Always Know the Way
Divine, Heroquest, 3 points, non-stackable,
Details of the Vinga Leads The Way heroquest
held at most Pathfinder sites.
This spell lasts
one day. The caster will not get lost and will intuitively take the best route to their chosen destination. The best route
is based on GMD, a combination of the safest and the quickest route. If the two are mutually exclusive, then the caster gets
to decide whether to take the safe or the quick route. (P/J)
Spirit, 1 point, self, temporal.
Any Issaries site, Vinga temple at Pavis.
the duration of this spell the caster has a powerful voice that can be heard over most others. It does not deafen or cause
damage, but does make the casters voice very LOUD!. Very odd when a quietly spoken Vingan casts it to give orders or get attention.
With the Lady
Divine, 1 point, non-stackable, self, temporal.
Normally only found at ‘backwoods’
caster can commune with the spirits and daimones of the Lady of the Wild. In effect it allows her to see nature spirits and
local spirits dedicated to the Lady of the Wild, and to talk to them. If required, her effective Speak Spiritspeech is the
higher out of her skill in Speak Spiritspeech or Speak Own Language. (NE)
Divine, Heroquest, 1 point, self, non-stackable, temporal.
Sacred Top, Orlanth Victorious, Old Wind. Details of the
Vinga is Saved by Destor heroquest at Tarthcaer, Notchet, and Pavis.
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. (NE)
Divine, 2 points, self, non-stackable, 1 day duration.
Pathfinder (1 use/Chernan).
May be sacrificed for at any Chernan holy
place that has the spell.
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. (NE)
Divine, 1 point, non-stackable,
Available at all Vingan
spell informs the caster of the quickest route to their intended destination. (P)
Divine, 2 points, non-stackable,
Available at all Pathfinder
shrines, and many other Vingan temples.
This doubles the casters Tracking skill for the duration of the spell. (P)
Divine, 1 point, ranged, non-stackable,
Pathfinder (1 use/Gultha).
May be sacrificed for at any Gultha or
Issaries holy place that has the 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 necessitate 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 actually don't wish
friendship; will invoke the requisite spirits of reprisal. (NE)
Divine, 1 point, self, non-stackable, temporal.
Pathfinder (1 use/Belveren)
Known places to sacrifice for this spell
include Clearwine Temple and at the Untwisted Tree (a Belveren holy place in the Bevara Ridges).
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. (NE)
Divine, Heroquest, 2 points, non-stackable, self,
The Vinga and Tatouth heroquest is well known
in Sartar and Heortland. Can be sacrificed for at any Pathfinder shrine or Vinga temple.
this spell is cast, the caster will leave no tracks for the duration of the spell. She will leave no tracks or scent. (SP/J)
Divine, 1 point, touch, non-stackable, 12-hour duration.
(1 use/Vingkot), Pathfinder (1 use/Alusar)
Can be sacrificed for at many Vingkot and Alusar holy
places, most DarkStorm temples.
This spell grants its recipient the ability to see in darkness. For 12 hours the target can see by any amount of available
light. If there is a complete absence of light, they cannot see. (RQ/P)
Spirit, variable, self, temporal.
Pathfinder, Uzfighter, DarkStorm.
Can be learnt at most sites to the above subcults, or
any Tatouth site.
adds 15% per point of spell to the casters Hide skill. (P)
Divine, 1 point, self, non-stackable, temporal.
All (1 use/Issaries), Pathfinder (Issaries).
Can be sacrificed
for at any Issaries site, Pavis, Last Cast, Tarthcaer, and Notchet Vinga temples.
This spell is used when travelling through dangerous or questionable territory. It must be laid upon a known path
or visible road that will be travelled by the caster. The spell alerts the user to the direction and number, though not type,
of all enemies and traps within a 100m radius. The spell lasts as long as the road lasts and as long as the caster stays awake.
Divine, 2 points, ranged, stackable, temporal.
Adventurer/Pathfinder (1 use/Orventili).
Known to be accessible at many Orventili
shrines across Kethaela and Kerofinela. Includes Clearwine, Nine Moss Hill, Greenstone, and GoodFields temples.
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. The effects of the spell end if the caster takes
any offensive actions. (NE)
Spirit, 2 points, non-stackable, touch, instant.
Adventurer/ DarkStorm/Pathfinder (Yinkin).
Can be learnt at any Yinkin shrine or temple.
cast on a willing target, this spell puts the person to sleep, no matter what the external conditions are. The target must
not resist this spell otherwise it will fail. (SP)
Divine, 2 points, stackable, touch, temporal.
Can be sacrificed for at any Pathfinder, and most Vingan,
shrines or temples.
This allows the
recipient to speak the language of a chosen stranger at 30% for the duration of the spell. This is just enough to convey basic
concepts, see the RuneQuest rulebook for clarification. Multiple castings will allow the caster to speak an additional language
per casting. (J)
Divine, 1 point, touch, non-stackable, temporal.
Pathfinder (1 use, Ferace the Wild Healer).
May only be sacrificed for at Ferace sites.
For one day the target will find herself 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. (SP/J)
Known at most Pathfinder holy places, and
by almost all priestesses.
calls upon Vinga to bless travellers. The ritual may be cast on any group travelling together to a set destination. Each member
of the group must sacrifice 1 MP to the ritual, and the priestess conducting the ritual must sacrifice 1 MP per person in
the group she is blessing, and 1 POW. The effects of the ritual depend upon the degree of success of the Ceremony roll made
by the officiating priestess. Normal success provides a +5% bonus to non-combat skill used while travelling, specials provides
a + 10% bonus, and criticals a +20 % bonus (if the caster knows the route
that is being taken, all bonuses increase by 5%). A failed roll has no effect; a fumble will decrease skills by 10%. The effects
of the ritual last a week.
After that, if
the destination has still not been reached, the participants can continue to receive the benefits of the ritual. If the caster
conducts a brief ritual to the goddess each morning (must succeed at a Ceremony roll).
Members of the original group who wish to continue receiving benefits from the ritual, must contribute 1 MP each. (J)