RuneQuest Companion SRD - Divine Magic
Before a spell can be cast using Divine Magic, the following process must be followed:
- In order to acquire a particular Divine Magic spell, the caster must possess the Lore (Specific Theology) skill appropriate to his religion and be of initiate or higher rank within a cult dedicated to that religion.
- Once the Divine Magic spell has been granted, the character will be ready to try casting it:
- To cast a Divine Magic spell, the character must make a Lore (Specific Theology) skill test appropriate to the spell in question.
- If the test succeeds, the spell’s effects take place and the spell is lost from the caster’s memory.
- If the test fails, the spell does not take effect - but the spell is not lost from the caster’s memory.
Lore (Specific Theology) (INT)
Where Rune Magic relies on a number of Runecasting skills, Divine Magic relies only on only a single Advanced skill - Lore (Specific Theology). Each Lore (Specific Theology) skill concentrates on a specific god or religion.
A spell granted by a particular religion must be cast using the appropriate Lore (Specific Theology) skill.
Lore (Specific Theology) may also be used to recall knowledge of religious nature, just like the Lore (Theology) skill, though the character will only be able to recall knowledge pertinent to or related to the specified religion.
Learning Lore (Specific Theology) requires a character to be at least a lay member of a particular cult. It always counts as a cult skill.
Acquiring Divine Magic
To receive a Divine Magic spell, the character must merely possess the Lore (Specific Theology) skill appropriate to his religion and be of initiate or higher rank within a cult dedicated to that religion.
| Acquiring a Divine Magic Spell | |||
| Magnitude | Minimum Temple Requirement | Cost | Prayer Time |
| 1 | Site | 50 silver | 1 day |
| 2 | Site | 100 silver | 2 days |
| 3 | Shrine | 200 silver | 3 days |
| 4 | Shrine | 400 silver | 4 days |
| 5 | Minor Temple | 800 silver | 5 days |
| 6 | Minor Temple | 1,600 silver | 6 days |
| 7 | Major Temple | 3,200 silver | 7 days |
| +1 | Major Temple | x2 | +1 day |
Dedicated POW
For every point of the Divine Magic Spell’s Magnitude, the character must dedicate a point of POW toward retaining it. If a Divine Magic spell’s magnitude would reduce a character’s POW to less than 1, it will not be granted to that character.
Dedicated POW is effectively deducted from the character’s POW Characteristic for as long as the spell is held by the character.
When the spell is successfully cast or released, the Dedicated POW is immediately returned to the caster.
Once Only
Each Divine Magic spell may be cast only once.
Limitations
A character may not store a combined Magnitude of Divine Magic spells that would reduce his POW to less than 1.
A character may not store the same Divine Magic spell twice, even if they are of differing Magnitudes.
Casting Divine Magic
A character must be able to gesture with his hands and be able to chant in order to cast a spell. Whenever a spell is cast using Divine Magic, there will always be a sight and sound that nearby creatures can detect, be it a flash of light, a crack of thunder or a shimmering in the air. The exact effects are up to the Games Master and player to decide for any given spell but will automatically be detected by any creatures within ten times the Magnitude of the spell in metres.
Casting a Divine Magic spell requires a successful Lore (Specific Theology) test. If successful, the spell takes effect and the spellcaster’s Dedicated POW is immediately restored. If the casting test fails, the spell does not take effect. However, the Divine Magic spell is not expended - the caster may attempt to cast the spell again.
Only one Divine Magic spell can be cast in a single Combat Round, regardless of how many Combat Actions the caster has.
Magic Points
Divine Magic does not cost any Magic Points when it is cast, unless the caster chooses to overcharge the spell.
Casting Modifiers
Divine Magic spellcasting tests apply the same modifiers as Rune Magic spellcasting tests. In addition, the following modifiers may apply:
Spellcaster is within an area Consecrated to his god: +10% per point of the Consecrated area’s Magnitude.
Spellcaster is within an area Consecrated to another god: -10% per point of the Consecrated area’s Magnitude.
Casting Critical Successes
A critical success on a Divine Magic spellcasting test does not reduce its Magic Point cost. However, any attempts to resist or counter the spell do suffer a -10% penalty.
Casting Fumbles
Not only does the spell fail, it is lost as well. The divine spellcaster must pray to regain the spell.
Casting Time
Divine Magic spells always take only a single Combat Action to cast.
Dismissing Divine Magic Spells
A caster can dismiss any Permanent or Duration Divine Magic spell(s) he has cast as a single Combat Action. Ceasing to cast a Concentration spell is immediate and not a Combat Action.
A character may also release a Divine Magic spell from themselves as a Combat Action. This immediately releases the spell from their psyche, harmlessly dissipating the divine energy without effect and restoring the character’s Dedicated POW.
Overcharging Divine Magic Spells
The divine spellcaster expends their own Magic Points in order to boost the spell and a -5% penalty is applied to the Lore (Theology) test for every Magic Point spent in this way.
If the Divine Magic spell is successfully cast, every Magic Point expended in casting the spell has all the following effects:
If the spell possesses the Resist trait, the target’s Resist test suffers a -10% penalty.
If the spell possesses the Duration trait, its duration is increased by +1.
Note that a character cannot pick and choose from the above list - all of the effects will automatically occur if appropriate.
If the spellcasting fails, the caster loses the Magic Points invested into overcharging the intended Divine Magic spell.
Splitting Magnitude
Divine Magic allows the caster to ‘split’ a spell’s Magnitude into multiple spells. For instance, if the caster knows the Absorption spell at Magnitude 3, he may choose to cast it as a single Magnitude 3 spell, or he may split it into three Magnitude 1 Absorption spells, or one Magnitude 1 and one Magnitude 2 Absorption spell.
If a character chooses to split his Magnitude in this way, he will regain Dedicated POW in increments as each Magnitude is expended.
A Divine Magic spell may not be ‘topped up’ by popping back to a temple and praying. A Divine Magic spell must be entirely expended - every point of Magnitude purged from the character’s mind - before it may be reacquired through prayer.
The Power of Divine Magic
When in a direct contest with other forms of magic, Divine Magic is considered to have double its normal Magnitude.
Spell Traits & Descriptions
The traits used by Divine Magic spells are detailed below.
- Area (X): The spell affects all targets within a radius specified in metres.
- Concentration: The spell’s effects will remain in place so long as the character concentrates on it. Concentrating on a spell is functionally identical to casting the spell, requiring the spellcaster to continue to gesture with both arms, chant and ignore distractions. The caster does not regain Dedicated POW until he ceases concentrating on the spell.
- Duration (X): The spell’s effects will stay in place for the number of minutes indicated.
- Instant: The spell’s effects take place instantly. The spell itself then disappears.
- Magnitude (X): The strength and power of the spell.
- Permanent: The spell’s effects remain in place until they are dispelled or dismissed.
- Progressive: This indicates that the spell can be learnt and cast at greater levels of Magnitude than the minimum.
- Ranged: Ranged spells may be cast upon targets up to a maximum distance of the character’s POW x 5 in metres.
- Resist (Dodge/Persistence/Resilience): The spell’s effects do not take effect automatically. The target may make a Dodge, Persistence or Resilience test (as specified by the spell) in order to avoid the effect of the spell entirely. Note that Resist (Dodge) spells require the target to be able to use Reactions in order to dodge. In the case of Area spells, the Resist (Dodge) trait requires the target to dive in order to mitigate the spell’s effect.
- Touch: Touch spells require the character to actually touch his target for the spell to take effect. The spellcaster must remain in physical contact with the target for the entire casting.
- Trigger: The spell will lie dormant until an event stated in the description takes place. The spell then takes effect and is expended.
Cult
The type of cult that offers this spell to its worshippers. If the cult is listed as ‘All’, the spell is a utility spell available in all cults. The cult’s description will help determine which spells should or should not be available.
Absorption
Duration 15, Magnitude 1, Progressive, Touch
Cults: Earth, Night
This spell absorbs incoming spells aimed at the target or his equipment, converting their magical energy into Magic Points which are then available to the target. Once cast on a subject, Absorption will attempt to absorb the effects of any spells cast at the target. It will not have any effect on spells that are already affecting a character. The effects of Absorption depend on the relative Magnitude of both itself and the incoming spell - see the Absorption Results table for more details.
Any spell absorbed by this spell is cancelled and has no effect.
| Absorption Results | |
| Incoming Spell’s Magnitude is. . . | Effect |
| Equal to or weaker than Absorption’s Magnitude | Incoming spell absorbed and Absorption remains. |
| 1 or more points stronger than Absorption’s Magnitude | Absorption eliminated and incoming spell takes effect. |
A character may not accumulate more Magic Points than his POW while Absorption is in effect - excess Magic Points garnered through Absorption simply vanish. Absorption is incompatible with Reflection, Shield and Spirit Block.
Berserk
Duration 15, Magnitude 2, Touch
Cults: Beasts, War
The recipient of this spell is overcome with bloodlust, causing him to disregard his own safety and loyalties but imbuing him with tremendous stamina and combat ability.
The recipient will automatically succeed any Resilience test for the duration of the spell. The recipient also automatically succeeds at any Fatigue tests and cannot be rendered unconscious. The Close Combat skills of the recipient receive a +50% bonus for the spell’s duration.
However, the subject may not parry, dodge or cast any magic spells while under the influence of Berserk. Normally, the recipient remains in the Berserk state for the entire 15 minute duration of the spell, but Games Masters may allow a Berserk character to shake off the effects with a Difficult (-20%) Persistence test. At the end of the spell, the recipient immediately drops two Fatigue levels.
Berserk may not be combined with Fanaticism - Berserk will always take precedence in such cases.
Breathe Water
Duration 15, Magnitude 2, Touch
Cults: Sea, Water
This spell allows an air-breathing creature to breathe water for the spell’s duration (the subject will still be able to breathe air as well). It may also be used upon a water-breathing creature to allow it to breathe air.
Consecrate
Area Special, Magnitude 1, Permanent, Progressive
Cults: All
This spell is as much a part of a temple’s foundation as is its cornerstone, but may actually be cast almost anywhere. It creates a sphere with a radius of ten metres per point of Magnitude. The consecrated sphere is sacred to the spellcaster’s god. Consecrate by itself does nothing to keep outsiders at bay, but the caster of the spell will know immediately if a spell, spirit or someone who is not a lay member of his cult crosses the boundaries of the Consecrate spell.
While within the area of a Consecrate spell, an initiate of the same religion gains a bonus to Lore (Specific Theology) tests made to cast Divine Magic spells. Initiates of other gods suffer a penalty to such tests.
This spell requires one hour per point of Magnitude to cast. For more information on Consecrate’s use in temples, see the Temples chapter.
Dismiss Magic
Instant, Magnitude 1, Progressive, Ranged
Cults: All
Dismiss Magic may be cast against either a general target or a specific spell. Dismiss Magic will eliminate a combined Magnitude of spells equal to its own Magnitude, starting with the most powerful affecting the target. If it fails to eliminate any spell (because the spell’s Magnitude is too high), then its effects immediately end and no more spells will be eliminated. A spell cannot be partially eliminated, so a target under the effects of a spell whose Magnitude is higher than that of Dismiss Magic will not have any spells currently affecting it eliminated. The caster can also target Dismiss Magic against a single specific spell.
As long as Dismiss Magic’s Magnitude equals or exceeds the target spell’s Magnitude, the target spell is countered.
Dismiss Magic may be fired as a Reaction, but only when another spell is cast within Dismiss Magic’s Range that the character wishes to counter. A successful Dismiss Magic disrupts the other spell and nullifies it.
Excommunicate
Magnitude 5, Permanent, Resist (Persistence), Touch
Cults: All
This spell severs the mystical link an initiate enjoys with his god, causing the target of the spell to immediately and permanently lose all Divine Magic from the caster’s cult. The target will never again be able to learn or use Divine Magic spells from the cult, though it will still be able to use Lore (Specific Theology) for purely academic purposes.
This spell must be cast by a Runepriest and takes one hour to cast.
Exorcism
Concentration, Magnitude 3
Cults: All
By means of this spell, a divine spellcaster can draw out a spirit currently possessing a corporeal being. Whether the possession is dominant or covert is immaterial. The spellcaster must be open to the spirit world in order to cast this spell - he may not be shielded by a Spirit Block, Spirit Screen, Spirit Resistance or similar effect.
In theory, exorcism is quite simple. The exorcist and the possessing spirit engage in a series of opposed Persistence tests. The exorcist gains a +30% bonus to these tests. Either may use Magic Points to boost their Persistence by +10% per point expended, but this bonus only lasts for a single test.
As soon as the exorcist accumulates enough successes to equal the possessing spirit’s POW, the spirit is ousted form the host body and may not re-enter it for a period equal to the exorcist’s POW in days. The wise exorcist will ensure that he has sufficient wards and protections ready to be used, as the spirit will likely be vengeful.
This is a dangerous spell to cast, as if the possessing spirit accumulates enough successes to equal the exorcist’s POW, the victorious spirit may automatically ‘jump’ from its current body into the exorcist’s.
Extension
Duration Special, Magnitude 1, Progressive
Cults: All
This spell lengthens the duration of any Divine Magic spell with the Duration trait. Extension, and the spell it is extending, are cast simultaneously by the caster - this is an exception to the normal rule that only one Divine Magic spell may be cast during a single Combat Round.
If the Extension spell fails to cast while the augmented spell succeeds, the augmented spell is not extended and operates normally. If the augmented spell fails to cast while the Extension spell succeeds, the Extension spell is not cast.
Each point of Magnitude of the Extension spell doubles the target spell’s duration. Thus, a Magnitude 1 Extension increases Breathe Water’s Duration to 30 minutes, a Magnitude 2 increases it to one hour, Magnitude 3 increases it to two hours, Magnitude 4 increases it to four hours, and so on.
Fear
Instant, Magnitude 1, Ranged, Resist (Persistence, see below)
Cults: Chaos, Night
This spell causes the target to be gripped with overwhelming fear. Fear has no effect on unconscious targets, targets without an INT Characteristic or targets that are currently under the effect of a Fear spell.
Fear Effects
| TABLE | |
| Target’s Persistence Test | Effect |
| Target fumbles Persistence test | Victim instantly suffers enough hit point damage to its Chest to cause a Major Wound, as its heart stops. |
| Target fails Persistence test | Victim flees in screaming terror for a number of Combat Rounds equal to 20 minus its POW (minimum of one Combat Round). Victim will not engage in combat unless forced to and will use the Run Combat Action whenever possible (unless a faster mode of egress is available). |
| Target succeeds Persistence test | Victim is shaken and disturbed, suffering a -20% penalty to all skill tests for a number of Combat Rounds equal to 20 minus its POW (minimum of one Combat Round). |
| Target critically succeeds Persistence test | Victim is unaffected by the spell and cannot be affected by further Fear spells for a number of Combat Rounds equal to its POW. |
Find X
Duration 15, Magnitude 1, Ranged
Cults: All
This is actually several spells, though they all operate in a similar fashion, which allow the caster locate the closest target of the spell within its range. This effect is stopped by a thick substance such as metal, earth or stone that is at least one metre thick. It is also blocked by Absorption, though the caster will know the target is somewhere within range (though not its precise location) and that it is being protected by Absorption. The separate Find spells are listed below.
Unlike the Rune Magic Detect spells, the Find spells do not require concentration on the part of the caster - they simply function and alert him to the presence of whatever they are meant to locate.
- Find Enemy: Gives the location of one creature who intends to harm the caster.
- Find Magic: Gives the location of the nearest magic item, magical creature or active spell.
- Find Species: Each Find Species spell will give the location of the nearest creature of the specified species. Examples of this spell include Find Duck, Find Rhino and Find Trollkin.
- Find Substance: Each Find Substance spell will give the location of the nearest substance of the specified type. Examples of this spell include Find Coal, Find Gold and Find Wood.
The Games Master should provide the rough power of the detected subject (‘weak magic’ or ‘rich gold lode’).
Heal Body
Instant, Magnitude 1, Progressive, Touch
Cults: Earth, Fertility
This powerful spell instantly heals a number of hit locations equal to its Magnitude. Each hit location thus healed is restored to its maximum hit points. The caster may choose which hit locations are healed. However, the location must still be functional to be healed - Heal Body will not reattach a severed limb or otherwise heal any Major Wound suffered by the recipient.
Heal Wound
Instant, Magnitude 1, Touch
Cults: All
This spell heals one Major Wound; the wound’s hit location is immediately restored to 1 hit point. This spell will not cause limbs to reattach or regenerate, however.
Illusion (Motion)
Duration 15, Magnitude 1, Progressive, Ranged
Cults: Moon, Trickster
This spell is used to animate an illusion and move it as the caster desires. Each point of Magnitude equates to a speed of 1m for the illusion - thus a caster would need a Magnitude 4 Illusion (Motion) spell to approximate the speed of an average human.
Illusion (Odour)
Duration 15, Magnitude 1, Progressive, Ranged
Cults: Moon, Trickster
This spell reproduces a single scent. If the spell is of at least Magnitude 3, the caster can create an odour so foul it is incapacitating to those who smell it. Characters smelling the odour must make a Resilience test or suffer a -10% penalty to all skill tests until the spell ends or the character gets away from the smell.
Illusion (Sight)
Duration 15, Magnitude 1, Progressive, Ranged
Cults: Moon, Trickster
This spell creates the visual component of an illusion. Each point of Magnitude will cover three points of SIZ - thus a Magnitude 4 Illusion (Sight) spell would create a SIZ 12 illusion.
Illusion (Sound)
Duration 15, Magnitude 1, Progressive, Ranged
Cults: Moon, Trickster
This spell creates the sound component of an illusion. The caster must specify the nature and duration of the sound at the time of casting. If the spell is of at least Magnitude 3, the caster can create a sound so loud it is incapacitating to those who hear it. Characters within two metres of the spell must make a Resilience test or suffer a -10% penalty to all skill tests until the spell ends or the character gets away from the sound. If the caster wishes to change the sound, he must cast the spell again.
Illusion (Substance)
Duration 15, Magnitude 1, Progressive, Ranged
Cults: Moon, Trickster
This spell adds one SIZ (about four kilograms) of substance to an illusion for each point of Magnitude. For purposes of sustaining physical damage, an illusion has one hit point per SIZ point.
An illusion with substance can be used to deal damage. An illusion of SIZ 1 to 3 inflicts 1D4 damage, an illusion of SIZ 4 to 6 inflicts 1D6 damage, an illusion of SIZ 7 to 9 inflicts 1D8 damage and an illusion of SIZ 10 or more inflicts 1D10 damage.
For an illusion with substance to do damage, it must either be combined with Motion or the target must somehow strike himself with the illusion - walking into an illusory wall of fire, for instance.
Illusion (Taste)
Duration 15, Magnitude 1, Progressive, Ranged
Cults: Moon, Trickster
This illusion creates a single taste covering as much as one SIZ point of material for each point of Magnitude.
Divine Magic and Illusions
If an illusion is cast on a moving object, it will move with the object. An illusion of sound can be used to cover or mask noise and an illusion of taste can be used to conceal the acrid tang of poison and so on. The Illusion Strength table shows some standards for sense-related illusions.
| Illusion Strength | |||
| Magnitude | Odour | Taste | Sound |
| 1 | Rose | Water | Whisper |
| 2 | Smoke | Banana | Conversation |
| 3 | Perfume | Lemon | Shout |
| 4 | Ammonia | Whisky | Explosion |
Illusions are an exception to the rule that only one Divine Magic spell can be cast during a given Combat Round. A caster may cast as many Illusion spells as he wishes simultaneously.
Lightning Strike
Instant, Magnitude 1, Progressive, Ranged, Resist (Dodge)
Cults: Storm
This spell causes a sizzling bolt of lightning to streak from the hand of the caster toward the target. If the bolt is not dodged, each point of Magnitude of the spell will cause 1D4 damage, with each D4 applied to a randomly rolled hit location.
Armour points are not effective against this damage and it counts as both magical and electrical damage.
Madness
Instant, Magnitude 1, Ranged, Resist (Persistence, see below)
Cults: Chaos, Moon
This spell causes the target to lose contact with reality and become a gibbering loon. Madness has no effect on unconscious targets, targets without an INT Characteristic or targets that are currently under the effect of a Madness spell.
| Madness Effects | |
| Target’s Persistence Test | Effect |
| Target fumbles Persistence test | Victim instantly loses 1D4 INT permanently and lapses into a catatonic state for a number of minutes equal to 20 minus its POW (minimum of one Combat Round). |
| Target fails Persistence test | Victim gibbers and raves uncontrollably for a number of Combat Rounds equal to 20 minus its POW (minimum of one Combat Round). Victim will perform random Combat Actions during this period Roll 1D6: 1 - Move to close combat attack a random target; 2 - Run in a random direction; 3 - Cast a spell at random target; 4 - Use ranged attack against random target; 5 - Shout at random target; 6 - Change stance. |
| Target succeeds Persistence test | Victim is shaken and disturbed, suffering a -20% penalty to all skill tests for a number of Combat Rounds equal to 20 minus its POW (minimum of one Combat Round). |
| Target critically succeeds Persistence test | Victim is unaffected by the spell and cannot be affected by further Madness spells for a number of Combat Rounds equal to its POW. |
Mindblast
Instant, Magnitude 1, Progressive, Ranged, Resist (Persistence)
Cults: Moon
This spell applies a penalty to the victim’s INT equal to the Magnitude of the spell. The effect lasts a number of days equal to the caster’s current CHA.
Mindlink
Duration 15, Magnitude 1, Progressive, Ranged
Cults: All
This spell allows the transmission of conscious thoughts, spell knowledge, runes and Magic Points between participants.
Additional points of Magnitude allow multiple sets of people to be linked together, either creating several separate pairs of Mindlinked people, or making the caster the central hub of a small Mindlink network. In the second case, only the ‘central’ character is linked directly to other participants.
Mindlink must be cast upon all participants at the same time and it limited to consenting participants. Any participant in a Mindlink may use the spell knowledge and Magic Points of others they are linked to without consent.
Participants in a Mindlink have a special vulnerability to INT, POW, CHA and morale-effecting spells. Such a spell cast against any member of a Mindlink will affect all those connected, though all participants are entitled to defend themselves individually.
Although participants in a Mindlink share Magic Points and conscious thought, they remain their own entity. Mindlink does not include hidden thoughts, memories, unconscious urges or permanent spell knowledge. A Mindlink participant may cast a spell using a rune one of the other participants has, but only if he himself has the necessary Runecasting skill - Mindlink does not allow sharing of skills.
Any participant may sever their connection to the Mindlink as a Combat Action. If any participant in Mindlink leaves the spell’s range, that participant is considered to have left the Mindlink.
Reflection
Duration 15, Magnitude 1, Progressive, Ranged
Cults: Trickster
This spell reflects incoming spells aimed at the target or his equipment, redirecting the spell back at the original caster. Once cast on a subject, Reflection will attempt to reflect any spells cast at the target. It will not have any effect on spells that are already affecting a character. The effects of Reflection depend on the relative Magnitude of both itself and the incoming spell - see the Reflection Results table for more details.
Reflection is incompatible with Absorption, Shield and Spirit Block
| Reflection Results | |
| Incoming Spell’s Magnitude is. . . | Effect |
| Equal to or weaker than Reflection’s Magnitude | Incoming spell reflected and Reflection remains. |
| 1 or more points stronger than Reflection’s Magnitude | Reflection eliminated and incoming spell takes effect. |
Regrow Limb
Concentration Special, Instant, Magnitude 2, Touch
Cults: Fertility
This spell will cause a limb severed by a Major Wound to regrow, or a if the detached limb is still present, for the limb to reattach itself to its stump.
Regrow Limb takes a number of Combat Actions equal to the target’s SIZ to reattach a limb, during which time the caster must maintain concentration on the spell. The hit location is immediately restored to 1 hit point at the end of this period.
Regrow Limb takes a number of minutes equal to the target’s SIZ to regrow a limb, during which time the caster must maintain concentration on the spell. The hit location is immediately restored to 1 hit point at the end of this period.
Resurrect
Concentration Special, Instant, Magnitude 5, Touch
Cults: Death, Fertility, Sun
The body of the deceased must be present and must be whole. If the target died due to disease or poison, the ailment must be eliminated or the Resurrect spell will fail.
This spell summons the deceased spirit to approach its former body. The caster of the spell must then engage in spirit combat with the deceased. If the caster defeats the spirit, he can force it back into the body, restoring the individual to life. If the caster loses, the spirit is lost to death.
Resurrect takes a number of minutes equal to the target’s totalled Characteristics to take effect, during which time the caster must maintain concentration on the spell. A resurrected character has 0 hit points on all locations.
Resurrect must be cast within a number of days equal to the POW of the deceased. Casting the spell after this point results in the magic automatically failing.
Shield
Duration 15, Magnitude 1, Progressive
Cults: War
This spell protects the caster from physical and magical attacks. Each point of Magnitude gives the caster one armour point on all hit locations and provides a +10% bonus to any tests the caster may make to resist malign magical effects. A Magnitude 4 Shield spell provides the caster with +4 AP to each hit location and a +40% bonus against malign spells, for instance. These effects are cumulative with other spells, as well as any physical armour the caster is wearing. Shield is incompatible with Absorption, Reflection and Spirit Block.
Soul Sight
Duration 15, Magnitude 1, Touch
Cults: All
This spell allows the recipient to see the POW aura of anyone he looks at, enabling him to discern that creature’s current Magic Points, as well as the nature of any active spells or enchanted items the creature is carrying. It also allows the recipient to see into the spirit world.
Spirit Block
Duration 15, Magnitude 1, Progressive, Touch
Cults: All
The recipient of Spirit Block may only be touched by spirits with a POW greater than the spell’s Magnitude, squared.
| Spirit Block Effectiveness | |
| Spirit Block’s Magnitude | Recipient May Only Be Harmed By Spirits With… |
| 1 | POW 2 or higher |
| 2 | POW 5 or higher |
| 3 | POW 10 or higher |
| 4 | POW 17 or higher |
| 5 | POW 26 or higher |
| 6 | POW 37 or higher |
| 7 | POW 50 or higher |
| 8 | POW 65 or higher |
| 9 | POW 82 or higher |
| 10 | POW 101 or higher |
A spirit unable to touch a Spirit Blocked character will not be able to personally attack or harm the recipient, including through ranged attacks (such as a thrown spectral javelin). A spell cast by a spirit at the recipient is blocked unless its Magnitude exceeds Spirit Block’s Magnitude.
Spirit Block is incompatible with Absorption, Reflection and Shield.
Spiritual Journey
Duration 15, Magnitude 4, TouchCults: All
This spell shunts the physical form of the recipient into the spirit world. The recipient’s corporeal body literally disappears to mundane sight as it moves to coexist with the recipient’s spirit.
As a traveller in the spirit world, the recipient automatically gains the effects of Soul Sight for the duration of his Spiritual Journey. However, he will suffer a -40% penalty to all Perception tests to spot mundane items or events in the real world while in the spirit world.
He may also interact with spirits on a near-equal footing. While on his Spiritual Journey, the recipient has all his usual Characteristics, skills and Attributes and his equipment functions normally. None of the recipient’s physical attacks can harm the mundane world but they will affect spirits.
When the spell’s Duration expires, the recipient’s body phases back into the real world.
Sunspear
Instant, Magnitude 4, Ranged, Resist (Dodge)
Cults: Sun
This spell will only function in direct sunlight. When cast, a shaft of light two metres wide streaks from the sky to blast a single target, who must be visible to the caster. If the target does not dive out of the way, the blazing light will burn it for 2D6 damage per hit location (roll separately for each location). Armour points are not effective against this damage and it counts as both magical and fire damage.
Sureshot
Duration 15, Magnitude 1, Ranged
Cults: Hunter
Cast on a missile weapon (such as a knife, arrow, javelin or rock), this spell is triggered when it is fired. Unless the wielder of the weapon rolls an automatic failure or a fumble, the missile hits successfully (though it may be dodged or parried). So long as the target is within the maximum range of the weapon, the missile will strike home, regardless of concealment or any other factors. Attempts to parry or dodge the missile suffer a -20% penalty.
Sureshot may not be combined with Firearrow, Multimissile or Speedart - Sureshot will always take precedence in such cases.
True (Weapon)
Duration 15, Magnitude 3, Ranged
Cults: War
Cast on the specified type of close combat weapon, this spell doubles that weapon’s normal damage dice. Other modifiers, such as Damage Modifier, are not affected. The wielder of the weapon should roll the weapon’s damage twice and total the result.



