Mastery Rune
Cults
Storm Rune
Storms Over Ralios
Magic Rune
HeroQuesting
Chaos Rune
Dorastor
Disorder Rune
Bits and Pieces
Man Rune
Main Page

Storm Tribe/Thunder Rebels Conversions


Contents

Ernalda:
Orlanth:
The Storm Tribe:
Other Deities and Divinities:

Introduction

These are my conversion notes from Thunder Rebels and Storm Tribes to RuneQuest. As (a) you should buy Thunder Rebels/Storm Tribes and (b) I don't want to break copyright laws, these notes will only be sparse. Rather than rewrite the entire Orlanthi cult descriptions, the additional cults and deities, and differing faces of gods, (Helamakt, Hedkoranth etc...) are intended to be used as additional sub-cults in the normal RuneQuest way.

To use these new conversions do not just slot these spells willy nilly into your campaign, this would be a very stupid thing to do as all of your players would promptly have access to some of the very best magic around, and if they are capable of combining it then some true devastation will be wrought. Instead, I advise that you use this magic in one of the following three ways.

Firstly, you can change entire cults. From region to region, from place to place, cults have variations. So in one part of Sartar you might have a version of Orlanth Adventurous that is just like it is in Gods of Glorantha, and another that is far more like Orvanshagor. The way you alter the cult is that for every spell you remove, you add one from the Orvanshagor list. So you may remove Increase Wind and Decrease Wind and replace it with Shield Soul and Dragon leap. If you do do it this way then bear the following points in mind, firstly try and keep it balanced, secondly a regional cult will only generally support one aspect - so you won't find a Finovan/Destor mix that creates the uberOrlanth cult that all warriors want to be in. Lastly, whilst it is still possible for someone from one "brand" of Orlanth to learn a spell of another "brand" of Orlanth by going to their temples and learning it, it does not mean that they will be allowed. Indeed, any cult worth its salt is going to protect its secrets, forcing the person to do something for them, and probably swear never to reveal any secrets of the magic to anyone else.

But this option may be too radical, probably because you already have a campaign in full swing, or you don't want the leg work of changing many versions of Orlanth but you still want to use the spells. In this case, make them subcults. So you may have a generic cult of Orlanth, just like the one from Gods of Glorantha, that supports a subcult of Orvanshagor that grants one or two spells. Remember, subcults will never grant more than one or two spells. So you just need to become a member of the subcult to get the magic. Remember in this case, however, that whilst subcults are less worried about giving magic to their fellow man, a cult can only support a handful of subcults, so you need to pick carefully which ones your cults will support, and which ones they won't.

Lastly, you can have temples, or other specific geographical locations, that you can go to to get the spell that you want. So there may be an Orlanthi cult just like the one given in Gods of Glorantha but in its lands there is a magic place where you can go and sacrifice for the Dragons leap spell. Of course, there is nothing to stop PCs from going to these places even if they are not in their lands. In this case you have a walking, talking adventure hook.

Also, feel free to mix these options. You might have one tribe devoted to Orvanshagor, another tribe next to it just like normal Orlanth but with one or two spells swapped around but supprting a subcult to Orvanshagor, and a third cult dedicated to Finovan the Raider, but with a holy place in its lands where you can learn Avoid Dragons Breath. The options aren't mutually exclusive.

Ernalda Allmother

New Ernaldan Magic

Ernalda now teaches the spell Bless (see Sandy Petersen's ritual magic rules). It is generally used at births, marriages, household celebrations etc...

Aid Conception (Rune Magic)
1 point
ritual ceremony, nonstackable, reusable
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.

Conceal Family (Rune Magic)
3 points
self only, temporal, nonstackable, 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).

New Ernalda Subcults

Eninta the Midwife

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

Ease Labour Pains (Rune Magic)
1 point
touch, temporal, nonstackable, reusable
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.

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 (Rune Magic)
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.

Know the Unborn (Rune Magic)
1 point
self only, temporal, nonstackable, reusable
This spell allows the caster to see an unborn child in the mother's womb. The caster must be within half a meter 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.

Mahome the Hearth Goddess

This aspect of Ernalda teaches Ignite and Extinguish, and the following spells:

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.

Control Fire (Rune Magic)
5 points
self only, temporal, nonstackable, one-use
For the duration of the spell the character has Heroic Castings of Ignite, Extinguish and Command Fire Spirit.

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.

Heat Coals (Spirit Magic)
Variable
ranged, variable duration
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.

Reduce Fever (Rune magic)
1 point
touch, duration 1 day, stackable, reusable
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 3 points of Reduce Fever). This is comapatible with Fight Disease.

Orane the Steadwife

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.

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.

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.

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.

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).

Mother Knows Best (Rune Magic)
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.

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.

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.

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.

Overdruva the Forest Friend

Her cult teaches the skill of Aldryami Lore, the spell Food Song (see Aldrya's cult description), Fight Disease (works only against plant related diseases though) and the following spells:

Befriend Forest (Rune Magic)
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.).

Bless Garden (Rune Magic)
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 (Rune Magic)
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...

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.

Pella the Potter

Teaches Ignite, Repair and the following spells:

Awaken Pottery (Rune Magic)
1 point
ritual enchant, nonstackable, reusable
This spell costs 1 POW to cast per 6.0 ENC of pottery thus enchanted. It awakens the pottery itself, imbuing it with a spirit of INT 3d6 and POW 2d6 plus 3 per 6.0 ENC of the pottery. The spirit has it's INT in spirit magic and 1d4 points of rune magic per 6.0 ENC of pottery thus enchanted. The spirit magic and rune magic must come from the spell list of Pella the Potter.

Bless New Kiln (Rune Magic)
1 point
ritual enchant, nonstackable, reusable
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.

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.

Soft Heat (Spirit Magic)
variable
ranged, temporal, passive
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.

Skovara the Entertainer

Entertain Audience (Rune Magic)
1 point
self only, temporal, nonstackable, reusable
For the duration of the spell any skill used to entertain people is doubled.

Evoke [emotion] (Rune Magic)
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...

Puppet Reality (Spirit Magic)
1 point
self only, temporal, passive
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.

Vela the Matchmaker

Teaches the spell Bless to bless weddings etc... and the following spells:

Assess Lover (Rune Magic)
1 point
ritual ceremony, nonstackable, reusable
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.

Ignite Passion (Rune Magic)
1 point
ranged, instant, nonstackable, reusable
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.

Perfect Mate Augury (Rune Magic)
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.

Ernalda the Healer

The cult listed in Gods of Glorantha appears to be half way in between Ernalda Allmother and Ernalda the Healer. I recommend that one may wish to shift the balance from one to the other by switching spells around from the main spell list with spells from the Allmother or Healer list.

New Ernalda the Healer Magic

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

Prevent Dying (Rune Magic)
1 point
ranged, duration one melee round, nonstackable, reusable
This spell can be cast on anyone who is dying from hit point loss (not locational damage, it cannot be used to prvent somone dying who has no head) i.e. their hit points are below zero. It extends the amount of time they have before they die by 10 SR. Note, this spell is not stackable, but can be recast each round on the same target to extend their life every round.

New Ernalda the Healer Subcults

Belveren the Chaos Cleanser

Teaches the skill Treat Disease, Cure Chaos Wound, Exorcise Chaos Spirit (see Chalana Arroy's new spells) and the following spells:

Fight Chaos Spirit (Rune Magic)
1 point
ranged, temporal, stackable, reusable
This spell works just the same as Attack Soul with two exceptions. It can only be used on chaos spirits and any additional point after the first means the caster will inflict one extra point of magic point less on a successful attack.

Gather Untainted Food (Spirit Magic)
3 points
self only, temporal, passive
Whilst this spell is cast, and the caster is foraging, they will not gather chaos tainted food in any form. This does not mean that they will find untainted food if there is none to be found, but that they will not gather tainted food.

Purge Chaos (Rune Magic)
2 points
ritual ceremony, conditionally reusable
This ritual is used on objects or people that are tainted by chaos, and use it to purge them of the taint. This ritual requires the target to remain still and motionless (easy in the case of objects, less easy in the case of unwilling targets). At the conclusion of the one hour ritual the caster must succeed in a successful ceremony roll. If they fail, nothing happens and the spell is lost (i.e. counted as having been one-use). If the succeed then the object is purged. If it is a person who is to be purged, then - even if the target is willing - the caster must overcome their POW with their own POW (for creatures without POW, such as vampires, substitute magic points). If they fail, then the person is destroyed in the course of the ritual, if they succeed then the chaos taint is purged. In some cases this nevertheless results in the death (but not destruction) of the person. For instance, broo and vampires would not survive such a loss of chaos taint.

See Chaos Taint (Rune Magic)
1 point
self only, temporal, nonstackable, reusable
Once cast any creature of item that is chaos tainted will become visible to the caster if they look at it and concentrate for one minute (five melee rounds). If they cannot clearly see the object, the GM may call for spot or scan rolls.

Bevara the Medic

Avoid Harm (Rune Magic)
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.

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.

Combat Healing (Rune Magic)
1 point
ranged, instant, stackable, one-use
This spell must be stacked with some other healing magic from either Bevara's Rune Magic or Spirit Magic list. It makes the spell ranged, just like a rune spell, thus foregoing the normal touch requirement for healing magic.

Dodge All Attacks (Rune Magic)
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.

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

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

Heal Deer (Spirit Magic)
variable
touch, instant
This is exactly like the Heal spell, except it takes full effect on deers, and half effect on non-deers.

Heal Self (Rune Magic)
2 points
self only, instant, nonstackable, reusable
What good is a medic who is injured herself? This spell works exactly the same as Heal Body except affects only the caster.

Hide Self (Spirit Magic)
variable
self only, temporal, passive
For the duration of the spell the caster gains 7% to their Hide skill per point of spell.

Enferalda the Supporter

Teaches Endurance and Vigour, as well as the following spells:

Carry Burden (Rune Magic)
1 point
self only, temporal, nonstackable, reusable
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.

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

Go Without Food (Rune Magic)
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 (Rune Magic)
1 point
touch, duration 1 night, nonstackable, reusable
For the duration of the spell the targt will lose no fatigue, nor be adversly affected, by lack of sleep. They can continue all evening if they wish just as they have during the day.

Jera the Herbalist

Her subcult teaches the ability to brew healing potions via alchemy and are the source of Earthpower.

Orventili the Peacemaker

Teaches the ceremonies to end feuds and arbitrate meetings between warring factions.

Enchant Peace Rug (Rune Magic)
1 point
ritual enchant, nonstackabler, reusable
This spell is used to enchant a peace rug. The peace rug must be of excellent quality (requires at least a special or higher on a craft roll to make). It requires the sacrifice of 1 POW. This can only be cast on Orventili's holy day.

Orventili's Oath (Rune Magic)
2 points
ritual ceremony, nonstackable, one-use
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.

Peace Rug (Rune Magic)
2 points
ritual ceremony, nonstackable, reusable
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.

Put Down Weapons (Rune Magic)
2 points
ranged, temporal, stackable, reusable
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.

Vorela the Animal Healer

Teaches a variety of Heal variants for specific animal species, and fight disease (effective only on animals). Also teaches the following spells:

Banish Fleas and Ticks (Spirit Magic)
1 point
touch, instant
The target of this spell will have all fleas and ticks removed once cast. It does not prevent them from latter contracting more fleas and ticks.

Heal Herd (Rune Magic)
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.

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.

Speak with Domestic Beast (Rune Magic)
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.

Votenevra the Earth Healer

Close Man Made Hole (Rune Magic)
1 point
ranged, instant, nonstackable, reusable
This spell can close any non-natural hole in the earth. For every point in the spell any area of 100 cubic metres is affected. 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.

Healing Sleep (Rune Magic)
3 points
touch, instant, nonstackable, reusable
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.

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

Ernalda the Queen

One can become a priestess of Ernalda the Queen, a separate position from that of a priestess of Ernalda Allmother. All that is required is that one is an initiate of Ernalda, and meet the standard requirements for priestesshood based upon the skills of Orate, Fast Talk, World Lore and Mineral Lore.

She teaches the following magic:

Common Rune Magic: All.
Special Rune Magic: Command [animal], Command Gnome, Command Earth Spirit, Dismiss Earth Spirit, Exorcise Earth Spirit, Enchant Copper, Precision Orate.

In addition to whatever subcults from the following.

New Ernalda the Queen Magic

Exorcise Earth Spirit (Rune Magic)
1 point
ritual ceremony, stackable, reusable
This spell can be cast upon anyone possessed by an earth spirit. It takes one hour to cast. Once case the spirit must resist it's magic points against an effective POW of 10 for every point in the spell. So a 3 points version of this ritual means the spirit must resist against an effective POW of 30. If successful, the Earth Spirit is commanded to return to the feet of Ernalda the Queen at her home on the Godplane.

New Ernalda the Queen Subcults

Kadone the Grounder

Teaches Dismiss Sylph and the following magic:

Exorcise Air Spirit (Rune Magic)
1 point
ritual ceremony, stackable, reusable
This spell can be cast upon anyone possessed by an air spirit. It takes one hour to cast. Once cast the spirit must resist it's magic points against an effective POW of 10 for every point in the spell. So a 3 points version of this ritual means the spirit must resist against an effective POW of 30. If successful, the air spirit is expelled from the host.

Grounding Ritual (Rune Magic)
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.

Heaviness (Rune Magic)
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.

Kev the Visionary

Teaches the following spells:

Disclose Visions (Rune Magic)
2 points
ritual ceremony, nonstackable, reusable
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.

Perceive Other Worlds (Rune Magic)
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.

Resist Madness (Rune Magic)
1 point
ranged, temporal, stackable, reusable
For every point in this spell the target gains an effective countermagic 10 that is effective only against the Madness and Mindblast spells. For every point in the spell the character has an effective 15 mp's extra to defend against madness spirits.

See Vision (Rune Magic)
1 point
self only, instant, stackable, one-use
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.

Understand Omens (Rune Magic)
1 point
self only, instant, stackable, reusable
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.

Orendana the Queen

Teaches Command Earth Priestess and the following spells:

Clan Harmony (Rune Magic)
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.

Regal Aura (Rune Magic)
1 point
self only, temporal, stackable, reusable
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.

Roitina the Ceremonialist

Teaches the following spells:

Earth Rituals (Rune Magic)
2 points
ritual ceremony, stackable, reusable
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.

Restart Ceremony (Rune Magic)
1 point
ritual ceremony, nonstackable, one-use
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.

Esrola, the Grain Goddess

Obviously the new spells for Esrola apply to all the Grain Goddesses, not Ernalda. She receives Find Stray Animal and Find Predators as additional common rune magic, as well as the following spells:

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 fifteen minutes.

Protect Plants from [effect] (Rune Magic)
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.

New Grain Goddess Subcults

Esra The Barley Mother

Teaches the following spells:

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.

Keep Barley Dry (Rune Magic)
1 point
ranged, duration 4 weeks, stackable, reusable
For each point of spell the caster's weight in barley will be kept dry. Unless immersed completley in water the barley will remain dry.

Uralda the Cow Mother

Bless Cow (Rune Magic)
1 point
ranged, instant, nonstackable, reusable
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 Herd (Rune Magic)
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.

Calm Cattle (Rune Magic)
1 point
ranged, temporal, stackable, reusable
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.

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

Orlanth Adventurous

New Orlanth Magic

Mudrunning (Spirit Magic)
variable
ranged, temporal, passive
This spell allows the target to run on mud, unimpeded by the boggy terrain. Each point in the spell gives the target gives the target one Move point on mud, and other boggy terrains (such as quicksand). The maximum Move that it can grant is the normal Move of the target (including magical bonuses from Mobility etc...).

New Orlanth Subcults

Desemborth the Thief

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.

Destor the Adventurer

Destor's Sight Rune Magic)
1 point
self only, temporal, nonstackable, reusable
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.

Finovan the Raider

Teaches Command Herd Animal and the following spells:

Hide Animal Tracks (Rune Magic)
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%.

Rolling Thunder (Rune Magic)
2 points
ranged, temporal, nonstackable, reusable
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.

Searing Bolt (Rune Magic)
1 point
ranged, temporal, stackable, reusable
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.

Spare Me (Rune Magic)
2 point
self only, temporal, nonstackable, reusable
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.

Mastakos Mover

Carry Companion (Rune magic)
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.

West-Travelling (Rune magic)
1 point
self only, temporal, nonstackable, reusable
For the duration of the spell, the caster's Move rate is doubled if they travel Westwards.

Niskis the Lover

Awake (Rune Magic)
1 point
self only, special duration, stackable, reusable
Niskis was renowned for his virility and stamina. For every point used in this spell, the caster loses no fatigue for remaining awake for another two hours, although previous fatigue, and fatigue lost from sources other than love-making, are unaffected.

Blessing of Niskis (Rune Magic)
2 points
ritual ceremony, reusable
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.

Ormalaya the Hunter

Grants spells from the Hunter god (such as Command [beast] and Draw Prey) which vary depedning upon the specific Ormalaya aspect worshipped. Ormalaya also grants the following spell:

Unstoppable Hunt (Rune Magic)
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.

Orvanshagor Dragonslayer

The sub-cult has access to some nifty anti-dragon HeroQuests. In addition, it grants the following spells:

Shield Soul (Spirit Magic)
2 points
ranged, passive, temporal
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.

Dragon Leap (Rune magic)
1 point
self only, instant, nonstackable, reusable
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...

Pierce Dragon Hide (Rune Magic)
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.

Avoid Dragon Breath (Rune Magic)
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.

Tatouth the Scout
Teaches Farsee and always is associated with Issaries to teach Path Watch. Teaches the following additional spells.

Commune With the Lady (Rune Magic)
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.

Find Path (Rune Magic)
1 point
self only, duration one day, stackable, reusable
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.

Tatouth's Promise (Rune Magic)
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.

Vanganth the Flyer

Teaches the skill of Sword Throwing (see my Heroic Skills) to any rune lord and Vanganthi Fighting Style to any initiate or higher. Also teaches the following spells.

Vanganthi Fighting Style (New Skill)
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...).

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.

Avoid Storms (Rune Magic)
1 point
self only, temporal, stackable, reusable
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.

Into Middle Air (Rune Magic)
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.

Varanorlanth

Teaches Find Enemies, Find Water, Find Food, Precision [various survival skills] and the the following spell.

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

Wild Strength (Rune Magic)
2 points
ranged, temporal, nonstackable, reusable
This spell doubles the characters 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...).

Vingkot the Champion

Teaches the following spells, as well as Darksee.

Scatter Shadows (Spirit Magic)
variable
ranged, instant
This spell can destroy the magics of the shadow krjalki, such as trolls and shades. It removes an existing spell that is connected to the Darkness Rune (Command Shade, Call Shadow etc...) if the double the intensity of the Scatter Shadows spell is greater than or equal to the spell in question. May be cast at a target without specifying a spell; will knock out defensive spells first.

Run in Darkness (Spirit Magic)
variable
ranged, temporal, passive
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.

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.

Break Bludgeons (Rune Magic)
1 point
ranged, temporal, stackable, reusable
This spell is cast at mauls and maces. If they are non-magical then resist their ap's on the resistance table versus a value of 10 for every point in the spell. So, a Break Bludegons 2 means a non-magical maul must resist it's ap's versus 20. If successful, the weapon shatters. If the weapon is magical then resist the ap's on the resistance table versus the pointage of the spell. So a Break Bludgeons 7 would have match 7 verus the ap's of a magical maul. If successful, the weapon shatters. Even if wielded, there is no magic points contest, unless the maul itself has a spirit within it (such as an allied spirit, bound spirits do not count).

Cripple Troll (Rune Magic)
2 points
ranged, instant, nonstackable, reusable
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.

Nightjumping (Rune Magic)
1 point
ranged, temporal, nonstackable, reusable
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.

Orlanth Thunderous

New Orlanth Magic

Still Whirlwind (Rune magic)
1 point
ranged, instant, stackable, reusable
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.

New Orlanth Thunderous Subcults

Daylanus the Conquering Wind

Teaches axe attack and parry, trident attack and parry, sword attack and parry and mace attack and parry. Also teaches Enchant Tin and the following spells:

Blow Away Shadows (Rune Magic)
1 point
ranged, temporal, stackable, reusable
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. It renders spells like Dark Walk useless.

Conquer [Element] (Rune Magic)
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).

Fight [Element] (Rune Magic)
1 point
ranged, instant, stackable, reusable
This spell is used to dismiss the magic of a particular element. Daylanus only teaches Fight Earth, Fight Darkness, Fight Fire and Fight Water, not Fight Storm or Fight Moon. 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.

Push Back Waves (Rune Magic)
1 point
ranged, temporal, non-stackable, reusable
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.

Hedkoranth the Thunder Slinger

Teaches Bless Thunderstone and the following spells:

Hail (Rune Magic)
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.

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

Return Thunderstone (Rune Magic)
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.

Throw Far (Rune magic)
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
For every point in the spell the targets Sling Attack skill is increased by 5% for the duration.

Helamakt the Fighting Storm

Teaches the Heroic Skill of Shield Trick, the rune spells Rain and Snow, as well as the following spells:

Arrow Catcher (Rune Magic)
1 point
ranged, temporal, stackable, reusable
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.

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.

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.

Fighting Storm (Rune Magic)
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.

Undying Storm (Rune Magic)
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).

Ohorlanth the Great Storm

Teaches the rune spell Rain as well as the following spells:

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 targets hearing returns.

Enhance Thunderbolt (Rune Magic)
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...

Melt Ice (Spirit Magic)
variable
ranged, instant
Once cast this spell will cause a piece of ice to melt. The ice points of the object must be matched on the resistance table against a value of 3 times the number of points in the spell. If successful then that piece of ice will melt. This is effective against ice demons, but a random missile location will be affected. For example, if a character met a Hollri and cast this spell on it then a random location would be rolled. If that location was, say, the arm and it had 13 ice points and the spell was Melt Ice 4 then there is a 45% chance of melting the arm.

Overcome Storm (Rune Magic)
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.

Terrifying Storm (Rune Magic)
2 points
ranged, temporal, stackable, reusable
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.

Vingkot Victorious

Teaches Command Follower, Shield Destroyer (see Hu the Sword additional spells) and the following spells:

Block Sun (Rune Magic)
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.

Blunt Spears (Spirit Magic)
variable
ranged, temporal, passive
Can only be cast on a spear. It effects the spear as a dullblade of three times the pointage of the spell.

Disrupt Enemy Line (Rune Magic)
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.

Raise Courage (Rune Magic)
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).

Resist Solar Magic (Rune Magic)
1 point
ranged, temporal, stackable, reusable
For every point in this spell, the target receives 5 points of countermagic versus solar magic only.

Yavor Lightning

Teaches Lightning and the following spells:

Ball Lightning (Rune Magic)
3 points
ranged, temporal, stackable, one-use
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.

Blinding Flash (Rune Magic)
1 point
radius 15m, instant, stackable, reusable
This causes a blinding flash of lightning to erupt from the caster. Everyone within the radius, whether friend or foe (but not the caster) must resist against the caster's magic points. If overcome they are blinded for 10 SR's. Closing eyes only gives an extra 25% to resist.

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.

Lightning Fast Strike (Rune Magic)
1 point
ranged, temporal, stackable, reusable
For every point in this spell the targets SR with their weapon attacks is reduced by 1 for every point in the spell. The minimum a strike rank can reach is 1.

Ride Lightning (Rune Magic)
1 point
self only, instant, stackable, reusable
This spell must be stakced with Lightning. The character throws a lightning bolt and, rather than striking a target, he jumps atop it and rides it. The character can travel 25m per point of lightning used, travelling almost instantaneously. No opportunity melee attacks may be made on him whilst on his journey, but this is not teleport so any physical objects that are in his path will be fit full pelt causing 8d6 damage to general hit points (only soft armour protects) for normal sized objects (vary the damage depending upon the size of the object struck). The character can even go around corners like this, but riding lightning blind, not knowing what is around a corner, is the surest way to hit a solid object and end up in pieces.

Shatter Tree (Rune Magic)
1 point
ranged, instant, stackable, reusable
This spell can only be cast if there is more than 50% cloud cover. 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!

Orlanth Rex

Grants Command Worshippers, Know Honour (see my Henotheistic Church description), Command Storm Tribe Member (works just like the normal Command spell except on embodied entities) in addition to the following new spells:

Regal Aura (Rune Magic)
1 point
self only, temporal, stackable, reusable
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.

Weaken Priestly Authority (Rune Magic)
1 point
ritual ceremony, one-use
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...

Chalana Arroy

New Subcults

Arroin

Whilst not strictly a conversion from Thunder Rebels I suggest the following addition to the cult of Chalana Arroy. Members of the subcult of Arroin gain no magic from being members, although often POW is sacrificed to him as a sign of piety. They may however be affected by different cult strictures than a normal Healer. They may learn weapon parry skills if they so wish (but still may not learn attacks) and may learn the following new skill, available only to the subcult.

Protect Ally (New Skill)
Agility Skill (Base 00%)
This skill is only taught by the subcult of Arroin. It allows the character to use a parry action to parry a blow aimed at someone else. The person the Arroini wishes to defend must be within their Move in metres for this to be attempted. The parry is carried out as normal, but is rolled against either Protect Ally skill or the appropriate [weapon] parry skill, whichever is lower. If successful, the blow is parried, and if unsuccessful it is not. The GM should not apply any modifiers to the parry skill, nor are fumbles affected, if the Arroini fumbles just roll normally and apply the results given by the table. If you use the RQIV training rules, this is an easy skill to learn if you are an Arroini, or a Hard skill otherwise.

Ferace the Wild Healer

Teaches the skills March and World Lore, in addition to the following spells. Also, Issaries does not grant Create Neutral Ground, but grants Path Watch instead.

Flee Safely (Rune Magic)
2 points
ranged, temporal, nonstackable, reusable
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.

Refreshing Rest (Rune Magic)
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.

Tireless Gait (Rune Magic)
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.

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

Natyrsa the Chaos Foe

Teaches Chaos Lore and the following new skill and spells:

Dodge Chaos Attack (New Skill)
(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.

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).

Alleviate Madness (Rune Magic)
2 points
ranged, temporal, nonstackable, reusable
This can be cast upon anyone suffering from the effects of insanity, either induced by magic or by natural causes. For the duration of the effect, such mental problems do not affect the character.

Exorcise Chaos Spirit (Rune Magic)
1 point
ritual ceremony, stackable, reusable
This spell can be cast upon anyone possessed by a chaotic spirit. It takes one hour to cast. Once case the spirit must resist it's magic points against an effective POW of 10 for every point in the spell. So a 3 points version of this ritual means the spirit must resist against an effective POW of 30. If successful, the chaos spirit is sent to the Valley of the Hateful Healers on the HeroPlane where various Chaos Foe Healers are, with the spirits of dead Uroxi, hunting for chaos spirits. If necessary, then spirit has a chance of escaping the valley equal to it's POWx3%.

Heal Gorp Burn (Spirit Magic)
variable
touch, instant
For every point in this spell, five points of damage is healed. This is only effective against damage inflicted specifically by gorp.

Resist Chaos Magic (Rune Magic)
1 point
ranged, temporal, stackable, reusable
For every point in this spell, the character receives eight points of countermagic effective only against chaos magic.

Stop Chaos Panic (Rune Magic)
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.

Pranjala

Teaches the following new skill and spells.

Sense Disease (New Skill)
(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.

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

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.

Pranjala's Sickbed (Rune Magic)
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.

Heler

The following is the short cult write up for Heler:

Initiate Requirement: Standard. Requirements - Jump, World Lore, Scan, Rain Dance. The subcult of Yuhurol the Golden Ram allows the candidate to substitute Brew Healing Potion and/or Treat Poison.

All initiates of Heler can predict, with an accuracy of within 1 hour, when rainfall will occur. They gain access to the skill of rain dancing.

Spirit Magic: Co-ordination, Extinguish, Vigour.
Runes: Water 3, Storm 3, Mobility 2.
Passions: Love Family 3, Loyalty Clan 4, Lust Sex 3.

Priesthood Requirements: Standard. All priests of Heler can predict the accuracy of rainfall within the next day and generally how heavy it will be.

Common Rune Magic: All.
Special Rune Magic: Cloud Call, Cloud Walk, Command Cloud Spirit, Command Rain Spirit, Flooding Rain, Rain, Stop Rain.
Allied Spirit: Ram.
Associated Cults: Orlanth (Fly).

Rain Dancing (New Skill)
Magical Skill (Base 00%)
Rain dancing is a ceremonial skill that tries to attract rain spirits into entering the area. If successful any rain spirit within the worshippers POW in key miles will hear the call of a Heler worshipper. Whilst this often brings them to the area, the Heler worshipper may well have to make deals with them (use normal spirit friendship rules). Obviously in times of drought, when drought spirits force away rain spirits, this ritual is far from useful. It can be learnt by research, training or experience and is a hard skill (if you use RQIV rules).

Cloud Walk (Rune Magic)
1 point
ranged, duration one hour, stackable, reusable
For the duration of the spell the caster treats clouds as if they wree solid ground, allowing them to walk on them. Not only can they fly up to clouds and settle on them using this spell, but they can also summon cloud spirits and take hold of them and fly away. Some Priests of Heler take to spending their time sleeping on clouds, especially at the end of the High Holy Day. Whilst in effect the caster cannot choose to ignore the physical aspect of clouds, although should they fall on one they suffer no damage (what can I say, clouds cushion a fall quite well). Every additional point doubles the duration.

Flooding Rain (Rune Magic)
1 point
range special, temporal, stackable, reusable
This spell must be stacked with Rain when cast. It turns the rain into a torrential downpour. The downpour creates a flood in the area of effect with a STR of 4 for every point in the spell, and affects an area equal to that affected by the rain spell. People must resist every round with the highest out of their STR or SIZ or be swept away at 1m/SR/point of spell. The spell itself does not cause damage, although the subsidary effects might (being caught in a collapsing building, being swept of a cliff etc...).

Stop Rain (Rune Magic)
1 point
ranged, temporal, stackable, reusable
Once cast all rain within a 100m radius stops. Every point increases the radius by another 100m. If a rain spirit is the cause, the spirit must overcome, with it's POW, a resistance of 10 per point of spell. It cancels out Rain on a one-for-one basis.

Heler Subcults

Ereltharol the Black Ram

Teaches the following skill and spells, as well as Demoralise and Hail (see Hedkoranth's description):

Black Rain (Rune Magic)
1 point
ranged, temporal, stackable, reusable
This spell must be stacked with Rain. It turns the rain into a thick, black rain that pours down and fills everyone with apprehension, dread and gloom. For every point in the spell anyone in the area of effect of the rain resists all fear-related magic, such as Fear or Demoralise, as if they had 3 magic points less. Countermagic and other spells will protect one from Black Rain.

Fight in Rain (New Skill)
Agility Skill (Base 00%)
If caught in a flooding rain the cultist can ignore one point of STR of flood for every 10% or part thereof in the skill. SO a character with Fight in Rain 56% can ignore a flood upto STR 6, so a flood of STR 12 becomes only a STR 6 flood for the character. A special success increases the effective resistance by 3 and a critical doubles it. It can be learnt from experience and training. If you use RQIV it is a hard skill.

Last Drop (Rune Magic)
3 points
self only, instant, nonstackable, one-use
Once cast the Heller worshipper vanishes in a drenching rain or a sudden cloud of mist. They travel through cracks and around corners as an almost instant moving stream of water and reform upto 100m away.

Obscure Daylight (Rune Magic)
2 points
ranged, temporal, stackable, reusable
This spell causes the downpour to become thick and obscuring. It must be stacked with the spell Rain. For every point in the Rain spell the visibility of the area affected is reduced by 10% to a maximum of -75%.

Helamakt the Warrior

Heller grants, as a subcult, the spells of Helamakt (see above), for Helamakt is a face of the Rain God.

Nevala The Ewe

Teaches the following spells, as well as Fight Disease (that only works on sheep):

Bless Flock (Rune Magic)
1 point
ritual ceremony, stackable, one-use This is cast alongside the Bless Ewe spell. Using this ritual allows the spell to affect more sheep at once. The number of additional sheep affected is equal to the square of one plus the number of points of Bless Flock. So a Bless Flock one would affect (1+1)*(1+1)=4 sheep whilst a Bless Flock 6 affects (6+1)*(6+1)=49 sheep at once.

Bless Sheep (Rune Magic)
1 point
ranged, instant, nonstackable, reusable
Any sheep 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.

Gather Flock (Spirit Magic)
1 point
ranged, instant
This can be cast on any sheep within range. If successfully cast then the sheep, if a member of the caster's flock (and only if it is a member of the casters flock) will come bounding happily towards the caster as fast as humanly (sheepanly?) possible.

Heal Sheep (Spirit Magic)
variable
touch, instant
This spell is cast on injured sheep. It heals three hit points for every point in the spell. It is ineffective on non-sheep. On Tnapi (Sheep Hsunchen) it works at full effect on a Tnapi shapechanged into a sheep, and heals damage on a one for one basis on non-transformed Tnapi.

Increase Wool (Rune Magic)
1 point
ranged, instant, nonstackable, reusable
Any sheep affected by this spell will be blessed so that it's wool will grow as much as it would in one season in only a two to four days (roll 1d3+1 if neccessary).

See Through Rain (Spirit Magic)
2 points
touch, temporal, passive
For the duration of the spell the target will suffer no penalties for visibility from rainfall.

Tarena the Blue Woman

Teaches spirit lore, See Through Rain (see Nevala the Ewe), Call Cloud Spirit and the following three spells:

Become Cloud (Rune Magic)
2 points
self only, instant, nonstackable, one-use
This spell instantly turns the caster into a cloud. They flitter up high into Middle Air, to wherever that particular cloud should be. In this form the caster will be very difficult to damage, and has only limited sensory ability. They cannot control where they travel. They heal naturally as a cloud, and recover magic points in this form, and are unaffected by poison and disease (although when they return to their natural form the effects of such things will return). At any point after casting the spell the caster can end it, at which point they quickly settle to the ground wherever they are (which could be anywhere if they've remained in cloud form for long enough) and reform. A caster will age in cloud form, and so cannot remain in this form for years unravaged by time.

Bring Clouds (Rune Magic)
1 point
ranged, temporal, stackable, reusable
This spell brings the clouds from Middle Air to the ground. Once cast they quickly settle in an area of 10m radius per point of spell. Visibility is reduced by an amount equal to the cloud cover minus 25%, so if there is 60% cloud cover visibility will be reduced by 35%. After the duration ends the clouds raise again, and combined with Cloud Walk the Heler worshipper can rise up with them. Obviously casting it in doors is quite ineffective as the clouds won't magically travel through cover.

Transform Cloud Spirit (Rune Magic)
1 point
ritual ceremony, nonstackable, one-use
This ritual must be cast on a cloud spirit. If the cloud spirit resists then it's magic points must be overcome by the caster. If successful then the ritual converts the cloud spirit from one type to being a different type of cloud. Other than that they are unaffected.

Uroth the Blue Ram

Teaches Seduction, Bless Sheep (see Nevala the Ewe), Great Leap (see Cults of Light and Death) and the following spells:

Batter Foe (Spirit Magic)
3 points
ranged, instant
This spell summons forth the power of Uroth to batter a particular enemy to death. Once cast a small spiritual ram charges out towards the target and, if the caster can overcome the target's magic points, they are struck in a random hit location for 1d3 damage. Additionally, the target must resist their STR against the caster's magic points or be knocked prone.

Call Thunder (Rune Magic)
1 point
indeterminate range, temporal, nonstackable reusable
This summons thunder to the area if the cloud cover is more than 50%. It lasts for the duration of the spell, and may scare livestock and other animals.

Ignore Cold (Spirit Magic)
Variable
touch, temporal, passive
For the duration of the spell the target gains three points of protection against cold based damage. If the caster is using protection, or some variant spell, only the highest protects. It does stack with Shield.

Pass Barrier (Rune Magic)
1 point
ranged, instant, stackable, reusable
This spell can be cast on any form of barrier, such as a door, gate, rocks covering places etc... For every point in the spell 10 ap's are affected. If the spell affects more ap's than the barrier has, the barrier is instantly sundered. If it does not then there is no effect. For instance, an average postern gate has 20 ap's and so will require a Pass Barriers 2 to sunder, whilst a Pass Barrier 1 would be ineffective. This can affect magical and enchanted barriers as long as they have ap's.

Ram Climbing (Spirit Magic)
Variable
touch, temporal, passive
Once cast the target has their climbing ability enhanced just like a rams about to ascend and descend rocky terrain. For every point in the spell the target's climb skill is increased by 5% and their speed of ascent is increased by 1m/round for every full four points in the spirit magic spell. This cannot more than double the target's climb chance.

Voriof the Shepherd

Teaches Bless Sheep (see Nevala the Ewe), Command Ram, See Through Rain (see Nevala the Ram), Awake (see Niskis the Lover) and the following spells:

Defend Flock (Spirit Magic)
Variable
touch, temporal, passive
For the duration of the spell all skills are increased by 5% in relation to defending the shepherd flock.

See Through Mist (Spirit Magic)
2 points
touch, temporal, passive
For the duration of the spell the target will suffer no penalties for visibility from mist.

Yuhurol the Golden Ram

Teaches the skills of Brew Healing Potion and Treat Poison, as well as Bless Crops (the blessing comes in the form of rainfall), Endurance and the following spells:

Enchant Healing Rainwater (Rune Magic)
1 point
ritual enchant, nonstackable, reusable
This spell must be cast on clear rainwater. Once cast it creates a potion of healing with a potency equal to the caster's Enchant skill divided by 5. It costs 1 POW to cast this spell.

Wash Away Blood (Spirit Magic)
1 point
ranged, instant
Once cast the target is covered by a thin shower of rain that magically appears. Whilst it soaks them any blood stains are removed.

Humakt

Sense Lie (New Skill)
Communication Skill; Base 00%
This skill allows a Humakti to detect lies without the use of rune magic. This skill is available only to Humakti, and is preternatural in the same way as Sense Chaos is for Uroxi. When the Humakti wishes to use this skill in a conversation the GM secretly rolls the dice for the player. At the same time, this is matched against the target's Fast Talk skill. The if the Sense Lie roll succeeds, the Fast Talk roll must be at least a level of success higher than the Sense Lie roll to prevent the Humakti from determining whether he is lying or not. For example, if a Humakti made a normal Sense Lie roll his target must make a special Fast Talk roll or better. If unsuccessful the Humakti may not try again during that conversation, and remains unsure about whether his target is lying or not. If successful he will know whether his target is lying or telling the truth for certain, and may continue to use the skill again until he fails. A fumble gives a reverse result.

Bless Corpse (Rune Magic)
Acts just like the Ty Kora Tek spell Bless Grave.

Sever Relationship (Rune Magic)
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.

New Subcults

Efrodar Blackhands

Supplies various spells pertaining to battle. As I don't have a decent mass combat system, I decline to make spells for this sub-cult. Efrodar does however grant the following gift and geas pair:

Gift: When involved in a large battle, will not perish until reduced to negative hit points equal to POW.
Geas: Never leave a battle whilst it is being fought.

Hiia Swordsman

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.

Cut [material] (Rune Magic)
1 point
ranged, temporal, nonstackable, reusable
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 affect all damage in excess of half the object's ap's are applied as damage to it's ap's.

Slay Spirit (Rune magic)
2 points
ranged, instant, nonstackable, reusable
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.

Hu the Sword

Teches the following spells.

Decapitate Foe (Rune Magic)
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. 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.

Great Blow (Rune Magic)
1 point
ranged, temporal, stackable, reusable
This spell must be cast on a sword. For every point in this spell the sword will inflict an additional 6 points of damage. The spell lasts until the duration expires, or a blow is struck, whichever comes first.

[Weapon] Destroyer (Rune Magic)
1 point
ranged, temporal, stackable, reusable
This spell is available in many forms, such as Shield Destroyer, Maul Destroyer, Axe Destroyer, but there is no Sword Destroyer (or rapier, dagger, shortsword, or any other holy Humakti weapon). Should the weapon this spell is cast upon connect with the weapon named by the spell, either by being parried or the attacker aiming for his weapon, roll a d6 for every point in the spell. Should any come up a 6, the weapon is destroyed.

Indrodar Greydog and Inginew Redson

Described in Tales of the Reaching Moon.

Kargan the Warrior

Gives Panic, Shield Destroyer, Great Blow and the following spells and the following gift/geas pair:

Gift: Bless a specific non-sword weapon to do double damage to any opponent once armour is penetrated.
Geas: Never sleep anywhere other than within a temple sacred to Humakt.

Disarm Foe (Rune Magic)
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.

Humakt the [weapon] (Rune Magic)
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.

Li Phanquann

Rarely a temple well connected to Li Phanquann will teach Wound Vampire.

Wound Vampire (Rune Magic)
1 point
self only, temporal, nonstackable, reusable
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.

Makla Mann

All worshippers of Makla Mann must take the geas of never receive healing from worshippers of Chalana Arroy. They receive the spell Stop Ressurection (see ToTRM#5), Find Healer, Fight to the Death (see Hiia) and the following spell.

Inspire [Loyalty] (Rune Magic)
1 point
ranged, temporal, nonstackable, reusable
This spell comes in a variety of forms, such as Loyalty to the King, Loyalty to the Family, Loyalty to the Cult etc... It may only be cast on an individual who already has some rating in the relevant passion. So casting Inspire Loyalty to Liege on a Humakti with a Liege will work, but not on a troll who has no such passion. For every point in the spell, the target (who gets no resistance) increases that passion by 5 points if it is under 20 or 2 points if it is 20 or over.

Note: The above spell only works if you use my HeroQuest rules.

Yan Starcere

Teaches the spirit magic spell parry, and some rare shrines dedicated to him, such as one in Tarsh where his broken second sword lies, teach Great Parry.

Issaries

A lot of the feats given in Storm Tribes for Issaries don't, in my eyes, fit into a RuneQuest game. I just can't bring myself to have a large amount of spells for use in trade, when they can be simply subsumed under Glamour and the Bargain skill. However, here's my best effort.

New Magic

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.

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.

New Skill

Find Thief (New Skill)
Perception skill (Base 00%)
Some rare temples to Issaries teach this skill. It works like all othre 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.

Subcults

Garzeen

Teaches the following spells:

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.

Sense Theft (Rune Magic)
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".

Safety Alarm (Rune Magic)
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.

Gultha

Be Understood (Rune Magic)
1 point
self only, temporal, nonstackable, reusable
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.

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.

Harst

Reevesharp (Spirit Magic)
variable
self only, temporal, passive
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.

Issaries the Guide

A rare subcult. Requires that the candidate has at least 90% in ceremony, and must almost certainly have performed some acts of great devotion to the cult. Teaches the skill Underworld Lore, Speak Spiritspeech and the following spells:

Doorway to Haravan Vor (Rune Magic)
3 points
ritual ceremony, reusable
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.

Locate Lost Soul (Rune Magic)
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.

Underworld Guide for [HeroQuest] (Rune Magic)
1 point
ritual ceremony, reusable
This spell requires that you be using
my HeroQuest rules or some variant thereof. When sacrificed this spell gives the caster specific knowledge about one particular HeroQuest, say the Lightbringer's Quest or the Black Fang Quest. The GM may feel free to rule out knowledge of certain Quests (for instance, knowledge of the Black Fang HeroQuest whould be very rare indeed, and you couldn't simply just sacrifice for it). This ritual is then cast before embarking on the Quest. For every point in the spell the caster has an additional 1% chance of succeeding in any roll on the Quest (remember, on the HeroPlane that makes it an effective 5% chance in most places, even 10% chance on some Quests!). This only affects rolls made by the Issaries Priest. This is ineffective with any other HeroQuest, only the one named in the spell.

Herald Goodword

Teaches the following two spells:

Recite Message Perfectly (Spirit Magic)
2 points
self only, instant
This spell must be cast when learning a message, and when reciting it back. It allows the caster to learn a message of up to 200 words or so, perfectly, and taking only as long as it takes to hear the message or read it. When the caster needs to recite the message back, he merely casts the spell again. Any person can only learn as many "messages" at one time equal to their INT. To learn more than that they will have to forget previously learnt messages. Forgetting messages takes no time at all.

Protect Message (Rune Magic)
2 points
ritual ceremony, one-use
This powerful spell is only cast when a message of upmost impotrance 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.

Authors note: I was tempted to call this spell "The Postman".

Lhankor Mhy

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.

New Subcults

Chernan the Seeker

Recieves Darksee and the following spells:

Dodge Hazard (Rune Magic)
2 points
self only, duration 1 day, nonstackable, 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.

Waterproof Pack (Spirit Magic)
1 point
ranged, temporal, passive
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.

The Grey Ones

In some areas where the Grey Ones are highly venerated they can grant magic. They can grant Precision Read/Write [language] and the following spells:

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.

Find the Way (Rune Magic)
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.

Hevduran the Sword Sage

Sword Sages learn a reasonably useful skill, have access to Bladesharp, Protection and Parry as well as the following spells.

Talk Whilst Fighting (New Skill)
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.

Distract with Words (Rune Magic)
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.

Artful Blade (Rune Magic)
2 points
ranged, temporal, nonstackable, reusable
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.

Defend Knowledge (Rune Magic)
2 points
ranged, temporal, nonstackable, reusable
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.

Lhankor Knowing

I'm not too keen on giving spells like the feats in Hero Wars for Lhankor Knowing. It just doesn't seem like RuneQuest to hurl around rune magic like Impress Jurors. I suggest that in places where Lhankor Knowing is highly venerated, he simply teaches Precision Lawspeaking.

Odayla

I currently use the version of Odayla presented in Tales of the Reaching Moon, although it seems New Glorantha doesn't have him and Yinkin so closely aligned. Ho humm...

New Spells

Run On Snow (Spirit Magic)
variable
ranged, temporal, passive
This spell reduces penalties to Move incurred due to snow, sleet, ice and slush by one per point of spell. This spell is ineffective if the caster has lost all mobility due to one of these effects (for example they are trapped underneath a landslide).

Bears Strength (Spirit Magic)
variable
self only, temporal, passive
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 effective STR of the caster is increased by 4. This cannot more than double the casters STR, and is not cumulative with the Strength spirit magic spell.

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

Hibernate (Rune Magic)
1 point
self only, temporal, nonstackable, reusable
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.

Look of Odayla (Rune Magic)
variable
self only, temporal, passive
This spell is only effective if the caster is engaged in a hunt, and in a rural environment. For every point in the spell, increase the casters Hide skill by 10%. This can no more than double the casters base Hide skill.

Sleep Back To Life (Rune Magic)
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).

Terrify Prey (Rune Magic)
1 point
ranged, instant, nonstackable, reusable
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...

New Subcults

Kudran Golden Feather

Longfaring Arrow (Spirit Magic)
variable
touch, temporal, passive
This spell must be cast upon an arrow, it is ineffective on other missile weapons. For the duration of the spell, or until the arrow 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...

Mabar the Fisherman

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).

Ranoo Longlegs

Run Without Tiring (Rune Magic)
1 point
ranged, temporal, nonstackable, 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.

Urox

From the ruling for Hero Wars on Storm Tribes p. 157 I now rule that Healers may use their POW for overcoming Uroxi, not just their current magic points.

Here is some of the new Uroxi magic. I always thought that Uroxi magic was a bit naff, so I feel quite happy to add some extra spells beyond Beserk and Shield, that might actually be of some real use (Face chaos and Impede Chaos? Good grief...).

New Spells

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.

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).

Call Dust Storm (Rune Magic)
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 hte 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 1d3% 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.

Great Blow (Rune Magic)
1 point
ranged, temporal, stackable, reusable
This spell must be cast on an axe. For every point in this spell the axe will inflict an additional 6 points of damage. The spell lasts until the duration expires, or a blow is struck, whichever comes first.

Ignore Wounds (Rune Magic)
1 point
self only, temporal, nonstackable, reusable
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).

Wind Slicing Blade (Rune Magic)
1 point
ritual ceremony, stackable, one-use
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.

New Subcult

Binstarnif Awe

Fearless Mount (Rune Magic)
1 point
ranged, temporal, nonstackable, reusable
Once cast the affected mount will not flee in terror, nor be affected by natural, non-magical fear affects. It is still just as susceptible to Fear spells and their ilk.

Vinga

I think it's probably easiest to detail Vinga as a seperate RuneQuest cult. I heartily advise looking at Jane Williams' cult write-up of Vinga for more spells that you might want to add onto the list or replace, plus some gifts and geases.

Initiate Requirements: Immediate for clan members at just one point of POW. Otherwise it is satndard. Skills - Jump, Track, Spear Attack, Thrown Javelin Attack. Only females may join Vinga. All initiates must protect their priest for five weeks out of the year. They are taught Stormspeech for free to 25%. Membership guarantees free board, one point of spirit magic every five years and 50 hours of training free a year in cult skills.

Spirit Magic: Bladesharp, Co-ordination, Detect Enemies, Farsee, Fight Rapist, Heal, Leap, Mobility, Run on Snow, Speedart.
Passions: Hate trolls 5, Hate chaos 4, Hate fire worshippers 1, Hate Mysogyny 5, Love family 3, Loyalty family 4.
Runes: Storm 8, Mobility 4, Mastery 4.

Loyal Daughter Requirements: Must have been an initiate in good standing for at least a year. She must have 90% spear attack, plus 90% in any four skills from the following; Climb, Hide, Jump, Orate, Scan, Sneak, Speak Stormspeech, Track, Weapon Attack or Weapon Parry. Are Rune Lords and Priest and are equipped with iron weapons and armour.

Common Rune Magic: Divination, Enchant Iron, Excommunication, Initiation, Sanctify, Spellteaching, Worship Orlanth.
Special Rune Magic: Dodge Missile, Leaping Shield, Run On Treetop, Truespear.
Allied Spirit: Spear, helmet.

Spells

Run on Snow is described in the Odalya cult write-up.

Dodge Missile (Rune Magic)
1 point
self only, temporal, nonstackable, reusable
This spell allows the caster to avoid arrows, bolts, thrown weapons and indeed anything that falls under the missile weapons description with the exception of gunpowder propelled weapons such as pistols and muskets. As a free action the caster can attempt a free dodge roll to avoid being hit by the weapon even if they were not aware of the attack. This can be used multiple times a round, but obviously only once per missile.

Fight Rapist (Spirit Magic)
2 points
self only, temporal, passive
For the duration of the spell the Vingan gains an extra one half their skill on all attacks and parries made against a rapist. This spell is incompatible with fanatacism and beserk.

Leap (Spirit Magic)
variable
self only, temporal, passive
For every point in the spell the casters Jump skill is increased by 5%. This cannot more than double the characters Jump skill.

Leaping Shield (Rune Magic)
1 point
self only, temporal, nonstackable, resusable
This allows the Vingan to use even greater agility whilst carrying a shield, they can leap and spiral around through the use of this spell. The Vingan can use their Jump skill in place of their Shield Attack skill. As they can increase Jump via the Leap spell (see above) this can give them quite a high shield attack, additionally they can use weapon enhancing magic (such as Bludgeon, if they could have access to it) to add to the shield's attack chance.

Run On Treetop (Rune Magic)
1 point
self only, temporal, non-stackable, resusable
This allows a Vingan to jump onto, and run along, the treeline. Once cast the Vingan can, for the duration, treat the treetops as if they were solid ground, prancing from branch to branch at no penalty to any skill. If they wish to go from the treetop to the ground, or vice versa, they must make a successful Jump roll. If they fail then they take all associated falling damage (if jumping down) or just fail to jump up. The spell will take the Vingan to the top of the trees, no matter how high they might be. If the spell ends whilst the Vingan is still on th the treeline, they immediately jump down, and must make the associated jump roll (well, the Vingan could, if they wished, not jump down, but then they would doubtlessly fall to their doom or just be left clutching a tree branch).

Vingan Subcults:

Defender Storm

Grants Melt Ice (see the description under Ohorlanth the Great Storm) and the following magical spells:

Aid Throw With Wind (Spirit Magic)
1 point
self only, temporal, passive
For the duration of the spell the caster's Throw skill is increased by a number of percentiles equal to the wind STR.

Defender Storm (Rune Magic)
1 point
special, instant, stackable, one-use
Unlike normal spells Defender Storm is not "cast". Once sacrificed for the Vingan can, at will, use the spell at no action or magic point cost, and no need to roll to see whether it is cast successfully. It can be cast even when bound, tied and gagged (although not whilst in a slave collar, or in a magic dead zone). It is stacked with Increase Wind and any other wind realted enhancing magics. They are cast along with the Defender Storm.

Piercing Shriek (Spirit Magic)
1 point
ranged, instant
Once cast the Vingan emits a deafening shriek. It is projected towards a single target. They must make a Listen roll, if the successful they take 1d3 points of damage to the head, if they fail they take nothing.

Shield Stops Wind (Rune Magic)
1 point
ranged, temporal, nonstackable, resuable
May only be cast on someone using a shield. If they resist their magic points must be overcome. Once cast the target will be unaffected by the wind. They cannot be blown over, their attack and parry skills are unaffected by the wind etc... although missile attacks will still be affected (as the projectile would have to leave the shielded area). Should there be an beneficial effects from the wind (such as Fighting Storm or Undying Storm) then these are lost too, until either the spell expires or the shield is cast aside.

Wash Away Snow (Spirit Magic)
1 point
ranged, instant
Once cast a small shower of rain appears. It washes away any snow within a 2m radius, unless the snow is magically warded.

Warm Wind (Rune Magic)
2 points
ranged, temporal, stackable, reusable
This spell causes the wind to turn warm. It increases the temperature within range by 1 celsius per 3 points of wind STR, and there is no longer any wind chill. Additional points of Warm Wind increase the range affected by 100m.

The Red Woman

This sub-cult is rather peculiar in that it cannot be joined by Vingan initiates or Loyal Daughters. Outsiders, however, can join the Red Women. They must dye their hair red and swear the Red Vows at an Orlanthi ceremony. Whilst they are members of the Red Woman the Red Vow renders them infertile. They then sacrifice 1 POW, and are now considered initiates of Vinga as long as they are members of this subcult. They can sacrifice for magic etc... and demand assistance. However, they need not be ordained by Priests, and never suffer the spirit of reprisal (but instead lose membership in the subcult). When they cease to be members of this sibcult all magic is lost (and their fertility returned).

Vinga the Avenger

Grants two spells, and one gift/geas that can only be taken by Loyal Daughters:

Gift: Can sacrifice for Blade of Vengeance.
Geas: Must sacrifice their fertility.

Blade of Vengenace (Rune Magic)
1 point
Ritual enchantment, reusable
This allows a Vingan to create a Blade of Vengeance. Ths requires a sword to be specially crafted by a priest of Gustbran. The ritual must then be cast, and 1 POW expended. The Blade has special powers when facing foes who have raped or killed battle allies or family relatives of the Vingan. In such a case the highest relevant passion of the Vingan is inflicted as additional damage to the target. So if a Vingan faces someone who killed her mother, and has Love (family) 8, and Loyalty (Family) 10, it would inflict an extra 10 points. If it was a broo she faced and her highest passion was Hate Chaos 14, it would inflict 14 extra points of damage. If you don't use passions just allow it to add 10 to the damage inflicted.

Inspire Non-Combatant (Rune Magic)
1 point
ranged, temporal, nonstackable, reusable
This spell can only be cast on a non-combatant. A non-combatant is anyone with less than 40% in their highest attack skill. For the duration the target doubles all attack skills, and renders them immune to demoralise.

Vinga the Spearwoman

Teaches Find Lost Child, Heal Wound, and the following two spells:

Defend the Helpless (Rune Magic)
2 points
self only, temporal, nonstackable, reusable
For the duration of the spell any non-combatant (person with less than 40% in their highest skill) or unconscious or otherwise prone individual within 2m of the caster receives the benefit of the Vingans skill. Any attack at that target can be parried by the Vingan, if they make a successful parry roll. This is a free action. They can parry multiple attacks, including multiple attacks on the same SR, and if the attacks are made against multiple targets. As long as the target is within 2m, the Vingan gets a chance to stop it.

Shield Non-Combatant (Spirit Magic)
variable
ranged, temporal, passive
This spell can only be cast on a non-combatant. A non-combatant is anyone with less than 40% in their highest attack skill. For the duration of the spell the target will receive the benefit of 2 points of protection for every point in this spell.

Ana Gor

The following is a short form cult write-up for Ana Gor.

Initiate Requirements: Any human may join Ana Gor as an initiate merely by sacrificing 1 POW. Initiates cannot learn rune magic from Ana Gor.

Spirit Magic: Second Sight.
Passions:Loyalty Ana Got Cult 4.
Runes: Death 4, Harmony 4.

Priesthood Requirements: In most areas Ana Gor is not worshipped as a cult in its own right, but as a smaller part of a larger cult. Therefore, the normal requirement is to be an acolyte or rune priest of one of the following cults Humakt, Ty Kora Tek, Babeester Gor, Kanak Gor, Maran Gor and Esrola with the highest ceremony skill.

Common Rune Magic: Excommunication, Initiation, Sanctify, Soul Sight, Worship Ana Gor.
Special Rune Magic: Appease [problem], Great Sacrifice.

Spells

Appease [problem] (Rune Magic)
1 point
ritual ceremony, reusable
This spell is aimed at appeasing a particular problem such as plague, curses, infertile land etc... It requires a number of sacrifices of Ana Gor initiates dependent upon the size of the problem. I leave it open to the GM to determine how many people must be sacrificed to appease the appropriate problem. Not that a priest knows how many, they have to use their best guess, and if they don't sacrifice enough people there is no effect whatsoever. As a guideline, one person will get rid of a minor community problem, five will get rid of a major community problem and ten will avery a catastrophe on a small community level.

Great Sacrifice (Rune Magic)
1 point
ritual ceremony, one-use
This spell is used to grant Hero Points for use on HeroQuests or empowering the most deadly, grave and powerful magics that require Hero Points to work. Again it requires sacrifices, which must be sacrificed immediately prior to the casting of the spell or the beginning of the HeroQuest. Only initiates of Ana Gor may be sacrificed. Ten initiates grant one hero point, modified by spiritual quality, one hundred initiates grant two hero points modified by spiritual quality, a thousand initiates grants three hero points modified by spiritual quality etc... See
my HeroQuest rules for information on Hero Points and spiritual quality.

Babeester Gor

New spells for Babeester Gor are:

Blood Beer (Rune Magic)
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!

Death Paint Ritual (Spirit Magic)
4 points
ritual ceremony
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.

Earth Avenger (Rune Magic)
1 point
self only, temporal, stackable, reusable
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.

Sacred Revenge (Rune Magic)
3 points
ritual ceremony, one-use
This ritual is only used in the most dire of circumstances. Once cast the Babeester Gor worshipper must hunt down and kill a single enemy, named at the time of casting. It is reserved for only the most powerful enemies who have committed the most wanton acts of destruction. Whilst under the effect of the spell the recipient will have numerous bonuses. First, they are unaffected by fatigue loss, and therefore need not rest, eat or drink. Secondly, they are empowered by Babeester Gor herself, with her fury, so that whenever the target is encountered the recipient goes Beserk as per the spell except that they are not reduced to -100 fatigue when the spell ends. Thirdly, they have the eye of Babeester Gor herself, and will regain one rune spell a day of their choice without need for pray. A side effect of this spell is that the recipient cannot regain fatigue (by magical or non-magical means), which means that it will continually drop down to -100 at which point the recipient will begin losing 1 permanent CON point for every fatigue point lost above that number. So, for a short time they will be an unstoppable killing machine, totally unaffected by fatigue loss right up until they drop dead from loss of CON.

Barntar

The following is a short form write up for the cult of Barntar:

Initiate Requirements: Any farmer or son of a farmer from an Orlanthi background can join the cult of Barntar at the cost of 1 POW. There is no other way into the cult.

Spirit Magic: Cat Whistle (see Orane the Steadwife), Endurance, Kill Weeds, Sobriety, Strength, Tame (domestic animal), Vigour.
Runes: Earth 2, Storm 1, Man 2.
Passions: Loyalty Family 3, Love Family 3, Love Farming 3.

Priesthood Requirements: Must have one out of Animal Lore, Plant Lore, Ceremony and Craft/plow at 90% and one other at 50%. Must have ten points of Barntar Rune Magic, and currently be a farmer. Barntar priests normally retire from farming, handing over the running to their son, so they can dedicate themselves to religious duties.

Common Rune Magic: Command Cult Spirit, Divination, Excommunication, Initiation, Sanctify, Spellteaching, Summon Cult Sprit, Worship Barntar.
Special Rune Magic: Dry Wet Field, Plow of Barntar, Plow Strength.
Allied Sprit: Plow.

Don't know where Plow Strength is, I think it's from the Net, if someone has a link that would be appreciated.
Associated Cults: Ernalda (Bless Crops), Mahome (Enhance Mahome), Orlanth (Enchant Iron).

Dry Wet Field (Rune Magic)
1 point
ranged, instant, stackable, reusable
Once cast this spell will affect an area of land equivalent to that which one man can plow in a day per point stacked. That area will instantly dry out, all rain and mud will vanished and be replaced by soft earth. If cast straight after a particularly viscious rainstorm many crops can be saved in this method (although a full blown flood probably wouldn't leave much).

Kill Weeds (Spirit Magic)
1 point
ranged, instant
This spell kills an amount of weeds in range equal to the amount a man could weed in ten minutes.

Plow of Barntar (Rune Magic)
3 points
ritual enchantment, reusable
This must be cast on a specially prepared plow, which must be gilded in tin and small pieces of silver (general cost 3d4x100 pennies). Once the enchantment has been cast the Barntar worshipper expends 3 POW. Their plow is now enchanted to plow twice the amount that it previously would per day!

Sobriety (Spirit Magic)
Variable
touch, instant
This spell purges the targets body of alcohol. 2 POT is purged per point of the spell. Sobriety cannot be recast again and again to purge alcohol out of someone's system, so if someone with POT 8 alochol in their body has a Sobriety 2 cast they are left with POT 4 alcohol, and another casting of Sobriety 2 would be ineffective. Of course a further casting of Sobriety 3 or 4 would be effective. Sobriety can be recast when new sources of alcohol enter the target's system.

Tame (domestic animal) (Spirit Magic)
Variable
ranged, duration one working day, passive
The Barntar worshipper gets +10% per point of spell on their Animal Lore whilst trying to tame the specific domestic animal. This cannot more than double their skill.

Brastalos

This is a short form cult write up for her cult. Note that the Orlanthi version does not grant Waterspout, which she does if she is worshipped in the Sea Pantheon.

Initiate Requirements: Must not be married to someone who is not a foreigner. Must pass a simple Test of Holiness and sacrifice 1 POW. Even at initiate level, worshippers of Brastalos gain the ability to detect forthcoming weather changes just as Wind Lords can.

Spirit Magic: Befuddle, Countermagic, Dispel Magic, Mindspeech.
Runes: Storm 2, Mobility 2, Communication 1.
Passions: Loyalty Family 5, Love Family 5, Love Previous Family 3.

Priesthood Requirements: Must be married to a foreigner, have at least 50% in Human Lore and be able to speak a foreign language. They must know Mindspeech 2 and have at least 10 points of Brastalos' rune magic.

Common Rune Magic: Binding Enchantment, Command Cult Spirit, Dismiss Magic, Divination, Excommunication, Extension, Initiation, Mindlink, Order (cult spirit), Sanctify, Soul Sight, Spellteaching, Spirit Block, Summon (cult spirit), Worship Brastalos.
Special Rune Magic: Cloud Clear, Decrease Wind, Eye of the Storm, Silence Thunder.
Allied Spirit: Goose, sow.

Associated Cults: Orlanth (any countermagic cast by a Brastalos priest is twice as effective against Orlanth's magic), Magasta (Breathe Air/Water).

New Spells

Eye of the Storm (Rune Magic)
1 point
ranged, temporal, stackable, reusable
Once cast all weather within a 5m radius sphere ceases to take place. All rain stops, all snow stops, all winds stop in that area and that area alone. Temperature is not affected - if cast in the middle of a desert it'll still be baking hot, if cast on a tundra, it'll still be pretty chilly. Only changes to temperature from wind chill is affected. Every additional point in the spell increases the radius by 5m.

Silence Thunder (Rune Magic)
1 point
ranged, temporal, stackable, reusable
This spell calms thunderstorms. It affects an area of 100m around the caster. Every additional point increases this area by 100m.

Engizi the Sky River Titan

The following is a short form cult write up for the cult:

Initiate Requirements: Standard. Skills - Craft/netmaking, Craft/fishing, Net Attack, Swim.

Any initiate who casts Engizi magic in the River automatically succeed in their casting rolls. Any Engizi magic cast in Upland Marsh has half the chance of success and always costs one extra magic point.

Spirit Magic: Coordination, Repair, River Eyes, Strength, Swimsure, True Net.
Passions: Loyalty Engizi 3, Hate Chaos 3, Hate Delecti 4.
Runes: Water 4, Death 2, Harmony 2.

Priesthood Requirements: Standard.

Common Rune Magic: Command Cult Spirit, Divination, Excommunication, Find substance, Initiation, Sanctify, Spellteaching, Summon Naiad, Summon Undine, Worship Engizi.
Special Rune Magic: Blood Rain, Breath Air/Water, Command River Spirit, Command Undine, Drown, Enchant Quicksilver, Float, Speak with River Creatures, Strongnet, Swim Back From Death.
Allied Spirit: Net, Fish.

Spells:

Blood Rain is (IIRC) from BODR #3 and Strongnet is (IIRC) from Troll Gods.

Speak with River Creatures (Rune Magic)
2 points
voice range, temporal, nonstackable, reusable
This spell allows the caster to converse with all river creatures for the duration of the spell. Fast Talk and Orate can be used if the target needs convincing. This spell does not instil any intelligence in the creature, which can only speak from their own awareness.

Swimsure Spirit Magic
variable
touch, temporal
Once cast the recipient becomes better at swimming. For every point in the spell the target's swim skill increases by 5%. This cannot more than double the recipents skill.

Swim Back From Death (Rune Magic)
2 points
touch instant, nonstackable, one-use
This powerful magical spell allows a worshipper of Engizi to literally swim back from Death. It can only be cast on worshippers of Engizi. They must be suffering from a bleeding wound, and be in the River as they die. At this point their body vanishes into the depths of the waters. They then enter the Otherworld and must swim back to life. The chance of their success is equal to their Swim skill (modified by their Piety Engizi if you use
my HeroQuest rules). If they fail, then they die and go to the appropriate afterlife. If they succeed, they return fully healed at Sky Falls on Engizi's holy day in Sea Season. At the GM's ruling they may encounter troubles (or maybe more favourable encounters) in the Otherworld which they must deal with. This is not ressurection, and characteristic loss does not occur, nor is there a chance of death sickness.

Heroes

Alakoring Dragonbreaker

Those dedicated to Alakoring Dragonbreaker can learn Slay Dragon. Those who have proved themselves as Dragon Fighters can be taught the following heroic skill:

Avoid Dragon's Best Attack (New Skill)
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.

Gorangi Vak

His cult teaches Lassoo and stick attack, as well as stick parry. Teaches the following spell:

Knock Out Uroxi (Rune Magic)
1 point
self only, temporal, stackable, reusable
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.

Harmast Barefoot

See Harmast Barefoot elsewhere on my webpage for the description of this Hero Cult.

Renvald Meldekbane

Teaches the following skill and spell:

Recognise Sorceror (New Skill)
Perception (Base 00%)
This skill allows the character to recognise sorcerors, and those who wield the power of the Meldek. It is a semi-magical intuition, akin to Sense Chaos. Once used it will detect anyone in 15m who has Presence and actually has spells using Presence at that time. It will not detect someone who has Presence but is not actually using any of it.

If you use the old RuneQuest sorcery system (an act punishable by whipping, so I hear) then it will detect anyone who has cast a spell that is still active.

Block Spell (Rune Magic)
1 point
ranged, temporal, stackable, reusable
This spell blocks the evil magics of the Meldeks. Once cast, for every point in the spell, it provides 5 points of Countermagic versus Sorcery only.

Kero Fin

Here is a short form cult write up for Kero Fin. The High Priestess of Kero Fin is the only person in Dragon Pass who can bestow true sovereignty over Dragon Pass, for they speak the will of Kero Fin.

Initiate Requirements: Standard. Skills - Climb, World Lore, Plant Lore, Animal Lore.

All worshippers of Kero Fin must live within sight of the mountain itself. They are taught the skill of genealogy (see BoDR#3 except it does not apply to Uz alone). Her Rune Magic cannot be cast outside the ancient boundraries of Kerofinela.

Spirit Magic: Climbing (see BoDR #3), Farsee, Heal, Stop Ascent.
Runes: Earth 4, Magic 3.
Passions: Loyalty Dragon Pass 5, Love Dragon Pass 5, Love Orlanthi 3, Hate Chaos 3.

Priesthood Requirements: Standard.
Common Rune Magic: All.
Special Rune Magic:
Avalanche, Bless (see Sandy Petersen's ritual magic rules), Call Alynxes, Discover Ancestry, Mountain Wind, Snow.
Allied Spirit: Alynx.

Associated Cults: Magic from assoicated cults can be cast outside the boundraries of Kerofinela with impunity. Inora (Avalanche), Orlanth (Flight), Yinkin (Identify Scent), Velharl (Speak with Wild Animals).

New Spells

Call Alynxes (Rune Magic)
1 point
special range, instant, stackable, reusable
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.

Discover Ancestry (Rune Magic)
1 point
ranged, instant, nonstackable, reusable
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.

Mountain Wind (Rune Magic)
1 point
100m radius around caster, temporal, 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.

Stop Ascent (Spirit Magic)
2 points
ranged, temporal, active
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.

Maran Gor

Teaches Command (Quakebeast) and the following additional magics:

Cause Landslide (Rune Magic)
1 point
ranged, instant, stackable, reusable
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.

Based on someone's Avalanche spell for the Inora cult, I know it's available on the net, but have no idea who wrote it! Answers on a postcard please.

Collapse Building (Rune Magic)
1 point
ranged, instant, stackable, reusable
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.

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.

Rockskin (Rune Magic)
2 points
ranged, temporal, nonstackable, reusable
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.

Shake Down Chaos (Rune Magic)
2 points
ranged, instant, nonstackable, one-use
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.

Based on the Blood Rain spell

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...

Redalda

This is a short form cult write up for the cult of Redalda:

Initiate Requirements: Standard. Skills - Animal Lore, Breed Horses, Horse Care, Ride. For the skill of Breed Horses and Horse Care are analogues of Breed Insect and Insect Care (see Troll Gods).

Spirit Magic: Comfort Family, Co-ordination, Detect Horse, Heal, Heal Horse, Horsemanship, Mobility.
Runes: Beast 3, Man 2, Storm 1.
Passions: Love Family 2, Love Horses 4, Loyalty Horses 2.

Priesthood Requirements: Standard.

Common Rune Magic: Binding Enchantment, Command Cult Spirit, Divination, Excommunication, Extension, Find Enemy, Find Horse, Heal Wound, Initiation, Sanctify, Spellteaching, Summon Cult Spirit, Warding, Worship Redalda.
Special Rune Magic: Bless Horse, Command Horse, Fight Disease (only works on horses), Speak With Horses.
Allied Spirit: Horse.

Subcults

There is only one subcult, open only to priests, that of Redalda's Secret Way. It teaches Pasternhock, Pollmane, and Witherscroup as one-use spells. They are reusable if cast on Redalda's High Holy Day. These are the Hsunchen Transform spells (and are detailed in Martin Crim's article).

Associated Cults: Elmal (Shield), Ernalda (Restore Health CON), Orlanth (Fly).

Bless Horse (Rune Magic)
1 point
ranged, instant, nonstackable, reusable
Any horse 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.

Comfort Family (Spirit Magic)
1 point
self only, temporal, passive
Once cast the caster gains 20% on all communication skills related to dealing with one's immediate family.

Heal Horse (Spirit Magic)
Variable
touch, instant
Works as Heal does, except it has full effect on horses and half effect on other species.

Horsemanship (Spirit Magic)
Variable
touch, temporal, passive
Once cast the target of the spell gains an extra 5% to their Ride skill for the duration of the spell. This cannot more than double the targets Ride skill.

Speak With Horses(Rune Magic)
1 point
voice range, temporal, nonstackable, reusable
This spell allows the individual on whom it is cast to talk to horses for the duration of the spell. Orate and Fast Talk can be used if the horse needs convincing. The spell does not instill any intelliengce in the beast, and so it can speak only from its natural awareness.

Rigsdal

This is a short form cult write up for the cult of Rigsdal:

Initiate Requirements: Standard. Skills - Listen, Javelin Attack, Scan, Search.

Initiates gain access to the cult skill of Endure Cold.

Spirit Magic: Bladesharp, Detect Enemy, Endurance, Farsee, Heal, Night Vision, Protection, Vigilance, Vigour.
Runes: Stasis 3, Storm 3, Death 1.
Passions: Loyalty Liege 5, Loyalty Clan 5, Lust Vigilance 2, Love Clan 2, Love Liege 2, Piety Rigsdal 2.

Watchman Requirements: All Watchmen must have a CON of 15+, 90% in Scan, Listen and three of the following skills - Endure Cold, Search, Javelin Attack, any other weapon attack, any weapon parry, ceremony/Rigdal. Watchmen have access to reusable rune magic and gain 1d10 divine intervention like all rune lords.

Common Rune Magic: Armouring Enchantment, Command Cult Spirit, Divination, Excommunication, Extension, Find Enemy, Heal Wound, Initiation, Mindlink, Order (cult spirit), Sanctify, Spellteaching, Spirit Block, Strengthening Enchantment, Summon (cult spirit), Worship Rigdal.
Special Rune Magic: Falling Star Javelin, Illuminate Battlefield, Never Sleep, Night Watchman.
Allied Spirit: Owl, javelin, helmet.

Associated Cults: Orlanth (Shield), Humakt (Enchant Iron), Elmal (Truespear).

New Rigsdal Skill

Endure Cold (New Skill)
Special skill (Base CON%)
This skill is learnt by all worshippers of Rigdal. It cannot be increased by training, but can be increased by research and experience. It helps the worshipper endure extreme cold, biting winds etc... When struck by ice and cold based attacks, and cold-based exposure, the character can roll under their Endure Cold skill and, if successful, suffer only half damage. If you use RQIV rules, Ensure Cold is a Hard skill.

New Spells

Falling Star Javelin (Rune Magic)
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).

Illuminate Battlefield (Rune Magic)
1 point
ranged, temporal, stackable, 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%.

Never Sleep (Rune Magic)
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
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%.

Night Watchman (Rune Magic)
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.

Vigilance (Spirit Magic)
variable
ranged, temporal, passive
For every point in this spell the character's scan and listen are increased by 5% as long as the character remains motionless, or slowly walking (such as being on watch). For instance, a character standing on watch would receive this bonus, but not a character wandering around the undergrowth or a dungeon. This spell cannot more than double the characters skills.

Valind

According to my notes, Valind gains the spells Earth Cold and Freeze Water, although I don't know the source for these spells! If anyone has any idea why I've got them listed, please drop me a line.

He grants Cutting Wind Blast (see Helmakt the Fighting Storm), Command Hollri, Command Hrimthur, Run on Snow (see Odalya's additional spells) and the following additional spells. I recommend that a particular cult of Valind only teach one out of Cutting Wind Blast, Freezing Breath or Disrupt. In Valind's case I specifically point out that not all of these additional spells would be available at any holy site.

Blizzard (Rune Magic)
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.

Crack Metal (Rune Magic)
1 point
ranged, instant, nonstackable, reusable
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.

Freezing Breath (Spirit Magic)
3 points
special range, instant
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.

Icy Spear (Rune Magic)
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.

Shatter Tree (Rune Magic)
1 point
ranged, instant, stackable, reusable
This spell can only be cast if the temperature is below -5. 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!

Survive Winter (Rune Magic)
2 point
touch, temporal, nonstackable, reusable
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.