

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Quick Knot (Spirit Magic, 2 points, instant)
The user of this spell can tie a knot immediately, no matter how complex this takes no time to tie. The user has to know the knot and must make his Tie Knot or similar skill. This is often used to quickly secure broken masts and to make repairs on board ship, but is also used to tie up captives quickly.

Quick Slash (1 point, reusable, stackable, temporal)
For each point of Quick Slash, the user subtracts 1 SR from her weapon attack, with a minimaum SR of 1.

# R | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Radiate Authority (2 points, reusable, temporal, non-stackable)
For the duration of the spell, the recipient glows brightly and any Communication skills that he uses are doubled when dealing with members of his clan.

Raise Courage (1 point, ritural ceremony, one-use)
This is cast just before battle, and for every point in the spell affects 50 warriors. For the duration of the battle the affected warriors are immune to demoralise and will not flee from fear alone (but may flee from pure, rational decision making).

Raise Earth (1 point, reusable, stackable, permanent)
Each point of this spell allows an area of earth 3m square to be raised by 1 metre in height. The spell can be stacked for increased area or increased height. Such a movement is permanent, but the raised earth may collapse naturally afterwards if it is unstable.

Rally (People) (1 point, reusable, instant, stackable)
This spell afects a circle of radius 3m per point stacked in the spell. Within the area of the spell, the user may make an Orate, Fast Talk or similar roll to rally the people affected by the spell. If he succeeds, the user will bring the people out of whatever demoralising effect that they are under. So, this will stop the people running away if routed in battle, will stop people running around in confusion and will bring them into some kind of order. It does not dispel demoralising magics, but does temper them, making them less severe. There are different versions of the spell granted by diferent deities, each affecting diferent types of people or groups, each spell must be learned separately. So, there are Rally Family, Rally Clan, Rally Tribe, Rally Women, Rally Warriors and Rally Crew.

Rapid Charge (2 points, reusable, 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. Charging damage bonuses may be increased when under the influence of this spell.

Reach Home (2 points, reusable, temporal, non-stackable)
This spell doubles all skills necessary to help the user reach home safely, except magic and combat skills. The spell ends when the user reaches home or when the user stops trying to reach home. This is often used to improve survival, scout and evasion skills when moving through the Rubble.

Read at Speed (1 point. reusable, stackable, temporal)
For the duration of the spell, the user can read faster than normal. The user can read an extra number of pages per point of spell than would otherwise normally be possible. For example, Brankist casts Read Fast 5, so he can read 6 pages in the same time as he would normally read 1 page.

Read Enemy (Perception Skill, Base 00%)
This is the skill of reading one's enemy to determine strengths and weaknesses. Success in this skill gives a rough idea of the enemy's strengths and weaknesses, a special success gives a more exact idea and a critical success gives an even better idea. A fumble means the user has reached an incorrect conclusion about the enemy's strengths and weaknesses. The GM tell the user the strengths and weaknesses that he has found or he may drop hints as to the best tactics to use.

Read Magical Text (1 point, reusable, temporal, non-stackable)
This allows the user to read magical text as if it were normal text. Some texts are magical in nature and cannot be read normally without great preparation and ceremony. This bypasses all of that. Such texts include Buserian Code, Lhankor Mhy Text and Malkioni Magical Text.

Read Text (2 points, reusable, non-stackable, temporal)
For the duratoin of the spell, the user has his Read skills doubled for the purposes of reading a text. If the text is in anunknown language, this gives the user the ability to read the text at INTx3% for the duration of the spell.

Read Trail (Perception Skill, Base 00%)
This allows the user to read a trail, giving information such as who uses the trail, when it was last used, what dangers are to be expected on the trail, possible ambush points and so on.

Reassure Stranger (Spirit Magic, 3 points, instant, self)
This spell allows the user to modify any reaction rolls by her POW%. This can make a potentially problematic encounter a lot easier.

Recognise Magical Object (Perception skill, Base 00%)
The user of this skill will recognise that an object is magical with a successful use of this skill. A special success or a critical success will give the user an idea of the type of magic that the object has, but will not work as an Analyse Magic spell.

Reduce Fever (1 point, touch, duration 1 day, stackable, reusable) (NE)
This spell can only be cast on individuals currently affected by a disease that has given them a raging fever. For every point in the spell the character's effective CON for restistance is increased by two to a maximum of one half the character's base CON (so a character with CON 12 can utilise upto 6 points of Reduce Fever). This is comapatible with Fight Disease.

Reevesharp (Spirit Magic, variable, self only, temporal, passive) (NE)
This spell increases the casters ability to act as a Reeve. For the duration of the spell whilst engaged in countnig grain, looking at livestock etc... the casters skill of Evaluate is increased by 10%. This spell cannot more than double the caster's base chance.

Refreshing Rest (1 point, ritual ceremony, reusable)
This spell requires a small ceremony to be held to Ferace, involving a simple offering of a drink and food gathered from the land, which is then eaten by the supplicant (Ferace has never accepted such sacrifices) and the land is then kissed. The target of this spell can rest for a single hour and is so refreshed it is just as if they have slept. They regain any and all lost fatigue points over the course of the hour. If cast on consecutive days there is chance that the character may instead fall into a deep sleep for eight hours instead, although again they will awaken refreshed. There is a cumulative 20% chance of this happening for every consecutive day this ceremony is used.

Regal Aura (1 point, self only, temporal, stackable, reusable) (NE)
Once cast the caster will start to exude a regal aura of majesty, which will be recognised by all good hearted Orlanthi around him. For the duration of the spell, the caster has 10% extra on all communication skills when using them against Orlanthi.

Rekindle Hearth Fire (1 point, reusable, instant, Ritual Ceremony)
This allows the user to rekindle a hearth fire that has gone out. The hearth is vitally important to the Orlanthi and allowing a hearth fire to go out is a major taboo. This ritually restarts the hearth and brings back the benefits of having a hearth fire burning.

Remain Standing (Spirit Magic, 2 points, ranged, temporal, passive) (NE)
For the duration of the spell the target will not fall unconscious until they are dead, or rendered unconscious magically.

Remind of Duty (1 point, reusable, instant)
This spell allows the caster to re-attempt to persuade the target to do something if he has failed before. So, Karman the King tries to persuade Rindin the Restless to settle down with his wife not to chase local women. He tries his Orate skill and fails. He then uses his Remind of Duty spell to remind him of the vows he took and tries again, this time succeeding. Rindin decides to leave the lovelies alone for a while and settle down with his wife.

Remove Dust (Spirit Magic, 2 points, instant, ranged)
This removes dust from an area 3m by 3m. The dust is not destroyed, but is moved to the sides of the area and could easily fall back into the cleared area. This will not dig a pit in very deep dust, but will clear surface dust.

Rend Ghost (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 ghost. It has no effect on other types of spirit.

Resemble (Animal) (1 point, reusable, non-stackable, temporal)
For the duration of the spell, the user resembles the specified type of animal. Anyone seeing the user will see the animal instead, unless he makes a Critical Scan or similar skill. This is often used by hunters to sneak up on prey. There are different spells for different animals, so there are Resemble (Horse), Resemble (Bison), Resemble (Impala) and so on. Some cults have a more general spell such as Resemble (Animal), Resemble (Bird) that can be used to take the form of any kind of animal or bird.

Resilient Hull (1 point, reusable, stackable, temporal)
Each point of this spell adds 2 Hull Points to a ship or boat for the duration of the spell. The ship/boat will not reduce Hull Points below the Hull Points in this spell while the spell is in use.

Resist Explosion (2 points, reusable, temporal, non-stackable)
For the duration of the spell, the user takes half damage from explosions. Damage is figured normally and halved after penetrating armour and protective spells. For instance, Garan the Grinder casts Resist Explosion before entering a trapped corridor. His caution is well founded when a mine explodes, doing 6D6 damage to all within 3m, the GM rolls damage and rolls 25, subtracting Garan's minimum armour of 5, this would do 20 points of damage to General Hit Points, but the Resist Explosion halves this to 10 points and Garan staggers back the way he came.

Resist Madness (1 point, ranged, temporal, stackable, reusable)
For every point in the spell, the target resists madness effects with + 10 MPs. This works against the Madness and Mindblast spells and also against Lunes and Madness Spirits. It increases resistance against going mad through seeing visions.

Resist (Thing) (2 points, reusable, temporal, ranged)
This spell can be used in two ways. It can be cast as an area effect in which case it affects an equivalent area to the Bless Crops spell or it can be cast on a single person. If cast as an area effect it doubles the resistance of those things within the area against the Things to be resisted. If cast on a single person, it doubles the defending characteristic or doubles the resistance roll, but not both. So, casting Resist Blight on a field doubles the chances of the crops from resisting the blight, but casting Resist Blight on a person doubles CON when resisting the effects of blight. There are different types of this spell, so we have Resist (Darkness, Blight, Frost).

Restart Ceremony (1 point, ritual ceremony, nonstackable, one-use) (NE)
Sometimes a ritual goes wrong, horribly, horribly wrong. And sometimes failure is not an option. Generally this spell is only used in HeroQuest rituals, where a mistake in the ritual can be fatal to those involved. Any ritual from Ernalda or any of her associated earth goddesses can be affected by this spell. Once cast, the ceremony can be restarted from the beginning at no penalty to anyone involved. However, the ritual must be restarted - you cannot fail the ritual, cast this spell and then choose not to try again. This spell cannot be used twice at the same ritual, even Roitina cannot prevent such a fateful failure.

Restore Memory (1 point, reusable, instant, non-stackable)
This restores a memory that has been lost, hidden or magically erased.

Restore Morale (1 point, reusable, instant, stackable)
This restores broken morale in a group of people. It can cancel the effect of Demoralise on a number of people equal to the caster's POW per point of spell. It is commonly used when an army is being affected by morale-sapping spells, such as a ghoul's howl.

Return Curse to Sender (2 points, one-use, non-stackable, Ritual Ceremony)
The priestess uses this spell to return a curse to the person who has sent it. She must know who has sent the curse and she must cast the spell before the curse properly takes hold, normally within three days of the curse being cast. The priestess must oversome the sender of the curse's POW with her own and must succeed in her Ceremony skill. If she does all these things then the curse will be returned to the sender and will affect him or her rather than the intended victim. If the Priestess fumbles her Ceremony skill then the curse will affect herself instead of the victim.

Return Thunderstone (1 point, self only, temporal, stackable,one-use)
Once cast the character can, for the duration of the spell, cause thunderstones that have been thrown to return to their hand instantly, as if they were unused (in other words, they do not need to be reblessed to work again). The spell lasts until a number of stones have been recalled equal to the points in the spell, or the duration expires.

Reverse Direction in Midair (Spirit Magic, 4 points, instant)
When the user of this spell is flying, he can instantly reverse direction by casting this spell. Normally he would have to slow down, turn in a circle or perform some kind of aerial manouvre. In combat, this can give the user the advantage of surprise.

Ride Quietly (Spirit Magic, 2 points, temporal)
When cast on a rider and his mount, this spell stops any noises that is made by the mount's tackle as well as the mount's hooves. The rider and mount become silent to all who would listen for them.

Ride (Weapon) (3 points, reusable, non-stackable, instant)
This allows the user to throw his weapon and leap up on top of it to ride it to the place where it falls, then to leap down and take up the weapon for combat. This gives the user suprise in combat if the opponent has not seen the trick before, otherwise the opponent must roll INTx3% or be surprised. It also allows the user to effectively leap over chasms or on top of buildings, to move behind foes, to escape from difficult situations and so on. The user must make a successful weapon attack roll otherwise he can't control where the weapon goes. Once upon the weapon, the user cannot steer it unless he has special magics to do so, he normally lands where the weapon would have landed. There are various forms of this spell, such as Ride Thunder Addi, Ride Javelin and Ride Arrow, all granted by different deities.

Roar of Command (Reusable, 2 points, instant, ranged, non-stackable)
This must overcome the target in a POW vs POW contest, if the caster is victorious then the target must obey the command the caster has given. This command must be short and direct, such as "Surrender", "Kneel" or "Drop your weapons".

Rockskin (2 points, ranged, temporal, nonstackable, reusable) (NE)
This spell imbues the caster with the skin of a quakebeast. They immediately gain natural skin armour of 7 points on all locations (this replaces any natural armour the target normally has). This spell is compatible with Protection and other such spells.

Rolling Thunder (2 points, ranged, temporal, nonstackable, reusable) (NE)
This can be cast on any horse that is currently being ridden by an Orlanthi. It becomes capable of running on water at full movement rate. As it does so, it is accompanied by the sound of tremendous rolling thunder.

Row Together (1 point, reusable, temporal, non-stackable)
When cast on board a ship or boat, this enables the crew to row together in unison. The effects of this are to increase the boat's speed by half again and to increase the master's Shiphandling by half again, because he no longer ends to spend time controlling the crew.

Run in Darkness (Spirit Magic, variable, ranged, temporal, passive) (NE)
Each point of this spell adds two to the target's movement rating for the duration. It is only effective when in more than 70% darkness, such as a troll lair or the dead of night.

Run Like the Wind (1 point, reusable, temporal, stackable)
The user's Movement Rate is multiplied by the number of points of this spell. Fatigue point loss is also multiplied by the number of points in the spell. So, a hunter with Run Like the Wind 4 moves at Move 12 and loses 4 times normal Fatigue Point loss. If the user is stationary then no extra fatigue points are lost.

Run Over (Terrain) (Reusable, 1 point, temporal, non-stackable)
This allows the user to run over the named terrain as if it were normal dry land. The user incurs no movement penalties when runing over the specified terrain. There are various versions of this spell, all of which must be learned separately. So, there are Run Over Snow, Run Over Mud, Run Over Water, Run Over Broken Terrain.

Run Through Narrow Places (Spirit Magic, 2 points, instant)
This allows the user to run through a narrow place without stopping and without touching the sides. It gives the user an edge in that he need not stop to run between two rocks whereas his pursuers must stop and edge through the rocks before starting to run again.

Run up (Object) (2 points, reusable, temporal, non-stackable)
This allows the user to run up the object at normal walking/running speed without making a climb roll. There are diferent versions for diferent obstacles, for instance Run Up Tree, Run Up Clifs, Run Up Mast or Run Up Trouser Leg.

Run Without Tiring (1 point, ranged, temporal, nonstackable,) (NE)
reusable)
For the duration of the spell the target can run and only loses as much fatigue as they would if they were walking. Can be stacked with extension.

# S | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Sacrifice Apostate (2 points, one-use, Ritual Ceremony)
Everyone knows that many curses, plagues and other disasters are sent as punishment for the evil-doers in a community. One of the main causes of such evil is when a person becomes apostate from their religion or leaves their cult. In such a case, the only solution to the problem is to sacrifice the apostate in question. The Priestess must use Divination to determine the cause of the disaster and to determine whether sacrificing an apostate will help. If so, she will use the Sacrifice Apostate spell in order to lift the disaster from the community. The priestess must sacrifice an apostate, one who has become apostate in his/her cult or one who has been excommunicated from the cult. The apostate need not be willing. For the purpose of determining the number of POW needed to lift the problem, the apostate's POW is multiplied by 5. This reduces the number of other sacrifices needed to lift the disaster. So, Arrana tries to cure another Plague Spirit that is affecting adult males in the community. She uses Divination and finds out that the Plague is punishment for the Davan brothers who have become apostate from the Yarandros cult and have attacked and violated the women under their charge. Arrana has the brothers brought to her and she sacrifices them along with 10 captured prisoners. The Plague Spirit has a POW of 200, the Davan brothers have a combined POW of 25, the ten prisoners have a combined POW of 105. The Devan brothers have a further multiplier of 5, so their POW counts as 125, the ten prisoners count as 105 and their sacrifice is more than enough to banish the Plague Spirit.

Sacrifice Sacred King (2 points, one-use, Ritual Ceremony)
This spell must be cast alongside a spell that requires the sacrifice of other creatures. As part of this spell, the community's Sacred King is sacrificed and his blood used instead of the sacrifice of others. No other person needs to be sacrificed for the spells cast with the Sacrifice Sacred King. For instance, Arrana casts Sacrifice Sacred King and Stop Plague in order to stop a virulent plague in her community. She sacrifices her Sacred King and washes the Plague away with his blood. Even though the Plague has POW 250, she does not need to sacrifice any other living beings as the Sacred King will suffice and the Plague is banished. Sacred Kings sacrificed in this way cannot be resurrected or brought back to life. It is possible for a HeroQuest to bring them back, but this would be very dangerous and akin to the Lightbringers' Quest. The Pharaoh has been known to return from such a sacrifice, but nobody knows how he does it.

Safety Alarm (1 point, ritual enchant, reusable)
This spell is a lot like warding in that it creates a form of triggered alarm. The ritual must be cast on a seal of Issaries, which can then be attatched to any device that an Issaries merchant owns. The alarm will be triggered when the item is moved by someone who is not a member of the cult of Issaries. The alarm is exactly the same as the specifications for alarms in Wardings. Once used, the alarm may then be reused as long as it remains intact. Casting this spell costs 1 POW.

Sail Into Wind (2 points, reusable, temporal, non-stackable)
This spell allows the ship to sail into the wind rather than with the wind. The ship will sail at 1/4 speed into the wind for the duration of the spell. This does not require the use of tacking or of any other sailing technique as it is a purely magical effect.

Sail through Ice (1 point, Reusable, temporal, non-stackable)
This must be cast on a ship or boat. For the duration of the spell, the ship will not get stuck in ice or damaged by ice. It allows the captain to sail through pack ice or icy waters without harm.

Scatter Shadows (1 point, ranged, temporal, stackable, reusable) (NE)
(Nikk uses another Spirit Magic Spell here - Scatter Shadows, but I can't see why it isn't the same as his Blow Away Shadows spell)
This spell can scatter shadows in the area. It is only effective in areas with shadows (it does not scatter 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 scatter shadows created by the Create Shadow or Shadow Elementals, the caster must match POW vs POW against the Shadows or their caster to scatter them. It renders spells like Dark Walk useless.

Scent Underwater Fish (Spirit Magic, variable, ranged, temporal,passive)
Allows the character to scent fish whilst they are underwater. Magically increases the characters Scent skill by 15% per point of spell (most character have a base 5% scent skill plus perception bonus) for the purposes of smelling underwater fish, and then allows this adjusted Scent skill to be added to whatever skill the character happens to be using to hunt the underwater fish (such as Fishing skill, or 1h Spear attack if hunting them with a spear). Cannot more than double the skill being used to hunt (but can more than double the characters Scent skill for purposes of scenting underwater fish).

Scouring Wind Blast (Spirit Magic, 1 point, ranged, instant)
This causes a scouring wind blast to blast into the assigned foe. The chance of striking correctly is equal to the current Wind STRx3, and if successful it causes 1d3 abrasion damage to the target (which means it will erode away armour first).

Seal Leaks (Spirit Magic, variable, instant)
Each point of Seal Leaks repairs 1 point of Hull Quality from a damaged boat.

Searing Bolt (1 point, ranged, temporal, stackable, reusable) (NE)
This spell can only be cast on a sword. For the duration of the spell, it hums and crackles with electricity. For every point of the spell it inflicts an additional 1d6 electrical damage.

Season Wood (1 point, reusable, instant, stackable)
This must be cast on green or unseasoned wood. Each point of Season Wood will turn 100kg of unseasoned wood into fully seasoned wood.

See Bodiless Spirits (1 point, reusable, non-stackable, temporal)
Anyone affected by this spell can see any spirits in the vicinity that are bodiless, even without Second Sight or Mystic Vision. It does not give an idea of POW or show the presence of magic, but does allow the user to see the spirit as if it had materialised and become visible.

See Chaos Taint (Reusable, 1 point, self only, non-stackable)
This allows the user to see a Chaos Taint on another person, the taint shows up as an exaggerated version of the taint. This does not show chaos taints that are hidden by magic or those held by Illuminated beings.

See Disease (Spirit Magic, 1 point, self only, temporal, passive) (NE)
Once cast this spell allows the caster to see disesaes, disease spirits, diseased individuals and disease taint within normal visual range.

See Hidden Being (1 point, reusable, non-stackable, temporal)
Anyone afected by this spell has their Spot Hidden/Scan skill powered when looking for hidden or camouflaged creatures. This allows them to spot hidden creatures more easily. It does not allow the user to see invisible creatures. So, Algar has Scan of 60% and casts See Hidden Being to check for people hiding in nearby woods, he rolls a 35 which is powered up to a Special success, so he will see anyone hiding in the wods who has not succeeded with a Special Hide.

See In Daylight (1 point, reusable, non-stackable, temporal)
This allows a troll to see in daylight without any penalties due to the bright light. It gives the troll the equivalent sight of a normal human, although the troll will remain colour blind. It allows trollkin to go into the light without being demoralised.

See Into Bronze (1 point, reusable, temporal, non-stackable)
A smith can use this spell to inprove his skill when working bronze. His metal-working skills double when working with bronze for the duration of this spell.

See Invisible Tracks (1 point, reusable, temporal, non-stackable)
For the duration of the spell, the user can see invisible tracks and track them as if they were visible. Invisible tracks include tracks that have been physically or magically hidden and tracks of things that normally do not leave tracks.

See Through Enemy's Ruses (2 points, reusable, non-stackable,temporal)
While the spell is in effect, the user has his Tactics, Battle, Mounted Combat or similar battle-control skills doubled as he can see what the opponent is planning.

See Through (Weather) (1 point, reusable, non-stackable, temporal)
This negates any penalties for looking through weather conditions. So, someone with See Through (Rain) could see as if it were a clear day.

See True Value (1 point, reusable, temporal, non-stackable)
This doubles trhe user's Evaluate Treasure, Evalute Trade Goods and similar spells for the duration of the spell. It negates the effects of any fumbles.

See Vision (1 point, self only, instant, stackable, one-use) (NE)
This spell must be stacked with a divination spell. Once cast the divination spell can be used without a ritual or being in sanctified ground, giving effective instantaneous access to divinationary knowledge.

Seem Innocent (Spirit Magic, variable, temporal)
Each point of Seem Innocent adds 5% to Communication skills when the user is trying to wheedle his way in somewhere.

Self Resurrection (3 points, one-use, instant, non-stackable)
This spell lies dormant once sacrificed for. If the user is slain and is then healed back to a point where a Resurrection can work, this spell will automatically kick in and will Resurrect the user. The caster must roll POWx5% in order to come back from the dead successfully. The normal rules regarding Resurrection apply, whether you use the RQ2 time limit or RQ3 characteristic loss. It is common to find Lunar soldiers healing their deceased Priests of Yanafal Tarnils in case they have this spell.

Send Battefield Command (Spirit Magic, variable)
The commander may send a command to a subordinate on the battle field. The command may be as complex as required, but it needs to be a complete command, not a rambling speech. The person to receive the command must be within 50 metres per point of spell otherwise the command is not received. The caster will know whether a command is received or not. Daranus is in a battle and casts Send Battlefield Command 6 to give a command to one of his squad leaders, the officer is 280 metres away and the spell succeeds, so Daranus tells him to withdraw from the troll Hero who is coming over the ridge.

Sense Ambush (Perception Base 00%)
Success in this skill makes the user uneasy when an ambush is nearby. It gives enough warning to allow the user to give a cry of warning or to prepare weapons or spells. It does not indicate where the ambush is but does give an indication of how imminent the ambush is. This skill may be used to sense ambushes of other people or parties than the user, at half chance, if, for instance, the user was riding along a road behind a caravan then he might sense the ambush of the caravan even though he would not be involved.

Sense Danger (Perception Skill, Base 00%)
Success in this skill makes the user feel uneasy when danger is near. It does not point out the source of the danger or the type of the danger, but the feeling of unease becomes stronger as the user comes closer to the danger. For obvious reasons, this is almost useless in places such as Dorastor where danger is everywhere.

Sense Darkness (Perception Skill, Base 00%)
Success in this skill makes the user feel uneasy when darkness is near. It does not point out the source of the darkness or the type of the darkness, but the feeling of unease becomes stronger as the user comes closer to the darkness. The user will feel uneasy when near initiates or higher of Darkness Cults, creatures of Darkness or areas of unnnatural or magical Darkness. At night or in other natural darkness, the user will feel uneasy, but will recognise that this is a general level of unease because of the local darkness.

Sense Disease (Perception skill, Base 00%)
This skill works just like Sense Chaos. It will detect the presence of disease, disease spirits and diseased individuals within 15m. It is a medium difficulty skill to learn.

Sense Dishonour (1 point, reusable, instant)
This spell detects whether the target has acted dishonourably. The definition of dishonour is relative and cultural. So, casting it on an Eurmali will produce a different result than casting on a Wind Lord. If the Wyter has been invoked then every initiate of Dar present will see the Dishonour.

Sense Disloyalty (Perception Skill, Base 00%)
Success in this skill shows up disployalty in a person or rgoup of person. A special or critical success may allow the user to determine exactly how the disloyalty is manifest. A fumble may make the user feel that a loyal person is disloyal or that a disloyal person is loyal.

Sense Dissent (Perception Skill, Base 0%)
This allows the user to sense any dissent in a group of people. It gives him a sense of unease that becomes more acute as the dissent grows.

Sense Enemy (Perception skill, Base 00%)
This skill works just like Sense Chaos. It will detect the presence of any enemy within 15m. It is a medium difficulty skill to learn.

Sense Ghost (Perception skill Base 00%)
Success in this skill makes the user feel uneasy if a ghost is within his POW in metres. It does not give any idea of the POW of the ghost, but high POW ghosts may make him feel very uneasy. Enemy ghosts will make him feel more uneasy than friendly ghosts. A special success will give an idea of the direction of the ghost and a critical success will show where the ghost is.

Sense Hsunchen (Perception skill, Base 00%)
This skill works just like Sense Chaos. It will detect the presence of hsunchen within 15m. It is a medium difficulty skill to learn.

Sense Predators (Perception skill, Base 00%)
This skill works just like Sense Chaos. It will detect the presence of any predator within 15m. Predators include intelligent beings, especially cattle raiders. It is a medium difficulty skill to learn.

Sense Theft (1 point, ranged, instant, stackable, reusable)
When cast in the shop of the merchant it will signal to the merchant whether or not anything has been stolen without his knowing. Each point in the spell increases the range effected, although almost no Priest would ever require more than one point. It is only effective if cast within his own shop, and gives no clues as to what was stolen nor as to the culprit. The downside is it does not say when things were stolen. So if it is cast to see if a statue has been stolen, it may still register a theft that occured a year ago that the merchant never found out about, whilst the statue itself is just stuck behind a crate somewhere. Once an item is found to have been stolen, it counts as having been "found out about".

Sense Thief (Perception skill Base 00%)
Some rare temples to Issaries teach this skill. It works like all other supernatural Sense skills (such as Sense Chaos, or Sense Assassin) except this one will detect those who have stolen from members of the cult of Issaries.

Sense (Thing) (Perception skill, Base 00%)
These skills work just like Sense Chaos. It will detect the presence of the specified thing within 15m. The senser will feel uneasy in the presence of the thing to be sensed and can tell the difference between different senses. So someone with Sense Chaos and Sense Undead will be able to tell them apart. It is a medium difficulty skill to learn.

Sever Relationship (2 points, ritual ceremony, reusable)
This ritual severs a willing creatures relationships to clan, community and family, leaving him devoid of dependents and devoid of support. In Orlanthi society the character will be treated as a foreigner, when this ritual becomes known. In other socities, this ritual has no special significance, however it will become obvious that the affected man is different, he will not meld well into society, and will not help communually. In game terms, this spell does not excommunicate him from cults, which must be conducted seperately, but does reduce all Loyalty and Love passions (see my HeroQuest Rules) to zero.

Several Strike As One (1 point, reusable, temporal, stackable)
For the duration of the spell, those under the influence of this spell attack and parry with the caster of the spell's skills, not their own. Any skills made whilst under the effect of the spell do not gain an experience check. So, Daranus casts Several Strike As One 10 on a squad of bodyguards, for the duration of the spell each of the ten men use his Long Spear Attack 120% and Large Shield Parry 140% rather than their own skills of 70%-90%. If the recipient has a higher skill than the caster, his skill is reduced.

Shake Down Chaos (2 points, ranged, instant, nonstackable, one-use) (NE)
This spell can only be cast with the vicinity of a holy site of Maran Gor, where the Goddess of Earthquakes has already exercised her power. Once cast the ground trembles and opens up in places, becoming loose under foot, under one specific target. If the target is chaotic they take 2d6 general hit point damage (no resistance roll allowed) and if reduced to below zero hit points are immediately swallowed by the earth never to be seen again. If the target is non chaotic they must make a DEXx3 to remain standing, but there is no other effect.

Shame (Person) (Communication Skill, Base 00%)
This skill is used to shame a particular type of person. Success in the skill shows the shame of the person, perhaps shaming them into changing their mind or helping the user of the skill. A special or critical roll means that the shame has been more deeply shown, and the GM should determine the exact meaning in the particular situation. Shame (Person) is can be used to shame a person into doing something or to shame the person in front of others to show him up and diminish his reputation. There are different versions of Shame (Person), such as Shame Coward, Shame Drunkard, Shame Rapist, Shame Murderer, Shame Husband and Shame Wife. At the GM's discretion, one Shame skill may be used to shame another type of person with appropriate penalties, so Shame Husband may be used to shame a lover at half chance, since some of the arguments are valid "I thought you loved me" but some are not "we are married and this is how you treat me".

Shape Wood (1 point, reusable, instant, non-stackable)
This allows the user to shape a piece of wod into whatever form he desires. It is not as flexible as Form/Set (Wood), but it does save the carpenter time by instantly taking the correct form. The user must also make a Craft (Wood), Craft (Carpentry) or similar skill roll in order to correctly shape the wood otherwise the wood will be of the wrong shape.

Sharpen Weapon (1 point, non-stackable, one-use, permanent)
This spell must be cast when a weapon is forged. If the smith succeeds in his Craft (Weaponmaking) then the weapon does an extra point of damage, if the Craft was a special skill it does 2 extra points of damage, if a critical 3 points. A fumble or failure means the weapon has shattered.

Shatter Tree (1 point, ranged, instant, stackable, reusable) (NE)
This spell can only be cast at night. It targets a specific tree. Every point in the spell gives an effective 10 points to overcome the tree's POW, if successful it is destroyed. Most normal trees only have 1d4 POW, if that, so 1 point is normally enough to shatter it, but the Great Trees of the Aldryami Forests can have around 200 POW, or more!

Shattering Blow (Reusable, 2 points, instant, non-stackable,range touch)
When cast on a weapon, the next blow the weapon makes will do double damage, in other words the damage for the weapon, including damage bonuses, are rolled twice. For example, Bella Axewife casts Shattering Blow on her Great Axe, she has a Damage Bonus of 1D6 and has Bladesharp 4 cast, so she would normally do 2D6 + 2 + 1D6 + 4 on a normal hit, but with Shattering Blow her next blow does 4D6 + 4 + 2D6 + 4. If she slashed (rolled a special hit) she would roll Slashing damage twice, doing 8D6 + 8 + 2D6 + 4. This is compatible with weapons enhancing spells such as True (Weapon) and Slash.

Shield Non-Combatant (1 point, reusable, temporal)
This gives the user an extra Shield Parry action that can only be used to parry blows against a non-combatant. As son as the non-combatant becomes involved in the fight by attacking, parrying or even casting offensive spells, then the spell has no effect on them. Healing does not count as becoming involved in the combat. So, Reddara Redhair casts Shield Non-Combatant and stands over a Chalana Arroy healer, she is attacked by a troll and another troll attacks the healer. She attacks the troll with her spear, parries him with her shield and parries the troll attacking the healer with her shield.

Shield Soul (Spirit Magic, 2 points, ranged, passive, temporal) (NE)
This spell helps protect against soul affecting draconic magic, such as the Soul Blast Dragon Magic power of certain dragonewts. Whilst in effect, the target resist such affects not with magic points, but with their magic points, plus their POW. Rune Lords resist with double POW.

Shift Stonework (1 point, reusable, stackable, temporal)
Each point of Shift Stonework enables the user to lift, push or otherwise move 1 cubic metre of stone as if it weighed 1 ENC. It is normally used to move large blocks of stone, but is occasionally used to remove stonework from walls or other defences.

Shipspeed (1 point, reusable, temporal, stackable)
Each point of Shipspeed increases the speed of a boat or ship by 1 knot. The GM must determnine the effects of such a speed increase, but increasing the speed to above the normal maximum for such a vessel will normally reduce Shiphandling by 5% per excess knot.

Shore Up Tunnel (1 point, reusable, stackable, temporal)
This shores up a length of tunnel of 10m per point of spell. For the duration of the spell, the tunnel will not collapse, no matter how much damage is done to the tunnel or how unstable the tunnel is. This is often used to escape tunnels that are in danger of collapse.

Shout Away the Dead (1 point, reusable, instant)
This must be cast on the spirit of a deceased mortal. If the user overcomes the spirit's MPs it is released and banished to the Spirit World or Land of the Dead. The user must shout loudly at the spirit and try to scare it back to the Spirit World.

Shout of Pain (Reusable, 2 points, instant, ranged, non-stackable)
This must overcome the target in a POW vs POW contest, if the caster is victorious then the target is rendered functionally incapacitated for 1D3 melee rounds due to intense pain. It has no effect on those who can feel no pain, for instance Zombies.

Shout Over Crowd (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.

Shrive the Guilty (Sorcery Magic, ritual ceremony)
This allows the magician to hear a miscreant's confession and to exact a penance from him. Succes in the penance means those sins shriven are forgiven.

Shrug off Storm Magic (1 point, reusable, stackable, temporal)
Every point of Shrug off Storm Magic blocks one point of Storm Divine Magic or 2 points of Storm Spirit Magic or Sorcery from affecting the recipient. So, Shrug off Storm Magic 3 will block Lightning 3, Thunderbolt or Crushing Noise. Backing the Storm Magic with Magic Points does not help to overcome Shrug off Storm Magic, but could well blast through any Countermagic or Shield spells. It is compatible with Shield and similar spells.

Silence Opponent (1 point, reusable, temporal, non-stackable)
When this spell is cast and overcomes an opponent's Magic Points, the opponent is struck dumb for the duration of the spell. He cannot speak, sing, shout, whistle or make any vocal sounds at all. He may move his mouth and limbs as normal, but no sound will come out. Whether this stops spell casting is for the GM to determine, however, it will stop the use of spells with a vocal component, such as Thunder Shout.

Silence Thunder (Reusable, 1 point, stackable, temporal, ranged)
This spell counters the efects of Thunder spells. It has a range of the caster's POW, but can be stacked to increase the range or increase the effect. The Silence Thunder spell will prevent any spell causing Thunder to work within its area if the Silence Thunder spell has equal or more points than the Thunder spell. So, Silence Thunder 2 is needed to counter Storm Voice, Silence Thunder 4 stops Storm Voice 2.

Silencing Bellow (1 point, reusable, instant, non-stackable)
When cast on a crowd of people, this spell will stop the people talking, shouting or making any sound for a very short while. The user of the spell shouts with an almighty bellow and this shocks everyone into being silent. The effect only lasts for a couple of seconds or so, but this may be enough time for the priest to start talking to that everyone listens. The size of the crowd is deliberately left vague - this will not affect the whole of a battlefield, but will affect a crowd in a marketplace or town square.

Silent In Darkness (Reusable, 1 point, non-stackable, temporal)
The user of this spell can move silently in Darkness or in Shadows. This prevents the user from being heard when moving, but does not prevent him from casting spells or communicating with others. It does prevent the user from being detected by Darksense.

Sing In Another Language (Spirit Magic, 2 points, temporal)
The user can sing in another language without knowing the language. He must still know the words to the song, but this spell allows him to sing the song with feeling and the right actions, as though he understands the words.

Sing While Running (Spirit Magic, 2 points, temporal)
This allows the user to sing while running, without becoming out of breath, panting or sounding as though he is running. It is normally used to sing while running into battle.

Slay Spirit (2 points, ranged, instant, nonstackable, reusable) (NE)
This spell can send a spirit to the Land of the Dead, where all spirits gathered in the Underworld in the Godtime. The Humakti must be able to see the spirit, either with Soul Sight or because it is visible. The Humakti must then overcome it's magic points with his own, and if successful it is immediately banished to walk the path of the dead. This cannot be used on the spirits of the recently dead, which are still in the Grey Barrier between being alive and being dead. If used on a disembodied shaman or other such spirit, it merely sends them back to their own body.

Sleep Anywhere (Spirit Magic, 2 points, instant)
When cast on a willing target, this spell puts the person to sleep, no matter what the external conditions are. The target must not resist this spell, otherwise the spell will fail.

Sleep Back To Life (3 points, ritual ceremony, one-use)
This spell, once cast, will allow the character to Sleep Back To Life. When they die, as long as there is something of their body left (it will not work if eaten, or destroyed by other means) and they died of wounds (not posion or disease or anything like that) they will return to life. Normal animals will leave the body undisturbed during this time, knowing it not to be food. At the point of death, make the Ceremony roll, not at the time of casting. If it fails then the character dies, if it fumbles the character dies and their soul becomes lost somewhere on the Otherside. If it succeeds they begin recuperating thier hit points and will awaken in 2d10 days, whilst their soul travels the HeroWorld. It is possible for HeroQuests to be begun in this manner. As long as their soul is not lost in the Otherworld, this does not effect any Ressurection attempts however whilst the body is recuperating, and the soul is in the Otherworld, the process cannot be sped up by using Ressurect as this cannot get to the spirit (what with it roaming the Otherworld, not being in the proper afterlife).

Smash Many at Once (1 point, reusable, temporal, stackable)
This allows a fighter to attack multiple foes. It must be cast on a single weapon, for the duration of the spell the fighter may split that weapon attack against a number of attackers up to the number of points in the spell and have his full attack chance against each, as long as he has the SRs to split. If he drops, sheaths or otherwise lets go of the weapon or the weapon breaks, the spell ends. So, Shasha Madrage is fighting four trolls and casts Smash Many At Once 3 on his maul. He normally attacks on SR 1, so he splits his mace attack to attack on SR 1, 4, 7 and 10. His normal attack chance is 120% and he would normally be unable to split like this, but he attacks each troll at 120%.

Smashing Blow (Reusable, 2 points, instant, non-stackable, range touch)
When cast on a weapon, the next blow the weapon makes will do double damage, in other words the damage for the weapon, including damage bonuses, are rolled twice. For example, Bella Axewife casts Smashing Blow on her Great Axe, she has a Damage Bonus of 1D6 and has Bladesharp 4 cast, so she would normally do 2D6 + 2 + 1D6 + 4 on a normal hit, but with Smashing Blow her next blow does 4D6 + 4 + 2D6 + 4. If she slashed (rolled a special hit) she would roll Slashing damage twice, doing 8D6 + 8 + 2D6 + 4. This is compatible with weapons enhancing spells such as True (Weapon) and Slash.

Snatch Breath (2 points, reusable, temporal, non-stackable, ranged)
This must overcome POW/MPs to have an effect. If the user overcomes the target's MPs, the target takes 1D8 damage per round to the chest as suffocation damage. This damage cannot be healed until the spell is dispelled or expires. This is caused by the target's breath being taken away.

Sober Up (Spirit Magic, 2 points, instant)
This spell causes the recipient to recover immediately from the effects of drinking alcohol. It removes all toxins, prevents a hangover and removes any skill loss.

Soft Heat (Spirit Magic, variable, ranged, temporal, passive) (NE)
This spell has much the same affect as an extinguish 1, although if extinguished the flame remains, and produces heat that does not burn. It is, however, excellent for cooking food with as the food, also, will not burn.

Solidify Dust (Spirit Magic, variable, ranged, instant)
This spell solidifies dust in a given area back into earth. The area affected is equal to a square with a side of one meter per point of spell. So a one point spell solidifies an area of 1mx1m, a three point spell solidifies an area of 3mx3m etc...

Spare Me (2 points, self only, temporal, nonstackable, reusable) (NE)
This can only be cast on a metal helmet or metal coif that the caster is wearing, and remains in effect on as long as the caster is wearing it or the spell expires, whichever comes first. For the duration of the spell, the head armour it affects becomes critical resistant i.e. even damage from a critical hit will not penetrate it.

Speak To (Beast) (Reusable, 2 points, Reusable, Temporal)
This allows the user to speak with the type of beast for the duration of the spell. This does not impart intelligence to the beasts, but does allow the user to have a conversation. If the beast needs to be convinced, an Orate, Fast Talk or similar skill must be used. There are diferent forms of the spell such as Speak to Birds, Speak to Praxian Spirits and Speak to Wolves.

Speak To (Creature) (Reusable, 2 points, Reusable, Temporal)
This allows the user to speak with the type of beast for the duration of the spell. This does not impart intelligence to the beasts, but does allow the user to have a conversation. If the beast needs to be convinced, an Orate, Fast Talk or similar skill must be used. There are diferent forms of the spell such as Speak to Birds, Speak to Praxian Spirits and Speak to Wolves.

Speak with Domestic Beast (2 points, touch, temporal, nonstackable,reusable)
This spell allows the person on whom it is cast to talk with one type of domestic animal for the length of the spell. Oratory or Fast Talk can be used if the beast needs convincing. The spell does not instill any intelligence on the animal, so it can only speak from natural awarness.

Spear the Dark (2 points, reusable, temporal, non-stackable)
This spell must be cast on a single weapon. For the duration of this spell, any damage done by this weapon to an initiate of a darkness cult or a creature of darkness is doubled after penetrating armour.

Spirit Arrow (Spirit Magic, 3 points, temporal)
When cast on a missile, this allows the missile to do damage to a spirit's Magic Points as if they were Hit Points. So, if Zonas Zebralord casts Spirit Arrow on an arrow and fires it from his composite bow at a ghost, the arrow will do 1D8 + 1 Magic Points damage to the ghost.

Spit Down Wind (Spirit Magic, 2 points)
This allows the user to make one action against the wind as though the wind were not present. This action may be spitting, urinating, shoting an arrow or throwing a javelin. THe user does not suffer any penalties to hit due to the wind.

Spot the Weakest (Perception Skill, Base 00%)
This is the skill of spotting the weakest opponent. Each situation determines how the user determines the weakest, in combat it may be the person with the lowest skills, the worst armour, the poorest fighter, in a game of chess it would be the person with the worst Play Chess skill. Success means the user identifies the person who he thinks is the weakest, a special determines why he is the weakest and a critical gives the strategy to use to defeat him easiest. Gagarthi often use this skill when determining which women to carry off and rape. It is a skill that bullies everywhere use.

Sprout Seeds (1 point, reusable, ritual ceremony)
This spell causes a single tree or a 3m square area of bush or ground cover to yield its seeds, no matter what the season. A full-day ceremony is needed to activate the spell and to appease the plant's spirit. This spell can kill the plant if done at a bad time. Chances of killing affected plants are seasonally determined: spring 30%, summer 15%, autumn 10%, winter 70%, storm 50%. In the Sacred Time the plant always survives.

Squeeze (Spirit Magic, Variable, self, temporal, passive)
Each point of Squeeze gives the target one less effective SIZ point for trying to squeeze through small spaces. This can only half the character's effective SIZ, no more.

Stabilise Reaction (1 point, reusable, non-stackable, temporal)
This must be cast on an alchemical mixture. For the duratoin of the spell, the mixture will be stable and will not decompose, explode, spoil or otherwise degrade. This is sometimes used to make an explosive mixture seem harmless or to stop a poison from decaying.

Stampede (3 point Divine Spell, Reusable, Non-Stackable, Instant)
When cast on a Herd this causes the Herd to stampede uncontrollably. When in stampede, the Herd will ignore obstacles that would normally stop it, such as small fires, people, hunters, chaos or scrub and will run until exhausted or until the Herd is calmed. The Peace and City Harmony spells will both calm a stampeding Herd.
The Herd will run in a direction determined by the caster on a POWx5% roll- if he fails the Herd runs in a random direction, if the roll is fumbled the Herd runs directly towards the caster. Once the Herd has begun to stampede it is not controllable by normal means and acts as the GM wishes.
Anything in the path of a Stampeding Herd will be trampled - struck by a member of the herd and a POWx5% roll or be trampled each round.
This spell works on any creatures that form groups that act as a single whole, so it would work on flocks of sheep, horse herds, flocks of birds, skeins of geese, packs of dogs, shoals of fish and insect swarms. It would not work on groups of Unicorns, owls, cats etc.
Intelligent animals within the Herd are affected by the Stampede spell if they are awakened creatures or Hsunchen-changed people, so were-bison would be affected by a Stampede if in a bison herd, but not if in a Sable Herd as would an awakened Bison Allied Spirit.

Stand Against Many (1 point, reusable, temporal, non-stackable)
For the duration of the spell, the user of this spell will stand his ground and will not flee, no matter how desparate things look and no matter what foes he faces. This spell cannot be resisted by initiates or higer of Yanafal Tarnils. If affected by spells such as Panic or Fear which would make the target flee in terror, the target becomes confused as the Befuddle spell.

Stand Fast (Reusable, 1 point, temporal, son-stackable)
This spell lasts until dawn the next day. It prevents the user from fleeing no matter how afraid he is or nor matter how desperate the situation. The spell is focussed on a Standard or other visible ritual object. If the standard is captured or falls then all those under the Stand Fast spell will break as if demoralised and will turn and run.

Stand Loyal (Spirit Magic, variable, temporal)
For the duration of the spell, the user resists spells and effects that would make him disloyal with an extra 5% per point.

Stand Unseen (Reusable, 1 point, non-stackable, temporal)
The user is invisible as long as he stays still. As soon as he moves away the spell ends and he can be seen. This is good for hiding, especially for ambushes.

Start Thunderstorm (2 points, reusable, non-stackable, instant)
This must be cast when the Cloud Cover is more than 50%. It immediately starts a thunderstorm with rain, high winds, thunder and lightning. The effects of a thunderstorm as opposed to a normal storm or normal rain must be determined by the GM.

Stay Warm (1 point, reusable, temporal, stackable)
Each point of spell increases the user's temperature by 5 degrees celsius for the duration of the spell. The spell lasts for 12 hours and is normally used to survive the night in the open.

Steady Spear (1 point, reusable, temporal, non-stackable)
This spell doubles the user's Lance attack when attacking on horseback with a lance or spear.

Still Whirlwind (1 point, ranged, instant, stackable, reusable) (NE)
This spell allows the caster to disperse a whirlwind. Once cast match the caster's POW against the STR of the whirlwind. If it is overcome, the whirlwind is dispersed, ending there and causing no more effect. For every additional point in the spell the caster's effective POW is increased by 10 for the purposes of overcoming the whilrwinds STR. If there is a whirlwind spirit present, then this spell is ineffective - a Command Whirlwind Spirit spell must be used instead.

Stop Argument (1 point, reusable, instant, ranged)
This must be cast on a group whose members are arguing. The caster rolls once to overcome POW, every person whose POW is overcome will stop arguing. If not all stop arguing then those who are still arguing may serve to restart the argument. However, stopping some members of the group is normally enough to stop the argument. This does not remove the underlying cause of the argument, so the argument can start up again afterwards.

Stop Ascent (Spirit Magic, 2 points, ranged, temporal, active) (NE)
This spell prevents climbers from continuing to ascend. The caster must overcome the targets magic points and, if successful, the target cannot continue to climb up, and must either remain immobile until the spell ends or the caster allows it to lapse, or they may descend if they so wish.

Stop Berserk Rage (1 point, reusable, instant)
This instantly brings a berserker out of a Berserk rage. No roll is required and the berserker may not resist this spell.

Stop Bleeding (Spirit Magic, 1 point, instant)
This spell stops a wound from bleeding. It does not heal the wound but does stop the person from losing HPs from the wound. It can be used on wounds affected by the Seal Wound spell. It does not count as magical healing for Humakti with nasty geases.

Stop Chaos Panic (1 point, ranged, temporal, nonstackable, reusable)
This spell is akin to Face Chaos. It relieves the target of any undue distress or fear they have relating to chaos. It will remove the demoralising effects of chaos features such as Hideous Appearance (but not the effects of a ghoul's demoralise or other such effects). Unlike Face Chaos it does not force someone to face the chaos foe, any normal mortal will still flee, just calmly.

Stop Conflict (2 points, reusable, instant, non-stackable)
The user may use this spell to stop a conflict between two opposing groups. The user must have a reasonable argument to stop the conflict and must be able to vocalise this argument. She must roll to overcome MPs and any person within 20m of the user who is overcome will stop fighting if the argument is reasonable. So, Stop Conflict will automatically fail to work when stopping a bunch of Storm Bulls and Broos who are fighting, but will work when two Orlanthi clans are fighting over a misunderstanding. This does not remove the underlying cause of the conflict and the conflict may well flare up again at a later date.

Stop Dying (One Use, 2 points, non-stackable, temporal)
This stops the recipient dying for the duration of the spell. However, the recipient suffers all other effects of the damage taken, until the damage is healed. This cannot be cast before damage is taken to make the recipient invulnerable to damage. If the recipient recieves new damage which would kill him again then he will die.

Stop Eruption (1 point, one-use, stackable, instant, Ritual Ceremony)
This spell is cast by a number of worshippers acting together. They can cast the spell at the site of an erupting volcano or where a volcano is about to erupt. The chance of stopping the eruption is equal to the total number of points stacked in the spell. So, ten Priests of Maran Gor try to stop a volcano from erupting, between them they have Stop Eruption 40 and they cast the spells together, this gives them a 40% chance of stopping the eruption. This can counter the Summon Lodril spell.

Stop Orlanth Magic (3 points, reusable, temporal)
This allows the priest to prevent any worshipper of Orlanth within 100m of the caster from casting Magic without the user's permission. The Orlanthi 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.

Stop Plague (2 points, one-use, Ritual Ceremony)
This spell allows the priestess to stop a plague in a community by sacrificing living, sentient creatures. The number of living creatures required to stop the plague depends on its severity, but as a rough guide the total POW of the living creatures must exceed the POW of the Plague Spirit. Bear in mind that Plague Spirits are major spirits of Mallia and normally have POW in the hundreds. Some GMs may wish to only allow sentient sacrifices. If the priestess fails her Ceremony skill then the sacrifices are in vain and the Plague is not stopped. If she fumbles the roll then the sacrificed victims are sent to the Plague Spirits as an offering and this makes the Plague Spirit more powerful - add half the sacrificed POW to the Plague Spirit's POW. If she succeeds but the sacrificed POW is less than required then the Plague Spirit is not banished but is reduced in strength. For this reason, Priestesses often sacrifice more beings than would be needed, just in case.

Stop Rain (2 point, reusable, instant)
When this spell is cast, it will stop raining, no metter how the rain was started in the first place. This spell does not prevent it from raining again, so if the area is affected by a storm then it is likely that the rain will start up again soon afterwards.

Stop Thief (2 points, reusable, temporal, non-stackable)
This is normally cast on a thief. If it overcomes MPs, the spell will stop the thief in his tracks and prevent him from moving for the duration of the spell. He can still move his arms and legs, he just cannot walk or run anywhere.

Storm Darkness (2 points, reusable, temporal)
This spell doubles the effective Cloud Cover by making the clouds dark. When used alongside Cloud Call this spell doubles effect of the Cloud Call.

Storm Voice (Reusable, 2 points, temporal, ranged, stackable)
For the duration of the spell, the recipient has a voice like Thunder. It can be heard at a range of 100m per point of spell stacked.

Stormsailing (1 point, reusable, temporal, non-stackable)
This must be cast on a ship or boat. For the duration of the spell, the ship will be able to sail through a storm without being affected adversely. So, the ship will not be swamped or blown over. For the duration of the spell, the captain may ignore any penalties normally gained when sailing through storms.

Strength of Rock (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.

Strengthen Metal (1 point, non-stackable, one-use, permanent)
This spell must be cast when an object is forged. If the smith succeeds in his Craft (Weaponmaking/Smithing) then the object has an extra 1D3 APs, if the Craft was a special skill it has 2D3 extra APs, if a critical 3D3 APs. A fumble or failure means the object has shattered.

Strengthen Net (Spirit Magic, variable, temporal)
Each point cast on a net adds 1 AP to the net.

Strengthen Weapon (1 point, non-stackable, one-use, permanent)
This spell must be cast when a weapon is forged. If the smith succeeds in his Craft (Weaponmaking) then the weapon has an extra 1D3 APs, if the Craft was a special skill it has 2D3 extra APs, if a critical 3D3 APs. A fumble or failure means the weapon has shattered.

Strike Spirit (1 point, reusable, instant, non-stackable)
The caster must overcome the spirit in a Magic Point Contest. If the caster is successful, the spirit will lose 3D6 MPs.

Strike Without Warning (1 point, reusable, instant, non-stackable)
This allows the use to make a single attack without warning. The attack has the benefit of surprise, cannot be parried and occurs on SR1.

Suck Poison (Spirit Magic, variable, touch, instant)
To cast this spell the caster must actually suck poison from a wound, taking at least one melee round to do so. For every point in the spell 1 POT of poison is removed from the injured victims body. It only works if it is sucked before the poison takes effect.

Summon Clan (2 points, reusable, non-stackable, Ritual ceremony)
This allows the user to summon all clan members to a clan assembly. All adult clan members must come to the moot or else they suffer penalties to their honour and clan penalties. Anyone refusing such a summons will show up as dishonourable and will bring shame on their clan. If the user does not have the right to summon the clan then the spell will fail and the user will show up as dishounourable under a Detect Honour spell.

Summon Clan/Tribe (2 points, reusable, non-stackable, ceremony)
This allows the user to summon all clan/tribe members to a clan assembly. All adult clan/tribe members must come to the moot or else they suffer penalties to their honour and clan penalties. Anyone refusing such a summons will show up as dishonourable and will bring shame on their clan/tribe. If the user does not have the right to summon the clan/tribe then the spell will fail and the user will show up as dishounourable under a Detect Honour spell.

Summon Family (2 points, reusable, non-stackable, ceremony)
This allows the user to summon all family members to a family assembly. All family members must come to the moot or else they suffer penalties to their honour and family penalties. Anyone refusing such a summons will show up as dishonourable and will bring shame on their family. If the user does not have the right to summon the family then the spell will fail and the user will show up as dishounourable under a Detect Honour spell.

Summon Farmhands (2 points, reusable, non-stackable, ceremony)
This allows the user to summon all farmhands loyal to the user to a farm assembly. All adult farmhands must come to the moot or else they suffer penalties to their honour and clan penalties. Anyone refusing such a summons will show up as dishonourable and will bring shame on their clan. If the user does not have the right to summon farmhands then the spell will fail and the user will show up as dishounourable under a Detect Honour spell.

Summon Followers (2 points, reusable, non-stackable, ceremony)
This allows the user to summon all of his followers to an assembly. All followers must come to the moot or else they suffer penalties to their honour. Anyone refusing such a summons will show up as dishonourable and will bring shame on their clan. If the user does not have the right to summon the followers then the spell will fail and the user will show up as dishounourable under a Detect Honour spell.

Summon Herdsmen (2 points, reusable, non-stackable, ceremony)
This allows the user to summon all herdsmen loyal to the user to an assembly. All adult herdsmen must come to the moot or else they suffer penalties to their honour and clan penalties. Anyone refusing such a summons will show up as dishonourable and will bring shame on their clan. If the user does not have the right to summon herdsmen then the spell will fail and the user will show up as dishounourable under a Detect Honour spell.

Summon Household (2 points, reusable, non-stackable, ceremony)
This allows the user to summon all household members to a household assembly. All household members must come to the moot or else they suffer penalties to their honour and household penalties. Anyone refusing such a summons will show up as dishonourable and will bring shame on their household. If the user does not have the right to summon the houshold then the spell will fail and the user will show up as dishounourable under a Detect Honour spell.

Summon Husband-Protectors (2 points, reusable, non-stackable,ceremony)
This allows the user to summon all Husband-Protectors loyal to the user to a farm assembly. All Husband-Protectors bound to her must come to her aid or else they suffer penalties to their honour and cult penalties. Anyone refusing such a summons will show up as dishonourable and will bring shame on their cult. If the user does not have the right to summon Husband-Protectors or has no Husband-Protectors then the spell will fail and the user will show up as dishounourable under a Detect Honour spell.

Summon Jurors (2 points, reusable, non-stackable, ceremony)
This allows the user to summon jurors to the Lawmoot. All jurors named must come to the moot or else they suffer penalties to their honour and clan penalties. Anyone refusing such a summons will show up as dishonourable and will bring shame on their clan. If the user does not have the right to summon jurors to a lawmoot then the spell will fail and the user will show up as dishounourable under a Detect Honour spell.

Summon Milk Spirit (2 points, reusable, non-stackable, ritualsummon)
This summons a milk spirit to help the user. While the milk spirit is present in a herd, all the mares in the herd will have their milk yield increased by the Milk Spirit's POW as a percentage.

Summon Wind From Bag (1 point, reusable, temporal, non-stackable)
This allows the piper to summon a previously trapped or bound wind his bagpipes, as long as they have been enchanted as a Bag of Winds. He can command the wind to perform a single action as part of this spell. This also allows bound sylphs to be called from the Bag of Winds.

Support Plant Against Wind (1 point, reusable, non-stackable,temporal)
This must be cast on a single plant. For the duration of the spell, the plant will not blow over in a wind, no matter how string the wind.

Suppress Peasant (3 points, reusable, temporal, non-stackable)
This suppresses any peasants within 100m of the user. These peasants will stop rebelling, being disorganised and being uppity and will listen meekly to what the user is saying. This is commonly used to stop peasant uprisings.

Sure Plough (1 point, reusable)
This allows a team of cattle to plough for a whole day and night without tiring. This increases the amount of land ploughed by the team.

Survive Anywhere (2 points, reusable, temporal, non-stackable)
This spell has a duration of a day. It doubles the user's Survival skills for the duration of the spell. Some characters have (Terrain) Survival skills, such as Wilderness Survival, Desert Survival, Tundra Survival or Forest Survival that allow them to live off the land for the day. If the user has no such survival skill, this spell allows the user to use another survival skill at half chance. If the user has no similar skill then he gains the skill at INTx3% for the duration of the spell.

Survive Until Dawn (One Use, 2 points, non-stackable, temporal,lasts until dawn)
This stops the recipient dying for the duration of the spell. However, the recipient suffers all other effects of the damage taken, until the damage is healed. This cannot be cast before damage is taken to make the recipient invulnerable to damage. If the recipient recieves new damage which would kill him again then he will die.

Survive Winter (2 point, touch, temporal, nonstackable, reusable) (NE)
For the duration of the spell the target is immune to any affects of snow, sleet, ice or hail including penalties to movement, suffering damage from the cold, but not visibility penalties.

Swallow Fear (1 point, reusable, instant, non-stackable)
This spell is automatically cast if the owner is affected by a Fear effect caused by a draconic being. The spell swallows the fear and leaves the user unaffected. THe user may sacrifice for several Swallow Fear spells, in which case one will go off for each fear effect suffered by the caster. The user cannot choose not to use this spell, by sacrificing for the spell he has set of the conditions for its use.

Sway Listeners (1 point, reusable, non-stackable, temporal)
This spell doubles the user's communication skills for the duration of the spell.

Swim Back From Death (5 points, HeroQuest Ritual)
If the user is slain while in the River and his last breath is taken in the waters, bleeding his last drops of blood into the water, he can use this spell to begin a HeroQuest that will, if successful, see him swim down the Sky River into SkyFall Lake on the next Water Holy Day. If he fails then he will remain dead and his body will be lost in the Underworld or in the Sky.

Swim Up River (Reusable, 1 point, non-stackable, temporal)
The user can swim upriver, against the current, at the same speed as if he were swimming in calm water. He will not be swept away by string currents. If the user succeeds in a Divine Intervention when casting this spell then he will be able to swim up waterfalls using this spell.

# T | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Talk Whilst Fighting (Communication, Base 00%)
This is a skill taught to the Hevduran Sword Sages. It allows them to talk fluently amongst themselves during combat, allowing them to actively co-ordinate tactics and activities, although technically a Sword Sage could carry out any conversation independent of fighting, such as a debate about theology, philosophy etc... Many famous Sword Sages have debated indepth scholastic knowledge whilst fighting, rather than stopping their important debates when the enemy comes. Make a roll at the beginning of the round, if it is under this skill, the character can carry out a full conversation, unhindered by the combat environment around him. If you use skill training rules from RQIV or other such sources, this is an Easy skill to learn.

Talk With Hands (Communication Skill Base 00%)
This allows the user to communicate with others who know the skill by using sign language. This should be treated as a language skill. It is not as complex as Tradetalk and can only convey simple concepts. However, it is subtle to spot and requires a Spot Hidden or Search success to spot it being used.

Tame Bull (Knowledge Skill, Base 00%)
This is the skill of bull taming. Success in this skill means that a bull has been tamed, better succes rolls mean the bull becomes very docile and may be ridden on, stroked, patted or commanded.

Tatouth's Promise (1 point, ritual ceremony, duration 1 day,stackable, one-use)
This ritual is cast before going on a journey. Once cast, the caster will always be able to find a way home, no matter the circumstances there will always be some path open to him. Whether lost in the wilderness, or stranded on a small island near Jrustela, there will always be some path that the scout can find. If he should die in his travels, his soul will be guided safely across the Spirit Plane and inform his family of his demise. This effect lasts for one day for every point in the spell.

Taunt (Communication Skill, Base 00%)
This is the skill of verbally taunting an opponent to make the opponent angry. Success makes the person react to the taunts, a special success makes the person angry, a critical success causes the person to act without thinking, a failure has no effect and a fumble makes the taunter look stupid to everyone, including the taunter. Typical taunts are "Your mother mates out of season", "We shagged your sister", caalling Orlanthi "Sheep Shaggers", Praxians "Bison/Llama/Impala Shaggers" and so on.

(Terrain) Survival (Knowledge Skill, Base 00%)
This is the skill of surviving in a particular type of terrain. Success in the skill means that the user can live off the land for a day, a special success for 2 days, a critical success for 3 days. A failure means the user starts to be afected by the local terrain and is affected by any deleterious effects of the terrain, a fumble means the user takes instant damage as though he is suffereing from exposure. There are different kinds of (Terrain) Survival, normally taught by different cults, and the user may use one survival skill to survive in other types of terrain at a penalty, normally at half chance. So, there are Desert Survival, Wilderness Survival, Forest Survival, Tundra Survival, Ocean Survival, Rubble Survival, Underground Survival, Marsh Survival and so on.

Terrify Prey (1 point, ranged, instant, nonstackable, reusable) (NE)
This spell acts exactly as Fear does, except the caster has an additional 25% chance of success when it comes to determining the exact result of the spell. It is only effective against mundane fixed INT creatures like bears, deers etc... not basilisks, cockatrices etc...

Terrify Rodents (1 point, ranged, instant, nonstackable, reusable) (NE)
This spell acts exactly as Fear does, except the caster has an additional 25% chance of success when it comes to determining the exact result of the spell. It is only effective against mundane fixed INT rodents.

Terrifying Appearance (2 points, reusable, temporal)
This spell makes the recipient take on a terrifying visage. Anyone coming into combat with a character under the influence of the spell must resist a POW vs POW roll or be demoralised when figting the character.

Terrifying Storm (2 points, ranged, temporal, stackable, reusable) (NE)
This spell can only be cast in a thunderstorm. For every spell stacked it has a radius of 10m of effect. Anyone who enters this radius, or is present within the area of effect when the spell is cast, must resist against the casters POW or be demoralised. Countermagic is not effective against this effect, as it empowers the storm to be terrifying, not a magical attack on the target. Those who are beserk or fanatic still retain the benefit of such spells.

Throw Far (1 point, ranged, temporal, stackable, reusable)
This spell doubles the distance that the target can normally throw an object. Additional points increase this multiplier, two points of Throw Far triples the distance thrown, three points quadruples it and so on. This does not, however, allow the character to aim better, so at long distances the character will have to use Farsee or some other such spell or suffer reduced chances to hit.

Thunder Slinger (Spirit Magic, variable, ranged, temporal, passive) (NE)
For every point in the spell the targets Sling Attack skill is increased by 5% for the duration.

Thunderous Charge (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.

Tireless Blade (Reusable, 1 point, temporal. non-stackable)
The recipient of this spell does not lose fatigue points for the duration of the spell, no matter how hard he fights. As soon as the spell ends, he feels the effects of the work he has done and may well fall down unconcious through fatigue loss. This can allow him to perform superhuman deeds, for instance carrying a boulder across a field while sprinting.

Tireless Dance (1 point, ranged, duration 1 day, nonstackable,reusable)
For the duration of this spell, the target will find themselves capable of dancing without tiring. The spell lasts for a day, or until the user stops dancing in which case it expires.

Tireless Gait (1 point, ranged, duration 1 day, nonstackable,reusable)
For the duration of this spell, the target will find themselves capable of quick, solid long distance travel. Whilst their Move rate does not increase, they can travel twice the distance of a normal individual with no additional fatigue loss and no need to stop for rest during the course of the trip (normally eight or nine hours of travel). At best this spell can only double movement, it cannot be cast multiple times in one day to try and increase movement further, and should the character try and exert themselves too much (beyond even a forced march) this spell will no longer aid their efforts.

However, combined with Refreshing Rest, the character can travel up to four times the normal distance by casting Tireless Gait, walking for eight hours, stopping for a Refreshing Rest and then onwards with another Tireless Gait.

Tireless Hammer (Reusable, 1 point, temporal. non-stackable)
The recipient of this spell does not lose fatigue points for the duration of the spell, no matter how hard he works or what he does. As soon as the spell ends, he feels the effects of the work he has done and may well fall down unconcious through fatigue loss. This can allow him to perform superhuman deeds, for instance carrying a boulder across a field while sprinting.

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Tireless Labour (Reusable, 1 point, temporal. non-stackable)
The recipient of this spell does not lose fatigue points for the duration of the spell, no matter how hard he works or what he does. As soon as the spell ends, he feels the effects of the work he has done and may well fall down unconcious through fatigue loss. This can allow him to perform superhuman deeds, for instance carrying a boulder across a field while sprinting.

Tireless Voice (1 point, ranged, duration 1 day, nonstackable,reusable)
For the duration of this spell, the target will find themselves capable of speaking without tiring. The spell lasts for a day, or until the user stops speaking for more than a minute, in which case it expires.

Tooth Shattering Armour (Spirit Magic, variable, ranged, temporal,passive)
Each point of this spell gives three points of protection to the target against bite attacks. It acts in every way like magical armour.

Toughen Skin (1 point, stackable, temporal)
The user has his skin toughened into a bark-like texture. For each point of spell, the user gains 4 points of skin armour.This is compatible with Protection, but not with spells such as Shield.

Track Prey (Reusable, 1 point spell, temporal, ranged)
This doubles the User's Track for the duration of the spell. It is compatible with other Track-increasing spells.

Track Stray (1 point, reusable, non-stackable, temporal)
This spell allows the user to track a lost member of his herd. It lasts until the lost stray is located and for the duration of the spell doubles the user's Tracking skills when searching for the stray. It is compatible with other track-increasing spells.

Transfer Wound to Victim (3 points, one-use, Ritual Enchant)
The user must cast this spell on another person. For every point of POW he sacrifices, he can transfer a single wound from himself to the victim instantly, even if the wound is fatal or would have caused him to be functionally incapacitated. This means that he is not affected by the wound. If the victim dies then no more wounds can be transferred to the victim, even if he is later resurrected. A character can have more than one Transfer Wound to Victim spell in operation and may be able to transfer wounds to more than one victim. When the user has transferred the maximum number of wounds, the spell ends. For instance, Dardara the Destroyer uses Transfer Wound to Victim on a captured Lunar soldier and sacrifices 10 POW in the ritual. The soldier is kept in chains in a Shrine to Dargeth Kor with a healer nearby. Dardara then fights a chaos monster that has spewed forth from Snakepipe Hollow and moved into the Exiles' lands, he takes a 10 point wound to his right arm and transfers this immediately to the soldier, taking no damage himself but shattering the soldier's arm, the healer hears his cry of pain and rushes to heal him. The chaos monster then disembowls Dardara, doing 15 point to his abdomen which he again transfers and the soldier doubles up in agony as the healer tries to heal him again. Finally, the chaos monster bites Dardara, doing 10 points of damage to his leg and injecting POT 20 poison, he tranfers the bite to the soldier and the healer heals the wound, but the poison does 20 points of damage to Dardara's HPs and he transfers the wound again, this time killing the soldier. Since the soldier is dead, Darada cannot transfer any more wounds to him, but he has survived long enough to be able to kill the chaos monster and becomes Dardara Monsterslayer, the Destroyer.

Trap Wind In Bag (1 point, reusable, temporal, non-stackable)
This allows the piper to trap a wind in his bagpipes, as long as they have been enchanted as a Bag of Winds. He must overcome the Magic Points of the Wind (normally 3D6 unless the wind is a sylph) and must have enough capacity in the bag to hold the wind. The wind so trapped will be available for him to summon at a later date and wil stop blowing outside.

Travel as Wind (2 points, reusable, duration - special, non-stackable)
This allos the caster to transform himself and his equipment into the form of a wind. He can travel as a wind for as long as he wants, at which time he transforms back to his normal body. When in Wind form, he cannot use his physical skills and cannot cast spells, but he can use Perception skills ans Spirit Combat if attacked. If the user is a shaman, then his POW and his fetch's POW are combined when in Wind form. The Wind will have a STR and Move equal to the user's STR + POW.

Turn Earth Into Mud (1 point, reusable, stackable, instant)
This spell affects an area of earth of radius 10m per point of spell. The spell turns the earth into mud. The state of the earth before the spell was cast determines what state the earth ends up in at the end. Bone dry, rock hard earth becomes firmly soft mud, similar to earth that was rained on yesterday. Firm soft mud becomes boggy mud, boggy mud becomes sticky, foot-trapping mud and so on. This can affect movement speeds and combat actions such as dodge or manouvre.

# U | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Unblock Way (1 point, reusable, stackable, instant)
This spell allows the user to make a hole large enough to crawl through and 3m deep per point of spell. This allows the user to crawl through the gap and escape collapsed tunnels and such like. It has no effect on natural obstacles, but does work on obstacles that have been introduced, such as collapsed or blocked tunnels, barricades and such things.

Unbreakable Formation (1 point,. reusable, temporal, non-stackable)
This spell is cast on a squad of soldiers. Where possible they will try and maintain their formation. This does not stop them falling over, being killed or otherwise being forced to break formation, but as long as they are standing and able to maintain a formation then they will.

Unbreakable (Weapon) (1 point, reusable, temporal, non-stackable,ranged)
When cast on a weapon of the named type, this makes the weapon unbreakable for the duration of the spell. This means the weapon cannot take damage and its APs are not reduced by damage or magic. There are different versions of this spell for different weapons, so we can have Unbreakable Spear, Unbreakable SHield, Unbreakable Maul and Unbreakable Sword.

Understand Omens (1 point, self only, instant, stackable, reusable) (NE)
This spell must be stacked with Divination. For every point in the Understand Omens spell the caster has an additional 10% chance to interpret the divination correctly. Whereas a normal divination chance fails on 96-00, every point in Understand Omens reduces this chance by 1% to a maximum of always failing on 00.

Underworld Guide (2 points, reusable, non-stackable, temporal)
This improves the user's ability to navigate in the Underworld. It doubles skills such as Underworld Lore, Scout (Underworld),Know (Underworld) or Navigate (Underworld) for the duration of the spell. It does not give any extra information about denizens of the Underworld, but will help the user identify those denizens. It is of no help when the Underworld has been magically changed.

Undying Storm (2 points, self only, temporal, non-stackable,reusable)
For the duration of this spell the character is filled with the living, vibrant energy of Storm and the spirit of Helamakt. The character remains alive and conscious until their hit points reach a negative equal to the current wind STR. This does not, however, prevent them from dying by locational hit point loss (such as losing their head).

Unfading Letters (Spirit Magic, 1 point, ritual ceremony)
This ritual, known to certain sects of Lhankor Mhy, allows the sage to scribe a document that will never fade, never suffer from age or bad condition, a document to remain for all time. Such documents are also scribed at the same time in the Great Library of the Grey Tower on the HeroPlane. This will enchant one normal size piece of paper, which will become immune to the effects of age, and environmental effects. The only way to destroy it is via magical means (such as an unholy fire of Thanatar or tossed into a chaos maw). It offers no protection to anything else however (no scribes in paper armour). It costs 1 POW per piece of paper thus enchanted, making it a rarely cast ritual.

Unquenchable Light (1 point, reusable, temporal)
When cast on a light source, whether a torch, lantern or a spell, the light source cannot be put out for the duration of the spell. So, a torch cannot be blown out or affected by an Extinguish spell and a Light spell cannot be dispelled for the duration of the spell. However, the Unquenchable Light spell can itself be dispelled.

Unstoppable Hunt (5 points, ritual ceremony, reusable)
This ritual is cast before a hunt begins. Once a specific prey is located, it can be tracked across any terrain, and the hunter suffers no movement penalty whatsoever. The terrain, whether it be mud, forest, hot lava, or vertical cliffsides, poses no problems to the hunter. They are unaffected by the deadly terrain, and do no slow through fatigue until the prey is caught, or the tracks are lost.

Uplifting Anthem (2 points, reusable, temporal, non-stackable)
The user of this spell sings an Uplifting Anthem The spell lasts until the user stops singing. For the duration of the spell, those who are following the singer will not succumb to Demoralise, Fear or similar spells. They will not be able to resist Fanatism or Berserker spells and will easily rally if disordered.

# V | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Vanganth's Strength (Spirit Magic, variable, self only, temporal,passive)
For every point of this spell, the caster's effective ENC is reduced by 3 points for the purposes of calculating weight for the Flight spell. For instance, normally Varak the Vanganthi is SIZ 12 and carries 12 ENC, thus requiring a Flight 3 to move. However, if he casts 4 points of Vanganth's Strength this will be reduce his effective ENC to zero for the purposes of the Flight spell and he will only need a Flight 2. This does not lower ENC for any other purpose, such as Dodge, Swim, or casting magic, nor give any fatigue points back to the character.

Vanganthi Fighting Style (Agility, Base 00%)
This skill is a cult secret of the Vanganth cult. It can only be used by cultists under the effect of the Flight rune spell. The cultist learns to sweep in very fast and attack an opponent from above, preventing them from getting any return attack. When attacking normally like this, the flying attacker would swoop down, attack and the defender would receive an attack of opportunity (see RuneQuest combat section). However, if the attack roll is under Vanganthi Fighting Style skill the attacker can make an attack, and the defender will not receive an attack of opportunity. If you use riposte rules, the attacker is still entitled to such an attack. For every point of ENC the character has, this skill is reduced by one percentile (just as with Dodge etc...).

Vengeful Dirge (2 points, reusable, temporal, non-stackable)
The user of this spell sings a Vengeful Dirge, a song of vengeance. The spell lasts until the user stops singing. For the duration of the spell, those who are following the singer will pursue their vengeance, no matter what happens. So, this spell combats spells such as Peace, City Harmony or similar spells. THe listeners will be single-minded in their vengeance and will stop at nothing to wreak their vengeance.

Vigilance (2 point, reusable, non-stackable)
This enables the recipient to function without food, water or sleep for 24 hours. Whilst under the influence of the spell, the recipient also gains a Farsee 2 spell.

Virility (Spirit Magic, 2 points, temporal)
Allows the user to perform sexually without any problems. This does not counter magical curses against his performance, but does overcome tiredness, drunkenness, nervousness and unattractive women.

Vocal Sound Effects (Communicatoin Skill, Base 00%)
This allows the user to reproduce sound effects with his voice. Success means a reasonable approximation of the sounds, a special or critical success means more and more believable reproduction of the sound. This can be combined with song or Imitate Bird Song to produce a series of sounds.

Voice of Command (1 point, reusable, temporal, non-stackcable)
Any command given by a person under the influence of this spell in a battlefield or combat situation will be obeyed by an initiate or higher of Humakt. This is not a Command spell, the initiate knows what he is doing, he is merely obeying orders.

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Walk Among Prey (3 points, reusable, temporal, non-stackable)
This allows the user to walk among prey without causing alarm or distress. It may mean that the prey see the user as something harmless or something not to be bothered with. If the prey is intelligent, the user must roll once to see which POW he can overcome, anyone in the group of prey whose POW is overcome is affected by the spell.

Walk Lunar Heroplane (3 points, reusable, temporal, Ritual HeroQuest)
This must be cast on a HeroQuest station. For the duration of the spell, the user will not suffer any of the effects of walking through the Lunar Heroplane, such as Madness, Fear or disorientation.

Walk on Clouds (1 point, reusable, non-stackable, temporal)
For the duration of the spell, the user may walk on clouds as if they were dry land. If the user is on a cloud when the spell ends or is dispelled, then he will fall through the cloud as normal and may take falling damage if he cannot fly, is not rescued or cannot cast another Walk on Clouds. If the user is inside a cloud when he casts the spell then he can climb through the cloud until he reaches the top or the edge, in which case he can climb up the side of the cloud.

Walk Without Footprints (1 point, reusable, temporal, non-stackable)
For the duration of the spell, the user will not leave footprints, no matter where he walks. This normally means the user cannot be tracked for the duration of the spell, however in certain terrain, such as forests or grassland, the user will disturb the surrounding vegetation and can be tracked on a special Track roll or better. After the spell expires, the user will start to leave footprints as usual, but the places where he walked under the influence of the spell will continue to have no footprints.

Warm Blanket (Spirit Magic, 2 points, touch, special duration,passive)
This can only be cast on a dry blanket. The blanket will become comfortable and warm for the duration of one evening, but will not resist the cold particularly (so sleeping in the freezing wilderness will quickly reduce the warmth conferred from the spell) or confer any other magical benefits.

Wash Away Blood (Spirit Magic, 3 points, instant, range touch)
The user of this spell mnust clean a wound with fresh water. This spell then heals the wound completely, no matter how many hit points were taken. So, Garran Goldhorn casts Wash Away Blood on his friend who has taken two nasty wounds to the abdomen, the abdomen has taken 4 and 5 points of damage in two wounds, so Garran casts Wash Away Blood twice and cleans the wounds with rainwater, healing both wounds.

Wash Away Snow (1 point, reusable, instant, stackable)
This covers the same area as a Bless Crops spell, the amount of land a farmer can plough in a day. The spell must be cast when it is raining and the rain will wash away 6 inchess of snow within the afected area per point of spell.

Waterproof Pack (Spirit Magic, 1 point, ranged, temporal, passive) (NE)
This spell must be cast on a backpack or satchel. Once cast, the pack will become waterproof, not allowing any liquids within whilst it is closed over.

Weaken Priestly Authority (1 point, ritual ceremony, one-use) (NE)
This short ceremony consists of reciting the tasks of Alakoring in an attempt to weaken the authority of a priest. The spell requires about five minutes and a successful roll underneath both the ceremony and orate skill. If successful any Fast Talk, Lawspeaking or Orate rolls that the priests made in their latest edict is reduced by one level of success, to a minimum of a fail. So a critical would become a special, a normal success becomes a fail but a fail would not become a fumble etc...

(Weapon) Dance (3 points, reusable, temporal, non-stackable)
This spell doubles the recipient's attack and parry skills with any kind of the type of weapon for the duration of the spell. The user cannot use any other weapon for the duratoin of the spell, otherwise the spell ends. There are diferent versions of this spell for different weapons, for instance Axe Dance, Mace Dance, Sword Dance and Spear Dance.

(Weapon) Help (1 point, reusable, temporal, non-stackable)
This must be cast on the specified weapon. The user can use the weapon at double attack chance for the duration of the spell. This is compatible with weapon enhancing spells such as Bladesharp, Bludgeon, Truesword and Crush. It is also compatible with spells that increase all weapon skills such as Fanaticism or Berserker.

Weave (Spirit Magic, variable, self only, temporal, passive)
For every point in this spell the characters Craft/Weaving skill is increased by 5% for the duration of the spell. This cannot more than double the characters skill.

Weave Illusion With Words (2 points, reusable, temporal, non-stackable)
For the duratoin of the spell, the audience will see, hear, smell, taste and feel what the user of the spell is saying. It will bring the story to life as if the audience is actually there.

Weights and Measures (Spirit Magic, variable, self only, temporal,passive)
Whilst in effect the caster gains an increased ability to use the holy item of Garzeen - the Weight and Measure. This gives an increased accuracy in estimating weights and values of goods to be weighed, such as jewels etc... that utilise the tool. For each point in this spell the casters Evaluate skill is increased by 10% if weights and measures are used in the evaluation. This spell cannot more than double the casters base chance.

Wild Strength (2 points ranged, temporal, nonstackable, reusable) (NE)
This spell doubles the character's STR with no limit on the maximum. The target must be in the wild (use your own discretion as to what this means, no cities, dungeons, taverns etc...).

Will of Iron (1 point, reusable, temporal, non-stackable)
This doubles the user's chance of resisting mind-controlling or emotion-controlling spells. So, Prevar (15 MP) casts Mindblast on Dara Paviskin who has Will of Iron cast, Dara has 10 MP but resists the Mindblast at 20 MP, Prevar rolls a 45 and fails to overcom Dara's MPs and the spell fails.

Wind Carries Song (1 point, reusable, temporal, non-stackable)
This causes the prevailing wind to carry a song so that more people can hear it. It is often used on the battlefield to allow the whole army to hear the song.

Wind Slicing Blade (1 point, ritual ceremony, stackable, one-use) (NE)
Cast before a great battle, this aids Uroxi in combat. The ritual will effect 10 men per point of spell. During the battle the Uroxi will be able to strike faster and harder than ever before, slicing through armour just as the biting winds do. Whilst under the effect of this ritual, which cannot normally be dispelled and lasts until the end of the battle, the Uroxi has a bonus to his attack skill equal to the wind STR. As Uroxi will generally magically increase the wind beforehand, this can make them quite fearsome in war.

Wind Throw (Spirit Magic, variable, ranged, temporal, passive)
(Based on Hedkoranth's Hurl by NE)
For every point in this spell the targets Throw skill is increased by 5% for the duration of the spell.

Wither Plant (1 point, reusable, non-stackable, instant)
This must be cast on a plant, It causes the plant to wither and die. If the plant is not healed or otherwise treated within one day it will die. If the plant is sentient, for instance an elf or dryad, then the caster must overcome POW for the spell to work.

Work Stone of the Faceless Statue (1 point, reusable, Ritual Ceremony)
This spell must be cast when the craftsman begins work on the stones of the Faceless Statue. It allows the craftsman to work the stones and retain the stones' property. Working the stones without this spell causes the stones to revert to normal stones with no magical properties.

Wound Tongue (2 point, Reusable, Instant)
This spell allows the caster to satirise an opponent through the means of poetry.Any who hear the satirical poem will instantly know who the poem is directed at and will find the poem funny. This wounds the satirised person and can even lead to kings being forced to abdicate. This does not make the poet popular with lords and kings.

Wound Vampire (1 point, self only, temporal, nonstackable, reusable) (NE)
When cast any blows inflicted by the caster can become terrible and lethal to a vampire. Any damage inflicted by the wielder during the spell's effect cannot be healed by the vampire in mist form. This spell does not prevent a vampire from turning to mist either at his will, or automatically upon being incapacitated by something other than a head or chest hit.

# X | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

# Y | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Yes Dear Conciliation (Spirit Magic, 2 points, instant)
This doubles the caster's chance of calming down an angry spouse by the simple act of agreeing with everything the spouse says. The GM must decide on which skill is best used, Fast Talk is not the best in this case, the skill is then doubled for the single attempt to reconcile the spouse. If the attempt fails, this spell cannot be used again to reconcile for this argument.

# Z | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Total Skills: 60
Total Spirit Spells: 114
Total Divine Spells: 525
Total Sorcery Spells: 12
Total HeroQuests: 2
Total All Spells/Skills: 713

[End]