Divine, 2 points, ranged, non-stackable,
(1 use, Finovan).
at most major Orlanth sites, all Finovan shrines.
Ambush assists a warband to ambush its foes. Each member
of the warband receives a +15% bonus to his or her Hide and Sneak skills. The bonus only applies if the force is going to
ambush an enemy, not if they are merely hiding from one. (P)
Divine, Heroquest, 3 points, self, non-stackable, temporal.
The Three Hopping Things heroquest can be learnt, and
the spell sacrificed for, at Tarthcaer and shrines on the Bevara Ridges only.
For the duration of the spell, the user may cast Healing magic on others in addition to any other acts. These spells
do not take a combat action and can be combined with other actions and spell casting. All healing spells become ranged, so
the user does not need to touch the injured person in order to use healing magic. (SP)
Divine, 1 point, non-stackable, ranged,
Adventurer/Spearwoman (1 use/Chalana Arroy).
This spell allows
the user to sing a Song of Power, which keeps all, who hear it from feeling pain, effectively anaesthetizing the body, while
still permitting consciousness. It is often used during childbirth and after battles. Characters who would normally be incapacitated
are not, though damage is unhealed. The spell requires a successful Sing roll to be effective. (RQ/J)
Divine, Heroquest, 3 points, non-stackable, temporal,
The Vinga Defends the Helpless myth is known at most Spearwoman
sites and the spell can be sacrificed fro at almost all Vingan sites.
This spell enables the caster to parry up to three attacks made on helpless creatures within range (POW in metres).
These parries are in addition to their normal actions and at unmodified chances of success. The caster may not parry attacks
made against her, she can only attempt to dodge them, unless she has not parried any attacks made against a helpless creature
in that round, in which case she can parry attacks made against her (the caster must rely on movement and agility whilst defending
the helpless but can fight normally when not doing so). (J)
Spirit, variable, self, temporal.
shrines of any clan with a Spearwoman or Uzfighter shrine/temple will normally teach this spell.
Each point of
this spell adds 5% to the casters Attack and Parry skills, but only if they are defending an obstacle (GMD). (P)
Divine, 2 points, non-stackable, ranged, instant.
(Bevara), Adventurer/Spearwoman (1 use/Bevara).
Any Bevaran or Vingan site.
An Ear-splitting Shriek affects one target per MP expended in the casting (but can only affect those who can hear
it, the spell does not make the noise carry any further than normal). A POW vs. POW roll must be made, with the casters roll
applying to all targets. (P)
Fumble: caster stunned for 2d6 SR.
Fail: No effect
Success: Target stunned for 2d6 SR
Special: Target stunned for 3d6 SR
stunned for 4d6 SR and deafened until healed.
Divine, Heroquest,1 point, touch, non-stackable,
(AssocHQ/Ernalda, 1 use), The Loom House Vows.
Can be sacrificed for at almost any Ernalda
temple. Details of the Vinga Defends Drenyan heroquest are known at
almost all Ernaldan and Vingan sites.
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. (NE)
Find Lost Child
Divine, 1 point, non-stackable, self, temporal.
Adventurer (Kallyr the Dancer), Spearwoman (HQ).
Hall of the Red Lady (Pavis
Rubble). The Vinga Finds the Lost Children heroquest is widely known.
The spell can be sacrificed for at any Vingan temple.
This spell informs
the caster of the presence of any lost children within a one-mile radius. The caster learns how far they are away, and in
what direction but must concentrate for a melee round to gain this information. The caster may alternately seek a single lost
child known to her either through encounters, a description, or the possession of an article of their clothing. In this case
the radius is seven miles and the caster need not concentrate. The DM must adjudicate as to whether or not a given child is
lost, thus coming under the remit of this spell. (J/P)
This ritual is known by
most Spearwoman priestesses.
This ritual is used to help prepare a group of women for battle. Each participant must contribute 1 MP to the ritual;
the officiating priestess must add 1 MP to this fro every five women in the ritual.
The ritual blesses the first cast of a javelin or spear by any of the women involved in the ritual. It provides a
10% Attack bonus and a +3 damage bonus to the first attack. The benefits of the ritual will last for a day, but are discharged
when the beneficiary makes their first attack of any kind following the ritual. The ritual is usually performed to give Vingans
an edge in the skirmishing that normally precedes battles.
Divine, 1 point, stackable, ranged, temporal.
Available at all Vingan sites.
to the Humakti spell of Morale. Normally cast in battle, it causes seven-times-seven
of the caster's followers per point, plus the caster herself, to become Fanatical, as per the spirit magic spell. Extra points
of the spell increase the numbers of followers affected, and also increase the range (multiply standard range by the number
of points used). The followers need not be Vingans, and in fact are often male. They may try to resist the spell, though this
is hardly normal behaviour. If they are already Fanatical then the spell has no effect. Duration is as standard for divine
Unlike the more
formal Humakti spell, there is no ceremony needed (shouting "follow me!" is normal, but not required) and no regimental standard.
Instead, the caster's hair acts as the standard: this is not a spell for those
who like to lead from the back! Inspire is compatible with most other spells, including Mindlink and Mindspeech. It
is not compatible with Berserk, or with being affected by Demoralise: in both cases, the Inspire will be lost. (JW)
Divine, 1 point, touch, non-stackable,
Spearwoman (Voria), All others 1 use (Voria).
be sacrificed for at any Vingan or Ernaldan temple, or Voria site.
This spell restores
the fatigue level of the target, up to the maximum of their STR+CON minus ENC. The target’s previous fatigue points
may have been positive or negative. (RQ)
Divine, 1 point, stackable, ranged,
Spell must be sacrificed for at
a Starkval shrine.
This spell affects a circle
of radius 5m per point stacked in the spell. Within the area of the spell, the user may make an Orate, Fast Talk or similar
roll to rally the people affected by the spell. If he succeeds, the user will bring the people out of whatever demoralising
effect that they are under. So, this will stop people running away if routed in battle, will stop people running around in
confusion and will bring them into some kind of order. It does not dispel demoralising magic, but does temper them, making
them less severe. (SP/J)
Most clans know this ritual.
This ritual is performed only once each year (on Defence Day). The priestess uses the hide of a red deer that she
has sacrificed to the goddess to create a magical shield for the bravest initiate of her congregation. The hide is used to
cover an ordinary target shield or buckler, and is then ritually enchanted. This requires the sacrifice of 1 POW and successful
Ceremony and Enchant rolls. The shield has 1d6+1 AP more than a standard shield, if the Ceremony roll was a special success
this raises to 1d6+2 additional AP, if it was a critical success then the shield gains 1d6+4 AP. Hide-covered shields are
vulnerable to fire unless they are treated, but otherwise the shield takes and absorbs damage in the usual way. (J)
Divine, 1 point, stackable, ranged, instant.
Can be sacrificed for at any Vingan shrine
restores broken morale in a group of people. It can cancel the effect of Demoralise on a number of people equal to the caster's
POW per point of spell. It is commonly used when an army is being affected by morale-sapping spells, such as a ghoul's howl.
Divine, 1 point, self, temporal, non-stackable.
Can be sacrificed for at any Vingan site.
This spell grants the caster an extra parry each round. This parry may only be used to protect a helpless individual,
and in no way provides the caster with an additional parry with which to defend themselves. (P)
Known by most Daughters of the Spearwoman subcult.
This ritual is used to prepare a group of women for battle. It draws upon the power of Vinga to defend its participants.
All participants must contribute 3 MP to the ritual.
The ritual either adds three AP to the subject, or increases her Dodge skill by fifteen percent
(their choice, must be made at the beginning of the ritual). The benefits of the ritual can be stacked with other magical
protections or skill enhancements. The benefits last for the course of a battle, or for a day, whichever is longer. (J)
Spirit Magic, 2 points, touch, instant.
Can be learnt from any Barntar site, or from any Barntar
spell causes the recipient to recover immediately from the effects of drinking alcohol. It removes all alcohol-based toxins,
prevents a hangover and removes any skill loss. (SP/J)
Divine, 2 points, self, temporal.
Adventurer/Spearwoman (1 use/Redalda).
Can only be sacrificed for at the Redalda
shrine at Charandar’s Rest or at Voudisea shrines.
This allows the user to speak with the type of beast for the duration of the spell. This
does not impart intelligence to the beasts, but does allow the user to have a conversation. If the beast needs to be convinced,
an Orate, Fast Talk or similar skill must be used. Redalda grants this spell to her friend to aid her in her travels. (SP)
This ritual, or minor variations of it, is widely known.
The exact form it takes depends on the caster/clans perceptions of, and interpretation of, Vingan myth.
This ritual requires
all participants to contribute 1 MP, and takes an hour to perform. The participants all gain a +5% to Attack and +2 damage
with spears and javelins. This bonus lasts for one battle, and is in addition to any other magics cast. Only women can benefit
from this ritual. Many minor variants exist; +5% Parry and +2AP on a shield,
+5% Attack and +2 damage with swords, etc.
Spirit, variable, touch, temporal.
Spearwoman, Uzfighter, Voudisea.
Can be learnt at any Spearwoman or Uzfighter site.
Raises SIZ to
half its current value again for purposes of knockback only. There is no effect on hit points or actual physical size, and
normal species (not gender) maximums do apply. If you're already SIZ 20, don't bother with this spell. (JW)
Divine, Heroquest, 2 points, self, non-stackable, temporal.
Details of the Vinga
Defends Elmal heroquest are known in almost all clans where both Elmali and Vingan are popular. Also held at the temples
in Notchet, Tarthcaer, Last Cast, and Defender’s Fort. It can be sacrificed for at any Elmal site with the spell.
is granted to Vinga by Elmal to help her guard the stead. It is a limited form of berserk that does not allow the caster to
retreat, but does allow them to take damage as if they were affected by a Berserk spell, and increases their parry
skills to 150% of their start value. The spell is typically used to enable a Vingan to cover a retreat or hold a vital position.
Elmal taught Vinga how to do this when she helped him defend the stead during the Darkness. (P)
Divine, 2 points, self, non-stackable,
Details of the Vinga’s Rough Day heroquest are widely known in Sartar. The spell may be sacrificed for
at any Bevaran shrine or temple, or at Tarthcaer, or at Red Larch Hill, a small Vinga shrine in the Bevara Ridges, where Bevara
once healed Vinga after she had been badly wounded by Zorak Zoran.
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. (SP)
Spirit, variable, ranged, temporal.
This spell may be learnt at any Rigsdal
shrine or temple.
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. Vingans can only gain this
spell by completing the ‘Vinga and the Long Night’ heroquest. (NE)