Spells
Avoid Storms
Divine, 1 point, self, stackable, temporal.
This spell allows a Vanganthi to avoid the dangers of a storm whilst flying, such as debris, lightning, torrential
rain, thunderclaps 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. (NE)
Death from Above
Divine, 1 point, non-stackable,
self, special.
This allows the Vanganthi to make a ‘strafing run’ over their target. One missile attack may be made at
full damage, doubled, during the attack sequence. This spell stacks with Speedart and MultiMissile but not Firearrow or Sureshot.
(P)
Eaglestrike
Divine,
2 points, non-stackable, self, special.
This spell is used in conjunction with a diving attack. The caster is able to add falling damage to their damage modifier
for the dive attack against a single target. The caster only takes falling damage if they fumble their attack roll. (P)
Fly Fast
Spirit, variable, self, temporal.
Every point adds one to the casters flying movement rate. Every 5 points (or fraction of) this spell costs an additional
FP a turn. (P)
Into Middle Air
Divine, Heroquest, 3 points,
touch, non-stackable, temporal.
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. (NE)
Read Foe
Spirit, variable, touch, temporal.
Allows the recipient to predict an opponent's attack just
before it is made, thus effectively raising their Dodge skill by 5% per point of spell. (JW)
Scream of Fear
Divine, 1 point, stackable, self,
temporal.
This spell must be stacked with Death from Above or Eaglestrike. It acts as a reversed Morale spell
on the unit attacked (-5% attack per point of spell). If the target of an Eaglestrike spell that has been cast in conjunction
with the Scream of Fear is killed, then all within a ten-metre radius are demoralised until the spell ends. The spell will
finish early if the flyer attacker ceases to be a threat. (P)
Vanganth's
Strength
Spirit, variable, self, temporal.
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. (NE)