Dragon magic is a very ancient order. It is extremely powerful. The more potent magics are far superior to even Vala magic.

Each spell listed below follows the same format and is listed in alphabetical order

Spell Name
Variable or Non-Variable
Magic Point Cost

Spell Description (including area of effect, whether the spell is offensive-requiring a magic point vs. magic point roll, and other notes.)



Blood Freeze
Non-Variable
20 Magic Points

This spell turns the caster's eyes and breath an eerie blue. The caster must then open his/her mouth and breath out, at which point, his/her cold, blue breath enters the nostrils, ears, and mouth of the target. The target must be within 10 feet for the spell to be effective. If the target's nostrils, ears, and mouth are covered with some type of armor and clothing the spell will be ineffective.

After his/her blue breath enters the target the caster must overcome the target's CON with their magic points. If the caster is successful, the target's blood will literally begin to freeze and will become solid ice within 3 rounds. Death results. During this process the target's eyes also glow the same eerie blue and their skin turns blue-white.

Combustion
Non-Variable
5 Magic Points

This spell requires the caster to overcome the target's magic points with his/her own. If successful, the target instantly bursts into flames in 1D3 random hit locations. Each location struck by the flames receives 2D10 points of damage per round.

Crystallize
Variable
6 Magic Points/Level

This spell may either be cast on the caster to provide protection or cast on targets to inflict damage. If cast on himself/herself, the caster becomes crystallized and encased in ice. The ice provides 25 armor points per level used. If the damage done exceeds the ice's armor points, the ice encasing the caster will shatter and send the caster to the ground unharmed.

If the spell is cast on another target, the target will become encased in ice but will receive 1D10 points of cold damage to their total hit points each round until dead. The only escape for the target is for it to overcome the armor points of the ice with their physical strength. If they are successful, the ice will shatter and the target will be send to the ground taking 1D10 damage from the shattering ice. The duration of the spell is 10 melee rounds.

Fire Spheres
Non-Variable
15 Magic Points

This spell creates 3-inch spheres of flame that appear about the caster. A maximum of ten spheres can be called into being. Once created, the spheres serve a dual purpose: defensive and offensive. The duration of the spell is 15 melee rounds.

In defensive mode, the spheres serve as a barrier. The spheres orbit the caster in much the same way as electrons orbit an atom nucleus. By pulling the spheres into a close orbit around him/her, the caster makes it very dangerous for anyone to attempt to engage them in melee. For each sphere the caster has about him, there is a 10% chance that it will strike anyone or anything attempting to pass through their orbit. If a sphere strike a target, they immediately explode into a 3-foot diameter fireball doing 3D10 points of damage. The caster must be careful though unless he/she is immune to fire damage.

In offensive mode, each sphere acts as an individual fireball which can be aimed at a single target and releases from orbit to strike that target. The caster simply points at the target, concentrates on the range he/she wishes to achieve and releases the sphere from its orbit. The fireball then explodes into a 3-foot diameter ball of flame and strikes the target inflicting 3D10 points of damage to it or anyone within its range. In addition, if the caster concentrates all of the spheres on target, he/she has the potential of inflicting 30-300 points of total damage.

Fireaid
Non-Variable
2 Magic Points

This spell alerts all dragons and dragon-like creatures, including dragon lords, who are within 2 miles, that the caster requires combat assistance. The duration of the spell is 20 melee rounds.

Firec Storm
Non-Variable
10 Magic Points

This spell must be cast when there is at least 50% cloud cover. When cast, the caster raises his/her arms above their head putting their hands together. At that moment, a red-orange pillar of fire explodes from their hands and ascends up into the clouds above. When the pillar strikes the clouds, the clouds begin to swirl and bubble turning hues of yellow, orange, and red. Instantly 10 vortexes of yellow-orange-red clouds eject from the clouds above and are hurled downward at the specified target or targets. There is a maximum of ten targets, on vortex per target. Each vortex is flaming and engulfs the target for 1D30 points of damage per location.

Flameburst
Non-Variable
5 Magic Points

This spell calls forth a ring of fire which flashes outward for 10 feet. The ring hovers at about the waist, surrounding the caster and making it impossible for anyone to approach him/her in melee for 6 rounds. Anyone caught by the flame is burned for 3D8 points of damage and continues to take 1D4 points of damage each round thereafter as the person's clothes, hair, etc, burns. The ring of fire is stationary and will not move with the movements of the caster.

Frigid Flames
Non-Variable
12 Magic Points

This spell envelops the caster with blue-white flames and protects him/her against attacks made with ice. The duration of the spell is 6 melee rounds.

Hypnotic Flames
Non-Variable
7 Magic Points

This spell creates dancing flames on the surface of the caster's eyes. Those who look directly at the caster's eyes must resist the caster's magic points with their magic points or become enthralled and stunned, unable to move or act for the duration the caster looks into their eyes. The victim may try to resist and overcome the enthrallment every 5 minutes.

Illithor
Non-Variable
5 Magic Points

This spell completely regenerates body parts to their full original stature. If this spell is cast upon a creature who has been decapitated within 1 round, the creature's head will regenerate and the creature will not die. Otherwise the creature will die.

Lavapit
Non-Variable
25 Magic Points

Within 1 strike rank after being cast, this spell causes 30-foot radius area of earth around the target to heat up and steam. On the second strike rank the earth turns bright red and causes this area to crack into pieces. On the third strike rank this 30-foot area falls into a pit of boiling lava down below. This all occurs within 3 strike ranks of being cast. If the target is still within the 30-foot radius when the earth falls into the lava pit, the target obviously also falls into the lava. The lava inflicts 6D10 points of damage to each location per strike rank.

Mirror of Flames
Non-Variable
6 Magic Points

This spell creates a mirror-like bubble of flames around the caster. Any attacks made with fire against the caster will be repulsed and reflected back by the mirror of flames at the caster. The duration of the spell is 5 melee rounds.

Pillars of Flame
Non-Variable
10 Magic Points

This spell creates six columns of fire 12 feet high by 3 feet wide which surround a specified target in a circle. The columns are 1 foot apart from each other and 10 feet away from the target with the target in the middle. If the target comes within 6 feet of the flames they receive 1D10 damage to all locations. If the target comes within 3 feet of the flames they receive 2D10 damage to all locations. If the target touches the flames they receive 3D10 damage to all locations per round. This spell is meant to be a barrier or a cage for the duration of 20 melee rounds.

Purify
Non-Variable
5 Magic Points

This spell cures all diseases including those that are terminal. However, in order to cure a terminal disease with this spell, the caster must sacrifice a permanent point of current CON.

Sandstorm
Non-Variable
15 Magic Points

This spell must be cast in an area with minimal vegatation where the earth is relatively loose. Deserts are ideal of course. It creates a sandstorm 500 feet high and 3 miles wide with 300 mph winds. The storm is stationary. Anyone inside the storm receives 1D20 damage to 1D4 hit locations every round until they escape the storm or the storm ceases. The duration of this spell is 30 melee rounds.

Wall of Fire
Non-Variable
10 Magic Points

This spell creates a 20-foot high circle of fire around the caster. Anything attempting to pass through the wall of flames receives 3D10 points of damage to all locations per round. The duration of spell is 10 melee rounds.


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