RuneQuest Companion SRD - Sorcery

RPG Rules Systems

Contents

Before a spell can be cast using Sorcery, the following process must be followed:

  • The character must first learn the spell through research. In order to learn a particular Sorcery spell, the caster must possess the spell in written form or be taught it by a mentor.
  • Each Sorcery spell is governed by a separate Magical skill. A particular spell’s skill is automatically acquired at its basic score when the spell is first learned. This skill may be improved normally though the use of improvement rolls.
  • Once the Sorcery spell has been learned, the character will be ready to try casting it:
  • To cast a Sorcery spell, the character must make a Magical skill test appropriate to the spell in question, for instance, a sorcerer casting Palsy must make a Palsy skill test.
  • If the test succeeds, the spell’s effects take place.
  • If the test fails, the spell does not take effect.
  • Sorcerers are able to manipulate their magic through use of the Manipulation skills. These allow the sorcerer to change the parameters of a spell with each casting. A sorcerer may Manipulate the Magnitude, Range, Duration and Targets of any spell he casts - he may even Combine multiple spells into one casting. It is not necessary to have the Manipulation skills in order to cast Sorcery but without it, the sorcerer is limited to the base parameters of spells.

Acquiring Sorcery

Acquiring Sorcery is an effort of will, intelligence and research. In order to be a sorcerer, all a character need do is learn one Sorcery spell. New Sorcery spells can either be taught by a mentor or discovered through research. In either case, treat the Sorcery spell as a new Advanced skill that must be learned. Thus it takes two improvement rolls to learn any Sorcery spell. Once learnt, the character gains the specific spell’s Magical skill at its basic score. This skill is increased using improvement rolls in the normal manner and can be increased through practise as well as research.

A sorcerer may only know a maximum number of Sorcery spells equal to his INT Characteristic.

(Specific Sorcery Spell) (INT+POW)

This skill allows the sorcerer to cast a specific Sorcery spell at its base parameters. Most Sorcery spells share the same base parameters: They have a Magnitude 1, a Duration equal to the sorcerer’s POW in minutes, a Range equal to the sorcerer’s POW in metres and may only affect a single Target. The Manipulation skills can increase the power of a Sorcery spell beyond these base parameters.

Casting Sorcery Spells

A character must be able to gesture with his hands and be able to chant in order to cast a spell. Whenever a spell is cast using Sorcery, there will always be a sight and sound that nearby creatures can detect, be it a flash of light, a crack of thunder or a shimmering in the air. The exact effects are up to the Games Master and player to decide for any given spell but will automatically be detected by any creatures within ten times the Magnitude of the spell in metres.

Casting a Sorcery spell requires a successful skill test, with the Magical skill used being the one directly relevant to the spell. Thus the Palsy skill is used when casting the Palsy spell. If successful, the spell takes effect.

If the casting test fails, the spell does not take effect.

Magic Points

Sorcery spells do not cost any Magic Points to cast. However, if a Manipulation effect is applied to a spell, each effect costs one Magic Point to apply.

Casting Modifiers

Sorcery spellcasting tests apply the same modifiers as Rune Magic tests. In addition, the following modifiers may apply:

Spellcaster is casting two or more spells simultaneously (using the Manipulation (Combine) skill): -10% per spell.

Sorcery spellcasting modifiers apply both to the spell’s specific skill and any Manipulations skills applied to the spell.

Casting Critical Successes

If a Sorcery spellcasting test, when compared to the spell’s specific skill, results in a critical success, any attempts to resist or counter the spell suffer a -10% penalty.

If a Sorcery spellcasting test, when compared to an applied Manipulation skill, results in a critical success, the Magic Point cost for applying that Manipulation effect is negated.

Casting Fumbles

If a Sorcery spellcasting test results in a fumble, the spell fails and the sorcerer loses 1D6 Magic Points, in addition to the Magic Point loss for any Manipulation effects or overcharging.

Casting Time

No other Combat Action may be taken while casting a spell, though the character may slowly walk up to half their Movement while spellcasting.

More complicated spells take longer to cast as the character seeks to control the spell properly. Such spells will always have the Casting Time (X) trait, where X signifies the number of Combat Actions is takes to cast the spell.

A spell’s effect takes effect at the end of its last casting Combat Action. Note that spellcasters draw possible free attacks from enemies adjacent to them every Combat Action they spend spellcasting.

Distractions or attacks on the spellcaster as he casts will either automatically ruin the spell (if the spellcaster is blinded or disarmed of his runes, or suffers a Serious Wound or Major Wound) or require Persistence tests to maintain concentration on the spell.

Dismissing Sorcery Spells

Like Rune Magic, a caster can dismiss any Permanent or Duration Sorcery spell(s) he has cast as a single Combat Action. Ceasing to cast a Concentration spell is immediate and not a Combat Action.

Overcharging Sorcery Spells

Overcharging a Sorcery spell is superficially similar to overcharging a Rune Magic spell. The sorcerer expends their own Magic Points in order to boost the spell and a -5% penalty is applied to the casting test for every Magic Point spent in this way.

If the spell is successfully cast, every additional Magic Point expended in casting a spell has the following effect:

If the spell possesses the Resist trait, the target’s Resist test suffers a -10% penalty.

If the spellcasting fails, the caster loses the Magic Points invested into overcharging the intended Sorcery spell.

Manipulation

These skills may only be initially learnt through research or from a mentor. They are acquired as new Advanced skills and thus cost two improvement rolls each to initially learn. Subsequent improvement of these skills can be done through practise or research.

Manipulation (Magnitude) (INT+POW)

This skill allows the sorcerer to increase the Magnitude of a Sorcery spell. When used, apply all casting modifiers that are applied to the spell’s casting test to this skill too. The casting test’s D% result is also compared to this modified Manipulation (Magnitude) score. As long as this also results in a success, the spell’s Magnitude is increased. The maximum Magnitude to which the spell can be increased to is noted in the Manipulating Sorcery Spells table.

If the Manipulation (Magnitude) skill is not applied to a Sorcery spell when it is cast, the spell will have a default Magnitude of 1.

It costs one Magic Point to apply this effect to a Sorcery spell, whether or not the final spell is successful and regardless of the final Magnitude of the spell.

Manipulation (Duration) (INT+POW)

This skill allows the sorcerer to increase the Duration of a Sorcery spell. When used, apply all casting modifiers that are applied to the spell’s casting test to this skill too. The casting test’s D% result is also compared to this modified Manipulation (Duration) score. As long as this also results in a success, the spell’s Duration is increased. The maximum Duration to which the spell can be increased to is noted in the Manipulating Sorcery Spells table.

If the Manipulation (Duration) skill is not applied to a Sorcery spell when it is cast, the spell will have a default Duration equal to the POW of the caster in minutes. Specific spells may deviate from this default.

It costs one Magic Point to apply this effect to a Sorcery spell, whether or not the final spell is successful and regardless of the final Duration of the spell.

Manipulation (Range) (INT+POW)

This skill allows the sorcerer to increase the Range of a Sorcery spell. When used, apply all casting modifiers that are applied to the spell’s casting test to this skill too. The casting test’s D100 result is also compared to this modified Manipulation (Range) score. As long as this also results in a success, the spell’s Range is increased. The maximum Range to which the spell can be increased to is noted in the Manipulating Sorcery Spells table.

If the Manipulation (Range) skill is not applied to a Sorcery spell when it is cast, the spell will have a default Range equal to the POW of the caster in minutes. Specific spells may deviate from this default.

It costs one Magic Point to apply this effect to a Sorcery spell, whether or not the final spell is successful and regardless of the final Range of the spell.

Manipulation (Targets) (INT+POW)

This skill allows the sorcerer to increase the number of targets of a Sorcery spell. When used, apply all casting modifiers that are applied to the spell’s casting test to this skill too. The casting test’s D% result is also compared to this modified Manipulation (Targets) score. As long as this also results in a success, the spell’s number of targets is increased. The maximum number of targets the spell can affect is noted in the Manipulating Sorcery Spells table.

If the character is able to affect 5, 10, 15 or 20 targets, the caster may choose instead to affect a 5m, 10m, 15m or 20m radius, respectively, instead of selecting specific targets.

If the Manipulation (Targets) skill is not applied to a Sorcery spell when it is cast, the spell will have a default Target of one person or item. Specific spells may deviate from this default.

It costs one Magic Point to apply this effect to a Sorcery spell, whether or not the final spell is successful and regardless of the final number of targets of the spell.

Manipulating Sorcery Spells
Manipulation ScoreMagnitudeDuration (in minutes)Range (in metres)Targets
1% to 10%1POWPOW1
11% to 20%2POW x 2POW x 22
21% to 30%3POW x 3POW x 33
31% to 40%4POW x 4POW x 44
41% to 50%5POW x 5POW x 55 or 5m radius
51% to 60%6POW x 6POW x 66
61% to 70%7POW x 7POW x 77
71% to 80%8POW x 8POW x 88
81% to 90%9POW x 9POW x 99
91% to 100%10POW x 10POW x 1010 or 10m radius
101% to 110%11POW x 11POW x 1111
111% to 120%12POW x 12POW x 1212
121% to 130%13POW x 13POW x 1313
131% to 140%14POW x 14POW x 1414
141% to 150%15POW x 15POW x 1515 or 15m radius
151% to 160%16POW x 16POW x 1616
161% to 170%17POW x 17POW x 1717
171% to 180%18POW x 18POW x 1818
181% to 190%19POW x 19POW x 1919
191% to 200%20POW x 20POW x 2020 or 20m radius

Manipulation (Combine) (INT+POW)

This skill allows the sorcerer to combine the effects of multiple Sorcery spells in a single casting, so they will affect the target simultaneously. This is one of the more powerful aspects of Sorcery, as it allows a skilful sorcerer to use his Magic Points judiciously and achieve multiple effects within a short space of time.

  • A spell may not be combined with itself - only different spells may be combined.
  • The spells must all have the same target or targets. A sorcerer cannot combine a Palsy targeting an enemy and a Spell Resistance targeting himself, for instance.
  • The Casting Time for combined spells is always equal to the longest Casting Time of the component spells. Thus if a sorcerer combines the casting of the Damage Resistance (Casting Time 2) and Animate Earth (Casting Time 3) spells, the combined spell has a Casting Time of 3.
  • All skills involved in the spellcasting suffer a -10% penalty per spell (therefore there is a minimum of a -20% penalty, as all combined spells contain at least two spells).
  • All skills involved in the spellcasting may not exceed the sorcerer’s modified score in Manipulation (Combine).
  • Any Manipulation effects applied to a combined spellcasting apply to each of the spells involved. Only one Magic Point need be spent per Manipulation effect, regardless of the number of spells involved.
  • Even though the spells are being cast simultaneously, it is quite possible for one spell to succeed while the others fail.

Spell Traits & Descriptions

The traits used by Sorcery spells are detailed below.

  • Casting Time (X): The spell takes the indicated number of Combat Actions to cast.
  • Concentration: The spell’s effects will remain in place so long as the character concentrates on it. Concentrating on a spell is functionally identical to casting the spell, requiring the spellcaster to continue to gesture with both arms, chant and ignore distractions. This trait overrides the normal Sorcery spell default Duration.
  • Instant: The spell’s effects take place instantly. The spell itself then disappears. This trait overrides the normal Sorcery spell default Duration.
  • Permanent: The spell’s effects remain in place until they are dispelled or dismissed. This trait overrides the normal Sorcery spell default Duration.
  • Resist (Dodge/Persistence/Resilience): The spell’s effects do not take effect automatically. The target may make a Dodge, Persistence or Resilience test (as specified by the spell) in order to avoid the effect of the spell entirely. Note that Resist (Dodge) spells require the target to be able to use Reactions in order to dodge. In the case of Area spells, the Resist (Dodge) trait requires the target to dive in order to mitigate the spell’s effect.
  • Touch: Touch spells require the character to actually touch his target for the spell to take effect. The spellcaster must remain in physical contact with the target for the entire casting. This trait overrides the normal Sorcery spell default Range.
  • Trigger: The spell will lie dormant until an event stated in the description takes place. The spell then takes effect and is expended.
Defaults

Sorcery spells tend to have far fewer traits than other types of magical spell. This is because most Sorcery spells share the same basic qualities: A Duration equal to the character’s POW, a Magnitude of 1, a range equal to the character’s POW in metres and the default Sorcery spell will only affect one target.

Animate (Substance)

Casting Time 3, Concentration

This spell allows the sorcerer to animate the substance indicated, up to one SIZ for every point of Magnitude. The sorcerer can cause it to move about and interact clumsily (Movement of 1m per three points of Magnitude).

The sorcerer’s chance to have the animated object perform any physical skill successfully is equal to his own chance to perform that action halved (before any modifiers). If combined with the appropriate Form/Set spell (though application of the Manipulation (Combine) skill), the caster can perform much finer manipulation of the object. In this case, the animated object will use the caster’s full skill scores for physical activities.

This spell can only be used on inanimate matter.

Cast Back

Casting Time 2

This protective spell shields the caster from hostile magic and has a chance of sending it back to the attacking spellcaster.

Cast Back only affects spells that target the user specifically and have the Resist trait. Such spells may affect the protected character normally, but if it is resisted, the spell is launched back at the person who cast it, as long as its Magnitude is not greater than the Cast Back’s Magnitude.

Damage Boosting

Casting Time 2, Touch

This spell can be cast upon any weapon up to five ENC. Each point of Magnitude adds one point to the weapon’s damage (the basic spell will increase a hatchet from 1D6 damage to 1D6+1 damage, for instance).

Damage Resistance

Casting Time 2, Touch

This spell protects the body of the recipient. Any incoming attack dealing damage equal to or less than the Magnitude of the spell is ignored. Any incoming attack dealing more damage than the Magnitude of Damage Resistance is unaffected and will deal its full damage as normal. Note that the protected character may still suffer from Knockback if applicable.

Damage Resistance may be combined with the Divine Magic spell Shield or the Rune Magic spell Protection. In either case, incoming damage is compared to the Damage Resistance spell first and only encounters the Shield or Protection spells if the Damage Resistance is bypassed.

Diminish (Characteristic)

Casting Time 2, Resist (Persistence/Resilience), Touch

There are actually seven Diminish spells, one for each Characteristic. The spell will temporarily applies a penalty to the specified Characteristic equal to the Magnitude of the spell. The penalty applied by this spell may not reduce a Characteristic below one and a creature must have the Characteristic in question to be affected by this spell.

Diminish (STR, DEX, CON and SIZ) are resisted with Resilience. INT, POW and CHA are resisted with Persistence.

Applying a penalty to POW does not reduce the character’s Magic Points, nor will it affect any Dedicated POW.

Note that not all uses of this spell are malign. Thieves and others often value the timely use of a Diminish (SIZ) spell, as it can greatly enhance their ability to enter restricted areas…

Dominate (Species)

Casting Time 2, Resist (Persistence)

This spell allows the caster to gain control over a creature belonging to a specific species. If the target fails to resist the spell, it must obey the commands of the caster for the duration of the spell.

The controlled creature shares a telepathic link with the sorcerer by which it can receive its orders. If the sorcerer and the creature dominated do not share a common language, the sorcerer can order it about by forming a mental image of the actions he wishes the dominated creature to perform.

The original spell must be cast within normal Range parameters but subsequent mental control is calculated in kilometres rather than metres.

Some dominated creatures can be forced into an appropriate binding enchantment.

Enhance (Characteristic)

Casting Time 2, Touch

There are actually seven Diminish spells, one for each Characteristic. Essentially the reverse of the Diminish spell, Enhance allows the sorcerer to temporarily apply a bonus to the specified Characteristic equal to the Magnitude of the spell. A creature must have the Characteristic in question to be affected by this spell.

Applying a bonus to POW does not increase the character’s Magic Points.

Fly

Casting Time 3, Concentration, Resist (Persistence)

Using this spell allows the caster (or whomever or whatever he targets with the spell) to fly. The caster may levitate a number of objects or characters (the caster counting as one of these characters if he so wishes).

A levitated character may not be Overloaded and must have a SIZ Characteristic which is lower than the sorcerer’s POW characteristic.

Objects must have an ENC lower than the sorcerer’s POW characteristic.

Character or objects moved by this spell have a Movement of 1m. All objects and character moved by this spell move at the spellcaster’s behest, not their own.

Each point of the spell’s Magnitude may either be used to increase the target’s Movement by +1m or to target an additional object or character - but not both. A sorcerer casting this spell at Magnitude 4 may either fly himself with a Movement of 4m, fly himself and a friend with a Movement of 2m each or fly himself and three friends with a Movement of 1m each.

Form/Set (Substance)

Casting Time 3, Instant

There are an unlimited number of Form/Set spells in existence, one for every substance imaginable, from steel to smoke to water.

Each point of Magnitude allows the caster to shape one ENC of solid substance or one cubic metre of an ethereal substance (like darkness). The caster must be familiar with the shape he is forming.

When the caster has finished the forming process, the substance retains its shape. Rigid substances like steel will hold the form they had at the end of the spell, while more mutable substances like water will immediately lose their shape.

This spell can be used to mend damage done to an object. The sorcerer must form the entire object and must succeed at an appropriate Craft test but if successful he will restore the full hit points to an item.

This spell can only be used on inanimate substances.

Glow

Casting Time 1

This spell causes a glowing point of light to appear on a solid substance. At its base, the spell creates an area of light one metre in radius, giving off the same illumination as a candle. Each additional point of Magnitude increases the radius of effect by one metre. At Magnitude 3, the brightness of the spell increases to that of a flaming brand at its centre. At Magnitude 5, it increases to that of a campfire and at Magnitude 10 to that of a bonfire.

This spell can be cast on an opponent’s eyes if combined with the Manipulation (Range) spell, in which case it also gains the Resist (Dodge) trait. If the target fails to resist it, he will suffer a penalty to all attack, parry and Dodge tests, as well as any skills relying upon vision, equal to five times the spell’s Magnitude, until the spell ends or is dispelled.

Haste

Casting Time 1

Each point of Magnitude of Haste adds 1 metre to the Movement rate of the recipient. Every two points of Magnitude also adds +1 to the recipient’s Strike Rank.

Hinder

Casting Time 1, Resist (Resilience)

Each point of Magnitude of Hinder subtracts 1 metre from the Movement rate of the target. Every two points of Magnitude also reduces the target’s Strike Rank by -1.

Holdfast

Casting Time 2, Touch

This spell causes two adjacent ten centimetre by ten centimetre surfaces (roughly the size of a man’s palm) to commingle into one. The basic bond has a STR of 1. Each additional point of Magnitude will either increase the STR of the bond by +1 or double the area affected.

This spell can affect organic and inorganic substances. If the caster is attempting to bond a living being with this spell, the spell gains the Resist (Resilience) trait.

Mystic Vision

Casting Time 1, Concentration

This spell allows the recipient to literally see magic. By augmenting the recipient’s natural vision, the spell allows him to see a creature’s Magic Points, as well as enchanted items with their own Magic Points or spells. The recipient must be able to actually see the creature or object for this spell to work. Mystic Vision also allows a recipient to see into the spirit world.

The recipient of the spell will only know roughly how many Magic Points an object or creature has (1-10, 11-20, 21-30 and so forth).

By looking at a spell effect, a recipient of Mystic Vision will automatically be aware of its magical origin (divine, rune, mystic). By increasing the Magnitude of Mystic Vision, the caster can learn more about what he is seeing. Compare the Magnitude of Mystic Vision to the Magnitude of any spell that the target is either casting or under the influence of. As long as Mystic Vision’s Magnitude exceeds the other spell’s, the caster will be able to precisely determine the effects of the perceived spell, including whether it has been overcharged and a mental image of who cast the spell (if it is not obvious).

By looking at an enchanted item, a recipient of Mystic Vision will automatically be aware of its gross magical effects (such as the types of enchantment currently on the item). Each point of Magnitude of Mystic Vision will also determine either the invested POW (and therefore the relevant strength) of a particular enchantment or a particular condition laid upon an enchantment, at the Games Master’s choice.

Neutralise Magic

Casting Time 1, Instant

This spell allows a caster to neutralise other spells. Neutralise Magic will eliminate a combined Magnitude of spells equal to its own Magnitude, starting with the most powerful affecting the target. If it fails to eliminate any the most powerful spell, it will instead target the second-most powerful spell. As soon as Neutralise Magic can no longer dismiss a target’s spells, because all the remaining spell’s Magnitudes are too high), its effects immediately end.

A spell cannot be partially eliminated, so a target under the effects of a spell whose Magnitude is higher than that of Neutralise Magic will not have any spells currently affecting it eliminated.

Neutralise Magic can be fired as a Reaction, but only when another spell is cast within Neutralise Magic’s Range that the character wishes to counter. A successful Neutralise Magic disrupts the other spell and nullifies it. As long as Neutralise Magic’s Magnitude equals or exceeds the target spell’s Magnitude, the target spell is countered.

Palsy

Casting Time 1, Resist (Resilience)

If the caster is able to overcome his target with this spell, he can turn the victim’s own nervous system against him. The spell will paralyse one random hit location on the target, provided the spell’s Magnitude is greater than that location’s hit points. The location should be as if it had suffered a Serious Wound, though no actual hit point loss occurs.

Phantom (Sense)

Casting Time 2, Concentration

The Phantom spells are the sorcerous version of Illusion. Each Phantom (Sense) spell is a separate spell. These spells encompass the five base senses but there are also variants for any unusual sensory mechanism appropriate to the game world (such as sonar).

Sorcerers do not need an additional spell to cause their phantoms to move. The Movement speed for any phantom is equal to its Magnitude. Following are the Phantom (Sense) spells for the five base senses.

Odour

This spell reproduces a single scent. If the spell is of at least Magnitude 6, the caster can create an odour so foul it is incapacitating to those who smell it. Characters smelling the odour must make a Resilience test or suffer a -10% penalty to all skill tests until the spell ends or the character gets away from the smell.


Sample Odour Magnitudes
MagnitudeExample
1Spring rain
3A flower
6Fresh onions
12Ammonia
20An irritated skunk

Taste

This illusion creates a single taste covering as much as one SIZ point of material for each point of Magnitude.


Sample Taste Magnitudes
MagnitudeExample
1Fresh water
3Potato
6Fruit
12Hot pepper
20Overwhelming taste

Sight

This spell creates the visual component of an illusion. Each point of Magnitude will cover three points of SIZ - thus a Magnitude 4 Illusion (Sight) spell would create a SIZ 12 illusion.

Sample Sight Magnitudes
MagnitudeExample
1Clear glass
3Rippling water
6Stained glass
12Murky water
20Opaque

Sound

This spell creates the sound component of an illusion. The caster must specify the nature and duration of the sound at the time of casting. If the spell is of at least Magnitude 6, the caster can create a sound so loud it is incapacitating to those who hear it. Characters within two metres of the spell must make a Resilience test or suffer a -10% penalty to all skill tests until the spell ends or the character gets away from the sound. If the caster wishes to change the sound, he must cast the spell again.


Sample Sound Magnitudes
MagnitudeExample
1A snake moving in grass
3Conversation
6Close shout
12Loud horn
20A dragon’s bellow

Touch

This spell adds one SIZ (about four kilograms) of substance to an illusion for each point of Magnitude. For purposes of sustaining physical damage, an illusion has one hit point per SIZ point.

An illusion with substance can be used to deal damage. An illusion of SIZ 1 to 3 inflicts 1D2 damage, an illusion of SIZ 4 to 6 inflicts 1D4 damage, an illusion of SIZ 7 to 9 inflicts 1D6 damage, an illusion of SIZ 10 to 14 inflicts 1D8 damage and an illusion of SIZ 15 or more inflicts 1D10 damage.

Sample Touch Magnitudes and Damage
MagnitudeExample
1Ant crawling on skin
3Moving water
6Firm grip
12Malleable clay
20Solid rock

Protective Circle

Casting Time 3

This spell requires the use of the Manipulation (Combine) skill. It must be combined with Damage Resistance, Spell Resistance, Spirit Resistance or any combination of these three spells. When completed, the Protective Circle will create a sphere-shaped area of protection with a radius equal to the spell’s Magnitude. If this spell is cast on the ground (or other immovable place) it cannot be moved. If cast on a vehicle (such as the bed of a wagon) or a person, it will move with the target.

The Protective Circle’s perimeter contains the benefits of its combined Resistance spell(s). The Protective Circle only inhibits spells or attacks entering the circle from the outside - attacks or spells originating within the circle are unaffected. Thus a Protective Circle against spirits would block out outside spirits but have no effect on those already inside its perimeter. A Protective Circle against damage or spells would block out incoming attacks/spells but have no effect on those attacks made within the sphere (including attacks targeting those outside the sphere).

Regenerate

Casting Time 3, Concentration Special, Instant, Touch

This spell functions much like the Divine Magic spell Regrow Limb, in that it will cause a severed or maimed limb to regrow or reattach. Regenerate cannot return a character from the embrace of death.

The Magnitude of the spell must equal or exceed the maximum hit points of the limb. This spell will cause a limb severed by a Major Wound to regrow, or a if the detached limb is still present, for the limb to reattach itself to its stump.

Regenerate takes a number of Combat Actions equal to the target’s SIZ to reattach a limb, during which time the caster must maintain concentration on the spell. The hit location is immediately restored to 1 hit point at the end of this period.

Regenerate takes a number of minutes equal to the target’s SIZ to regrow a limb, during which time the caster must maintain concentration on the spell. The hit location is immediately restored to 1 hit point at the end of this period.

(Sense) Projection

Casting Time 2, Concentration

Each (Sense) Projection spell is a separate spell. These spells encompass the five base senses but there are also variants for any unusual sensory mechanism appropriate to the game world (such as sonar).

This spell allows the caster to project one of his senses anywhere within the spell’s Range. The spell forms an invisible and intangible sensor, some ten centimetres across, which receives the specified type of sensory input and transmits it to the caster. The sensor can move a number of metres per Combat Action equal to the spell’s Magnitude at the sorcerer’s direction and allows him to use his Perception skill through the sensor.

Spells can be cast through the sensor of some Projection spells. For instance, ranged spells require Sight Projection, while touch spells require Touch Projection (and likely Sight Projection too, simply so the sorcerer can find his target efficiently). Casting another spell through a (Sense) Projection spell requires the use of the Manipulation (Combine) spell, with the additional restriction that the spell’s Magnitude may not exceed the (Sense) Projection spell’s Magnitude.

Characters using magical vision can see the sensor and attack it if they wish, though it is only vulnerable to magic. Magical weapons and spells employed against the sensor will not destroy it but will instead transfer their damage directly to the caster in a random hit location.

Sense (Substance)

Casting Time 1, Concentration

Eminently useful for finding valuables from afar, this spell has a variation for every substance imaginable. Sense (Substance) will cause all sources of the substance within range of the spell to glow an appropriate colour visible only to the caster - diamonds will gleam like ice, amber will shine like a campfire and so on. Each point of this spell’s Magnitude allows it to penetrate one metre of rock, wood or dirt. If the source is concealed behind such a material, the surface nearest the caster will glow for a moment. The spell cannot penetrate refined metal, though it can penetrate ore.

Shapechange (Species) to (Species)

Casting Time 2, Resist (Resilience), Touch

Each Shapechange spell is a separate spell. Of all spells with multiple variations, the Shapechange spell has the most, comprising a new spell for almost every combination of creatures imaginable. The spell only works on living things - the dead or inanimate cannot be shapechanged.

The Magnitude of the spell must be equal to or greater than the average SIZ of both specified species. Thus changing a mouse (SIZ 1) into a newt (also SIZ 1) is Magnitude 1. Changing a mouse into a lion (SIZ 19) is Magnitude 19.

If the caster spends a number of Magic Points equal to the spell’s Magnitude at the time of casting, the spell gains the Permanent trait.

If the spell is successful, the target will be biologically changed, gaining the STR, DEX, CON and SIZ of its new form. Its INT, POW and CHA are unchanged and the target retains its memories and abilities (though it may be unable to use some of those abilities in its new form).

Skin of Life

Casting Time 2, Touch

This spell protects the recipient from suffocation by air deprivation, due to such factors as drowning or the Smother spell. Each point of Magnitude will cover three points of SIZ - thus a Magnitude 4 Skin of Life spell would sustain a SIZ 12 creature.

Smother

Casting Time 2, Concentration, Resist (Resilience Special)

If successful, this spell neutralises the air surrounding the target, making each breath stale and worthless, depriving it of oxygen. The caster must concentrate each round in order to keep the spell operating. For the duration of the spell, the target will be unable to breathe, essentially drowning on dry land.

When the spell begins, the target’s Resilience test determines whether it is able to gasp in one last breath before Smother cuts off the ambient oxygen supply. If the target succeeds, it may hold his breath as normal. If it fails, it will start drowning in the next Combat Round.

This spell can also be used to extinguish fires, as the flames will be starved of oxygen. At Magnitude 1, it can extinguish a Flame, Magnitude 2 a Large Flame, Magnitude 4 a Small Fire, Magnitude 7 a Large Fire and Magnitude 10 will put out an Inferno. Smother has no effect on magical fire or on fire-based creatures.

Spell Resistance

Casting Time 2

This spell matches its Magnitude against the Magnitude of any incoming spell. If Spell Resistance’s Magnitude is greater than the incoming spell’s, the incoming spell has no effect. If the incoming spell’s Magnitude is equal to or greater than the Magnitude of Spell Resistance, the spell affects the target normally.

Unlike many protective spells, Spell Resistance remains in place for the entirety of its Duration - spells that successfully breach the spell do not dispel it. However, it does not discriminate between incoming spells - a comrade attempting to magically heal the recipient of Spell Resistance must overcome it in order to successfully use a healing spell.

Spiritual Projection

Casting Time 3, Touch

Spiritual Projection causes the recipient’s soul to leave its corporeal body and manifest in the spirit world. The recipient’s corporeal body slumps into a catatonic state for the remainder of the spell. While Spiritual Projection is sometimes used for scouting purposes (as the recipient’s spirit can pass through nearly any obstacle) it is usually used to combat or confront spirit world denizens.

The recipient’s body remains vulnerable for the Duration of the Spiritual Projection. The soul will always know the direction its host body lies in and the rough range to it in metres, but it cannot use the body’s senses. It is quite possible for a wandering soul to have its body destroyed and not realise it until it returns from its sojourn. It is also possible for a wandering spirit to possess the host body, leaving the wandering soul trapped as a spirit… at least until the spell ends and the soul dies. It is for these reasons that most sorcerers ensure that their bodies are protected by Damage, Spell and Spirit Resistance before casting Spiritual Journey.

As a traveller in the spirit world, the recipient automatically gains the effects of Mystic Vision for the duration of his Spiritual Journey. However, he will suffer a -40% penalty to all Perception tests to spot mundane items or events in the real world while in the spirit world. The Range of this spell is in kilometres - a recipient may not travel further than this from its host body.

He may also interact with spirits on a similar footing. In fact, the projected soul is considered a spirit for the Duration of the spell. This means that it lacks STR, DEX, SIZ and CON and calculates its Attributes as a spirit does, with the exception of hit points. All DEX-based skills become based on INT, all STR-based skills become based on CHA and all CON-based skills become based on POW for the Duration of Spiritual Projection - plus Dodge, Persistence and Stealth all gain a temporary +10% bonus. Only magical damage or damage originating in the spirit world can harm it and it always causes only its Damage Modifier in damage with close combat or ranged attacks. The travelling soul is immune to any effect requiring a Resilience test. It is also invisible, though not to other spirits.

If a soul’s projection is attacked and damaged, its wounds will manifest on its host body. Roll for hit location randomly. However, any injuries incurred will not affect the wandering soul in any way. Only when the soul is reunited with the body will the effects apply.

When the spell’s Duration expires, the recipient’s spirit must be close to its host body. As long as it is within the spell’s Range in metres, the soul and body reunite without any problems. However, a soul that is too far away or has had its body killed or possessed, will begin to suffer. Every minute it is denied from its body, the spirit loses one point of POW, permanently. If POW reaches zero, the soul dies.

Spirit Resistance

Casting Time 2

This spell matches its Magnitude against the POW of any spirit that come into contact with the recipient. If the recipient of the spell’s combined POW + Spirit Resistance’s Magnitude is greater than the spirit’s POW, the spirit cannot touch the recipient.

A spirit unable to touch a recipient will not be able to personally attack or harm him, including through ranged attacks. A spell cast by a spirit at the recipient is blocked unless its Magnitude exceeds Spirit Block’s Magnitude.

Tap (Characteristic)

Casting Time 3, Concentration, Resist (Persistence), Touch

There are actually seven Tap spells, one for each Characteristic. These devastating spells allow the caster to permanently strip a target of Characteristic points, transforming them into Magic Points for his own use.

The caster must make contact with the target, either physically or through Touch Projection in order to Tap it - therefore the spell cannot be used on incorporeal creatures, such as spirits.

Tap will only work if its Magnitude is equal to or greater than the target’s specified Characteristic. Thus a Magnitude 6 Tap Strength spell would only work on targets with a STR of 6 or lower.

Characteristic points lost to Tap are lost permanently, though the victim can raise them again through normal means of increasing a Characteristic. No Characteristic may be Tapped below 1.

For each Characteristic point the sorcerer taps, he will gain one Magic Point. The sorcerer is limited in the number of Magic Points he can gain through Tap; the spell can only increase his Magic Points to double his normal limit. A sorcerer may simply Tap a target and dissipate any gained Magic Points.

If the sorcerer gains more Magic Points through Tap than his normal maximum, they will disappear at the rate of one Magic Point per minute once the spell finishes.

Treat Wounds

Casting Time 2, Instant, Touch

This spell must be cast upon a wounded hit location. It dramatically accelerates the natural healing rate of the target. If the target is wounded in more than one location, the spell must be cast once for each wounded location.

For every point of Magnitude of this spell, the caster can repair one hit point of damage to the hit location. Treat Wounds cannot reattach or regrow a severed limb and will not work on any hit location suffering from a Major Wound.

Venom

Casting Time 2, Resist (Resilience Special), Touch

This spell infuses the target’s body with a magical poison. The Potency of the poison is equal to the spell’s Magnitude x 5 and is otherwise identical to Lych’s Bane Brew (see page 91 of RuneQuest ), though its effects will only last for the spell’s Duration. The target may resist the poison with a Resilience test, as normal.