Divine, 1 point,
stackable, touch, instant.
1 use (Lhankor Mhy).
This spell gives a true statement of at least one function of one magical item,
entity, or substance. If more than one point is cast at a time, more than one truth is discovered. The spells must be cast
simultaneously, or the same truths are repeated.
1 point, non-stackable, temporal.
(1 use, Eurmal).
This spell doubles the basic APP of the target. Now matter how high APP goes, the target
remains recognisable. (RQ)
1 point, ranged, non-stackable, temporal.
This spell allows the user to be totally invisible and soundless in darkness and shadow to
anyone within range. (RQ)
Divine, 1 point,
non-stackable, ranged, temporal.
This spell cannot be resisted and can be cast only on non-chaotic
targets. When cast upon a single fighter, that person stands his ground and fights any chaotic foe he faces, even if ordinarily
he would have run. In general, this spell is used on outsiders since Storm Bull cultists stand against chaos regardless of
This spell does not render its target immune to the effects of such spells as Demoralize or Panic, though he still
will not flee. A Demoralized fighter continues fighting, though at half attack chances; a panicked fighter cannot fight at
all, but does not flee; etc. (RQ)
Divine, 1 point,
temporal, touch, non-stackable.
This spell increases the recipients combat skills to 150% of their current value when fighting
Chaos creatures. (P)
1 point, touch, non-stackable, temporal.
This spell decreases the SR
of any weapon it is cast upon by one point. (P)
Divine, 1 point, stackable, ranged, temporal.
may transport one object weighing up to SIZ 6 through the air for the duration of the spell. Convert Encumbrance to the equivalent
SIZ. Each extra point of Fly increases the potential weight carried by 6 SIZ.
To pick up
something nailed or glued down, the caster must use his current magic points to overcome the STR of the nails or glue (GMD)
on the resistance table.
An object affected by this spell moves at 3 metres per strike rank. An unwilling
target’s magic points must be overcome or this spell has no effect on him. (RQ)
Divine, Heroquest, 3 points, self, non-stackable,
This spell must be cast upon a shield. The shield has an infinite number of armour points for the spell’s duration.
Knockback still affects the holder of the shield. (RQ)
3 points, self, nonstackable, instant.
This spell returns the caster to a specific spot made sacred to Orlanth or Mastakos through a complicated week-long
ritual connected with acquiring the spell. This spell has no range limitation. Additional spells may be acquired which lead to different spots. (RQ)
1 point, ranged, non-stackable, instant.
spell enables the user to leap over a single obstacle (hill, tree, building etc) and land safely, facing in any direction.
1 point, non-stackable, ranged, temporal.
1 use (Yinkin).
This spell enables the target to perfectly identify the nature of any familiar scent he encounters
while under the spell’s influence. It does not give range or direction, just nature. If the scent is of a substance
or entity that the target has never before encountered, he only knows that an unknown scent has been encountered.
1 point, non-stackable, touch, temporal.
spell provides a 10% Jump bonus and allows the recipient to make jumps of extraordinary length and height. A single Jump made
be made each round, this requires a successful skill roll. The characters strength determines the maximum distance of a jump,
for each point of STR the character may jump up to 1 metre horizontally, or a foot (c 30cm) vertically. This spell is stackable
with the Jump spirit magic spell. (SP/J)
Divine, 1 point,
nonstackable, touch, duration 8 weeks.
1 use (Issaries).
This spell may be cast on a door, chest lid, bag opening, or similar device. It thereafter
acts as a Glue spell with a Strength equal to the number of magic points used to power the spell when it was cast. It is personalised
to the caster, and only they may open the door (or whatever) as many times as desired and, when it is closed, the Lock will
work again. This spell cannont be extended, or removed by magic. If the Lock’s STr is overcome with brute force, and
later closed again, the Lock will work again. (RQ)
1 point, and stackable, ranged, special.
This spell creates an area of mist 2metres in diameter for every MP expend in
the casting. Visibility within the mist is limited to 1 metre. The mist will be dispersed by wind, 1 metre in diameter disappears
every round per point of wind strength over 10. Each additional point of the spell used doubles the area of mist created.
The mists last for an hour before fading away (at a rate of 1m diameter every round). (RQ/J)
Spirit, 2 points, ranged,
spell allows the target to run on mud without penalties to their movement rate. (P)
1 point, non-stackable, self, instant.
This doubles the knockback effect of one attack. (P)
Divine, 2 points, reusable,
This allows the user to walk/run up cliffs at normal walking/running
speed without making a Climb roll. (SP)
Divine, 3 points, non-stackable,
Enables the caster to conjure and cast a ‘spear’ made from wind. It counts
as a spear but does double damage, and has double the throwing range of a normal spear, and is used at +25% to Attack. The
bonuses only apply if the target is downwind. (P)
3 points, ranged, stackable, instant.
Sighting for this spell must be done visually. The caster
can teleport to any spot within range that he can see, either on his own, or through the eyes of a familiar/allied spirit,
or through a Mind Link spell. The spell carries the caster and their size in ENC
worth of gear, and each extra spell cast at once enables one additional living thing to be teleported with the caster. It
can be used to teleport someone else, with the same limitations. (RQ)
Wind Aids Throw
Spirit, variable, ranged,
For every point in this spell the targets Throw skill is increased by 5% for the duration
of the spell as long as they are throwing downwind.
Spirit, variable, self,
temporal.Each point in this spell increases the casters Throw skill by 5%. (SP/NE/P)